Replace dedicated offscreen command buffer and complicated synchronization with single command buffer and sync via sub pass dependencies
Proper stage and access masks Code cleanup
This commit is contained in:
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cd3ef3e713
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71e4d68548
1 changed files with 169 additions and 310 deletions
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@ -1,7 +1,7 @@
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/*
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* Vulkan Example - Implements a separable two-pass fullscreen blur (also known as bloom)
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*
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* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
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* Copyright (C) Sascha Willems - www.saschawillems.de
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*
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* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
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*/
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@ -23,8 +23,7 @@
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#include "VulkanModel.hpp"
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#include "VulkanBuffer.hpp"
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#define VERTEX_BUFFER_BIND_ID 0
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#define ENABLE_VALIDATION false
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#define ENABLE_VALIDATION true
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// Offscreen frame buffer properties
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#define FB_DIM 256
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@ -53,12 +52,6 @@ public:
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vks::Model skyBox;
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} models;
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struct {
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VkPipelineVertexInputStateCreateInfo inputState;
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std::vector<VkVertexInputBindingDescription> bindingDescriptions;
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std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
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} vertices;
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struct {
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vks::Buffer scene;
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vks::Buffer skyBox;
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@ -121,9 +114,6 @@ public:
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int32_t width, height;
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VkRenderPass renderPass;
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VkSampler sampler;
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VkCommandBuffer commandBuffer = VK_NULL_HANDLE;
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// Semaphore used to synchronize between offscreen and final scene rendering
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VkSemaphore semaphore = VK_NULL_HANDLE;
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std::array<FrameBuffer, 2> framebuffers;
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} offscreenPass;
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@ -159,8 +149,6 @@ public:
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vkDestroyFramebuffer(device, framebuffer.framebuffer, nullptr);
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}
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vkDestroyRenderPass(device, offscreenPass.renderPass, nullptr);
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vkFreeCommandBuffers(device, cmdPool, 1, &offscreenPass.commandBuffer);
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vkDestroySemaphore(device, offscreenPass.semaphore, nullptr);
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vkDestroyPipeline(device, pipelines.blurHorz, nullptr);
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vkDestroyPipeline(device, pipelines.blurVert, nullptr);
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@ -321,18 +309,18 @@ public:
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dependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL;
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dependencies[0].dstSubpass = 0;
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dependencies[0].srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
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dependencies[0].srcStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
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dependencies[0].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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dependencies[0].srcAccessMask = VK_ACCESS_MEMORY_READ_BIT;
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dependencies[0].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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dependencies[0].srcAccessMask = VK_ACCESS_SHADER_READ_BIT;
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dependencies[0].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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dependencies[0].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
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dependencies[1].srcSubpass = 0;
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dependencies[1].dstSubpass = VK_SUBPASS_EXTERNAL;
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dependencies[1].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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dependencies[1].dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
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dependencies[1].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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dependencies[1].dstAccessMask = VK_ACCESS_MEMORY_READ_BIT;
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dependencies[1].dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
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dependencies[1].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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dependencies[1].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
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dependencies[1].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
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// Create the actual renderpass
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@ -367,159 +355,139 @@ public:
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prepareOffscreenFramebuffer(&offscreenPass.framebuffers[1], FB_COLOR_FORMAT, fbDepthFormat);
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}
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// Sets up the command buffer that renders the scene to the offscreen frame buffer
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// The blur method used in this example is multi pass and renders the vertical
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// blur first and then the horizontal one.
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// While it's possible to blur in one pass, this method is widely used as it
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// requires far less samples to generate the blur
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void buildOffscreenCommandBuffer()
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{
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if (offscreenPass.commandBuffer == VK_NULL_HANDLE)
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{
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offscreenPass.commandBuffer = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, false);
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}
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if (offscreenPass.semaphore == VK_NULL_HANDLE)
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{
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VkSemaphoreCreateInfo semaphoreCreateInfo = vks::initializers::semaphoreCreateInfo();
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VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &offscreenPass.semaphore));
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}
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VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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// First pass: Render glow parts of the model (separate mesh)
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// -------------------------------------------------------------------------------------------------------
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VkClearValue clearValues[2];
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clearValues[0].color = { { 0.0f, 0.0f, 0.0f, 1.0f } };
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clearValues[1].depthStencil = { 1.0f, 0 };
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VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
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renderPassBeginInfo.renderPass = offscreenPass.renderPass;
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renderPassBeginInfo.framebuffer = offscreenPass.framebuffers[0].framebuffer;
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renderPassBeginInfo.renderArea.extent.width = offscreenPass.width;
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renderPassBeginInfo.renderArea.extent.height = offscreenPass.height;
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renderPassBeginInfo.clearValueCount = 2;
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renderPassBeginInfo.pClearValues = clearValues;
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VK_CHECK_RESULT(vkBeginCommandBuffer(offscreenPass.commandBuffer, &cmdBufInfo));
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VkViewport viewport = vks::initializers::viewport((float)offscreenPass.width, (float)offscreenPass.height, 0.0f, 1.0f);
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vkCmdSetViewport(offscreenPass.commandBuffer, 0, 1, &viewport);
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VkRect2D scissor = vks::initializers::rect2D(offscreenPass.width, offscreenPass.height, 0, 0);
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vkCmdSetScissor(offscreenPass.commandBuffer, 0, 1, &scissor);
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vkCmdBeginRenderPass(offscreenPass.commandBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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vkCmdBindDescriptorSets(offscreenPass.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.scene, 0, 1, &descriptorSets.scene, 0, NULL);
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vkCmdBindPipeline(offscreenPass.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.glowPass);
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VkDeviceSize offsets[1] = { 0 };
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vkCmdBindVertexBuffers(offscreenPass.commandBuffer, VERTEX_BUFFER_BIND_ID, 1, &models.ufoGlow.vertices.buffer, offsets);
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vkCmdBindIndexBuffer(offscreenPass.commandBuffer, models.ufoGlow.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(offscreenPass.commandBuffer, models.ufoGlow.indexCount, 1, 0, 0, 0);
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vkCmdEndRenderPass(offscreenPass.commandBuffer);
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// Second pass: Render contents of the first pass into second framebuffer and apply a vertical blur
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// This is the first blur pass, the horizontal blur is applied when rendering on top of the scene
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// -------------------------------------------------------------------------------------------------------
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renderPassBeginInfo.framebuffer = offscreenPass.framebuffers[1].framebuffer;
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vkCmdBeginRenderPass(offscreenPass.commandBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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vkCmdBindDescriptorSets(offscreenPass.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.blur, 0, 1, &descriptorSets.blurVert, 0, NULL);
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vkCmdBindPipeline(offscreenPass.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.blurVert);
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vkCmdDraw(offscreenPass.commandBuffer, 3, 1, 0, 0);
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vkCmdEndRenderPass(offscreenPass.commandBuffer);
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VK_CHECK_RESULT(vkEndCommandBuffer(offscreenPass.commandBuffer));
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}
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void reBuildCommandBuffers()
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{
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if (!checkCommandBuffers())
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{
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destroyCommandBuffers();
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createCommandBuffers();
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}
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buildCommandBuffers();
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}
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void buildCommandBuffers()
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{
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VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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VkClearValue clearValues[2];
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clearValues[0].color = defaultClearColor;
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clearValues[1].depthStencil = { 1.0f, 0 };
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VkViewport viewport;
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VkRect2D scissor;
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VkDeviceSize offsets[1] = { 0 };
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VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
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renderPassBeginInfo.renderPass = renderPass;
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renderPassBeginInfo.renderArea.offset.x = 0;
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renderPassBeginInfo.renderArea.offset.y = 0;
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renderPassBeginInfo.renderArea.extent.width = width;
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renderPassBeginInfo.renderArea.extent.height = height;
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renderPassBeginInfo.clearValueCount = 2;
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renderPassBeginInfo.pClearValues = clearValues;
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/*
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The blur method used in this example is multi pass and renders the vertical blur first and then the horizontal one
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While it's possible to blur in one pass, this method is widely used as it requires far less samples to generate the blur
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*/
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for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
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{
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// Set target frame buffer
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renderPassBeginInfo.framebuffer = frameBuffers[i];
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VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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if (bloom) {
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clearValues[0].color = { { 0.0f, 0.0f, 0.0f, 1.0f } };
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clearValues[1].depthStencil = { 1.0f, 0 };
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VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
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renderPassBeginInfo.renderPass = offscreenPass.renderPass;
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renderPassBeginInfo.framebuffer = offscreenPass.framebuffers[0].framebuffer;
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renderPassBeginInfo.renderArea.extent.width = offscreenPass.width;
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renderPassBeginInfo.renderArea.extent.height = offscreenPass.height;
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renderPassBeginInfo.clearValueCount = 2;
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renderPassBeginInfo.pClearValues = clearValues;
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VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
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viewport = vks::initializers::viewport((float)offscreenPass.width, (float)offscreenPass.height, 0.0f, 1.0f);
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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VkDeviceSize offsets[1] = { 0 };
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scissor = vks::initializers::rect2D(offscreenPass.width, offscreenPass.height, 0, 0);
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
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// Skybox
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.scene, 0, 1, &descriptorSets.skyBox, 0, NULL);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.skyBox);
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/*
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First render pass: Render glow parts of the model (separate mesh) to an offscreen frame buffer
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*/
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vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &models.skyBox.vertices.buffer, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], models.skyBox.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(drawCmdBuffers[i], models.skyBox.indexCount, 1, 0, 0, 0);
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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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// 3D scene
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.scene, 0, 1, &descriptorSets.scene, 0, NULL);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.phongPass);
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.scene, 0, 1, &descriptorSets.scene, 0, NULL);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.glowPass);
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vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &models.ufo.vertices.buffer, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], models.ufo.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(drawCmdBuffers[i], models.ufo.indexCount, 1, 0, 0, 0);
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VkDeviceSize offsets[1] = { 0 };
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vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &models.ufoGlow.vertices.buffer, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], models.ufoGlow.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(drawCmdBuffers[i], models.ufoGlow.indexCount, 1, 0, 0, 0);
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// Render vertical blurred scene applying a horizontal blur
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// Render the (vertically blurred) contents of the second framebuffer and apply a horizontal blur
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// -------------------------------------------------------------------------------------------------------
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if (bloom)
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{
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.blur, 0, 1, &descriptorSets.blurHorz, 0, NULL);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.blurHorz);
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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/*
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Second render pass: Vertical blur
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Render contents of the first pass into a second framebuffer and apply a vertical blur
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This is the first blur pass, the horizontal blur is applied when rendering on top of the scene
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*/
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renderPassBeginInfo.framebuffer = offscreenPass.framebuffers[1].framebuffer;
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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.blur, 0, 1, &descriptorSets.blurVert, 0, NULL);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.blurVert);
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vkCmdDraw(drawCmdBuffers[i], 3, 1, 0, 0);
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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}
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drawUI(drawCmdBuffers[i]);
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/*
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Note: Explicit synchronization is not required between the render pass, as this is done implicit via sub pass dependencies
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*/
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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/*
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Third render pass: Scene rendering with applied vertical blur
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Renders the scene and the (vertically blurred) contents of the second framebuffer and apply a horizontal blur
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*/
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{
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clearValues[0].color = defaultClearColor;
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clearValues[1].depthStencil = { 1.0f, 0 };
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VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
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renderPassBeginInfo.renderPass = renderPass;
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renderPassBeginInfo.framebuffer = frameBuffers[i];
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renderPassBeginInfo.renderArea.extent.width = width;
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renderPassBeginInfo.renderArea.extent.height = height;
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renderPassBeginInfo.clearValueCount = 2;
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renderPassBeginInfo.pClearValues = clearValues;
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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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VkViewport viewport = vks::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 = vks::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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// Skybox
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.scene, 0, 1, &descriptorSets.skyBox, 0, NULL);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.skyBox);
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vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &models.skyBox.vertices.buffer, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], models.skyBox.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(drawCmdBuffers[i], models.skyBox.indexCount, 1, 0, 0, 0);
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// 3D scene
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.scene, 0, 1, &descriptorSets.scene, 0, NULL);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.phongPass);
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vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &models.ufo.vertices.buffer, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], models.ufo.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(drawCmdBuffers[i], models.ufo.indexCount, 1, 0, 0, 0);
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if (bloom)
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{
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.blur, 0, 1, &descriptorSets.blurHorz, 0, NULL);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.blurHorz);
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vkCmdDraw(drawCmdBuffers[i], 3, 1, 0, 0);
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}
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drawUI(drawCmdBuffers[i]);
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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}
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VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
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}
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if (bloom)
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{
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buildOffscreenCommandBuffer();
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}
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}
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void loadAssets()
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@ -530,55 +498,6 @@ public:
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textures.cubemap.loadFromFile(getAssetPath() + "textures/cubemap_space.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
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}
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void setupVertexDescriptions()
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{
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// Binding description
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// Same for all meshes used in this example
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vertices.bindingDescriptions.resize(1);
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vertices.bindingDescriptions[0] =
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vks::initializers::vertexInputBindingDescription(
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VERTEX_BUFFER_BIND_ID,
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vertexLayout.stride(),
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VK_VERTEX_INPUT_RATE_VERTEX);
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// Attribute descriptions
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vertices.attributeDescriptions.resize(4);
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// Location 0 : Position
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vertices.attributeDescriptions[0] =
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vks::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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0,
|
||||
VK_FORMAT_R32G32B32_SFLOAT,
|
||||
0);
|
||||
// Location 1 : Texture coordinates
|
||||
vertices.attributeDescriptions[1] =
|
||||
vks::initializers::vertexInputAttributeDescription(
|
||||
VERTEX_BUFFER_BIND_ID,
|
||||
1,
|
||||
VK_FORMAT_R32G32_SFLOAT,
|
||||
sizeof(float) * 3);
|
||||
// Location 2 : Color
|
||||
vertices.attributeDescriptions[2] =
|
||||
vks::initializers::vertexInputAttributeDescription(
|
||||
VERTEX_BUFFER_BIND_ID,
|
||||
2,
|
||||
VK_FORMAT_R32G32B32_SFLOAT,
|
||||
sizeof(float) * 5);
|
||||
// Location 3 : Normal
|
||||
vertices.attributeDescriptions[3] =
|
||||
vks::initializers::vertexInputAttributeDescription(
|
||||
VERTEX_BUFFER_BIND_ID,
|
||||
3,
|
||||
VK_FORMAT_R32G32B32_SFLOAT,
|
||||
sizeof(float) * 8);
|
||||
|
||||
vertices.inputState = vks::initializers::pipelineVertexInputStateCreateInfo();
|
||||
vertices.inputState.vertexBindingDescriptionCount = vertices.bindingDescriptions.size();
|
||||
vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
|
||||
vertices.inputState.vertexAttributeDescriptionCount = vertices.attributeDescriptions.size();
|
||||
vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data();
|
||||
}
|
||||
|
||||
void setupDescriptorPool()
|
||||
{
|
||||
std::vector<VkDescriptorPoolSize> poolSizes =
|
||||
|
|
@ -667,78 +586,36 @@ public:
|
|||
|
||||
void preparePipelines()
|
||||
{
|
||||
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
|
||||
vks::initializers::pipelineInputAssemblyStateCreateInfo(
|
||||
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
|
||||
0,
|
||||
VK_FALSE);
|
||||
|
||||
VkPipelineRasterizationStateCreateInfo rasterizationState =
|
||||
vks::initializers::pipelineRasterizationStateCreateInfo(
|
||||
VK_POLYGON_MODE_FILL,
|
||||
VK_CULL_MODE_NONE,
|
||||
VK_FRONT_FACE_CLOCKWISE,
|
||||
0);
|
||||
|
||||
VkPipelineColorBlendAttachmentState blendAttachmentState =
|
||||
vks::initializers::pipelineColorBlendAttachmentState(
|
||||
0xf,
|
||||
VK_FALSE);
|
||||
|
||||
VkPipelineColorBlendStateCreateInfo colorBlendState =
|
||||
vks::initializers::pipelineColorBlendStateCreateInfo(
|
||||
1,
|
||||
&blendAttachmentState);
|
||||
|
||||
VkPipelineDepthStencilStateCreateInfo depthStencilState =
|
||||
vks::initializers::pipelineDepthStencilStateCreateInfo(
|
||||
VK_TRUE,
|
||||
VK_TRUE,
|
||||
VK_COMPARE_OP_LESS_OR_EQUAL);
|
||||
|
||||
VkPipelineViewportStateCreateInfo viewportState =
|
||||
vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
|
||||
|
||||
VkPipelineMultisampleStateCreateInfo multisampleState =
|
||||
vks::initializers::pipelineMultisampleStateCreateInfo(
|
||||
VK_SAMPLE_COUNT_1_BIT,
|
||||
0);
|
||||
|
||||
std::vector<VkDynamicState> dynamicStateEnables = {
|
||||
VK_DYNAMIC_STATE_VIEWPORT,
|
||||
VK_DYNAMIC_STATE_SCISSOR
|
||||
};
|
||||
VkPipelineDynamicStateCreateInfo dynamicState =
|
||||
vks::initializers::pipelineDynamicStateCreateInfo(
|
||||
dynamicStateEnables.data(),
|
||||
dynamicStateEnables.size(),
|
||||
0);
|
||||
|
||||
VkPipelineInputAssemblyStateCreateInfo inputAssemblyStateCI = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
|
||||
VkPipelineRasterizationStateCreateInfo rasterizationStateCI = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE, VK_FRONT_FACE_CLOCKWISE, 0);
|
||||
VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
|
||||
VkPipelineColorBlendStateCreateInfo colorBlendStateCI = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
|
||||
VkPipelineDepthStencilStateCreateInfo depthStencilStateCI = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
|
||||
VkPipelineViewportStateCreateInfo viewportStateCI = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
|
||||
VkPipelineMultisampleStateCreateInfo multisampleStateCI = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
|
||||
std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
|
||||
VkPipelineDynamicStateCreateInfo dynamicStateCI = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables.data(), dynamicStateEnables.size(), 0);
|
||||
|
||||
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
|
||||
|
||||
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
|
||||
vks::initializers::pipelineCreateInfo(
|
||||
pipelineLayouts.blur,
|
||||
renderPass,
|
||||
0);
|
||||
|
||||
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
|
||||
pipelineCreateInfo.pRasterizationState = &rasterizationState;
|
||||
pipelineCreateInfo.pColorBlendState = &colorBlendState;
|
||||
pipelineCreateInfo.pMultisampleState = &multisampleState;
|
||||
pipelineCreateInfo.pViewportState = &viewportState;
|
||||
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
|
||||
pipelineCreateInfo.pDynamicState = &dynamicState;
|
||||
pipelineCreateInfo.stageCount = shaderStages.size();
|
||||
pipelineCreateInfo.pStages = shaderStages.data();
|
||||
VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayouts.blur, renderPass, 0);
|
||||
pipelineCI.pInputAssemblyState = &inputAssemblyStateCI;
|
||||
pipelineCI.pRasterizationState = &rasterizationStateCI;
|
||||
pipelineCI.pColorBlendState = &colorBlendStateCI;
|
||||
pipelineCI.pMultisampleState = &multisampleStateCI;
|
||||
pipelineCI.pViewportState = &viewportStateCI;
|
||||
pipelineCI.pDepthStencilState = &depthStencilStateCI;
|
||||
pipelineCI.pDynamicState = &dynamicStateCI;
|
||||
pipelineCI.stageCount = shaderStages.size();
|
||||
pipelineCI.pStages = shaderStages.data();
|
||||
|
||||
// Blur pipelines
|
||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/bloom/gaussblur.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/bloom/gaussblur.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
// Empty vertex input state
|
||||
VkPipelineVertexInputStateCreateInfo emptyInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
|
||||
pipelineCreateInfo.pVertexInputState = &emptyInputState;
|
||||
pipelineCreateInfo.layout = pipelineLayouts.blur;
|
||||
pipelineCI.pVertexInputState = &emptyInputState;
|
||||
pipelineCI.layout = pipelineLayouts.blur;
|
||||
// Additive blending
|
||||
blendAttachmentState.colorWriteMask = 0xF;
|
||||
blendAttachmentState.blendEnable = VK_TRUE;
|
||||
|
|
@ -755,37 +632,52 @@ public:
|
|||
VkSpecializationInfo specializationInfo = vks::initializers::specializationInfo(1, &specializationMapEntry, sizeof(uint32_t), &blurdirection);
|
||||
shaderStages[1].pSpecializationInfo = &specializationInfo;
|
||||
// Vertical blur pipeline
|
||||
pipelineCreateInfo.renderPass = offscreenPass.renderPass;
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.blurVert));
|
||||
pipelineCI.renderPass = offscreenPass.renderPass;
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.blurVert));
|
||||
// Horizontal blur pipeline
|
||||
blurdirection = 1;
|
||||
pipelineCreateInfo.renderPass = renderPass;
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.blurHorz));
|
||||
pipelineCI.renderPass = renderPass;
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.blurHorz));
|
||||
|
||||
// Phong pass (3D model)
|
||||
pipelineCreateInfo.layout = pipelineLayouts.scene;
|
||||
pipelineCreateInfo.pVertexInputState = &vertices.inputState;
|
||||
// Vertex bindings and attributes
|
||||
std::vector<VkVertexInputBindingDescription> vertexInputBindings = {
|
||||
vks::initializers::vertexInputBindingDescription(0, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX),
|
||||
};
|
||||
std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
|
||||
vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Position
|
||||
vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 3), // Texture coordinates
|
||||
vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 5), // Color
|
||||
vks::initializers::vertexInputAttributeDescription(0, 3, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 8), // Normal
|
||||
};
|
||||
VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
|
||||
vertexInputState.vertexBindingDescriptionCount = static_cast<uint32_t>(vertexInputBindings.size());
|
||||
vertexInputState.pVertexBindingDescriptions = vertexInputBindings.data();
|
||||
vertexInputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size());
|
||||
vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data();
|
||||
pipelineCI.pVertexInputState = &vertexInputState;
|
||||
pipelineCI.layout = pipelineLayouts.scene;
|
||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/bloom/phongpass.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/bloom/phongpass.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
blendAttachmentState.blendEnable = VK_FALSE;
|
||||
depthStencilState.depthWriteEnable = VK_TRUE;
|
||||
rasterizationState.cullMode = VK_CULL_MODE_BACK_BIT;
|
||||
pipelineCreateInfo.renderPass = renderPass;
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.phongPass));
|
||||
depthStencilStateCI.depthWriteEnable = VK_TRUE;
|
||||
rasterizationStateCI.cullMode = VK_CULL_MODE_BACK_BIT;
|
||||
pipelineCI.renderPass = renderPass;
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.phongPass));
|
||||
|
||||
// Color only pass (offscreen blur base)
|
||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/bloom/colorpass.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/bloom/colorpass.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
pipelineCreateInfo.renderPass = offscreenPass.renderPass;
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.glowPass));
|
||||
pipelineCI.renderPass = offscreenPass.renderPass;
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.glowPass));
|
||||
|
||||
// Skybox (cubemap)
|
||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/bloom/skybox.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/bloom/skybox.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
depthStencilState.depthWriteEnable = VK_FALSE;
|
||||
rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT;
|
||||
pipelineCreateInfo.renderPass = renderPass;
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.skyBox));
|
||||
depthStencilStateCI.depthWriteEnable = VK_FALSE;
|
||||
rasterizationStateCI.cullMode = VK_CULL_MODE_FRONT_BIT;
|
||||
pipelineCI.renderPass = renderPass;
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.skyBox));
|
||||
}
|
||||
|
||||
// Prepare and initialize uniform buffer containing shader uniforms
|
||||
|
|
@ -852,36 +744,9 @@ public:
|
|||
void draw()
|
||||
{
|
||||
VulkanExampleBase::prepareFrame();
|
||||
|
||||
// The scene render command buffer has to wait for the offscreen rendering to be finished before we can use the framebuffer
|
||||
// color image for sampling during final rendering
|
||||
// To ensure this we use a dedicated offscreen synchronization semaphore that will be signaled when offscreen rendering has been finished
|
||||
// This is necessary as an implementation may start both command buffers at the same time, there is no guarantee
|
||||
// that command buffers will be executed in the order they have been submitted by the application
|
||||
|
||||
// Offscreen rendering
|
||||
|
||||
// Wait for swap chain presentation to finish
|
||||
submitInfo.pWaitSemaphores = &semaphores.presentComplete;
|
||||
// Signal ready with offscreen semaphore
|
||||
submitInfo.pSignalSemaphores = &offscreenPass.semaphore;
|
||||
|
||||
// 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();
|
||||
}
|
||||
|
||||
|
|
@ -889,7 +754,6 @@ public:
|
|||
{
|
||||
VulkanExampleBase::prepare();
|
||||
loadAssets();
|
||||
setupVertexDescriptions();
|
||||
prepareUniformBuffers();
|
||||
prepareOffscreen();
|
||||
setupDescriptorSetLayout();
|
||||
|
|
@ -905,17 +769,12 @@ public:
|
|||
if (!prepared)
|
||||
return;
|
||||
draw();
|
||||
if (!paused)
|
||||
if (!paused || camera.updated)
|
||||
{
|
||||
updateUniformBuffersScene();
|
||||
}
|
||||
}
|
||||
|
||||
virtual void viewChanged()
|
||||
{
|
||||
updateUniformBuffersScene();
|
||||
}
|
||||
|
||||
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
|
||||
{
|
||||
if (overlay->header("Settings")) {
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue