图形对图形的深度依赖性,深度缓冲区已损坏

问题描述 投票:1回答:1

我正在尝试执行以下操作:进行渲染过程1,渲染到附件集S。

再次执行渲染过程2,再次渲染到附件集S。

官方Khronos github:中有关于如何执行此操作的一对一说明>

在Graphics to Graphics下。但是,尝试实现与示例中相同的代码是行不通的。

这是我看到的:

enter image description here

这是我应该看到的:

Graphics to graphics depth dependency, depth buffer is being corrupted.

我认为目前正在发生的是深度缓冲区未正确同步,因此深度测试无法正常工作。我这样创建两个渲染通道:

    // Create a render pass from the information of a render target
vk::UniqueRenderPass CreateRenderPass(HardwareInterface& hi,
    const std::vector<vk::AttachmentDescription>& attachment_descriptions)
{
    auto instance    = hi.GetInstance();
    auto phys_device = hi.GetPhysicalDevice();
    auto device      = hi.GetDevice();

    // Create a reference for each image target the renderpass will render to
    std::vector<vk::AttachmentReference> attachment_references(
        attachment_descriptions.size());
    for(uint i = 0; i < attachment_descriptions.size() - 1; i++)
    {
        vk::AttachmentReference color_attachment_ref(
            i, vk::ImageLayout::eColorAttachmentOptimal);
        attachment_references[i] = color_attachment_ref;
    }
    // Last attachment is depth
    vk::AttachmentReference depth_attachment_ref(
        attachment_descriptions.size() - 1,
        vk::ImageLayout::eDepthStencilAttachmentOptimal);
    attachment_references[attachment_references.size() - 1] = depth_attachment_ref;

    const uint subpass_num = 1;
    vector<vk::SubpassDescription> subpasses(subpass_num);
    for(auto& sub_pass: subpasses)
    {
        // No input attachment (3rd and 4th parameters)
        sub_pass                         = vk::SubpassDescription();
        sub_pass.pipelineBindPoint       = vk::PipelineBindPoint::eGraphics;
        sub_pass.inputAttachmentCount    = 0;
        sub_pass.pInputAttachments       = nullptr;
        sub_pass.colorAttachmentCount    = attachment_references.size() - 1;
        sub_pass.pColorAttachments       = attachment_references.data();
        sub_pass.pResolveAttachments     = nullptr;
        sub_pass.pDepthStencilAttachment = &attachment_references.back();
    }
    vector<vk::SubpassDependency> dependencies(subpass_num);
    uint current_dependency = 0;
    for(auto& dependency: dependencies)
    {
        // Set the dependency of this subpass
        uint32_t prev = current_dependency == 0 ? (uint32_t)VK_SUBPASS_EXTERNAL
                                                : current_dependency - 1;
        uint32_t next = current_dependency;
        current_dependency++;

        // Execution and memory dependencies between subpasses
        dependency               = vk::SubpassDependency();
        dependency.srcSubpass    = prev;
        dependency.dstSubpass    = next;
        dependency.srcStageMask  =
            vk::PipelineStageFlagBits::eColorAttachmentOutput
            | vk::PipelineStageFlagBits::eEarlyFragmentTests
            | vk::PipelineStageFlagBits::eLateFragmentTests;
        dependency.dstStageMask  =
            vk::PipelineStageFlagBits::eColorAttachmentOutput
            | vk::PipelineStageFlagBits::eEarlyFragmentTests
            | vk::PipelineStageFlagBits::eLateFragmentTests;
        dependency.srcAccessMask =
            vk::AccessFlagBits::eDepthStencilAttachmentWrite |
            vk::AccessFlagBits::eDepthStencilAttachmentRead;
        dependency.dstAccessMask =
            vk::AccessFlagBits::eColorAttachmentRead |
            vk::AccessFlagBits::eColorAttachmentWrite |
            vk::AccessFlagBits::eDepthStencilAttachmentRead |
            vk::AccessFlagBits::eDepthStencilAttachmentWrite;
    }

    vk::RenderPassCreateInfo render_pass_info(
        {},
        attachment_descriptions.size(),
        attachment_descriptions.data(),
        subpasses.size(),
        subpasses.data(),
        dependencies.size(),
        dependencies.data());

    auto [result, render_pass] = device.createRenderPassUnique(render_pass_info);
    if(result != vk::Result::eSuccess)
        Log::RecordLogError("Failed to create render pass!");

    return move(render_pass);
}

我已经阅读并重新阅读了该示例,并且我试图使我的代码尽可能与之相同,但是,问题仍然存在。我创建工作图像的方式是使两个渲染都在同一渲染通道下进行,但我不想那样做。

我正在尝试执行以下操作:进行渲染传递1,渲染到附件集S。再次进行渲染传递2,渲染到附件集S。在...

c++ vulkan depth-buffer depth-testing
1个回答
0
投票

由于在创建附件描述符时,我将renderpass的storeOploadOp枚举设置为eDontCare,所以深度缓冲区对我来说是UB。

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