- rendering to texture requires a separate depth/stencil image as the image used by the main view may be using multisampling

This commit is contained in:
Magnus Norddahl 2019-05-05 01:58:36 +02:00
commit e1ae8bbc59
8 changed files with 50 additions and 10 deletions

View file

@ -208,17 +208,23 @@ void VkRenderPassSetup::CreateRenderPass(const VkRenderPassKey &key)
VkFormat drawBufferFormats[] = { VK_FORMAT_R16G16B16A16_SFLOAT, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_A2R10G10B10_UNORM_PACK32 };
RenderPassBuilder builder;
for (int i = 0; i < key.DrawBuffers; i++)
builder.addAttachment(
key.DrawBufferFormat, (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 = 1; i < key.DrawBuffers; i++)
{
builder.addAttachment(
drawBufferFormats[i], i == 0 ? (VkSampleCountFlagBits)key.Samples : buffers->GetSceneSamples(),
drawBufferFormats[i], 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(
buffers->SceneDepthStencilFormat, buffers->GetSceneSamples(),
buffers->SceneDepthStencilFormat, key.DrawBufferFormat == VK_FORMAT_R8G8B8A8_UNORM ? VK_SAMPLE_COUNT_1_BIT : buffers->GetSceneSamples(),
(key.ClearTargets & CT_Depth) ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
(key.ClearTargets & CT_Stencil) ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);