Synchronization semaphore for offscreen pass

This commit is contained in:
saschawillems 2016-08-13 18:47:11 +02:00
parent 60c817691e
commit 2f5a3705ab

View file

@ -1074,18 +1074,28 @@ public:
{
VulkanExampleBase::prepareFrame();
std::vector<VkCommandBuffer> submitCmdBuffers;
// Submit offscreen rendering command buffer
// todo : use event to ensure that offscreen result is finished bfore render command buffer is started
// Offscreen rendering
if (glow)
{
submitCmdBuffers.push_back(offscreenPass.commandBuffer);
}
submitCmdBuffers.push_back(drawCmdBuffers[currentBuffer]);
// Wait for swap chain presentation to finish
submitInfo.pWaitSemaphores = &semaphores.presentComplete;
// Signal ready with offscreen semaphore
submitInfo.pSignalSemaphores = &offscreenPass.semaphore;
submitInfo.commandBufferCount = submitCmdBuffers.size();
submitInfo.pCommandBuffers = submitCmdBuffers.data();
// Submit work
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &offscreenPass.commandBuffer;
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
}
// Scene rendering
// Wait for offscreen semaphore
submitInfo.pWaitSemaphores = &offscreenPass.semaphore;
// Signal ready with render complete semaphpre
submitInfo.pSignalSemaphores = &semaphores.renderComplete;
// Submit work
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
VulkanExampleBase::submitFrame();