Depth only pass for shadow map generation (removed color attachment)
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f60e5d25fd
commit
a84d5421fe
1 changed files with 31 additions and 83 deletions
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@ -130,7 +130,7 @@ public:
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struct OffscreenPass {
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int32_t width, height;
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VkFramebuffer frameBuffer;
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FrameBufferAttachment color, depth;
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FrameBufferAttachment depth;
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VkRenderPass renderPass;
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VkSampler depthSampler;
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VkDescriptorImageInfo descriptor;
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@ -156,11 +156,6 @@ public:
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// Frame buffer
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vkDestroySampler(device, offscreenPass.depthSampler, nullptr);
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// Color attachment
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vkDestroyImageView(device, offscreenPass.color.view, nullptr);
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vkDestroyImage(device, offscreenPass.color.image, nullptr);
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vkFreeMemory(device, offscreenPass.color.mem, nullptr);
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// Depth attachment
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vkDestroyImageView(device, offscreenPass.depth.view, nullptr);
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vkDestroyImage(device, offscreenPass.depth.image, nullptr);
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@ -197,40 +192,24 @@ public:
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void prepareOffscreenRenderpass()
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{
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// todo: no color attachment required
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VkAttachmentDescription attDesc[2];
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attDesc[0].format = FB_COLOR_FORMAT;
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attDesc[0].samples = VK_SAMPLE_COUNT_1_BIT;
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attDesc[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attDesc[0].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; // We won't sample from color, so throw away
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attDesc[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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attDesc[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attDesc[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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attDesc[0].finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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attDesc[0].flags = VK_FLAGS_NONE;
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attDesc[1].format = DEPTH_FORMAT;
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attDesc[1].samples = VK_SAMPLE_COUNT_1_BIT;
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attDesc[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attDesc[1].storeOp = VK_ATTACHMENT_STORE_OP_STORE; // We will read from depth, so it's important to store the depth attachment results
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attDesc[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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attDesc[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attDesc[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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attDesc[1].finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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attDesc[1].flags = VK_FLAGS_NONE;
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VkAttachmentReference colorReference = {};
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colorReference.attachment = 0;
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colorReference.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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VkAttachmentDescription attchmentDescription{};
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attchmentDescription.format = DEPTH_FORMAT;
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attchmentDescription.samples = VK_SAMPLE_COUNT_1_BIT;
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attchmentDescription.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; // Clear depth at beginning of the render pass
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attchmentDescription.storeOp = VK_ATTACHMENT_STORE_OP_STORE; // We will read from depth, so it's important to store the depth attachment results
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attchmentDescription.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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attchmentDescription.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attchmentDescription.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; // We don't care about initial layout of the attachment
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attchmentDescription.finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; // Attachment will be transitioned to shader read at render pass end
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VkAttachmentReference depthReference = {};
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depthReference.attachment = 1;
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depthReference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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depthReference.attachment = 0;
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depthReference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; // Attachment will be used as depth/stencil during render pass
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VkSubpassDescription subpass = {};
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subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
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subpass.colorAttachmentCount = 1;
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subpass.pColorAttachments = &colorReference;
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subpass.pDepthStencilAttachment = &depthReference;
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subpass.colorAttachmentCount = 0; // No color attachments
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subpass.pDepthStencilAttachment = &depthReference; // Reference to our depth attachment
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// Use subpass dependencies for layout transitions
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std::array<VkSubpassDependency, 2> dependencies;
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@ -240,20 +219,20 @@ public:
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dependencies[0].srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
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dependencies[0].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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dependencies[0].srcAccessMask = VK_ACCESS_MEMORY_READ_BIT;
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dependencies[0].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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dependencies[0].dstAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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dependencies[0].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
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dependencies[1].srcSubpass = 0;
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dependencies[1].dstSubpass = VK_SUBPASS_EXTERNAL;
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dependencies[1].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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dependencies[1].dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
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dependencies[1].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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dependencies[1].srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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dependencies[1].dstAccessMask = VK_ACCESS_MEMORY_READ_BIT;
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dependencies[1].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
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VkRenderPassCreateInfo renderPassCreateInfo = vkTools::initializers::renderPassCreateInfo();
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renderPassCreateInfo.attachmentCount = 2;
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renderPassCreateInfo.pAttachments = attDesc;
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renderPassCreateInfo.attachmentCount = 1;
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renderPassCreateInfo.pAttachments = &attchmentDescription;
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renderPassCreateInfo.subpassCount = 1;
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renderPassCreateInfo.pSubpasses = &subpass;
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renderPassCreateInfo.dependencyCount = static_cast<uint32_t>(dependencies.size());
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@ -271,10 +250,9 @@ public:
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VkFormat fbColorFormat = FB_COLOR_FORMAT;
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// Color attachment
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// For shadow mapping we only need a depth attachment
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VkImageCreateInfo image = vkTools::initializers::imageCreateInfo();
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image.imageType = VK_IMAGE_TYPE_2D;
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image.format = fbColorFormat;
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image.extent.width = offscreenPass.width;
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image.extent.height = offscreenPass.height;
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image.extent.depth = 1;
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@ -282,36 +260,17 @@ public:
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image.arrayLayers = 1;
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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 of the framebuffer is blit source
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image.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
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image.format = DEPTH_FORMAT; // Depth stencil attachment
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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
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VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &offscreenPass.depth.image));
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VkMemoryAllocateInfo memAlloc = vkTools::initializers::memoryAllocateInfo();
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VkMemoryRequirements memReqs;
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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.format = fbColorFormat;
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colorImageView.subresourceRange = {};
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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.levelCount = 1;
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colorImageView.subresourceRange.baseArrayLayer = 0;
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colorImageView.subresourceRange.layerCount = 1;
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VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &offscreenPass.color.image));
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vkGetImageMemoryRequirements(device, offscreenPass.color.image, &memReqs);
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vkGetImageMemoryRequirements(device, offscreenPass.depth.image, &memReqs);
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memAlloc.allocationSize = memReqs.size;
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memAlloc.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &offscreenPass.color.mem));
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VK_CHECK_RESULT(vkBindImageMemory(device, offscreenPass.color.image, offscreenPass.color.mem, 0));
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colorImageView.image = offscreenPass.color.image;
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VK_CHECK_RESULT(vkCreateImageView(device, &colorImageView, nullptr, &offscreenPass.color.view));
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// Depth stencil attachment
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image.format = DEPTH_FORMAT;
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// We will sample directly from the depth attachment for the shadow mapping
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image.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &offscreenPass.depth.mem));
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VK_CHECK_RESULT(vkBindImageMemory(device, offscreenPass.depth.image, offscreenPass.depth.mem, 0));
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VkImageViewCreateInfo depthStencilView = vkTools::initializers::imageViewCreateInfo();
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depthStencilView.viewType = VK_IMAGE_VIEW_TYPE_2D;
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@ -322,14 +281,6 @@ public:
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depthStencilView.subresourceRange.levelCount = 1;
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depthStencilView.subresourceRange.baseArrayLayer = 0;
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depthStencilView.subresourceRange.layerCount = 1;
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VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &offscreenPass.depth.image));
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vkGetImageMemoryRequirements(device, offscreenPass.depth.image, &memReqs);
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memAlloc.allocationSize = memReqs.size;
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memAlloc.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &offscreenPass.depth.mem));
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VK_CHECK_RESULT(vkBindImageMemory(device, offscreenPass.depth.image, offscreenPass.depth.mem, 0));
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depthStencilView.image = offscreenPass.depth.image;
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VK_CHECK_RESULT(vkCreateImageView(device, &depthStencilView, nullptr, &offscreenPass.depth.view));
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@ -349,17 +300,13 @@ public:
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sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
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VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &offscreenPass.depthSampler));
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VkImageView attachments[2];
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attachments[0] = offscreenPass.color.view;
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attachments[1] = offscreenPass.depth.view;
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prepareOffscreenRenderpass();
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// Create frame buffer
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VkFramebufferCreateInfo fbufCreateInfo = vkTools::initializers::framebufferCreateInfo();
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fbufCreateInfo.renderPass = offscreenPass.renderPass;
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fbufCreateInfo.attachmentCount = 2;
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fbufCreateInfo.pAttachments = attachments;
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fbufCreateInfo.attachmentCount = 1;
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fbufCreateInfo.pAttachments = &offscreenPass.depth.view;
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fbufCreateInfo.width = offscreenPass.width;
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fbufCreateInfo.height = offscreenPass.height;
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fbufCreateInfo.layers = 1;
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@ -382,9 +329,8 @@ public:
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VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();
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VkClearValue clearValues[2];
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clearValues[0].color = { { 0.0f, 0.0f, 0.0f, 1.0f } };
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clearValues[1].depthStencil = { 1.0f, 0 };
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VkClearValue clearValues[1];
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clearValues[0].depthStencil = { 1.0f, 0 };
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VkRenderPassBeginInfo renderPassBeginInfo = vkTools::initializers::renderPassBeginInfo();
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renderPassBeginInfo.renderPass = offscreenPass.renderPass;
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@ -791,6 +737,8 @@ public:
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// Offscreen pipeline
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shaderStages[0] = loadShader(getAssetPath() + "shaders/shadowmapping/offscreen.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/shadowmapping/offscreen.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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// No blend attachment states (no color attachments used)
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colorBlendState.attachmentCount = 0;
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// Cull front faces
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depthStencilState.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
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// Enable depth bias
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