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msaa-renderpass.rs
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msaa-renderpass.rs
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// Copyright (c) 2017 The vulkano developers
// Licensed under the Apache License, Version 2.0
// <LICENSE-APACHE or
// https://www.apache.org/licenses/LICENSE-2.0> or the MIT
// license <LICENSE-MIT or https://opensource.org/licenses/MIT>,
// 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 "Super-Sampling Anti
//! Aliasing" (SSAA). For example instead of drawing to an image of size 1024x1024, you draw to an
//! image of size 4096x4096. 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 x4 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 (MultiSampling 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 x4 MSAA, you draw to an intermediate image of size
//! 4096x4096, and your object covers the whole image. With MSAA, the fragment shader will only
//! be 1,048,576 times (1024 * 1024), compared to 16,777,216 times (4096 * 4096) 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 dimensions
//! 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 png;
use std::fs::File;
use std::io::BufWriter;
use std::path::Path;
use std::sync::Arc;
use vulkano::buffer::{BufferUsage, CpuAccessibleBuffer};
use vulkano::command_buffer::{
AutoCommandBufferBuilder, CommandBuffer, DynamicState, SubpassContents,
};
use vulkano::device::{Device, DeviceExtensions};
use vulkano::format::ClearValue;
use vulkano::format::Format;
use vulkano::framebuffer::{Framebuffer, Subpass};
use vulkano::image::{AttachmentImage, Dimensions, StorageImage};
use vulkano::instance::{Instance, PhysicalDevice};
use vulkano::pipeline::viewport::Viewport;
use vulkano::pipeline::GraphicsPipeline;
use vulkano::sync::GpuFuture;
fn main() {
// The usual Vulkan initialization.
let required_extensions = vulkano_win::required_extensions();
let instance = Instance::new(None, &required_extensions, None).unwrap();
let physical = PhysicalDevice::enumerate(&instance).next().unwrap();
let queue_family = physical
.queue_families()
.find(|&q| q.supports_graphics())
.unwrap();
let (device, mut queues) = Device::new(
physical,
physical.supported_features(),
&DeviceExtensions::none(),
[(queue_family, 0.5)].iter().cloned(),
)
.unwrap();
let queue = queues.next().unwrap();
// Creating our intermediate multisampled image.
//
// As explained in the introduction, we pass the same dimensions and format as for the final
// image. But we also pass the number of samples-per-pixel, which is 4 here.
let intermediary = AttachmentImage::transient_multisampled(
device.clone(),
[1024, 1024],
4,
Format::R8G8B8A8Unorm,
)
.unwrap();
// This is the final image that will receive the anti-aliased triangle.
let image = StorageImage::new(
device.clone(),
Dimensions::Dim2d {
width: 1024,
height: 1024,
},
Format::R8G8B8A8Unorm,
Some(queue.family()),
)
.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 = Arc::new(
vulkano::single_pass_renderpass!(
device.clone(),
attachments: {
// The first framebuffer attachment is the intermediary image.
intermediary: {
load: Clear,
store: DontCare,
format: Format::R8G8B8A8Unorm,
samples: 4, // This has to match the image definition.
},
// The second framebuffer attachment is the final image.
color: {
load: DontCare,
store: Store,
format: Format::R8G8B8A8Unorm,
samples: 1, // Same here, this has to match.
}
},
pass: {
// When drawing, we have only one output which is the intermediary image.
color: [intermediary],
depth_stencil: {},
// The `resolve` array here must contain either zero entry (if you don't use
// multisampling), or one entry per color attachment. At the end of the pass, each
// color attachment will be *resolved* into the given image. In other words, here, at
// the end of the pass, the `intermediary` attachment will be copied to the attachment
// named `color`.
resolve: [color],
}
)
.unwrap(),
);
// Creating the framebuffer, the calls to `add` match the list of attachments in order.
let framebuffer = Arc::new(
Framebuffer::start(render_pass.clone())
.add(intermediary.clone())
.unwrap()
.add(image.clone())
.unwrap()
.build()
.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: "
#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: "
#version 450
layout(location = 0) out vec4 f_color;
void main() {
f_color = vec4(1.0, 0.0, 0.0, 1.0);
}
"
}
}
let vs = vs::Shader::load(device.clone()).unwrap();
let fs = fs::Shader::load(device.clone()).unwrap();
#[derive(Default, Copy, Clone)]
struct Vertex {
position: [f32; 2],
}
vulkano::impl_vertex!(Vertex, position);
let vertex1 = Vertex {
position: [-0.5, -0.5],
};
let vertex2 = Vertex {
position: [0.0, 0.5],
};
let vertex3 = Vertex {
position: [0.5, -0.25],
};
let vertex_buffer = CpuAccessibleBuffer::from_iter(
device.clone(),
BufferUsage::all(),
false,
vec![vertex1, vertex2, vertex3].into_iter(),
)
.unwrap();
let pipeline = Arc::new(
GraphicsPipeline::start()
.vertex_input_single_buffer::<Vertex>()
.vertex_shader(vs.main_entry_point(), ())
.viewports_dynamic_scissors_irrelevant(1)
.fragment_shader(fs.main_entry_point(), ())
.render_pass(Subpass::from(render_pass.clone(), 0).unwrap())
.build(device.clone())
.unwrap(),
);
let dynamic_state = DynamicState {
viewports: Some(vec![Viewport {
origin: [0.0, 0.0],
dimensions: [1024.0, 1024.0],
depth_range: 0.0..1.0,
}]),
..DynamicState::none()
};
let buf = CpuAccessibleBuffer::from_iter(
device.clone(),
BufferUsage::all(),
false,
(0..1024 * 1024 * 4).map(|_| 0u8),
)
.unwrap();
let mut builder =
AutoCommandBufferBuilder::primary_one_time_submit(device.clone(), queue.family()).unwrap();
builder
.begin_render_pass(
framebuffer.clone(),
SubpassContents::Inline,
vec![[0.0, 0.0, 1.0, 1.0].into(), ClearValue::None],
)
.unwrap()
.draw(
pipeline.clone(),
&dynamic_state,
vertex_buffer.clone(),
(),
(),
)
.unwrap()
.end_render_pass()
.unwrap()
.copy_image_to_buffer(image.clone(), buf.clone())
.unwrap();
let command_buffer = builder.build().unwrap();
let finished = command_buffer.execute(queue.clone()).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 ref mut w = 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();
}