Multisampling

Atualizado em 2023/10/21
Tempos estimado de leitura: 2 min

Multisampling is a mechanism to antialias all Vulkan primitives: points, lines, and polygons. The technique is to sample all primitives multiple times at each pixel. Each sample in each framebuffer attachment has storage for a color, depth, and/or stencil value, such that per-fragment operations apply to each sample independently. The color sample values can be later resolved to a single color (see Resolving Multisample Images and the Render Pass chapter for more details on how to resolve multisample images to non-multisample images).

Vulkan defines rasterization rules for single-sample modes in a way that is equivalent to a multisample mode with a single sample in the center of each fragment.

Each fragment includes a coverage mask with a single bit for each sample in the fragment, and a number of depth values and associated data for each sample.

It is understood that each pixel has rasterizationSamples locations associated with it. These locations are exact positions, rather than regions or areas, and each is referred to as a sample point. The sample points associated with a pixel must be located inside or on the boundary of the unit square that is considered to bound the pixel. Furthermore, the relative locations of sample points may be identical for each pixel in the framebuffer, or they may differ.

If the current pipeline includes a fragment shader with one or more variables in its interface decorated with Sample and Input, the data associated with those variables will be assigned independently for each sample. The values for each sample must be evaluated at the location of the sample. The data associated with any other variables not decorated with Sample and Input need not be evaluated independently for each sample.

A coverage mask is generated for each fragment, based on which samples within that fragment are determined to be within the area of the primitive that generated the fragment.

Single pixel fragments have one set of samples. Each set of samples has a number of samples determined by VkPipelineMultisampleStateCreateInfo::rasterizationSamples. Each sample in a set is assigned a unique sample index i in the range [0, rasterizationSamples).

Each sample in a fragment is also assigned a unique coverage index j in the range [0, n × rasterizationSamples), where n is the number of sets in the fragment. If the fragment contains a single set of samples, the coverage index is always equal to the sample index.

The coverage mask includes B bits packed into W words, defined as:

B = n × rasterizationSamples

W = B/32

Bit b in coverage mask word w is 1 if the sample with coverage index j = 32×w + b is covered, and 0 otherwise.

If the standardSampleLocations member of VkPhysicalDeviceLimits is VK_TRUE, then the sample counts VK_SAMPLE_COUNT_1_BIT, VK_SAMPLE_COUNT_2_BIT, VK_SAMPLE_COUNT_4_BIT, VK_SAMPLE_COUNT_8_BIT, and VK_SAMPLE_COUNT_16_BIT have sample locations as listed in the following table, with the ith entry in the table corresponding to sample index i. VK_SAMPLE_COUNT_32_BIT and VK_SAMPLE_COUNT_64_BIT do not have standard sample locations. Locations are defined relative to an origin in the upper left corner of the fragment.

Referências:
Esta publicação foi útil?
Desaprovar 0
Leituras: 2

Responses

Translate »