Fold layout transitions into subpass (Refs #155), refactoring of offscreen render pass

This commit is contained in:
saschawillems 2016-08-12 23:36:28 +02:00
parent fe090d85ba
commit a28618b7e0

View file

@ -109,17 +109,18 @@ public:
VkDeviceMemory mem;
VkImageView view;
};
struct FrameBuffer {
struct OffscreenPass {
int32_t width, height;
VkFramebuffer frameBuffer;
FrameBufferAttachment color, depth;
VkSampler colorSampler;
} offScreenFrameBuf;
VkRenderPass renderPass;
VkSampler sampler;
VkDescriptorImageInfo descriptor;
VkCommandBuffer commandBuffer = VK_NULL_HANDLE;
// Semaphore used to synchronize between offscreen and final scene render pass
VkSemaphore semaphore = VK_NULL_HANDLE;
} offscreenPass;
VkCommandBuffer offScreenCmdBuffer = VK_NULL_HANDLE;
// Semaphore used to synchronize between offscreen and final scene rendering
VkSemaphore offscreenSemaphore = VK_NULL_HANDLE;
glm::vec3 meshPos = glm::vec3(0.0f, -1.5f, 0.0f);
glm::vec3 meshRot = glm::vec3(0.0f);
@ -141,21 +142,22 @@ public:
// Textures
textureLoader->destroyTexture(textures.colorMap);
vkDestroySampler(device, offScreenFrameBuf.colorSampler, nullptr);
// Frame buffer
// Color attachment
vkDestroyImageView(device, offScreenFrameBuf.color.view, nullptr);
vkDestroyImage(device, offScreenFrameBuf.color.image, nullptr);
vkFreeMemory(device, offScreenFrameBuf.color.mem, nullptr);
vkDestroyImageView(device, offscreenPass.color.view, nullptr);
vkDestroyImage(device, offscreenPass.color.image, nullptr);
vkFreeMemory(device, offscreenPass.color.mem, nullptr);
// Depth attachment
vkDestroyImageView(device, offScreenFrameBuf.depth.view, nullptr);
vkDestroyImage(device, offScreenFrameBuf.depth.image, nullptr);
vkFreeMemory(device, offScreenFrameBuf.depth.mem, nullptr);
vkDestroyImageView(device, offscreenPass.depth.view, nullptr);
vkDestroyImage(device, offscreenPass.depth.image, nullptr);
vkFreeMemory(device, offscreenPass.depth.mem, nullptr);
vkDestroyFramebuffer(device, offScreenFrameBuf.frameBuffer, nullptr);
vkDestroyRenderPass(device, offscreenPass.renderPass, nullptr);
vkDestroySampler(device, offscreenPass.sampler, nullptr);
vkDestroyFramebuffer(device, offscreenPass.frameBuffer, nullptr);
vkDestroyPipeline(device, pipelines.debug, nullptr);
vkDestroyPipeline(device, pipelines.shaded, nullptr);
@ -179,19 +181,16 @@ public:
vkTools::destroyUniformData(device, &uniformData.vsOffScreen);
vkTools::destroyUniformData(device, &uniformData.vsDebugQuad);
vkFreeCommandBuffers(device, cmdPool, 1, &offScreenCmdBuffer);
vkDestroySemaphore(device, offscreenSemaphore, nullptr);
vkFreeCommandBuffers(device, cmdPool, 1, &offscreenPass.commandBuffer);
vkDestroySemaphore(device, offscreenPass.semaphore, nullptr);
}
// Setup the offscreen framebuffer for rendering the mirrored scene
// The color attachment of this framebuffer will then be used
// to sample frame in the fragment shader of the final pass
void prepareOffscreenFramebuffer()
// The color attachment of this framebuffer will then be used to sample from in the fragment shader of the final pass
void prepareOffscreen()
{
offScreenFrameBuf.width = FB_DIM;
offScreenFrameBuf.height = FB_DIM;
VkFormat fbColorFormat = FB_COLOR_FORMAT;
offscreenPass.width = FB_DIM;
offscreenPass.height = FB_DIM;
// Find a suitable depth format
VkFormat fbDepthFormat;
@ -201,9 +200,9 @@ public:
// Color attachment
VkImageCreateInfo image = vkTools::initializers::imageCreateInfo();
image.imageType = VK_IMAGE_TYPE_2D;
image.format = fbColorFormat;
image.extent.width = offScreenFrameBuf.width;
image.extent.height = offScreenFrameBuf.height;
image.format = FB_COLOR_FORMAT;
image.extent.width = offscreenPass.width;
image.extent.height = offscreenPass.height;
image.extent.depth = 1;
image.mipLevels = 1;
image.arrayLayers = 1;
@ -215,58 +214,51 @@ public:
VkMemoryAllocateInfo memAlloc = vkTools::initializers::memoryAllocateInfo();
VkMemoryRequirements memReqs;
VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &offscreenPass.color.image));
vkGetImageMemoryRequirements(device, offscreenPass.color.image, &memReqs);
memAlloc.allocationSize = memReqs.size;
memAlloc.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &offscreenPass.color.mem));
VK_CHECK_RESULT(vkBindImageMemory(device, offscreenPass.color.image, offscreenPass.color.mem, 0));
VkImageViewCreateInfo colorImageView = vkTools::initializers::imageViewCreateInfo();
colorImageView.viewType = VK_IMAGE_VIEW_TYPE_2D;
colorImageView.format = fbColorFormat;
colorImageView.format = FB_COLOR_FORMAT;
colorImageView.subresourceRange = {};
colorImageView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
colorImageView.subresourceRange.baseMipLevel = 0;
colorImageView.subresourceRange.levelCount = 1;
colorImageView.subresourceRange.baseArrayLayer = 0;
colorImageView.subresourceRange.layerCount = 1;
colorImageView.image = offscreenPass.color.image;
VK_CHECK_RESULT(vkCreateImageView(device, &colorImageView, nullptr, &offscreenPass.color.view));
VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &offScreenFrameBuf.color.image));
vkGetImageMemoryRequirements(device, offScreenFrameBuf.color.image, &memReqs);
memAlloc.allocationSize = memReqs.size;
memAlloc.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &offScreenFrameBuf.color.mem));
VK_CHECK_RESULT(vkBindImageMemory(device, offScreenFrameBuf.color.image, offScreenFrameBuf.color.mem, 0));
// Get a primary command buffer for submitting image layout transitions for the framebuffer attachments
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(
layoutCmd,
offScreenFrameBuf.color.image,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
colorImageView.image = offScreenFrameBuf.color.image;
VK_CHECK_RESULT(vkCreateImageView(device, &colorImageView, nullptr, &offScreenFrameBuf.color.view));
// Create sampler to sample from to color 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));
// Create sampler to sample from the attachment in the fragment shader
VkSamplerCreateInfo samplerInfo = vkTools::initializers::samplerCreateInfo();
samplerInfo.magFilter = VK_FILTER_LINEAR;
samplerInfo.minFilter = VK_FILTER_LINEAR;
samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
samplerInfo.addressModeV = samplerInfo.addressModeU;
samplerInfo.addressModeW = samplerInfo.addressModeU;
samplerInfo.mipLodBias = 0.0f;
samplerInfo.maxAnisotropy = 0;
samplerInfo.minLod = 0.0f;
samplerInfo.maxLod = 1.0f;
samplerInfo.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
VK_CHECK_RESULT(vkCreateSampler(device, &samplerInfo, nullptr, &offscreenPass.sampler));
// Depth stencil attachment
image.format = fbDepthFormat;
image.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &offscreenPass.depth.image));
vkGetImageMemoryRequirements(device, offscreenPass.depth.image, &memReqs);
memAlloc.allocationSize = memReqs.size;
memAlloc.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &offscreenPass.depth.mem));
VK_CHECK_RESULT(vkBindImageMemory(device, offscreenPass.depth.image, offscreenPass.depth.mem, 0));
VkImageViewCreateInfo depthStencilView = vkTools::initializers::imageViewCreateInfo();
depthStencilView.viewType = VK_IMAGE_VIEW_TYPE_2D;
depthStencilView.format = fbDepthFormat;
@ -277,53 +269,102 @@ public:
depthStencilView.subresourceRange.levelCount = 1;
depthStencilView.subresourceRange.baseArrayLayer = 0;
depthStencilView.subresourceRange.layerCount = 1;
depthStencilView.image = offscreenPass.depth.image;
VK_CHECK_RESULT(vkCreateImageView(device, &depthStencilView, nullptr, &offscreenPass.depth.view));
VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &offScreenFrameBuf.depth.image));
vkGetImageMemoryRequirements(device, offScreenFrameBuf.depth.image, &memReqs);
memAlloc.allocationSize = memReqs.size;
memAlloc.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &offScreenFrameBuf.depth.mem));
VK_CHECK_RESULT(vkBindImageMemory(device, offScreenFrameBuf.depth.image, offScreenFrameBuf.depth.mem, 0));
// Create a separate render pass for the offscreen rendering as it may differ from the one used for scene rendering
vkTools::setImageLayout(
layoutCmd,
offScreenFrameBuf.depth.image,
VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT,
VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
std::array<VkAttachmentDescription, 2> attchmentDescriptions = {};
// Color attachment
attchmentDescriptions[0].format = FB_COLOR_FORMAT;
attchmentDescriptions[0].samples = VK_SAMPLE_COUNT_1_BIT;
attchmentDescriptions[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attchmentDescriptions[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attchmentDescriptions[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attchmentDescriptions[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attchmentDescriptions[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attchmentDescriptions[0].finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
// Depth attachment
attchmentDescriptions[1].format = fbDepthFormat;
attchmentDescriptions[1].samples = VK_SAMPLE_COUNT_1_BIT;
attchmentDescriptions[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attchmentDescriptions[1].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attchmentDescriptions[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attchmentDescriptions[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attchmentDescriptions[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attchmentDescriptions[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
// Submit the command buffer to apply the image memory barrier
VulkanExampleBase::flushCommandBuffer(layoutCmd, queue, true);
VkAttachmentReference colorReference = { 0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL };
VkAttachmentReference depthReference = { 1, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL };
depthStencilView.image = offScreenFrameBuf.depth.image;
VK_CHECK_RESULT(vkCreateImageView(device, &depthStencilView, nullptr, &offScreenFrameBuf.depth.view));
VkSubpassDescription subpassDescription = {};
subpassDescription.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpassDescription.colorAttachmentCount = 1;
subpassDescription.pColorAttachments = &colorReference;
subpassDescription.pDepthStencilAttachment = &depthReference;
// Use subpass dependencies for layout transitions
std::array<VkSubpassDependency, 2> dependencies;
dependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL;
dependencies[0].dstSubpass = 0;
dependencies[0].srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
dependencies[0].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
dependencies[0].srcAccessMask = VK_ACCESS_MEMORY_READ_BIT;
dependencies[0].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
dependencies[0].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
dependencies[1].srcSubpass = 0;
dependencies[1].dstSubpass = VK_SUBPASS_EXTERNAL;
dependencies[1].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
dependencies[1].dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
dependencies[1].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
dependencies[1].dstAccessMask = VK_ACCESS_MEMORY_READ_BIT;
dependencies[1].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
// Create the actual renderpass
VkRenderPassCreateInfo renderPassInfo = {};
renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
renderPassInfo.attachmentCount = static_cast<uint32_t>(attchmentDescriptions.size());
renderPassInfo.pAttachments = attchmentDescriptions.data();
renderPassInfo.subpassCount = 1;
renderPassInfo.pSubpasses = &subpassDescription;
renderPassInfo.dependencyCount = static_cast<uint32_t>(dependencies.size());
renderPassInfo.pDependencies = dependencies.data();
VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassInfo, nullptr, &offscreenPass.renderPass));
VkImageView attachments[2];
attachments[0] = offScreenFrameBuf.color.view;
attachments[1] = offScreenFrameBuf.depth.view;
attachments[0] = offscreenPass.color.view;
attachments[1] = offscreenPass.depth.view;
VkFramebufferCreateInfo fbufCreateInfo = vkTools::initializers::framebufferCreateInfo();
fbufCreateInfo.renderPass = renderPass;
fbufCreateInfo.renderPass = offscreenPass.renderPass;
fbufCreateInfo.attachmentCount = 2;
fbufCreateInfo.pAttachments = attachments;
fbufCreateInfo.width = offScreenFrameBuf.width;
fbufCreateInfo.height = offScreenFrameBuf.height;
fbufCreateInfo.width = offscreenPass.width;
fbufCreateInfo.height = offscreenPass.height;
fbufCreateInfo.layers = 1;
VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &offScreenFrameBuf.frameBuffer));
VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &offscreenPass.frameBuffer));
// Fill a descriptor for later use in a descriptor set
offscreenPass.descriptor.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
offscreenPass.descriptor.imageView = offscreenPass.color.view;
offscreenPass.descriptor.sampler = offscreenPass.sampler;
}
// Sets up the command buffer that renders the scene to the offscreen frame buffer
void buildOffscreenCommandBuffer()
{
if (offScreenCmdBuffer == VK_NULL_HANDLE)
if (offscreenPass.commandBuffer == VK_NULL_HANDLE)
{
offScreenCmdBuffer = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, false);
offscreenPass.commandBuffer = 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));
VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &offscreenPass.semaphore));
VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();
@ -332,51 +373,35 @@ public:
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vkTools::initializers::renderPassBeginInfo();
renderPassBeginInfo.renderPass = renderPass;
renderPassBeginInfo.framebuffer = offScreenFrameBuf.frameBuffer;
renderPassBeginInfo.renderArea.extent.width = offScreenFrameBuf.width;
renderPassBeginInfo.renderArea.extent.height = offScreenFrameBuf.height;
renderPassBeginInfo.renderPass = offscreenPass.renderPass;
renderPassBeginInfo.framebuffer = offscreenPass.frameBuffer;
renderPassBeginInfo.renderArea.extent.width = offscreenPass.width;
renderPassBeginInfo.renderArea.extent.height = offscreenPass.height;
renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearValues;
VK_CHECK_RESULT(vkBeginCommandBuffer(offScreenCmdBuffer, &cmdBufInfo));
VK_CHECK_RESULT(vkBeginCommandBuffer(offscreenPass.commandBuffer, &cmdBufInfo));
// Change back layout of the color attachment after sampling in the fragment shader
vkTools::setImageLayout(
offScreenCmdBuffer,
offScreenFrameBuf.color.image,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
vkCmdBeginRenderPass(offscreenPass.commandBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
vkCmdBeginRenderPass(offScreenCmdBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vkTools::initializers::viewport((float)offscreenPass.width, (float)offscreenPass.height, 0.0f, 1.0f);
vkCmdSetViewport(offscreenPass.commandBuffer, 0, 1, &viewport);
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);
vkCmdSetScissor(offScreenCmdBuffer, 0, 1, &scissor);
VkRect2D scissor = vkTools::initializers::rect2D(offscreenPass.width, offscreenPass.height, 0, 0);
vkCmdSetScissor(offscreenPass.commandBuffer, 0, 1, &scissor);
VkDeviceSize offsets[1] = { 0 };
// Mirrored scene
vkCmdBindDescriptorSets(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.shaded, 0, 1, &descriptorSets.offscreen, 0, NULL);
vkCmdBindPipeline(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.shadedOffscreen);
vkCmdBindVertexBuffers(offScreenCmdBuffer, VERTEX_BUFFER_BIND_ID, 1, &meshes.example.vertices.buf, offsets);
vkCmdBindIndexBuffer(offScreenCmdBuffer, meshes.example.indices.buf, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(offScreenCmdBuffer, meshes.example.indexCount, 1, 0, 0, 0);
vkCmdBindDescriptorSets(offscreenPass.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.shaded, 0, 1, &descriptorSets.offscreen, 0, NULL);
vkCmdBindPipeline(offscreenPass.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.shadedOffscreen);
vkCmdBindVertexBuffers(offscreenPass.commandBuffer, VERTEX_BUFFER_BIND_ID, 1, &meshes.example.vertices.buf, offsets);
vkCmdBindIndexBuffer(offscreenPass.commandBuffer, meshes.example.indices.buf, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(offscreenPass.commandBuffer, meshes.example.indexCount, 1, 0, 0, 0);
vkCmdEndRenderPass(offScreenCmdBuffer);
vkCmdEndRenderPass(offscreenPass.commandBuffer);
// Change layout of the color attachment for sampling in the fragment shader
vkTools::setImageLayout(
offScreenCmdBuffer,
offScreenFrameBuf.color.image,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
VK_CHECK_RESULT(vkEndCommandBuffer(offScreenCmdBuffer));
VK_CHECK_RESULT(vkEndCommandBuffer(offscreenPass.commandBuffer));
}
void reBuildCommandBuffers()
@ -457,18 +482,11 @@ public:
}
}
void loadMeshes()
void loadAssets()
{
loadMesh(getAssetPath() + "models/plane.obj", &meshes.plane, vertexLayout, 0.4f);
loadMesh(getAssetPath() + "models/plane.obj", &meshes.plane, vertexLayout, 0.5f);
loadMesh(getAssetPath() + "models/chinesedragon.dae", &meshes.example, vertexLayout, 0.3f);
}
void loadTextures()
{
textureLoader->loadTexture(
getAssetPath() + "textures/darkmetal_bc3.ktx",
VK_FORMAT_BC3_UNORM_BLOCK,
&textures.colorMap);
textureLoader->loadTexture(getAssetPath() + "textures/darkmetal_bc3.ktx", VK_FORMAT_BC3_UNORM_BLOCK, &textures.colorMap);
}
void generateQuad()
@ -623,20 +641,6 @@ public:
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.mirror));
// Image descriptor for the offscreen mirror color attachment image
VkDescriptorImageInfo texDescriptorMirror =
vkTools::initializers::descriptorImageInfo(
offScreenFrameBuf.colorSampler,
offScreenFrameBuf.color.view,
VK_IMAGE_LAYOUT_GENERAL);
// Image descriptor for the color map
VkDescriptorImageInfo texDescriptorColorMap =
vkTools::initializers::descriptorImageInfo(
textures.colorMap.sampler,
textures.colorMap.view,
VK_IMAGE_LAYOUT_GENERAL);
std::vector<VkWriteDescriptorSet> writeDescriptorSets =
{
// Binding 0 : Vertex shader uniform buffer
@ -650,13 +654,13 @@ public:
descriptorSets.mirror,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
1,
&texDescriptorMirror),
&offscreenPass.descriptor),
// Binding 2 : Fragment shader texture sampler
vkTools::initializers::writeDescriptorSet(
descriptorSets.mirror,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
2,
&texDescriptorColorMap)
&textures.colorMap.descriptor)
};
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
@ -677,7 +681,7 @@ public:
descriptorSets.debugQuad,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
1,
&texDescriptorMirror)
&offscreenPass.descriptor)
};
vkUpdateDescriptorSets(device, debugQuadWriteDescriptorSets.size(), debugQuadWriteDescriptorSets.data(), 0, NULL);
@ -807,6 +811,7 @@ public:
// Offscreen
// Flip culling
rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT;
pipelineCreateInfo.renderPass = offscreenPass.renderPass;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.shadedOffscreen));
}
@ -934,17 +939,17 @@ public:
// Wait for swap chain presentation to finish
submitInfo.pWaitSemaphores = &semaphores.presentComplete;
// Signal ready with offscreen semaphore
submitInfo.pSignalSemaphores = &offscreenSemaphore;
submitInfo.pSignalSemaphores = &offscreenPass.semaphore;
// Submit work
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &offScreenCmdBuffer;
submitInfo.pCommandBuffers = &offscreenPass.commandBuffer;
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
// Scene rendering
// Wait for offscreen semaphore
submitInfo.pWaitSemaphores = &offscreenSemaphore;
submitInfo.pWaitSemaphores = &offscreenPass.semaphore;
// Signal ready with render complete semaphpre
submitInfo.pSignalSemaphores = &semaphores.renderComplete;
@ -958,10 +963,9 @@ public:
void prepare()
{
VulkanExampleBase::prepare();
loadTextures();
loadAssets();
generateQuad();
loadMeshes();
prepareOffscreenFramebuffer();
prepareOffscreen();
setupVertexDescriptions();
prepareUniformBuffers();
setupDescriptorSetLayout();
@ -1019,63 +1023,4 @@ public:
}
};
VulkanExample *vulkanExample;
#if defined(_WIN32)
LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
if (vulkanExample != NULL)
{
vulkanExample->handleMessages(hWnd, uMsg, wParam, lParam);
}
return (DefWindowProc(hWnd, uMsg, wParam, lParam));
}
#elif defined(__linux__) && !defined(__ANDROID__)
static void handleEvent(const xcb_generic_event_t *event)
{
if (vulkanExample != NULL)
{
vulkanExample->handleEvent(event);
}
}
#endif
// Main entry point
#if defined(_WIN32)
// Windows entry point
int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine, int nCmdShow)
#elif defined(__ANDROID__)
// Android entry point
void android_main(android_app* state)
#elif defined(__linux__)
// Linux entry point
int main(const int argc, const char *argv[])
#endif
{
#if defined(__ANDROID__)
// Removing this may cause the compiler to omit the main entry point
// which would make the application crash at start
app_dummy();
#endif
vulkanExample = new VulkanExample();
#if defined(_WIN32)
vulkanExample->setupWindow(hInstance, WndProc);
#elif defined(__ANDROID__)
// Attach vulkan example to global android application state
state->userData = vulkanExample;
state->onAppCmd = VulkanExample::handleAppCommand;
state->onInputEvent = VulkanExample::handleAppInput;
vulkanExample->androidApp = state;
#elif defined(__linux__)
vulkanExample->setupWindow();
#endif
#if !defined(__ANDROID__)
vulkanExample->initSwapchain();
vulkanExample->prepare();
#endif
vulkanExample->renderLoop();
delete(vulkanExample);
#if !defined(__ANDROID__)
return 0;
#endif
}
VULKAN_EXAMPLE_MAIN()