Add depth buffering

This commit is contained in:
Camden Dixie O'Brien committed 2025-09-27 18:19:38 +01:00
1 parent d7d2462835
commit 4180c4549b
2 files changed
+138 -39

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+135 -39
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@@ -47,30 +47,16 @@ load_shader_module(VkDevice dev, const char *code, size_t code_size)
return mod;
}
static void create_buffer(
const gpu_ctx_t *ctx, VkDeviceSize size, VkBufferUsageFlags usage,
VkMemoryPropertyFlags props, VkBuffer *buf_out, VkDeviceMemory *mem_out)
static void alloc_dev_mem(
const gpu_ctx_t *ctx, VkMemoryRequirements reqs,
VkMemoryPropertyFlags props, VkDeviceMemory *mem_out)
{
VkResult result;
// Create buffer
const VkBufferCreateInfo buf_config = {
.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
.size = size,
.usage = usage,
.sharingMode = VK_SHARING_MODE_EXCLUSIVE,
};
result = vkCreateBuffer(ctx->dev, &buf_config, nullptr, buf_out);
assert(result == VK_SUCCESS);
// Find appropriate memory type
VkMemoryRequirements requirements;
vkGetBufferMemoryRequirements(ctx->dev, *buf_out, &requirements);
VkPhysicalDeviceMemoryProperties mem_props;
vkGetPhysicalDeviceMemoryProperties(ctx->physical_dev, &mem_props);
uint32_t mem_type = UINT32_MAX;
for (unsigned i = 0; i < mem_props.memoryTypeCount; ++i) {
if ((requirements.memoryTypeBits & (1 << i)) == 0)
if ((reqs.memoryTypeBits & (1 << i)) == 0)
continue;
if ((mem_props.memoryTypes[i].propertyFlags & props) == props) {
mem_type = i;
@@ -80,14 +66,35 @@ static void create_buffer(
assert(mem_type != UINT32_MAX);
// Allocate memory
VkMemoryAllocateInfo allocate_config = {
VkMemoryAllocateInfo alloc_config = {
.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO,
.allocationSize = requirements.size,
.allocationSize = reqs.size,
.memoryTypeIndex = mem_type,
};
result = vkAllocateMemory(ctx->dev, &allocate_config, nullptr, mem_out);
const VkResult result
= vkAllocateMemory(ctx->dev, &alloc_config, nullptr, mem_out);
assert(result == VK_SUCCESS);
}
static void create_buffer(
const gpu_ctx_t *ctx, VkDeviceSize size, VkBufferUsageFlags usage,
VkMemoryPropertyFlags props, VkBuffer *buf_out, VkDeviceMemory *mem_out)
{
// Create buffer
const VkBufferCreateInfo buf_config = {
.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
.size = size,
.usage = usage,
.sharingMode = VK_SHARING_MODE_EXCLUSIVE,
};
const VkResult result
= vkCreateBuffer(ctx->dev, &buf_config, nullptr, buf_out);
assert(result == VK_SUCCESS);
// Allocate and bind memory
VkMemoryRequirements mem_reqs;
vkGetBufferMemoryRequirements(ctx->dev, *buf_out, &mem_reqs);
alloc_dev_mem(ctx, mem_reqs, props, mem_out);
vkBindBufferMemory(ctx->dev, *buf_out, *mem_out, 0);
}
@@ -337,6 +344,51 @@ void gpu_init(gpu_ctx_t *ctx, const gpu_config_t *config)
assert(result == VK_SUCCESS);
}
// Set up depth image
const VkFormat depth_img_fmt = VK_FORMAT_D32_SFLOAT;
const VkImageCreateInfo depth_img_config = {
.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
.imageType = VK_IMAGE_TYPE_2D,
.extent = {
.width = ctx->swapchain_extent.width,
.height = ctx->swapchain_extent.height,
.depth = 1,
},
.mipLevels = 1,
.arrayLayers = 1,
.format = depth_img_fmt,
.tiling = VK_IMAGE_TILING_OPTIMAL,
.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED,
.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT,
.samples = VK_SAMPLE_COUNT_1_BIT,
.sharingMode = VK_SHARING_MODE_EXCLUSIVE,
};
result = vkCreateImage(
ctx->dev, &depth_img_config, nullptr, &ctx->depth_img);
assert(result == VK_SUCCESS);
VkMemoryRequirements mem_reqs;
vkGetImageMemoryRequirements(ctx->dev, ctx->depth_img, &mem_reqs);
alloc_dev_mem(
ctx, mem_reqs, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
&ctx->depth_img_mem);
vkBindImageMemory(ctx->dev, ctx->depth_img, ctx->depth_img_mem, 0);
// Create depth image view
const VkImageViewCreateInfo depth_img_view_config = {
.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO,
.image = ctx->depth_img,
.viewType = VK_IMAGE_VIEW_TYPE_2D,
.format = depth_img_fmt,
.subresourceRange = {
.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT,
.levelCount = 1,
.layerCount = 1,
},
};
result = vkCreateImageView(
ctx->dev, &depth_img_view_config, nullptr, &ctx->depth_img_view);
assert(result == VK_SUCCESS);
// Load vertex and fragment shader modules
ctx->vert_shader
= load_shader_module(ctx->dev, vert_shader, sizeof(vert_shader));
@@ -369,7 +421,7 @@ void gpu_init(gpu_ctx_t *ctx, const gpu_config_t *config)
{
.binding = 0,
.location = 0,
.format = VK_FORMAT_R32G32_SFLOAT,
.format = VK_FORMAT_R32G32B32_SFLOAT,
.offset = offsetof(vertex_t, position),
},
{
@@ -395,6 +447,8 @@ void gpu_init(gpu_ctx_t *ctx, const gpu_config_t *config)
const VkViewport viewport = {
.width = (float)ctx->swapchain_extent.width,
.height = (float)ctx->swapchain_extent.height,
.minDepth = 0.0,
.maxDepth = 1.0,
};
const VkRect2D scissor = { .extent = ctx->swapchain_extent };
VkPipelineViewportStateCreateInfo viewport_config = {
@@ -465,27 +519,49 @@ void gpu_init(gpu_ctx_t *ctx, const gpu_config_t *config)
.attachment = 0,
.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
};
const VkSubpassDescription subpass = {
.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS,
.colorAttachmentCount = 1,
.pColorAttachments = &colour_attachment_ref,
// Set up depth attatchment
const VkAttachmentDescription depth_attatchment = {
.format = depth_img_fmt,
.samples = VK_SAMPLE_COUNT_1_BIT,
.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR,
.storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE,
.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE,
.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE,
.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED,
.finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
};
VkAttachmentReference depth_attachment_ref = {
.attachment = 1,
.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
};
// Create render pass
const VkAttachmentDescription attachment_descs[] = {
colour_attachment,
depth_attatchment,
};
const VkSubpassDependency dependency = {
.srcSubpass = VK_SUBPASS_EXTERNAL,
.dstSubpass = 0,
.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
.srcAccessMask = 0,
.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT
| VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
.srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT
| VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT
| VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
};
const VkRenderPassCreateInfo render_pass_config = {
.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO,
.attachmentCount = 1,
.pAttachments = &colour_attachment,
.attachmentCount = 2,
.pAttachments = attachment_descs,
.subpassCount = 1,
.pSubpasses = &subpass,
.pSubpasses = &(VkSubpassDescription){
.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS,
.colorAttachmentCount = 1,
.pColorAttachments = &colour_attachment_ref,
.pDepthStencilAttachment = &depth_attachment_ref,
},
.dependencyCount = 1,
.pDependencies = &dependency,
};
@@ -494,6 +570,14 @@ void gpu_init(gpu_ctx_t *ctx, const gpu_config_t *config)
assert(result == VK_SUCCESS);
// Create pipeline
const VkPipelineDepthStencilStateCreateInfo depth_stencil_config = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO,
.depthTestEnable = VK_TRUE,
.depthWriteEnable = VK_TRUE,
.depthCompareOp = VK_COMPARE_OP_LESS,
.depthBoundsTestEnable = VK_FALSE,
.stencilTestEnable = VK_FALSE,
};
const VkGraphicsPipelineCreateInfo pipeline_config = {
.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
.stageCount = 2,
@@ -507,6 +591,7 @@ void gpu_init(gpu_ctx_t *ctx, const gpu_config_t *config)
.layout = ctx->pipeline_layout,
.renderPass = ctx->render_pass,
.subpass = 0,
.pDepthStencilState = &depth_stencil_config,
};
result = vkCreateGraphicsPipelines(
ctx->dev, VK_NULL_HANDLE, 1, &pipeline_config, nullptr,
@@ -515,11 +600,15 @@ void gpu_init(gpu_ctx_t *ctx, const gpu_config_t *config)
// Create framebuffers
for (unsigned i = 0; i < swapchain_img_count; ++i) {
VkImageView attachments[] = {
ctx->swapchain_img_views[i],
ctx->depth_img_view,
};
const VkFramebufferCreateInfo framebuffer_config = {
.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO,
.renderPass = ctx->render_pass,
.attachmentCount = 1,
.pAttachments = ctx->swapchain_img_views + i,
.attachmentCount = 2,
.pAttachments = attachments,
.width = ctx->swapchain_extent.width,
.height = ctx->swapchain_extent.height,
.layers = 1,
@@ -636,6 +725,10 @@ void gpu_cleanup(const gpu_ctx_t *ctx)
vkDestroyShaderModule(ctx->dev, ctx->vert_shader, nullptr);
vkDestroyShaderModule(ctx->dev, ctx->frag_shader, nullptr);
vkDestroyImageView(ctx->dev, ctx->depth_img_view, nullptr);
vkDestroyImage(ctx->dev, ctx->depth_img, nullptr);
vkFreeMemory(ctx->dev, ctx->depth_img_mem, nullptr);
for (unsigned i = 0; i < ctx->swapchain_img_count; ++i) {
vkDestroyFramebuffer(ctx->dev, ctx->framebuffers[i], nullptr);
vkDestroyImageView(ctx->dev, ctx->swapchain_img_views[i], nullptr);
@@ -671,14 +764,17 @@ void gpu_render(const gpu_ctx_t *ctx, const mvp_t *mvp)
assert(result == VK_SUCCESS);
// Start render pass
VkClearValue clear_value = { { { 0.0, 0.0, 0.0, 1.0 } } };
VkClearValue clear_values[] = {
[0] = { .color = { { 0.0, 0.0, 0.0, 1.0 } } },
[1] = { .depthStencil = { 1.0, 0.0 } },
};
VkRenderPassBeginInfo render_pass_begin = {
.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO,
.renderPass = ctx->render_pass,
.framebuffer = ctx->framebuffers[img_index],
.renderArea.extent = ctx->swapchain_extent,
.clearValueCount = 1,
.pClearValues = &clear_value,
.clearValueCount = 2,
.pClearValues = clear_values,
};
vkCmdBeginRenderPass(
ctx->cmd_buf, &render_pass_begin, VK_SUBPASS_CONTENTS_INLINE);
+3
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@@ -31,6 +31,9 @@ typedef struct {
VkExtent2D swapchain_extent;
uint32_t swapchain_img_count;
VkImageView swapchain_img_views[SWAPCHAIN_IMG_BUFFER_SIZE];
VkImage depth_img;
VkDeviceMemory depth_img_mem;
VkImageView depth_img_view;
VkFramebuffer framebuffers[SWAPCHAIN_IMG_BUFFER_SIZE];
VkShaderModule vert_shader;
VkShaderModule frag_shader;