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deferredmultisampling.cpp
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deferredmultisampling.cpp
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/*
* Vulkan Example - Multi sampling with explicit resolve for deferred shading example
*
* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#include "vulkanexamplebase.h"
#include "VulkanFrameBuffer.hpp"
#include "VulkanglTFModel.h"
#define ENABLE_VALIDATION false
#if defined(__ANDROID__)
// Use max. screen dimension as deferred framebuffer size
#define FB_DIM std::max(width,height)
#else
#define FB_DIM 2048
#endif
class VulkanExample : public VulkanExampleBase
{
public:
int32_t debugDisplayTarget = 0;
bool useMSAA = true;
bool useSampleShading = true;
VkSampleCountFlagBits sampleCount = VK_SAMPLE_COUNT_1_BIT;
struct {
struct {
vks::Texture2D colorMap;
vks::Texture2D normalMap;
} model;
struct {
vks::Texture2D colorMap;
vks::Texture2D normalMap;
} background;
} textures;
struct {
vkglTF::Model model;
vkglTF::Model background;
} models;
struct {
glm::mat4 projection;
glm::mat4 model;
glm::mat4 view;
glm::vec4 instancePos[3];
} uboOffscreenVS;
struct Light {
glm::vec4 position;
glm::vec3 color;
float radius;
};
struct {
Light lights[6];
glm::vec4 viewPos;
int32_t debugDisplayTarget = 0;
} uboComposition;
struct {
vks::Buffer offscreen;
vks::Buffer composition;
} uniformBuffers;
struct {
VkPipeline deferred; // Deferred lighting calculation
VkPipeline deferredNoMSAA; // Deferred lighting calculation with explicit MSAA resolve
VkPipeline offscreen; // (Offscreen) scene rendering (fill G-Buffers)
VkPipeline offscreenSampleShading; // (Offscreen) scene rendering (fill G-Buffers) with sample shading rate enabled
} pipelines;
VkPipelineLayout pipelineLayout;
struct {
VkDescriptorSet model;
VkDescriptorSet background;
} descriptorSets;
VkDescriptorSet descriptorSet;
VkDescriptorSetLayout descriptorSetLayout;
vks::Framebuffer* offscreenframeBuffers;
VkCommandBuffer offScreenCmdBuffer = VK_NULL_HANDLE;
// Semaphore used to synchronize between offscreen and final scene rendering
VkSemaphore offscreenSemaphore = VK_NULL_HANDLE;
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
{
title = "Multi sampled deferred shading";
camera.type = Camera::CameraType::firstperson;
camera.movementSpeed = 5.0f;
#ifndef __ANDROID__
camera.rotationSpeed = 0.25f;
#endif
camera.position = { 2.15f, 0.3f, -8.75f };
camera.setRotation(glm::vec3(-0.75f, 12.5f, 0.0f));
camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 256.0f);
paused = true;
}
~VulkanExample()
{
// Clean up used Vulkan resources
// Note : Inherited destructor cleans up resources stored in base class
// Frame buffers
if (offscreenframeBuffers)
{
delete offscreenframeBuffers;
}
vkDestroyPipeline(device, pipelines.deferred, nullptr);
vkDestroyPipeline(device, pipelines.deferredNoMSAA, nullptr);
vkDestroyPipeline(device, pipelines.offscreen, nullptr);
vkDestroyPipeline(device, pipelines.offscreenSampleShading, nullptr);
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
// Uniform buffers
uniformBuffers.offscreen.destroy();
uniformBuffers.composition.destroy();
textures.model.colorMap.destroy();
textures.model.normalMap.destroy();
textures.background.colorMap.destroy();
textures.background.normalMap.destroy();
vkDestroySemaphore(device, offscreenSemaphore, nullptr);
}
// Enable physical device features required for this example
virtual void getEnabledFeatures()
{
// Enable sample rate shading filtering if supported
if (deviceFeatures.sampleRateShading) {
enabledFeatures.sampleRateShading = VK_TRUE;
}
// Enable anisotropic filtering if supported
if (deviceFeatures.samplerAnisotropy) {
enabledFeatures.samplerAnisotropy = VK_TRUE;
}
};
// Prepare the framebuffer for offscreen rendering with multiple attachments used as render targets inside the fragment shaders
void deferredSetup()
{
offscreenframeBuffers = new vks::Framebuffer(vulkanDevice);
offscreenframeBuffers->width = FB_DIM;
offscreenframeBuffers->height = FB_DIM;
// Four attachments (3 color, 1 depth)
vks::AttachmentCreateInfo attachmentInfo = {};
attachmentInfo.width = FB_DIM;
attachmentInfo.height = FB_DIM;
attachmentInfo.layerCount = 1;
attachmentInfo.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
attachmentInfo.imageSampleCount = sampleCount;
// Color attachments
// Attachment 0: (World space) Positions
attachmentInfo.format = VK_FORMAT_R16G16B16A16_SFLOAT;
offscreenframeBuffers->addAttachment(attachmentInfo);
// Attachment 1: (World space) Normals
attachmentInfo.format = VK_FORMAT_R16G16B16A16_SFLOAT;
offscreenframeBuffers->addAttachment(attachmentInfo);
// Attachment 2: Albedo (color)
attachmentInfo.format = VK_FORMAT_R8G8B8A8_UNORM;
offscreenframeBuffers->addAttachment(attachmentInfo);
// Depth attachment
// Find a suitable depth format
VkFormat attDepthFormat;
VkBool32 validDepthFormat = vks::tools::getSupportedDepthFormat(physicalDevice, &attDepthFormat);
assert(validDepthFormat);
attachmentInfo.format = attDepthFormat;
attachmentInfo.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
offscreenframeBuffers->addAttachment(attachmentInfo);
// Create sampler to sample from the color attachments
VK_CHECK_RESULT(offscreenframeBuffers->createSampler(VK_FILTER_NEAREST, VK_FILTER_NEAREST, VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE));
// Create default renderpass for the framebuffer
VK_CHECK_RESULT(offscreenframeBuffers->createRenderPass());
}
// Build command buffer for rendering the scene to the offscreen frame buffer attachments
void buildDeferredCommandBuffer()
{
if (offScreenCmdBuffer == VK_NULL_HANDLE) {
offScreenCmdBuffer = vulkanDevice->createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, false);
}
// Create a semaphore used to synchronize offscreen rendering and usage
if (offscreenSemaphore == VK_NULL_HANDLE) {
VkSemaphoreCreateInfo semaphoreCreateInfo = vks::initializers::semaphoreCreateInfo();
VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &offscreenSemaphore));
}
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
// Clear values for all attachments written in the fragment shader
std::array<VkClearValue,4> clearValues;
clearValues[0].color = clearValues[1].color = { { 0.0f, 0.0f, 0.0f, 0.0f } };
clearValues[2].color = { { 0.0f, 0.0f, 0.0f, 0.0f } };
clearValues[3].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
renderPassBeginInfo.renderPass = offscreenframeBuffers->renderPass;
renderPassBeginInfo.framebuffer = offscreenframeBuffers->framebuffer;
renderPassBeginInfo.renderArea.extent.width = offscreenframeBuffers->width;
renderPassBeginInfo.renderArea.extent.height = offscreenframeBuffers->height;
renderPassBeginInfo.clearValueCount = static_cast<uint32_t>(clearValues.size());
renderPassBeginInfo.pClearValues = clearValues.data();
VK_CHECK_RESULT(vkBeginCommandBuffer(offScreenCmdBuffer, &cmdBufInfo));
vkCmdBeginRenderPass(offScreenCmdBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vks::initializers::viewport((float)offscreenframeBuffers->width, (float)offscreenframeBuffers->height, 0.0f, 1.0f);
vkCmdSetViewport(offScreenCmdBuffer, 0, 1, &viewport);
VkRect2D scissor = vks::initializers::rect2D(offscreenframeBuffers->width, offscreenframeBuffers->height, 0, 0);
vkCmdSetScissor(offScreenCmdBuffer, 0, 1, &scissor);
vkCmdBindPipeline(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, useSampleShading ? pipelines.offscreenSampleShading : pipelines.offscreen);
VkDeviceSize offsets[1] = { 0 };
// Background
vkCmdBindDescriptorSets(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.background, 0, nullptr);
models.background.draw(offScreenCmdBuffer);
// Object
vkCmdBindDescriptorSets(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.model, 0, nullptr);
models.model.bindBuffers(offScreenCmdBuffer);
vkCmdDrawIndexed(offScreenCmdBuffer, models.model.indices.count, 3, 0, 0, 0);
vkCmdEndRenderPass(offScreenCmdBuffer);
VK_CHECK_RESULT(vkEndCommandBuffer(offScreenCmdBuffer));
}
void buildCommandBuffers()
{
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
VkClearValue clearValues[2];
clearValues[0].color = { { 0.0f, 0.0f, 0.2f, 0.0f } };
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
renderPassBeginInfo.renderPass = renderPass;
renderPassBeginInfo.renderArea.offset.x = 0;
renderPassBeginInfo.renderArea.offset.y = 0;
renderPassBeginInfo.renderArea.extent.width = width;
renderPassBeginInfo.renderArea.extent.height = height;
renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearValues;
for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
{
// Set target frame buffer
renderPassBeginInfo.framebuffer = VulkanExampleBase::frameBuffers[i];
VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
// Final composition as full screen quad
// Note: Also used for debug display if debugDisplayTarget > 0
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, useMSAA ? pipelines.deferred : pipelines.deferredNoMSAA);
vkCmdDraw(drawCmdBuffers[i], 3, 1, 0, 0);
drawUI(drawCmdBuffers[i]);
vkCmdEndRenderPass(drawCmdBuffers[i]);
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
}
}
void loadAssets()
{
const uint32_t glTFLoadingFlags = vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::PreMultiplyVertexColors | vkglTF::FileLoadingFlags::FlipY;
models.model.loadFromFile(getAssetPath() + "models/armor/armor.gltf", vulkanDevice, queue, glTFLoadingFlags);
models.background.loadFromFile(getAssetPath() + "models/deferred_box.gltf", vulkanDevice, queue, glTFLoadingFlags);
textures.model.colorMap.loadFromFile(getAssetPath() + "models/armor/colormap_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
textures.model.normalMap.loadFromFile(getAssetPath() + "models/armor/normalmap_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
textures.background.colorMap.loadFromFile(getAssetPath() + "textures/stonefloor02_color_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
textures.background.normalMap.loadFromFile(getAssetPath() + "textures/stonefloor02_normal_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
}
void setupDescriptorPool()
{
std::vector<VkDescriptorPoolSize> poolSizes = {
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 8),
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 9)
};
VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 3);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
}
void setupDescriptorSetLayout()
{
// Deferred shading layout
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
// Binding 0 : Vertex shader uniform buffer
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
// Binding 1 : Position texture target / Scene colormap
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1),
// Binding 2 : Normals texture target
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 2),
// Binding 3 : Albedo texture target
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 3),
// Binding 4 : Fragment shader uniform buffer
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_FRAGMENT_BIT, 4),
};
VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
// Shared pipeline layout used by all pipelines
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout));
}
void setupDescriptorSet()
{
std::vector<VkWriteDescriptorSet> writeDescriptorSets;
VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
// Image descriptors for the offscreen color attachments
VkDescriptorImageInfo texDescriptorPosition =
vks::initializers::descriptorImageInfo(
offscreenframeBuffers->sampler,
offscreenframeBuffers->attachments[0].view,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
VkDescriptorImageInfo texDescriptorNormal =
vks::initializers::descriptorImageInfo(
offscreenframeBuffers->sampler,
offscreenframeBuffers->attachments[1].view,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
VkDescriptorImageInfo texDescriptorAlbedo =
vks::initializers::descriptorImageInfo(
offscreenframeBuffers->sampler,
offscreenframeBuffers->attachments[2].view,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
// Deferred composition
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
writeDescriptorSets = {
// Binding 1: World space position texture
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &texDescriptorPosition),
// Binding 2: World space normals texture
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2, &texDescriptorNormal),
// Binding 3: Albedo texture
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 3, &texDescriptorAlbedo),
// Binding 4: Fragment shader uniform buffer
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 4, &uniformBuffers.composition.descriptor),
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, NULL);
// Offscreen (scene)
// Model
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.model));
writeDescriptorSets = {
// Binding 0: Vertex shader uniform buffer
vks::initializers::writeDescriptorSet(descriptorSets.model, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.offscreen.descriptor),
// Binding 1: Color map
vks::initializers::writeDescriptorSet(descriptorSets.model, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textures.model.colorMap.descriptor),
// Binding 2: Normal map
vks::initializers::writeDescriptorSet(descriptorSets.model, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2, &textures.model.normalMap.descriptor)
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
// Background
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.background));
writeDescriptorSets = {
// Binding 0: Vertex shader uniform buffer
vks::initializers::writeDescriptorSet(descriptorSets.background, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.offscreen.descriptor),
// Binding 1: Color map
vks::initializers::writeDescriptorSet(descriptorSets.background, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textures.background.colorMap.descriptor),
// Binding 2: Normal map
vks::initializers::writeDescriptorSet(descriptorSets.background, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2, &textures.background.normalMap.descriptor)
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
}
void preparePipelines()
{
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
VkPipelineColorBlendStateCreateInfo colorBlendState = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
VkPipelineDepthStencilStateCreateInfo depthStencilState = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
VkPipelineViewportStateCreateInfo viewportState = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
std::vector<VkDynamicState> dynamicStateEnables = {VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR};
VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass);
pipelineCI.pInputAssemblyState = &inputAssemblyState;
pipelineCI.pRasterizationState = &rasterizationState;
pipelineCI.pColorBlendState = &colorBlendState;
pipelineCI.pMultisampleState = &multisampleState;
pipelineCI.pViewportState = &viewportState;
pipelineCI.pDepthStencilState = &depthStencilState;
pipelineCI.pDynamicState = &dynamicState;
pipelineCI.stageCount = static_cast<uint32_t>(shaderStages.size());
pipelineCI.pStages = shaderStages.data();
// Fullscreen composition pass
// Empty vertex input state, vertices are generated by the vertex shader
VkPipelineVertexInputStateCreateInfo emptyInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
pipelineCI.pVertexInputState = &emptyInputState;
// Use specialization constants to pass number of samples to the shader (used for MSAA resolve)
VkSpecializationMapEntry specializationEntry{};
specializationEntry.constantID = 0;
specializationEntry.offset = 0;
specializationEntry.size = sizeof(uint32_t);
uint32_t specializationData = sampleCount;
VkSpecializationInfo specializationInfo;
specializationInfo.mapEntryCount = 1;
specializationInfo.pMapEntries = &specializationEntry;
specializationInfo.dataSize = sizeof(specializationData);
specializationInfo.pData = &specializationData;
rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT;
// With MSAA
shaderStages[0] = loadShader(getShadersPath() + "deferredmultisampling/deferred.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "deferredmultisampling/deferred.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[1].pSpecializationInfo = &specializationInfo;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.deferred));
// No MSAA (1 sample)
specializationData = 1;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.deferredNoMSAA));
// Vertex input state from glTF model for pipeline rendering models
pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({ vkglTF::VertexComponent::Position, vkglTF::VertexComponent::UV, vkglTF::VertexComponent::Color, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::Tangent });
rasterizationState.cullMode = VK_CULL_MODE_BACK_BIT;
// Offscreen scene rendering pipeline
// Separate render pass
pipelineCI.renderPass = offscreenframeBuffers->renderPass;
shaderStages[0] = loadShader(getShadersPath() + "deferredmultisampling/mrt.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "deferredmultisampling/mrt.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
//rasterizationState.polygonMode = VK_POLYGON_MODE_LINE;
//rasterizationState.lineWidth = 2.0f;
multisampleState.rasterizationSamples = sampleCount;
multisampleState.alphaToCoverageEnable = VK_TRUE;
// Blend attachment states required for all color attachments
// This is important, as color write mask will otherwise be 0x0 and you
// won't see anything rendered to the attachment
std::array<VkPipelineColorBlendAttachmentState, 3> blendAttachmentStates = {
vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE),
vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE),
vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE)
};
colorBlendState.attachmentCount = static_cast<uint32_t>(blendAttachmentStates.size());
colorBlendState.pAttachments = blendAttachmentStates.data();
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.offscreen));
multisampleState.sampleShadingEnable = VK_TRUE;
multisampleState.minSampleShading = 0.25f;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.offscreenSampleShading));
}
// Prepare and initialize uniform buffer containing shader uniforms
void prepareUniformBuffers()
{
// Offscreen vertex shader
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBuffers.offscreen,
sizeof(uboOffscreenVS)));
// Deferred fragment shader
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBuffers.composition,
sizeof(uboComposition)));;
// Map persistent
VK_CHECK_RESULT(uniformBuffers.offscreen.map());
VK_CHECK_RESULT(uniformBuffers.composition.map());
// Init some values
uboOffscreenVS.instancePos[0] = glm::vec4(0.0f);
uboOffscreenVS.instancePos[1] = glm::vec4(-4.0f, 0.0, -4.0f, 0.0f);
uboOffscreenVS.instancePos[2] = glm::vec4(4.0f, 0.0, -4.0f, 0.0f);
// Update
updateUniformBufferOffscreen();
updateUniformBufferDeferredLights();
}
void updateUniformBufferOffscreen()
{
uboOffscreenVS.projection = camera.matrices.perspective;
uboOffscreenVS.view = camera.matrices.view;
uboOffscreenVS.model = glm::mat4(1.0f);
memcpy(uniformBuffers.offscreen.mapped, &uboOffscreenVS, sizeof(uboOffscreenVS));
}
// Update fragment shader light position uniform block
void updateUniformBufferDeferredLights()
{
// White
uboComposition.lights[0].position = glm::vec4(0.0f, 0.0f, 1.0f, 0.0f);
uboComposition.lights[0].color = glm::vec3(1.5f);
uboComposition.lights[0].radius = 15.0f * 0.25f;
// Red
uboComposition.lights[1].position = glm::vec4(-2.0f, 0.0f, 0.0f, 0.0f);
uboComposition.lights[1].color = glm::vec3(1.0f, 0.0f, 0.0f);
uboComposition.lights[1].radius = 15.0f;
// Blue
uboComposition.lights[2].position = glm::vec4(2.0f, -1.0f, 0.0f, 0.0f);
uboComposition.lights[2].color = glm::vec3(0.0f, 0.0f, 2.5f);
uboComposition.lights[2].radius = 5.0f;
// Yellow
uboComposition.lights[3].position = glm::vec4(0.0f, -0.9f, 0.5f, 0.0f);
uboComposition.lights[3].color = glm::vec3(1.0f, 1.0f, 0.0f);
uboComposition.lights[3].radius = 2.0f;
// Green
uboComposition.lights[4].position = glm::vec4(0.0f, -0.5f, 0.0f, 0.0f);
uboComposition.lights[4].color = glm::vec3(0.0f, 1.0f, 0.2f);
uboComposition.lights[4].radius = 5.0f;
// Yellow
uboComposition.lights[5].position = glm::vec4(0.0f, -1.0f, 0.0f, 0.0f);
uboComposition.lights[5].color = glm::vec3(1.0f, 0.7f, 0.3f);
uboComposition.lights[5].radius = 25.0f;
uboComposition.lights[0].position.x = sin(glm::radians(360.0f * timer)) * 5.0f;
uboComposition.lights[0].position.z = cos(glm::radians(360.0f * timer)) * 5.0f;
uboComposition.lights[1].position.x = -4.0f + sin(glm::radians(360.0f * timer) + 45.0f) * 2.0f;
uboComposition.lights[1].position.z = 0.0f + cos(glm::radians(360.0f * timer) + 45.0f) * 2.0f;
uboComposition.lights[2].position.x = 4.0f + sin(glm::radians(360.0f * timer)) * 2.0f;
uboComposition.lights[2].position.z = 0.0f + cos(glm::radians(360.0f * timer)) * 2.0f;
uboComposition.lights[4].position.x = 0.0f + sin(glm::radians(360.0f * timer + 90.0f)) * 5.0f;
uboComposition.lights[4].position.z = 0.0f - cos(glm::radians(360.0f * timer + 45.0f)) * 5.0f;
uboComposition.lights[5].position.x = 0.0f + sin(glm::radians(-360.0f * timer + 135.0f)) * 10.0f;
uboComposition.lights[5].position.z = 0.0f - cos(glm::radians(-360.0f * timer - 45.0f)) * 10.0f;
// Current view position
uboComposition.viewPos = glm::vec4(camera.position, 0.0f) * glm::vec4(-1.0f, 1.0f, -1.0f, 1.0f);
uboComposition.debugDisplayTarget = debugDisplayTarget;
memcpy(uniformBuffers.composition.mapped, &uboComposition, sizeof(uboComposition));
}
void draw()
{
VulkanExampleBase::prepareFrame();
// Offscreen rendering
// Wait for swap chain presentation to finish
submitInfo.pWaitSemaphores = &semaphores.presentComplete;
// Signal ready with offscreen semaphore
submitInfo.pSignalSemaphores = &offscreenSemaphore;
// Submit work
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &offScreenCmdBuffer;
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
// Scene rendering
// Wait for offscreen semaphore
submitInfo.pWaitSemaphores = &offscreenSemaphore;
// Signal ready with render complete semaphore
submitInfo.pSignalSemaphores = &semaphores.renderComplete;
// Submit work
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
VulkanExampleBase::submitFrame();
}
void prepare()
{
VulkanExampleBase::prepare();
sampleCount = getMaxUsableSampleCount();
loadAssets();
deferredSetup();
prepareUniformBuffers();
setupDescriptorSetLayout();
preparePipelines();
setupDescriptorPool();
setupDescriptorSet();
buildCommandBuffers();
buildDeferredCommandBuffer();
prepared = true;
}
virtual void render()
{
if (!prepared)
return;
draw();
if (camera.updated)
{
updateUniformBufferOffscreen();
}
}
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
{
if (overlay->header("Settings")) {
if (overlay->comboBox("Display", &debugDisplayTarget, { "Final composition", "Position", "Normals", "Albedo", "Specular" }))
{
updateUniformBufferDeferredLights();
}
if (overlay->checkBox("MSAA", &useMSAA)) {
buildCommandBuffers();
}
if (vulkanDevice->features.sampleRateShading) {
if (overlay->checkBox("Sample rate shading", &useSampleShading)) {
buildDeferredCommandBuffer();
}
}
}
}
// Returns the maximum sample count usable by the platform
VkSampleCountFlagBits getMaxUsableSampleCount()
{
VkSampleCountFlags counts = std::min(deviceProperties.limits.framebufferColorSampleCounts, deviceProperties.limits.framebufferDepthSampleCounts);
if (counts & VK_SAMPLE_COUNT_64_BIT) { return VK_SAMPLE_COUNT_64_BIT; }
if (counts & VK_SAMPLE_COUNT_32_BIT) { return VK_SAMPLE_COUNT_32_BIT; }
if (counts & VK_SAMPLE_COUNT_16_BIT) { return VK_SAMPLE_COUNT_16_BIT; }
if (counts & VK_SAMPLE_COUNT_8_BIT) { return VK_SAMPLE_COUNT_8_BIT; }
if (counts & VK_SAMPLE_COUNT_4_BIT) { return VK_SAMPLE_COUNT_4_BIT; }
if (counts & VK_SAMPLE_COUNT_2_BIT) { return VK_SAMPLE_COUNT_2_BIT; }
return VK_SAMPLE_COUNT_1_BIT;
}
};
VULKAN_EXAMPLE_MAIN()