Depth buffering
Introduction
The geometry we've worked with so far is projected into 3D, but it's still completely flat. In this chapter we're going to add a Z coordinate to the position to prepare for 3D meshes. We'll use this third coordinate to place a square over the current square to see a problem that arises when geometry is not sorted by depth.
3D geometry
Change the Vertex
struct to use a 3D vector for the position, and update the
format
in the corresponding VkVertexInputAttributeDescription
:
struct Vertex {
glm::vec3 pos;
glm::vec3 color;
glm::vec2 texCoord;
...
static std::array<VkVertexInputAttributeDescription, 3> getAttributeDescriptions() {
std::array<VkVertexInputAttributeDescription, 3> attributeDescriptions{};
attributeDescriptions[0].binding = 0;
attributeDescriptions[0].location = 0;
attributeDescriptions[0].format = VK_FORMAT_R32G32B32_SFLOAT;
attributeDescriptions[0].offset = offsetof(Vertex, pos);
...
}
};
Next, update the vertex shader to accept and transform 3D coordinates as input. Don't forget to recompile it afterwards!
layout(location = 0) in vec3 inPosition;
...
void main() {
gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 1.0);
fragColor = inColor;
fragTexCoord = inTexCoord;
}
Lastly, update the vertices
container to include Z coordinates:
const std::vector<Vertex> vertices = {
{{-0.5f, -0.5f, 0.0f}, {1.0f, 0.0f, 0.0f}, {0.0f, 0.0f}},
{{0.5f, -0.5f, 0.0f}, {0.0f, 1.0f, 0.0f}, {1.0f, 0.0f}},
{{0.5f, 0.5f, 0.0f}, {0.0f, 0.0f, 1.0f}, {1.0f, 1.0f}},
{{-0.5f, 0.5f, 0.0f}, {1.0f, 1.0f, 1.0f}, {0.0f, 1.0f}}
};
If you run your application now, then you should see exactly the same result as before. It's time to add some extra geometry to make the scene more interesting, and to demonstrate the problem that we're going to tackle in this chapter. Duplicate the vertices to define positions for a square right under the current one like this:
Use Z coordinates of -0.5f
and add the appropriate indices for the extra
square:
const std::vector<Vertex> vertices = {
{{-0.5f, -0.5f, 0.0f}, {1.0f, 0.0f, 0.0f}, {0.0f, 0.0f}},
{{0.5f, -0.5f, 0.0f}, {0.0f, 1.0f, 0.0f}, {1.0f, 0.0f}},
{{0.5f, 0.5f, 0.0f}, {0.0f, 0.0f, 1.0f}, {1.0f, 1.0f}},
{{-0.5f, 0.5f, 0.0f}, {1.0f, 1.0f, 1.0f}, {0.0f, 1.0f}},
{{-0.5f, -0.5f, -0.5f}, {1.0f, 0.0f, 0.0f}, {0.0f, 0.0f}},
{{0.5f, -0.5f, -0.5f}, {0.0f, 1.0f, 0.0f}, {1.0f, 0.0f}},
{{0.5f, 0.5f, -0.5f}, {0.0f, 0.0f, 1.0f}, {1.0f, 1.0f}},
{{-0.5f, 0.5f, -0.5f}, {1.0f, 1.0f, 1.0f}, {0.0f, 1.0f}}
};
const std::vector<uint16_t> indices = {
0, 1, 2, 2, 3, 0,
4, 5, 6, 6, 7, 4
};
Run your program now and you'll see something resembling an Escher illustration:
The problem is that the fragments of the lower square are drawn over the fragments of the upper square, simply because it comes later in the index array. There are two ways to solve this:
- Sort all of the draw calls by depth from back to front
- Use depth testing with a depth buffer
The first approach is commonly used for drawing transparent objects, because order-independent transparency is a difficult challenge to solve. However, the problem of ordering fragments by depth is much more commonly solved using a depth buffer. A depth buffer is an additional attachment that stores the depth for every position, just like the color attachment stores the color of every position. Every time the rasterizer produces a fragment, the depth test will check if the new fragment is closer than the previous one. If it isn't, then the new fragment is discarded. A fragment that passes the depth test writes its own depth to the depth buffer. It is possible to manipulate this value from the fragment shader, just like you can manipulate the color output.
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
The perspective projection matrix generated by GLM will use the OpenGL depth
range of -1.0
to 1.0
by default. We need to configure it to use the Vulkan
range of 0.0
to 1.0
using the GLM_FORCE_DEPTH_ZERO_TO_ONE
definition.
Depth image and view
A depth attachment is based on an image, just like the color attachment. The difference is that the swap chain will not automatically create depth images for us. We only need a single depth image, because only one draw operation is running at once. The depth image will again require the trifecta of resources: image, memory and image view.
VkImage depthImage;
VkDeviceMemory depthImageMemory;
VkImageView depthImageView;
Create a new function createDepthResources
to set up these resources:
void initVulkan() {
...
createCommandPool();
createDepthResources();
createTextureImage();
...
}
...
void createDepthResources() {
}
Creating a depth image is fairly straightforward. It should have the same
resolution as the color attachment, defined by the swap chain extent, an image
usage appropriate for a depth attachment, optimal tiling and device local
memory. The only question is: what is the right format for a depth image? The
format must contain a depth component, indicated by _D??_
in the VK_FORMAT_
.
Unlike the texture image, we don't necessarily need a specific format, because we won't be directly accessing the texels from the program. It just needs to have a reasonable accuracy, at least 24 bits is common in real-world applications. There are several formats that fit this requirement:
-
VK_FORMAT_D32_SFLOAT
: 32-bit float for depth -
VK_FORMAT_D32_SFLOAT_S8_UINT
: 32-bit signed float for depth and 8 bit stencil component -
VK_FORMAT_D24_UNORM_S8_UINT
: 24-bit float for depth and 8 bit stencil component
The stencil component is used for stencil tests, which is an additional test that can be combined with depth testing. We'll look at this in a future chapter.
We could simply go for the VK_FORMAT_D32_SFLOAT
format, because support for it
is extremely common (see the hardware database), but it's nice to add some extra
flexibility to our application where possible. We're going to write a function
findSupportedFormat
that takes a list of candidate formats in order from most
desirable to least desirable, and checks which is the first one that is
supported:
VkFormat findSupportedFormat(const std::vector<VkFormat>& candidates, VkImageTiling tiling, VkFormatFeatureFlags features) {
}
The support of a format depends on the tiling mode and usage, so we must also
include these as parameters. The support of a format can be queried using
the vkGetPhysicalDeviceFormatProperties
function:
for (VkFormat format : candidates) {
VkFormatProperties props;
vkGetPhysicalDeviceFormatProperties(physicalDevice, format, &props);
}
The VkFormatProperties
struct contains three fields:
-
linearTilingFeatures
: Use cases that are supported with linear tiling -
optimalTilingFeatures
: Use cases that are supported with optimal tiling -
bufferFeatures
: Use cases that are supported for buffers
Only the first two are relevant here, and the one we check depends on the
tiling
parameter of the function:
if (tiling == VK_IMAGE_TILING_LINEAR && (props.linearTilingFeatures & features) == features) {
return format;
} else if (tiling == VK_IMAGE_TILING_OPTIMAL && (props.optimalTilingFeatures & features) == features) {
return format;
}
If none of the candidate formats support the desired usage, then we can either return a special value or simply throw an exception:
VkFormat findSupportedFormat(const std::vector<VkFormat>& candidates, VkImageTiling tiling, VkFormatFeatureFlags features) {
for (VkFormat format : candidates) {
VkFormatProperties props;
vkGetPhysicalDeviceFormatProperties(physicalDevice, format, &props);
if (tiling == VK_IMAGE_TILING_LINEAR && (props.linearTilingFeatures & features) == features) {
return format;
} else if (tiling == VK_IMAGE_TILING_OPTIMAL && (props.optimalTilingFeatures & features) == features) {
return format;
}
}
throw std::runtime_error("failed to find supported format!");
}
We'll use this function now to create a findDepthFormat
helper function to
select a format with a depth component that supports usage as depth attachment:
VkFormat findDepthFormat() {
return findSupportedFormat(
{VK_FORMAT_D32_SFLOAT, VK_FORMAT_D32_SFLOAT_S8_UINT, VK_FORMAT_D24_UNORM_S8_UINT},
VK_IMAGE_TILING_OPTIMAL,
VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT
);
}
Make sure to use the VK_FORMAT_FEATURE_
flag instead of VK_IMAGE_USAGE_
in
this case. All of these candidate formats contain a depth component, but the
latter two also contain a stencil component. We won't be using that yet, but we
do need to take that into account when performing layout transitions on images
with these formats. Add a simple helper function that tells us if the chosen
depth format contains a stencil component:
bool hasStencilComponent(VkFormat format) {
return format == VK_FORMAT_D32_SFLOAT_S8_UINT || format == VK_FORMAT_D24_UNORM_S8_UINT;
}
Call the function to find a depth format from createDepthResources
:
VkFormat depthFormat = findDepthFormat();
We now have all the required information to invoke our createImage
and
createImageView
helper functions:
createImage(swapChainExtent.width, swapChainExtent.height, depthFormat, VK_IMAGE_TILING_OPTIMAL, VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, depthImage, depthImageMemory);
depthImageView = createImageView(depthImage, depthFormat);
However, the createImageView
function currently assumes that the subresource
is always the VK_IMAGE_ASPECT_COLOR_BIT
, so we will need to turn that field
into a parameter:
VkImageView createImageView(VkImage image, VkFormat format, VkImageAspectFlags aspectFlags) {
...
viewInfo.subresourceRange.aspectMask = aspectFlags;
...
}
Update all calls to this function to use the right aspect:
swapChainImageViews[i] = createImageView(swapChainImages[i], swapChainImageFormat, VK_IMAGE_ASPECT_COLOR_BIT);
...
depthImageView = createImageView(depthImage, depthFormat, VK_IMAGE_ASPECT_DEPTH_BIT);
...
textureImageView = createImageView(textureImage, VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_ASPECT_COLOR_BIT);
That's it for creating the depth image. We don't need to map it or copy another image to it, because we're going to clear it at the start of the render pass like the color attachment.
Explicitly transitioning the depth image
We don't need to explicitly transition the layout of the image to a depth attachment because we'll take care of this in the render pass. However, for completeness I'll still describe the process in this section. You may skip it if you like.
Make a call to transitionImageLayout
at the end of the createDepthResources
function like so:
transitionImageLayout(depthImage, depthFormat, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
The undefined layout can be used as initial layout, because there are no
existing depth image contents that matter. We need to update some of the logic
in transitionImageLayout
to use the right subresource aspect:
if (newLayout == VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL) {
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
if (hasStencilComponent(format)) {
barrier.subresourceRange.aspectMask |= VK_IMAGE_ASPECT_STENCIL_BIT;
}
} else {
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
}
Although we're not using the stencil component, we do need to include it in the layout transitions of the depth image.
Finally, add the correct access masks and pipeline stages:
if (oldLayout == VK_IMAGE_LAYOUT_UNDEFINED && newLayout == VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL) {
barrier.srcAccessMask = 0;
barrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
sourceStage = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
destinationStage = VK_PIPELINE_STAGE_TRANSFER_BIT;
} else if (oldLayout == VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL && newLayout == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL) {
barrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
sourceStage = VK_PIPELINE_STAGE_TRANSFER_BIT;
destinationStage = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
} else if (oldLayout == VK_IMAGE_LAYOUT_UNDEFINED && newLayout == VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL) {
barrier.srcAccessMask = 0;
barrier.dstAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
sourceStage = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
destinationStage = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
} else {
throw std::invalid_argument("unsupported layout transition!");
}
The depth buffer will be read from to perform depth tests to see if a fragment
is visible, and will be written to when a new fragment is drawn. The reading
happens in the VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT
stage and the
writing in the VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT
. You should pick the
earliest pipeline stage that matches the specified operations, so that it is
ready for usage as depth attachment when it needs to be.
Render pass
We're now going to modify createRenderPass
to include a depth attachment.
First specify the VkAttachmentDescription
:
VkAttachmentDescription depthAttachment{};
depthAttachment.format = findDepthFormat();
depthAttachment.samples = VK_SAMPLE_COUNT_1_BIT;
depthAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
depthAttachment.storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
depthAttachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
depthAttachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
depthAttachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
depthAttachment.finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
The format
should be the same as the depth image itself. This time we don't
care about storing the depth data (storeOp
), because it will not be used after
drawing has finished. This may allow the hardware to perform additional
optimizations. Just like the color buffer, we don't care about the previous
depth contents, so we can use VK_IMAGE_LAYOUT_UNDEFINED
as initialLayout
.
VkAttachmentReference depthAttachmentRef{};
depthAttachmentRef.attachment = 1;
depthAttachmentRef.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
Add a reference to the attachment for the first (and only) subpass:
VkSubpassDescription subpass{};
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.colorAttachmentCount = 1;
subpass.pColorAttachments = &colorAttachmentRef;
subpass.pDepthStencilAttachment = &depthAttachmentRef;
Unlike color attachments, a subpass can only use a single depth (+stencil) attachment. It wouldn't really make any sense to do depth tests on multiple buffers.
std::array<VkAttachmentDescription, 2> attachments = {colorAttachment, depthAttachment};
VkRenderPassCreateInfo renderPassInfo{};
renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
renderPassInfo.attachmentCount = static_cast<uint32_t>(attachments.size());
renderPassInfo.pAttachments = attachments.data();
renderPassInfo.subpassCount = 1;
renderPassInfo.pSubpasses = &subpass;
renderPassInfo.dependencyCount = 1;
renderPassInfo.pDependencies = &dependency;
Next, update the VkSubpassDependency
struct to refer to both
attachments.
dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
Finally, we need to extend our subpass dependencies to make sure that there is no conflict between the transitioning of the depth image and it being cleared as part of its load operation. The depth image is first accessed in the early fragment test pipeline stage and because we have a load operation that clears, we should specify the access mask for writes.
Framebuffer
The next step is to modify the framebuffer creation to bind the depth image to
the depth attachment. Go to createFramebuffers
and specify the depth image
view as second attachment:
std::array<VkImageView, 2> attachments = {
swapChainImageViews[i],
depthImageView
};
VkFramebufferCreateInfo framebufferInfo{};
framebufferInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
framebufferInfo.renderPass = renderPass;
framebufferInfo.attachmentCount = static_cast<uint32_t>(attachments.size());
framebufferInfo.pAttachments = attachments.data();
framebufferInfo.width = swapChainExtent.width;
framebufferInfo.height = swapChainExtent.height;
framebufferInfo.layers = 1;
The color attachment differs for every swap chain image, but the same depth image can be used by all of them because only a single subpass is running at the same time due to our semaphores.
You'll also need to move the call to createFramebuffers
to make sure that it
is called after the depth image view has actually been created:
void initVulkan() {
...
createDepthResources();
createFramebuffers();
...
}
Clear values
Because we now have multiple attachments with VK_ATTACHMENT_LOAD_OP_CLEAR
, we
also need to specify multiple clear values. Go to recordCommandBuffer
and
create an array of VkClearValue
structs:
std::array<VkClearValue, 2> clearValues{};
clearValues[0].color = {{0.0f, 0.0f, 0.0f, 1.0f}};
clearValues[1].depthStencil = {1.0f, 0};
renderPassInfo.clearValueCount = static_cast<uint32_t>(clearValues.size());
renderPassInfo.pClearValues = clearValues.data();
The range of depths in the depth buffer is 0.0
to 1.0
in Vulkan, where 1.0
lies at the far view plane and 0.0
at the near view plane. The initial value
at each point in the depth buffer should be the furthest possible depth, which
is 1.0
.
Note that the order of clearValues
should be identical to the order of your attachments.
Depth and stencil state
The depth attachment is ready to be used now, but depth testing still needs to
be enabled in the graphics pipeline. It is configured through the
VkPipelineDepthStencilStateCreateInfo
struct:
VkPipelineDepthStencilStateCreateInfo depthStencil{};
depthStencil.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
depthStencil.depthTestEnable = VK_TRUE;
depthStencil.depthWriteEnable = VK_TRUE;
The depthTestEnable
field specifies if the depth of new fragments should be
compared to the depth buffer to see if they should be discarded. The
depthWriteEnable
field specifies if the new depth of fragments that pass the
depth test should actually be written to the depth buffer.
depthStencil.depthCompareOp = VK_COMPARE_OP_LESS;
The depthCompareOp
field specifies the comparison that is performed to keep or
discard fragments. We're sticking to the convention of lower depth = closer, so
the depth of new fragments should be less.
depthStencil.depthBoundsTestEnable = VK_FALSE;
depthStencil.minDepthBounds = 0.0f; // Optional
depthStencil.maxDepthBounds = 1.0f; // Optional
The depthBoundsTestEnable
, minDepthBounds
and maxDepthBounds
fields are
used for the optional depth bound test. Basically, this allows you to only keep
fragments that fall within the specified depth range. We won't be using this
functionality.
depthStencil.stencilTestEnable = VK_FALSE;
depthStencil.front = {}; // Optional
depthStencil.back = {}; // Optional
The last three fields configure stencil buffer operations, which we also won't be using in this tutorial. If you want to use these operations, then you will have to make sure that the format of the depth/stencil image contains a stencil component.
pipelineInfo.pDepthStencilState = &depthStencil;
Update the VkGraphicsPipelineCreateInfo
struct to reference the depth stencil
state we just filled in. A depth stencil state must always be specified if the
render pass contains a depth stencil attachment.
If you run your program now, then you should see that the fragments of the geometry are now correctly ordered:
Handling window resize
The resolution of the depth buffer should change when the window is resized to
match the new color attachment resolution. Extend the recreateSwapChain
function to recreate the depth resources in that case:
void recreateSwapChain() {
int width = 0, height = 0;
while (width == 0 || height == 0) {
glfwGetFramebufferSize(window, &width, &height);
glfwWaitEvents();
}
vkDeviceWaitIdle(device);
cleanupSwapChain();
createSwapChain();
createImageViews();
createDepthResources();
createFramebuffers();
}
The cleanup operations should happen in the swap chain cleanup function:
void cleanupSwapChain() {
vkDestroyImageView(device, depthImageView, nullptr);
vkDestroyImage(device, depthImage, nullptr);
vkFreeMemory(device, depthImageMemory, nullptr);
...
}
Congratulations, your application is now finally ready to render arbitrary 3D geometry and have it look right. We're going to try this out in the next chapter by drawing a textured model!