新的CreateRenderpass
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@ -166,7 +166,8 @@ public: //Command Buffer 相关
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CommandBuffer * CreateCommandBuffer();
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RenderPass * CreateRenderPass( List<VkFormat> color_format,VkFormat depth_format,
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RenderPass * CreateRenderPass( List<VkSubpassDescription> &subpass,
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List<VkFormat> color_format,VkFormat depth_format,
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VkImageLayout color_final_layout=VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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VkImageLayout depth_final_layout=VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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@ -3,7 +3,7 @@
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#include<hgl/graph/vulkan/VKRenderPass.h>
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VK_NAMESPACE_BEGIN
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RenderPass *Device::CreateRenderPass(List<VkFormat> color_format,VkFormat depth_format,VkImageLayout color_final_layout,VkImageLayout depth_final_layout)
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RenderPass *Device::CreateRenderPass(List<VkSubpassDescription> &subpass,List<VkFormat> color_format,VkFormat depth_format,VkImageLayout color_final_layout,VkImageLayout depth_final_layout)
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{
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int depth=-1;
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uint atta_count=color_format.GetCount();
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@ -15,7 +15,6 @@ RenderPass *Device::CreateRenderPass(List<VkFormat> color_format,VkFormat depth_
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SharedArray<VkAttachmentDescription> attachments=new VkAttachmentDescription[atta_count];
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SharedArray<VkAttachmentReference> color_references=new VkAttachmentReference[color_format.GetCount()];
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VkAttachmentReference depth_references;
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for(uint i=0;i<atta_count;i++)
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{
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@ -34,53 +33,83 @@ RenderPass *Device::CreateRenderPass(List<VkFormat> color_format,VkFormat depth_
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attachments[i].finalLayout = color_final_layout;
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attachments[i].format = *cf;
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++cf;
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color_references[i].attachment = i;
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color_references[i].layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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}
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VkSubpassDescription subpass;
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subpass.flags = 0;
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subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
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subpass.inputAttachmentCount = 0;
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subpass.pInputAttachments = nullptr;
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subpass.colorAttachmentCount = color_format.GetCount();
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subpass.pColorAttachments = color_references;
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subpass.pResolveAttachments = nullptr;
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subpass.preserveAttachmentCount = 0;
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subpass.pPreserveAttachments = nullptr;
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if(depth!=-1)
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{
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attachments[depth].finalLayout = depth_final_layout;
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attachments[depth].format = depth_format;
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}
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depth_references.attachment = depth;
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depth_references.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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const uint32_t subpass_count=subpass.GetCount();
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uint32_t dependency_count;
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subpass.pDepthStencilAttachment = &depth_references;
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SharedArray<VkSubpassDependency> dependency;
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if(subpass_count==1)
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{
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dependency_count=1;
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dependency=new VkSubpassDependency[dependency_count];
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dependency[0].srcSubpass = VK_SUBPASS_EXTERNAL;
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dependency[0].dstSubpass = 0;
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dependency[0].srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
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dependency[0].dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
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dependency[0].srcAccessMask = VK_ACCESS_MEMORY_READ_BIT;
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dependency[0].dstAccessMask = VK_ACCESS_MEMORY_READ_BIT;
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dependency[0].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
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}
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else
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subpass.pDepthStencilAttachment = nullptr;
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{
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dependency_count=subpass_count+1;
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VkSubpassDependency dependency;
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dependency.srcSubpass = VK_SUBPASS_EXTERNAL;
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dependency.dstSubpass = 0;
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dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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dependency.srcAccessMask = 0;
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dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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dependency.dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
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dependency=new VkSubpassDependency[dependency_count];
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for(uint32_t i=0;i<subpass_count+1;i++)
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{
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if(i==0)
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{
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dependency[i].srcSubpass = VK_SUBPASS_EXTERNAL;
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dependency[i].dstSubpass = 0;
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dependency[i].srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
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dependency[i].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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dependency[i].srcAccessMask = VK_ACCESS_MEMORY_READ_BIT;
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dependency[i].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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}
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else
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{
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dependency[i].srcSubpass = i-1;
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dependency[i].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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if(i==subpass_count)
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{
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dependency[i].dstSubpass = VK_SUBPASS_EXTERNAL;
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dependency[i].dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
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dependency[i].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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dependency[i].dstAccessMask = VK_ACCESS_MEMORY_READ_BIT;
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}
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else
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{
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dependency[i].dstSubpass = i;
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dependency[i].dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
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dependency[i].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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dependency[i].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
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}
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}
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dependency[i].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
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}
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}
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VkRenderPassCreateInfo rp_info;
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rp_info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
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rp_info.pNext = nullptr;
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rp_info.attachmentCount = atta_count;
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rp_info.pAttachments = attachments;
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rp_info.subpassCount = 1;
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rp_info.pSubpasses = &subpass;
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rp_info.dependencyCount = 1;
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rp_info.pDependencies = &dependency;
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rp_info.subpassCount = subpass.GetCount();
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rp_info.pSubpasses = subpass.GetData();
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rp_info.dependencyCount = dependency_count;
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rp_info.pDependencies = dependency;
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VkRenderPass render_pass;
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@ -92,10 +121,30 @@ RenderPass *Device::CreateRenderPass(List<VkFormat> color_format,VkFormat depth_
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RenderPass *Device::CreateRenderPass(VkFormat color_format,VkFormat depth_format,VkImageLayout color_final_layout,VkImageLayout depth_final_layout)
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{
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VkAttachmentReference color_atta_ref={0,VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL};
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VkAttachmentReference depth_atta_ref={1,VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL};
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List<VkSubpassDescription> subpass_desc_list;
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VkSubpassDescription subpass;
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subpass.flags = 0;
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subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
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subpass.inputAttachmentCount = 0;
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subpass.pInputAttachments = nullptr;
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subpass.colorAttachmentCount = 1;
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subpass.pColorAttachments = &color_atta_ref;
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subpass.pResolveAttachments = nullptr;
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subpass.pDepthStencilAttachment = &depth_atta_ref;
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subpass.preserveAttachmentCount = 0;
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subpass.pPreserveAttachments = nullptr;
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subpass_desc_list.Add(subpass);
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List<VkFormat> color_format_list;
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color_format_list.Add(color_format);
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return CreateRenderPass(color_format_list,depth_format,color_final_layout,depth_final_layout);
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return CreateRenderPass(subpass_desc_list,color_format_list,depth_format,color_final_layout,depth_final_layout);
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}
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VK_NAMESPACE_END
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