Sample directly from framebuffer color attachment, additional semaphore to synchronize offscreen and final render (Refs #70)

This commit is contained in:
saschawillems 2016-06-05 17:49:06 +02:00
parent 3e6acbe5f7
commit c463a2905d

View file

@ -113,12 +113,14 @@ public:
int32_t width, height;
VkFramebuffer frameBuffer;
FrameBufferAttachment color, depth;
// Texture target for framebuffer blit
vkTools::VulkanTexture textureTarget;
VkSampler colorSampler;
} offScreenFrameBuf;
VkCommandBuffer offScreenCmdBuffer = VK_NULL_HANDLE;
// Semaphore used to synchronize between offscreen and final scene rendering
VkSemaphore offscreenSemaphore = VK_NULL_HANDLE;
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
{
zoom = -12.0f;
@ -133,10 +135,8 @@ public:
// Clean up used Vulkan resources
// Note : Inherited destructor cleans up resources stored in base class
// Texture target
textureLoader->destroyTexture(offScreenFrameBuf.textureTarget);
// Frame buffer
vkDestroySampler(device, offScreenFrameBuf.colorSampler, nullptr);
// Color attachment
vkDestroyImageView(device, offScreenFrameBuf.color.view, nullptr);
@ -170,6 +170,7 @@ public:
vkTools::destroyUniformData(device, &uniformData.fsQuad);
vkFreeCommandBuffers(device, cmdPool, 1, &offScreenCmdBuffer);
vkDestroySemaphore(device, offscreenSemaphore, nullptr);
}
// Preapre an empty texture as the blit target from
@ -251,13 +252,11 @@ public:
VulkanExampleBase::flushCommandBuffer(cmdBuffer, queue, true);
}
// Prepare a new framebuffer for offscreen rendering
// The contents of this framebuffer are then
// blitted to our render target
// Setup the offscreen framebuffer for rendering the blurred scene
// The color attachment of this framebuffer will then be used
// to sample frame in the fragment shader of the final pass
void prepareOffscreenFramebuffer()
{
VkCommandBuffer cmdBuffer = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
offScreenFrameBuf.width = FB_DIM;
offScreenFrameBuf.height = FB_DIM;
@ -279,9 +278,8 @@ 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 | VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
image.flags = 0;
// We will sample directly from the color attachment
image.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
VkMemoryAllocateInfo memAlloc = vkTools::initializers::memoryAllocateInfo();
VkMemoryRequirements memReqs;
@ -289,7 +287,6 @@ public:
VkImageViewCreateInfo colorImageView = vkTools::initializers::imageViewCreateInfo();
colorImageView.viewType = VK_IMAGE_VIEW_TYPE_2D;
colorImageView.format = fbColorFormat;
colorImageView.flags = 0;
colorImageView.subresourceRange = {};
colorImageView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
colorImageView.subresourceRange.baseMipLevel = 0;
@ -304,16 +301,37 @@ public:
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(
cmdBuffer,
offScreenFrameBuf.color.image,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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 collor 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));
// Depth stencil attachment
image.format = fbDepthFormat;
image.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
@ -337,12 +355,15 @@ public:
VK_CHECK_RESULT(vkBindImageMemory(device, offScreenFrameBuf.depth.image, offScreenFrameBuf.depth.mem, 0));
vkTools::setImageLayout(
cmdBuffer,
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);
// Submit the command buffer to apply the image memory barrier
VulkanExampleBase::flushCommandBuffer(layoutCmd, queue, true);
depthStencilView.image = offScreenFrameBuf.depth.image;
VK_CHECK_RESULT(vkCreateImageView(device, &depthStencilView, nullptr, &offScreenFrameBuf.depth.view));
@ -358,25 +379,20 @@ public:
fbufCreateInfo.height = offScreenFrameBuf.height;
fbufCreateInfo.layers = 1;
VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &offScreenFrameBuf.frameBuffer));
VulkanExampleBase::flushCommandBuffer(cmdBuffer, queue, true);
}
void createOffscreenCommandBuffer()
{
VkCommandBufferAllocateInfo cmd = vkTools::initializers::commandBufferAllocateInfo(
cmdPool,
VK_COMMAND_BUFFER_LEVEL_PRIMARY,
1);
VK_CHECK_RESULT(vkAllocateCommandBuffers(device, &cmd, &offScreenCmdBuffer));
}
// The command buffer to copy for rendering
// the offscreen scene and blitting it into
// the texture target is only build once
// and gets resubmitted
// Sets up the command buffer that renders the scene to the offscreen frame buffer
void buildOffscreenCommandBuffer()
{
if (offScreenCmdBuffer == VK_NULL_HANDLE)
{
offScreenCmdBuffer = 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));
VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();
VkClearValue clearValues[2];
@ -393,6 +409,14 @@ public:
VK_CHECK_RESULT(vkBeginCommandBuffer(offScreenCmdBuffer, &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);
VkViewport viewport = vkTools::initializers::viewport((float)offScreenFrameBuf.width, (float)offScreenFrameBuf.height, 0.0f, 1.0f);
vkCmdSetViewport(offScreenCmdBuffer, 0, 1, &viewport);
@ -408,76 +432,15 @@ public:
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);
vkCmdEndRenderPass(offScreenCmdBuffer);
// Make sure color writes to the framebuffer are finished before using it as transfer source
// 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_TRANSFER_SRC_OPTIMAL);
// Transform texture target to transfer destination
vkTools::setImageLayout(
offScreenCmdBuffer,
offScreenFrameBuf.textureTarget.image,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
// Blit offscreen color buffer to our texture target
VkImageBlit imgBlit;
imgBlit.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
imgBlit.srcSubresource.mipLevel = 0;
imgBlit.srcSubresource.baseArrayLayer = 0;
imgBlit.srcSubresource.layerCount = 1;
imgBlit.srcOffsets[0] = { 0, 0, 0 };
imgBlit.srcOffsets[1].x = offScreenFrameBuf.width;
imgBlit.srcOffsets[1].y = offScreenFrameBuf.height;
imgBlit.srcOffsets[1].z = 1;
imgBlit.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
imgBlit.dstSubresource.mipLevel = 0;
imgBlit.dstSubresource.baseArrayLayer = 0;
imgBlit.dstSubresource.layerCount = 1;
imgBlit.dstOffsets[0] = { 0, 0, 0 };
imgBlit.dstOffsets[1].x = offScreenFrameBuf.textureTarget.width;
imgBlit.dstOffsets[1].y = offScreenFrameBuf.textureTarget.height;
imgBlit.dstOffsets[1].z = 1;
// Blit from framebuffer image to texture image
// vkCmdBlitImage does scaling and (if necessary and possible) also does format conversions
vkCmdBlitImage(
offScreenCmdBuffer,
offScreenFrameBuf.color.image,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
offScreenFrameBuf.textureTarget.image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
1,
&imgBlit,
VK_FILTER_LINEAR
);
// Transform framebuffer color attachment back
vkTools::setImageLayout(
offScreenCmdBuffer,
offScreenFrameBuf.color.image,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
// Transform texture target back to shader read
// Makes sure that writes to the texture are finished before
// it's accessed in the shader
vkTools::setImageLayout(
offScreenCmdBuffer,
offScreenFrameBuf.textureTarget.image,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
VK_CHECK_RESULT(vkEndCommandBuffer(offScreenCmdBuffer));
@ -712,11 +675,11 @@ public:
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.quad));
// Image descriptor for the color map texture
// Image descriptor for the offscreen color attachment image
VkDescriptorImageInfo texDescriptor =
vkTools::initializers::descriptorImageInfo(
offScreenFrameBuf.textureTarget.sampler,
offScreenFrameBuf.textureTarget.view,
offScreenFrameBuf.colorSampler,
offScreenFrameBuf.color.view,
VK_IMAGE_LAYOUT_GENERAL);
std::vector<VkWriteDescriptorSet> writeDescriptorSets =
@ -908,7 +871,7 @@ public:
glm::mat4 viewMatrix = glm::translate(glm::mat4(), glm::vec3(0.0f, 0.0f, zoom));
uboQuadVS.model = glm::mat4();
uboQuadVS.model = viewMatrix * glm::translate(uboQuadVS.model, glm::vec3(0, 0, 0));
uboQuadVS.model = viewMatrix * glm::translate(uboQuadVS.model, cameraPos);
uboQuadVS.model = glm::rotate(uboQuadVS.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
uboQuadVS.model = glm::rotate(uboQuadVS.model, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
uboQuadVS.model = glm::rotate(uboQuadVS.model, glm::radians(timer * 360.0f), glm::vec3(0.0f, 1.0f, 0.0f));
@ -942,18 +905,38 @@ public:
{
VulkanExampleBase::prepareFrame();
// Gather command buffers to be sumitted to the queue
std::vector<VkCommandBuffer> submitCmdBuffers;
// Submit offscreen rendering command buffer
// todo : use event to ensure that offscreen result is finished bfore render command buffer is started
if (blur)
{
submitCmdBuffers.push_back(offScreenCmdBuffer);
}
submitCmdBuffers.push_back(drawCmdBuffers[currentBuffer]);
submitInfo.commandBufferCount = submitCmdBuffers.size();
submitInfo.pCommandBuffers = submitCmdBuffers.data();
// The scene render command buffer has to wait for the offscreen
// rendering to be finished before we can use the framebuffer
// color image for sampling during final rendering
// To ensure this we use a dedicated offscreen synchronization
// semaphore that will be signaled when offscreen renderin
// has been finished
// This is necessary as an implementation may start both
// command buffers at the same time, there is no guarantee
// that command buffers will be executed in the order they
// have been submitted by the application
// Offscreen rendering
// Wait for swap chain presentation to finish
submitInfo.pWaitSemaphores = &semaphores.presentComplete;
// Signal ready with offscreen semaphore
submitInfo.pSignalSemaphores = &offscreenSemaphore;
// Submit work
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &offScreenCmdBuffer;
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
// Scene rendering
// Wait for offscreen semaphore
submitInfo.pWaitSemaphores = &offscreenSemaphore;
// Signal ready with render complete semaphpre
submitInfo.pSignalSemaphores = &semaphores.renderComplete;
// Submit work
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
VulkanExampleBase::submitFrame();
@ -964,15 +947,13 @@ public:
VulkanExampleBase::prepare();
generateQuad();
loadMeshes();
prepareOffscreenFramebuffer();
setupVertexDescriptions();
prepareUniformBuffers();
prepareTextureTarget(&offScreenFrameBuf.textureTarget, TEX_DIM, TEX_DIM, TEX_FORMAT);
setupDescriptorSetLayout();
preparePipelines();
setupDescriptorPool();
setupDescriptorSet();
createOffscreenCommandBuffer();
prepareOffscreenFramebuffer();
buildCommandBuffers();
buildOffscreenCommandBuffer();
prepared = true;