VkFormat depthFormat= findDepthFormat(); createImage(swapChainExtent.width, swapChainExtent.height, depthFormat, VK_IMAGE_TILING_OPTIMAL, VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, depthImage, depthImageMemory); depthImageView = createImageView(depthImage, depthForm...
但是(第一种方法overdraw会很严重,并且还有复杂mesh交叠的问题),按深度对片元排序的问题更通常会使用深度缓冲depth buffer来解决。 Depth buffer是一个额外的attachment用来存储每个像素上的深度,好比color attachment用来存储每个像素上的颜色。每次光栅化器生产了一个新片元,深度测试就会检查新片元是否比前一个(同一个...
the problem of ordering fragments by depth is much more commonly solved using adepth buffer. A depth buffer is an additional attachment that stores the depth for every position, just like the color attachment stores the color of every
1、对于同样的image object ,不同显卡所需要分配的内存是不一样的,需要通过vkGetImageMemoryRequirement获取image对象所需的内存; 2、vkAllocateMemory 来分配内存,具体内存的分配策略,可以从vulkan spec里面进行了解。 Bind the Memory to the Depth Buffer vkBindImageMemory(info.device,info.depth.image,info.depth....
然而,通过深度排序片段的问题通常使用深度缓冲区 depth buffer 来解决。深度缓冲区是一个额外的附件,用于存储每个顶点的深度信息,就像颜色附件存储每个位置的颜色信息一样。每次光栅化生成片段时,深度测试将检查新片段是否比上一个片段更近。如果没有,新的片段被丢弃。一个片段将深度测试的值写入深度缓冲区。可以从...
I'm allowed to use both a stencil buffer and a depth buffer for the same render pass. You can. How to differentiate between them. They are different attachment points in the render pass, one called depth and one called stencil, so what problem are you having differentiating ...
IMR架构的大体流程如图所示,值得注意的是对于每个像素,经过数次的color/depth的读写,最终绘制到framebuffer上。这当中的每一次读写,都是直接与内存交互。所以,频繁读写内存,会消耗大量的带宽,这个过程会大量发热。对PC来说,为了更高的画质和帧率,可以用更好的风扇和散热从外部解决发热问题,但是对于空间十分有限的...
早先PC端的GPU大多数采用的是IMR的架构。IMR架构的大体流程如图所示,值得注意的是对于每个像素,经过数次的color/depth的读写,最终绘制到framebuffer上。
The depth buffer will be read from to perform depth tests to see if a fragment is visible, and will be written to when a new fragment is drawn. The reading happens in theVK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BITstage and the writing in theVK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT. You...
copyBufferToImage(stagingBuffer, textureImage, static_cast<uint32_t>(texWidth), static_cast<uint32_t>(texHeight)); //transitioned to VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL while generating mipmaps ... 这将使VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL中的纹理图像的每一层都是最优的。在blit命令读...