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; std::unique_ptr<game::ZoneManager> zoneManager;
// Shadow mapping (Vulkan) // Shadow mapping (Vulkan)
static constexpr uint32_t SHADOW_MAP_SIZE = 4096; static constexpr uint32_t SHADOW_MAP_SIZE = 4096;
VkImage shadowDepthImage = VK_NULL_HANDLE; // Per-frame shadow resources: each in-flight frame has its own depth image and
VmaAllocation shadowDepthAlloc = VK_NULL_HANDLE; // framebuffer so that frame N's shadow read and frame N+1's shadow write don't
VkImageView shadowDepthView = VK_NULL_HANDLE; // 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; VkSampler shadowSampler = VK_NULL_HANDLE;
VkRenderPass shadowRenderPass = VK_NULL_HANDLE; VkRenderPass shadowRenderPass = VK_NULL_HANDLE;
VkFramebuffer shadowFramebuffer = VK_NULL_HANDLE; VkFramebuffer shadowFramebuffer[2] = {};
VkImageLayout shadowDepthLayout_ = VK_IMAGE_LAYOUT_UNDEFINED; VkImageLayout shadowDepthLayout_[2] = {};
glm::mat4 lightSpaceMatrix = glm::mat4(1.0f); glm::mat4 lightSpaceMatrix = glm::mat4(1.0f);
glm::vec3 shadowCenter = glm::vec3(0.0f); glm::vec3 shadowCenter = glm::vec3(0.0f);
bool shadowCenterInitialized = false; bool shadowCenterInitialized = false;

View file

@ -288,7 +288,9 @@ Renderer::~Renderer() = default;
bool Renderer::createPerFrameResources() { bool Renderer::createPerFrameResources() {
VkDevice device = vkCtx->getDevice(); 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{}; VkImageCreateInfo imgCI{};
imgCI.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO; imgCI.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
imgCI.imageType = VK_IMAGE_TYPE_2D; 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; imgCI.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
VmaAllocationCreateInfo imgAllocCI{}; VmaAllocationCreateInfo imgAllocCI{};
imgAllocCI.usage = VMA_MEMORY_USAGE_GPU_ONLY; imgAllocCI.usage = VMA_MEMORY_USAGE_GPU_ONLY;
for (uint32_t i = 0; i < MAX_FRAMES; i++) {
if (vmaCreateImage(vkCtx->getAllocator(), &imgCI, &imgAllocCI, if (vmaCreateImage(vkCtx->getAllocator(), &imgCI, &imgAllocCI,
&shadowDepthImage, &shadowDepthAlloc, nullptr) != VK_SUCCESS) { &shadowDepthImage[i], &shadowDepthAlloc[i], nullptr) != VK_SUCCESS) {
LOG_ERROR("Failed to create shadow depth image"); LOG_ERROR("Failed to create shadow depth image [", i, "]");
return false; return false;
} }
shadowDepthLayout_ = VK_IMAGE_LAYOUT_UNDEFINED; shadowDepthLayout_[i] = VK_IMAGE_LAYOUT_UNDEFINED;
}
// --- Create shadow depth image view --- // --- Create per-frame shadow depth image views ---
VkImageViewCreateInfo viewCI{}; VkImageViewCreateInfo viewCI{};
viewCI.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO; viewCI.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
viewCI.image = shadowDepthImage;
viewCI.viewType = VK_IMAGE_VIEW_TYPE_2D; viewCI.viewType = VK_IMAGE_VIEW_TYPE_2D;
viewCI.format = VK_FORMAT_D32_SFLOAT; viewCI.format = VK_FORMAT_D32_SFLOAT;
viewCI.subresourceRange = {VK_IMAGE_ASPECT_DEPTH_BIT, 0, 1, 0, 1}; viewCI.subresourceRange = {VK_IMAGE_ASPECT_DEPTH_BIT, 0, 1, 0, 1};
if (vkCreateImageView(device, &viewCI, nullptr, &shadowDepthView) != VK_SUCCESS) { for (uint32_t i = 0; i < MAX_FRAMES; i++) {
LOG_ERROR("Failed to create shadow depth image view"); 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; return false;
} }
}
// --- Create shadow sampler --- // --- Create shadow sampler (shared — read-only, no per-frame needed) ---
VkSamplerCreateInfo sampCI{}; VkSamplerCreateInfo sampCI{};
sampCI.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO; sampCI.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
sampCI.magFilter = VK_FILTER_LINEAR; sampCI.magFilter = VK_FILTER_LINEAR;
@ -377,19 +383,21 @@ bool Renderer::createPerFrameResources() {
return false; return false;
} }
// --- Create shadow framebuffer --- // --- Create per-frame shadow framebuffers ---
VkFramebufferCreateInfo fbCI{}; VkFramebufferCreateInfo fbCI{};
fbCI.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO; fbCI.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
fbCI.renderPass = shadowRenderPass; fbCI.renderPass = shadowRenderPass;
fbCI.attachmentCount = 1; fbCI.attachmentCount = 1;
fbCI.pAttachments = &shadowDepthView;
fbCI.width = SHADOW_MAP_SIZE; fbCI.width = SHADOW_MAP_SIZE;
fbCI.height = SHADOW_MAP_SIZE; fbCI.height = SHADOW_MAP_SIZE;
fbCI.layers = 1; fbCI.layers = 1;
if (vkCreateFramebuffer(device, &fbCI, nullptr, &shadowFramebuffer) != VK_SUCCESS) { for (uint32_t i = 0; i < MAX_FRAMES; i++) {
LOG_ERROR("Failed to create shadow framebuffer"); fbCI.pAttachments = &shadowDepthView[i];
if (vkCreateFramebuffer(device, &fbCI, nullptr, &shadowFramebuffer[i]) != VK_SUCCESS) {
LOG_ERROR("Failed to create shadow framebuffer [", i, "]");
return false; return false;
} }
}
// --- Create descriptor set layout for set 0 (per-frame UBO + shadow sampler) --- // --- Create descriptor set layout for set 0 (per-frame UBO + shadow sampler) ---
VkDescriptorSetLayoutBinding bindings[2]{}; VkDescriptorSetLayoutBinding bindings[2]{};
@ -470,7 +478,7 @@ bool Renderer::createPerFrameResources() {
VkDescriptorImageInfo shadowImgInfo{}; VkDescriptorImageInfo shadowImgInfo{};
shadowImgInfo.sampler = shadowSampler; shadowImgInfo.sampler = shadowSampler;
shadowImgInfo.imageView = shadowDepthView; shadowImgInfo.imageView = shadowDepthView[i];
shadowImgInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; shadowImgInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
VkWriteDescriptorSet writes[2]{}; VkWriteDescriptorSet writes[2]{};
@ -527,7 +535,7 @@ bool Renderer::createPerFrameResources() {
VkDescriptorImageInfo shadowImgInfo{}; VkDescriptorImageInfo shadowImgInfo{};
shadowImgInfo.sampler = shadowSampler; 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; shadowImgInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
VkWriteDescriptorSet writes[2]{}; VkWriteDescriptorSet writes[2]{};
@ -576,13 +584,15 @@ void Renderer::destroyPerFrameResources() {
perFrameSetLayout = VK_NULL_HANDLE; perFrameSetLayout = VK_NULL_HANDLE;
} }
// Destroy shadow resources // Destroy per-frame shadow resources
if (shadowFramebuffer) { vkDestroyFramebuffer(device, shadowFramebuffer, nullptr); shadowFramebuffer = VK_NULL_HANDLE; } 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 (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; } if (shadowSampler) { vkDestroySampler(device, shadowSampler, nullptr); shadowSampler = VK_NULL_HANDLE; }
shadowDepthLayout_ = VK_IMAGE_LAYOUT_UNDEFINED;
} }
void Renderer::updatePerFrameUBO() { void Renderer::updatePerFrameUBO() {
@ -1088,7 +1098,7 @@ void Renderer::beginFrame() {
} }
// Shadow pre-pass (before main render pass) // Shadow pre-pass (before main render pass)
if (shadowsEnabled && shadowDepthImage != VK_NULL_HANDLE) { if (shadowsEnabled && shadowDepthImage[0] != VK_NULL_HANDLE) {
renderShadowPass(); renderShadowPass();
} }
@ -5669,7 +5679,7 @@ void Renderer::renderReflectionPass() {
void Renderer::renderShadowPass() { void Renderer::renderShadowPass() {
static const bool skipShadows = (std::getenv("WOWEE_SKIP_SHADOWS") != nullptr); static const bool skipShadows = (std::getenv("WOWEE_SKIP_SHADOWS") != nullptr);
if (skipShadows) return; if (skipShadows) return;
if (!shadowsEnabled || shadowDepthImage == VK_NULL_HANDLE) return; if (!shadowsEnabled || shadowDepthImage[0] == VK_NULL_HANDLE) return;
if (currentCmd == VK_NULL_HANDLE) return; if (currentCmd == VK_NULL_HANDLE) return;
// Shadows render every frame — throttling causes visible flicker on player/NPCs // Shadows render every frame — throttling causes visible flicker on player/NPCs
@ -5686,21 +5696,21 @@ void Renderer::renderShadowPass() {
ubo->shadowParams.y = 0.8f; 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{}; VkImageMemoryBarrier b1{};
b1.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; 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.newLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
b1.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; b1.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
b1.dstQueueFamilyIndex = 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 ? VK_ACCESS_SHADER_READ_BIT
: 0; : 0;
b1.dstAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | b1.dstAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_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}; 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_FRAGMENT_SHADER_BIT
: VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT; : VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
vkCmdPipelineBarrier(currentCmd, vkCmdPipelineBarrier(currentCmd,
@ -5711,7 +5721,7 @@ void Renderer::renderShadowPass() {
VkRenderPassBeginInfo rpInfo{}; VkRenderPassBeginInfo rpInfo{};
rpInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; rpInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
rpInfo.renderPass = shadowRenderPass; rpInfo.renderPass = shadowRenderPass;
rpInfo.framebuffer = shadowFramebuffer; rpInfo.framebuffer = shadowFramebuffer[frame];
rpInfo.renderArea = {{0, 0}, {SHADOW_MAP_SIZE, SHADOW_MAP_SIZE}}; rpInfo.renderArea = {{0, 0}, {SHADOW_MAP_SIZE, SHADOW_MAP_SIZE}};
VkClearValue clear{}; VkClearValue clear{};
clear.depthStencil = {1.0f, 0}; clear.depthStencil = {1.0f, 0};
@ -5750,12 +5760,12 @@ void Renderer::renderShadowPass() {
b2.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; b2.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
b2.srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT; b2.srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
b2.dstAccessMask = VK_ACCESS_SHADER_READ_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}; b2.subresourceRange = {VK_IMAGE_ASPECT_DEPTH_BIT, 0, 1, 0, 1};
vkCmdPipelineBarrier(currentCmd, vkCmdPipelineBarrier(currentCmd,
VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
0, 0, nullptr, 0, nullptr, 1, &b2); 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 } // namespace rendering