Removed offscreen texture target, sample directly from framebuffer color attachment

This commit is contained in:
saschawillems 2016-06-05 17:35:21 +02:00
parent e6afe5d1be
commit 953d77803f
2 changed files with 45 additions and 166 deletions

View file

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

View file

@ -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,