// Copyright (c) 2017 The vulkano developers // Licensed under the Apache License, Version 2.0 // or the MIT // license , // at your option. All files in the project carrying such // notice may not be copied, modified, or distributed except // according to those terms. // Multisampling anti-aliasing example, using a render pass resolve. // // # Introduction to multisampling // // When you draw an object on an image, this object occupies a certain set of pixels. Each pixel of // the image is either fully covered by the object, or not covered at all. There is no such thing // as a pixel that is half-covered by the object that you're drawing. What this means is that you // will sometimes see a "staircase effect" at the border of your object, also called aliasing. // // The root cause of aliasing is that the resolution of the image is not high enough. If you // increase the size of the image you're drawing to, this effect will still exist but will be much // less visible. // // In order to decrease aliasing, some games and programs use what we call "SuperSample Anti- // Aliasing" (SSAA). For example instead of drawing to an image of size 1024x1024, you draw to an // image of size 2048x2048. Then at the end, you scale down your image to 1024x1024 by merging // nearby pixels. Since the intermediate image is 4 times larger than the destination, this would // be 4x SSAA. // // However this technique is very expensive in terms of GPU power. The fragment shader and all its // calculations has to run four times more often. // // So instead of SSAA, a common alternative is MSAA (MultiSample Anti-Aliasing). The base principle // is more or less the same: you draw to an image of a larger dimension, and then at the end you // scale it down to the final size. The difference is that the fragment shader is only run once per // pixel of the final size, and its value is duplicated to fill to all the pixels of the // intermediate image that are covered by the object. // // For example, let's say that you use 4x MSAA, you draw to an intermediate image of size // 2048x2048, and your object covers the whole image. With MSAA, the fragment shader will only be // run 1,048,576 times (1024 * 1024), compared to 4,194,304 times (2048 * 2048) with 4x SSAA. Then // the output of each fragment shader invocation is copied in each of the four pixels of the // intermediate image that correspond to each pixel of the final image. // // Now, let's say that your object doesn't cover the whole image. In this situation, only the // pixels of the intermediate image that are covered by the object will receive the output of the // fragment shader. // // Because of the way it works, this technique requires direct support from the hardware, contrary // to SSAA which can be done on any machine. // // # Multisampled images // // Using MSAA with Vulkan is done by creating a regular image, but with a number of samples per // pixel different from 1. For example if you want to use 4x MSAA, you should create an image with // 4 samples per pixel. Internally this image will have 4 times as many pixels as its extent // would normally require, but this is handled transparently for you. Drawing to a multisampled // image is exactly the same as drawing to a regular image. // // However multisampled images have some restrictions, for example you can't show them on the // screen (swapchain images are always single-sampled), and you can't copy them into a buffer. // Therefore when you have finished drawing, you have to blit your multisampled image to a // non-multisampled image. This operation is not a regular blit (blitting a multisampled image is // an error), instead it is called *resolving* the image. use std::{fs::File, io::BufWriter, path::Path}; use vulkano::{ buffer::{Buffer, BufferContents, BufferCreateInfo, BufferUsage}, command_buffer::{ allocator::StandardCommandBufferAllocator, AutoCommandBufferBuilder, CommandBufferUsage, CopyImageToBufferInfo, PrimaryCommandBufferAbstract, RenderPassBeginInfo, SubpassContents, }, device::{ physical::PhysicalDeviceType, Device, DeviceCreateInfo, DeviceExtensions, QueueCreateInfo, QueueFlags, }, format::Format, image::{view::ImageView, Image, ImageCreateInfo, ImageType, ImageUsage, SampleCount}, instance::{Instance, InstanceCreateFlags, InstanceCreateInfo}, memory::allocator::{AllocationCreateInfo, MemoryTypeFilter, StandardMemoryAllocator}, pipeline::{ graphics::{ color_blend::ColorBlendState, input_assembly::InputAssemblyState, multisample::MultisampleState, rasterization::RasterizationState, vertex_input::{Vertex, VertexDefinition}, viewport::{Viewport, ViewportState}, GraphicsPipelineCreateInfo, }, layout::PipelineDescriptorSetLayoutCreateInfo, GraphicsPipeline, PipelineLayout, PipelineShaderStageCreateInfo, }, render_pass::{Framebuffer, FramebufferCreateInfo, Subpass}, sync::GpuFuture, VulkanLibrary, }; fn main() { // The usual Vulkan initialization. let library = VulkanLibrary::new().unwrap(); let instance = Instance::new( library, InstanceCreateInfo { flags: InstanceCreateFlags::ENUMERATE_PORTABILITY, ..Default::default() }, ) .unwrap(); let device_extensions = DeviceExtensions { ..DeviceExtensions::empty() }; let (physical_device, queue_family_index) = instance .enumerate_physical_devices() .unwrap() .filter(|p| p.supported_extensions().contains(&device_extensions)) .filter_map(|p| { p.queue_family_properties() .iter() .position(|q| q.queue_flags.intersects(QueueFlags::GRAPHICS)) .map(|i| (p, i as u32)) }) .min_by_key(|(p, _)| match p.properties().device_type { PhysicalDeviceType::DiscreteGpu => 0, PhysicalDeviceType::IntegratedGpu => 1, PhysicalDeviceType::VirtualGpu => 2, PhysicalDeviceType::Cpu => 3, PhysicalDeviceType::Other => 4, _ => 5, }) .unwrap(); println!( "Using device: {} (type: {:?})", physical_device.properties().device_name, physical_device.properties().device_type, ); let (device, mut queues) = Device::new( physical_device, DeviceCreateInfo { enabled_extensions: device_extensions, queue_create_infos: vec![QueueCreateInfo { queue_family_index, ..Default::default() }], ..Default::default() }, ) .unwrap(); let queue = queues.next().unwrap(); let memory_allocator = StandardMemoryAllocator::new_default(device.clone()); // Creating our intermediate multisampled image. // // As explained in the introduction, we pass the same extent and format as for the final // image. But we also pass the number of samples-per-pixel, which is 4 here. let intermediary = ImageView::new_default( Image::new( &memory_allocator, ImageCreateInfo { image_type: ImageType::Dim2d, format: Format::R8G8B8A8_UNORM, extent: [1024, 1024, 1], usage: ImageUsage::COLOR_ATTACHMENT | ImageUsage::TRANSIENT_ATTACHMENT, samples: SampleCount::Sample4, ..Default::default() }, AllocationCreateInfo::default(), ) .unwrap(), ) .unwrap(); // This is the final image that will receive the anti-aliased triangle. let image = Image::new( &memory_allocator, ImageCreateInfo { image_type: ImageType::Dim2d, format: Format::R8G8B8A8_UNORM, extent: [1024, 1024, 1], usage: ImageUsage::TRANSFER_SRC | ImageUsage::TRANSFER_DST | ImageUsage::COLOR_ATTACHMENT | ImageUsage::STORAGE, ..Default::default() }, AllocationCreateInfo::default(), ) .unwrap(); let view = ImageView::new_default(image.clone()).unwrap(); // In this example, we are going to perform the *resolve* (ie. turning a multisampled image // into a non-multisampled one) as part of the render pass. This is the preferred method of // doing so, as it the advantage that the Vulkan implementation doesn't have to write the // content of the multisampled image back to memory at the end. let render_pass = vulkano::single_pass_renderpass!( device.clone(), attachments: { // The first framebuffer attachment is the intermediary image. intermediary: { format: Format::R8G8B8A8_UNORM, // This has to match the image definition. samples: 4, load_op: Clear, store_op: DontCare, }, // The second framebuffer attachment is the final image. color: { format: Format::R8G8B8A8_UNORM, // Same here, this has to match. samples: 1, load_op: DontCare, store_op: Store, }, }, pass: { // When drawing, we have only one output which is the intermediary image. // // At the end of the pass, each color attachment will be *resolved* into the image // given under `color_resolve`. In other words, here, at the end of the pass, the // `intermediary` attachment will be copied to the attachment named `color`. // // For depth/stencil attachments, there is also a `depth_stencil_resolve` field. // When you specify this, you must also specify at least one of the // `depth_resolve_mode` and `stencil_resolve_mode` fields. // We don't need that here, so it's skipped. color: [intermediary], color_resolve: [color], depth_stencil: {}, }, ) .unwrap(); // Creating the framebuffer, the calls to `add` match the list of attachments in order. let framebuffer = Framebuffer::new( render_pass.clone(), FramebufferCreateInfo { attachments: vec![intermediary, view], ..Default::default() }, ) .unwrap(); // Here is the "end" of the multisampling example, as starting from here everything is the same // as in any other example. The pipeline, vertex buffer, and command buffer are created in // exactly the same way as without multisampling. At the end of the example, we copy the // content of `image` (ie. the final image) to a buffer, then read the content of that buffer // and save it to a PNG file. mod vs { vulkano_shaders::shader! { ty: "vertex", src: r" #version 450 layout(location = 0) in vec2 position; void main() { gl_Position = vec4(position, 0.0, 1.0); } ", } } mod fs { vulkano_shaders::shader! { ty: "fragment", src: r" #version 450 layout(location = 0) out vec4 f_color; void main() { f_color = vec4(1.0, 0.0, 0.0, 1.0); } ", } } #[derive(BufferContents, Vertex)] #[repr(C)] struct Vertex { #[format(R32G32_SFLOAT)] position: [f32; 2], } let vertices = [ Vertex { position: [-0.5, -0.5], }, Vertex { position: [0.0, 0.5], }, Vertex { position: [0.5, -0.25], }, ]; let vertex_buffer = Buffer::from_iter( &memory_allocator, BufferCreateInfo { usage: BufferUsage::VERTEX_BUFFER, ..Default::default() }, AllocationCreateInfo { memory_type_filter: MemoryTypeFilter::PREFER_DEVICE | MemoryTypeFilter::HOST_SEQUENTIAL_WRITE, ..Default::default() }, vertices, ) .unwrap(); let pipeline = { let vs = vs::load(device.clone()) .unwrap() .entry_point("main") .unwrap(); let fs = fs::load(device.clone()) .unwrap() .entry_point("main") .unwrap(); let vertex_input_state = Vertex::per_vertex() .definition(&vs.info().input_interface) .unwrap(); let stages = [ PipelineShaderStageCreateInfo::new(vs), PipelineShaderStageCreateInfo::new(fs), ]; let layout = PipelineLayout::new( device.clone(), PipelineDescriptorSetLayoutCreateInfo::from_stages(&stages) .into_pipeline_layout_create_info(device.clone()) .unwrap(), ) .unwrap(); let subpass = Subpass::from(render_pass, 0).unwrap(); GraphicsPipeline::new( device.clone(), None, GraphicsPipelineCreateInfo { stages: stages.into_iter().collect(), vertex_input_state: Some(vertex_input_state), input_assembly_state: Some(InputAssemblyState::default()), viewport_state: Some(ViewportState::viewport_dynamic_scissor_irrelevant()), rasterization_state: Some(RasterizationState::default()), multisample_state: Some(MultisampleState { rasterization_samples: subpass.num_samples().unwrap(), ..Default::default() }), color_blend_state: Some(ColorBlendState::new(subpass.num_color_attachments())), subpass: Some(subpass.into()), ..GraphicsPipelineCreateInfo::layout(layout) }, ) .unwrap() }; let viewport = Viewport { offset: [0.0, 0.0], extent: [1024.0, 1024.0], depth_range: 0.0..=1.0, }; let command_buffer_allocator = StandardCommandBufferAllocator::new(device, Default::default()); let buf = Buffer::from_iter( &memory_allocator, BufferCreateInfo { usage: BufferUsage::TRANSFER_DST, ..Default::default() }, AllocationCreateInfo { memory_type_filter: MemoryTypeFilter::PREFER_HOST | MemoryTypeFilter::HOST_RANDOM_ACCESS, ..Default::default() }, (0..1024 * 1024 * 4).map(|_| 0u8), ) .unwrap(); let mut builder = AutoCommandBufferBuilder::primary( &command_buffer_allocator, queue.queue_family_index(), CommandBufferUsage::OneTimeSubmit, ) .unwrap(); builder .begin_render_pass( RenderPassBeginInfo { clear_values: vec![Some([0.0, 0.0, 1.0, 1.0].into()), None], ..RenderPassBeginInfo::framebuffer(framebuffer) }, SubpassContents::Inline, ) .unwrap() .set_viewport(0, [viewport].into_iter().collect()) .bind_pipeline_graphics(pipeline) .bind_vertex_buffers(0, vertex_buffer.clone()) .draw(vertex_buffer.len() as u32, 1, 0, 0) .unwrap() .end_render_pass() .unwrap() .copy_image_to_buffer(CopyImageToBufferInfo::image_buffer(image, buf.clone())) .unwrap(); let command_buffer = builder.build().unwrap(); let finished = command_buffer.execute(queue).unwrap(); finished .then_signal_fence_and_flush() .unwrap() .wait(None) .unwrap(); let buffer_content = buf.read().unwrap(); let path = Path::new("triangle.png"); let file = File::create(path).unwrap(); let w = &mut BufWriter::new(file); let mut encoder = png::Encoder::new(w, 1024, 1024); // Width is 2 pixels and height is 1. encoder.set_color(png::ColorType::Rgba); encoder.set_depth(png::BitDepth::Eight); let mut writer = encoder.write_header().unwrap(); writer.write_image_data(&buffer_content).unwrap(); if let Ok(path) = path.canonicalize() { println!("Saved to {}", path.display()); } }