Fidex wrong offscreen uniform buffer size assignment, added pre present barrier. Now also works on AMD GPUs
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230a693401
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7e8365630e
1 changed files with 7 additions and 6 deletions
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@ -27,7 +27,7 @@
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#define VERTEX_BUFFER_BIND_ID 0
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#define VERTEX_BUFFER_BIND_ID 0
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//#define USE_GLSL
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//#define USE_GLSL
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#define ENABLE_VALIDATION true
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#define ENABLE_VALIDATION false
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// 16 bits of depth is enough for such a small scene
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// 16 bits of depth is enough for such a small scene
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#define DEPTH_FORMAT VK_FORMAT_D16_UNORM
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#define DEPTH_FORMAT VK_FORMAT_D16_UNORM
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@ -552,6 +552,8 @@ public:
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err = vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE);
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err = vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE);
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assert(!err);
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assert(!err);
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submitPrePresentBarrier(swapChain.buffers[currentBuffer].image);
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err = swapChain.queuePresent(queue, currentBuffer);
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err = swapChain.queuePresent(queue, currentBuffer);
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assert(!err);
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assert(!err);
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@ -560,13 +562,12 @@ public:
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submitPostPresentBarrier(swapChain.buffers[currentBuffer].image);
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submitPostPresentBarrier(swapChain.buffers[currentBuffer].image);
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err = vkQueueWaitIdle(queue);
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err = vkQueueWaitIdle(queue);
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assert(err == VK_SUCCESS);
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assert(!err);
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}
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}
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void loadMeshes()
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void loadMeshes()
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{
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{
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loadMesh("./../data/models/vulkanscene_shadow.dae", &meshes.scene, vertexLayout, 4.0f);
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loadMesh("./../data/models/vulkanscene_shadow.dae", &meshes.scene, vertexLayout, 4.0f);
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// demoMesh->LoadMesh("./../data/models/shadowscene_torus.x")
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}
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}
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void generateQuad()
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void generateQuad()
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@ -932,7 +933,7 @@ public:
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// Offsvreen vertex shader uniform buffer block
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// Offsvreen vertex shader uniform buffer block
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createBuffer(
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createBuffer(
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
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sizeof(uniformDataOffscreenVS),
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sizeof(uboOffscreenVS),
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nullptr,
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nullptr,
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&uniformDataOffscreenVS.buffer,
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&uniformDataOffscreenVS.buffer,
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&uniformDataOffscreenVS.memory,
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&uniformDataOffscreenVS.memory,
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