Additional semaphore to synchronize offscreen and final render
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05a4fab71f
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1 changed files with 36 additions and 26 deletions
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@ -121,6 +121,9 @@ public:
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VkCommandBuffer offScreenCmdBuffer = VK_NULL_HANDLE;
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VkFormat fbDepthFormat;
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// Semaphore used to synchronize offscreen rendering before using it's texture target for sampling
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VkSemaphore offscreenSemaphore = VK_NULL_HANDLE;
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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zoom = -175.0f;
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@ -177,6 +180,7 @@ public:
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vkTools::destroyUniformData(device, &uniformData.scene);
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vkFreeCommandBuffers(device, cmdPool, 1, &offScreenCmdBuffer);
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vkDestroySemaphore(device, offscreenSemaphore, nullptr);
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}
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void prepareCubeMap()
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@ -487,33 +491,23 @@ public:
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// Command buffer for rendering and copying all cube map faces
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void buildOffscreenCommandBuffer()
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{
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// Create separate command buffer for offscreen
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// rendering
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if (offScreenCmdBuffer == VK_NULL_HANDLE)
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{
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VkCommandBufferAllocateInfo cmd = vkTools::initializers::commandBufferAllocateInfo(
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cmdPool,
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VK_COMMAND_BUFFER_LEVEL_PRIMARY,
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1);
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VK_CHECK_RESULT(vkAllocateCommandBuffers(device, &cmd, &offScreenCmdBuffer));
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offScreenCmdBuffer = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, false);
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}
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// Create a semaphore used to synchronize offscreen rendering and usage
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VkSemaphoreCreateInfo semaphoreCreateInfo = vkTools::initializers::semaphoreCreateInfo();
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VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &offscreenSemaphore));
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VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();
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VK_CHECK_RESULT(vkBeginCommandBuffer(offScreenCmdBuffer, &cmdBufInfo));
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VkViewport viewport = vkTools::initializers::viewport(
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(float)offScreenFrameBuf.width,
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(float)offScreenFrameBuf.height,
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0.0f,
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1.0f);
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VkViewport viewport = vkTools::initializers::viewport((float)offScreenFrameBuf.width, (float)offScreenFrameBuf.height, 0.0f, 1.0f);
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vkCmdSetViewport(offScreenCmdBuffer, 0, 1, &viewport);
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VkRect2D scissor = vkTools::initializers::rect2D(
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offScreenFrameBuf.width,
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offScreenFrameBuf.height,
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0,
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0);
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VkRect2D scissor = vkTools::initializers::rect2D(offScreenFrameBuf.width, offScreenFrameBuf.height, 0, 0);
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vkCmdSetScissor(offScreenCmdBuffer, 0, 1, &scissor);
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VkImageSubresourceRange subresourceRange = {};
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@ -1003,16 +997,32 @@ public:
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{
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VulkanExampleBase::prepareFrame();
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// Submit offscreen rendering command buffer
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// todo : use event to ensure that offscreen result is finished bfore render command buffer is started
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std::vector<VkCommandBuffer> submitCmdBuffers = {
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offScreenCmdBuffer,
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drawCmdBuffers[currentBuffer],
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};
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submitCmdBuffers.push_back(drawCmdBuffers[currentBuffer]);
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submitInfo.commandBufferCount = submitCmdBuffers.size();
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submitInfo.pCommandBuffers = submitCmdBuffers.data();
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// The scene render command buffer has to wait for the offscreen
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// rendering (and transfer) to be finished before using
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// the shadow map, so we need to synchronize
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// We use an additional semaphore for this
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// Offscreen rendering
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// Wait for swap chain presentation to finish
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submitInfo.pWaitSemaphores = &semaphores.presentComplete;
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// Signal ready with offscreen semaphore
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submitInfo.pSignalSemaphores = &offscreenSemaphore;
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// Submit work
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submitInfo.commandBufferCount = 1;
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submitInfo.pCommandBuffers = &offScreenCmdBuffer;
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VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
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// Scene rendering
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// Wait for offscreen semaphore
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submitInfo.pWaitSemaphores = &offscreenSemaphore;
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// Signal ready with render complete semaphpre
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submitInfo.pSignalSemaphores = &semaphores.renderComplete;
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// Submit work
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submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
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VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
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VulkanExampleBase::submitFrame();
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