2017-06-26 5 views
0

私のプロジェクトでは、最初のレンダリングパスから色と奥行きの情報を取得し、2番目のレンダリングパスで他の目的のためにディスクリプタセットとして使用しようとしています。そうするために、私はvkDescriptorImageInfoオブジェクトとVkSamplerオブジェクトを作成して、その情報を保持するためにそれぞれ色と深度の添付ファイルを作成しました。しかし、カラーサンプラーとディスクリプタのイメージ情報はパイプラインで正常に作成されましたが、2番目のパスでは何も読み取ることができなかったため、深さ1はありませんでした。最初のレンダーパスの定義(opaqueObjectPass)とレンダーパスを作成する関数を含め、私のコードを以下に添付しました。Vulkanのディスクリプタまたはサンプラを作成できません

struct OpaqueObjectsPass 
{ 
    int32_t width, height; 
    VkFramebuffer frameBuffer; 
    FrameBufferAttachment color, depth; 
    VkRenderPass renderPass; 
    VkSampler ColorSampler, DepthSampler; 
    VkDescriptorImageInfo ColorDescriptor, DepthDescriptor; 
    VkCommandBuffer commandBuffer = VK_NULL_HANDLE; 

    VkSemaphore semaphore = VK_NULL_HANDLE; 
} opaqueObjectPass; 



void PrepareOpaqueRendering() 
{ 
    opaqueObjectPass.width = width; 
    opaqueObjectPass.height = height; 

    // find a suitable depth format 
    VkFormat fbDepthFormat; 
    VkBool32 validDepthFormat = vks::tools::getSupportedDepthFormat(physicalDevice, &fbDepthFormat); 

    // color attachment 
    VkImageCreateInfo l_Image = vks::initializers::imageCreateInfo(); 
    l_Image.imageType = VK_IMAGE_TYPE_2D; 
    l_Image.format = FB_COLOR_FORMAT; 
    l_Image.extent.width = opaqueObjectPass.width; 
    l_Image.extent.height = opaqueObjectPass.height; 
    l_Image.extent.depth = 1; 
    l_Image.mipLevels = 1; 
    l_Image.arrayLayers = 1; 
    l_Image.samples = VK_SAMPLE_COUNT_1_BIT; 
    l_Image.tiling = VK_IMAGE_TILING_OPTIMAL; 
    // We will sample directly from the color attachment 
    l_Image.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT; 

    VkMemoryAllocateInfo l_MemAlloc = vks::initializers::memoryAllocateInfo(); 
    VkMemoryRequirements l_MemReqs; 

    VK_CHECK_RESULT(vkCreateImage(device, &l_Image, nullptr, &opaqueObjectPass.color.image)); 
    vkGetImageMemoryRequirements(device, opaqueObjectPass.color.image, &l_MemReqs); 
    l_MemAlloc.allocationSize = l_MemReqs.size; 
    l_MemAlloc.memoryTypeIndex = vulkanDevice->getMemoryType(l_MemReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT); 
    VK_CHECK_RESULT(vkAllocateMemory(device, &l_MemAlloc, nullptr, &opaqueObjectPass.color.mem)); 
    VK_CHECK_RESULT(vkBindImageMemory(device, opaqueObjectPass.color.image, opaqueObjectPass.color.mem, 0)); 

    VkImageViewCreateInfo l_ColorImageView = vks::initializers::imageViewCreateInfo(); 
    l_ColorImageView.viewType = VK_IMAGE_VIEW_TYPE_2D; 
    l_ColorImageView.format = FB_COLOR_FORMAT; 
    l_ColorImageView.subresourceRange = {}; 
    l_ColorImageView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; 
    l_ColorImageView.subresourceRange.baseMipLevel = 0; 
    l_ColorImageView.subresourceRange.levelCount = 1; 
    l_ColorImageView.subresourceRange.baseArrayLayer = 0; 
    l_ColorImageView.subresourceRange.layerCount = 1; 
    l_ColorImageView.image = opaqueObjectPass.color.image; 
    VK_CHECK_RESULT(vkCreateImageView(device, &l_ColorImageView, nullptr, &opaqueObjectPass.color.view)); 

    // Create sampler to sample from the attachment in the fragment shader 
    VkSamplerCreateInfo l_SamplerInfo = vks::initializers::samplerCreateInfo(); 
    l_SamplerInfo.magFilter = VK_FILTER_LINEAR; 
    l_SamplerInfo.minFilter = VK_FILTER_LINEAR; 
    l_SamplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR; 
    l_SamplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE; 
    l_SamplerInfo.addressModeV = l_SamplerInfo.addressModeU; 
    l_SamplerInfo.addressModeW = l_SamplerInfo.addressModeU; 
    l_SamplerInfo.mipLodBias = 0.0f; 
    l_SamplerInfo.maxAnisotropy = 0; 
    l_SamplerInfo.minLod = 0.0f; 
    l_SamplerInfo.maxLod = 1.0f; 
    l_SamplerInfo.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE; 
    VK_CHECK_RESULT(vkCreateSampler(device, &l_SamplerInfo, nullptr, &opaqueObjectPass.ColorSampler)); 

    // Depth stencil attachment 
    l_Image.format = fbDepthFormat; 
    l_Image.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT; 
    //l_Image.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; 

    VK_CHECK_RESULT(vkCreateImage(device, &l_Image, nullptr, &opaqueObjectPass.depth.image)); 
    vkGetImageMemoryRequirements(device, opaqueObjectPass.depth.image, &l_MemReqs); 
    l_MemAlloc.allocationSize = l_MemReqs.size; 
    l_MemAlloc.memoryTypeIndex = vulkanDevice->getMemoryType(l_MemReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT); 
    VK_CHECK_RESULT(vkAllocateMemory(device, &l_MemAlloc, nullptr, &opaqueObjectPass.depth.mem)); 
    VK_CHECK_RESULT(vkBindImageMemory(device, opaqueObjectPass.depth.image, opaqueObjectPass.depth.mem, 0)); 

    VkImageViewCreateInfo l_DepthStencilView = vks::initializers::imageViewCreateInfo(); 
    l_DepthStencilView.viewType = VK_IMAGE_VIEW_TYPE_2D; 
    l_DepthStencilView.format = fbDepthFormat; 
    l_DepthStencilView.flags = 0; 
    l_DepthStencilView.subresourceRange = {}; 
    l_DepthStencilView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT; 
    l_DepthStencilView.subresourceRange.baseMipLevel = 0; 
    l_DepthStencilView.subresourceRange.levelCount = 1; 
    l_DepthStencilView.subresourceRange.baseArrayLayer = 0; 
    l_DepthStencilView.subresourceRange.layerCount = 1; 
    l_DepthStencilView.image = opaqueObjectPass.depth.image; 
    VK_CHECK_RESULT(vkCreateImageView(device, &l_DepthStencilView, nullptr, &opaqueObjectPass.depth.view)); 

    // create a sampler of depth buffer 
    VK_CHECK_RESULT(vkCreateSampler(device, &l_SamplerInfo, nullptr, &opaqueObjectPass.DepthSampler)); 

    // Create a separate render pass for the offscreen rendering as it may differ from the one used for scene rendering 

    std::array<VkAttachmentDescription, 2> l_AttchmentDescriptions = {}; 
    // Color attachment 
    l_AttchmentDescriptions[0].format = FB_COLOR_FORMAT; 
    l_AttchmentDescriptions[0].samples = VK_SAMPLE_COUNT_1_BIT; 
    l_AttchmentDescriptions[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; 
    l_AttchmentDescriptions[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE; 
    l_AttchmentDescriptions[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; 
    l_AttchmentDescriptions[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; 
    l_AttchmentDescriptions[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; 
    l_AttchmentDescriptions[0].finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; 
    // Depth attachment 
    l_AttchmentDescriptions[1].format = fbDepthFormat; 
    l_AttchmentDescriptions[1].samples = VK_SAMPLE_COUNT_1_BIT; 
    l_AttchmentDescriptions[1].loadOp = VK_ATTACHMENT_LOAD_OP_LOAD; 
    l_AttchmentDescriptions[1].storeOp = VK_ATTACHMENT_STORE_OP_STORE; 
    l_AttchmentDescriptions[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_LOAD; 
    l_AttchmentDescriptions[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_STORE; 
    l_AttchmentDescriptions[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; 
    l_AttchmentDescriptions[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; 

    VkAttachmentReference l_ColorReference = { 0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL }; 
    VkAttachmentReference l_DepthReference = { 1, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL }; 

    VkSubpassDescription subpassDescription = {}; 
    subpassDescription.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS; 
    subpassDescription.colorAttachmentCount = 1; 
    subpassDescription.pColorAttachments = &l_ColorReference; 
    subpassDescription.pDepthStencilAttachment = &l_DepthReference; 

    // Use subpass dependencies for layout transitions 
    std::array<VkSubpassDependency, 2> l_Dependencies; 

    l_Dependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL; 
    l_Dependencies[0].dstSubpass = 0; 
    l_Dependencies[0].srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT; 
    l_Dependencies[0].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; 
    l_Dependencies[0].srcAccessMask = VK_ACCESS_MEMORY_READ_BIT; 
    l_Dependencies[0].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; 
    l_Dependencies[0].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT; 

    l_Dependencies[1].srcSubpass = 0; 
    l_Dependencies[1].dstSubpass = VK_SUBPASS_EXTERNAL; 
    l_Dependencies[1].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; 
    l_Dependencies[1].dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT; 
    l_Dependencies[1].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; 
    l_Dependencies[1].dstAccessMask = VK_ACCESS_MEMORY_READ_BIT; 
    l_Dependencies[1].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT; 

    // Create the actual renderpass 
    VkRenderPassCreateInfo l_RenderPassInfo = {}; 
    l_RenderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO; 
    l_RenderPassInfo.attachmentCount = static_cast<uint32_t>(l_AttchmentDescriptions.size()); 
    l_RenderPassInfo.pAttachments = l_AttchmentDescriptions.data(); 
    l_RenderPassInfo.subpassCount = 1; 
    l_RenderPassInfo.pSubpasses = &subpassDescription; 
    l_RenderPassInfo.dependencyCount = static_cast<uint32_t>(l_Dependencies.size()); 
    l_RenderPassInfo.pDependencies = l_Dependencies.data(); 

    VK_CHECK_RESULT(vkCreateRenderPass(device, &l_RenderPassInfo, nullptr, &opaqueObjectPass.renderPass)); 

    VkImageView l_Attachments[2]; 
    l_Attachments[0] = opaqueObjectPass.color.view; 
    l_Attachments[1] = opaqueObjectPass.depth.view; 

    VkFramebufferCreateInfo l_fbufCreateInfo = vks::initializers::framebufferCreateInfo(); 
    l_fbufCreateInfo.renderPass = opaqueObjectPass.renderPass; 
    l_fbufCreateInfo.attachmentCount = 2; 
    l_fbufCreateInfo.pAttachments = l_Attachments; 
    l_fbufCreateInfo.width = opaqueObjectPass.width; 
    l_fbufCreateInfo.height = opaqueObjectPass.height; 
    l_fbufCreateInfo.layers = 1; 

    VK_CHECK_RESULT(vkCreateFramebuffer(device, &l_fbufCreateInfo, nullptr, &opaqueObjectPass.frameBuffer)); 

    // Fill a descriptor for later use in a descriptor set 
    opaqueObjectPass.ColorDescriptor.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; 
    opaqueObjectPass.ColorDescriptor.imageView = opaqueObjectPass.color.view; 
    opaqueObjectPass.ColorDescriptor.sampler = opaqueObjectPass.ColorSampler; 

    opaqueObjectPass.DepthDescriptor.imageLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL; 
    opaqueObjectPass.DepthDescriptor.imageView = opaqueObjectPass.depth.view; 
    opaqueObjectPass.DepthDescriptor.sampler = opaqueObjectPass.DepthSampler; 
} 


void PrepareOpaquePipeline() 
{ 
    VkPipelineInputAssemblyStateCreateInfo l_InputAssemblyState = 
     vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE); 

    VkPipelineRasterizationStateCreateInfo l_RasterizationState = 
     vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_FRONT_BIT, VK_FRONT_FACE_CLOCKWISE, 0); 

    VkPipelineColorBlendAttachmentState l_BlendAttachmentState = 
     vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE); 

    VkPipelineColorBlendStateCreateInfo l_ColorBlendState = 
     vks::initializers::pipelineColorBlendStateCreateInfo(1, &l_BlendAttachmentState); 

    VkPipelineDepthStencilStateCreateInfo l_DepthStencilState = 
     vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL); 

    VkPipelineViewportStateCreateInfo l_ViewportState = 
     vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0); 

    VkPipelineMultisampleStateCreateInfo l_MultisampleState = 
     vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0); 

    std::vector<VkDynamicState> l_DynamicStateEnables = {VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR}; 
    VkPipelineDynamicStateCreateInfo l_DynamicState = 
     vks::initializers::pipelineDynamicStateCreateInfo(l_DynamicStateEnables.data(), l_DynamicStateEnables.size(), 0); 

    // Solid rendering pipeline 
    // Load shaders 
    std::array<VkPipelineShaderStageCreateInfo, 2> l_ShaderStages; 

    l_ShaderStages[0] = loadShader(getAssetPath() + "shaders/offscreen/opaque.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); 
    l_ShaderStages[1] = loadShader(getAssetPath() + "shaders/offscreen/opaque.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); 

    VkGraphicsPipelineCreateInfo l_PipelineCreateInfo = 
     vks::initializers::pipelineCreateInfo(pipelineLayouts.opaque, opaqueObjectPass.renderPass, 0); 

    l_PipelineCreateInfo.pVertexInputState = &vertices.inputState; 
    l_PipelineCreateInfo.pInputAssemblyState = &l_InputAssemblyState; 
    l_PipelineCreateInfo.pRasterizationState = &l_RasterizationState; 
    l_PipelineCreateInfo.pColorBlendState = &l_ColorBlendState; 
    l_PipelineCreateInfo.pMultisampleState = &l_MultisampleState; 
    l_PipelineCreateInfo.pViewportState = &l_ViewportState; 
    l_PipelineCreateInfo.pDepthStencilState = &l_DepthStencilState; 
    l_PipelineCreateInfo.pDynamicState = &l_DynamicState; 
    l_PipelineCreateInfo.stageCount = l_ShaderStages.size(); 
    l_PipelineCreateInfo.pStages = l_ShaderStages.data(); 

    // create graphics pipeline of opaque 
    VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &l_PipelineCreateInfo, nullptr, &pipelines.opaque)); 

} 

は、おそらく私が不適切なプロパティフラグのカップルを設定すると、私は正しいプロパティ設定のための任意の提案を高く評価し、二レンダーパスで作業記述子セットを作成します。

+0

読み込みしようとしている画像のレイアウトをどこで変更するかわかりません。 –

+0

カラーイメージのレイアウトはVK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMALで、深度イメージはVK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMALに設定されています。それらは関数PrepareOpaqueRendering()の終わりにあります。しかし、これらのイメージレイアウトの変更について質問しているかどうかはわかりません。ありがとう。 –

+0

私はあなたが記述子としてそれらを使用するとき、イメージがそれらのレイアウトにあると宣言しているのを見ます。しかし、私はあなたが実際にそれらのレイアウトに*置いた場所を見ません。最終的なレンダーパスレイアウトは、奥行きの添付ファイルを 'DEPTH_STENCIL_ATTACHMENT_OPTIMAL'に置きます。 –

答えて

1

問題の1つは、深度画像作成コードにあります。

// Depth stencil attachment 
l_Image.format = fbDepthFormat; 
l_Image.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT; 

あなたが唯一の画像に奥行きデータをレンダリングすることができますが、あなたがすることができますこの方法:あなたは奥行き画像(深さのみ付属)のための有効なカラー画像の使用フラグ(色アタッチメント+サンプリング)を設定ではなく、それを読んでいない。 VK_IMAGE_USAGE_SAMPLED_BITフラグを使用法に追加し、問題が引き続き発生するかどうかを確認してください。それがあれば、別の問題があるかもしれません。

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