Additional semaphore to synchronize offscreen and final render (Refs #70)
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1 changed files with 57 additions and 27 deletions
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@ -119,12 +119,17 @@ 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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glm::vec3 meshPos = glm::vec3(0.0f, -1.5f, 0.0f);
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glm::vec3 meshRot = glm::vec3(0.0f);
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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zoom = -6.5f;
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rotation = { -11.25f, 45.0f, 0.0f };
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zoom = -6.0f;
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rotation = { -2.5f, 0.0f, 0.0f };
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cameraPos = { 0.0f, 1.0f, 0.0f };
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timerSpeed *= 0.25f;
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enableTextOverlay = true;
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title = "Vulkan Example - Offscreen rendering";
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@ -176,6 +181,7 @@ public:
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vkTools::destroyUniformData(device, &uniformData.vsDebugQuad);
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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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// Preapre an empty texture as the blit target from
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@ -374,21 +380,18 @@ public:
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VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &offScreenFrameBuf.frameBuffer));
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}
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void createOffscreenCommandBuffer()
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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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}
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// The command buffer to copy for rendering
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// the offscreen scene and blitting it into
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// the texture target is only build once
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// and gets resubmitted
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// Sets up the command buffer that renders the scene to the offscreen frame buffer
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void buildOffscreenCommandBuffer()
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{
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if (offScreenCmdBuffer == VK_NULL_HANDLE)
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{
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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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VkClearValue clearValues[2];
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@ -983,7 +986,7 @@ public:
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ubos.vsShared.model = viewMatrix * glm::translate(glm::mat4(), cameraPos);
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ubos.vsShared.model = glm::rotate(ubos.vsShared.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
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ubos.vsShared.model = glm::rotate(ubos.vsShared.model, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
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ubos.vsShared.model = glm::rotate(ubos.vsShared.model, glm::radians(rotation.y + meshRot.y), glm::vec3(0.0f, 1.0f, 0.0f));
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ubos.vsShared.model = glm::rotate(ubos.vsShared.model, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
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ubos.vsShared.model = glm::translate(ubos.vsShared.model, meshPos);
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@ -1019,7 +1022,7 @@ public:
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ubos.vsShared.model = viewMatrix * glm::translate(glm::mat4(), cameraPos);
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ubos.vsShared.model = glm::rotate(ubos.vsShared.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
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ubos.vsShared.model = glm::rotate(ubos.vsShared.model, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
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ubos.vsShared.model = glm::rotate(ubos.vsShared.model, glm::radians(rotation.y + meshRot.y), glm::vec3(0.0f, 1.0f, 0.0f));
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ubos.vsShared.model = glm::rotate(ubos.vsShared.model, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
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ubos.vsShared.model = glm::scale(ubos.vsShared.model, glm::vec3(1.0f, -1.0f, 1.0f));
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@ -1035,16 +1038,38 @@ 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 commnad 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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@ -1063,7 +1088,6 @@ public:
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preparePipelines();
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setupDescriptorPool();
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setupDescriptorSet();
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createOffscreenCommandBuffer();
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prepareOffscreenFramebuffer();
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buildCommandBuffers();
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buildOffscreenCommandBuffer();
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@ -1075,6 +1099,12 @@ public:
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if (!prepared)
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return;
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draw();
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if (!paused)
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{
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meshRot.y += frameTimer * 10.0f;
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updateUniformBuffers();
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updateUniformBufferOffscreen();
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}
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}
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virtual void viewChanged()
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