Use application wide submit info and semaphores (Fixes #66, Fixes #65, Fixes#60), removed no longer functional code loading GLSL (Fixes #62)

This commit is contained in:
saschawillems 2016-03-06 20:15:05 +01:00
parent 0240cde57a
commit 8cd5041111
26 changed files with 226 additions and 961 deletions

View file

@ -22,7 +22,6 @@
#include "vulkanMeshLoader.hpp"
#define VERTEX_BUFFER_BIND_ID 0
//#define USE_GLSL
#define ENABLE_VALIDATION false
// Vertex layout for this example
std::vector<vkMeshLoader::VertexLayout> vertexLayout =
@ -199,16 +198,6 @@ public:
vkCmdEndRenderPass(drawCmdBuffers[i]);
VkImageMemoryBarrier prePresentBarrier = vkTools::prePresentBarrier(swapChain.buffers[i].image);
vkCmdPipelineBarrier(
drawCmdBuffers[i],
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
VK_FLAGS_NONE,
0, nullptr,
0, nullptr,
1, &prePresentBarrier);
err = vkEndCommandBuffer(drawCmdBuffers[i]);
assert(!err);
}
@ -217,31 +206,26 @@ public:
void draw()
{
VkResult err;
VkSemaphore presentCompleteSemaphore;
VkSemaphoreCreateInfo presentCompleteSemaphoreCreateInfo = vkTools::initializers::semaphoreCreateInfo();
err = vkCreateSemaphore(device, &presentCompleteSemaphoreCreateInfo, nullptr, &presentCompleteSemaphore);
// Get next image in the swap chain (back/front buffer)
err = swapChain.acquireNextImage(semaphores.presentComplete, &currentBuffer);
assert(!err);
err = swapChain.acquireNextImage(presentCompleteSemaphore, &currentBuffer);
assert(!err);
submitPostPresentBarrier(swapChain.buffers[currentBuffer].image);
VkSubmitInfo submitInfo = vkTools::initializers::submitInfo();
submitInfo.waitSemaphoreCount = 1;
submitInfo.pWaitSemaphores = &presentCompleteSemaphore;
// Command buffer to be sumitted to the queue
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
// Submit to queue
err = vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE);
assert(!err);
err = swapChain.queuePresent(queue, currentBuffer);
submitPrePresentBarrier(swapChain.buffers[currentBuffer].image);
err = swapChain.queuePresent(queue, currentBuffer, semaphores.renderComplete);
assert(!err);
vkDestroySemaphore(device, presentCompleteSemaphore, nullptr);
submitPostPresentBarrier(swapChain.buffers[currentBuffer].image);
err = vkQueueWaitIdle(queue);
assert(!err);
}
@ -472,17 +456,10 @@ public:
// Tessellation pipeline
// Load shaders
std::array<VkPipelineShaderStageCreateInfo, 4> shaderStages;
#ifdef USE_GLSL
shaderStages[0] = loadShaderGLSL("./../data/shaders/displacement/base.vert", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShaderGLSL("./../data/shaders/displacement/base.frag", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[2] = loadShaderGLSL("./../data/shaders/displacement/displacement.tesc", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
shaderStages[3] = loadShaderGLSL("./../data/shaders/displacement/displacement.tese", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
#else
shaderStages[0] = loadShader("./../data/shaders/displacement/base.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader("./../data/shaders/displacement/base.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[2] = loadShader("./../data/shaders/displacement/displacement.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
shaderStages[3] = loadShader("./../data/shaders/displacement/displacement.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
#endif
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vkTools::initializers::pipelineCreateInfo(
@ -513,13 +490,8 @@ public:
// Pass through pipelines
// Load pass through tessellation shaders (Vert and frag are reused)
#ifdef USE_GLSL
shaderStages[2] = loadShaderGLSL("./../data/shaders/displacement/passthrough.tesc", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
shaderStages[3] = loadShaderGLSL("./../data/shaders/displacement/passthrough.tese", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
#else
shaderStages[2] = loadShader("./../data/shaders/displacement/passthrough.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
shaderStages[3] = loadShader("./../data/shaders/displacement/passthrough.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
#endif
// Solid
rasterizationState.polygonMode = VK_POLYGON_MODE_FILL;
err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.solidPassThrough);