Merge pull request #681 from krOoze/triangle_dependencies
Tweak Triangle subpass dependencies
This commit is contained in:
commit
78b25ebd71
3 changed files with 81 additions and 82 deletions
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@ -881,7 +881,7 @@ bool VulkanExampleBase::initVulkan()
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{
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char* endptr;
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uint32_t index = strtol(args[i + 1], &endptr, 10);
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if (endptr != args[i + 1])
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if (endptr != args[i + 1])
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{
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if (index > gpuCount - 1)
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{
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@ -900,11 +900,11 @@ bool VulkanExampleBase::initVulkan()
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{
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uint32_t gpuCount = 0;
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VK_CHECK_RESULT(vkEnumeratePhysicalDevices(instance, &gpuCount, nullptr));
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if (gpuCount == 0)
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if (gpuCount == 0)
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{
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std::cerr << "No Vulkan devices found!" << std::endl;
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}
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else
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else
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{
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// Enumerate devices
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std::cout << "Available Vulkan devices" << std::endl;
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@ -984,7 +984,7 @@ bool VulkanExampleBase::initVulkan()
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androidProduct += std::string(prop);
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};
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LOGD("androidProduct = %s", androidProduct.c_str());
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#endif
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#endif
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return true;
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}
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@ -1329,13 +1329,13 @@ int32_t VulkanExampleBase::handleAppInput(struct android_app* app, AInputEvent*
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vulkanExample->mousePos.x = AMotionEvent_getX(event, 0);
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vulkanExample->mousePos.y = AMotionEvent_getY(event, 0);
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break;
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}
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}
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case AMOTION_EVENT_ACTION_MOVE: {
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bool handled = false;
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if (vulkanExample->settings.overlay) {
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ImGuiIO& io = ImGui::GetIO();
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handled = io.WantCaptureMouse;
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}
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}
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if (!handled) {
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int32_t eventX = AMotionEvent_getX(event, 0);
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int32_t eventY = AMotionEvent_getY(event, 0);
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@ -1940,7 +1940,7 @@ void VulkanExampleBase::handleEvent(const xcb_generic_event_t *event)
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if (settings.overlay) {
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settings.overlay = !settings.overlay;
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}
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break;
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break;
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}
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}
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break;
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@ -1960,7 +1960,7 @@ void VulkanExampleBase::handleEvent(const xcb_generic_event_t *event)
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break;
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case KEY_D:
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camera.keys.right = false;
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break;
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break;
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case KEY_ESCAPE:
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quit = true;
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break;
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@ -56,7 +56,7 @@
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class VulkanExampleBase
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{
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private:
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private:
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// Get window title with example name, device, et.
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std::string getWindowTitle();
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/** brief Indicates that the view (position, rotation) has changed and buffers containing camera matrices need to be updated */
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@ -182,8 +182,7 @@ public:
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std::string name = "vulkanExample";
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uint32_t apiVersion = VK_API_VERSION_1_0;
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struct
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{
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struct {
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VkImage image;
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VkDeviceMemory mem;
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VkImageView view;
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@ -44,22 +44,21 @@ public:
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// Vertex buffer and attributes
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struct {
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VkDeviceMemory memory; // Handle to the device memory for this buffer
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VkBuffer buffer; // Handle to the Vulkan buffer object that the memory is bound to
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VkDeviceMemory memory; // Handle to the device memory for this buffer
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VkBuffer buffer; // Handle to the Vulkan buffer object that the memory is bound to
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} vertices;
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// Index buffer
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struct
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{
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VkDeviceMemory memory;
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VkBuffer buffer;
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struct {
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VkDeviceMemory memory;
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VkBuffer buffer;
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uint32_t count;
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} indices;
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// Uniform buffer block object
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struct {
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VkDeviceMemory memory;
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VkBuffer buffer;
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VkDeviceMemory memory;
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VkBuffer buffer;
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VkDescriptorBufferInfo descriptor;
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} uniformBufferVS;
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@ -159,7 +158,7 @@ public:
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if ((typeBits & 1) == 1)
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{
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if ((deviceMemoryProperties.memoryTypes[i].propertyFlags & properties) == properties)
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{
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{
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return i;
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}
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}
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@ -341,17 +340,17 @@ public:
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// The submit info structure specifices a command buffer queue submission batch
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VkSubmitInfo submitInfo = {};
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submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
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submitInfo.pWaitDstStageMask = &waitStageMask; // Pointer to the list of pipeline stages that the semaphore waits will occur at
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submitInfo.pWaitSemaphores = &presentCompleteSemaphore; // Semaphore(s) to wait upon before the submitted command buffer starts executing
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submitInfo.waitSemaphoreCount = 1; // One wait semaphore
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submitInfo.pSignalSemaphores = &renderCompleteSemaphore; // Semaphore(s) to be signaled when command buffers have completed
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submitInfo.signalSemaphoreCount = 1; // One signal semaphore
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submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer]; // Command buffers(s) to execute in this batch (submission)
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submitInfo.commandBufferCount = 1; // One command buffer
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submitInfo.pWaitDstStageMask = &waitStageMask; // Pointer to the list of pipeline stages that the semaphore waits will occur at
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submitInfo.pWaitSemaphores = &presentCompleteSemaphore; // Semaphore(s) to wait upon before the submitted command buffer starts executing
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submitInfo.waitSemaphoreCount = 1; // One wait semaphore
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submitInfo.pSignalSemaphores = &renderCompleteSemaphore; // Semaphore(s) to be signaled when command buffers have completed
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submitInfo.signalSemaphoreCount = 1; // One signal semaphore
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submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer]; // Command buffers(s) to execute in this batch (submission)
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submitInfo.commandBufferCount = 1; // One command buffer
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// Submit to the graphics queue passing a wait fence
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VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, waitFences[currentBuffer]));
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// Present the current buffer to the swap chain
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// Pass the semaphore signaled by the command buffer submission from the submit info as the wait semaphore for swap chain presentation
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// This ensures that the image is not presented to the windowing system until all commands have been submitted
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@ -673,9 +672,9 @@ public:
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frameBuffers.resize(swapChain.imageCount);
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for (size_t i = 0; i < frameBuffers.size(); i++)
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{
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std::array<VkImageView, 2> attachments;
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attachments[0] = swapChain.buffers[i].view; // Color attachment is the view of the swapchain image
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attachments[1] = depthStencil.view; // Depth/Stencil attachment is the same for all frame buffers
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std::array<VkImageView, 2> attachments;
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attachments[0] = swapChain.buffers[i].view; // Color attachment is the view of the swapchain image
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attachments[1] = depthStencil.view; // Depth/Stencil attachment is the same for all frame buffers
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VkFramebufferCreateInfo frameBufferCreateInfo = {};
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frameBufferCreateInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
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@ -704,83 +703,84 @@ public:
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std::array<VkAttachmentDescription, 2> attachments = {};
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// Color attachment
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attachments[0].format = swapChain.colorFormat; // Use the color format selected by the swapchain
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attachments[0].samples = VK_SAMPLE_COUNT_1_BIT; // We don't use multi sampling in this example
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attachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; // Clear this attachment at the start of the render pass
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attachments[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE; // Keep its contents after the render pass is finished (for displaying it)
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attachments[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; // We don't use stencil, so don't care for load
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attachments[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; // Same for store
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attachments[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; // Layout at render pass start. Initial doesn't matter, so we use undefined
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attachments[0].finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR; // Layout to which the attachment is transitioned when the render pass is finished
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// As we want to present the color buffer to the swapchain, we transition to PRESENT_KHR
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attachments[0].format = swapChain.colorFormat; // Use the color format selected by the swapchain
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attachments[0].samples = VK_SAMPLE_COUNT_1_BIT; // We don't use multi sampling in this example
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attachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; // Clear this attachment at the start of the render pass
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attachments[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE; // Keep its contents after the render pass is finished (for displaying it)
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attachments[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; // We don't use stencil, so don't care for load
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attachments[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; // Same for store
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attachments[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; // Layout at render pass start. Initial doesn't matter, so we use undefined
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attachments[0].finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR; // Layout to which the attachment is transitioned when the render pass is finished
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// As we want to present the color buffer to the swapchain, we transition to PRESENT_KHR
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// Depth attachment
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attachments[1].format = depthFormat; // A proper depth format is selected in the example base
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attachments[1].samples = VK_SAMPLE_COUNT_1_BIT;
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attachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; // Clear depth at start of first subpass
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attachments[1].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; // We don't need depth after render pass has finished (DONT_CARE may result in better performance)
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attachments[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; // No stencil
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attachments[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; // No Stencil
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attachments[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; // Layout at render pass start. Initial doesn't matter, so we use undefined
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attachments[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; // Transition to depth/stencil attachment
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attachments[1].format = depthFormat; // A proper depth format is selected in the example base
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attachments[1].samples = VK_SAMPLE_COUNT_1_BIT;
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attachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; // Clear depth at start of first subpass
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attachments[1].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; // We don't need depth after render pass has finished (DONT_CARE may result in better performance)
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attachments[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; // No stencil
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attachments[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; // No Stencil
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attachments[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; // Layout at render pass start. Initial doesn't matter, so we use undefined
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attachments[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; // Transition to depth/stencil attachment
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// Setup attachment references
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VkAttachmentReference colorReference = {};
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colorReference.attachment = 0; // Attachment 0 is color
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colorReference.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; // Attachment layout used as color during the subpass
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colorReference.attachment = 0; // Attachment 0 is color
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colorReference.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; // Attachment layout used as color during the subpass
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VkAttachmentReference depthReference = {};
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depthReference.attachment = 1; // Attachment 1 is color
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depthReference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; // Attachment used as depth/stemcil used during the subpass
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depthReference.attachment = 1; // Attachment 1 is color
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depthReference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; // Attachment used as depth/stemcil used during the subpass
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// Setup a single subpass reference
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VkSubpassDescription subpassDescription = {};
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subpassDescription.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
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subpassDescription.colorAttachmentCount = 1; // Subpass uses one color attachment
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subpassDescription.pColorAttachments = &colorReference; // Reference to the color attachment in slot 0
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subpassDescription.pDepthStencilAttachment = &depthReference; // Reference to the depth attachment in slot 1
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subpassDescription.inputAttachmentCount = 0; // Input attachments can be used to sample from contents of a previous subpass
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subpassDescription.pInputAttachments = nullptr; // (Input attachments not used by this example)
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subpassDescription.preserveAttachmentCount = 0; // Preserved attachments can be used to loop (and preserve) attachments through subpasses
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subpassDescription.pPreserveAttachments = nullptr; // (Preserve attachments not used by this example)
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subpassDescription.pResolveAttachments = nullptr; // Resolve attachments are resolved at the end of a sub pass and can be used for e.g. multi sampling
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subpassDescription.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
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subpassDescription.colorAttachmentCount = 1; // Subpass uses one color attachment
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subpassDescription.pColorAttachments = &colorReference; // Reference to the color attachment in slot 0
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subpassDescription.pDepthStencilAttachment = &depthReference; // Reference to the depth attachment in slot 1
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subpassDescription.inputAttachmentCount = 0; // Input attachments can be used to sample from contents of a previous subpass
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subpassDescription.pInputAttachments = nullptr; // (Input attachments not used by this example)
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subpassDescription.preserveAttachmentCount = 0; // Preserved attachments can be used to loop (and preserve) attachments through subpasses
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subpassDescription.pPreserveAttachments = nullptr; // (Preserve attachments not used by this example)
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subpassDescription.pResolveAttachments = nullptr; // Resolve attachments are resolved at the end of a sub pass and can be used for e.g. multi sampling
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// Setup subpass dependencies
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// These will add the implicit ttachment layout transitionss specified by the attachment descriptions
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// The actual usage layout is preserved through the layout specified in the attachment reference
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// The actual usage layout is preserved through the layout specified in the attachment reference
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// Each subpass dependency will introduce a memory and execution dependency between the source and dest subpass described by
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// srcStageMask, dstStageMask, srcAccessMask, dstAccessMask (and dependencyFlags is set)
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// Note: VK_SUBPASS_EXTERNAL is a special constant that refers to all commands executed outside of the actual renderpass)
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std::array<VkSubpassDependency, 2> dependencies;
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// First dependency at the start of the renderpass
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// Does the transition from final to initial layout
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dependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL; // Producer of the dependency
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dependencies[0].dstSubpass = 0; // Consumer is our single subpass that will wait for the execution depdendency
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dependencies[0].srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_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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// Does the transition from final to initial layout
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dependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL; // Producer of the dependency
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dependencies[0].dstSubpass = 0; // Consumer is our single subpass that will wait for the execution depdendency
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dependencies[0].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; // Match our pWaitDstStageMask when we vkQueueSubmit
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dependencies[0].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; // is a loadOp stage for color attachments
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dependencies[0].srcAccessMask = 0; // semaphore wait already does memory dependency for us
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dependencies[0].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; // is a loadOp CLEAR access mask for color attachments
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dependencies[0].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
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// Second dependency at the end the renderpass
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// Does the transition from the initial to the final layout
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dependencies[1].srcSubpass = 0; // Producer of the dependency is our single subpass
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dependencies[1].dstSubpass = VK_SUBPASS_EXTERNAL; // Consumer are all commands outside of the renderpass
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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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// Technically this is the same as the implicit subpass dependency, but we are gonna state it explicitly here
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dependencies[1].srcSubpass = 0; // Producer of the dependency is our single subpass
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dependencies[1].dstSubpass = VK_SUBPASS_EXTERNAL; // Consumer are all commands outside of the renderpass
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dependencies[1].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; // is a storeOp stage for color attachments
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dependencies[1].dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT; // Do not block any subsequent work
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dependencies[1].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; // is a storeOp `STORE` access mask for color attachments
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dependencies[1].dstAccessMask = 0;
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dependencies[1].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
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// Create the actual renderpass
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VkRenderPassCreateInfo renderPassInfo = {};
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renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
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renderPassInfo.attachmentCount = static_cast<uint32_t>(attachments.size()); // Number of attachments used by this render pass
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renderPassInfo.pAttachments = attachments.data(); // Descriptions of the attachments used by the render pass
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renderPassInfo.subpassCount = 1; // We only use one subpass in this example
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renderPassInfo.pSubpasses = &subpassDescription; // Description of that subpass
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renderPassInfo.dependencyCount = static_cast<uint32_t>(dependencies.size()); // Number of subpass dependencies
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renderPassInfo.pDependencies = dependencies.data(); // Subpass dependencies used by the render pass
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renderPassInfo.attachmentCount = static_cast<uint32_t>(attachments.size()); // Number of attachments used by this render pass
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renderPassInfo.pAttachments = attachments.data(); // Descriptions of the attachments used by the render pass
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renderPassInfo.subpassCount = 1; // We only use one subpass in this example
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renderPassInfo.pSubpasses = &subpassDescription; // Description of that subpass
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renderPassInfo.dependencyCount = static_cast<uint32_t>(dependencies.size()); // Number of subpass dependencies
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renderPassInfo.pDependencies = dependencies.data(); // Subpass dependencies used by the render pass
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VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassInfo, nullptr, &renderPass));
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}
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@ -873,7 +873,7 @@ public:
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rasterizationState.lineWidth = 1.0f;
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// Color blend state describes how blend factors are calculated (if used)
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// We need one blend attachment state per color attachment (even if blending is not used
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// We need one blend attachment state per color attachment (even if blending is not used)
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VkPipelineColorBlendAttachmentState blendAttachmentState[1] = {};
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blendAttachmentState[0].colorWriteMask = 0xf;
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blendAttachmentState[0].blendEnable = VK_FALSE;
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