Replace dedicated offscreen command buffer and complicated synchronization with single command buffer and sync via sub pass dependencies
Code cleanup
This commit is contained in:
parent
84b1c30714
commit
b1c2529032
1 changed files with 150 additions and 309 deletions
|
|
@ -22,7 +22,6 @@
|
|||
#include "VulkanBuffer.hpp"
|
||||
#include "VulkanModel.hpp"
|
||||
|
||||
#define VERTEX_BUFFER_BIND_ID 0
|
||||
#define ENABLE_VALIDATION false
|
||||
|
||||
// 16 bits of depth is enough for such a small scene
|
||||
|
|
@ -75,12 +74,6 @@ public:
|
|||
std::vector<std::string> sceneNames;
|
||||
int32_t sceneIndex = 0;
|
||||
|
||||
struct {
|
||||
VkPipelineVertexInputStateCreateInfo inputState;
|
||||
std::vector<VkVertexInputBindingDescription> bindingDescriptions;
|
||||
std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
|
||||
} vertices;
|
||||
|
||||
struct {
|
||||
vks::Buffer scene;
|
||||
vks::Buffer offscreen;
|
||||
|
|
@ -137,9 +130,6 @@ public:
|
|||
VkRenderPass renderPass;
|
||||
VkSampler depthSampler;
|
||||
VkDescriptorImageInfo descriptor;
|
||||
VkCommandBuffer commandBuffer = VK_NULL_HANDLE;
|
||||
// Semaphore used to synchronize between offscreen and final scene render pass
|
||||
VkSemaphore semaphore = VK_NULL_HANDLE;
|
||||
} offscreenPass;
|
||||
|
||||
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
|
||||
|
|
@ -188,9 +178,6 @@ public:
|
|||
uniformBuffers.offscreen.destroy();
|
||||
uniformBuffers.scene.destroy();
|
||||
uniformBuffers.debug.destroy();
|
||||
|
||||
vkFreeCommandBuffers(device, cmdPool, 1, &offscreenPass.commandBuffer);
|
||||
vkDestroySemaphore(device, offscreenPass.semaphore, nullptr);
|
||||
}
|
||||
|
||||
// Set up a separate render pass for the offscreen frame buffer
|
||||
|
|
@ -221,17 +208,17 @@ public:
|
|||
|
||||
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_LATE_FRAGMENT_TESTS_BIT;
|
||||
dependencies[0].srcAccessMask = 0;
|
||||
dependencies[0].dstAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
|
||||
dependencies[0].srcStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
|
||||
dependencies[0].dstStageMask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
|
||||
dependencies[0].srcAccessMask = VK_ACCESS_SHADER_READ_BIT;
|
||||
dependencies[0].dstAccessMask = 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_LATE_FRAGMENT_TESTS_BIT;
|
||||
dependencies[1].dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
|
||||
dependencies[1].srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
|
||||
dependencies[1].srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
|
||||
dependencies[1].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
|
||||
dependencies[1].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
|
||||
|
||||
|
|
@ -319,104 +306,92 @@ public:
|
|||
VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &offscreenPass.frameBuffer));
|
||||
}
|
||||
|
||||
void buildOffscreenCommandBuffer()
|
||||
{
|
||||
if (offscreenPass.commandBuffer == VK_NULL_HANDLE)
|
||||
{
|
||||
offscreenPass.commandBuffer = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, false);
|
||||
}
|
||||
if (offscreenPass.semaphore == VK_NULL_HANDLE)
|
||||
{
|
||||
// Create a semaphore used to synchronize offscreen rendering and usage
|
||||
VkSemaphoreCreateInfo semaphoreCreateInfo = vks::initializers::semaphoreCreateInfo();
|
||||
VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &offscreenPass.semaphore));
|
||||
}
|
||||
|
||||
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
|
||||
|
||||
VkClearValue clearValues[1];
|
||||
clearValues[0].depthStencil = { 1.0f, 0 };
|
||||
|
||||
VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
|
||||
renderPassBeginInfo.renderPass = offscreenPass.renderPass;
|
||||
renderPassBeginInfo.framebuffer = offscreenPass.frameBuffer;
|
||||
renderPassBeginInfo.renderArea.offset.x = 0;
|
||||
renderPassBeginInfo.renderArea.offset.y = 0;
|
||||
renderPassBeginInfo.renderArea.extent.width = offscreenPass.width;
|
||||
renderPassBeginInfo.renderArea.extent.height = offscreenPass.height;
|
||||
renderPassBeginInfo.clearValueCount = 2;
|
||||
renderPassBeginInfo.pClearValues = clearValues;
|
||||
|
||||
VK_CHECK_RESULT(vkBeginCommandBuffer(offscreenPass.commandBuffer, &cmdBufInfo));
|
||||
|
||||
VkViewport viewport = vks::initializers::viewport((float)offscreenPass.width, (float)offscreenPass.height, 0.0f, 1.0f);
|
||||
vkCmdSetViewport(offscreenPass.commandBuffer, 0, 1, &viewport);
|
||||
|
||||
VkRect2D scissor = vks::initializers::rect2D(offscreenPass.width, offscreenPass.height, 0, 0);
|
||||
vkCmdSetScissor(offscreenPass.commandBuffer, 0, 1, &scissor);
|
||||
|
||||
// Set depth bias (aka "Polygon offset")
|
||||
// Required to avoid shadow mapping artefacts
|
||||
vkCmdSetDepthBias(
|
||||
offscreenPass.commandBuffer,
|
||||
depthBiasConstant,
|
||||
0.0f,
|
||||
depthBiasSlope);
|
||||
|
||||
vkCmdBeginRenderPass(offscreenPass.commandBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
|
||||
|
||||
vkCmdBindPipeline(offscreenPass.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.offscreen);
|
||||
vkCmdBindDescriptorSets(offscreenPass.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.offscreen, 0, 1, &descriptorSets.offscreen, 0, NULL);
|
||||
|
||||
VkDeviceSize offsets[1] = { 0 };
|
||||
vkCmdBindVertexBuffers(offscreenPass.commandBuffer, VERTEX_BUFFER_BIND_ID, 1, &scenes[sceneIndex].vertices.buffer, offsets);
|
||||
vkCmdBindIndexBuffer(offscreenPass.commandBuffer, scenes[sceneIndex].indices.buffer, 0, VK_INDEX_TYPE_UINT32);
|
||||
vkCmdDrawIndexed(offscreenPass.commandBuffer, scenes[sceneIndex].indexCount, 1, 0, 0, 0);
|
||||
|
||||
vkCmdEndRenderPass(offscreenPass.commandBuffer);
|
||||
|
||||
VK_CHECK_RESULT(vkEndCommandBuffer(offscreenPass.commandBuffer));
|
||||
}
|
||||
|
||||
void buildCommandBuffers()
|
||||
{
|
||||
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
|
||||
|
||||
VkClearValue clearValues[2];
|
||||
VkViewport viewport;
|
||||
VkRect2D scissor;
|
||||
VkDeviceSize offsets[1] = { 0 };
|
||||
|
||||
for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
|
||||
{
|
||||
VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
|
||||
|
||||
/*
|
||||
First render pass: Generate shadow map by rendering the scene from light's POV
|
||||
*/
|
||||
{
|
||||
clearValues[0].depthStencil = { 1.0f, 0 };
|
||||
|
||||
VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
|
||||
renderPassBeginInfo.renderPass = offscreenPass.renderPass;
|
||||
renderPassBeginInfo.framebuffer = offscreenPass.frameBuffer;
|
||||
renderPassBeginInfo.renderArea.extent.width = offscreenPass.width;
|
||||
renderPassBeginInfo.renderArea.extent.height = offscreenPass.height;
|
||||
renderPassBeginInfo.clearValueCount = 1;
|
||||
renderPassBeginInfo.pClearValues = clearValues;
|
||||
|
||||
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
|
||||
|
||||
viewport = vks::initializers::viewport((float)offscreenPass.width, (float)offscreenPass.height, 0.0f, 1.0f);
|
||||
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
|
||||
|
||||
scissor = vks::initializers::rect2D(offscreenPass.width, offscreenPass.height, 0, 0);
|
||||
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
|
||||
|
||||
// Set depth bias (aka "Polygon offset")
|
||||
// Required to avoid shadow mapping artefacts
|
||||
vkCmdSetDepthBias(
|
||||
drawCmdBuffers[i],
|
||||
depthBiasConstant,
|
||||
0.0f,
|
||||
depthBiasSlope);
|
||||
|
||||
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.offscreen);
|
||||
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.offscreen, 0, 1, &descriptorSets.offscreen, 0, NULL);
|
||||
|
||||
vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &scenes[sceneIndex].vertices.buffer, offsets);
|
||||
vkCmdBindIndexBuffer(drawCmdBuffers[i], scenes[sceneIndex].indices.buffer, 0, VK_INDEX_TYPE_UINT32);
|
||||
vkCmdDrawIndexed(drawCmdBuffers[i], scenes[sceneIndex].indexCount, 1, 0, 0, 0);
|
||||
|
||||
vkCmdEndRenderPass(drawCmdBuffers[i]);
|
||||
}
|
||||
|
||||
/*
|
||||
Note: Explicit synchronization is not required between the render pass, as this is done implicit via sub pass dependencies
|
||||
*/
|
||||
|
||||
/*
|
||||
Second pass: Scene rendering with applied shadow map
|
||||
*/
|
||||
|
||||
{
|
||||
clearValues[0].color = defaultClearColor;
|
||||
clearValues[1].depthStencil = { 1.0f, 0 };
|
||||
|
||||
VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
|
||||
renderPassBeginInfo.renderPass = renderPass;
|
||||
renderPassBeginInfo.renderArea.offset.x = 0;
|
||||
renderPassBeginInfo.renderArea.offset.y = 0;
|
||||
renderPassBeginInfo.framebuffer = frameBuffers[i];
|
||||
renderPassBeginInfo.renderArea.extent.width = width;
|
||||
renderPassBeginInfo.renderArea.extent.height = height;
|
||||
renderPassBeginInfo.clearValueCount = 2;
|
||||
renderPassBeginInfo.pClearValues = clearValues;
|
||||
|
||||
for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
|
||||
{
|
||||
// Set target frame buffer
|
||||
renderPassBeginInfo.framebuffer = frameBuffers[i];
|
||||
|
||||
VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
|
||||
|
||||
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
|
||||
|
||||
VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
|
||||
viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
|
||||
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
|
||||
|
||||
VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
|
||||
scissor = vks::initializers::rect2D(width, height, 0, 0);
|
||||
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
|
||||
|
||||
VkDeviceSize offsets[1] = { 0 };
|
||||
|
||||
// Visualize shadow map
|
||||
if (displayShadowMap) {
|
||||
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.quad, 0, 1, &descriptorSet, 0, NULL);
|
||||
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.quad);
|
||||
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &models.quad.vertices.buffer, offsets);
|
||||
vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &models.quad.vertices.buffer, offsets);
|
||||
vkCmdBindIndexBuffer(drawCmdBuffers[i], models.quad.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
|
||||
vkCmdDrawIndexed(drawCmdBuffers[i], models.quad.indexCount, 1, 0, 0, 0);
|
||||
}
|
||||
|
|
@ -425,13 +400,14 @@ public:
|
|||
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.quad, 0, 1, &descriptorSets.scene, 0, NULL);
|
||||
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, (filterPCF) ? pipelines.sceneShadowPCF : pipelines.sceneShadow);
|
||||
|
||||
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &scenes[sceneIndex].vertices.buffer, offsets);
|
||||
vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &scenes[sceneIndex].vertices.buffer, offsets);
|
||||
vkCmdBindIndexBuffer(drawCmdBuffers[i], scenes[sceneIndex].indices.buffer, 0, VK_INDEX_TYPE_UINT32);
|
||||
vkCmdDrawIndexed(drawCmdBuffers[i], scenes[sceneIndex].indexCount, 1, 0, 0, 0);
|
||||
|
||||
drawUI(drawCmdBuffers[i]);
|
||||
|
||||
vkCmdEndRenderPass(drawCmdBuffers[i]);
|
||||
}
|
||||
|
||||
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
|
||||
}
|
||||
|
|
@ -488,59 +464,10 @@ public:
|
|||
models.quad.device = device;
|
||||
}
|
||||
|
||||
void setupVertexDescriptions()
|
||||
{
|
||||
// Binding description
|
||||
vertices.bindingDescriptions.resize(1);
|
||||
vertices.bindingDescriptions[0] =
|
||||
vks::initializers::vertexInputBindingDescription(
|
||||
VERTEX_BUFFER_BIND_ID,
|
||||
vertexLayout.stride(),
|
||||
VK_VERTEX_INPUT_RATE_VERTEX);
|
||||
|
||||
// Attribute descriptions
|
||||
vertices.attributeDescriptions.resize(4);
|
||||
// Location 0 : Position
|
||||
vertices.attributeDescriptions[0] =
|
||||
vks::initializers::vertexInputAttributeDescription(
|
||||
VERTEX_BUFFER_BIND_ID,
|
||||
0,
|
||||
VK_FORMAT_R32G32B32_SFLOAT,
|
||||
0);
|
||||
// Location 1 : Texture coordinates
|
||||
vertices.attributeDescriptions[1] =
|
||||
vks::initializers::vertexInputAttributeDescription(
|
||||
VERTEX_BUFFER_BIND_ID,
|
||||
1,
|
||||
VK_FORMAT_R32G32_SFLOAT,
|
||||
sizeof(float) * 3);
|
||||
// Location 2 : Color
|
||||
vertices.attributeDescriptions[2] =
|
||||
vks::initializers::vertexInputAttributeDescription(
|
||||
VERTEX_BUFFER_BIND_ID,
|
||||
2,
|
||||
VK_FORMAT_R32G32B32_SFLOAT,
|
||||
sizeof(float) * 5);
|
||||
// Location 3 : Normal
|
||||
vertices.attributeDescriptions[3] =
|
||||
vks::initializers::vertexInputAttributeDescription(
|
||||
VERTEX_BUFFER_BIND_ID,
|
||||
3,
|
||||
VK_FORMAT_R32G32B32_SFLOAT,
|
||||
sizeof(float) * 8);
|
||||
|
||||
vertices.inputState = vks::initializers::pipelineVertexInputStateCreateInfo();
|
||||
vertices.inputState.vertexBindingDescriptionCount = vertices.bindingDescriptions.size();
|
||||
vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
|
||||
vertices.inputState.vertexAttributeDescriptionCount = vertices.attributeDescriptions.size();
|
||||
vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data();
|
||||
}
|
||||
|
||||
void setupDescriptorPool()
|
||||
{
|
||||
// Example uses three ubos and two image samplers
|
||||
std::vector<VkDescriptorPoolSize> poolSizes =
|
||||
{
|
||||
std::vector<VkDescriptorPoolSize> poolSizes = {
|
||||
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 6),
|
||||
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 4)
|
||||
};
|
||||
|
|
@ -557,32 +484,23 @@ public:
|
|||
void setupDescriptorSetLayout()
|
||||
{
|
||||
// Textured quad pipeline layout
|
||||
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
|
||||
{
|
||||
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
|
||||
// Binding 0 : Vertex shader uniform buffer
|
||||
vks::initializers::descriptorSetLayoutBinding(
|
||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
||||
VK_SHADER_STAGE_VERTEX_BIT,
|
||||
0),
|
||||
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
|
||||
// Binding 1 : Fragment shader image sampler
|
||||
vks::initializers::descriptorSetLayoutBinding(
|
||||
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
||||
VK_SHADER_STAGE_FRAGMENT_BIT,
|
||||
1)
|
||||
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1)
|
||||
};
|
||||
|
||||
VkDescriptorSetLayoutCreateInfo descriptorLayout =
|
||||
vks::initializers::descriptorSetLayoutCreateInfo(
|
||||
setLayoutBindings.data(),
|
||||
setLayoutBindings.size());
|
||||
|
||||
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
|
||||
|
||||
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
|
||||
vks::initializers::pipelineLayoutCreateInfo(
|
||||
&descriptorSetLayout,
|
||||
1);
|
||||
|
||||
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayouts.quad));
|
||||
|
||||
// Offscreen pipeline layout
|
||||
|
|
@ -611,19 +529,10 @@ public:
|
|||
|
||||
writeDescriptorSets = {
|
||||
// Binding 0 : Vertex shader uniform buffer
|
||||
vks::initializers::writeDescriptorSet(
|
||||
descriptorSet,
|
||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
||||
0,
|
||||
&uniformBuffers.debug.descriptor),
|
||||
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.debug.descriptor),
|
||||
// Binding 1 : Fragment shader texture sampler
|
||||
vks::initializers::writeDescriptorSet(
|
||||
descriptorSet,
|
||||
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
||||
1,
|
||||
&texDescriptor)
|
||||
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &texDescriptor)
|
||||
};
|
||||
|
||||
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
|
||||
|
||||
// Offscreen
|
||||
|
|
@ -631,11 +540,7 @@ public:
|
|||
|
||||
writeDescriptorSets = {
|
||||
// Binding 0 : Vertex shader uniform buffer
|
||||
vks::initializers::writeDescriptorSet(
|
||||
descriptorSets.offscreen,
|
||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
||||
0,
|
||||
&uniformBuffers.offscreen.descriptor),
|
||||
vks::initializers::writeDescriptorSet(descriptorSets.offscreen, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.offscreen.descriptor),
|
||||
};
|
||||
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
|
||||
|
||||
|
|
@ -648,102 +553,66 @@ public:
|
|||
|
||||
writeDescriptorSets = {
|
||||
// Binding 0 : Vertex shader uniform buffer
|
||||
vks::initializers::writeDescriptorSet(
|
||||
descriptorSets.scene,
|
||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
||||
0,
|
||||
&uniformBuffers.scene.descriptor),
|
||||
vks::initializers::writeDescriptorSet(descriptorSets.scene, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.scene.descriptor),
|
||||
// Binding 1 : Fragment shader shadow sampler
|
||||
vks::initializers::writeDescriptorSet(
|
||||
descriptorSets.scene,
|
||||
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
||||
1,
|
||||
&texDescriptor)
|
||||
vks::initializers::writeDescriptorSet(descriptorSets.scene, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &texDescriptor)
|
||||
};
|
||||
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
|
||||
|
||||
}
|
||||
|
||||
void preparePipelines()
|
||||
{
|
||||
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
|
||||
vks::initializers::pipelineInputAssemblyStateCreateInfo(
|
||||
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
|
||||
0,
|
||||
VK_FALSE);
|
||||
|
||||
VkPipelineRasterizationStateCreateInfo rasterizationState =
|
||||
vks::initializers::pipelineRasterizationStateCreateInfo(
|
||||
VK_POLYGON_MODE_FILL,
|
||||
VK_CULL_MODE_BACK_BIT,
|
||||
VK_FRONT_FACE_CLOCKWISE,
|
||||
0);
|
||||
|
||||
VkPipelineColorBlendAttachmentState blendAttachmentState =
|
||||
vks::initializers::pipelineColorBlendAttachmentState(
|
||||
0xf,
|
||||
VK_FALSE);
|
||||
|
||||
VkPipelineColorBlendStateCreateInfo colorBlendState =
|
||||
vks::initializers::pipelineColorBlendStateCreateInfo(
|
||||
1,
|
||||
&blendAttachmentState);
|
||||
|
||||
VkPipelineDepthStencilStateCreateInfo depthStencilState =
|
||||
vks::initializers::pipelineDepthStencilStateCreateInfo(
|
||||
VK_TRUE,
|
||||
VK_TRUE,
|
||||
VK_COMPARE_OP_LESS_OR_EQUAL);
|
||||
|
||||
VkPipelineViewportStateCreateInfo viewportState =
|
||||
vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
|
||||
|
||||
VkPipelineMultisampleStateCreateInfo multisampleState =
|
||||
vks::initializers::pipelineMultisampleStateCreateInfo(
|
||||
VK_SAMPLE_COUNT_1_BIT,
|
||||
0);
|
||||
|
||||
std::vector<VkDynamicState> dynamicStateEnables = {
|
||||
VK_DYNAMIC_STATE_VIEWPORT,
|
||||
VK_DYNAMIC_STATE_SCISSOR
|
||||
};
|
||||
VkPipelineDynamicStateCreateInfo dynamicState =
|
||||
vks::initializers::pipelineDynamicStateCreateInfo(
|
||||
dynamicStateEnables.data(),
|
||||
dynamicStateEnables.size(),
|
||||
0);
|
||||
|
||||
VkPipelineInputAssemblyStateCreateInfo inputAssemblyStateCI = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
|
||||
VkPipelineRasterizationStateCreateInfo rasterizationStateCI = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_CLOCKWISE, 0);
|
||||
VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
|
||||
VkPipelineColorBlendStateCreateInfo colorBlendStateCI = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
|
||||
VkPipelineDepthStencilStateCreateInfo depthStencilStateCI = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
|
||||
VkPipelineViewportStateCreateInfo viewportStateCI = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
|
||||
VkPipelineMultisampleStateCreateInfo multisampleStateCI = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
|
||||
std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
|
||||
VkPipelineDynamicStateCreateInfo dynamicStateCI = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables.data(), dynamicStateEnables.size(), 0);
|
||||
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
|
||||
|
||||
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
|
||||
vks::initializers::pipelineCreateInfo(
|
||||
pipelineLayouts.quad,
|
||||
renderPass,
|
||||
0);
|
||||
VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayouts.quad, renderPass, 0);
|
||||
|
||||
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
|
||||
pipelineCreateInfo.pRasterizationState = &rasterizationState;
|
||||
pipelineCreateInfo.pColorBlendState = &colorBlendState;
|
||||
pipelineCreateInfo.pMultisampleState = &multisampleState;
|
||||
pipelineCreateInfo.pViewportState = &viewportState;
|
||||
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
|
||||
pipelineCreateInfo.pDynamicState = &dynamicState;
|
||||
pipelineCreateInfo.stageCount = shaderStages.size();
|
||||
pipelineCreateInfo.pStages = shaderStages.data();
|
||||
pipelineCI.pInputAssemblyState = &inputAssemblyStateCI;
|
||||
pipelineCI.pRasterizationState = &rasterizationStateCI;
|
||||
pipelineCI.pColorBlendState = &colorBlendStateCI;
|
||||
pipelineCI.pMultisampleState = &multisampleStateCI;
|
||||
pipelineCI.pViewportState = &viewportStateCI;
|
||||
pipelineCI.pDepthStencilState = &depthStencilStateCI;
|
||||
pipelineCI.pDynamicState = &dynamicStateCI;
|
||||
pipelineCI.stageCount = shaderStages.size();
|
||||
pipelineCI.pStages = shaderStages.data();
|
||||
|
||||
// Shadow mapping debug quad display
|
||||
rasterizationState.cullMode = VK_CULL_MODE_NONE;
|
||||
rasterizationStateCI.cullMode = VK_CULL_MODE_NONE;
|
||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/shadowmapping/quad.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/shadowmapping/quad.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
// Empty vertex input state
|
||||
VkPipelineVertexInputStateCreateInfo emptyInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
|
||||
pipelineCreateInfo.pVertexInputState = &emptyInputState;
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.quad));
|
||||
pipelineCI.pVertexInputState = &emptyInputState;
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.quad));
|
||||
|
||||
pipelineCreateInfo.pVertexInputState = &vertices.inputState;
|
||||
// Vertex bindings and attributes
|
||||
std::vector<VkVertexInputBindingDescription> vertexInputBindings = {
|
||||
vks::initializers::vertexInputBindingDescription(0, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX),
|
||||
};
|
||||
std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
|
||||
vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Position
|
||||
vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 3), // Texture coordinates
|
||||
vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 5), // Color
|
||||
vks::initializers::vertexInputAttributeDescription(0, 3, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 8), // Normal
|
||||
};
|
||||
VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
|
||||
vertexInputState.vertexBindingDescriptionCount = static_cast<uint32_t>(vertexInputBindings.size());
|
||||
vertexInputState.pVertexBindingDescriptions = vertexInputBindings.data();
|
||||
vertexInputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size());
|
||||
vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data();
|
||||
pipelineCI.pVertexInputState = &vertexInputState;
|
||||
|
||||
// Scene rendering with shadows applied
|
||||
rasterizationState.cullMode = VK_CULL_MODE_BACK_BIT;
|
||||
rasterizationStateCI.cullMode = VK_CULL_MODE_BACK_BIT;
|
||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/shadowmapping/scene.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/shadowmapping/scene.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
// Use specialization constants to select between horizontal and vertical blur
|
||||
|
|
@ -752,31 +621,31 @@ public:
|
|||
VkSpecializationInfo specializationInfo = vks::initializers::specializationInfo(1, &specializationMapEntry, sizeof(uint32_t), &enablePCF);
|
||||
shaderStages[1].pSpecializationInfo = &specializationInfo;
|
||||
// No filtering
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.sceneShadow));
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.sceneShadow));
|
||||
// PCF filtering
|
||||
enablePCF = 1;
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.sceneShadowPCF));
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.sceneShadowPCF));
|
||||
|
||||
// Offscreen pipeline (vertex shader only)
|
||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/shadowmapping/offscreen.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
pipelineCreateInfo.stageCount = 1;
|
||||
pipelineCI.stageCount = 1;
|
||||
// No blend attachment states (no color attachments used)
|
||||
colorBlendState.attachmentCount = 0;
|
||||
colorBlendStateCI.attachmentCount = 0;
|
||||
// Cull front faces
|
||||
depthStencilState.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
|
||||
depthStencilStateCI.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
|
||||
// Enable depth bias
|
||||
rasterizationState.depthBiasEnable = VK_TRUE;
|
||||
rasterizationStateCI.depthBiasEnable = VK_TRUE;
|
||||
// Add depth bias to dynamic state, so we can change it at runtime
|
||||
dynamicStateEnables.push_back(VK_DYNAMIC_STATE_DEPTH_BIAS);
|
||||
dynamicState =
|
||||
dynamicStateCI =
|
||||
vks::initializers::pipelineDynamicStateCreateInfo(
|
||||
dynamicStateEnables.data(),
|
||||
dynamicStateEnables.size(),
|
||||
0);
|
||||
|
||||
pipelineCreateInfo.layout = pipelineLayouts.offscreen;
|
||||
pipelineCreateInfo.renderPass = offscreenPass.renderPass;
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.offscreen));
|
||||
pipelineCI.layout = pipelineLayouts.offscreen;
|
||||
pipelineCI.renderPass = offscreenPass.renderPass;
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.offscreen));
|
||||
}
|
||||
|
||||
// Prepare and initialize uniform buffer containing shader uniforms
|
||||
|
|
@ -864,30 +733,11 @@ public:
|
|||
{
|
||||
VulkanExampleBase::prepareFrame();
|
||||
|
||||
// The scene render command buffer has to wait for the offscreen rendering (and transfer) to be finished before using the shadow map
|
||||
// Therefore we synchronize using an additional semaphore
|
||||
|
||||
// Offscreen rendering
|
||||
|
||||
// Wait for swap chain presentation to finish
|
||||
submitInfo.pWaitSemaphores = &semaphores.presentComplete;
|
||||
// Signal ready with offscreen semaphore
|
||||
submitInfo.pSignalSemaphores = &offscreenPass.semaphore;
|
||||
|
||||
// Submit work
|
||||
// Command buffer to be sumitted to the queue
|
||||
submitInfo.commandBufferCount = 1;
|
||||
submitInfo.pCommandBuffers = &offscreenPass.commandBuffer;
|
||||
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
|
||||
|
||||
// Scene rendering
|
||||
|
||||
// Wait for offscreen semaphore
|
||||
submitInfo.pWaitSemaphores = &offscreenPass.semaphore;;
|
||||
// Signal ready with render complete semaphpre
|
||||
submitInfo.pSignalSemaphores = &semaphores.renderComplete;
|
||||
|
||||
// Submit work
|
||||
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
|
||||
|
||||
// Submit to queue
|
||||
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
|
||||
|
||||
VulkanExampleBase::submitFrame();
|
||||
|
|
@ -899,14 +749,12 @@ public:
|
|||
loadAssets();
|
||||
generateQuad();
|
||||
prepareOffscreenFramebuffer();
|
||||
setupVertexDescriptions();
|
||||
prepareUniformBuffers();
|
||||
setupDescriptorSetLayout();
|
||||
preparePipelines();
|
||||
setupDescriptorPool();
|
||||
setupDescriptorSets();
|
||||
buildCommandBuffers();
|
||||
buildOffscreenCommandBuffer();
|
||||
prepared = true;
|
||||
}
|
||||
|
||||
|
|
@ -915,7 +763,7 @@ public:
|
|||
if (!prepared)
|
||||
return;
|
||||
draw();
|
||||
if (!paused)
|
||||
if (!paused || camera.updated)
|
||||
{
|
||||
updateLight();
|
||||
updateUniformBufferOffscreen();
|
||||
|
|
@ -923,18 +771,11 @@ public:
|
|||
}
|
||||
}
|
||||
|
||||
virtual void viewChanged()
|
||||
{
|
||||
updateUniformBufferOffscreen();
|
||||
updateUniformBuffers();
|
||||
}
|
||||
|
||||
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
|
||||
{
|
||||
if (overlay->header("Settings")) {
|
||||
if (overlay->comboBox("Scenes", &sceneIndex, sceneNames)) {
|
||||
buildCommandBuffers();
|
||||
buildOffscreenCommandBuffer();
|
||||
}
|
||||
if (overlay->checkBox("Display shadow render target", &displayShadowMap)) {
|
||||
buildCommandBuffers();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue