Add object naming and debug marker/regions to bloom sample

This commit is contained in:
baldurk 2016-05-07 14:08:40 +02:00
parent d223dfa72b
commit a1d8558b89
2 changed files with 202 additions and 153 deletions

View file

@ -1359,6 +1359,8 @@ void VulkanExampleBase::setupDepthStencil()
err = vkAllocateMemory(device, &mem_alloc, nullptr, &depthStencil.mem);
assert(!err);
vkDebug::SetObjectName(device, depthStencil.image, "Backbuffer depth-stencil");
err = vkBindImageMemory(device, depthStencil.image, depthStencil.mem, 0);
assert(!err);
vkTools::setImageLayout(

View file

@ -432,6 +432,9 @@ public:
VkResult err = vkBeginCommandBuffer(offScreenCmdBuffer, &cmdBufInfo);
assert(!err);
{
vkDebug::DebugMarkerRegion offscreenBloom(offScreenCmdBuffer, "Off-screen bloom generation");
VkViewport viewport = vkTools::initializers::viewport(
(float)offScreenFrameBuf.width,
(float)offScreenFrameBuf.height,
@ -451,6 +454,8 @@ public:
vkCmdBindDescriptorSets(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.scene, 0, 1, &descriptorSets.scene, 0, NULL);
vkCmdBindPipeline(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.phongPass);
vkDebug::insertDebugMarker(offScreenCmdBuffer, "UFO Glow");
VkDeviceSize offsets[1] = { 0 };
vkCmdBindVertexBuffers(offScreenCmdBuffer, VERTEX_BUFFER_BIND_ID, 1, &meshes.ufoGlow.vertices.buf, offsets);
vkCmdBindIndexBuffer(offScreenCmdBuffer, meshes.ufoGlow.indices.buf, 0, VK_INDEX_TYPE_UINT32);
@ -497,6 +502,8 @@ public:
imgBlit.dstOffsets[1].y = offScreenFrameBuf.textureTarget.height;
imgBlit.dstOffsets[1].z = 1;
vkDebug::insertDebugMarker(offScreenCmdBuffer, "Blit Framebuffer A -> textureTarget");
// Blit from framebuffer image to texture image
// vkCmdBlitImage does scaling and (if necessary and possible) also does format conversions
vkCmdBlitImage(
@ -543,7 +550,8 @@ public:
vkCmdBeginRenderPass(offScreenCmdBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
// Draw horizontally blurred texture
vkDebug::insertDebugMarker(offScreenCmdBuffer, "Vertical Blur");
vkCmdBindDescriptorSets(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.radialBlur, 0, 1, &descriptorSets.verticalBlur, 0, NULL);
vkCmdBindPipeline(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.blurVert);
vkCmdBindVertexBuffers(offScreenCmdBuffer, VERTEX_BUFFER_BIND_ID, 1, &meshes.quad.vertices.buf, offsets);
@ -568,6 +576,7 @@ public:
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
vkDebug::insertDebugMarker(offScreenCmdBuffer, "Blit Framebuffer B -> textureTarget");
// Blit from framebuffer image to texture image
// vkCmdBlitImage does scaling and (if necessary and possible) also does format conversions
@ -600,6 +609,8 @@ public:
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
} // end of "offscreen bloom generation" region
err = vkEndCommandBuffer(offScreenCmdBuffer);
assert(!err);
}
@ -610,6 +621,8 @@ public:
getAssetPath() + "textures/cubemap_space.ktx",
VK_FORMAT_R8G8B8A8_UNORM,
&textures.cubemap);
vkDebug::SetObjectName(device, textures.cubemap.image, "textures/cubemap_space.ktx");
}
void reBuildCommandBuffers()
@ -667,7 +680,10 @@ public:
VkDeviceSize offsets[1] = { 0 };
// Skybox
{
vkDebug::DebugMarkerRegion scene(drawCmdBuffers[i], "3D Scene");
vkDebug::insertDebugMarker(drawCmdBuffers[i], "Skybox");
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.scene, 0, 1, &descriptorSets.skyBox, 0, NULL);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.skyBox);
@ -675,17 +691,19 @@ public:
vkCmdBindIndexBuffer(drawCmdBuffers[i], meshes.skyBox.indices.buf, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(drawCmdBuffers[i], meshes.skyBox.indexCount, 1, 0, 0, 0);
// 3D scene
vkDebug::insertDebugMarker(drawCmdBuffers[i], "UFO");
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.scene, 0, 1, &descriptorSets.scene, 0, NULL);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.phongPass);
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &meshes.ufo.vertices.buf, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], meshes.ufo.indices.buf, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(drawCmdBuffers[i], meshes.ufo.indexCount, 1, 0, 0, 0);
}
// Render vertical blurred scene applying a horizontal blur
if (bloom)
{
vkDebug::insertDebugMarker(drawCmdBuffers[i], "Bloom Apply");
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.radialBlur, 0, 1, &descriptorSets.horizontalBlur, 0, NULL);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.blurVert);
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &meshes.quad.vertices.buf, offsets);
@ -744,6 +762,13 @@ public:
loadMesh(getAssetPath() + "models/retroufo.dae", &meshes.ufo, vertexLayout, 0.05f);
loadMesh(getAssetPath() + "models/retroufo_glow.dae", &meshes.ufoGlow, vertexLayout, 0.05f);
loadMesh(getAssetPath() + "models/cube.obj", &meshes.skyBox, vertexLayout, 1.0f);
vkDebug::SetObjectName(device, meshes.ufo.vertices.buf, "UFO Vertices");
vkDebug::SetObjectName(device, meshes.ufo.indices.buf, "UFO Indices");
vkDebug::SetObjectName(device, meshes.ufoGlow.vertices.buf, "UFO Glow Vertices");
vkDebug::SetObjectName(device, meshes.ufoGlow.indices.buf, "UFO Glow Indices");
vkDebug::SetObjectName(device, meshes.skyBox.vertices.buf, "Skybox Vertices");
vkDebug::SetObjectName(device, meshes.skyBox.indices.buf, "Skybox Indices");
}
// Setup vertices for a single uv-mapped quad
@ -777,12 +802,16 @@ public:
std::vector<uint32_t> indexBuffer = { 0,1,2, 2,3,0 };
meshes.quad.indexCount = indexBuffer.size();
vkDebug::SetObjectName(device, meshes.quad.vertices.buf, "Quad Vertices");
createBuffer(
VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
indexBuffer.size() * sizeof(uint32_t),
indexBuffer.data(),
&meshes.quad.indices.buf,
&meshes.quad.indices.mem);
vkDebug::SetObjectName(device, meshes.quad.indices.buf, "Quad Indices");
}
void setupVertexDescriptions()
@ -1075,6 +1104,9 @@ public:
shaderStages[0] = loadShader(getAssetPath() + "shaders/bloom/gaussblur.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/bloom/gaussblur.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
vkDebug::SetObjectName(device, shaderStages[0].module, "shaders/bloom/gaussblur.vert.spv");
vkDebug::SetObjectName(device, shaderStages[1].module, "shaders/bloom/gaussblur.frag.spv");
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vkTools::initializers::pipelineCreateInfo(
pipelineLayouts.radialBlur,
@ -1109,6 +1141,9 @@ public:
shaderStages[0] = loadShader(getAssetPath() + "shaders/bloom/phongpass.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/bloom/phongpass.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
vkDebug::SetObjectName(device, shaderStages[0].module, "shaders/bloom/phongpass.vert.spv");
vkDebug::SetObjectName(device, shaderStages[1].module, "shaders/bloom/phongpass.frag.spv");
pipelineCreateInfo.layout = pipelineLayouts.scene;
blendAttachmentState.blendEnable = VK_FALSE;
depthStencilState.depthWriteEnable = VK_TRUE;
@ -1120,6 +1155,9 @@ public:
shaderStages[0] = loadShader(getAssetPath() + "shaders/bloom/colorpass.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/bloom/colorpass.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
vkDebug::SetObjectName(device, shaderStages[0].module, "shaders/bloom/colorpass.vert.spv");
vkDebug::SetObjectName(device, shaderStages[1].module, "shaders/bloom/colorpass.frag.spv");
err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.colorPass);
assert(!err);
@ -1130,6 +1168,9 @@ public:
err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.skyBox);
assert(!err);
vkDebug::SetObjectName(device, shaderStages[0].module, "shaders/bloom/skybox.vert.spv");
vkDebug::SetObjectName(device, shaderStages[1].module, "shaders/bloom/skybox.frag.spv");
}
// Prepare and initialize uniform buffer containing shader uniforms
@ -1259,6 +1300,8 @@ public:
prepareUniformBuffers();
prepareTextureTarget(&offScreenFrameBuf.textureTarget, TEX_DIM, TEX_DIM, TEX_FORMAT);
prepareTextureTarget(&offScreenFrameBufB.textureTarget, TEX_DIM, TEX_DIM, TEX_FORMAT);
vkDebug::SetObjectName(device, offScreenFrameBuf.textureTarget.image, "Off-screen A textureTarget");
vkDebug::SetObjectName(device, offScreenFrameBufB.textureTarget.image, "Off-screen B textureTarget");
setupDescriptorSetLayout();
preparePipelines();
setupDescriptorPool();
@ -1266,6 +1309,10 @@ public:
createOffscreenCommandBuffer();
prepareOffscreenFramebuffer(&offScreenFrameBuf);
prepareOffscreenFramebuffer(&offScreenFrameBufB);
vkDebug::SetObjectName(device, offScreenFrameBuf.color.image, "Off-screen A color framebuffer");
vkDebug::SetObjectName(device, offScreenFrameBuf.depth.image, "Off-screen A depth framebuffer");
vkDebug::SetObjectName(device, offScreenFrameBufB.color.image, "Off-screen B color framebuffer");
vkDebug::SetObjectName(device, offScreenFrameBufB.depth.image, "Off-screen B depth framebuffer");
buildCommandBuffers();
prepared = true;
}