diff --git a/shadowmapping/shadowmapping.cpp b/shadowmapping/shadowmapping.cpp index 7e2e8e91..e11ec88f 100644 --- a/shadowmapping/shadowmapping.cpp +++ b/shadowmapping/shadowmapping.cpp @@ -27,7 +27,7 @@ #define VERTEX_BUFFER_BIND_ID 0 //#define USE_GLSL -#define ENABLE_VALIDATION true +#define ENABLE_VALIDATION false // 16 bits of depth is enough for such a small scene #define DEPTH_FORMAT VK_FORMAT_D16_UNORM @@ -552,6 +552,8 @@ public: err = vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE); assert(!err); + submitPrePresentBarrier(swapChain.buffers[currentBuffer].image); + err = swapChain.queuePresent(queue, currentBuffer); assert(!err); @@ -560,13 +562,12 @@ public: submitPostPresentBarrier(swapChain.buffers[currentBuffer].image); err = vkQueueWaitIdle(queue); - assert(err == VK_SUCCESS); + assert(!err); } void loadMeshes() { loadMesh("./../data/models/vulkanscene_shadow.dae", &meshes.scene, vertexLayout, 4.0f); - // demoMesh->LoadMesh("./../data/models/shadowscene_torus.x") } void generateQuad() @@ -736,7 +737,7 @@ public: { // Binding 0 : Vertex shader uniform buffer vkTools::initializers::writeDescriptorSet( - descriptorSet, + descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformDataVS.descriptor), @@ -758,7 +759,7 @@ public: { // Binding 0 : Vertex shader uniform buffer vkTools::initializers::writeDescriptorSet( - descriptorSets.offscreen, + descriptorSets.offscreen, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformDataOffscreenVS.descriptor), @@ -932,7 +933,7 @@ public: // Offsvreen vertex shader uniform buffer block createBuffer( VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, - sizeof(uniformDataOffscreenVS), + sizeof(uboOffscreenVS), nullptr, &uniformDataOffscreenVS.buffer, &uniformDataOffscreenVS.memory,