Fixed image layout transitions and initial layouts and command buffer submissions for offscreen examples
This commit is contained in:
parent
01f0a1a574
commit
72e6cd8ee5
5 changed files with 77 additions and 46 deletions
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@ -195,6 +195,7 @@ public:
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imageCreateInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
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imageCreateInfo.usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
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imageCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
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imageCreateInfo.initialLayout = VK_IMAGE_LAYOUT_PREINITIALIZED;
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imageCreateInfo.flags = VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT;
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VkMemoryAllocateInfo memAllocInfo = vkTools::initializers::memoryAllocateInfo();
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@ -231,12 +232,18 @@ public:
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assert(!err);
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// Image barrier for optimal image (target)
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VkImageSubresourceRange subresourceRange = {};
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subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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subresourceRange.baseMipLevel = 0;
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subresourceRange.levelCount = 1;
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subresourceRange.layerCount = 6;
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vkTools::setImageLayout(
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cmdBuffer,
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shadowCubeMap.image,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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VK_IMAGE_LAYOUT_PREINITIALIZED,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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subresourceRange);
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err = vkEndCommandBuffer(cmdBuffer);
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assert(!err);
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@ -357,14 +364,14 @@ public:
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// Depth stencil attachment
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image.format = fbDepthFormat;
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image.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
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image.initialLayout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
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image.initialLayout = VK_IMAGE_LAYOUT_PREINITIALIZED;
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VkImageViewCreateInfo depthStencilView = vkTools::initializers::imageViewCreateInfo();
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depthStencilView.viewType = VK_IMAGE_VIEW_TYPE_2D;
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depthStencilView.format = fbDepthFormat;
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depthStencilView.flags = 0;
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depthStencilView.subresourceRange = {};
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depthStencilView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
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depthStencilView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
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depthStencilView.subresourceRange.baseMipLevel = 0;
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depthStencilView.subresourceRange.levelCount = 1;
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depthStencilView.subresourceRange.baseArrayLayer = 0;
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@ -384,8 +391,8 @@ public:
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vkTools::setImageLayout(
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setupCmdBuffer,
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offScreenFrameBuf.depth.image,
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VK_IMAGE_ASPECT_DEPTH_BIT,
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VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT,
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VK_IMAGE_LAYOUT_PREINITIALIZED,
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VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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flushSetupCommandBuffer();
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@ -481,7 +488,6 @@ public:
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vkCmdDrawIndexed(offScreenCmdBuffer, meshes.scene.indexCount, 1, 0, 0, 0);
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vkCmdEndRenderPass(offScreenCmdBuffer);
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// Make sure color writes to the framebuffer are finished before using it as transfer source
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vkTools::setImageLayout(
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offScreenCmdBuffer,
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@ -519,14 +525,6 @@ public:
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1,
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©Region);
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// Make sure transfer to cube map face is finished before sampling it in a shader
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vkTools::setImageLayout(
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offScreenCmdBuffer,
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shadowCubeMap.image,
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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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// Transform framebuffer color attachment back
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vkTools::setImageLayout(
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offScreenCmdBuffer,
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@ -572,11 +570,35 @@ public:
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0);
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vkCmdSetScissor(offScreenCmdBuffer, 0, 1, &scissor);
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VkImageSubresourceRange subresourceRange = {};
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subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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subresourceRange.baseMipLevel = 0;
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subresourceRange.levelCount = 1;
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subresourceRange.layerCount = 6;
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// Change image layout for all cubemap faces to transfer destination
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vkTools::setImageLayout(
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offScreenCmdBuffer,
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shadowCubeMap.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_TRANSFER_DST_OPTIMAL,
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subresourceRange);
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for (uint32_t face = 0; face < 6; ++face)
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{
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updateCubeFace(face);
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}
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// Change image layout for all cubemap faces to shader read after they have been copied
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vkTools::setImageLayout(
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offScreenCmdBuffer,
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shadowCubeMap.image,
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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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subresourceRange);
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err = vkEndCommandBuffer(offScreenCmdBuffer);
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assert(!err);
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}
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