279 lines
10 KiB
C++
279 lines
10 KiB
C++
/* Copyright (c) 2019-2025, Arm Limited and Contributors
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "layout_transitions.h"
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#include "core/device.h"
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#include "core/pipeline_layout.h"
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#include "core/shader_module.h"
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#include "filesystem/legacy.h"
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#include "gltf_loader.h"
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#include "gui.h"
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#include "rendering/subpasses/forward_subpass.h"
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#include "rendering/subpasses/lighting_subpass.h"
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#include "scene_graph/components/material.h"
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#include "scene_graph/components/pbr_material.h"
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#include "stats/stats.h"
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LayoutTransitions::LayoutTransitions()
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{
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auto &config = get_configuration();
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config.insert<vkb::IntSetting>(0, reinterpret_cast<int &>(layout_transition_type), LayoutTransitionType::UNDEFINED);
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config.insert<vkb::IntSetting>(1, reinterpret_cast<int &>(layout_transition_type), LayoutTransitionType::LAST_LAYOUT);
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#if defined(PLATFORM__MACOS) && TARGET_OS_IOS && TARGET_OS_SIMULATOR
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// On iOS Simulator use layer setting to disable MoltenVK's Metal argument buffers - otherwise blank display
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add_instance_extension(VK_EXT_LAYER_SETTINGS_EXTENSION_NAME, /*optional*/ true);
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VkLayerSettingEXT layerSetting;
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layerSetting.pLayerName = "MoltenVK";
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layerSetting.pSettingName = "MVK_CONFIG_USE_METAL_ARGUMENT_BUFFERS";
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layerSetting.type = VK_LAYER_SETTING_TYPE_INT32_EXT;
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layerSetting.valueCount = 1;
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// Make this static so layer setting reference remains valid after leaving constructor scope
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static const int32_t useMetalArgumentBuffers = 0;
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layerSetting.pValues = &useMetalArgumentBuffers;
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add_layer_setting(layerSetting);
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#endif
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}
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bool LayoutTransitions::prepare(const vkb::ApplicationOptions &options)
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{
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if (!VulkanSample::prepare(options))
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{
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return false;
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}
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load_scene("scenes/sponza/Sponza01.gltf");
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auto &camera_node = vkb::add_free_camera(get_scene(), "main_camera", get_render_context().get_surface_extent());
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camera = &camera_node.get_component<vkb::sg::Camera>();
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auto geometry_vs = vkb::ShaderSource{"deferred/geometry.vert.spv"};
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auto geometry_fs = vkb::ShaderSource{"deferred/geometry.frag.spv"};
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std::unique_ptr<vkb::rendering::SubpassC> gbuffer_pass =
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std::make_unique<vkb::GeometrySubpass>(get_render_context(), std::move(geometry_vs), std::move(geometry_fs), get_scene(), *camera);
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gbuffer_pass->set_output_attachments({1, 2, 3});
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gbuffer_pipeline.add_subpass(std::move(gbuffer_pass));
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gbuffer_pipeline.set_load_store(vkb::gbuffer::get_clear_store_all());
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auto lighting_vs = vkb::ShaderSource{"deferred/lighting.vert.spv"};
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auto lighting_fs = vkb::ShaderSource{"deferred/lighting.frag.spv"};
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std::unique_ptr<vkb::rendering::SubpassC> lighting_subpass =
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std::make_unique<vkb::LightingSubpass>(get_render_context(), std::move(lighting_vs), std::move(lighting_fs), *camera, get_scene());
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lighting_subpass->set_input_attachments({1, 2, 3});
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lighting_pipeline.add_subpass(std::move(lighting_subpass));
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lighting_pipeline.set_load_store(vkb::gbuffer::get_load_all_store_swapchain());
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get_stats().request_stats({vkb::StatIndex::gpu_killed_tiles,
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vkb::StatIndex::gpu_ext_write_bytes});
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create_gui(*window, &get_stats());
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return true;
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}
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void LayoutTransitions::prepare_render_context()
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{
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get_render_context().prepare(1, [this](vkb::core::Image &&swapchain_image) { return create_render_target(std::move(swapchain_image)); });
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}
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std::unique_ptr<vkb::RenderTarget> LayoutTransitions::create_render_target(vkb::core::Image &&swapchain_image)
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{
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auto &device = swapchain_image.get_device();
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auto &extent = swapchain_image.get_extent();
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vkb::core::Image depth_image{device,
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extent,
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vkb::get_suitable_depth_format(swapchain_image.get_device().get_gpu().get_handle()),
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VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT,
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VMA_MEMORY_USAGE_GPU_ONLY};
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vkb::core::Image albedo_image{device,
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extent,
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VK_FORMAT_R8G8B8A8_UNORM,
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VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT,
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VMA_MEMORY_USAGE_GPU_ONLY};
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vkb::core::Image normal_image{device,
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extent,
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VK_FORMAT_A2B10G10R10_UNORM_PACK32,
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VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT,
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VMA_MEMORY_USAGE_GPU_ONLY};
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std::vector<vkb::core::Image> images;
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// Attachment 0
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images.push_back(std::move(swapchain_image));
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// Attachment 1
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images.push_back(std::move(depth_image));
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// Attachment 2
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images.push_back(std::move(albedo_image));
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// Attachment 3
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images.push_back(std::move(normal_image));
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return std::make_unique<vkb::RenderTarget>(std::move(images));
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}
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VkImageLayout LayoutTransitions::pick_old_layout(VkImageLayout last_layout)
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{
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return (layout_transition_type == LayoutTransitionType::UNDEFINED) ?
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VK_IMAGE_LAYOUT_UNDEFINED :
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last_layout;
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}
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void LayoutTransitions::draw(vkb::core::CommandBufferC &command_buffer, vkb::RenderTarget &render_target)
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{
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// POI
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//
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// The old_layout for each memory barrier is picked based on the sample's setting.
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// We either use the last valid layout for the image or UNDEFINED.
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//
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// Both approaches are functionally correct, as we are clearing the images anyway,
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// but using the last valid layout can give the driver more optimization opportunities.
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//
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auto &views = render_target.get_views();
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assert(1 < views.size());
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{
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// Image 0 is the swapchain
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vkb::ImageMemoryBarrier memory_barrier{};
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memory_barrier.old_layout = pick_old_layout(VK_IMAGE_LAYOUT_PRESENT_SRC_KHR);
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memory_barrier.new_layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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memory_barrier.src_access_mask = 0;
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memory_barrier.dst_access_mask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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memory_barrier.src_stage_mask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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memory_barrier.dst_stage_mask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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command_buffer.image_memory_barrier(views[0], memory_barrier);
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// Skip 1 as it is handled later as a depth-stencil attachment
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for (size_t i = 2; i < views.size(); ++i)
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{
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memory_barrier.old_layout = pick_old_layout(VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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command_buffer.image_memory_barrier(views[i], memory_barrier);
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}
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}
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{
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vkb::ImageMemoryBarrier memory_barrier{};
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memory_barrier.old_layout = pick_old_layout(VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL);
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memory_barrier.new_layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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memory_barrier.src_access_mask = 0;
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memory_barrier.dst_access_mask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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memory_barrier.src_stage_mask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
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memory_barrier.dst_stage_mask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
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command_buffer.image_memory_barrier(views[1], memory_barrier);
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}
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auto &extent = render_target.get_extent();
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VkViewport viewport{};
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viewport.width = static_cast<float>(extent.width);
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viewport.height = static_cast<float>(extent.height);
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viewport.minDepth = 0.0f;
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viewport.maxDepth = 1.0f;
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command_buffer.set_viewport(0, {viewport});
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VkRect2D scissor{};
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scissor.extent = extent;
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command_buffer.set_scissor(0, {scissor});
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gbuffer_pipeline.draw(command_buffer, get_render_context().get_active_frame().get_render_target());
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command_buffer.end_render_pass();
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// Memory barriers needed
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for (size_t i = 1; i < render_target.get_views().size(); ++i)
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{
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auto &view = render_target.get_views()[i];
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vkb::ImageMemoryBarrier barrier;
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if (i == 1)
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{
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barrier.old_layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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barrier.new_layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL;
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barrier.src_stage_mask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
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barrier.src_access_mask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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}
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else
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{
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barrier.old_layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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barrier.new_layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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barrier.src_stage_mask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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barrier.src_access_mask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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}
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barrier.dst_stage_mask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
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barrier.dst_access_mask = VK_ACCESS_INPUT_ATTACHMENT_READ_BIT;
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command_buffer.image_memory_barrier(view, barrier);
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}
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lighting_pipeline.draw(command_buffer, get_render_context().get_active_frame().get_render_target());
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if (has_gui())
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{
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get_gui().draw(command_buffer);
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}
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command_buffer.end_render_pass();
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{
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vkb::ImageMemoryBarrier memory_barrier{};
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memory_barrier.old_layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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memory_barrier.new_layout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
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memory_barrier.src_access_mask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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memory_barrier.src_stage_mask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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memory_barrier.dst_stage_mask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
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command_buffer.image_memory_barrier(views[0], memory_barrier);
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}
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}
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void LayoutTransitions::draw_gui()
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{
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get_gui().show_options_window(
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/* body = */ [this]() {
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ImGui::Text("Transition images from:");
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ImGui::RadioButton("Undefined layout", reinterpret_cast<int *>(&layout_transition_type), LayoutTransitionType::UNDEFINED);
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ImGui::SameLine();
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ImGui::RadioButton("Current layout", reinterpret_cast<int *>(&layout_transition_type), LayoutTransitionType::LAST_LAYOUT);
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ImGui::SameLine();
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},
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/* lines = */ 2);
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}
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std::unique_ptr<vkb::VulkanSampleC> create_layout_transitions()
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{
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return std::make_unique<LayoutTransitions>();
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}
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