Fold layout transitions into subpass (Refs #155), refactoring of offscreen render pass
This commit is contained in:
parent
78736527ee
commit
f60e5d25fd
1 changed files with 109 additions and 194 deletions
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@ -127,18 +127,17 @@ public:
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VkDeviceMemory mem;
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VkImageView view;
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};
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struct FrameBuffer {
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struct OffscreenPass {
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int32_t width, height;
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VkFramebuffer frameBuffer;
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FrameBufferAttachment color, depth;
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VkRenderPass renderPass;
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VkSampler depthSampler;
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} offScreenFrameBuf;
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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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VkDescriptorImageInfo descriptor;
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VkCommandBuffer commandBuffer = VK_NULL_HANDLE;
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// Semaphore used to synchronize between offscreen and final scene render pass
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VkSemaphore semaphore = VK_NULL_HANDLE;
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} offscreenPass;
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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@ -155,21 +154,21 @@ public:
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// Note : Inherited destructor cleans up resources stored in base class
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// Frame buffer
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vkDestroySampler(device, offScreenFrameBuf.depthSampler, nullptr);
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vkDestroySampler(device, offscreenPass.depthSampler, nullptr);
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// Color attachment
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vkDestroyImageView(device, offScreenFrameBuf.color.view, nullptr);
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vkDestroyImage(device, offScreenFrameBuf.color.image, nullptr);
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vkFreeMemory(device, offScreenFrameBuf.color.mem, nullptr);
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vkDestroyImageView(device, offscreenPass.color.view, nullptr);
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vkDestroyImage(device, offscreenPass.color.image, nullptr);
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vkFreeMemory(device, offscreenPass.color.mem, nullptr);
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// Depth attachment
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vkDestroyImageView(device, offScreenFrameBuf.depth.view, nullptr);
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vkDestroyImage(device, offScreenFrameBuf.depth.image, nullptr);
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vkFreeMemory(device, offScreenFrameBuf.depth.mem, nullptr);
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vkDestroyImageView(device, offscreenPass.depth.view, nullptr);
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vkDestroyImage(device, offscreenPass.depth.image, nullptr);
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vkFreeMemory(device, offscreenPass.depth.mem, nullptr);
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vkDestroyFramebuffer(device, offScreenFrameBuf.frameBuffer, nullptr);
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vkDestroyFramebuffer(device, offscreenPass.frameBuffer, nullptr);
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vkDestroyRenderPass(device, offScreenFrameBuf.renderPass, nullptr);
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vkDestroyRenderPass(device, offscreenPass.renderPass, nullptr);
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vkDestroyPipeline(device, pipelines.quad, nullptr);
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vkDestroyPipeline(device, pipelines.offscreen, nullptr);
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@ -189,42 +188,34 @@ public:
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vkTools::destroyUniformData(device, &uniformData.offscreen);
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vkTools::destroyUniformData(device, &uniformData.scene);
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vkFreeCommandBuffers(device, cmdPool, 1, &offScreenCmdBuffer);
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vkDestroySemaphore(device, offscreenSemaphore, nullptr);
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vkFreeCommandBuffers(device, cmdPool, 1, &offscreenPass.commandBuffer);
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vkDestroySemaphore(device, offscreenPass.semaphore, nullptr);
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}
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// Set up a separate render pass for the offscreen frame buffer
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// This is necessary as the offscreen frame buffer attachments
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// use formats different to the ones from the visible frame buffer
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// and at least the depth one may not be compatible
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// This is necessary as the offscreen frame buffer attachments use formats different to those from the example render pass
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void prepareOffscreenRenderpass()
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{
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// todo: no color attachment required
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VkAttachmentDescription attDesc[2];
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attDesc[0].format = FB_COLOR_FORMAT;
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attDesc[0].samples = VK_SAMPLE_COUNT_1_BIT;
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attDesc[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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// We only need depth information for shadow mapping
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// So we don't need to store the color information
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// after the render pass has finished
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attDesc[0].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attDesc[0].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; // We won't sample from color, so throw away
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attDesc[0].stencilLoadOp = VK_ATTACHMENT_LOAD_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_UNDEFINED;
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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].samples = VK_SAMPLE_COUNT_1_BIT;
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attDesc[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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// Since we need to copy the depth attachment contents to our texture
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// used for shadow mapping we must use STORE_OP_STORE to make sure that
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// the depth attachment contents are preserved after rendering to it
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// has finished
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attDesc[1].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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attDesc[1].storeOp = VK_ATTACHMENT_STORE_OP_STORE; // We will read from depth, so it's important to store the depth attachment results
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attDesc[1].stencilLoadOp = VK_ATTACHMENT_LOAD_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].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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attDesc[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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attDesc[1].finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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attDesc[1].flags = VK_FLAGS_NONE;
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VkAttachmentReference colorReference = {};
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@ -241,23 +232,42 @@ public:
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subpass.pColorAttachments = &colorReference;
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subpass.pDepthStencilAttachment = &depthReference;
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// Use subpass dependencies for layout transitions
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std::array<VkSubpassDependency, 2> dependencies;
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dependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL;
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dependencies[0].dstSubpass = 0;
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dependencies[0].srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
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dependencies[0].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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dependencies[0].srcAccessMask = VK_ACCESS_MEMORY_READ_BIT;
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dependencies[0].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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dependencies[0].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
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dependencies[1].srcSubpass = 0;
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dependencies[1].dstSubpass = VK_SUBPASS_EXTERNAL;
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dependencies[1].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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dependencies[1].dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
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dependencies[1].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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dependencies[1].dstAccessMask = VK_ACCESS_MEMORY_READ_BIT;
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dependencies[1].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
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VkRenderPassCreateInfo renderPassCreateInfo = vkTools::initializers::renderPassCreateInfo();
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renderPassCreateInfo.attachmentCount = 2;
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renderPassCreateInfo.pAttachments = attDesc;
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renderPassCreateInfo.subpassCount = 1;
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renderPassCreateInfo.pSubpasses = &subpass;
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renderPassCreateInfo.dependencyCount = static_cast<uint32_t>(dependencies.size());
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renderPassCreateInfo.pDependencies = dependencies.data();
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VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassCreateInfo, nullptr, &offScreenFrameBuf.renderPass));
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VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassCreateInfo, nullptr, &offscreenPass.renderPass));
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}
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// Setup the offscreen framebuffer for rendering the scene from
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// light's point-of-view to
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// The depth attachment of this framebuffer will then be used
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// to sample frame in the fragment shader of the shadowing pass
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// Setup the offscreen framebuffer for rendering the scene from light's point-of-view to
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// The depth attachment of this framebuffer will then be used to sample from in the fragment shader of the shadowing pass
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void prepareOffscreenFramebuffer()
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{
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offScreenFrameBuf.width = SHADOWMAP_DIM;
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offScreenFrameBuf.height = SHADOWMAP_DIM;
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offscreenPass.width = SHADOWMAP_DIM;
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offscreenPass.height = SHADOWMAP_DIM;
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VkFormat fbColorFormat = FB_COLOR_FORMAT;
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@ -265,8 +275,8 @@ public:
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VkImageCreateInfo image = vkTools::initializers::imageCreateInfo();
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image.imageType = VK_IMAGE_TYPE_2D;
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image.format = fbColorFormat;
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image.extent.width = offScreenFrameBuf.width;
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image.extent.height = offScreenFrameBuf.height;
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image.extent.width = offscreenPass.width;
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image.extent.height = offscreenPass.height;
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image.extent.depth = 1;
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image.mipLevels = 1;
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image.arrayLayers = 1;
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@ -287,25 +297,16 @@ public:
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colorImageView.subresourceRange.levelCount = 1;
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colorImageView.subresourceRange.baseArrayLayer = 0;
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colorImageView.subresourceRange.layerCount = 1;
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VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &offScreenFrameBuf.color.image));
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VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &offscreenPass.color.image));
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vkGetImageMemoryRequirements(device, offScreenFrameBuf.color.image, &memReqs);
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vkGetImageMemoryRequirements(device, offscreenPass.color.image, &memReqs);
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memAlloc.allocationSize = memReqs.size;
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memAlloc.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &offScreenFrameBuf.color.mem));
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VK_CHECK_RESULT(vkBindImageMemory(device, offScreenFrameBuf.color.image, offScreenFrameBuf.color.mem, 0));
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &offscreenPass.color.mem));
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VK_CHECK_RESULT(vkBindImageMemory(device, offscreenPass.color.image, offscreenPass.color.mem, 0));
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VkCommandBuffer layoutCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
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vkTools::setImageLayout(
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layoutCmd,
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offScreenFrameBuf.color.image,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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colorImageView.image = offScreenFrameBuf.color.image;
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VK_CHECK_RESULT(vkCreateImageView(device, &colorImageView, nullptr, &offScreenFrameBuf.color.view));
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colorImageView.image = offscreenPass.color.image;
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VK_CHECK_RESULT(vkCreateImageView(device, &colorImageView, nullptr, &offscreenPass.color.view));
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// Depth stencil attachment
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image.format = DEPTH_FORMAT;
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@ -321,27 +322,16 @@ public:
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depthStencilView.subresourceRange.levelCount = 1;
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depthStencilView.subresourceRange.baseArrayLayer = 0;
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depthStencilView.subresourceRange.layerCount = 1;
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VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &offScreenFrameBuf.depth.image));
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VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &offscreenPass.depth.image));
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vkGetImageMemoryRequirements(device, offScreenFrameBuf.depth.image, &memReqs);
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vkGetImageMemoryRequirements(device, offscreenPass.depth.image, &memReqs);
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memAlloc.allocationSize = memReqs.size;
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memAlloc.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &offScreenFrameBuf.depth.mem));
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VK_CHECK_RESULT(vkBindImageMemory(device, offScreenFrameBuf.depth.image, offScreenFrameBuf.depth.mem, 0));
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &offscreenPass.depth.mem));
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VK_CHECK_RESULT(vkBindImageMemory(device, offscreenPass.depth.image, offscreenPass.depth.mem, 0));
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// Set the initial layout to shader read instead of attachment
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// This is done as the render loop does the actualy image layout transitions
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vkTools::setImageLayout(
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layoutCmd,
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offScreenFrameBuf.depth.image,
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VK_IMAGE_ASPECT_DEPTH_BIT,
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VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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VulkanExampleBase::flushCommandBuffer(layoutCmd, queue, true);
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depthStencilView.image = offScreenFrameBuf.depth.image;
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VK_CHECK_RESULT(vkCreateImageView(device, &depthStencilView, nullptr, &offScreenFrameBuf.depth.view));
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depthStencilView.image = offscreenPass.depth.image;
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VK_CHECK_RESULT(vkCreateImageView(device, &depthStencilView, nullptr, &offscreenPass.depth.view));
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// Create sampler to sample from to depth attachment
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// Used to sample in the fragment shader for shadowed rendering
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@ -357,36 +347,38 @@ public:
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sampler.minLod = 0.0f;
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sampler.maxLod = 1.0f;
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sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
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VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &offScreenFrameBuf.depthSampler));
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VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &offscreenPass.depthSampler));
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VkImageView attachments[2];
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attachments[0] = offScreenFrameBuf.color.view;
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attachments[1] = offScreenFrameBuf.depth.view;
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attachments[0] = offscreenPass.color.view;
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attachments[1] = offscreenPass.depth.view;
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prepareOffscreenRenderpass();
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// Create frame buffer
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VkFramebufferCreateInfo fbufCreateInfo = vkTools::initializers::framebufferCreateInfo();
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fbufCreateInfo.renderPass = offScreenFrameBuf.renderPass;
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fbufCreateInfo.renderPass = offscreenPass.renderPass;
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fbufCreateInfo.attachmentCount = 2;
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fbufCreateInfo.pAttachments = attachments;
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fbufCreateInfo.width = offScreenFrameBuf.width;
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fbufCreateInfo.height = offScreenFrameBuf.height;
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fbufCreateInfo.width = offscreenPass.width;
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fbufCreateInfo.height = offscreenPass.height;
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fbufCreateInfo.layers = 1;
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VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &offScreenFrameBuf.frameBuffer));
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VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &offscreenPass.frameBuffer));
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}
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void buildOffscreenCommandBuffer()
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{
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if (offScreenCmdBuffer == VK_NULL_HANDLE)
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if (offscreenPass.commandBuffer == VK_NULL_HANDLE)
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{
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offScreenCmdBuffer = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, false);
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offscreenPass.commandBuffer = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, false);
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}
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if (offscreenPass.semaphore == VK_NULL_HANDLE)
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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, &offscreenPass.semaphore));
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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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@ -395,60 +387,44 @@ public:
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clearValues[1].depthStencil = { 1.0f, 0 };
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VkRenderPassBeginInfo renderPassBeginInfo = vkTools::initializers::renderPassBeginInfo();
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renderPassBeginInfo.renderPass = offScreenFrameBuf.renderPass;
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renderPassBeginInfo.framebuffer = offScreenFrameBuf.frameBuffer;
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renderPassBeginInfo.renderPass = offscreenPass.renderPass;
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renderPassBeginInfo.framebuffer = offscreenPass.frameBuffer;
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renderPassBeginInfo.renderArea.offset.x = 0;
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renderPassBeginInfo.renderArea.offset.y = 0;
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renderPassBeginInfo.renderArea.extent.width = offScreenFrameBuf.width;
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renderPassBeginInfo.renderArea.extent.height = offScreenFrameBuf.height;
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renderPassBeginInfo.renderArea.extent.width = offscreenPass.width;
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renderPassBeginInfo.renderArea.extent.height = offscreenPass.height;
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renderPassBeginInfo.clearValueCount = 2;
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renderPassBeginInfo.pClearValues = clearValues;
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VK_CHECK_RESULT(vkBeginCommandBuffer(offScreenCmdBuffer, &cmdBufInfo));
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VK_CHECK_RESULT(vkBeginCommandBuffer(offscreenPass.commandBuffer, &cmdBufInfo));
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// Change back layout of the depth attachment after sampling in the fragment shader
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vkTools::setImageLayout(
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offScreenCmdBuffer,
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offScreenFrameBuf.depth.image,
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VK_IMAGE_ASPECT_DEPTH_BIT,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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VkViewport viewport = vkTools::initializers::viewport((float)offscreenPass.width, (float)offscreenPass.height, 0.0f, 1.0f);
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vkCmdSetViewport(offscreenPass.commandBuffer, 0, 1, &viewport);
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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(offScreenFrameBuf.width, offScreenFrameBuf.height, 0, 0);
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vkCmdSetScissor(offScreenCmdBuffer, 0, 1, &scissor);
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VkRect2D scissor = vkTools::initializers::rect2D(offscreenPass.width, offscreenPass.height, 0, 0);
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vkCmdSetScissor(offscreenPass.commandBuffer, 0, 1, &scissor);
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// Set depth bias (aka "Polygon offset")
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// Required to avoid shadow mapping artefacts
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vkCmdSetDepthBias(
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offScreenCmdBuffer,
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offscreenPass.commandBuffer,
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depthBiasConstant,
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0.0f,
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depthBiasSlope);
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vkCmdBeginRenderPass(offScreenCmdBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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vkCmdBeginRenderPass(offscreenPass.commandBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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vkCmdBindPipeline(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.offscreen);
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vkCmdBindDescriptorSets(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.offscreen, 0, 1, &descriptorSets.offscreen, 0, NULL);
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vkCmdBindPipeline(offscreenPass.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.offscreen);
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vkCmdBindDescriptorSets(offscreenPass.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.offscreen, 0, 1, &descriptorSets.offscreen, 0, NULL);
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VkDeviceSize offsets[1] = { 0 };
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vkCmdBindVertexBuffers(offScreenCmdBuffer, VERTEX_BUFFER_BIND_ID, 1, &meshes.scene.vertices.buf, offsets);
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vkCmdBindIndexBuffer(offScreenCmdBuffer, meshes.scene.indices.buf, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(offScreenCmdBuffer, meshes.scene.indexCount, 1, 0, 0, 0);
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vkCmdBindVertexBuffers(offscreenPass.commandBuffer, VERTEX_BUFFER_BIND_ID, 1, &meshes.scene.vertices.buf, offsets);
|
||||
vkCmdBindIndexBuffer(offscreenPass.commandBuffer, meshes.scene.indices.buf, 0, VK_INDEX_TYPE_UINT32);
|
||||
vkCmdDrawIndexed(offscreenPass.commandBuffer, meshes.scene.indexCount, 1, 0, 0, 0);
|
||||
|
||||
vkCmdEndRenderPass(offScreenCmdBuffer);
|
||||
vkCmdEndRenderPass(offscreenPass.commandBuffer);
|
||||
|
||||
// Change layout of the depth attachment for sampling in the fragment shader
|
||||
vkTools::setImageLayout(
|
||||
offScreenCmdBuffer,
|
||||
offScreenFrameBuf.depth.image,
|
||||
VK_IMAGE_ASPECT_DEPTH_BIT,
|
||||
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
|
||||
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
||||
|
||||
VK_CHECK_RESULT(vkEndCommandBuffer(offScreenCmdBuffer));
|
||||
VK_CHECK_RESULT(vkEndCommandBuffer(offscreenPass.commandBuffer));
|
||||
}
|
||||
|
||||
void buildCommandBuffers()
|
||||
|
|
@ -669,8 +645,8 @@ public:
|
|||
// Image descriptor for the shadow map attachment
|
||||
VkDescriptorImageInfo texDescriptor =
|
||||
vkTools::initializers::descriptorImageInfo(
|
||||
offScreenFrameBuf.depthSampler,
|
||||
offScreenFrameBuf.depth.view,
|
||||
offscreenPass.depthSampler,
|
||||
offscreenPass.depth.view,
|
||||
VK_IMAGE_LAYOUT_GENERAL);
|
||||
|
||||
std::vector<VkWriteDescriptorSet> writeDescriptorSets =
|
||||
|
|
@ -709,8 +685,8 @@ public:
|
|||
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.scene));
|
||||
|
||||
// Image descriptor for the shadow map attachment
|
||||
texDescriptor.sampler = offScreenFrameBuf.depthSampler;
|
||||
texDescriptor.imageView = offScreenFrameBuf.depth.view;
|
||||
texDescriptor.sampler = offscreenPass.depthSampler;
|
||||
texDescriptor.imageView = offscreenPass.depth.view;
|
||||
|
||||
std::vector<VkWriteDescriptorSet> sceneDescriptorSets =
|
||||
{
|
||||
|
|
@ -828,7 +804,7 @@ public:
|
|||
0);
|
||||
|
||||
pipelineCreateInfo.layout = pipelineLayouts.offscreen;
|
||||
pipelineCreateInfo.renderPass = offScreenFrameBuf.renderPass;
|
||||
pipelineCreateInfo.renderPass = offscreenPass.renderPass;
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.offscreen));
|
||||
}
|
||||
|
||||
|
|
@ -845,7 +821,7 @@ public:
|
|||
&uniformDataVS.memory,
|
||||
&uniformDataVS.descriptor);
|
||||
|
||||
// Offsvreen vertex shader uniform buffer block
|
||||
// Offscreen vertex shader uniform buffer block
|
||||
createBuffer(
|
||||
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
|
||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
||||
|
|
@ -936,27 +912,25 @@ public:
|
|||
{
|
||||
VulkanExampleBase::prepareFrame();
|
||||
|
||||
// The scene render command buffer has to wait for the offscreen
|
||||
// rendering (and transfer) to be finished before using
|
||||
// the shadow map, so we need to synchronize
|
||||
// We use an additional semaphore for this
|
||||
// The scene render command buffer has to wait for the offscreen rendering (and transfer) to be finished before using the shadow map
|
||||
// Therefore we synchronize using an additional semaphore
|
||||
|
||||
// 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;
|
||||
|
||||
|
|
@ -1043,63 +1017,4 @@ public:
|
|||
|
||||
};
|
||||
|
||||
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()
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue