Code cleanup

This commit is contained in:
Sascha Willems 2024-01-20 19:02:26 +01:00
parent f703f746b3
commit 93a873c678
3 changed files with 65 additions and 78 deletions

View file

@ -515,10 +515,10 @@ public:
textures.glass.loadFromFile(getAssetPath() + "textures/colored_glass_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
}
void setupDescriptorPool()
void setupDescriptors()
{
std::vector<VkDescriptorPoolSize> poolSizes =
{
// Pool
std::vector<VkDescriptorPoolSize> poolSizes = {
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 4),
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1),
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 4),
@ -526,11 +526,8 @@ public:
};
VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo( static_cast<uint32_t>(poolSizes.size()), poolSizes.data(), 4);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
}
void setupDescriptorSetLayout()
{
// Deferred shading layout
// Layout
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
// Binding 0 : Vertex shader uniform buffer
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0)
@ -538,18 +535,10 @@ public:
VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayouts.scene));
// Offscreen (scene) rendering pipeline layout
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayouts.scene, 1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayouts.offscreen));
}
void setupDescriptorSet()
{
std::vector<VkWriteDescriptorSet> writeDescriptorSets;
// Sets
VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayouts.scene, 1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.scene));
writeDescriptorSets = {
std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
// Binding 0: Vertex shader uniform buffer
vks::initializers::writeDescriptorSet(descriptorSets.scene, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &buffers.GBuffer.descriptor)
};
@ -558,6 +547,11 @@ public:
void preparePipelines()
{
// Layout
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayouts.scene, 1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayouts.offscreen));
// Pipeline
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
@ -801,10 +795,8 @@ public:
loadAssets();
prepareUniformBuffers();
initLights();
setupDescriptorSetLayout();
setupDescriptors();
preparePipelines();
setupDescriptorPool();
setupDescriptorSet();
prepareCompositionPass();
buildCommandBuffers();
prepared = true;
@ -814,10 +806,10 @@ public:
{
if (!prepared)
return;
draw();
if (camera.updated) {
updateUniformBufferDeferredMatrices();
}
draw();
}
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)