Use additional semaphore to synchronize between offscreen rendering and offscreen target usage in final render pass (Refs #70), set attachment flags to zero (Validation warning)
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1 changed files with 40 additions and 20 deletions
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@ -135,6 +135,9 @@ public:
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} offScreenFrameBuf;
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} offScreenFrameBuf;
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VkCommandBuffer offScreenCmdBuffer = VK_NULL_HANDLE;
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VkCommandBuffer offScreenCmdBuffer = VK_NULL_HANDLE;
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// Semaphore used to synchronize offscreen rendering before using it's texture target for sampling
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VkSemaphore offscreenSemaphore = VK_NULL_HANDLE;
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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{
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@ -186,6 +189,7 @@ public:
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vkTools::destroyUniformData(device, &uniformDataOffscreenVS);
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vkTools::destroyUniformData(device, &uniformDataOffscreenVS);
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vkFreeCommandBuffers(device, cmdPool, 1, &offScreenCmdBuffer);
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vkFreeCommandBuffers(device, cmdPool, 1, &offScreenCmdBuffer);
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vkDestroySemaphore(device, offscreenSemaphore, nullptr);
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}
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}
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// Preapre an empty texture as the blit target from
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// Preapre an empty texture as the blit target from
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@ -286,6 +290,7 @@ public:
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attDesc[0].stencilStoreOp = VK_ATTACHMENT_STORE_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_COLOR_ATTACHMENT_OPTIMAL;
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attDesc[0].initialLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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attDesc[0].finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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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].format = DEPTH_FORMAT;
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attDesc[1].samples = VK_SAMPLE_COUNT_1_BIT;
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attDesc[1].samples = VK_SAMPLE_COUNT_1_BIT;
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@ -299,6 +304,7 @@ public:
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attDesc[1].stencilStoreOp = VK_ATTACHMENT_STORE_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_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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attDesc[1].initialLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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attDesc[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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attDesc[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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attDesc[1].flags = VK_FLAGS_NONE;
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VkAttachmentReference colorReference = {};
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VkAttachmentReference colorReference = {};
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colorReference.attachment = 0;
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colorReference.attachment = 0;
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@ -459,6 +465,10 @@ public:
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assert(!vkRes);
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assert(!vkRes);
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}
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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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VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();
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VkClearValue clearValues[2];
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VkClearValue clearValues[2];
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@ -582,33 +592,43 @@ public:
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void draw()
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void draw()
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{
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{
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VkResult err;
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// Get next image in the swap chain (back/front buffer)
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// Get next image in the swap chain (back/front buffer)
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err = swapChain.acquireNextImage(semaphores.presentComplete, ¤tBuffer);
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VK_CHECK_RESULT(swapChain.acquireNextImage(semaphores.presentComplete, ¤tBuffer));
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assert(!err);
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submitPostPresentBarrier(swapChain.buffers[currentBuffer].image);
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submitPostPresentBarrier(swapChain.buffers[currentBuffer].image);
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// Gather command buffers to be sumitted to the queue
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// Submit offscreen command buffer for rendering depth buffer from light's pov
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std::vector<VkCommandBuffer> submitCmdBuffers = {
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offScreenCmdBuffer,
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// Wait for swap chain presentation to finish
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drawCmdBuffers[currentBuffer],
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submitInfo.waitSemaphoreCount = 1;
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};
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submitInfo.pWaitSemaphores = &semaphores.presentComplete;
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submitInfo.commandBufferCount = submitCmdBuffers.size();
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// Signal ready with offscreen semaphore
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submitInfo.pCommandBuffers = submitCmdBuffers.data();
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submitInfo.signalSemaphoreCount = 1;
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submitInfo.pSignalSemaphores = &offscreenSemaphore;
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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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// Submit current render command buffer
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submitInfo.commandBufferCount = 1;
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submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
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// Wait for offscreen semaphore
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submitInfo.waitSemaphoreCount = 1;
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submitInfo.pWaitSemaphores = &offscreenSemaphore;
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// Signal ready with render complete semaphpre
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submitInfo.signalSemaphoreCount = 1;
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submitInfo.pSignalSemaphores = &semaphores.renderComplete;
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// Submit to queue
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// Submit to queue
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err = vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE);
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VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
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assert(!err);
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submitPrePresentBarrier(swapChain.buffers[currentBuffer].image);
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submitPrePresentBarrier(swapChain.buffers[currentBuffer].image);
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err = swapChain.queuePresent(queue, currentBuffer, semaphores.renderComplete);
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VK_CHECK_RESULT(swapChain.queuePresent(queue, currentBuffer, semaphores.renderComplete));
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assert(!err);
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err = vkQueueWaitIdle(queue);
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assert(!err);
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}
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}
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void loadMeshes()
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void loadMeshes()
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@ -1135,11 +1155,10 @@ public:
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{
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{
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if (!prepared)
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if (!prepared)
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return;
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return;
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vkDeviceWaitIdle(device);
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draw();
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draw();
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vkDeviceWaitIdle(device);
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if (!paused)
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if (!paused)
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{
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{
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vkDeviceWaitIdle(device);
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updateLight();
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updateLight();
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updateUniformBufferOffscreen();
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updateUniformBufferOffscreen();
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updateUniformBuffers();
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updateUniformBuffers();
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@ -1148,6 +1167,7 @@ public:
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virtual void viewChanged()
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virtual void viewChanged()
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{
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{
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vkDeviceWaitIdle(device);
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updateUniformBufferOffscreen();
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updateUniformBufferOffscreen();
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updateUniformBuffers();
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updateUniformBuffers();
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}
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}
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