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

This commit is contained in:
saschawillems 2016-08-13 12:50:51 +02:00
parent 4f3439731d
commit f6cd788725
3 changed files with 217 additions and 359 deletions

View file

@ -1,5 +1,5 @@
/*
* Vulkan Example - Multi pass offscreen rendering (bloom)
* Vulkan Example - Implements a separable two-pass fullscreen blur (also known as bloom)
*
* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
*
@ -23,13 +23,8 @@
#define VERTEX_BUFFER_BIND_ID 0
#define ENABLE_VALIDATION false
// Texture properties
#define TEX_DIM 256
#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 256
#define FB_COLOR_FORMAT VK_FORMAT_R8G8B8A8_UNORM
// Vertex layout for this example
@ -77,8 +72,6 @@ public:
};
struct UBOBlur {
int32_t texWidth = TEX_DIM;
int32_t texHeight = TEX_DIM;
float blurScale = 1.0f;
float blurStrength = 1.5f;
uint32_t horizontal;
@ -91,15 +84,14 @@ public:
struct {
VkPipeline blurVert;
VkPipeline colorPass;
VkPipeline blurHorz;
VkPipeline glowPass;
VkPipeline phongPass;
VkPipeline skyBox;
} pipelines;
struct {
VkPipelineLayout radialBlur;
VkPipelineLayout scene;
} pipelineLayouts;
// Pipeline layout is shared amongst all descriptor sets
VkPipelineLayout pipelineLayout;
struct {
VkDescriptorSet scene;
@ -108,8 +100,7 @@ public:
VkDescriptorSet skyBox;
} descriptorSets;
// Descriptor set layout is shared amongst
// all descriptor sets
// Descriptor set layout is shared amongst all descriptor sets
VkDescriptorSetLayout descriptorSetLayout;
// Framebuffer for offscreen rendering
@ -119,20 +110,19 @@ public:
VkImageView view;
};
struct FrameBuffer {
int32_t width, height;
VkFramebuffer frameBuffer;
VkFramebuffer framebuffer;
FrameBufferAttachment color, depth;
} offScreenFrameBuf, offScreenFrameBufB;
// One sampler for the frame buffer color attachments
VkSampler colorSampler;
// Used to store commands for rendering and blitting
// the offscreen scene
VkCommandBuffer offScreenCmdBuffer = VK_NULL_HANDLE;
// Semaphore used to synchronize between offscreen and final scene rendering
VkSemaphore offscreenSemaphore = VK_NULL_HANDLE;
VkDescriptorImageInfo descriptor;
};
struct OffscreenPass {
int32_t width, height;
VkRenderPass renderPass;
VkSampler sampler;
VkCommandBuffer commandBuffer = VK_NULL_HANDLE;
// Semaphore used to synchronize between offscreen and final scene rendering
VkSemaphore semaphore = VK_NULL_HANDLE;
std::array<FrameBuffer, 2> framebuffers;
} offscreenPass;
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
{
@ -148,35 +138,32 @@ public:
// Clean up used Vulkan resources
// Note : Inherited destructor cleans up resources stored in base class
vkDestroySampler(device, colorSampler, nullptr);
vkDestroySampler(device, offscreenPass.sampler, nullptr);
// Frame buffer
vkDestroyImageView(device, offScreenFrameBuf.color.view, nullptr);
vkDestroyImage(device, offScreenFrameBuf.color.image, nullptr);
vkFreeMemory(device, offScreenFrameBuf.color.mem, nullptr);
for (auto& framebuffer : offscreenPass.framebuffers)
{
// Attachments
vkDestroyImageView(device, framebuffer.color.view, nullptr);
vkDestroyImage(device, framebuffer.color.image, nullptr);
vkFreeMemory(device, framebuffer.color.mem, nullptr);
vkDestroyImageView(device, framebuffer.depth.view, nullptr);
vkDestroyImage(device, framebuffer.depth.image, nullptr);
vkFreeMemory(device, framebuffer.depth.mem, nullptr);
vkDestroyImageView(device, offScreenFrameBuf.depth.view, nullptr);
vkDestroyImage(device, offScreenFrameBuf.depth.image, nullptr);
vkFreeMemory(device, offScreenFrameBuf.depth.mem, nullptr);
vkDestroyImageView(device, offScreenFrameBufB.color.view, nullptr);
vkDestroyImage(device, offScreenFrameBufB.color.image, nullptr);
vkFreeMemory(device, offScreenFrameBufB.color.mem, nullptr);
vkDestroyImageView(device, offScreenFrameBufB.depth.view, nullptr);
vkDestroyImage(device, offScreenFrameBufB.depth.image, nullptr);
vkFreeMemory(device, offScreenFrameBufB.depth.mem, nullptr);
vkDestroyFramebuffer(device, offScreenFrameBuf.frameBuffer, nullptr);
vkDestroyFramebuffer(device, offScreenFrameBufB.frameBuffer, nullptr);
vkDestroyFramebuffer(device, framebuffer.framebuffer, nullptr);
}
vkDestroyRenderPass(device, offscreenPass.renderPass, nullptr);
vkFreeCommandBuffers(device, cmdPool, 1, &offscreenPass.commandBuffer);
vkDestroySemaphore(device, offscreenPass.semaphore, nullptr);
vkDestroyPipeline(device, pipelines.blurHorz, nullptr);
vkDestroyPipeline(device, pipelines.blurVert, nullptr);
vkDestroyPipeline(device, pipelines.phongPass, nullptr);
vkDestroyPipeline(device, pipelines.colorPass, nullptr);
vkDestroyPipeline(device, pipelines.glowPass, nullptr);
vkDestroyPipeline(device, pipelines.skyBox, nullptr);
vkDestroyPipelineLayout(device, pipelineLayouts.radialBlur, nullptr);
vkDestroyPipelineLayout(device, pipelineLayouts.scene, nullptr);
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
@ -193,32 +180,19 @@ public:
vkTools::destroyUniformData(device, &uniformData.fsVertBlur);
vkTools::destroyUniformData(device, &uniformData.fsHorzBlur);
vkFreeCommandBuffers(device, cmdPool, 1, &offScreenCmdBuffer);
vkDestroySemaphore(device, offscreenSemaphore, nullptr);
textureLoader->destroyTexture(textures.cubemap);
}
// Setup the offscreen framebuffer for rendering the mirrored scene
// The color attachment of this framebuffer will then be sampled from
void prepareOffscreenFramebuffer(FrameBuffer *frameBuf, VkCommandBuffer cmdBuffer)
void prepareOffscreenFramebuffer(FrameBuffer *frameBuf, VkFormat colorFormat, VkFormat depthFormat)
{
frameBuf->width = FB_DIM;
frameBuf->height = FB_DIM;
VkFormat fbColorFormat = FB_COLOR_FORMAT;
// Find a suitable depth format
VkFormat fbDepthFormat;
VkBool32 validDepthFormat = vkTools::getSupportedDepthFormat(physicalDevice, &fbDepthFormat);
assert(validDepthFormat);
// Color attachment
VkImageCreateInfo image = vkTools::initializers::imageCreateInfo();
image.imageType = VK_IMAGE_TYPE_2D;
image.format = fbColorFormat;
image.extent.width = frameBuf->width;
image.extent.height = frameBuf->height;
image.format = colorFormat;
image.extent.width = FB_DIM;
image.extent.height = FB_DIM;
image.extent.depth = 1;
image.mipLevels = 1;
image.arrayLayers = 1;
@ -232,7 +206,7 @@ public:
VkImageViewCreateInfo colorImageView = vkTools::initializers::imageViewCreateInfo();
colorImageView.viewType = VK_IMAGE_VIEW_TYPE_2D;
colorImageView.format = fbColorFormat;
colorImageView.format = colorFormat;
colorImageView.flags = 0;
colorImageView.subresourceRange = {};
colorImageView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
@ -248,25 +222,16 @@ public:
VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &frameBuf->color.mem));
VK_CHECK_RESULT(vkBindImageMemory(device, frameBuf->color.image, frameBuf->color.mem, 0));
// Set the initial layout to shader read instead of attachment
// This is done as the render loop does the actualy image layout transitions
vkTools::setImageLayout(
cmdBuffer,
frameBuf->color.image,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
colorImageView.image = frameBuf->color.image;
VK_CHECK_RESULT(vkCreateImageView(device, &colorImageView, nullptr, &frameBuf->color.view));
// Depth stencil attachment
image.format = fbDepthFormat;
image.format = depthFormat;
image.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
VkImageViewCreateInfo depthStencilView = vkTools::initializers::imageViewCreateInfo();
depthStencilView.viewType = VK_IMAGE_VIEW_TYPE_2D;
depthStencilView.format = fbDepthFormat;
depthStencilView.format = depthFormat;
depthStencilView.flags = 0;
depthStencilView.subresourceRange = {};
depthStencilView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
@ -282,13 +247,6 @@ public:
VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &frameBuf->depth.mem));
VK_CHECK_RESULT(vkBindImageMemory(device, frameBuf->depth.image, frameBuf->depth.mem, 0));
vkTools::setImageLayout(
cmdBuffer,
frameBuf->depth.image,
VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT,
VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
depthStencilView.image = frameBuf->depth.image;
VK_CHECK_RESULT(vkCreateImageView(device, &depthStencilView, nullptr, &frameBuf->depth.view));
@ -297,23 +255,93 @@ public:
attachments[1] = frameBuf->depth.view;
VkFramebufferCreateInfo fbufCreateInfo = vkTools::initializers::framebufferCreateInfo();
fbufCreateInfo.renderPass = renderPass;
fbufCreateInfo.renderPass = offscreenPass.renderPass;
fbufCreateInfo.attachmentCount = 2;
fbufCreateInfo.pAttachments = attachments;
fbufCreateInfo.width = frameBuf->width;
fbufCreateInfo.height = frameBuf->height;
fbufCreateInfo.width = FB_DIM;
fbufCreateInfo.height = FB_DIM;
fbufCreateInfo.layers = 1;
VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &frameBuf->frameBuffer));
VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &frameBuf->framebuffer));
// Fill a descriptor for later use in a descriptor set
frameBuf->descriptor.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
frameBuf->descriptor.imageView = frameBuf->color.view;
frameBuf->descriptor.sampler = offscreenPass.sampler;
}
// Prepare the offscreen framebuffers used for the vertical- and horizontal blur
void prepareOffscreenFramebuffers()
void prepareOffscreen()
{
VkCommandBuffer cmdBuffer = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
prepareOffscreenFramebuffer(&offScreenFrameBuf, cmdBuffer);
prepareOffscreenFramebuffer(&offScreenFrameBufB, cmdBuffer);
VulkanExampleBase::flushCommandBuffer(cmdBuffer, queue, true);
offscreenPass.width = FB_DIM;
offscreenPass.height = FB_DIM;
// Find a suitable depth format
VkFormat fbDepthFormat;
VkBool32 validDepthFormat = vkTools::getSupportedDepthFormat(physicalDevice, &fbDepthFormat);
assert(validDepthFormat);
// Create a separate render pass for the offscreen rendering as it may differ from the one used for scene rendering
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;
VkAttachmentReference colorReference = { 0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL };
VkAttachmentReference depthReference = { 1, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL };
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));
// Create sampler to sample from the color attachments
VkSamplerCreateInfo sampler = vkTools::initializers::samplerCreateInfo();
@ -328,7 +356,11 @@ public:
sampler.minLod = 0.0f;
sampler.maxLod = 1.0f;
sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &colorSampler));
VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &offscreenPass.sampler));
// Create two frame buffers
prepareOffscreenFramebuffer(&offscreenPass.framebuffers[0], FB_COLOR_FORMAT, fbDepthFormat);
prepareOffscreenFramebuffer(&offscreenPass.framebuffers[1], FB_COLOR_FORMAT, fbDepthFormat);
}
// Sets up the command buffer that renders the scene to the offscreen frame buffer
@ -338,120 +370,72 @@ public:
// requires far less samples to generate the blur
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);
}
// Create a semaphore used to synchronize offscreen rendering and usage
VkSemaphoreCreateInfo semaphoreCreateInfo = vkTools::initializers::semaphoreCreateInfo();
VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &offscreenSemaphore));
if (offscreenPass.semaphore == VK_NULL_HANDLE)
{
VkSemaphoreCreateInfo semaphoreCreateInfo = vkTools::initializers::semaphoreCreateInfo();
VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &offscreenPass.semaphore));
}
VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();
// First pass: Horizontal blur
// First pass: Render glow parts of the model (separate mesh)
// -------------------------------------------------------------------------------------------------------
VkClearValue clearValues[2];
clearValues[0].color = { { 0.0f, 0.0f, 0.0f, 1.0f } };
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.framebuffers[0].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.phongPass);
vkCmdBindDescriptorSets(offscreenPass.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.scene, 0, NULL);
vkCmdBindPipeline(offscreenPass.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.glowPass);
VkDeviceSize offsets[1] = { 0 };
vkCmdBindVertexBuffers(offScreenCmdBuffer, VERTEX_BUFFER_BIND_ID, 1, &meshes.ufoGlow.vertices.buf, offsets);
vkCmdBindIndexBuffer(offScreenCmdBuffer, meshes.ufoGlow.indices.buf, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(offScreenCmdBuffer, meshes.ufoGlow.indexCount, 1, 0, 0, 0);
vkCmdBindVertexBuffers(offscreenPass.commandBuffer, VERTEX_BUFFER_BIND_ID, 1, &meshes.ufoGlow.vertices.buf, offsets);
vkCmdBindIndexBuffer(offscreenPass.commandBuffer, meshes.ufoGlow.indices.buf, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(offscreenPass.commandBuffer, meshes.ufoGlow.indexCount, 1, 0, 0, 0);
vkCmdEndRenderPass(offScreenCmdBuffer);
vkCmdEndRenderPass(offscreenPass.commandBuffer);
// Change layout of the color attachment for sampling in the fragment shader
// in the vertical blur pass
vkTools::setImageLayout(
offScreenCmdBuffer,
offScreenFrameBuf.color.image,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
// Second pass: Render contents of the first pass into second framebuffer and apply a vertical blur
// This is the first blur pass, the horizontal blur is applied when rendering on top of the scene
// -------------------------------------------------------------------------------------------------------
// Second pass: Vertical blur
renderPassBeginInfo.framebuffer = offscreenPass.framebuffers[1].framebuffer;
// Render the horizontally blurred texture into a second
// framebuffer and blur vertically
renderPassBeginInfo.framebuffer = offScreenFrameBufB.frameBuffer;
renderPassBeginInfo.renderArea.extent.width = offScreenFrameBufB.width;
renderPassBeginInfo.renderArea.extent.height = offScreenFrameBufB.height;
viewport.width = offScreenFrameBuf.width;
viewport.height = offScreenFrameBuf.height;
vkCmdSetViewport(offScreenCmdBuffer, 0, 1, &viewport);
vkCmdSetScissor(offScreenCmdBuffer, 0, 1, &scissor);
// Change back layout of the color attachment after sampling in the fragment shader
vkTools::setImageLayout(
offScreenCmdBuffer,
offScreenFrameBufB.color.image,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
vkCmdBeginRenderPass(offScreenCmdBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
vkCmdBeginRenderPass(offscreenPass.commandBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
// Draw horizontally blurred texture
vkCmdBindDescriptorSets(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.radialBlur, 0, 1, &descriptorSets.verticalBlur, 0, NULL);
vkCmdBindPipeline(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.blurVert);
vkCmdBindVertexBuffers(offScreenCmdBuffer, VERTEX_BUFFER_BIND_ID, 1, &meshes.quad.vertices.buf, offsets);
vkCmdBindIndexBuffer(offScreenCmdBuffer, meshes.quad.indices.buf, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(offScreenCmdBuffer, meshes.quad.indexCount, 1, 0, 0, 0);
vkCmdBindDescriptorSets(offscreenPass.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.verticalBlur, 0, NULL);
vkCmdBindPipeline(offscreenPass.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.blurVert);
vkCmdBindVertexBuffers(offscreenPass.commandBuffer, VERTEX_BUFFER_BIND_ID, 1, &meshes.quad.vertices.buf, offsets);
vkCmdBindIndexBuffer(offscreenPass.commandBuffer, meshes.quad.indices.buf, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(offscreenPass.commandBuffer, meshes.quad.indexCount, 1, 0, 0, 0);
vkCmdEndRenderPass(offScreenCmdBuffer);
vkCmdEndRenderPass(offscreenPass.commandBuffer);
// Change layout of the color attachment for sampling in the fragment shader
// in the vertical blur pass
vkTools::setImageLayout(
offScreenCmdBuffer,
offScreenFrameBufB.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));
}
void loadTextures()
{
textureLoader->loadCubemap(
getAssetPath() + "textures/cubemap_space.ktx",
VK_FORMAT_R8G8B8A8_UNORM,
&textures.cubemap);
VK_CHECK_RESULT(vkEndCommandBuffer(offscreenPass.commandBuffer));
}
void reBuildCommandBuffers()
@ -499,7 +483,7 @@ public:
VkDeviceSize offsets[1] = { 0 };
// Skybox
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.scene, 0, 1, &descriptorSets.skyBox, 0, NULL);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.skyBox, 0, NULL);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.skyBox);
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &meshes.skyBox.vertices.buf, offsets);
@ -507,7 +491,7 @@ public:
vkCmdDrawIndexed(drawCmdBuffers[i], meshes.skyBox.indexCount, 1, 0, 0, 0);
// 3D scene
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.scene, 0, 1, &descriptorSets.scene, 0, NULL);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.scene, 0, NULL);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.phongPass);
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &meshes.ufo.vertices.buf, offsets);
@ -515,10 +499,12 @@ public:
vkCmdDrawIndexed(drawCmdBuffers[i], meshes.ufo.indexCount, 1, 0, 0, 0);
// Render vertical blurred scene applying a horizontal blur
// Render the (vertically blurred) contents of the second framebuffer and apply a horizontal blur
// -------------------------------------------------------------------------------------------------------
if (bloom)
{
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.radialBlur, 0, 1, &descriptorSets.horizontalBlur, 0, NULL);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.blurVert);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.horizontalBlur, 0, NULL);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.blurHorz);
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &meshes.quad.vertices.buf, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], meshes.quad.indices.buf, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(drawCmdBuffers[i], meshes.quad.indexCount, 1, 0, 0, 0);
@ -535,11 +521,12 @@ public:
}
}
void loadMeshes()
void loadAssets()
{
loadMesh(getAssetPath() + "models/retroufo.dae", &meshes.ufo, vertexLayout, 0.05f);
loadMesh(getAssetPath() + "models/retroufo_glow.dae", &meshes.ufoGlow, vertexLayout, 0.05f);
loadMesh(getAssetPath() + "models/cube.obj", &meshes.skyBox, vertexLayout, 1.0f);
textureLoader->loadCubemap(getAssetPath() + "textures/cubemap_space.ktx", VK_FORMAT_R8G8B8A8_UNORM, &textures.cubemap);
}
// Setup vertices for a single uv-mapped quad
@ -682,10 +669,7 @@ public:
&descriptorSetLayout,
1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayouts.radialBlur));
// Offscreen pipeline layout
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayouts.scene));
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout));
}
void setupDescriptorSet()
@ -696,117 +680,54 @@ public:
&descriptorSetLayout,
1);
std::vector<VkWriteDescriptorSet> writeDescriptorSets;
// Full screen blur descriptor sets
// Vertical blur
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.verticalBlur));
// Texture descriptor for sampling from the unblurred offscreen color attachment
VkDescriptorImageInfo texDescriptorVert =
vkTools::initializers::descriptorImageInfo(
colorSampler,
offScreenFrameBuf.color.view,
VK_IMAGE_LAYOUT_GENERAL);
std::vector<VkWriteDescriptorSet> writeDescriptorSets =
writeDescriptorSets =
{
// Binding 0 : Vertex shader uniform buffer
vkTools::initializers::writeDescriptorSet(
descriptorSets.verticalBlur,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
0,
&uniformData.vsScene.descriptor),
// Binding 1 : Fragment shader texture sampler
vkTools::initializers::writeDescriptorSet(
descriptorSets.verticalBlur,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
1,
&texDescriptorVert),
// Binding 2 : Fragment shader uniform buffer
vkTools::initializers::writeDescriptorSet(
descriptorSets.verticalBlur,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
2,
&uniformData.fsVertBlur.descriptor)
// Binding 0: Vertex shader uniform buffer
vkTools::initializers::writeDescriptorSet(descriptorSets.verticalBlur, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformData.vsScene.descriptor),
// Binding 1: Fragment shader texture sampler
vkTools::initializers::writeDescriptorSet(descriptorSets.verticalBlur, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &offscreenPass.framebuffers[0].descriptor),
// Binding 2: Fragment shader uniform buffer
vkTools::initializers::writeDescriptorSet(descriptorSets.verticalBlur, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2, &uniformData.fsVertBlur.descriptor)
};
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
// Horizontal blur
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.horizontalBlur));
// Texture descriptor for sampling from the vertically blurred offscreen color attachment
VkDescriptorImageInfo texDescriptorHorz =
vkTools::initializers::descriptorImageInfo(
colorSampler,
offScreenFrameBufB.color.view,
VK_IMAGE_LAYOUT_GENERAL);
writeDescriptorSets =
{
// Binding 0 : Vertex shader uniform buffer
vkTools::initializers::writeDescriptorSet(
descriptorSets.horizontalBlur,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
0,
&uniformData.vsScene.descriptor),
// Binding 1 : Fragment shader texture sampler
vkTools::initializers::writeDescriptorSet(
descriptorSets.horizontalBlur,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
1,
&texDescriptorHorz),
// Binding 2 : Fragment shader uniform buffer
vkTools::initializers::writeDescriptorSet(
descriptorSets.horizontalBlur,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
2,
&uniformData.fsHorzBlur.descriptor)
// Binding 0: Vertex shader uniform buffer
vkTools::initializers::writeDescriptorSet(descriptorSets.horizontalBlur, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformData.vsScene.descriptor),
// Binding 1: Fragment shader texture sampler
vkTools::initializers::writeDescriptorSet(descriptorSets.horizontalBlur, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &offscreenPass.framebuffers[1].descriptor),
// Binding 2: Fragment shader uniform buffer
vkTools::initializers::writeDescriptorSet(descriptorSets.horizontalBlur, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2, &uniformData.fsHorzBlur.descriptor)
};
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
// 3D scene
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.scene));
writeDescriptorSets =
{
// Binding 0 : Vertex shader uniform buffer
vkTools::initializers::writeDescriptorSet(
descriptorSets.scene,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
0,
&uniformData.vsFullScreen.descriptor)
// Binding 0: Vertex shader uniform buffer
vkTools::initializers::writeDescriptorSet(descriptorSets.scene, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformData.vsFullScreen.descriptor)
};
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
// Skybox
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.skyBox));
// Image descriptor for the cube map texture
VkDescriptorImageInfo cubeMapDescriptor =
vkTools::initializers::descriptorImageInfo(
textures.cubemap.sampler,
textures.cubemap.view,
VK_IMAGE_LAYOUT_GENERAL);
writeDescriptorSets =
writeDescriptorSets =
{
// Binding 0 : Vertex shader uniform buffer
vkTools::initializers::writeDescriptorSet(
descriptorSets.skyBox,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
0,
&uniformData.vsSkyBox.descriptor),
// Binding 1 : Fragment shader texture sampler
vkTools::initializers::writeDescriptorSet(
descriptorSets.skyBox,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
1,
&cubeMapDescriptor),
// Binding 0: Vertex shader uniform buffer
vkTools::initializers::writeDescriptorSet(descriptorSets.skyBox, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformData.vsSkyBox.descriptor),
// Binding 1: Fragment shader texture sampler
vkTools::initializers::writeDescriptorSet(descriptorSets.skyBox, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textures.cubemap.descriptor),
};
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
}
@ -868,7 +789,7 @@ public:
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vkTools::initializers::pipelineCreateInfo(
pipelineLayouts.radialBlur,
pipelineLayout,
renderPass,
0);
@ -893,27 +814,32 @@ public:
blendAttachmentState.srcAlphaBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
blendAttachmentState.dstAlphaBlendFactor = VK_BLEND_FACTOR_DST_ALPHA;
pipelineCreateInfo.renderPass = offscreenPass.renderPass;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.blurVert));
pipelineCreateInfo.renderPass = renderPass;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.blurHorz));
// Phong pass (3D model)
shaderStages[0] = loadShader(getAssetPath() + "shaders/bloom/phongpass.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/bloom/phongpass.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
pipelineCreateInfo.layout = pipelineLayouts.scene;
blendAttachmentState.blendEnable = VK_FALSE;
depthStencilState.depthWriteEnable = VK_TRUE;
rasterizationState.cullMode = VK_CULL_MODE_BACK_BIT;
pipelineCreateInfo.renderPass = renderPass;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.phongPass));
// Color only pass (offscreen blur base)
shaderStages[0] = loadShader(getAssetPath() + "shaders/bloom/colorpass.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/bloom/colorpass.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.colorPass));
pipelineCreateInfo.renderPass = offscreenPass.renderPass;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.glowPass));
// Skybox (cubemap)
shaderStages[0] = loadShader(getAssetPath() + "shaders/bloom/skybox.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/bloom/skybox.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
depthStencilState.depthWriteEnable = VK_FALSE;
rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT;
pipelineCreateInfo.renderPass = renderPass;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.skyBox));
}
@ -1038,33 +964,28 @@ public:
{
VulkanExampleBase::prepareFrame();
// The scene render command buffer has to wait for the offscreen
// rendering to be finished before we can use the framebuffer
// 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
// To ensure this we use a dedicated offscreen synchronization semaphore that will be signaled when offscreen rendering 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;
@ -1078,12 +999,11 @@ public:
void prepare()
{
VulkanExampleBase::prepare();
loadTextures();
loadAssets();
generateQuad();
loadMeshes();
setupVertexDescriptions();
prepareUniformBuffers();
prepareOffscreenFramebuffers();
prepareOffscreen();
setupDescriptorSetLayout();
preparePipelines();
setupDescriptorPool();
@ -1153,63 +1073,4 @@ 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()