Fold layout transitions into subpass (Refs #155), refactoring of offscreen render pass

This commit is contained in:
saschawillems 2016-08-13 15:41:36 +02:00
parent 7918e0c435
commit cb5bd093ec
6 changed files with 188 additions and 331 deletions

View file

@ -10,7 +10,6 @@ layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
vec4 glowColor;
} ubo;
layout (location = 0) out vec3 outColor;
@ -22,8 +21,6 @@ out gl_PerVertex
void main()
{
{
outColor = inColor;
}
outColor = inColor;
gl_Position = ubo.projection * ubo.model * inPos;
}

View file

@ -7,8 +7,6 @@ layout (binding = 1) uniform sampler2D samplerColor;
layout (binding = 2) uniform UBO
{
int texWidth;
int texHeight;
float radialBlurScale;
float radialBlurStrength;
vec2 radialOrigin;
@ -20,7 +18,8 @@ layout (location = 0) out vec4 outFragColor;
void main()
{
vec2 radialSize = vec2(1.0 / ubo.texWidth, 1.0 / ubo.texHeight);
ivec2 texDim = textureSize(samplerColor, 0);
vec2 radialSize = vec2(1.0 / texDim.s, 1.0 / texDim.t);
vec2 UV = inUV;

View file

@ -356,10 +356,12 @@ public:
{
offscreenPass.commandBuffer = 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, &offscreenPass.semaphore));
if (offscreenPass.semaphore == VK_NULL_HANDLE)
{
// Create a semaphore used to synchronize offscreen rendering and usage
VkSemaphoreCreateInfo semaphoreCreateInfo = vkTools::initializers::semaphoreCreateInfo();
VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &offscreenPass.semaphore));
}
VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();
@ -805,7 +807,6 @@ public:
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.shaded));
// Offscreen
// Flip culling
rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT;
pipelineCreateInfo.renderPass = offscreenPass.renderPass;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.shadedOffscreen));

View file

@ -23,13 +23,8 @@
#define VERTEX_BUFFER_BIND_ID 0
#define ENABLE_VALIDATION false
// Texture properties
#define TEX_DIM 128
#define TEX_FORMAT VK_FORMAT_R8G8B8A8_UNORM
#define TEX_FILTER VK_FILTER_LINEAR;
// Offscreen frame buffer properties
#define FB_DIM TEX_DIM
#define FB_DIM 512
#define FB_COLOR_FORMAT VK_FORMAT_R8G8B8A8_UNORM
// Vertex layout for this example
@ -75,8 +70,6 @@ public:
} uboQuadVS;
struct {
int32_t texWidth = TEX_DIM;
int32_t texHeight = TEX_DIM;
float radialBlurScale = 0.25f;
float radialBlurStrength = 0.75f;
glm::vec2 radialOrigin = glm::vec2(0.5f, 0.5f);
@ -109,21 +102,21 @@ public:
VkDeviceMemory mem;
VkImageView view;
};
struct FrameBuffer {
struct OffscreenPass {
int32_t width, height;
VkFramebuffer frameBuffer;
VkFramebuffer frameBuffer;
FrameBufferAttachment color, depth;
VkSampler colorSampler;
} offScreenFrameBuf;
VkCommandBuffer offScreenCmdBuffer = VK_NULL_HANDLE;
// Semaphore used to synchronize between offscreen and final scene rendering
VkSemaphore offscreenSemaphore = VK_NULL_HANDLE;
VkRenderPass renderPass;
VkSampler sampler;
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)
{
zoom = -12.0f;
zoom = -10.0f;
rotation = { -16.25f, -28.75f, 0.0f };
timerSpeed *= 0.5f;
enableTextOverlay = true;
@ -136,19 +129,20 @@ public:
// Note : Inherited destructor cleans up resources stored in base class
// Frame buffer
vkDestroySampler(device, offScreenFrameBuf.colorSampler, nullptr);
// Color attachment
vkDestroyImageView(device, offScreenFrameBuf.color.view, nullptr);
vkDestroyImage(device, offScreenFrameBuf.color.image, nullptr);
vkFreeMemory(device, offScreenFrameBuf.color.mem, nullptr);
vkDestroyImageView(device, offscreenPass.color.view, nullptr);
vkDestroyImage(device, offscreenPass.color.image, nullptr);
vkFreeMemory(device, offscreenPass.color.mem, nullptr);
// Depth attachment
vkDestroyImageView(device, offScreenFrameBuf.depth.view, nullptr);
vkDestroyImage(device, offScreenFrameBuf.depth.image, nullptr);
vkFreeMemory(device, offScreenFrameBuf.depth.mem, nullptr);
vkDestroyImageView(device, offscreenPass.depth.view, nullptr);
vkDestroyImage(device, offscreenPass.depth.image, nullptr);
vkFreeMemory(device, offscreenPass.depth.mem, nullptr);
vkDestroyFramebuffer(device, offScreenFrameBuf.frameBuffer, nullptr);
vkDestroyRenderPass(device, offscreenPass.renderPass, nullptr);
vkDestroySampler(device, offscreenPass.sampler, nullptr);
vkDestroyFramebuffer(device, offscreenPass.frameBuffer, nullptr);
vkDestroyPipeline(device, pipelines.radialBlur, nullptr);
vkDestroyPipeline(device, pipelines.phongPass, nullptr);
@ -169,98 +163,16 @@ public:
vkTools::destroyUniformData(device, &uniformData.vsQuad);
vkTools::destroyUniformData(device, &uniformData.fsQuad);
vkFreeCommandBuffers(device, cmdPool, 1, &offScreenCmdBuffer);
vkDestroySemaphore(device, offscreenSemaphore, nullptr);
}
// Preapre an empty texture as the blit target from
// the offscreen framebuffer
void prepareTextureTarget(vkTools::VulkanTexture *tex, uint32_t width, uint32_t height, VkFormat format)
{
VkCommandBuffer cmdBuffer = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
VkFormatProperties formatProperties;
// Get device properites for the requested texture format
vkGetPhysicalDeviceFormatProperties(physicalDevice, format, &formatProperties);
// Check if blit destination is supported for the requested format
// Only try for optimal tiling, linear tiling usually won't support blit as destination anyway
assert(formatProperties.optimalTilingFeatures & VK_FORMAT_FEATURE_BLIT_DST_BIT);
// Prepare blit target texture
tex->width = width;
tex->height = height;
VkImageCreateInfo imageCreateInfo = vkTools::initializers::imageCreateInfo();
imageCreateInfo.imageType = VK_IMAGE_TYPE_2D;
imageCreateInfo.format = format;
imageCreateInfo.extent = { width, height, 1 };
imageCreateInfo.mipLevels = 1;
imageCreateInfo.arrayLayers = 1;
imageCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
imageCreateInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
imageCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
imageCreateInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
// Texture will be sampled in a shader and is also the blit destination
imageCreateInfo.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
VkMemoryAllocateInfo memAllocInfo = vkTools::initializers::memoryAllocateInfo();
VkMemoryRequirements memReqs;
VK_CHECK_RESULT(vkCreateImage(device, &imageCreateInfo, nullptr, &tex->image));
vkGetImageMemoryRequirements(device, tex->image, &memReqs);
memAllocInfo.allocationSize = memReqs.size;
memAllocInfo.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
VK_CHECK_RESULT(vkAllocateMemory(device, &memAllocInfo, nullptr, &(tex->deviceMemory)));
VK_CHECK_RESULT(vkBindImageMemory(device, tex->image, tex->deviceMemory, 0));
// Transform image layout to transfer destination
tex->imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
vkTools::setImageLayout(
cmdBuffer,
tex->image,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_UNDEFINED,
tex->imageLayout);
// Create sampler
VkSamplerCreateInfo sampler = vkTools::initializers::samplerCreateInfo();
sampler.magFilter = TEX_FILTER;
sampler.minFilter = TEX_FILTER;
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.compareOp = VK_COMPARE_OP_NEVER;
sampler.minLod = 0.0f;
sampler.maxLod = 0.0f;
sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &tex->sampler));
// Create image view
VkImageViewCreateInfo view = vkTools::initializers::imageViewCreateInfo();
view.image = VK_NULL_HANDLE;
view.viewType = VK_IMAGE_VIEW_TYPE_2D;
view.format = format;
view.components = { VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_A };
view.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
view.image = tex->image;
VK_CHECK_RESULT(vkCreateImageView(device, &view, nullptr, &tex->view));
VulkanExampleBase::flushCommandBuffer(cmdBuffer, queue, true);
vkFreeCommandBuffers(device, cmdPool, 1, &offscreenPass.commandBuffer);
vkDestroySemaphore(device, offscreenPass.semaphore, nullptr);
}
// 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()
// The color attachment of this framebuffer will then be used to sample frame in the fragment shader of the final pass
void prepareOffscreen()
{
offScreenFrameBuf.width = FB_DIM;
offScreenFrameBuf.height = FB_DIM;
VkFormat fbColorFormat = FB_COLOR_FORMAT;
offscreenPass.width = FB_DIM;
offscreenPass.height = FB_DIM;
// Find a suitable depth format
VkFormat fbDepthFormat;
@ -270,9 +182,9 @@ public:
// Color attachment
VkImageCreateInfo image = vkTools::initializers::imageCreateInfo();
image.imageType = VK_IMAGE_TYPE_2D;
image.format = fbColorFormat;
image.extent.width = offScreenFrameBuf.width;
image.extent.height = offScreenFrameBuf.height;
image.format = FB_COLOR_FORMAT;
image.extent.width = offscreenPass.width;
image.extent.height = offscreenPass.height;
image.extent.depth = 1;
image.mipLevels = 1;
image.arrayLayers = 1;
@ -284,58 +196,51 @@ public:
VkMemoryAllocateInfo memAlloc = vkTools::initializers::memoryAllocateInfo();
VkMemoryRequirements memReqs;
VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &offscreenPass.color.image));
vkGetImageMemoryRequirements(device, offscreenPass.color.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));
VkImageViewCreateInfo colorImageView = vkTools::initializers::imageViewCreateInfo();
colorImageView.viewType = VK_IMAGE_VIEW_TYPE_2D;
colorImageView.format = fbColorFormat;
colorImageView.format = FB_COLOR_FORMAT;
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;
colorImageView.image = offscreenPass.color.image;
VK_CHECK_RESULT(vkCreateImageView(device, &colorImageView, nullptr, &offscreenPass.color.view));
VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &offScreenFrameBuf.color.image));
vkGetImageMemoryRequirements(device, offScreenFrameBuf.color.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, &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(
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));
// Create sampler to sample from the attachment in the fragment shader
VkSamplerCreateInfo samplerInfo = vkTools::initializers::samplerCreateInfo();
samplerInfo.magFilter = VK_FILTER_LINEAR;
samplerInfo.minFilter = VK_FILTER_LINEAR;
samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
samplerInfo.addressModeV = samplerInfo.addressModeU;
samplerInfo.addressModeW = samplerInfo.addressModeU;
samplerInfo.mipLodBias = 0.0f;
samplerInfo.maxAnisotropy = 0;
samplerInfo.minLod = 0.0f;
samplerInfo.maxLod = 1.0f;
samplerInfo.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
VK_CHECK_RESULT(vkCreateSampler(device, &samplerInfo, nullptr, &offscreenPass.sampler));
// Depth stencil attachment
image.format = fbDepthFormat;
image.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
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));
VkImageViewCreateInfo depthStencilView = vkTools::initializers::imageViewCreateInfo();
depthStencilView.viewType = VK_IMAGE_VIEW_TYPE_2D;
depthStencilView.format = fbDepthFormat;
@ -346,52 +251,103 @@ public:
depthStencilView.subresourceRange.levelCount = 1;
depthStencilView.subresourceRange.baseArrayLayer = 0;
depthStencilView.subresourceRange.layerCount = 1;
depthStencilView.image = offscreenPass.depth.image;
VK_CHECK_RESULT(vkCreateImageView(device, &depthStencilView, nullptr, &offscreenPass.depth.view));
VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &offScreenFrameBuf.depth.image));
vkGetImageMemoryRequirements(device, offScreenFrameBuf.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, &offScreenFrameBuf.depth.mem));
VK_CHECK_RESULT(vkBindImageMemory(device, offScreenFrameBuf.depth.image, offScreenFrameBuf.depth.mem, 0));
// Create a separate render pass for the offscreen rendering as it may differ from the one used for scene rendering
vkTools::setImageLayout(
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);
std::array<VkAttachmentDescription, 2> attchmentDescriptions = {};
// Color attachment
attchmentDescriptions[0].format = FB_COLOR_FORMAT;
attchmentDescriptions[0].samples = VK_SAMPLE_COUNT_1_BIT;
attchmentDescriptions[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attchmentDescriptions[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attchmentDescriptions[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attchmentDescriptions[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attchmentDescriptions[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attchmentDescriptions[0].finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
// Depth attachment
attchmentDescriptions[1].format = fbDepthFormat;
attchmentDescriptions[1].samples = VK_SAMPLE_COUNT_1_BIT;
attchmentDescriptions[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attchmentDescriptions[1].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attchmentDescriptions[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attchmentDescriptions[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attchmentDescriptions[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attchmentDescriptions[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
// Submit the command buffer to apply the image memory barrier
VulkanExampleBase::flushCommandBuffer(layoutCmd, queue, true);
VkAttachmentReference colorReference = { 0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL };
VkAttachmentReference depthReference = { 1, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL };
depthStencilView.image = offScreenFrameBuf.depth.image;
VK_CHECK_RESULT(vkCreateImageView(device, &depthStencilView, nullptr, &offScreenFrameBuf.depth.view));
VkSubpassDescription subpassDescription = {};
subpassDescription.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpassDescription.colorAttachmentCount = 1;
subpassDescription.pColorAttachments = &colorReference;
subpassDescription.pDepthStencilAttachment = &depthReference;
// Use subpass dependencies for layout transitions
std::array<VkSubpassDependency, 2> dependencies;
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_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].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].dstAccessMask = VK_ACCESS_MEMORY_READ_BIT;
dependencies[1].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
// Create the actual renderpass
VkRenderPassCreateInfo renderPassInfo = {};
renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
renderPassInfo.attachmentCount = static_cast<uint32_t>(attchmentDescriptions.size());
renderPassInfo.pAttachments = attchmentDescriptions.data();
renderPassInfo.subpassCount = 1;
renderPassInfo.pSubpasses = &subpassDescription;
renderPassInfo.dependencyCount = static_cast<uint32_t>(dependencies.size());
renderPassInfo.pDependencies = dependencies.data();
VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassInfo, nullptr, &offscreenPass.renderPass));
VkImageView attachments[2];
attachments[0] = offScreenFrameBuf.color.view;
attachments[1] = offScreenFrameBuf.depth.view;
attachments[0] = offscreenPass.color.view;
attachments[1] = offscreenPass.depth.view;
VkFramebufferCreateInfo fbufCreateInfo = vkTools::initializers::framebufferCreateInfo();
fbufCreateInfo.renderPass = renderPass;
fbufCreateInfo.renderPass = offscreenPass.renderPass;
fbufCreateInfo.attachmentCount = 2;
fbufCreateInfo.pAttachments = attachments;
fbufCreateInfo.width = offScreenFrameBuf.width;
fbufCreateInfo.height = offScreenFrameBuf.height;
fbufCreateInfo.width = offscreenPass.width;
fbufCreateInfo.height = offscreenPass.height;
fbufCreateInfo.layers = 1;
VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &offScreenFrameBuf.frameBuffer));
VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &offscreenPass.frameBuffer));
// Fill a descriptor for later use in a descriptor set
offscreenPass.descriptor.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
offscreenPass.descriptor.imageView = offscreenPass.color.view;
offscreenPass.descriptor.sampler = offscreenPass.sampler;
}
// Sets up the command buffer that renders the scene to the offscreen frame buffer
void buildOffscreenCommandBuffer()
{
if (offScreenCmdBuffer == VK_NULL_HANDLE)
if (offscreenPass.commandBuffer == VK_NULL_HANDLE)
{
offScreenCmdBuffer = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, false);
offscreenPass.commandBuffer = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, false);
}
if (offscreenPass.semaphore == VK_NULL_HANDLE)
{
VkSemaphoreCreateInfo semaphoreCreateInfo = vkTools::initializers::semaphoreCreateInfo();
VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &offscreenPass.semaphore));
}
// 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();
@ -400,50 +356,34 @@ public:
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vkTools::initializers::renderPassBeginInfo();
renderPassBeginInfo.renderPass = renderPass;
renderPassBeginInfo.framebuffer = offScreenFrameBuf.frameBuffer;
renderPassBeginInfo.renderArea.extent.width = offScreenFrameBuf.width;
renderPassBeginInfo.renderArea.extent.height = offScreenFrameBuf.height;
renderPassBeginInfo.renderPass = offscreenPass.renderPass;
renderPassBeginInfo.framebuffer = offscreenPass.frameBuffer;
renderPassBeginInfo.renderArea.extent.width = offscreenPass.width;
renderPassBeginInfo.renderArea.extent.height = offscreenPass.height;
renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearValues;
VK_CHECK_RESULT(vkBeginCommandBuffer(offScreenCmdBuffer, &cmdBufInfo));
VK_CHECK_RESULT(vkBeginCommandBuffer(offscreenPass.commandBuffer, &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)offscreenPass.width, (float)offscreenPass.height, 0.0f, 1.0f);
vkCmdSetViewport(offscreenPass.commandBuffer, 0, 1, &viewport);
VkViewport viewport = vkTools::initializers::viewport((float)offScreenFrameBuf.width, (float)offScreenFrameBuf.height, 0.0f, 1.0f);
vkCmdSetViewport(offScreenCmdBuffer, 0, 1, &viewport);
VkRect2D scissor = vkTools::initializers::rect2D(offscreenPass.width, offscreenPass.height, 0, 0);
vkCmdSetScissor(offscreenPass.commandBuffer, 0, 1, &scissor);
VkRect2D scissor = vkTools::initializers::rect2D(offScreenFrameBuf.width, offScreenFrameBuf.height, 0, 0);
vkCmdSetScissor(offScreenCmdBuffer, 0, 1, &scissor);
vkCmdBeginRenderPass(offscreenPass.commandBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
vkCmdBeginRenderPass(offScreenCmdBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
vkCmdBindDescriptorSets(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.scene, 0, 1, &descriptorSets.scene, 0, NULL);
vkCmdBindPipeline(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.colorPass);
vkCmdBindDescriptorSets(offscreenPass.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.scene, 0, 1, &descriptorSets.scene, 0, NULL);
vkCmdBindPipeline(offscreenPass.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.colorPass);
VkDeviceSize offsets[1] = { 0 };
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);
vkCmdBindVertexBuffers(offscreenPass.commandBuffer, VERTEX_BUFFER_BIND_ID, 1, &meshes.example.vertices.buf, offsets);
vkCmdBindIndexBuffer(offscreenPass.commandBuffer, meshes.example.indices.buf, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(offscreenPass.commandBuffer, meshes.example.indexCount, 1, 0, 0, 0);
vkCmdEndRenderPass(offScreenCmdBuffer);
vkCmdEndRenderPass(offscreenPass.commandBuffer);
// 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_SHADER_READ_ONLY_OPTIMAL);
VK_CHECK_RESULT(vkEndCommandBuffer(offScreenCmdBuffer));
VK_CHECK_RESULT(vkEndCommandBuffer(offscreenPass.commandBuffer));
}
void reBuildCommandBuffers()
@ -514,7 +454,7 @@ public:
}
}
void loadMeshes()
void loadAssets()
{
loadMesh(getAssetPath() + "models/glowsphere.dae", &meshes.example, vertexLayout, 0.05f);
}
@ -675,13 +615,6 @@ public:
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.quad));
// Image descriptor for the offscreen color attachment image
VkDescriptorImageInfo texDescriptor =
vkTools::initializers::descriptorImageInfo(
offScreenFrameBuf.colorSampler,
offScreenFrameBuf.color.view,
VK_IMAGE_LAYOUT_GENERAL);
std::vector<VkWriteDescriptorSet> writeDescriptorSets =
{
// Binding 0 : Vertex shader uniform buffer
@ -695,7 +628,7 @@ public:
descriptorSets.quad,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
1,
&texDescriptor),
&offscreenPass.descriptor),
// Binding 2 : Fragment shader uniform buffer
vkTools::initializers::writeDescriptorSet(
descriptorSets.quad,
@ -803,7 +736,6 @@ public:
blendAttachmentState.alphaBlendOp = VK_BLEND_OP_ADD;
blendAttachmentState.srcAlphaBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
blendAttachmentState.dstAlphaBlendFactor = VK_BLEND_FACTOR_DST_ALPHA;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.radialBlur));
// No blending (for debug display)
@ -813,17 +745,16 @@ public:
// Phong pass
shaderStages[0] = loadShader(getAssetPath() + "shaders/radialblur/phongpass.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/radialblur/phongpass.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
pipelineCreateInfo.layout = pipelineLayouts.scene;
blendAttachmentState.blendEnable = VK_FALSE;
depthStencilState.depthWriteEnable = VK_TRUE;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.phongPass));
// Color only pass (offscreen blur base)
shaderStages[0] = loadShader(getAssetPath() + "shaders/radialblur/colorpass.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/radialblur/colorpass.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
pipelineCreateInfo.renderPass = offscreenPass.renderPass;
pipelineCreateInfo.layout = pipelineLayouts.radialBlur;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.colorPass));
}
@ -905,33 +836,22 @@ public:
{
VulkanExampleBase::prepareFrame();
// 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;
submitInfo.pSignalSemaphores = &offscreenPass.semaphore;
// Submit work
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &offScreenCmdBuffer;
submitInfo.pCommandBuffers = &offscreenPass.commandBuffer;
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
// Scene rendering
// Wait for offscreen semaphore
submitInfo.pWaitSemaphores = &offscreenSemaphore;
submitInfo.pWaitSemaphores = &offscreenPass.semaphore;
// Signal ready with render complete semaphpre
submitInfo.pSignalSemaphores = &semaphores.renderComplete;
@ -945,9 +865,9 @@ public:
void prepare()
{
VulkanExampleBase::prepare();
loadAssets();
generateQuad();
loadMeshes();
prepareOffscreenFramebuffer();
prepareOffscreen();
setupVertexDescriptions();
prepareUniformBuffers();
setupDescriptorSetLayout();
@ -976,6 +896,19 @@ public:
updateUniformBuffersScreen();
}
void toggleBlur()
{
blur = !blur;
updateUniformBuffersScene();
reBuildCommandBuffers();
}
void toggleTextureDisplay()
{
displayTexture = !displayTexture;
reBuildCommandBuffers();
}
virtual void keyPressed(uint32_t keyCode)
{
switch (keyCode)
@ -1001,79 +934,6 @@ public:
textOverlay->addText("Press \"T\" to display offscreen texture", 5.0f, 105.0f, VulkanTextOverlay::alignLeft);
#endif
}
void toggleBlur()
{
blur = !blur;
updateUniformBuffersScene();
reBuildCommandBuffers();
}
void toggleTextureDisplay()
{
displayTexture = !displayTexture;
reBuildCommandBuffers();
}
};
VulkanExample *vulkanExample;
#if defined(_WIN32)
LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
if (vulkanExample != NULL)
{
vulkanExample->handleMessages(hWnd, uMsg, wParam, lParam);
}
return (DefWindowProc(hWnd, uMsg, wParam, lParam));
}
#elif defined(__linux__) && !defined(__ANDROID__)
static void handleEvent(const xcb_generic_event_t *event)
{
if (vulkanExample != NULL)
{
vulkanExample->handleEvent(event);
}
}
#endif
// Main entry point
#if defined(_WIN32)
// Windows entry point
int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine, int nCmdShow)
#elif defined(__ANDROID__)
// Android entry point
void android_main(android_app* state)
#elif defined(__linux__)
// Linux entry point
int main(const int argc, const char *argv[])
#endif
{
#if defined(__ANDROID__)
// Removing this may cause the compiler to omit the main entry point
// which would make the application crash at start
app_dummy();
#endif
vulkanExample = new VulkanExample();
#if defined(_WIN32)
vulkanExample->setupWindow(hInstance, WndProc);
#elif defined(__ANDROID__)
// Attach vulkan example to global android application state
state->userData = vulkanExample;
state->onAppCmd = VulkanExample::handleAppCommand;
state->onInputEvent = VulkanExample::handleAppInput;
vulkanExample->androidApp = state;
#elif defined(__linux__)
vulkanExample->setupWindow();
#endif
#if !defined(__ANDROID__)
vulkanExample->initSwapchain();
vulkanExample->prepare();
#endif
vulkanExample->renderLoop();
delete(vulkanExample);
#if !defined(__ANDROID__)
return 0;
#endif
}
VULKAN_EXAMPLE_MAIN()