Fix computeshader sample first frame being rendered with bogus UBOs (#1125)

After this change, the sample's render() method would first update its UBO and then start drawing stuff so as to have valid frame output from frame 0, similarly to other samples.
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takayhan-AMD 2024-05-15 18:32:32 +02:00 committed by GitHub
parent 9756ad8c23
commit 3a941167d1
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@ -1,6 +1,6 @@
/* /*
* Vulkan Example - Compute shader image processing * Vulkan Example - Compute shader image processing
* *
* This sample uses a compute shader to apply different filters to an image * This sample uses a compute shader to apply different filters to an image
* *
* Copyright (C) 2016-2023 by Sascha Willems - www.saschawillems.de * Copyright (C) 2016-2023 by Sascha Willems - www.saschawillems.de
@ -344,20 +344,20 @@ public:
// Create a semaphore for compute & graphics sync // Create a semaphore for compute & graphics sync
VkSemaphoreCreateInfo semaphoreCreateInfo = vks::initializers::semaphoreCreateInfo(); VkSemaphoreCreateInfo semaphoreCreateInfo = vks::initializers::semaphoreCreateInfo();
VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &graphics.semaphore)); VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &graphics.semaphore));
// Signal the semaphore // Signal the semaphore
VkSubmitInfo submitInfo = vks::initializers::submitInfo(); VkSubmitInfo submitInfo = vks::initializers::submitInfo();
submitInfo.signalSemaphoreCount = 1; submitInfo.signalSemaphoreCount = 1;
submitInfo.pSignalSemaphores = &graphics.semaphore; submitInfo.pSignalSemaphores = &graphics.semaphore;
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE)); VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
VK_CHECK_RESULT(vkQueueWaitIdle(queue)); VK_CHECK_RESULT(vkQueueWaitIdle(queue));
// Setup descriptors // Setup descriptors
// The graphics pipeline uses two sets with two bindings // The graphics pipeline uses two sets with two bindings
// One set for displaying the input image and one set for displaying the output image with the compute filter applied // One set for displaying the input image and one set for displaying the output image with the compute filter applied
// Binding 0: Vertex shader uniform buffer // Binding 0: Vertex shader uniform buffer
// Binding 1: Sampled image (before/after compute filter is applied) // Binding 1: Sampled image (before/after compute filter is applied)
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = { std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0), vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
@ -562,9 +562,11 @@ public:
virtual void render() virtual void render()
{ {
if (!prepared) if (!prepared)
{
return; return;
draw(); }
updateUniformBuffers(); updateUniformBuffers();
draw();
} }
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay) virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)