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

@ -26,7 +26,6 @@
#include "vulkanMeshLoader.hpp"
#define VERTEX_BUFFER_BIND_ID 0
//#define USE_GLSL
#define ENABLE_VALIDATION false
// 16 bits of depth is enough for such a small scene
@ -525,41 +524,30 @@ public:
void draw()
{
VkResult err;
VkSemaphore presentCompleteSemaphore;
VkSemaphoreCreateInfo presentCompleteSemaphoreCreateInfo = vkTools::initializers::semaphoreCreateInfo();
err = vkCreateSemaphore(device, &presentCompleteSemaphoreCreateInfo, nullptr, &presentCompleteSemaphore);
assert(!err);
// Get next image in the swap chain (back/front buffer)
err = swapChain.acquireNextImage(presentCompleteSemaphore, &currentBuffer);
err = swapChain.acquireNextImage(semaphores.presentComplete, &currentBuffer);
assert(!err);
submitPostPresentBarrier(swapChain.buffers[currentBuffer].image);
// Gather command buffers to be sumitted to the queue
std::vector<VkCommandBuffer> submitCmdBuffers = {
offScreenCmdBuffer,
drawCmdBuffers[currentBuffer],
};
VkSubmitInfo submitInfo = vkTools::initializers::submitInfo();
submitInfo.waitSemaphoreCount = 1;
submitInfo.pWaitSemaphores = &presentCompleteSemaphore;
submitInfo.commandBufferCount = submitCmdBuffers.size();
submitInfo.pCommandBuffers = submitCmdBuffers.data();
// Submit draw command buffer
// Submit to queue
err = vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE);
assert(!err);
submitPrePresentBarrier(swapChain.buffers[currentBuffer].image);
err = swapChain.queuePresent(queue, currentBuffer);
err = swapChain.queuePresent(queue, currentBuffer, semaphores.renderComplete);
assert(!err);
vkDestroySemaphore(device, presentCompleteSemaphore, nullptr);
submitPostPresentBarrier(swapChain.buffers[currentBuffer].image);
err = vkQueueWaitIdle(queue);
assert(!err);
}
@ -845,13 +833,8 @@ public:
// Load shaders
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
#ifdef USE_GLSL
shaderStages[0] = loadShaderGLSL("./../data/shaders/shadowmapping/quad.vert", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShaderGLSL("./../data/shaders/shadowmapping/quad.frag", VK_SHADER_STAGE_FRAGMENT_BIT);
#else
shaderStages[0] = loadShader("./../data/shaders/shadowmapping/quad.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader("./../data/shaders/shadowmapping/quad.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
#endif
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vkTools::initializers::pipelineCreateInfo(
@ -876,36 +859,20 @@ public:
assert(!err);
// 3D scene
#ifdef USE_GLSL
shaderStages[0] = loadShaderGLSL("./../data/shaders/shadowmapping/scene.vert", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShaderGLSL("./../data/shaders/shadowmapping/scene.frag", VK_SHADER_STAGE_FRAGMENT_BIT);
#else
shaderStages[0] = loadShader("./../data/shaders/shadowmapping/scene.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader("./../data/shaders/shadowmapping/scene.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
#endif
rasterizationState.cullMode = VK_CULL_MODE_NONE;
err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.scene);
assert(!err);
// Offscreen pipeline
#ifdef USE_GLSL
shaderStages[0] = loadShaderGLSL("./../data/shaders/shadowmapping/offscreen.vert", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShaderGLSL("./../data/shaders/shadowmapping/offscreen.frag", VK_SHADER_STAGE_FRAGMENT_BIT);
#else
shaderStages[0] = loadShader("./../data/shaders/shadowmapping/offscreen.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader("./../data/shaders/shadowmapping/offscreen.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
#endif
pipelineCreateInfo.layout = pipelineLayouts.offscreen;
// Cull front faces
depthStencilState.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
// Enable depth bias
rasterizationState.depthBiasEnable = VK_TRUE;
// Add depth bias to dynamic state, so we can change it at runtime
dynamicStateEnables.push_back(VK_DYNAMIC_STATE_DEPTH_BIAS);
dynamicState =