Additional semaphore to synchronize offscreen and final render (Refs #70)
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1 changed files with 31 additions and 11 deletions
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@ -1185,18 +1185,38 @@ public:
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{
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VulkanExampleBase::prepareFrame();
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// Gather command buffers to be sumitted to the queue
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std::vector<VkCommandBuffer> submitCmdBuffers;
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// Submit offscreen rendering command buffer
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// todo : use event to ensure that offscreen result is finished bfore render command buffer is started
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if (bloom)
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{
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submitCmdBuffers.push_back(offScreenCmdBuffer);
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}
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submitCmdBuffers.push_back(drawCmdBuffers[currentBuffer]);
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submitInfo.commandBufferCount = submitCmdBuffers.size();
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submitInfo.pCommandBuffers = submitCmdBuffers.data();
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// The scene render command buffer has to wait for the offscreen
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// rendering to be finished before we can use the framebuffer
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// color image for sampling during final rendering
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// To ensure this we use a dedicated offscreen synchronization
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// semaphore that will be signaled when offscreen renderin
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// has been finished
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// This is necessary as an implementation may start both
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// command buffers at the same time, there is no guarantee
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// that command buffers will be executed in the order they
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// have been submitted by the application
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// Offscreen rendering
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// Wait for swap chain presentation to finish
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submitInfo.pWaitSemaphores = &semaphores.presentComplete;
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// Signal ready with offscreen semaphore
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submitInfo.pSignalSemaphores = &offscreenSemaphore;
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// Submit work
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submitInfo.commandBufferCount = 1;
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submitInfo.pCommandBuffers = &offScreenCmdBuffer;
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VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
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// Scene rendering
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// Wait for offscreen semaphore
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submitInfo.pWaitSemaphores = &offscreenSemaphore;
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// Signal ready with render complete semaphpre
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submitInfo.pSignalSemaphores = &semaphores.renderComplete;
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// Submit work
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submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
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VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
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VulkanExampleBase::submitFrame();
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