/* Copyright (c) 2014-2018, NVIDIA CORPORATION. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of NVIDIA CORPORATION nor the names of its * contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include #include "nvvk/debug_util_vk.hpp" #include "nvvk/descriptorsets_vk.hpp" #include "vkalloc.hpp" //-------------------------------------------------------------------------------------------------- // Class to render in off-screen framebuffers. Instead of rendering directly to the // screen back buffer, this class create the output frame buffer 'createFramebuffer', // and use the pipeline from 'createPipeline' to render a quad 'draw' with the colorTexture // image class Offscreen { public: void setup(const vk::Device& device, nvvk::Allocator* allocator, uint32_t queueFamily); void destroy(); void createFramebuffer(VkExtent2D& size); void createPipeline(vk::RenderPass& renderPass); void createDescriptor(); void updateDescriptorSet(); void draw(vk::CommandBuffer cmdBuf, VkExtent2D& size); const vk::RenderPass& renderPass() { return m_renderPass; } const vk::Framebuffer& frameBuffer() { return m_framebuffer; } const nvvk::Texture& colorTexture() { return m_colorTexture; } private: nvvk::DescriptorSetBindings m_dsetLayoutBinding; vk::DescriptorPool m_descPool; vk::DescriptorSetLayout m_dsetLayout; vk::DescriptorSet m_dset; vk::Pipeline m_pipeline; vk::PipelineLayout m_pipelineLayout; vk::RenderPass m_renderPass; vk::Framebuffer m_framebuffer; nvvk::Texture m_colorTexture; vk::Format m_colorFormat{vk::Format::eR32G32B32A32Sfloat}; nvvk::Texture m_depthTexture; vk::Format m_depthFormat{vk::Format::eD32Sfloat}; nvvk::Allocator* m_alloc; // Allocator for buffer, images, acceleration structures vk::Device m_device; int m_graphicsQueueIndex{0}; nvvk::DebugUtil m_debug; // Utility to name objects };