Fix character preview facing and add 4x MSAA to preview render target

Character was facing stage-left (yaw 180) instead of toward camera;
corrected default yaw to 90. Added MSAA support to VkRenderTarget with
automatic resolve attachment, and enabled 4x MSAA for the character
preview off-screen pass.
This commit is contained in:
Kelsi 2026-02-23 10:48:26 -08:00
parent d65b170774
commit 9a1b78bffd
6 changed files with 229 additions and 108 deletions

View file

@ -89,7 +89,7 @@ private:
bool modelLoaded_ = false;
bool compositeRequested_ = false;
bool compositeRendered_ = false; // True after first successful compositePass
float modelYaw_ = 180.0f;
float modelYaw_ = 90.0f;
// Cached info from loadCharacter() for later recompositing.
game::Race race_ = game::Race::HUMAN;

View file

@ -45,7 +45,8 @@ public:
~CharacterRenderer();
bool initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout, pipeline::AssetManager* am,
VkRenderPass renderPassOverride = VK_NULL_HANDLE);
VkRenderPass renderPassOverride = VK_NULL_HANDLE,
VkSampleCountFlagBits msaaSamples = VK_SAMPLE_COUNT_1_BIT);
void shutdown();
void setAssetManager(pipeline::AssetManager* am) { assetManager = am; }
@ -230,6 +231,7 @@ public:
private:
VkContext* vkCtx_ = nullptr;
VkRenderPass renderPassOverride_ = VK_NULL_HANDLE;
VkSampleCountFlagBits msaaSamplesOverride_ = VK_SAMPLE_COUNT_1_BIT;
pipeline::AssetManager* assetManager = nullptr;
// Vulkan pipelines (one per blend mode)

View file

@ -13,6 +13,7 @@ class VkContext;
/**
* Off-screen render target encapsulating VkRenderPass + VkFramebuffer + color VkImage.
* Used for minimap compositing, world map compositing, and other off-screen passes.
* Supports optional MSAA with automatic resolve.
*/
class VkRenderTarget {
public:
@ -26,9 +27,11 @@ public:
* Create the render target with given dimensions and format.
* Creates: color image, image view, sampler, render pass, framebuffer.
* When withDepth is true, also creates a D32_SFLOAT depth attachment.
* When msaaSamples > 1, creates multisampled images and a resolve attachment.
*/
bool create(VkContext& ctx, uint32_t width, uint32_t height,
VkFormat format = VK_FORMAT_R8G8B8A8_UNORM, bool withDepth = false);
VkFormat format = VK_FORMAT_R8G8B8A8_UNORM, bool withDepth = false,
VkSampleCountFlagBits msaaSamples = VK_SAMPLE_COUNT_1_BIT);
/**
* Destroy all Vulkan resources.
@ -48,14 +51,15 @@ public:
*/
void endPass(VkCommandBuffer cmd);
// Accessors
VkImage getColorImage() const { return colorImage_.image; }
VkImageView getColorImageView() const { return colorImage_.imageView; }
// Accessors - always return the resolved (single-sample) image for reading
VkImage getColorImage() const { return resolveImage_.image ? resolveImage_.image : colorImage_.image; }
VkImageView getColorImageView() const { return resolveImage_.imageView ? resolveImage_.imageView : colorImage_.imageView; }
VkSampler getSampler() const { return sampler_; }
VkRenderPass getRenderPass() const { return renderPass_; }
VkExtent2D getExtent() const { return { colorImage_.extent.width, colorImage_.extent.height }; }
VkFormat getFormat() const { return colorImage_.format; }
bool isValid() const { return framebuffer_ != VK_NULL_HANDLE; }
VkSampleCountFlagBits getSampleCount() const { return msaaSamples_; }
/**
* Descriptor info for binding the color attachment as a texture in a shader.
@ -63,9 +67,11 @@ public:
VkDescriptorImageInfo descriptorInfo() const;
private:
AllocatedImage colorImage_{};
AllocatedImage colorImage_{}; // MSAA color (or single-sample if no MSAA)
AllocatedImage resolveImage_{}; // Single-sample resolve target (only when MSAA)
AllocatedImage depthImage_{};
bool hasDepth_ = false;
VkSampleCountFlagBits msaaSamples_ = VK_SAMPLE_COUNT_1_BIT;
VkSampler sampler_ = VK_NULL_HANDLE;
VkRenderPass renderPass_ = VK_NULL_HANDLE;
VkFramebuffer framebuffer_ = VK_NULL_HANDLE;

View file

@ -58,7 +58,8 @@ bool CharacterPreview::initialize(pipeline::AssetManager* am) {
// Initialize CharacterRenderer with our off-screen render pass
charRenderer_ = std::make_unique<CharacterRenderer>();
if (!charRenderer_->initialize(vkCtx_, perFrameLayout, am, renderTarget_->getRenderPass())) {
if (!charRenderer_->initialize(vkCtx_, perFrameLayout, am, renderTarget_->getRenderPass(),
renderTarget_->getSampleCount())) {
LOG_ERROR("CharacterPreview: failed to initialize CharacterRenderer");
return false;
}
@ -103,7 +104,8 @@ void CharacterPreview::createFBO() {
// 1. Create off-screen render target with depth
renderTarget_ = std::make_unique<VkRenderTarget>();
if (!renderTarget_->create(*vkCtx_, fboWidth_, fboHeight_, VK_FORMAT_R8G8B8A8_UNORM, true)) {
if (!renderTarget_->create(*vkCtx_, fboWidth_, fboHeight_, VK_FORMAT_R8G8B8A8_UNORM, true,
VK_SAMPLE_COUNT_4_BIT)) {
LOG_ERROR("CharacterPreview: failed to create render target");
renderTarget_.reset();
return;

View file

@ -113,13 +113,15 @@ CharacterRenderer::~CharacterRenderer() {
bool CharacterRenderer::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout,
pipeline::AssetManager* am,
VkRenderPass renderPassOverride) {
VkRenderPass renderPassOverride,
VkSampleCountFlagBits msaaSamples) {
core::Logger::getInstance().info("Initializing character renderer (Vulkan)...");
vkCtx_ = ctx;
assetManager = am;
perFrameLayout_ = perFrameLayout;
renderPassOverride_ = renderPassOverride;
msaaSamplesOverride_ = msaaSamples;
const unsigned hc = std::thread::hardware_concurrency();
const size_t availableCores = (hc > 1u) ? static_cast<size_t>(hc - 1u) : 1ull;
// Character updates run alongside M2/WMO work; default to a smaller share.
@ -224,7 +226,7 @@ bool CharacterRenderer::initialize(VkContext* ctx, VkDescriptorSetLayout perFram
}
VkRenderPass mainPass = renderPassOverride_ ? renderPassOverride_ : vkCtx_->getImGuiRenderPass();
VkSampleCountFlagBits samples = renderPassOverride_ ? VK_SAMPLE_COUNT_1_BIT : vkCtx_->getMsaaSamples();
VkSampleCountFlagBits samples = renderPassOverride_ ? msaaSamplesOverride_ : vkCtx_->getMsaaSamples();
// --- Vertex input ---
// CharVertexGPU: vec3 pos(12) + uint8[4] boneWeights(4) + uint8[4] boneIndices(4) +
@ -2946,7 +2948,7 @@ void CharacterRenderer::recreatePipelines() {
}
VkRenderPass mainPass = renderPassOverride_ ? renderPassOverride_ : vkCtx_->getImGuiRenderPass();
VkSampleCountFlagBits samples = renderPassOverride_ ? VK_SAMPLE_COUNT_1_BIT : vkCtx_->getMsaaSamples();
VkSampleCountFlagBits samples = renderPassOverride_ ? msaaSamplesOverride_ : vkCtx_->getMsaaSamples();
// --- Vertex input ---
VkVertexInputBindingDescription charBinding{};

View file

@ -9,24 +9,39 @@ VkRenderTarget::~VkRenderTarget() {
// Must call destroy() explicitly with device/allocator before destruction
}
bool VkRenderTarget::create(VkContext& ctx, uint32_t width, uint32_t height, VkFormat format, bool withDepth) {
bool VkRenderTarget::create(VkContext& ctx, uint32_t width, uint32_t height,
VkFormat format, bool withDepth, VkSampleCountFlagBits msaaSamples) {
VkDevice device = ctx.getDevice();
VmaAllocator allocator = ctx.getAllocator();
hasDepth_ = withDepth;
msaaSamples_ = msaaSamples;
bool useMSAA = msaaSamples != VK_SAMPLE_COUNT_1_BIT;
// Create color image (COLOR_ATTACHMENT + SAMPLED for reading in subsequent passes)
// Create color image (multisampled if MSAA)
colorImage_ = createImage(device, allocator, width, height, format,
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | (useMSAA ? VkImageUsageFlags(0) : VK_IMAGE_USAGE_SAMPLED_BIT),
msaaSamples);
if (!colorImage_.image) {
LOG_ERROR("VkRenderTarget: failed to create color image (", width, "x", height, ")");
return false;
}
// Create depth image if requested
// Create resolve image for MSAA (single-sample, sampled for reading)
if (useMSAA) {
resolveImage_ = createImage(device, allocator, width, height, format,
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
if (!resolveImage_.image) {
LOG_ERROR("VkRenderTarget: failed to create resolve image (", width, "x", height, ")");
destroy(device, allocator);
return false;
}
}
// Create depth image if requested (multisampled to match color)
if (withDepth) {
depthImage_ = createImage(device, allocator, width, height,
VK_FORMAT_D32_SFLOAT, VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT);
VK_FORMAT_D32_SFLOAT, VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT, msaaSamples);
if (!depthImage_.image) {
LOG_ERROR("VkRenderTarget: failed to create depth image (", width, "x", height, ")");
destroy(device, allocator);
@ -53,102 +68,185 @@ bool VkRenderTarget::create(VkContext& ctx, uint32_t width, uint32_t height, VkF
}
// Create render pass
VkAttachmentDescription attachments[2]{};
// Color attachment: UNDEFINED -> COLOR_ATTACHMENT_OPTIMAL -> SHADER_READ_ONLY_OPTIMAL
attachments[0].format = format;
attachments[0].samples = VK_SAMPLE_COUNT_1_BIT;
attachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachments[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachments[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachments[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attachments[0].finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
if (useMSAA) {
// MSAA render pass: color(MSAA) + resolve(1x) + optional depth(MSAA)
// Attachment 0: MSAA color (rendered into, not stored after resolve)
// Attachment 1: resolve color (stores final resolved result)
// Attachment 2: MSAA depth (optional)
VkAttachmentDescription attachments[3]{};
// Depth attachment (only used when withDepth)
attachments[1].format = VK_FORMAT_D32_SFLOAT;
attachments[1].samples = VK_SAMPLE_COUNT_1_BIT;
attachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachments[1].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachments[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attachments[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
// MSAA color
attachments[0].format = format;
attachments[0].samples = msaaSamples;
attachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachments[0].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; // resolved, don't need MSAA data
attachments[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachments[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attachments[0].finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
VkAttachmentReference colorRef{};
colorRef.attachment = 0;
colorRef.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
// Resolve color
attachments[1].format = format;
attachments[1].samples = VK_SAMPLE_COUNT_1_BIT;
attachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachments[1].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachments[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachments[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attachments[1].finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
VkAttachmentReference depthRef{};
depthRef.attachment = 1;
depthRef.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
// MSAA depth
attachments[2].format = VK_FORMAT_D32_SFLOAT;
attachments[2].samples = msaaSamples;
attachments[2].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachments[2].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[2].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachments[2].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[2].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attachments[2].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
VkSubpassDescription subpass{};
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.colorAttachmentCount = 1;
subpass.pColorAttachments = &colorRef;
if (withDepth) subpass.pDepthStencilAttachment = &depthRef;
VkAttachmentReference colorRef{0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL};
VkAttachmentReference resolveRef{1, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL};
VkAttachmentReference depthRef{2, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL};
// Dependencies
VkSubpassDependency dependencies[2]{};
uint32_t depCount = 1;
VkSubpassDescription subpass{};
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.colorAttachmentCount = 1;
subpass.pColorAttachments = &colorRef;
subpass.pResolveAttachments = &resolveRef;
if (withDepth) subpass.pDepthStencilAttachment = &depthRef;
// Input dependency: wait for previous fragment shader reads before writing
dependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL;
dependencies[0].dstSubpass = 0;
dependencies[0].srcStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
dependencies[0].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
dependencies[0].srcAccessMask = VK_ACCESS_SHADER_READ_BIT;
dependencies[0].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
VkSubpassDependency dep{};
dep.srcSubpass = VK_SUBPASS_EXTERNAL;
dep.dstSubpass = 0;
dep.srcStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
dep.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
dep.srcAccessMask = VK_ACCESS_SHADER_READ_BIT;
dep.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
if (withDepth) {
dep.dstStageMask |= VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
dep.dstAccessMask |= VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
}
if (withDepth) {
dependencies[0].dstStageMask |= VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
dependencies[0].dstAccessMask |= VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
VkRenderPassCreateInfo rpInfo{};
rpInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
rpInfo.attachmentCount = withDepth ? 3u : 2u;
rpInfo.pAttachments = attachments;
rpInfo.subpassCount = 1;
rpInfo.pSubpasses = &subpass;
rpInfo.dependencyCount = 1;
rpInfo.pDependencies = &dep;
// Output dependency (depth targets only): ensure writes complete before fragment reads
dependencies[1].srcSubpass = 0;
dependencies[1].dstSubpass = VK_SUBPASS_EXTERNAL;
dependencies[1].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT |
VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
dependencies[1].dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
dependencies[1].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT |
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
dependencies[1].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
depCount = 2;
if (vkCreateRenderPass(device, &rpInfo, nullptr, &renderPass_) != VK_SUCCESS) {
LOG_ERROR("VkRenderTarget: failed to create MSAA render pass");
destroy(device, allocator);
return false;
}
// Create framebuffer: MSAA color + resolve + optional MSAA depth
VkImageView fbAttachments[3] = { colorImage_.imageView, resolveImage_.imageView, depthImage_.imageView };
VkFramebufferCreateInfo fbInfo{};
fbInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
fbInfo.renderPass = renderPass_;
fbInfo.attachmentCount = withDepth ? 3u : 2u;
fbInfo.pAttachments = fbAttachments;
fbInfo.width = width;
fbInfo.height = height;
fbInfo.layers = 1;
if (vkCreateFramebuffer(device, &fbInfo, nullptr, &framebuffer_) != VK_SUCCESS) {
LOG_ERROR("VkRenderTarget: failed to create MSAA framebuffer");
destroy(device, allocator);
return false;
}
} else {
// Non-MSAA render pass (original path)
VkAttachmentDescription attachments[2]{};
attachments[0].format = format;
attachments[0].samples = VK_SAMPLE_COUNT_1_BIT;
attachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachments[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachments[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachments[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attachments[0].finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
attachments[1].format = VK_FORMAT_D32_SFLOAT;
attachments[1].samples = VK_SAMPLE_COUNT_1_BIT;
attachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachments[1].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachments[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attachments[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
VkAttachmentReference colorRef{0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL};
VkAttachmentReference depthRef{1, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL};
VkSubpassDescription subpass{};
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.colorAttachmentCount = 1;
subpass.pColorAttachments = &colorRef;
if (withDepth) subpass.pDepthStencilAttachment = &depthRef;
VkSubpassDependency dependencies[2]{};
uint32_t depCount = 1;
dependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL;
dependencies[0].dstSubpass = 0;
dependencies[0].srcStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
dependencies[0].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
dependencies[0].srcAccessMask = VK_ACCESS_SHADER_READ_BIT;
dependencies[0].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
if (withDepth) {
dependencies[0].dstStageMask |= VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
dependencies[0].dstAccessMask |= VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
dependencies[1].srcSubpass = 0;
dependencies[1].dstSubpass = VK_SUBPASS_EXTERNAL;
dependencies[1].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT |
VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
dependencies[1].dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
dependencies[1].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT |
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
dependencies[1].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
depCount = 2;
}
VkRenderPassCreateInfo rpInfo{};
rpInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
rpInfo.attachmentCount = withDepth ? 2u : 1u;
rpInfo.pAttachments = attachments;
rpInfo.subpassCount = 1;
rpInfo.pSubpasses = &subpass;
rpInfo.dependencyCount = depCount;
rpInfo.pDependencies = dependencies;
if (vkCreateRenderPass(device, &rpInfo, nullptr, &renderPass_) != VK_SUCCESS) {
LOG_ERROR("VkRenderTarget: failed to create render pass");
destroy(device, allocator);
return false;
}
VkImageView fbAttachments[2] = { colorImage_.imageView, depthImage_.imageView };
VkFramebufferCreateInfo fbInfo{};
fbInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
fbInfo.renderPass = renderPass_;
fbInfo.attachmentCount = withDepth ? 2u : 1u;
fbInfo.pAttachments = fbAttachments;
fbInfo.width = width;
fbInfo.height = height;
fbInfo.layers = 1;
if (vkCreateFramebuffer(device, &fbInfo, nullptr, &framebuffer_) != VK_SUCCESS) {
LOG_ERROR("VkRenderTarget: failed to create framebuffer");
destroy(device, allocator);
return false;
}
}
VkRenderPassCreateInfo rpInfo{};
rpInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
rpInfo.attachmentCount = withDepth ? 2u : 1u;
rpInfo.pAttachments = attachments;
rpInfo.subpassCount = 1;
rpInfo.pSubpasses = &subpass;
rpInfo.dependencyCount = depCount;
rpInfo.pDependencies = dependencies;
if (vkCreateRenderPass(device, &rpInfo, nullptr, &renderPass_) != VK_SUCCESS) {
LOG_ERROR("VkRenderTarget: failed to create render pass");
destroy(device, allocator);
return false;
}
// Create framebuffer
VkImageView fbAttachments[2] = { colorImage_.imageView, depthImage_.imageView };
VkFramebufferCreateInfo fbInfo{};
fbInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
fbInfo.renderPass = renderPass_;
fbInfo.attachmentCount = withDepth ? 2u : 1u;
fbInfo.pAttachments = fbAttachments;
fbInfo.width = width;
fbInfo.height = height;
fbInfo.layers = 1;
if (vkCreateFramebuffer(device, &fbInfo, nullptr, &framebuffer_) != VK_SUCCESS) {
LOG_ERROR("VkRenderTarget: failed to create framebuffer");
destroy(device, allocator);
return false;
}
LOG_INFO("VkRenderTarget created (", width, "x", height, withDepth ? ", with depth)" : ")");
LOG_INFO("VkRenderTarget created (", width, "x", height,
withDepth ? ", depth" : "",
useMSAA ? ", MSAAx" : "", useMSAA ? std::to_string(msaaSamples) : "", ")");
return true;
}
@ -165,9 +263,11 @@ void VkRenderTarget::destroy(VkDevice device, VmaAllocator allocator) {
vkDestroySampler(device, sampler_, nullptr);
sampler_ = VK_NULL_HANDLE;
}
destroyImage(device, allocator, resolveImage_);
destroyImage(device, allocator, depthImage_);
destroyImage(device, allocator, colorImage_);
hasDepth_ = false;
msaaSamples_ = VK_SAMPLE_COUNT_1_BIT;
}
void VkRenderTarget::beginPass(VkCommandBuffer cmd, const VkClearColorValue& clear) {
@ -178,10 +278,18 @@ void VkRenderTarget::beginPass(VkCommandBuffer cmd, const VkClearColorValue& cle
rpBegin.renderArea.offset = {0, 0};
rpBegin.renderArea.extent = getExtent();
VkClearValue clearValues[2]{};
clearValues[0].color = clear;
clearValues[1].depthStencil = {1.0f, 0};
rpBegin.clearValueCount = hasDepth_ ? 2u : 1u;
VkClearValue clearValues[3]{};
clearValues[0].color = clear; // MSAA color (or single-sample color)
clearValues[1].color = clear; // resolve (only used for MSAA)
clearValues[2].depthStencil = {1.0f, 0}; // depth
bool useMSAA = msaaSamples_ != VK_SAMPLE_COUNT_1_BIT;
if (useMSAA) {
rpBegin.clearValueCount = hasDepth_ ? 3u : 2u;
} else {
clearValues[1].depthStencil = {1.0f, 0}; // depth is attachment 1 in non-MSAA
rpBegin.clearValueCount = hasDepth_ ? 2u : 1u;
}
rpBegin.pClearValues = clearValues;
vkCmdBeginRenderPass(cmd, &rpBegin, VK_SUBPASS_CONTENTS_INLINE);
@ -210,7 +318,8 @@ void VkRenderTarget::endPass(VkCommandBuffer cmd) {
VkDescriptorImageInfo VkRenderTarget::descriptorInfo() const {
VkDescriptorImageInfo info{};
info.sampler = sampler_;
info.imageView = colorImage_.imageView;
// Always return the resolved (single-sample) image for shader reads
info.imageView = resolveImage_.imageView ? resolveImage_.imageView : colorImage_.imageView;
info.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
return info;
}