Additional semaphore to synchronize offscreen and final render (Refs #70)
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1 changed files with 43 additions and 28 deletions
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@ -127,6 +127,9 @@ public:
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VkCommandBuffer offScreenCmdBuffer = VK_NULL_HANDLE;
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// Semaphore used to synchronize between offscreen and final scene rendering
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VkSemaphore offscreenSemaphore = VK_NULL_HANDLE;
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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zoom = -8.0f;
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@ -192,6 +195,7 @@ public:
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vkDestroyRenderPass(device, offScreenFrameBuf.renderPass, nullptr);
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textureLoader->destroyTexture(textures.colorMap);
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vkDestroySemaphore(device, offscreenSemaphore, nullptr);
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}
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// Preapre an empty texture as the blit target from
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@ -546,21 +550,18 @@ public:
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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}
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// Build command buffer for rendering the scene to the offscreen frame buffer
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// and blitting it to the different texture targets
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// Build command buffer for rendering the scene to the offscreen frame buffer attachments
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void buildDeferredCommandBuffer()
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{
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// Create separate command buffer for offscreen
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// rendering
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if (offScreenCmdBuffer == VK_NULL_HANDLE)
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{
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VkCommandBufferAllocateInfo cmd = vkTools::initializers::commandBufferAllocateInfo(
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cmdPool,
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VK_COMMAND_BUFFER_LEVEL_PRIMARY,
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1);
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VK_CHECK_RESULT(vkAllocateCommandBuffers(device, &cmd, &offScreenCmdBuffer));
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offScreenCmdBuffer = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, false);
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}
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// Create a semaphore used to synchronize offscreen rendering and usage
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VkSemaphoreCreateInfo semaphoreCreateInfo = vkTools::initializers::semaphoreCreateInfo();
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VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &offscreenSemaphore));
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VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();
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// Clear values for all attachments written in the fragment sahder
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@ -582,18 +583,10 @@ public:
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vkCmdBeginRenderPass(offScreenCmdBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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VkViewport viewport = vkTools::initializers::viewport(
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(float)offScreenFrameBuf.width,
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(float)offScreenFrameBuf.height,
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0.0f,
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1.0f);
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VkViewport viewport = vkTools::initializers::viewport((float)offScreenFrameBuf.width, (float)offScreenFrameBuf.height, 0.0f, 1.0f);
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vkCmdSetViewport(offScreenCmdBuffer, 0, 1, &viewport);
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VkRect2D scissor = vkTools::initializers::rect2D(
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offScreenFrameBuf.width,
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offScreenFrameBuf.height,
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0,
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0);
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VkRect2D scissor = vkTools::initializers::rect2D(offScreenFrameBuf.width, offScreenFrameBuf.height, 0, 0);
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vkCmdSetScissor(offScreenCmdBuffer, 0, 1, &scissor);
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vkCmdBindDescriptorSets(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.offscreen, 0, 1, &descriptorSets.offscreen, 0, NULL);
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@ -1193,16 +1186,38 @@ public:
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{
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VulkanExampleBase::prepareFrame();
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// Submit offscreen rendering command buffer
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// todo : use event to ensure that offscreen result is finished bfore render command buffer is started
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std::vector<VkCommandBuffer> submitCmdBuffers = {
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offScreenCmdBuffer,
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drawCmdBuffers[currentBuffer],
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};
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submitCmdBuffers.push_back(drawCmdBuffers[currentBuffer]);
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submitInfo.commandBufferCount = submitCmdBuffers.size();
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submitInfo.pCommandBuffers = submitCmdBuffers.data();
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// The scene render command buffer has to wait for the offscreen
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// rendering to be finished before we can use the framebuffer
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// color image for sampling during final rendering
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// To ensure this we use a dedicated offscreen synchronization
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// semaphore that will be signaled when offscreen renderin
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// has been finished
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// This is necessary as an implementation may start both
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// command buffers at the same time, there is no guarantee
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// that command buffers will be executed in the order they
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// have been submitted by the application
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// Offscreen rendering
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// Wait for swap chain presentation to finish
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submitInfo.pWaitSemaphores = &semaphores.presentComplete;
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// Signal ready with offscreen semaphore
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submitInfo.pSignalSemaphores = &offscreenSemaphore;
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// Submit work
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submitInfo.commandBufferCount = 1;
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submitInfo.pCommandBuffers = &offScreenCmdBuffer;
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VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
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// Scene rendering
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// Wait for offscreen semaphore
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submitInfo.pWaitSemaphores = &offscreenSemaphore;
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// Signal ready with render complete semaphpre
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submitInfo.pSignalSemaphores = &semaphores.renderComplete;
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// Submit work
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submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
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VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
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VulkanExampleBase::submitFrame();
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