Fix clearing frame buffer when flushing

This commit is contained in:
Magnus Norddahl 2023-09-05 23:00:30 +02:00 committed by Christoph Oelckers
parent e579095840
commit 0f77187d25
2 changed files with 44 additions and 11 deletions

View file

@ -61,11 +61,12 @@ void VkLightmap::RenderAtlasImage(size_t pageIndex)
{
LightmapImage& img = atlasImages[pageIndex];
const auto beginPass = [&]() {
// Begin with clear
{
auto cmdbuffer = fb->GetCommands()->GetTransferCommands();
RenderPassBegin()
.RenderPass(raytrace.renderPass.get())
.RenderPass(raytrace.renderPassBegin.get())
.RenderArea(0, 0, atlasImageSize, atlasImageSize)
.Framebuffer(img.raytrace.Framebuffer.get())
.AddClearColor(0.0f, 0.0f, 0.0f, 0.0f)
@ -76,8 +77,7 @@ void VkLightmap::RenderAtlasImage(size_t pageIndex)
cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, raytrace.pipeline.get());
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, raytrace.pipelineLayout.get(), 0, raytrace.descriptorSet0.get());
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, raytrace.pipelineLayout.get(), 1, raytrace.descriptorSet1.get());
};
beginPass();
}
for (int i = 0, count = mesh->GetSurfaceCount(); i < count; i++)
{
@ -113,9 +113,23 @@ void VkLightmap::RenderAtlasImage(size_t pageIndex)
vertices.Pos = 0;
firstLight = 0;
firstVertex = 0;
beginPass();
fb->GetCommands()->GetTransferCommands()->setViewport(0, 1, &viewport);
// Begin without clear
auto cmdbuffer = fb->GetCommands()->GetTransferCommands();
RenderPassBegin()
.RenderPass(raytrace.renderPassContinue.get())
.RenderArea(0, 0, atlasImageSize, atlasImageSize)
.Framebuffer(img.raytrace.Framebuffer.get())
.Execute(cmdbuffer);
VkDeviceSize offset = 0;
cmdbuffer->bindVertexBuffers(0, 1, &vertices.Buffer->buffer, &offset);
cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, raytrace.pipeline.get());
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, raytrace.pipelineLayout.get(), 0, raytrace.descriptorSet0.get());
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, raytrace.pipelineLayout.get(), 1, raytrace.descriptorSet1.get());
cmdbuffer->setViewport(0, 1, &viewport);
if (lights.Pos + lightCount > lights.BufferSize)
{
@ -501,7 +515,7 @@ void VkLightmap::CreateRaytracePipeline()
.DebugName("raytrace.pipelineLayout")
.Create(fb->GetDevice());
raytrace.renderPass = RenderPassBuilder()
raytrace.renderPassBegin = RenderPassBuilder()
.AddAttachment(
VK_FORMAT_R16G16B16A16_SFLOAT,
VK_SAMPLE_COUNT_4_BIT,
@ -516,12 +530,30 @@ void VkLightmap::CreateRaytracePipeline()
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT)
.DebugName("raytrace.renderpass")
.DebugName("raytrace.renderPassBegin")
.Create(fb->GetDevice());
raytrace.renderPassContinue = RenderPassBuilder()
.AddAttachment(
VK_FORMAT_R16G16B16A16_SFLOAT,
VK_SAMPLE_COUNT_4_BIT,
VK_ATTACHMENT_LOAD_OP_LOAD,
VK_ATTACHMENT_STORE_OP_STORE,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL)
.AddSubpass()
.AddSubpassColorAttachmentRef(0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL)
.AddExternalSubpassDependency(
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT)
.DebugName("raytrace.renderPassContinue")
.Create(fb->GetDevice());
raytrace.pipeline = GraphicsPipelineBuilder()
.Layout(raytrace.pipelineLayout.get())
.RenderPass(raytrace.renderPass.get())
.RenderPass(raytrace.renderPassBegin.get())
.AddVertexShader(shaders.vert.get())
.AddFragmentShader(shaders.fragRaytrace.get())
.AddVertexBufferBinding(0, sizeof(SceneVertex))
@ -725,7 +757,7 @@ LightmapImage VkLightmap::CreateImage(int width, int height)
.Create(fb->GetDevice());
img.raytrace.Framebuffer = FramebufferBuilder()
.RenderPass(raytrace.renderPass.get())
.RenderPass(raytrace.renderPassBegin.get())
.Size(width, height)
.AddAttachment(img.raytrace.View.get())
.DebugName("LightmapImage.raytrace.Framebuffer")

View file

@ -158,7 +158,8 @@ private:
std::unique_ptr<VulkanDescriptorSetLayout> descriptorSetLayout1;
std::unique_ptr<VulkanPipelineLayout> pipelineLayout;
std::unique_ptr<VulkanPipeline> pipeline;
std::unique_ptr<VulkanRenderPass> renderPass;
std::unique_ptr<VulkanRenderPass> renderPassBegin;
std::unique_ptr<VulkanRenderPass> renderPassContinue;
std::unique_ptr<VulkanDescriptorPool> descriptorPool0;
std::unique_ptr<VulkanDescriptorPool> descriptorPool1;
std::unique_ptr<VulkanDescriptorSet> descriptorSet0;