Removed offscreen texture target, sample directly from framebuffer color attachment
This commit is contained in:
parent
e6afe5d1be
commit
953d77803f
2 changed files with 45 additions and 166 deletions
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@ -113,8 +113,7 @@ public:
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int32_t width, height;
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int32_t width, height;
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VkFramebuffer frameBuffer;
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VkFramebuffer frameBuffer;
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FrameBufferAttachment color, depth;
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FrameBufferAttachment color, depth;
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// Texture target for offscreen framebuffer
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VkSampler colorSampler;
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vkTools::VulkanTexture textureTarget;
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} offScreenFrameBuf;
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} offScreenFrameBuf;
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VkCommandBuffer offScreenCmdBuffer = VK_NULL_HANDLE;
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VkCommandBuffer offScreenCmdBuffer = VK_NULL_HANDLE;
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@ -141,8 +140,8 @@ public:
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// Note : Inherited destructor cleans up resources stored in base class
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// Note : Inherited destructor cleans up resources stored in base class
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// Textures
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// Textures
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textureLoader->destroyTexture(offScreenFrameBuf.textureTarget);
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textureLoader->destroyTexture(textures.colorMap);
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textureLoader->destroyTexture(textures.colorMap);
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vkDestroySampler(device, offScreenFrameBuf.colorSampler, nullptr);
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// Frame buffer
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// Frame buffer
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@ -184,91 +183,9 @@ public:
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vkDestroySemaphore(device, offscreenSemaphore, nullptr);
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vkDestroySemaphore(device, offscreenSemaphore, nullptr);
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}
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}
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// Preapre an empty texture as the blit target from
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// Setup the offscreen framebuffer for rendering the mirrored scene
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// the offscreen framebuffer
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// The color attachment of this framebuffer will then be used
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void prepareTextureTarget(uint32_t width, uint32_t height, VkFormat format)
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// to sample frame in the fragment shader of the final pass
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{
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// Get device properties for the requested texture format
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VkFormatProperties formatProperties;
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vkGetPhysicalDeviceFormatProperties(physicalDevice, format, &formatProperties);
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// Check if blit destination is supported for the requested format
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// Only try for optimal tiling, linear tiling usually won't support blit as destination anyway
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assert(formatProperties.optimalTilingFeatures & VK_FORMAT_FEATURE_BLIT_DST_BIT);
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// Prepare blit target texture
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offScreenFrameBuf.textureTarget.width = width;
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offScreenFrameBuf.textureTarget.height = height;
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VkImageCreateInfo imageCreateInfo = vkTools::initializers::imageCreateInfo();
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imageCreateInfo.imageType = VK_IMAGE_TYPE_2D;
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imageCreateInfo.format = format;
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imageCreateInfo.extent = { width, height, 1 };
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imageCreateInfo.mipLevels = 1;
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imageCreateInfo.arrayLayers = 1;
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imageCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
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imageCreateInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
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// Texture will be sampled in a shader and is also the blit destination
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imageCreateInfo.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
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imageCreateInfo.initialLayout = VK_IMAGE_LAYOUT_PREINITIALIZED;
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VkMemoryAllocateInfo memAllocInfo = vkTools::initializers::memoryAllocateInfo();
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VkMemoryRequirements memReqs;
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VK_CHECK_RESULT(vkCreateImage(device, &imageCreateInfo, nullptr, &offScreenFrameBuf.textureTarget.image));
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vkGetImageMemoryRequirements(device, offScreenFrameBuf.textureTarget.image, &memReqs);
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memAllocInfo.allocationSize = memReqs.size;
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memAllocInfo.memoryTypeIndex = getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAllocInfo, nullptr, &offScreenFrameBuf.textureTarget.deviceMemory));
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VK_CHECK_RESULT(vkBindImageMemory(device, offScreenFrameBuf.textureTarget.image, offScreenFrameBuf.textureTarget.deviceMemory, 0));
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// Get a primary command buffer for submitting image layout transition
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VkCommandBuffer layoutCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
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// Image memory barrier
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// Set initial layout for the offscreen texture transfer destination
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// Will be transformed while updating the texture
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offScreenFrameBuf.textureTarget.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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vkTools::setImageLayout(
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layoutCmd,
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offScreenFrameBuf.textureTarget.image,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_PREINITIALIZED,
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offScreenFrameBuf.textureTarget.imageLayout);
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// Submit the command buffer to apply the image memory barrier
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VulkanExampleBase::flushCommandBuffer(layoutCmd, queue, true);
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// Create sampler
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VkSamplerCreateInfo sampler = vkTools::initializers::samplerCreateInfo();
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sampler.magFilter = TEX_FILTER;
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sampler.minFilter = TEX_FILTER;
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sampler.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
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sampler.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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sampler.addressModeV = sampler.addressModeU;
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sampler.addressModeW = sampler.addressModeU;
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sampler.mipLodBias = 0.0f;
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sampler.maxAnisotropy = 0;
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sampler.compareOp = VK_COMPARE_OP_NEVER;
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sampler.minLod = 0.0f;
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sampler.maxLod = 0.0f;
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sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
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VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &offScreenFrameBuf.textureTarget.sampler));
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// Create image view
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VkImageViewCreateInfo view = {};
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view.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
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view.pNext = NULL;
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view.viewType = VK_IMAGE_VIEW_TYPE_2D;
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view.format = format;
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view.components = { VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_A };
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view.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
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view.image = offScreenFrameBuf.textureTarget.image;
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VK_CHECK_RESULT(vkCreateImageView(device, &view, nullptr, &offScreenFrameBuf.textureTarget.view));
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}
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// Prepare a new framebuffer for offscreen rendering
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// The contents of this framebuffer are then
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// blitted to our render target
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void prepareOffscreenFramebuffer()
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void prepareOffscreenFramebuffer()
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{
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{
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offScreenFrameBuf.width = FB_DIM;
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offScreenFrameBuf.width = FB_DIM;
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@ -292,9 +209,8 @@ public:
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image.arrayLayers = 1;
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image.arrayLayers = 1;
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image.samples = VK_SAMPLE_COUNT_1_BIT;
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image.samples = VK_SAMPLE_COUNT_1_BIT;
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image.tiling = VK_IMAGE_TILING_OPTIMAL;
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image.tiling = VK_IMAGE_TILING_OPTIMAL;
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// Image of the framebuffer is blit source
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// We will sample directly from the color attachment
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image.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
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image.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
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image.flags = 0;
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VkMemoryAllocateInfo memAlloc = vkTools::initializers::memoryAllocateInfo();
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VkMemoryAllocateInfo memAlloc = vkTools::initializers::memoryAllocateInfo();
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VkMemoryRequirements memReqs;
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VkMemoryRequirements memReqs;
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@ -302,7 +218,6 @@ public:
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VkImageViewCreateInfo colorImageView = vkTools::initializers::imageViewCreateInfo();
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VkImageViewCreateInfo colorImageView = vkTools::initializers::imageViewCreateInfo();
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colorImageView.viewType = VK_IMAGE_VIEW_TYPE_2D;
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colorImageView.viewType = VK_IMAGE_VIEW_TYPE_2D;
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colorImageView.format = fbColorFormat;
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colorImageView.format = fbColorFormat;
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colorImageView.flags = 0;
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colorImageView.subresourceRange = {};
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colorImageView.subresourceRange = {};
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colorImageView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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colorImageView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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colorImageView.subresourceRange.baseMipLevel = 0;
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colorImageView.subresourceRange.baseMipLevel = 0;
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@ -320,16 +235,34 @@ public:
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// Get a primary command buffer for submitting image layout transitions for the framebuffer attachments
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// Get a primary command buffer for submitting image layout transitions for the framebuffer attachments
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VkCommandBuffer layoutCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
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VkCommandBuffer layoutCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
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// Set the initial layout to shader read instead of attachment
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// This is done as the render loop does the actualy image layout transitions
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vkTools::setImageLayout(
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vkTools::setImageLayout(
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layoutCmd,
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layoutCmd,
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offScreenFrameBuf.color.image,
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offScreenFrameBuf.color.image,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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colorImageView.image = offScreenFrameBuf.color.image;
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colorImageView.image = offScreenFrameBuf.color.image;
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VK_CHECK_RESULT(vkCreateImageView(device, &colorImageView, nullptr, &offScreenFrameBuf.color.view));
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VK_CHECK_RESULT(vkCreateImageView(device, &colorImageView, nullptr, &offScreenFrameBuf.color.view));
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// Create sampler to sample from to collor attachment
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// Used to sample in the fragment shader for final rendering
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VkSamplerCreateInfo sampler = vkTools::initializers::samplerCreateInfo();
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sampler.magFilter = VK_FILTER_LINEAR;
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sampler.minFilter = VK_FILTER_LINEAR;
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sampler.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
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sampler.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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sampler.addressModeV = sampler.addressModeU;
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sampler.addressModeW = sampler.addressModeU;
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sampler.mipLodBias = 0.0f;
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sampler.maxAnisotropy = 0;
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sampler.minLod = 0.0f;
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sampler.maxLod = 1.0f;
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sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
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VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &offScreenFrameBuf.colorSampler));
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// Depth stencil attachment
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// Depth stencil attachment
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image.format = fbDepthFormat;
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image.format = fbDepthFormat;
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image.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
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image.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
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@ -408,6 +341,14 @@ public:
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VK_CHECK_RESULT(vkBeginCommandBuffer(offScreenCmdBuffer, &cmdBufInfo));
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VK_CHECK_RESULT(vkBeginCommandBuffer(offScreenCmdBuffer, &cmdBufInfo));
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// Change back layout of the color attachment after sampling in the fragment shader
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vkTools::setImageLayout(
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offScreenCmdBuffer,
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offScreenFrameBuf.color.image,
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VK_IMAGE_ASPECT_DEPTH_BIT,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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vkCmdBeginRenderPass(offScreenCmdBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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vkCmdBeginRenderPass(offScreenCmdBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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VkViewport viewport = vkTools::initializers::viewport((float)offScreenFrameBuf.width, (float)offScreenFrameBuf.height, 0.0f, 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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@ -427,74 +368,12 @@ public:
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vkCmdEndRenderPass(offScreenCmdBuffer);
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vkCmdEndRenderPass(offScreenCmdBuffer);
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// Make sure color writes to the framebuffer are finished before using it as transfer source
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// Change layout of the color attachment for sampling in the fragment shader
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vkTools::setImageLayout(
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vkTools::setImageLayout(
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offScreenCmdBuffer,
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offScreenCmdBuffer,
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offScreenFrameBuf.color.image,
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offScreenFrameBuf.color.image,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_ASPECT_DEPTH_BIT,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
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// Transform texture target to transfer source
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vkTools::setImageLayout(
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offScreenCmdBuffer,
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offScreenFrameBuf.textureTarget.image,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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// Blit offscreen color buffer to our texture target
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VkImageBlit imgBlit;
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imgBlit.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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imgBlit.srcSubresource.mipLevel = 0;
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imgBlit.srcSubresource.baseArrayLayer = 0;
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imgBlit.srcSubresource.layerCount = 1;
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imgBlit.srcOffsets[0] = { 0, 0, 0 };
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imgBlit.srcOffsets[1].x = offScreenFrameBuf.width;
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imgBlit.srcOffsets[1].y = offScreenFrameBuf.height;
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imgBlit.srcOffsets[1].z = 1;
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imgBlit.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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imgBlit.dstSubresource.mipLevel = 0;
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imgBlit.dstSubresource.baseArrayLayer = 0;
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imgBlit.dstSubresource.layerCount = 1;
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imgBlit.dstOffsets[0] = { 0, 0, 0 };
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imgBlit.dstOffsets[1].x = offScreenFrameBuf.textureTarget.width;
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imgBlit.dstOffsets[1].y = offScreenFrameBuf.textureTarget.height;
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imgBlit.dstOffsets[1].z = 1;
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// Blit from framebuffer image to texture image
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// vkCmdBlitImage does scaling and (if necessary and possible) also does format conversions
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vkCmdBlitImage(
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offScreenCmdBuffer,
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offScreenFrameBuf.color.image,
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VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
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offScreenFrameBuf.textureTarget.image,
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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1,
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&imgBlit,
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VK_FILTER_LINEAR
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);
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// Transform framebuffer color attachment back
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vkTools::setImageLayout(
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offScreenCmdBuffer,
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offScreenFrameBuf.color.image,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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// Transform texture target back to shader read
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// Makes sure that writes to the textuer are finished before
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// it's accessed in the shader
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vkTools::setImageLayout(
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offScreenCmdBuffer,
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offScreenFrameBuf.textureTarget.image,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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VK_CHECK_RESULT(vkEndCommandBuffer(offScreenCmdBuffer));
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VK_CHECK_RESULT(vkEndCommandBuffer(offScreenCmdBuffer));
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@ -744,11 +623,11 @@ public:
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.mirror));
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.mirror));
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// Image descriptor for the offscreen mirror texture
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// Image descriptor for the offscreen mirror color attachment image
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VkDescriptorImageInfo texDescriptorMirror =
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VkDescriptorImageInfo texDescriptorMirror =
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vkTools::initializers::descriptorImageInfo(
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vkTools::initializers::descriptorImageInfo(
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offScreenFrameBuf.textureTarget.sampler,
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offScreenFrameBuf.colorSampler,
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offScreenFrameBuf.textureTarget.view,
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offScreenFrameBuf.color.view,
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VK_IMAGE_LAYOUT_GENERAL);
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VK_IMAGE_LAYOUT_GENERAL);
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// Image descriptor for the color map
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// Image descriptor for the color map
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@ -789,7 +668,7 @@ public:
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{
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{
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// Binding 0 : Vertex shader uniform buffer
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// Binding 0 : Vertex shader uniform buffer
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vkTools::initializers::writeDescriptorSet(
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vkTools::initializers::writeDescriptorSet(
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descriptorSets.debugQuad,
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descriptorSets.debugQuad,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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0,
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0,
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&uniformData.vsDebugQuad.descriptor),
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&uniformData.vsDebugQuad.descriptor),
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@ -827,7 +706,7 @@ public:
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{
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{
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// Binding 0 : Vertex shader uniform buffer
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// Binding 0 : Vertex shader uniform buffer
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vkTools::initializers::writeDescriptorSet(
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vkTools::initializers::writeDescriptorSet(
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descriptorSets.offscreen,
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descriptorSets.offscreen,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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0,
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0,
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&uniformData.vsOffScreen.descriptor)
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&uniformData.vsOffScreen.descriptor)
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@ -1081,14 +960,13 @@ public:
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||||||
loadTextures();
|
loadTextures();
|
||||||
generateQuad();
|
generateQuad();
|
||||||
loadMeshes();
|
loadMeshes();
|
||||||
|
prepareOffscreenFramebuffer();
|
||||||
setupVertexDescriptions();
|
setupVertexDescriptions();
|
||||||
prepareUniformBuffers();
|
prepareUniformBuffers();
|
||||||
prepareTextureTarget(TEX_DIM, TEX_DIM, TEX_FORMAT);
|
|
||||||
setupDescriptorSetLayout();
|
setupDescriptorSetLayout();
|
||||||
preparePipelines();
|
preparePipelines();
|
||||||
setupDescriptorPool();
|
setupDescriptorPool();
|
||||||
setupDescriptorSet();
|
setupDescriptorSet();
|
||||||
prepareOffscreenFramebuffer();
|
|
||||||
buildCommandBuffers();
|
buildCommandBuffers();
|
||||||
buildOffscreenCommandBuffer();
|
buildOffscreenCommandBuffer();
|
||||||
prepared = true;
|
prepared = true;
|
||||||
|
|
|
||||||
|
|
@ -155,6 +155,7 @@ public:
|
||||||
// Note : Inherited destructor cleans up resources stored in base class
|
// Note : Inherited destructor cleans up resources stored in base class
|
||||||
|
|
||||||
// Frame buffer
|
// Frame buffer
|
||||||
|
vkDestroySampler(device, offScreenFrameBuf.depthSampler, nullptr);
|
||||||
|
|
||||||
// Color attachment
|
// Color attachment
|
||||||
vkDestroyImageView(device, offScreenFrameBuf.color.view, nullptr);
|
vkDestroyImageView(device, offScreenFrameBuf.color.view, nullptr);
|
||||||
|
|
@ -329,7 +330,7 @@ public:
|
||||||
VK_CHECK_RESULT(vkBindImageMemory(device, offScreenFrameBuf.depth.image, offScreenFrameBuf.depth.mem, 0));
|
VK_CHECK_RESULT(vkBindImageMemory(device, offScreenFrameBuf.depth.image, offScreenFrameBuf.depth.mem, 0));
|
||||||
|
|
||||||
// Set the initial layout to shader read instead of attachment
|
// Set the initial layout to shader read instead of attachment
|
||||||
// This is done as teh render loop does the actualy image layout transitions
|
// This is done as the render loop does the actualy image layout transitions
|
||||||
vkTools::setImageLayout(
|
vkTools::setImageLayout(
|
||||||
layoutCmd,
|
layoutCmd,
|
||||||
offScreenFrameBuf.depth.image,
|
offScreenFrameBuf.depth.image,
|
||||||
|
|
@ -439,7 +440,7 @@ public:
|
||||||
|
|
||||||
vkCmdEndRenderPass(offScreenCmdBuffer);
|
vkCmdEndRenderPass(offScreenCmdBuffer);
|
||||||
|
|
||||||
// Change back layout of the depth attachment after sampling in the fragment shader
|
// Change layout of the depth attachment for sampling in the fragment shader
|
||||||
vkTools::setImageLayout(
|
vkTools::setImageLayout(
|
||||||
offScreenCmdBuffer,
|
offScreenCmdBuffer,
|
||||||
offScreenFrameBuf.depth.image,
|
offScreenFrameBuf.depth.image,
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue