Add descriptor for shadow map

This commit is contained in:
Camden Dixie O'Brien committed 2025-10-04 21:27:46 +01:00
1 parent 3dc7c73296
commit 6e37b45f28
3 files changed
+106 -18

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+2
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@@ -9,6 +9,8 @@ layout(location = 1) in vec4 light_pos;
layout(location = 0) out vec4 out_colour;
layout(binding = 2) uniform sampler2DShadow shadow_map;
void main()
{
float lambertian = max(dot(frag_normal, light_dir), 0.0);
+102 -18
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@@ -528,6 +528,28 @@ void gpu_init(gpu_ctx_t *ctx, GLFWwindow *window, const char *name)
ctx->dev, &render_pass_config, nullptr, &ctx->render_pass);
assert(result == VK_SUCCESS);
// Create descriptor pool
const size_t max_desc_sets = MAX_MODEL_COUNT * ctx->swapchain_img_count;
const VkDescriptorPoolSize desc_pool_sizes[] = {
{
.type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
.descriptorCount = 2 * max_desc_sets,
},
{
.type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
.descriptorCount = max_desc_sets,
},
};
const VkDescriptorPoolCreateInfo desc_pool_config = {
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO,
.poolSizeCount = 2,
.pPoolSizes = desc_pool_sizes,
.maxSets = max_desc_sets,
};
result = vkCreateDescriptorPool(
ctx->dev, &desc_pool_config, nullptr, &ctx->desc_pool);
assert(result == VK_SUCCESS);
// Populate multisampling configuration
const VkPipelineMultisampleStateCreateInfo multisampling_config = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
@@ -573,6 +595,22 @@ void gpu_init(gpu_ctx_t *ctx, GLFWwindow *window, const char *name)
.stencilTestEnable = VK_FALSE,
};
// Create shadow descriptor set layout
const VkDescriptorSetLayoutCreateInfo floor_desc_set_layout_config = {
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO,
.bindingCount = 1,
.pBindings = &(VkDescriptorSetLayoutBinding) {
.binding = 2,
.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
.descriptorCount = 1,
.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT,
},
};
result = vkCreateDescriptorSetLayout(
ctx->dev, &floor_desc_set_layout_config, nullptr,
&ctx->floor_desc_set_layout);
assert(result == VK_SUCCESS);
// Create floor pipeline
const VkPipelineShaderStageCreateInfo floor_shader_stages[] = {
{
@@ -598,6 +636,8 @@ void gpu_init(gpu_ctx_t *ctx, GLFWwindow *window, const char *name)
};
const VkPipelineLayoutCreateInfo floor_pipeline_layout_config = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
.setLayoutCount = 1,
.pSetLayouts = &ctx->floor_desc_set_layout,
.pushConstantRangeCount = 1,
.pPushConstantRanges = &push_constant_range,
};
@@ -646,6 +686,12 @@ void gpu_init(gpu_ctx_t *ctx, GLFWwindow *window, const char *name)
.descriptorCount = 1,
.stageFlags = VK_SHADER_STAGE_VERTEX_BIT,
},
{
.binding = 2,
.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
.descriptorCount = 1,
.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT,
},
};
const VkDescriptorSetLayoutCreateInfo desc_set_layout_config = {
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO,
@@ -656,21 +702,6 @@ void gpu_init(gpu_ctx_t *ctx, GLFWwindow *window, const char *name)
ctx->dev, &desc_set_layout_config, nullptr, &ctx->desc_set_layout);
assert(result == VK_SUCCESS);
// Create descriptor pool
const VkDescriptorPoolCreateInfo desc_pool_config = {
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO,
.poolSizeCount = 1,
.pPoolSizes = &(VkDescriptorPoolSize) {
.type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
.descriptorCount
= MAX_MODEL_COUNT * 2 * ctx->swapchain_img_count,
},
.maxSets = MAX_MODEL_COUNT * 2 * ctx->swapchain_img_count,
};
result = vkCreateDescriptorPool(
ctx->dev, &desc_pool_config, nullptr, &ctx->desc_pool);
assert(result == VK_SUCCESS);
// Set up model input configuration
const VkVertexInputBindingDescription input_binding_descs[] = {
{
@@ -936,6 +967,41 @@ void gpu_init(gpu_ctx_t *ctx, GLFWwindow *window, const char *name)
ctx->dev, &transient_cmd_pool_config, nullptr,
&ctx->transient_cmd_pool);
assert(result == VK_SUCCESS);
// Allocate floor descriptor sets
VkDescriptorSetLayout desc_set_layouts[ctx->swapchain_img_count];
for (unsigned i = 0; i < ctx->swapchain_img_count; ++i)
desc_set_layouts[i] = ctx->floor_desc_set_layout;
const VkDescriptorSetAllocateInfo desc_sets_alloc_config = {
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO,
.descriptorPool = ctx->desc_pool,
.descriptorSetCount = ctx->swapchain_img_count,
.pSetLayouts = desc_set_layouts,
};
result = vkAllocateDescriptorSets(
ctx->dev, &desc_sets_alloc_config, ctx->floor_desc_sets);
assert(result == VK_SUCCESS);
// Write to floor descriptor sets
for (unsigned i = 0; i < ctx->swapchain_img_count; ++i) {
const VkWriteDescriptorSet desc_writes[] = {
{
.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
.dstSet = ctx->floor_desc_sets[i],
.dstBinding = 2,
.dstArrayElement = 0,
.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
.descriptorCount = 1,
.pImageInfo = &(VkDescriptorImageInfo) {
.sampler = ctx->shadow_sampler,
.imageView = ctx->shadow_view,
.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
},
},
};
vkUpdateDescriptorSets(
ctx->dev, NELEMS(desc_writes), desc_writes, 0, nullptr);
}
}
void gpu_cleanup(const gpu_ctx_t *ctx)
@@ -960,6 +1026,8 @@ void gpu_cleanup(const gpu_ctx_t *ctx)
vkDestroyPipelineLayout(ctx->dev, ctx->model_pipeline_layout, nullptr);
vkDestroyDescriptorPool(ctx->dev, ctx->desc_pool, nullptr);
vkDestroyDescriptorSetLayout(ctx->dev, ctx->desc_set_layout, nullptr);
vkDestroyDescriptorSetLayout(
ctx->dev, ctx->floor_desc_set_layout, nullptr);
vkDestroyShaderModule(ctx->dev, ctx->floor_vert_shader, nullptr);
vkDestroyShaderModule(ctx->dev, ctx->model_vert_shader, nullptr);
@@ -1018,7 +1086,7 @@ void gpu_model_load(
&out->index_mem);
load_buffer(ctx, out->index_buf, model->indices, index_size);
// Create and configure descriptor sets
// Allocate descriptor sets
VkDescriptorSetLayout desc_set_layouts[ctx->swapchain_img_count];
for (unsigned i = 0; i < ctx->swapchain_img_count; ++i)
desc_set_layouts[i] = ctx->desc_set_layout;
@@ -1054,7 +1122,7 @@ void gpu_model_load(
vkMapMemory(
ctx->dev, out->bone_mem, 0, bone_size, 0, (void **)&out->bone_ptr);
// Configure descriptor sets to use transform and bone matrix buffers
// Write to descriptor sets
for (unsigned i = 0; i < ctx->swapchain_img_count; ++i) {
const VkWriteDescriptorSet desc_writes[] = {
{
@@ -1083,6 +1151,19 @@ void gpu_model_load(
.range = model->bone_count * sizeof(mat4_t),
},
},
{
.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
.dstSet = out->desc_sets[i],
.dstBinding = 2,
.dstArrayElement = 0,
.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
.descriptorCount = 1,
.pImageInfo = &(VkDescriptorImageInfo) {
.sampler = ctx->shadow_sampler,
.imageView = ctx->shadow_view,
.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
},
},
};
vkUpdateDescriptorSets(
ctx->dev, NELEMS(desc_writes), desc_writes, 0, nullptr);
@@ -1217,6 +1298,10 @@ void gpu_render(
vkCmdPushConstants(
ctx->cmd_buf, ctx->model_pipeline_layout, VK_SHADER_STAGE_VERTEX_BIT,
0, sizeof(push_t), &push);
vkCmdBindDescriptorSets(
ctx->cmd_buf, VK_PIPELINE_BIND_POINT_GRAPHICS,
ctx->floor_pipeline_layout, 0, 1, ctx->floor_desc_sets + curr_img, 0,
nullptr);
vkCmdDraw(ctx->cmd_buf, 4, 1, 0, 0);
// Draw models
@@ -1231,7 +1316,6 @@ void gpu_render(
&(VkDeviceSize) { 0 });
vkCmdBindIndexBuffer(
ctx->cmd_buf, models[i].index_buf, 0, VK_INDEX_TYPE_UINT16);
vkCmdBindDescriptorSets(
ctx->cmd_buf, VK_PIPELINE_BIND_POINT_GRAPHICS,
ctx->model_pipeline_layout, 0, 1, models[i].desc_sets + curr_img,
+2
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@@ -31,10 +31,12 @@ typedef struct {
VkShaderModule floor_vert_shader;
VkShaderModule model_vert_shader;
VkShaderModule frag_shader;
VkDescriptorSetLayout floor_desc_set_layout;
VkDescriptorSetLayout desc_set_layout;
VkDescriptorPool desc_pool;
VkRenderPass shadow_pass;
VkRenderPass render_pass;
VkDescriptorSet floor_desc_sets[MAX_FRAMES_IN_FLIGHT];
VkPipelineLayout floor_pipeline_layout;
VkPipeline floor_pipeline;
VkPipelineLayout model_pipeline_layout;