Revert "Fix not clearing texture in the raytrace render pass"

This reverts commit bbd246bdc9.
This commit is contained in:
RaveYard 2023-09-15 00:27:02 +02:00 committed by Magnus Norddahl
parent 5c0e9e0db2
commit 37a6ccc799
2 changed files with 11 additions and 43 deletions

View file

@ -117,13 +117,11 @@ void GPURaytracer::RenderAtlasImage(size_t pageIndex)
{
LightmapImage& img = atlasImages[pageIndex];
// Begin with clear
{
const auto beginPass = [&]() {
RenderPassBegin()
.RenderPass(raytrace.renderPassBegin.get())
.RenderPass(raytrace.renderPass.get())
.RenderArea(0, 0, atlasImageSize, atlasImageSize)
.Framebuffer(img.raytrace.Framebuffer.get())
.AddClearColor(0.0f, 0.0f, 0.0f, 0.0f)
.Execute(cmdbuffer.get());
VkDeviceSize offset = 0;
@ -131,7 +129,8 @@ void GPURaytracer::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 (size_t i = 0; i < mesh->surfaces.size(); i++)
{
@ -170,19 +169,7 @@ void GPURaytracer::RenderAtlasImage(size_t pageIndex)
firstLight = 0;
firstVertex = 0;
BeginCommands();
// Begin without clear
RenderPassBegin()
.RenderPass(raytrace.renderPassBegin.get())
.RenderArea(0, 0, atlasImageSize, atlasImageSize)
.Framebuffer(img.raytrace.Framebuffer.get())
.Execute(cmdbuffer.get());
VkDeviceSize offset = 0;
cmdbuffer->bindVertexBuffers(0, 1, &sceneVertexBuffer->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());
beginPass();
printf(".");
@ -758,11 +745,11 @@ void GPURaytracer::CreateRaytracePipeline()
.DebugName("raytrace.pipelineLayout")
.Create(device.get());
raytrace.renderPassBegin = RenderPassBuilder()
raytrace.renderPass = RenderPassBuilder()
.AddAttachment(
VK_FORMAT_R16G16B16A16_SFLOAT,
VK_SAMPLE_COUNT_4_BIT,
VK_ATTACHMENT_LOAD_OP_CLEAR,
VK_ATTACHMENT_LOAD_OP_DONT_CARE,
VK_ATTACHMENT_STORE_OP_STORE,
VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL)
@ -773,30 +760,12 @@ void GPURaytracer::CreateRaytracePipeline()
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT)
.DebugName("raytrace.renderpassBegin")
.Create(device.get());
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")
.DebugName("raytrace.renderpass")
.Create(device.get());
raytrace.pipeline = GraphicsPipelineBuilder()
.Layout(raytrace.pipelineLayout.get())
.RenderPass(raytrace.renderPassBegin.get())
.RenderPass(raytrace.renderPass.get())
.AddVertexShader(vertShader.get())
.AddFragmentShader(fragShader.get())
.AddVertexBufferBinding(0, sizeof(SceneVertex))
@ -937,7 +906,7 @@ LightmapImage GPURaytracer::CreateImage(int width, int height)
.Create(device.get());
img.raytrace.Framebuffer = FramebufferBuilder()
.RenderPass(raytrace.renderPassBegin.get())
.RenderPass(raytrace.renderPass.get())
.Size(width, height)
.AddAttachment(img.raytrace.View.get())
.DebugName("LightmapImage.raytrace.Framebuffer")

View file

@ -197,8 +197,7 @@ private:
std::unique_ptr<VulkanDescriptorSetLayout> descriptorSetLayout1;
std::unique_ptr<VulkanPipelineLayout> pipelineLayout;
std::unique_ptr<VulkanPipeline> pipeline;
std::unique_ptr<VulkanRenderPass> renderPassBegin;
std::unique_ptr<VulkanRenderPass> renderPassContinue;
std::unique_ptr<VulkanRenderPass> renderPass;
std::unique_ptr<VulkanDescriptorPool> descriptorPool0;
std::unique_ptr<VulkanDescriptorPool> descriptorPool1;
std::unique_ptr<VulkanDescriptorSet> descriptorSet0;