- implement ssao

This commit is contained in:
Magnus Norddahl 2019-03-16 23:37:38 +01:00
commit c00a46043d
14 changed files with 152 additions and 107 deletions

View file

@ -146,11 +146,16 @@ void VkRenderPassSetup::CreateRenderPass(const VkRenderPassKey &key)
{
auto buffers = GetVulkanFrameBuffer()->GetBuffers();
VkFormat drawBufferFormats[] = { VK_FORMAT_R16G16B16A16_SFLOAT, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_A2R10G10B10_UNORM_PACK32 };
RenderPassBuilder builder;
builder.addAttachment(
VK_FORMAT_R16G16B16A16_SFLOAT, (VkSampleCountFlagBits)key.Samples,
(key.ClearTargets & CT_Color) ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
for (int i = 0; i < key.DrawBuffers; i++)
{
builder.addAttachment(
drawBufferFormats[i], i == 0 ? (VkSampleCountFlagBits)key.Samples : buffers->GetSceneSamples(),
(key.ClearTargets & CT_Color) ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
}
if (key.UsesDepthStencil())
{
builder.addDepthStencilAttachment(
@ -160,10 +165,11 @@ void VkRenderPassSetup::CreateRenderPass(const VkRenderPassKey &key)
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
}
builder.addSubpass();
builder.addSubpassColorAttachmentRef(0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
for (int i = 0; i < key.DrawBuffers; i++)
builder.addSubpassColorAttachmentRef(i, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
if (key.UsesDepthStencil())
{
builder.addSubpassDepthStencilAttachmentRef(1, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
builder.addSubpassDepthStencilAttachmentRef(key.DrawBuffers, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
builder.addExternalSubpassDependency(
VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
@ -194,7 +200,7 @@ void VkRenderPassSetup::CreatePipeline(const VkRenderPassKey &key)
}
else
{
program = fb->GetShaderManager()->Get(key.EffectState, key.AlphaTest);
program = fb->GetShaderManager()->Get(key.EffectState, key.AlphaTest, key.DrawBuffers > 1 ? GBUFFER_PASS : NORMAL_PASS);
}
builder.addVertexShader(program->vert.get());
builder.addFragmentShader(program->frag.get());
@ -263,6 +269,7 @@ void VkRenderPassSetup::CreatePipeline(const VkRenderPassKey &key)
builder.setColorWriteMask((VkColorComponentFlags)key.ColorMask);
builder.setStencil(VK_STENCIL_OP_KEEP, op2vk[key.StencilPassOp], VK_STENCIL_OP_KEEP, VK_COMPARE_OP_EQUAL, 0xffffffff, 0xffffffff, 0);
builder.setBlendMode(key.RenderStyle);
builder.setSubpassColorAttachmentCount(key.DrawBuffers);
builder.setRasterizationSamples((VkSampleCountFlagBits)key.Samples);
builder.setLayout(fb->GetRenderPassManager()->PipelineLayout.get());