Additional semaphore to synchronize offscreen and final render

This commit is contained in:
saschawillems 2016-06-05 16:59:01 +02:00
parent 05a4fab71f
commit 94b6273d52

View file

@ -121,6 +121,9 @@ public:
VkCommandBuffer offScreenCmdBuffer = VK_NULL_HANDLE;
VkFormat fbDepthFormat;
// Semaphore used to synchronize offscreen rendering before using it's texture target for sampling
VkSemaphore offscreenSemaphore = VK_NULL_HANDLE;
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
{
zoom = -175.0f;
@ -177,6 +180,7 @@ public:
vkTools::destroyUniformData(device, &uniformData.scene);
vkFreeCommandBuffers(device, cmdPool, 1, &offScreenCmdBuffer);
vkDestroySemaphore(device, offscreenSemaphore, nullptr);
}
void prepareCubeMap()
@ -487,33 +491,23 @@ public:
// Command buffer for rendering and copying all cube map faces
void buildOffscreenCommandBuffer()
{
// Create separate command buffer for offscreen
// rendering
if (offScreenCmdBuffer == VK_NULL_HANDLE)
{
VkCommandBufferAllocateInfo cmd = vkTools::initializers::commandBufferAllocateInfo(
cmdPool,
VK_COMMAND_BUFFER_LEVEL_PRIMARY,
1);
VK_CHECK_RESULT(vkAllocateCommandBuffers(device, &cmd, &offScreenCmdBuffer));
offScreenCmdBuffer = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, false);
}
// Create a semaphore used to synchronize offscreen rendering and usage
VkSemaphoreCreateInfo semaphoreCreateInfo = vkTools::initializers::semaphoreCreateInfo();
VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &offscreenSemaphore));
VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();
VK_CHECK_RESULT(vkBeginCommandBuffer(offScreenCmdBuffer, &cmdBufInfo));
VkViewport viewport = vkTools::initializers::viewport(
(float)offScreenFrameBuf.width,
(float)offScreenFrameBuf.height,
0.0f,
1.0f);
VkViewport viewport = vkTools::initializers::viewport((float)offScreenFrameBuf.width, (float)offScreenFrameBuf.height, 0.0f, 1.0f);
vkCmdSetViewport(offScreenCmdBuffer, 0, 1, &viewport);
VkRect2D scissor = vkTools::initializers::rect2D(
offScreenFrameBuf.width,
offScreenFrameBuf.height,
0,
0);
VkRect2D scissor = vkTools::initializers::rect2D(offScreenFrameBuf.width, offScreenFrameBuf.height, 0, 0);
vkCmdSetScissor(offScreenCmdBuffer, 0, 1, &scissor);
VkImageSubresourceRange subresourceRange = {};
@ -1003,16 +997,32 @@ public:
{
VulkanExampleBase::prepareFrame();
// Submit offscreen rendering command buffer
// todo : use event to ensure that offscreen result is finished bfore render command buffer is started
std::vector<VkCommandBuffer> submitCmdBuffers = {
offScreenCmdBuffer,
drawCmdBuffers[currentBuffer],
};
submitCmdBuffers.push_back(drawCmdBuffers[currentBuffer]);
submitInfo.commandBufferCount = submitCmdBuffers.size();
submitInfo.pCommandBuffers = submitCmdBuffers.data();
// The scene render command buffer has to wait for the offscreen
// rendering (and transfer) to be finished before using
// the shadow map, so we need to synchronize
// We use an additional semaphore for this
// Offscreen rendering
// Wait for swap chain presentation to finish
submitInfo.pWaitSemaphores = &semaphores.presentComplete;
// Signal ready with offscreen semaphore
submitInfo.pSignalSemaphores = &offscreenSemaphore;
// Submit work
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &offScreenCmdBuffer;
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
// Scene rendering
// Wait for offscreen semaphore
submitInfo.pWaitSemaphores = &offscreenSemaphore;
// Signal ready with render complete semaphpre
submitInfo.pSignalSemaphores = &semaphores.renderComplete;
// Submit work
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
VulkanExampleBase::submitFrame();