Changed descriptor type for compute shader image read, updated shaders

This commit is contained in:
saschawillems 2016-05-23 20:11:42 +02:00
parent 86d286b46e
commit 2b7e887bfc
10 changed files with 17 additions and 10 deletions

View file

@ -194,7 +194,7 @@ public:
VK_FORMAT_R8G8B8A8_UNORM,
&textureColorMap,
false,
VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_STORAGE_BIT);
VK_IMAGE_USAGE_SAMPLED_BIT);
}
void buildCommandBuffers()
@ -424,8 +424,10 @@ public:
vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2),
// Graphics pipeline uses image samplers for display
vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 4),
// Compute pipeline uses storage images image loads and stores
vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 2),
// Compute pipeline uses a sampled image for reading
vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1),
// Compute pipelines uses a storage image to write result
vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1),
};
VkDescriptorPoolCreateInfo descriptorPoolInfo =
@ -644,7 +646,7 @@ public:
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
// Binding 0 : Sampled image (read)
vkTools::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
VK_SHADER_STAGE_COMPUTE_BIT,
0),
// Binding 1 : Sampled image (write)
@ -705,7 +707,7 @@ public:
// Binding 0 : Sampled image (read)
vkTools::initializers::writeDescriptorSet(
computeDescriptorSet,
VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
0,
&computeTexDescriptors[0]),
// Binding 1 : Sampled image (write)

View file

@ -4,7 +4,7 @@
#extension GL_ARB_shading_language_420pack : enable
layout (local_size_x = 16, local_size_y = 16) in;
layout (binding = 0, rgba8) uniform image2D inputImage;
layout (binding = 0, rgba8) uniform readonly image2D inputImage;
layout (binding = 1, rgba8) uniform image2D resultImage;
float conv(in float[9] kernel, in float[9] data, in float denom, in float offset)

View file

@ -3,8 +3,8 @@
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (local_size_x =16, local_size_y = 16) in;
layout (binding = 0, rgba8) uniform image2D inputImage;
layout (local_size_x = 16, local_size_y = 16) in;
layout (binding = 0, rgba8) uniform readonly image2D inputImage;
layout (binding = 1, rgba8) uniform image2D resultImage;
float conv(in float[9] kernel, in float[9] data, in float denom, in float offset)

View file

@ -3,8 +3,8 @@
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (local_size_x =16, local_size_y = 16) in;
layout (binding = 0, rgba8) uniform image2D inputImage;
layout (local_size_x = 16, local_size_y = 16) in;
layout (binding = 0, rgba8) uniform readonly image2D inputImage;
layout (binding = 1, rgba8) uniform image2D resultImage;
float conv(in float[9] kernel, in float[9] data, in float denom, in float offset)

View file

@ -14,6 +14,11 @@ layout (binding = 0) uniform UBO
layout (location = 0) out vec2 outUV;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUV = inUV;