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https://github.com/ZDoom/ZDRay.git
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Fix not clearing texture in the raytrace render pass
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parent
280063ac6c
commit
bbd246bdc9
2 changed files with 43 additions and 11 deletions
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@ -117,11 +117,13 @@ void GPURaytracer::RenderAtlasImage(size_t pageIndex)
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{
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LightmapImage& img = atlasImages[pageIndex];
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const auto beginPass = [&]() {
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// Begin with clear
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{
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RenderPassBegin()
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.RenderPass(raytrace.renderPass.get())
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.RenderPass(raytrace.renderPassBegin.get())
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.RenderArea(0, 0, atlasImageSize, atlasImageSize)
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.Framebuffer(img.raytrace.Framebuffer.get())
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.AddClearColor(0.0f, 0.0f, 0.0f, 0.0f)
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.Execute(cmdbuffer.get());
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VkDeviceSize offset = 0;
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@ -129,8 +131,7 @@ void GPURaytracer::RenderAtlasImage(size_t pageIndex)
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cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, raytrace.pipeline.get());
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cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, raytrace.pipelineLayout.get(), 0, raytrace.descriptorSet0.get());
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cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, raytrace.pipelineLayout.get(), 1, raytrace.descriptorSet1.get());
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};
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beginPass();
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}
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for (size_t i = 0; i < mesh->surfaces.size(); i++)
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{
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@ -169,7 +170,19 @@ void GPURaytracer::RenderAtlasImage(size_t pageIndex)
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firstLight = 0;
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firstVertex = 0;
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BeginCommands();
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beginPass();
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// Begin without clear
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RenderPassBegin()
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.RenderPass(raytrace.renderPassBegin.get())
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.RenderArea(0, 0, atlasImageSize, atlasImageSize)
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.Framebuffer(img.raytrace.Framebuffer.get())
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.Execute(cmdbuffer.get());
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VkDeviceSize offset = 0;
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cmdbuffer->bindVertexBuffers(0, 1, &sceneVertexBuffer->buffer, &offset);
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cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, raytrace.pipeline.get());
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cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, raytrace.pipelineLayout.get(), 0, raytrace.descriptorSet0.get());
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cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, raytrace.pipelineLayout.get(), 1, raytrace.descriptorSet1.get());
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printf(".");
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@ -745,11 +758,11 @@ void GPURaytracer::CreateRaytracePipeline()
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.DebugName("raytrace.pipelineLayout")
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.Create(device.get());
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raytrace.renderPass = RenderPassBuilder()
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raytrace.renderPassBegin = RenderPassBuilder()
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.AddAttachment(
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VK_FORMAT_R16G16B16A16_SFLOAT,
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VK_SAMPLE_COUNT_4_BIT,
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VK_ATTACHMENT_LOAD_OP_DONT_CARE,
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VK_ATTACHMENT_LOAD_OP_CLEAR,
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VK_ATTACHMENT_STORE_OP_STORE,
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VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL)
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@ -760,12 +773,30 @@ void GPURaytracer::CreateRaytracePipeline()
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VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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VK_ACCESS_COLOR_ATTACHMENT_READ_BIT)
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.DebugName("raytrace.renderpass")
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.DebugName("raytrace.renderpassBegin")
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.Create(device.get());
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raytrace.renderPassContinue = RenderPassBuilder()
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.AddAttachment(
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VK_FORMAT_R16G16B16A16_SFLOAT,
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VK_SAMPLE_COUNT_4_BIT,
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VK_ATTACHMENT_LOAD_OP_LOAD,
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VK_ATTACHMENT_STORE_OP_STORE,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL)
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.AddSubpass()
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.AddSubpassColorAttachmentRef(0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL)
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.AddExternalSubpassDependency(
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VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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VK_ACCESS_COLOR_ATTACHMENT_READ_BIT)
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.DebugName("raytrace.renderpassContinue")
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.Create(device.get());
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raytrace.pipeline = GraphicsPipelineBuilder()
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.Layout(raytrace.pipelineLayout.get())
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.RenderPass(raytrace.renderPass.get())
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.RenderPass(raytrace.renderPassBegin.get())
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.AddVertexShader(vertShader.get())
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.AddFragmentShader(fragShader.get())
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.AddVertexBufferBinding(0, sizeof(SceneVertex))
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@ -906,7 +937,7 @@ LightmapImage GPURaytracer::CreateImage(int width, int height)
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.Create(device.get());
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img.raytrace.Framebuffer = FramebufferBuilder()
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.RenderPass(raytrace.renderPass.get())
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.RenderPass(raytrace.renderPassBegin.get())
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.Size(width, height)
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.AddAttachment(img.raytrace.View.get())
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.DebugName("LightmapImage.raytrace.Framebuffer")
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@ -197,7 +197,8 @@ private:
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std::unique_ptr<VulkanDescriptorSetLayout> descriptorSetLayout1;
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std::unique_ptr<VulkanPipelineLayout> pipelineLayout;
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std::unique_ptr<VulkanPipeline> pipeline;
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std::unique_ptr<VulkanRenderPass> renderPass;
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std::unique_ptr<VulkanRenderPass> renderPassBegin;
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std::unique_ptr<VulkanRenderPass> renderPassContinue;
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std::unique_ptr<VulkanDescriptorPool> descriptorPool0;
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std::unique_ptr<VulkanDescriptorPool> descriptorPool1;
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std::unique_ptr<VulkanDescriptorSet> descriptorSet0;
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