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