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https://github.com/Kelsidavis/WoWee.git
synced 2026-03-23 07:40:14 +00:00
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.
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d5de031c23
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edd7e5e591
2 changed files with 53 additions and 39 deletions
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@ -288,7 +288,9 @@ Renderer::~Renderer() = default;
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bool Renderer::createPerFrameResources() {
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VkDevice device = vkCtx->getDevice();
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// --- Create shadow depth image ---
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// --- Create per-frame shadow depth images (one per in-flight frame) ---
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// Each frame slot has its own depth image so that frame N's shadow read and
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// frame N+1's shadow write cannot race on the same image.
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VkImageCreateInfo imgCI{};
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imgCI.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
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imgCI.imageType = VK_IMAGE_TYPE_2D;
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@ -301,26 +303,30 @@ bool Renderer::createPerFrameResources() {
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imgCI.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
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VmaAllocationCreateInfo imgAllocCI{};
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imgAllocCI.usage = VMA_MEMORY_USAGE_GPU_ONLY;
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if (vmaCreateImage(vkCtx->getAllocator(), &imgCI, &imgAllocCI,
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&shadowDepthImage, &shadowDepthAlloc, nullptr) != VK_SUCCESS) {
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LOG_ERROR("Failed to create shadow depth image");
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return false;
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for (uint32_t i = 0; i < MAX_FRAMES; i++) {
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if (vmaCreateImage(vkCtx->getAllocator(), &imgCI, &imgAllocCI,
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&shadowDepthImage[i], &shadowDepthAlloc[i], nullptr) != VK_SUCCESS) {
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LOG_ERROR("Failed to create shadow depth image [", i, "]");
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return false;
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}
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shadowDepthLayout_[i] = VK_IMAGE_LAYOUT_UNDEFINED;
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}
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shadowDepthLayout_ = VK_IMAGE_LAYOUT_UNDEFINED;
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// --- Create shadow depth image view ---
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// --- Create per-frame shadow depth image views ---
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VkImageViewCreateInfo viewCI{};
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viewCI.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
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viewCI.image = shadowDepthImage;
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viewCI.viewType = VK_IMAGE_VIEW_TYPE_2D;
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viewCI.format = VK_FORMAT_D32_SFLOAT;
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viewCI.subresourceRange = {VK_IMAGE_ASPECT_DEPTH_BIT, 0, 1, 0, 1};
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if (vkCreateImageView(device, &viewCI, nullptr, &shadowDepthView) != VK_SUCCESS) {
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LOG_ERROR("Failed to create shadow depth image view");
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return false;
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for (uint32_t i = 0; i < MAX_FRAMES; i++) {
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viewCI.image = shadowDepthImage[i];
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if (vkCreateImageView(device, &viewCI, nullptr, &shadowDepthView[i]) != VK_SUCCESS) {
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LOG_ERROR("Failed to create shadow depth image view [", i, "]");
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return false;
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}
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}
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// --- Create shadow sampler ---
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// --- Create shadow sampler (shared — read-only, no per-frame needed) ---
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VkSamplerCreateInfo sampCI{};
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sampCI.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
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sampCI.magFilter = VK_FILTER_LINEAR;
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@ -377,18 +383,20 @@ bool Renderer::createPerFrameResources() {
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return false;
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}
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// --- Create shadow framebuffer ---
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// --- Create per-frame shadow framebuffers ---
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VkFramebufferCreateInfo fbCI{};
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fbCI.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
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fbCI.renderPass = shadowRenderPass;
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fbCI.attachmentCount = 1;
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fbCI.pAttachments = &shadowDepthView;
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fbCI.width = SHADOW_MAP_SIZE;
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fbCI.height = SHADOW_MAP_SIZE;
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fbCI.layers = 1;
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if (vkCreateFramebuffer(device, &fbCI, nullptr, &shadowFramebuffer) != VK_SUCCESS) {
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LOG_ERROR("Failed to create shadow framebuffer");
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return false;
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for (uint32_t i = 0; i < MAX_FRAMES; i++) {
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fbCI.pAttachments = &shadowDepthView[i];
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if (vkCreateFramebuffer(device, &fbCI, nullptr, &shadowFramebuffer[i]) != VK_SUCCESS) {
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LOG_ERROR("Failed to create shadow framebuffer [", i, "]");
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return false;
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}
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}
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// --- Create descriptor set layout for set 0 (per-frame UBO + shadow sampler) ---
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@ -470,7 +478,7 @@ bool Renderer::createPerFrameResources() {
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VkDescriptorImageInfo shadowImgInfo{};
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shadowImgInfo.sampler = shadowSampler;
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shadowImgInfo.imageView = shadowDepthView;
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shadowImgInfo.imageView = shadowDepthView[i];
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shadowImgInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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VkWriteDescriptorSet writes[2]{};
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@ -527,7 +535,7 @@ bool Renderer::createPerFrameResources() {
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VkDescriptorImageInfo shadowImgInfo{};
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shadowImgInfo.sampler = shadowSampler;
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shadowImgInfo.imageView = shadowDepthView;
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shadowImgInfo.imageView = shadowDepthView[0]; // reflection uses frame 0 shadow view
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shadowImgInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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VkWriteDescriptorSet writes[2]{};
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@ -576,13 +584,15 @@ void Renderer::destroyPerFrameResources() {
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perFrameSetLayout = VK_NULL_HANDLE;
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}
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// Destroy shadow resources
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if (shadowFramebuffer) { vkDestroyFramebuffer(device, shadowFramebuffer, nullptr); shadowFramebuffer = VK_NULL_HANDLE; }
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// Destroy per-frame shadow resources
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for (uint32_t i = 0; i < MAX_FRAMES; i++) {
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if (shadowFramebuffer[i]) { vkDestroyFramebuffer(device, shadowFramebuffer[i], nullptr); shadowFramebuffer[i] = VK_NULL_HANDLE; }
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if (shadowDepthView[i]) { vkDestroyImageView(device, shadowDepthView[i], nullptr); shadowDepthView[i] = VK_NULL_HANDLE; }
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if (shadowDepthImage[i]) { vmaDestroyImage(vkCtx->getAllocator(), shadowDepthImage[i], shadowDepthAlloc[i]); shadowDepthImage[i] = VK_NULL_HANDLE; shadowDepthAlloc[i] = VK_NULL_HANDLE; }
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shadowDepthLayout_[i] = VK_IMAGE_LAYOUT_UNDEFINED;
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}
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if (shadowRenderPass) { vkDestroyRenderPass(device, shadowRenderPass, nullptr); shadowRenderPass = VK_NULL_HANDLE; }
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if (shadowDepthView) { vkDestroyImageView(device, shadowDepthView, nullptr); shadowDepthView = VK_NULL_HANDLE; }
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if (shadowDepthImage) { vmaDestroyImage(vkCtx->getAllocator(), shadowDepthImage, shadowDepthAlloc); shadowDepthImage = VK_NULL_HANDLE; shadowDepthAlloc = VK_NULL_HANDLE; }
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if (shadowSampler) { vkDestroySampler(device, shadowSampler, nullptr); shadowSampler = VK_NULL_HANDLE; }
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shadowDepthLayout_ = VK_IMAGE_LAYOUT_UNDEFINED;
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}
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void Renderer::updatePerFrameUBO() {
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@ -1088,7 +1098,7 @@ void Renderer::beginFrame() {
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}
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// Shadow pre-pass (before main render pass)
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if (shadowsEnabled && shadowDepthImage != VK_NULL_HANDLE) {
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if (shadowsEnabled && shadowDepthImage[0] != VK_NULL_HANDLE) {
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renderShadowPass();
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}
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@ -5669,7 +5679,7 @@ void Renderer::renderReflectionPass() {
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void Renderer::renderShadowPass() {
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static const bool skipShadows = (std::getenv("WOWEE_SKIP_SHADOWS") != nullptr);
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if (skipShadows) return;
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if (!shadowsEnabled || shadowDepthImage == VK_NULL_HANDLE) return;
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if (!shadowsEnabled || shadowDepthImage[0] == VK_NULL_HANDLE) return;
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if (currentCmd == VK_NULL_HANDLE) return;
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// Shadows render every frame — throttling causes visible flicker on player/NPCs
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@ -5686,21 +5696,21 @@ void Renderer::renderShadowPass() {
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ubo->shadowParams.y = 0.8f;
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}
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// Barrier 1: transition shadow map into writable depth layout.
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// Barrier 1: transition this frame's shadow map into writable depth layout.
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VkImageMemoryBarrier b1{};
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b1.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
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b1.oldLayout = shadowDepthLayout_;
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b1.oldLayout = shadowDepthLayout_[frame];
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b1.newLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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b1.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
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b1.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
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b1.srcAccessMask = (shadowDepthLayout_ == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
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b1.srcAccessMask = (shadowDepthLayout_[frame] == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
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? VK_ACCESS_SHADER_READ_BIT
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: 0;
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b1.dstAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
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VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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b1.image = shadowDepthImage;
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b1.image = shadowDepthImage[frame];
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b1.subresourceRange = {VK_IMAGE_ASPECT_DEPTH_BIT, 0, 1, 0, 1};
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VkPipelineStageFlags srcStage = (shadowDepthLayout_ == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
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VkPipelineStageFlags srcStage = (shadowDepthLayout_[frame] == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
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? VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT
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: VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
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vkCmdPipelineBarrier(currentCmd,
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@ -5711,7 +5721,7 @@ void Renderer::renderShadowPass() {
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VkRenderPassBeginInfo rpInfo{};
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rpInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
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rpInfo.renderPass = shadowRenderPass;
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rpInfo.framebuffer = shadowFramebuffer;
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rpInfo.framebuffer = shadowFramebuffer[frame];
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rpInfo.renderArea = {{0, 0}, {SHADOW_MAP_SIZE, SHADOW_MAP_SIZE}};
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VkClearValue clear{};
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clear.depthStencil = {1.0f, 0};
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@ -5750,12 +5760,12 @@ void Renderer::renderShadowPass() {
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b2.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
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b2.srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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b2.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
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b2.image = shadowDepthImage;
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b2.image = shadowDepthImage[frame];
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b2.subresourceRange = {VK_IMAGE_ASPECT_DEPTH_BIT, 0, 1, 0, 1};
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vkCmdPipelineBarrier(currentCmd,
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VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
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0, 0, nullptr, 0, nullptr, 1, &b2);
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shadowDepthLayout_ = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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shadowDepthLayout_[frame] = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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}
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} // namespace rendering
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