Sample directly from framebuffer color attachments, removed texture targets
This commit is contained in:
parent
b98d489a7c
commit
598b2bbcb9
1 changed files with 84 additions and 214 deletions
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@ -118,12 +118,8 @@ public:
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VkRenderPass renderPass;
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} offScreenFrameBuf;
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// Texture targets
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struct {
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vkTools::VulkanTexture position;
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vkTools::VulkanTexture normal;
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vkTools::VulkanTexture albedo;
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} textureTargets;
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// One sampler for the frame buffer color attachments
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VkSampler colorSampler;
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VkCommandBuffer offScreenCmdBuffer = VK_NULL_HANDLE;
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@ -145,10 +141,7 @@ public:
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// Clean up used Vulkan resources
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// Note : Inherited destructor cleans up resources stored in base class
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// Texture targets
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textureLoader->destroyTexture(textureTargets.position);
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textureLoader->destroyTexture(textureTargets.normal);
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textureLoader->destroyTexture(textureTargets.albedo);
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vkDestroySampler(device, colorSampler, nullptr);
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// Frame buffer
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@ -198,97 +191,12 @@ public:
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vkDestroySemaphore(device, offscreenSemaphore, nullptr);
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}
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// Preapre an empty texture as the blit target from
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// the offscreen framebuffer
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void prepareTextureTarget(vkTools::VulkanTexture *target, VkFormat format)
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{
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VkFormatProperties formatProperties;
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uint32_t width = TEX_DIM;
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uint32_t height = TEX_DIM;
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// Prepare blit target texture
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target->width = width;
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target->height = height;
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VkImageCreateInfo imageCreateInfo = vkTools::initializers::imageCreateInfo();
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imageCreateInfo.imageType = VK_IMAGE_TYPE_2D;
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imageCreateInfo.format = format;
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imageCreateInfo.extent = { width, height, 1 };
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imageCreateInfo.mipLevels = 1;
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imageCreateInfo.arrayLayers = 1;
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imageCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
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imageCreateInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
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// Texture will be sampled in a shader and is also the blit destination
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imageCreateInfo.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
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imageCreateInfo.flags = 0;
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VkMemoryAllocateInfo memAllocInfo = vkTools::initializers::memoryAllocateInfo();
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VkMemoryRequirements memReqs;
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VK_CHECK_RESULT(vkCreateImage(device, &imageCreateInfo, nullptr, &target->image));
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vkGetImageMemoryRequirements(device, target->image, &memReqs);
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memAllocInfo.allocationSize = memReqs.size;
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memAllocInfo.memoryTypeIndex = getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAllocInfo, nullptr, &target->deviceMemory));
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VK_CHECK_RESULT(vkBindImageMemory(device, target->image, target->deviceMemory, 0));
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// Image memory barrier
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// Set initial layout for the offscreen texture to shader read
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// Will be transformed while updating the texture
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textureTargets.position.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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vkTools::setImageLayout(
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setupCmdBuffer,
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target->image,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_UNDEFINED,
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textureTargets.position.imageLayout);
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// Create sampler
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VkSamplerCreateInfo sampler = vkTools::initializers::samplerCreateInfo();
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sampler.magFilter = TEX_FILTER;
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sampler.minFilter = TEX_FILTER;
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sampler.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
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sampler.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER;
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sampler.addressModeV = sampler.addressModeV;
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sampler.addressModeW = sampler.addressModeV;
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sampler.mipLodBias = 0.0f;
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sampler.maxAnisotropy = 0;
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sampler.compareOp = VK_COMPARE_OP_NEVER;
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sampler.minLod = 0.0f;
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sampler.maxLod = 1.0f;
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sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
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VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &target->sampler));
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// Create image view
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VkImageViewCreateInfo view = {};
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view.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
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view.pNext = NULL;
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view.image = VK_NULL_HANDLE;
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view.viewType = VK_IMAGE_VIEW_TYPE_2D;
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view.format = format;
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view.components = { VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_A };
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view.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
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view.image = target->image;
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VK_CHECK_RESULT(vkCreateImageView(device, &view, nullptr, &target->view));
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}
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void prepareTextureTargets()
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{
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createSetupCommandBuffer();
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prepareTextureTarget(&textureTargets.position, VK_FORMAT_R16G16B16A16_SFLOAT);
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prepareTextureTarget(&textureTargets.normal, VK_FORMAT_R16G16B16A16_SFLOAT);
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prepareTextureTarget(&textureTargets.albedo, VK_FORMAT_R8G8B8A8_UNORM);
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flushSetupCommandBuffer();
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}
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// Create a frame buffer attachment
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void createAttachment(
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VkFormat format,
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VkImageUsageFlagBits usage,
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FrameBufferAttachment *attachment)
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FrameBufferAttachment *attachment,
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VkCommandBuffer layoutCmd)
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{
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VkImageAspectFlags aspectMask = 0;
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VkImageLayout imageLayout;
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@ -318,7 +226,7 @@ public:
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image.arrayLayers = 1;
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image.samples = VK_SAMPLE_COUNT_1_BIT;
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image.tiling = VK_IMAGE_TILING_OPTIMAL;
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image.usage = usage | VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
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image.usage = usage | VK_IMAGE_USAGE_SAMPLED_BIT;
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VkMemoryAllocateInfo memAlloc = vkTools::initializers::memoryAllocateInfo();
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VkMemoryRequirements memReqs;
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@ -330,12 +238,26 @@ public:
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &attachment->mem));
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VK_CHECK_RESULT(vkBindImageMemory(device, attachment->image, attachment->mem, 0));
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vkTools::setImageLayout(
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setupCmdBuffer,
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attachment->image,
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aspectMask,
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VK_IMAGE_LAYOUT_UNDEFINED,
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imageLayout);
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if (usage & VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT)
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{
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// Set the initial layout to shader read instead of attachment
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// This is done as the render loop does the actualy image layout transitions
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vkTools::setImageLayout(
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layoutCmd,
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attachment->image,
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aspectMask,
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VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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}
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else
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{
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vkTools::setImageLayout(
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layoutCmd,
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attachment->image,
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aspectMask,
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VK_IMAGE_LAYOUT_UNDEFINED,
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imageLayout);
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}
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VkImageViewCreateInfo imageView = vkTools::initializers::imageViewCreateInfo();
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imageView.viewType = VK_IMAGE_VIEW_TYPE_2D;
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@ -355,6 +277,8 @@ public:
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// blitted to our render target
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void prepareOffscreenFramebuffer()
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{
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VkCommandBuffer layoutCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
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offScreenFrameBuf.width = FB_DIM;
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offScreenFrameBuf.height = FB_DIM;
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@ -364,19 +288,22 @@ public:
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createAttachment(
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VK_FORMAT_R16G16B16A16_SFLOAT,
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VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
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&offScreenFrameBuf.position);
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&offScreenFrameBuf.position,
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layoutCmd);
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// (World space) Normals
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createAttachment(
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VK_FORMAT_R16G16B16A16_SFLOAT,
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VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
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&offScreenFrameBuf.normal);
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&offScreenFrameBuf.normal,
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layoutCmd);
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// Albedo (color)
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createAttachment(
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VK_FORMAT_R8G8B8A8_UNORM,
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VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
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&offScreenFrameBuf.albedo);
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&offScreenFrameBuf.albedo,
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layoutCmd);
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// Depth attachment
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@ -388,7 +315,10 @@ public:
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createAttachment(
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attDepthFormat,
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VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT,
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&offScreenFrameBuf.depth);
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&offScreenFrameBuf.depth,
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layoutCmd);
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VulkanExampleBase::flushCommandBuffer(layoutCmd, queue, true);
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// Set up separate renderpass with references
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// to the color and depth attachments
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@ -463,91 +393,20 @@ public:
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fbufCreateInfo.layers = 1;
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VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &offScreenFrameBuf.frameBuffer));
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flushSetupCommandBuffer();
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createSetupCommandBuffer();
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}
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// Blit frame buffer attachment to texture target
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void blit(VkImage source, VkImage dest)
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{
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// Image memory barrier
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// Transform frame buffer color attachment to transfer source layout
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// Makes sure that writes to the color attachment are finished before
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// using it as source for the blit
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vkTools::setImageLayout(
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offScreenCmdBuffer,
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source,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
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// Image memory barrier
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// Transform texture from shader read (initial layout) to transfer destination layout
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// Makes sure that reads from texture are finished before
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// using it as a transfer destination for the blit
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vkTools::setImageLayout(
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offScreenCmdBuffer,
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dest,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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// Blit offscreen color buffer to our texture target
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VkImageBlit imgBlit;
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imgBlit.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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imgBlit.srcSubresource.mipLevel = 0;
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imgBlit.srcSubresource.baseArrayLayer = 0;
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imgBlit.srcSubresource.layerCount = 1;
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imgBlit.srcOffsets[0] = { 0, 0, 0 };
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imgBlit.srcOffsets[1].x = offScreenFrameBuf.width;
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imgBlit.srcOffsets[1].y = offScreenFrameBuf.height;
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imgBlit.srcOffsets[1].z = 1;
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imgBlit.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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imgBlit.dstSubresource.mipLevel = 0;
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imgBlit.dstSubresource.baseArrayLayer = 0;
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imgBlit.dstSubresource.layerCount = 1;
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imgBlit.dstOffsets[0] = { 0, 0, 0 };
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imgBlit.dstOffsets[1].x = textureTargets.position.width;
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imgBlit.dstOffsets[1].y = textureTargets.position.height;
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imgBlit.dstOffsets[1].z = 1;
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// Blit from framebuffer image to texture image
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// vkCmdBlitImage does scaling and (if necessary and possible) also does format conversions
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vkCmdBlitImage(
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offScreenCmdBuffer,
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source,
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VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
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dest,
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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1,
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&imgBlit,
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VK_FILTER_LINEAR
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);
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// Image memory barrier
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// Transform texture from transfer destination to shader read
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// Makes sure that writes to the texture are finished before
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// using it as the source for a sampler in the shader
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vkTools::setImageLayout(
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offScreenCmdBuffer,
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dest,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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// Image memory barrier
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// Transform the framebuffer color attachment back
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vkTools::setImageLayout(
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offScreenCmdBuffer,
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source,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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// Create sampler to sample from the color attachments
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VkSamplerCreateInfo sampler = vkTools::initializers::samplerCreateInfo();
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sampler.magFilter = VK_FILTER_LINEAR;
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sampler.minFilter = VK_FILTER_LINEAR;
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sampler.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
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sampler.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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sampler.addressModeV = sampler.addressModeU;
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sampler.addressModeW = sampler.addressModeU;
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sampler.mipLodBias = 0.0f;
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sampler.maxAnisotropy = 0;
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sampler.minLod = 0.0f;
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sampler.maxLod = 1.0f;
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sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
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VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &colorSampler));
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}
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// Build command buffer for rendering the scene to the offscreen frame buffer attachments
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@ -581,6 +440,19 @@ public:
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VK_CHECK_RESULT(vkBeginCommandBuffer(offScreenCmdBuffer, &cmdBufInfo));
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std::vector<FrameBufferAttachment> attachments = { offScreenFrameBuf.position, offScreenFrameBuf.normal, offScreenFrameBuf.albedo };
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// Change back layout of the color attachments after sampling in the fragment shader
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for (auto attachment : attachments)
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{
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vkTools::setImageLayout(
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offScreenCmdBuffer,
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attachment.image,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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}
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vkCmdBeginRenderPass(offScreenCmdBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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VkViewport viewport = vkTools::initializers::viewport((float)offScreenFrameBuf.width, (float)offScreenFrameBuf.height, 0.0f, 1.0f);
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@ -599,9 +471,16 @@ public:
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vkCmdEndRenderPass(offScreenCmdBuffer);
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blit(offScreenFrameBuf.position.image, textureTargets.position.image);
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blit(offScreenFrameBuf.normal.image, textureTargets.normal.image);
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blit(offScreenFrameBuf.albedo.image, textureTargets.albedo.image);
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// Change back layout of the color attachments after sampling in the fragment shader
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for (auto attachment : attachments)
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{
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vkTools::setImageLayout(
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offScreenCmdBuffer,
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attachment.image,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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}
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VK_CHECK_RESULT(vkEndCommandBuffer(offScreenCmdBuffer));
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}
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@ -650,18 +529,10 @@ public:
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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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VkViewport viewport = vkTools::initializers::viewport(
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(float)width,
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(float)height,
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0.0f,
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1.0f);
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VkViewport viewport = vkTools::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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VkRect2D scissor = vkTools::initializers::rect2D(
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width,
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height,
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0,
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0);
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VkRect2D scissor = vkTools::initializers::rect2D(width, height, 0, 0);
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
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VkDeviceSize offsets[1] = { 0 };
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@ -879,23 +750,23 @@ public:
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
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// Image descriptor for the offscreen texture targets
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// Image descriptors for the offscreen color attachments
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VkDescriptorImageInfo texDescriptorPosition =
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vkTools::initializers::descriptorImageInfo(
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textureTargets.position.sampler,
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textureTargets.position.view,
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colorSampler,
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offScreenFrameBuf.position.view,
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VK_IMAGE_LAYOUT_GENERAL);
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VkDescriptorImageInfo texDescriptorNormal =
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vkTools::initializers::descriptorImageInfo(
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textureTargets.normal.sampler,
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textureTargets.normal.view,
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colorSampler,
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offScreenFrameBuf.normal.view,
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VK_IMAGE_LAYOUT_GENERAL);
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VkDescriptorImageInfo texDescriptorAlbedo =
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vkTools::initializers::descriptorImageInfo(
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textureTargets.albedo.sampler,
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textureTargets.albedo.view,
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colorSampler,
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offScreenFrameBuf.albedo.view,
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VK_IMAGE_LAYOUT_GENERAL);
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std::vector<VkWriteDescriptorSet> writeDescriptorSets =
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@ -1232,7 +1103,6 @@ public:
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setupVertexDescriptions();
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prepareOffscreenFramebuffer();
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prepareUniformBuffers();
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prepareTextureTargets();
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setupDescriptorSetLayout();
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preparePipelines();
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setupDescriptorPool();
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