Changed descriptor type for compute shader image read, updated shaders
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parent
86d286b46e
commit
2b7e887bfc
10 changed files with 17 additions and 10 deletions
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@ -194,7 +194,7 @@ public:
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VK_FORMAT_R8G8B8A8_UNORM,
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&textureColorMap,
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false,
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VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_STORAGE_BIT);
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VK_IMAGE_USAGE_SAMPLED_BIT);
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}
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void buildCommandBuffers()
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@ -424,8 +424,10 @@ public:
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vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2),
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// Graphics pipeline uses image samplers for display
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vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 4),
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// Compute pipeline uses storage images image loads and stores
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vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 2),
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// Compute pipeline uses a sampled image for reading
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vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1),
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// Compute pipelines uses a storage image to write result
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vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1),
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};
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VkDescriptorPoolCreateInfo descriptorPoolInfo =
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@ -644,7 +646,7 @@ public:
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
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// Binding 0 : Sampled image (read)
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vkTools::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
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VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
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VK_SHADER_STAGE_COMPUTE_BIT,
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0),
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// Binding 1 : Sampled image (write)
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@ -705,7 +707,7 @@ public:
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// Binding 0 : Sampled image (read)
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vkTools::initializers::writeDescriptorSet(
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computeDescriptorSet,
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VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
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VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
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0,
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&computeTexDescriptors[0]),
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// Binding 1 : Sampled image (write)
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@ -4,7 +4,7 @@
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#extension GL_ARB_shading_language_420pack : enable
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layout (local_size_x = 16, local_size_y = 16) in;
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layout (binding = 0, rgba8) uniform image2D inputImage;
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layout (binding = 0, rgba8) uniform readonly image2D inputImage;
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layout (binding = 1, rgba8) uniform image2D resultImage;
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float conv(in float[9] kernel, in float[9] data, in float denom, in float offset)
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@ -3,8 +3,8 @@
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (local_size_x =16, local_size_y = 16) in;
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layout (binding = 0, rgba8) uniform image2D inputImage;
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layout (local_size_x = 16, local_size_y = 16) in;
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layout (binding = 0, rgba8) uniform readonly image2D inputImage;
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layout (binding = 1, rgba8) uniform image2D resultImage;
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float conv(in float[9] kernel, in float[9] data, in float denom, in float offset)
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@ -3,8 +3,8 @@
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (local_size_x =16, local_size_y = 16) in;
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layout (binding = 0, rgba8) uniform image2D inputImage;
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layout (local_size_x = 16, local_size_y = 16) in;
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layout (binding = 0, rgba8) uniform readonly image2D inputImage;
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layout (binding = 1, rgba8) uniform image2D resultImage;
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float conv(in float[9] kernel, in float[9] data, in float denom, in float offset)
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@ -14,6 +14,11 @@ layout (binding = 0) uniform UBO
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layout (location = 0) out vec2 outUV;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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outUV = inUV;
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