Depth only pass for shadow map generation (removed color attachment)

This commit is contained in:
saschawillems 2016-08-13 19:53:37 +02:00
parent f60e5d25fd
commit a84d5421fe

View file

@ -130,7 +130,7 @@ public:
struct OffscreenPass {
int32_t width, height;
VkFramebuffer frameBuffer;
FrameBufferAttachment color, depth;
FrameBufferAttachment depth;
VkRenderPass renderPass;
VkSampler depthSampler;
VkDescriptorImageInfo descriptor;
@ -156,11 +156,6 @@ public:
// Frame buffer
vkDestroySampler(device, offscreenPass.depthSampler, nullptr);
// Color attachment
vkDestroyImageView(device, offscreenPass.color.view, nullptr);
vkDestroyImage(device, offscreenPass.color.image, nullptr);
vkFreeMemory(device, offscreenPass.color.mem, nullptr);
// Depth attachment
vkDestroyImageView(device, offscreenPass.depth.view, nullptr);
vkDestroyImage(device, offscreenPass.depth.image, nullptr);
@ -197,40 +192,24 @@ public:
void prepareOffscreenRenderpass()
{
// todo: no color attachment required
VkAttachmentDescription attDesc[2];
attDesc[0].format = FB_COLOR_FORMAT;
attDesc[0].samples = VK_SAMPLE_COUNT_1_BIT;
attDesc[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attDesc[0].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; // We won't sample from color, so throw away
attDesc[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attDesc[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attDesc[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attDesc[0].finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
attDesc[0].flags = VK_FLAGS_NONE;
attDesc[1].format = DEPTH_FORMAT;
attDesc[1].samples = VK_SAMPLE_COUNT_1_BIT;
attDesc[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attDesc[1].storeOp = VK_ATTACHMENT_STORE_OP_STORE; // We will read from depth, so it's important to store the depth attachment results
attDesc[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attDesc[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attDesc[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attDesc[1].finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
attDesc[1].flags = VK_FLAGS_NONE;
VkAttachmentReference colorReference = {};
colorReference.attachment = 0;
colorReference.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
VkAttachmentDescription attchmentDescription{};
attchmentDescription.format = DEPTH_FORMAT;
attchmentDescription.samples = VK_SAMPLE_COUNT_1_BIT;
attchmentDescription.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; // Clear depth at beginning of the render pass
attchmentDescription.storeOp = VK_ATTACHMENT_STORE_OP_STORE; // We will read from depth, so it's important to store the depth attachment results
attchmentDescription.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attchmentDescription.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attchmentDescription.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; // We don't care about initial layout of the attachment
attchmentDescription.finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; // Attachment will be transitioned to shader read at render pass end
VkAttachmentReference depthReference = {};
depthReference.attachment = 1;
depthReference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
depthReference.attachment = 0;
depthReference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; // Attachment will be used as depth/stencil during render pass
VkSubpassDescription subpass = {};
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.colorAttachmentCount = 1;
subpass.pColorAttachments = &colorReference;
subpass.pDepthStencilAttachment = &depthReference;
subpass.colorAttachmentCount = 0; // No color attachments
subpass.pDepthStencilAttachment = &depthReference; // Reference to our depth attachment
// Use subpass dependencies for layout transitions
std::array<VkSubpassDependency, 2> dependencies;
@ -240,20 +219,20 @@ public:
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].dstAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_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].srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
dependencies[1].dstAccessMask = VK_ACCESS_MEMORY_READ_BIT;
dependencies[1].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
VkRenderPassCreateInfo renderPassCreateInfo = vkTools::initializers::renderPassCreateInfo();
renderPassCreateInfo.attachmentCount = 2;
renderPassCreateInfo.pAttachments = attDesc;
renderPassCreateInfo.attachmentCount = 1;
renderPassCreateInfo.pAttachments = &attchmentDescription;
renderPassCreateInfo.subpassCount = 1;
renderPassCreateInfo.pSubpasses = &subpass;
renderPassCreateInfo.dependencyCount = static_cast<uint32_t>(dependencies.size());
@ -271,10 +250,9 @@ public:
VkFormat fbColorFormat = FB_COLOR_FORMAT;
// Color attachment
// For shadow mapping we only need a depth attachment
VkImageCreateInfo image = vkTools::initializers::imageCreateInfo();
image.imageType = VK_IMAGE_TYPE_2D;
image.format = fbColorFormat;
image.extent.width = offscreenPass.width;
image.extent.height = offscreenPass.height;
image.extent.depth = 1;
@ -282,36 +260,17 @@ public:
image.arrayLayers = 1;
image.samples = VK_SAMPLE_COUNT_1_BIT;
image.tiling = VK_IMAGE_TILING_OPTIMAL;
// Image of the framebuffer is blit source
image.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
image.format = DEPTH_FORMAT; // Depth stencil attachment
image.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT; // We will sample directly from the depth attachment for the shadow mapping
VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &offscreenPass.depth.image));
VkMemoryAllocateInfo memAlloc = vkTools::initializers::memoryAllocateInfo();
VkMemoryRequirements memReqs;
VkImageViewCreateInfo colorImageView = vkTools::initializers::imageViewCreateInfo();
colorImageView.viewType = VK_IMAGE_VIEW_TYPE_2D;
colorImageView.format = fbColorFormat;
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;
VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &offscreenPass.color.image));
vkGetImageMemoryRequirements(device, offscreenPass.color.image, &memReqs);
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.color.mem));
VK_CHECK_RESULT(vkBindImageMemory(device, offscreenPass.color.image, offscreenPass.color.mem, 0));
colorImageView.image = offscreenPass.color.image;
VK_CHECK_RESULT(vkCreateImageView(device, &colorImageView, nullptr, &offscreenPass.color.view));
// Depth stencil attachment
image.format = DEPTH_FORMAT;
// We will sample directly from the depth attachment for the shadow mapping
image.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_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;
@ -322,14 +281,6 @@ public:
depthStencilView.subresourceRange.levelCount = 1;
depthStencilView.subresourceRange.baseArrayLayer = 0;
depthStencilView.subresourceRange.layerCount = 1;
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));
depthStencilView.image = offscreenPass.depth.image;
VK_CHECK_RESULT(vkCreateImageView(device, &depthStencilView, nullptr, &offscreenPass.depth.view));
@ -349,17 +300,13 @@ public:
sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &offscreenPass.depthSampler));
VkImageView attachments[2];
attachments[0] = offscreenPass.color.view;
attachments[1] = offscreenPass.depth.view;
prepareOffscreenRenderpass();
// Create frame buffer
VkFramebufferCreateInfo fbufCreateInfo = vkTools::initializers::framebufferCreateInfo();
fbufCreateInfo.renderPass = offscreenPass.renderPass;
fbufCreateInfo.attachmentCount = 2;
fbufCreateInfo.pAttachments = attachments;
fbufCreateInfo.attachmentCount = 1;
fbufCreateInfo.pAttachments = &offscreenPass.depth.view;
fbufCreateInfo.width = offscreenPass.width;
fbufCreateInfo.height = offscreenPass.height;
fbufCreateInfo.layers = 1;
@ -382,9 +329,8 @@ public:
VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();
VkClearValue clearValues[2];
clearValues[0].color = { { 0.0f, 0.0f, 0.0f, 1.0f } };
clearValues[1].depthStencil = { 1.0f, 0 };
VkClearValue clearValues[1];
clearValues[0].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vkTools::initializers::renderPassBeginInfo();
renderPassBeginInfo.renderPass = offscreenPass.renderPass;
@ -791,6 +737,8 @@ public:
// Offscreen pipeline
shaderStages[0] = loadShader(getAssetPath() + "shaders/shadowmapping/offscreen.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/shadowmapping/offscreen.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
// No blend attachment states (no color attachments used)
colorBlendState.attachmentCount = 0;
// Cull front faces
depthStencilState.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
// Enable depth bias