Fixed minimizing by resetting command pools and fences
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09c5843cdb
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0cab0107b2
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@ -10,7 +10,7 @@ Collapsed=0
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[Window][Hierarchy Panel]
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Pos=0,142
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Size=494,690
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Size=382,690
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Collapsed=0
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DockId=0x00000007,0
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@ -20,14 +20,14 @@ Size=400,400
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Collapsed=0
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[Window][Inspector]
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Pos=1649,48
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Size=271,1012
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Pos=1588,48
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Size=332,1012
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Collapsed=0
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DockId=0x00000006,0
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[Window][Profiler]
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Pos=0,48
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Size=494,92
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Size=382,92
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Collapsed=0
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DockId=0x00000003,0
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@ -38,25 +38,25 @@ Collapsed=0
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DockId=0x00000002,0
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[Window][ Viewport]
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Pos=496,48
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Size=1151,1012
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Pos=384,48
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Size=1202,1012
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Collapsed=0
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DockId=0x00000002,0
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[Window][ Asset Browser]
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Pos=0,834
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Size=494,226
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Size=382,226
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Collapsed=0
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DockId=0x00000008,0
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[Docking][Data]
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DockSpace ID=0xC5C9B8AB Window=0xBE4044E9 Pos=8,79 Size=1920,1012 Split=X
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DockNode ID=0x00000005 Parent=0xC5C9B8AB SizeRef=1992,1036 Split=X
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DockNode ID=0x00000001 Parent=0x00000005 SizeRef=494,1036 Split=Y Selected=0x1E6EB881
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DockNode ID=0x00000005 Parent=0xC5C9B8AB SizeRef=1586,1036 Split=X
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DockNode ID=0x00000001 Parent=0x00000005 SizeRef=382,1036 Split=Y Selected=0x1E6EB881
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DockNode ID=0x00000003 Parent=0x00000001 SizeRef=225,94 Selected=0x1E6EB881
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DockNode ID=0x00000004 Parent=0x00000001 SizeRef=225,940 Split=Y Selected=0xE096E5AE
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DockNode ID=0x00000007 Parent=0x00000004 SizeRef=494,690 Selected=0xE096E5AE
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DockNode ID=0x00000008 Parent=0x00000004 SizeRef=494,226 Selected=0xB128252A
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DockNode ID=0x00000002 Parent=0x00000005 SizeRef=1151,1036 CentralNode=1 Selected=0xB41284E7
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DockNode ID=0x00000006 Parent=0xC5C9B8AB SizeRef=271,1036 Selected=0xE7039252
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DockNode ID=0x00000002 Parent=0x00000005 SizeRef=1202,1036 CentralNode=1 Selected=0xB41284E7
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DockNode ID=0x00000006 Parent=0xC5C9B8AB SizeRef=332,1036 Selected=0xE7039252
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@ -183,10 +183,10 @@ namespace SHADE
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worldRenderGraph->Init(device, swapchain);
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worldRenderGraph->AddResource("Position", { SH_ATT_DESC_TYPE_FLAGS::COLOR, SH_ATT_DESC_TYPE_FLAGS::INPUT, SH_ATT_DESC_TYPE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Sfloat);
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worldRenderGraph->AddResource("Normals", { SH_ATT_DESC_TYPE_FLAGS::COLOR, SH_ATT_DESC_TYPE_FLAGS::INPUT, SH_ATT_DESC_TYPE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Sfloat);
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worldRenderGraph->AddResource("Albedo", { SH_ATT_DESC_TYPE_FLAGS::COLOR, SH_ATT_DESC_TYPE_FLAGS::INPUT, SH_ATT_DESC_TYPE_FLAGS::STORAGE }, windowDims.first, windowDims.second);
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worldRenderGraph->AddResource("Albedo", { SH_ATT_DESC_TYPE_FLAGS::COLOR, SH_ATT_DESC_TYPE_FLAGS::INPUT, SH_ATT_DESC_TYPE_FLAGS::STORAGE }, windowDims.first, windowDims.second);
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worldRenderGraph->AddResource("Depth Buffer", { SH_ATT_DESC_TYPE_FLAGS::DEPTH_STENCIL }, windowDims.first, windowDims.second, vk::Format::eD32SfloatS8Uint);
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worldRenderGraph->AddResource("Entity ID", { SH_ATT_DESC_TYPE_FLAGS::COLOR }, windowDims.first, windowDims.second, vk::Format::eR32Uint, 1, vk::ImageUsageFlagBits::eTransferSrc);
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worldRenderGraph->AddResource("Light Layer Indices", { SH_ATT_DESC_TYPE_FLAGS::COLOR }, windowDims.first, windowDims.second, vk::Format::eR32Uint, 1, vk::ImageUsageFlagBits::eTransferSrc);
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worldRenderGraph->AddResource("Entity ID", { SH_ATT_DESC_TYPE_FLAGS::COLOR }, windowDims.first, windowDims.second, vk::Format::eR32Uint, 1, vk::ImageUsageFlagBits::eTransferSrc);
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worldRenderGraph->AddResource("Light Layer Indices", { SH_ATT_DESC_TYPE_FLAGS::COLOR, SH_ATT_DESC_TYPE_FLAGS::INPUT, SH_ATT_DESC_TYPE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR32Uint, 1, vk::ImageUsageFlagBits::eTransferSrc);
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worldRenderGraph->AddResource("Scene", { SH_ATT_DESC_TYPE_FLAGS::COLOR, SH_ATT_DESC_TYPE_FLAGS::INPUT, SH_ATT_DESC_TYPE_FLAGS::STORAGE }, windowDims.first, windowDims.second);
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auto gBufferNode = worldRenderGraph->AddNode("G-Buffer",
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@ -219,7 +219,7 @@ namespace SHADE
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// deferred composite
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auto deferredCompositeShader = shaderModuleLibrary.GetShaderModule("DeferredCompositeCs.glsl");
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gBufferNode->AddNodeCompute(deferredCompositeShader, { "Position", "Normals", "Albedo", "Scene" });
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gBufferNode->AddNodeCompute(deferredCompositeShader, { "Position", "Normals", "Albedo", "Light Layer Indices", "Scene" });
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auto dummyNode = worldRenderGraph->AddNode("Dummy Pass", { "Scene" }, {"G-Buffer"}); // no predecessors
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@ -486,7 +486,20 @@ namespace SHADE
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void SHGraphicsSystem::BeginRender()
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{
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if (window->IsMinimized() || renderContext.GetWindowIsDead())
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{
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// #BackEndTest: For for the fence initialized by queue submit
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renderContext.WaitForFence();
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// #BackEndTest: Get the current frame from frame manager
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auto& currFrameData = renderContext.GetCurrentFrameData();
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// #BackEndTest: Reset command pool
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if (currFrameData.cmdPoolHdls.empty())
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throw std::runtime_error("No command pools available!");
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currFrameData.cmdPoolHdls[0]->Reset();
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return;
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}
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// Finalise all batches
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for (auto vp : viewports)
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@ -20,7 +20,8 @@ layout(local_size_x = 16, local_size_y = 16) in;
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layout(set = 4, binding = 0, rgba32f) uniform image2D positions;
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layout(set = 4, binding = 1, rgba32f) uniform image2D normals;
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layout(set = 4, binding = 2, rgba8) uniform image2D albedo;
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layout(set = 4, binding = 3, rgba8) uniform image2D targetImage;
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layout(set = 4, binding = 3, r32ui) uniform uimage2D lightLayerData;
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layout(set = 4, binding = 4, rgba8) uniform image2D targetImage;
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layout(set = 1, binding = 0) uniform LightCounts
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{
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