Fix shadow flashing: per-frame shadow depth images and framebuffers

Single shadow depth image shared across MAX_FRAMES=2 in-flight GPU frames
caused a race: frame N's main pass reads shadow map while frame N+1's
shadow pass clears and writes it, producing visible flashing standing
still and while moving.

Fix: give each in-flight frame its own VkImage, VmaAllocation, VkImageView,
and VkFramebuffer for the shadow depth attachment. renderShadowPass() now
indexes all shadow resources by getCurrentFrame(), and layout transitions
track per-frame state in shadowDepthLayout_[frame]. Cleanup loops over
MAX_FRAMES=2. Descriptor sets already written per-frame; updated shadow
image view binding to use the matching per-frame view.
This commit is contained in:
Kelsi 2026-03-09 22:14:32 -07:00
parent d5de031c23
commit edd7e5e591
2 changed files with 53 additions and 39 deletions

View file

@ -241,13 +241,17 @@ private:
std::unique_ptr<game::ZoneManager> zoneManager;
// Shadow mapping (Vulkan)
static constexpr uint32_t SHADOW_MAP_SIZE = 4096;
VkImage shadowDepthImage = VK_NULL_HANDLE;
VmaAllocation shadowDepthAlloc = VK_NULL_HANDLE;
VkImageView shadowDepthView = VK_NULL_HANDLE;
// Per-frame shadow resources: each in-flight frame has its own depth image and
// framebuffer so that frame N's shadow read and frame N+1's shadow write don't
// race on the same image across concurrent GPU submissions.
// Array size must match MAX_FRAMES (= 2, defined in the private section below).
VkImage shadowDepthImage[2] = {};
VmaAllocation shadowDepthAlloc[2] = {};
VkImageView shadowDepthView[2] = {};
VkSampler shadowSampler = VK_NULL_HANDLE;
VkRenderPass shadowRenderPass = VK_NULL_HANDLE;
VkFramebuffer shadowFramebuffer = VK_NULL_HANDLE;
VkImageLayout shadowDepthLayout_ = VK_IMAGE_LAYOUT_UNDEFINED;
VkFramebuffer shadowFramebuffer[2] = {};
VkImageLayout shadowDepthLayout_[2] = {};
glm::mat4 lightSpaceMatrix = glm::mat4(1.0f);
glm::vec3 shadowCenter = glm::vec3(0.0f);
bool shadowCenterInitialized = false;

View file

@ -288,7 +288,9 @@ Renderer::~Renderer() = default;
bool Renderer::createPerFrameResources() {
VkDevice device = vkCtx->getDevice();
// --- Create shadow depth image ---
// --- Create per-frame shadow depth images (one per in-flight frame) ---
// Each frame slot has its own depth image so that frame N's shadow read and
// frame N+1's shadow write cannot race on the same image.
VkImageCreateInfo imgCI{};
imgCI.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
imgCI.imageType = VK_IMAGE_TYPE_2D;
@ -301,26 +303,30 @@ bool Renderer::createPerFrameResources() {
imgCI.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
VmaAllocationCreateInfo imgAllocCI{};
imgAllocCI.usage = VMA_MEMORY_USAGE_GPU_ONLY;
if (vmaCreateImage(vkCtx->getAllocator(), &imgCI, &imgAllocCI,
&shadowDepthImage, &shadowDepthAlloc, nullptr) != VK_SUCCESS) {
LOG_ERROR("Failed to create shadow depth image");
return false;
for (uint32_t i = 0; i < MAX_FRAMES; i++) {
if (vmaCreateImage(vkCtx->getAllocator(), &imgCI, &imgAllocCI,
&shadowDepthImage[i], &shadowDepthAlloc[i], nullptr) != VK_SUCCESS) {
LOG_ERROR("Failed to create shadow depth image [", i, "]");
return false;
}
shadowDepthLayout_[i] = VK_IMAGE_LAYOUT_UNDEFINED;
}
shadowDepthLayout_ = VK_IMAGE_LAYOUT_UNDEFINED;
// --- Create shadow depth image view ---
// --- Create per-frame shadow depth image views ---
VkImageViewCreateInfo viewCI{};
viewCI.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
viewCI.image = shadowDepthImage;
viewCI.viewType = VK_IMAGE_VIEW_TYPE_2D;
viewCI.format = VK_FORMAT_D32_SFLOAT;
viewCI.subresourceRange = {VK_IMAGE_ASPECT_DEPTH_BIT, 0, 1, 0, 1};
if (vkCreateImageView(device, &viewCI, nullptr, &shadowDepthView) != VK_SUCCESS) {
LOG_ERROR("Failed to create shadow depth image view");
return false;
for (uint32_t i = 0; i < MAX_FRAMES; i++) {
viewCI.image = shadowDepthImage[i];
if (vkCreateImageView(device, &viewCI, nullptr, &shadowDepthView[i]) != VK_SUCCESS) {
LOG_ERROR("Failed to create shadow depth image view [", i, "]");
return false;
}
}
// --- Create shadow sampler ---
// --- Create shadow sampler (shared — read-only, no per-frame needed) ---
VkSamplerCreateInfo sampCI{};
sampCI.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
sampCI.magFilter = VK_FILTER_LINEAR;
@ -377,18 +383,20 @@ bool Renderer::createPerFrameResources() {
return false;
}
// --- Create shadow framebuffer ---
// --- Create per-frame shadow framebuffers ---
VkFramebufferCreateInfo fbCI{};
fbCI.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
fbCI.renderPass = shadowRenderPass;
fbCI.attachmentCount = 1;
fbCI.pAttachments = &shadowDepthView;
fbCI.width = SHADOW_MAP_SIZE;
fbCI.height = SHADOW_MAP_SIZE;
fbCI.layers = 1;
if (vkCreateFramebuffer(device, &fbCI, nullptr, &shadowFramebuffer) != VK_SUCCESS) {
LOG_ERROR("Failed to create shadow framebuffer");
return false;
for (uint32_t i = 0; i < MAX_FRAMES; i++) {
fbCI.pAttachments = &shadowDepthView[i];
if (vkCreateFramebuffer(device, &fbCI, nullptr, &shadowFramebuffer[i]) != VK_SUCCESS) {
LOG_ERROR("Failed to create shadow framebuffer [", i, "]");
return false;
}
}
// --- Create descriptor set layout for set 0 (per-frame UBO + shadow sampler) ---
@ -470,7 +478,7 @@ bool Renderer::createPerFrameResources() {
VkDescriptorImageInfo shadowImgInfo{};
shadowImgInfo.sampler = shadowSampler;
shadowImgInfo.imageView = shadowDepthView;
shadowImgInfo.imageView = shadowDepthView[i];
shadowImgInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
VkWriteDescriptorSet writes[2]{};
@ -527,7 +535,7 @@ bool Renderer::createPerFrameResources() {
VkDescriptorImageInfo shadowImgInfo{};
shadowImgInfo.sampler = shadowSampler;
shadowImgInfo.imageView = shadowDepthView;
shadowImgInfo.imageView = shadowDepthView[0]; // reflection uses frame 0 shadow view
shadowImgInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
VkWriteDescriptorSet writes[2]{};
@ -576,13 +584,15 @@ void Renderer::destroyPerFrameResources() {
perFrameSetLayout = VK_NULL_HANDLE;
}
// Destroy shadow resources
if (shadowFramebuffer) { vkDestroyFramebuffer(device, shadowFramebuffer, nullptr); shadowFramebuffer = VK_NULL_HANDLE; }
// Destroy per-frame shadow resources
for (uint32_t i = 0; i < MAX_FRAMES; i++) {
if (shadowFramebuffer[i]) { vkDestroyFramebuffer(device, shadowFramebuffer[i], nullptr); shadowFramebuffer[i] = VK_NULL_HANDLE; }
if (shadowDepthView[i]) { vkDestroyImageView(device, shadowDepthView[i], nullptr); shadowDepthView[i] = VK_NULL_HANDLE; }
if (shadowDepthImage[i]) { vmaDestroyImage(vkCtx->getAllocator(), shadowDepthImage[i], shadowDepthAlloc[i]); shadowDepthImage[i] = VK_NULL_HANDLE; shadowDepthAlloc[i] = VK_NULL_HANDLE; }
shadowDepthLayout_[i] = VK_IMAGE_LAYOUT_UNDEFINED;
}
if (shadowRenderPass) { vkDestroyRenderPass(device, shadowRenderPass, nullptr); shadowRenderPass = VK_NULL_HANDLE; }
if (shadowDepthView) { vkDestroyImageView(device, shadowDepthView, nullptr); shadowDepthView = VK_NULL_HANDLE; }
if (shadowDepthImage) { vmaDestroyImage(vkCtx->getAllocator(), shadowDepthImage, shadowDepthAlloc); shadowDepthImage = VK_NULL_HANDLE; shadowDepthAlloc = VK_NULL_HANDLE; }
if (shadowSampler) { vkDestroySampler(device, shadowSampler, nullptr); shadowSampler = VK_NULL_HANDLE; }
shadowDepthLayout_ = VK_IMAGE_LAYOUT_UNDEFINED;
}
void Renderer::updatePerFrameUBO() {
@ -1088,7 +1098,7 @@ void Renderer::beginFrame() {
}
// Shadow pre-pass (before main render pass)
if (shadowsEnabled && shadowDepthImage != VK_NULL_HANDLE) {
if (shadowsEnabled && shadowDepthImage[0] != VK_NULL_HANDLE) {
renderShadowPass();
}
@ -5669,7 +5679,7 @@ void Renderer::renderReflectionPass() {
void Renderer::renderShadowPass() {
static const bool skipShadows = (std::getenv("WOWEE_SKIP_SHADOWS") != nullptr);
if (skipShadows) return;
if (!shadowsEnabled || shadowDepthImage == VK_NULL_HANDLE) return;
if (!shadowsEnabled || shadowDepthImage[0] == VK_NULL_HANDLE) return;
if (currentCmd == VK_NULL_HANDLE) return;
// Shadows render every frame — throttling causes visible flicker on player/NPCs
@ -5686,21 +5696,21 @@ void Renderer::renderShadowPass() {
ubo->shadowParams.y = 0.8f;
}
// Barrier 1: transition shadow map into writable depth layout.
// Barrier 1: transition this frame's shadow map into writable depth layout.
VkImageMemoryBarrier b1{};
b1.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
b1.oldLayout = shadowDepthLayout_;
b1.oldLayout = shadowDepthLayout_[frame];
b1.newLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
b1.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
b1.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
b1.srcAccessMask = (shadowDepthLayout_ == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
b1.srcAccessMask = (shadowDepthLayout_[frame] == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
? VK_ACCESS_SHADER_READ_BIT
: 0;
b1.dstAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
b1.image = shadowDepthImage;
b1.image = shadowDepthImage[frame];
b1.subresourceRange = {VK_IMAGE_ASPECT_DEPTH_BIT, 0, 1, 0, 1};
VkPipelineStageFlags srcStage = (shadowDepthLayout_ == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
VkPipelineStageFlags srcStage = (shadowDepthLayout_[frame] == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
? VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT
: VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
vkCmdPipelineBarrier(currentCmd,
@ -5711,7 +5721,7 @@ void Renderer::renderShadowPass() {
VkRenderPassBeginInfo rpInfo{};
rpInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
rpInfo.renderPass = shadowRenderPass;
rpInfo.framebuffer = shadowFramebuffer;
rpInfo.framebuffer = shadowFramebuffer[frame];
rpInfo.renderArea = {{0, 0}, {SHADOW_MAP_SIZE, SHADOW_MAP_SIZE}};
VkClearValue clear{};
clear.depthStencil = {1.0f, 0};
@ -5750,12 +5760,12 @@ void Renderer::renderShadowPass() {
b2.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
b2.srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
b2.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
b2.image = shadowDepthImage;
b2.image = shadowDepthImage[frame];
b2.subresourceRange = {VK_IMAGE_ASPECT_DEPTH_BIT, 0, 1, 0, 1};
vkCmdPipelineBarrier(currentCmd,
VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
0, 0, nullptr, 0, nullptr, 1, &b2);
shadowDepthLayout_ = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
shadowDepthLayout_[frame] = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
}
} // namespace rendering