protected virtual void SetupFrameBuffer() { var attachments = new VkImageView[2]; // Depth/Stencil attachment is the same for all frame buffers attachments[1] = DepthStencil.View; var frameBufferCreateInfo = VkFramebufferCreateInfo.Alloc(); frameBufferCreateInfo->renderPass = renderPass; frameBufferCreateInfo->attachments = attachments; frameBufferCreateInfo->width = width; frameBufferCreateInfo->height = height; frameBufferCreateInfo->layers = 1; // Create frame buffers for every swap chain image frameBuffers = new VkFramebuffer[Swapchain.ImageCount]; for (uint i = 0; i < frameBuffers.Length; i++) { attachments[0] = Swapchain.Buffers[i].View; frameBufferCreateInfo->attachments = attachments; VkFramebuffer framebuffer; vkCreateFramebuffer(device, frameBufferCreateInfo, null, &framebuffer); frameBuffers[i] = framebuffer; } }
// Setup the offscreen framebuffer for rendering the blurred scene // The color attachment of this framebuffer will then be used to sample frame in the fragment shader of the final pass void prepareOffscreen() { offscreenPass.width = FB_DIM; offscreenPass.height = FB_DIM; // Find a suitable depth format VkFormat fbDepthFormat; VkBool32 validDepthFormat = Tools.getSupportedDepthFormat(physicalDevice, &fbDepthFormat); Debug.Assert(validDepthFormat); // Color attachment var imageInfo = VkImageCreateInfo.Alloc(); imageInfo->imageType = VkImageType._2d;// VK_IMAGE_TYPE_2D; imageInfo->format = FB_COLOR_FORMAT; imageInfo->extent.width = (uint)offscreenPass.width; imageInfo->extent.height = (uint)offscreenPass.height; imageInfo->extent.depth = 1; imageInfo->mipLevels = 1; imageInfo->arrayLayers = 1; imageInfo->samples = VkSampleCountFlagBits._1; // VK_SAMPLE_COUNT_1_BIT; imageInfo->tiling = VkImageTiling.Optimal; // VK_IMAGE_TILING_OPTIMAL; // We will sample directly from the color attachment imageInfo->usage = VkImageUsageFlagBits.ColorAttachment | VkImageUsageFlagBits.Sampled; //VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT; var memAlloc = VkMemoryAllocateInfo.Alloc(); VkMemoryRequirements memReqs; { VkImage image; vkCreateImage(device, imageInfo, null, &image); offscreenPass.colorAttachment.image = image; } vkGetImageMemoryRequirements(device, offscreenPass.colorAttachment.image, &memReqs); memAlloc->allocationSize = memReqs.size; memAlloc->memoryTypeIndex = vulkanDevice.getMemoryType(memReqs.memoryTypeBits, VkMemoryPropertyFlagBits.DeviceLocal); //VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT); { VkDeviceMemory memory; vkAllocateMemory(device, memAlloc, null, &memory); offscreenPass.colorAttachment.mem = memory; } vkBindImageMemory(device, offscreenPass.colorAttachment.image, offscreenPass.colorAttachment.mem, 0); var colorViewInfo = VkImageViewCreateInfo.Alloc(); colorViewInfo->viewType = VkImageViewType._2d;// VK_IMAGE_VIEW_TYPE_2D; colorViewInfo->format = FB_COLOR_FORMAT; colorViewInfo->subresourceRange = new VkImageSubresourceRange(); colorViewInfo->subresourceRange.aspectMask = VkImageAspectFlagBits.Color;// VK_IMAGE_ASPECT_COLOR_BIT; colorViewInfo->subresourceRange.baseMipLevel = 0; colorViewInfo->subresourceRange.levelCount = 1; colorViewInfo->subresourceRange.baseArrayLayer = 0; colorViewInfo->subresourceRange.layerCount = 1; colorViewInfo->image = offscreenPass.colorAttachment.image; { VkImageView view; vkCreateImageView(device, colorViewInfo, null, &view); offscreenPass.colorAttachment.view = view; } // Create sampler to sample from the attachment in the fragment shader var samplerInfo = VkSamplerCreateInfo.Alloc(); samplerInfo->magFilter = VkFilter.Linear; // VK_FILTER_LINEAR; samplerInfo->minFilter = VkFilter.Linear; // VK_FILTER_LINEAR; samplerInfo->mipmapMode = VkSamplerMipmapMode.Linear; // VK_SAMPLER_MIPMAP_MODE_LINEAR; samplerInfo->addressModeU = VkSamplerAddressMode.ClampToEdge; // VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE; samplerInfo->addressModeV = samplerInfo->addressModeU; samplerInfo->addressModeW = samplerInfo->addressModeU; samplerInfo->mipLodBias = 0.0f; samplerInfo->maxAnisotropy = 0; samplerInfo->minLod = 0.0f; samplerInfo->maxLod = 1.0f; samplerInfo->borderColor = VkBorderColor.FloatOpaqueWhite;// VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE; { VkSampler sampler; vkCreateSampler(device, samplerInfo, null, &sampler); offscreenPass.sampler = sampler; } // Depth stencil attachment imageInfo->format = fbDepthFormat; imageInfo->usage = VkImageUsageFlagBits.DepthStencilAttachment;// VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT; { VkImage image; vkCreateImage(device, imageInfo, null, &image); offscreenPass.depthAttachment.image = image; } vkGetImageMemoryRequirements(device, offscreenPass.depthAttachment.image, &memReqs); memAlloc->allocationSize = memReqs.size; memAlloc->memoryTypeIndex = vulkanDevice.getMemoryType(memReqs.memoryTypeBits, VkMemoryPropertyFlagBits.DeviceLocal); //VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT); { VkDeviceMemory memory; vkAllocateMemory(device, memAlloc, null, &memory); offscreenPass.depthAttachment.mem = memory; } vkBindImageMemory(device, offscreenPass.depthAttachment.image, offscreenPass.depthAttachment.mem, 0); var depthViewInfo = VkImageViewCreateInfo.Alloc(); depthViewInfo->viewType = VkImageViewType._2d;// VK_IMAGE_VIEW_TYPE_2D; depthViewInfo->format = fbDepthFormat; depthViewInfo->flags = 0; depthViewInfo->subresourceRange = new VkImageSubresourceRange(); depthViewInfo->subresourceRange.aspectMask = VkImageAspectFlagBits.Depth | VkImageAspectFlagBits.Stencil; //VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT; depthViewInfo->subresourceRange.baseMipLevel = 0; depthViewInfo->subresourceRange.levelCount = 1; depthViewInfo->subresourceRange.baseArrayLayer = 0; depthViewInfo->subresourceRange.layerCount = 1; depthViewInfo->image = offscreenPass.depthAttachment.image; { VkImageView view; vkCreateImageView(device, depthViewInfo, null, &view); offscreenPass.depthAttachment.view = view; } // Create a separate render pass for the offscreen rendering as it may differ from the one used for scene rendering var attchmentDescriptions = new VkAttachmentDescription[2]; // Color attachment attchmentDescriptions[0].format = FB_COLOR_FORMAT; attchmentDescriptions[0].samples = VkSampleCountFlagBits._1; // VK_SAMPLE_COUNT_1_BIT; attchmentDescriptions[0].loadOp = VkAttachmentLoadOp.Clear; // VK_ATTACHMENT_LOAD_OP_CLEAR; attchmentDescriptions[0].storeOp = VkAttachmentStoreOp.Store; // VK_ATTACHMENT_STORE_OP_STORE; attchmentDescriptions[0].stencilLoadOp = VkAttachmentLoadOp.DontCare; // VK_ATTACHMENT_LOAD_OP_DONT_CARE; attchmentDescriptions[0].stencilStoreOp = VkAttachmentStoreOp.DontCare; // VK_ATTACHMENT_STORE_OP_DONT_CARE; attchmentDescriptions[0].initialLayout = VkImageLayout.Undefined; // VK_IMAGE_LAYOUT_UNDEFINED; attchmentDescriptions[0].finalLayout = VkImageLayout.ShaderReadOnlyOptimal; // VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; // Depth attachment attchmentDescriptions[1].format = fbDepthFormat; attchmentDescriptions[1].samples = VkSampleCountFlagBits._1; // VK_SAMPLE_COUNT_1_BIT; attchmentDescriptions[1].loadOp = VkAttachmentLoadOp.Clear; // VK_ATTACHMENT_LOAD_OP_CLEAR; attchmentDescriptions[1].storeOp = VkAttachmentStoreOp.DontCare; // VK_ATTACHMENT_STORE_OP_DONT_CARE; attchmentDescriptions[1].stencilLoadOp = VkAttachmentLoadOp.DontCare; // VK_ATTACHMENT_LOAD_OP_DONT_CARE; attchmentDescriptions[1].stencilStoreOp = VkAttachmentStoreOp.DontCare; // VK_ATTACHMENT_STORE_OP_DONT_CARE; attchmentDescriptions[1].initialLayout = VkImageLayout.Undefined; // VK_IMAGE_LAYOUT_UNDEFINED; attchmentDescriptions[1].finalLayout = VkImageLayout.DepthStencilAttachmentOptimal; // VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; var colorReference = new VkAttachmentReference { attachment = 0, layout = VkImageLayout.ColorAttachmentOptimal// VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL }; var depthReference = new VkAttachmentReference { attachment = 1, layout = VkImageLayout.DepthStencilAttachmentOptimal// VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL }; VkSubpassDescription subpassDescription = new VkSubpassDescription(); subpassDescription.pipelineBindPoint = VkPipelineBindPoint.Graphics;// VK_PIPELINE_BIND_POINT_GRAPHICS; subpassDescription.colorResolveAttachments.SetColorAttachments(colorReference); subpassDescription.pDepthStencilAttachment = &depthReference; // Use subpass dependencies for layout transitions var dependencies = new VkSubpassDependency[2]; dependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL; dependencies[0].dstSubpass = 0; dependencies[0].srcStageMask = VkPipelineStageFlagBits.BottomOfPipe; // VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT; dependencies[0].dstStageMask = VkPipelineStageFlagBits.ColorAttachmentOutput; // VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; dependencies[0].srcAccessMask = VkAccessFlagBits.MemoryRead; // VK_ACCESS_MEMORY_READ_BIT; dependencies[0].dstAccessMask = VkAccessFlagBits.ColorAttachmentRead | VkAccessFlagBits.ColorAttachmentWrite; //VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; dependencies[0].dependencyFlags = VkDependencyFlagBits.ByRegion;// VK_DEPENDENCY_BY_REGION_BIT; dependencies[1].srcSubpass = 0; dependencies[1].dstSubpass = VK_SUBPASS_EXTERNAL; dependencies[1].srcStageMask = VkPipelineStageFlagBits.ColorAttachmentOutput; // VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; dependencies[1].dstStageMask = VkPipelineStageFlagBits.BottomOfPipe; // VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT; dependencies[1].srcAccessMask = VkAccessFlagBits.ColorAttachmentRead | VkAccessFlagBits.ColorAttachmentWrite; //VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; dependencies[1].dstAccessMask = VkAccessFlagBits.MemoryRead; // VK_ACCESS_MEMORY_READ_BIT; dependencies[1].dependencyFlags = VkDependencyFlagBits.ByRegion; // VK_DEPENDENCY_BY_REGION_BIT; // Create the actual renderpass var renderPassInfo = VkRenderPassCreateInfo.Alloc(); renderPassInfo->attachments = attchmentDescriptions; renderPassInfo->subpasses = subpassDescription; renderPassInfo->dependencies = dependencies; { VkRenderPass renderPass; vkCreateRenderPass(device, renderPassInfo, null, &renderPass); offscreenPass.renderPass = renderPass; } var attachments = new VkImageView[] { offscreenPass.colorAttachment.view, offscreenPass.depthAttachment.view }; var framebufferInfo = VkFramebufferCreateInfo.Alloc(); framebufferInfo->renderPass = offscreenPass.renderPass; framebufferInfo->attachments = attachments; framebufferInfo->width = (uint)offscreenPass.width; framebufferInfo->height = (uint)offscreenPass.height; framebufferInfo->layers = 1; { VkFramebuffer framebuffer; vkCreateFramebuffer(device, framebufferInfo, null, &framebuffer); offscreenPass.framebuffer = framebuffer; } // Fill a descriptor for later use in a descriptor set offscreenPass.descriptorImage.imageLayout = VkImageLayout.ShaderReadOnlyOptimal;// VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; offscreenPass.descriptorImage.imageView = offscreenPass.colorAttachment.view; offscreenPass.descriptorImage.sampler = offscreenPass.sampler; }