fix depth buffer

This commit is contained in:
matthew 2025-08-08 05:28:57 +10:00
parent 0c8aaa4b8c
commit 194149f8dd
5 changed files with 55 additions and 47 deletions

Binary file not shown.

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@ -294,13 +294,11 @@ Cycle(Game* g)
model = model.next;
}
/*
ImageBarrier(&g.rd);
Bind(&g.rd, &g.oit_pipeline);
Draw(&g.rd, 3, 1);
*/
FinishRendering(&g.rd);
@ -337,17 +335,12 @@ Destroy(Game* g)
Destroy(&g.rd, &g.ui_pipeline);
Destroy(&g.rd, &g.compute_pipeline);
Node!(Model)* model = g.models.first;
for(;;)
{
if (model == null)
{
break;
}
Destroy(&g.rd, &g.rock);
Destroy(&g.rd, &g.tree);
Destroy(&g.rd, &g.magic_rock);
Destroy(&g.rd, &g.log);
Destroy(&g.rd, &g.stump);
Destroy(&g.rd, &model.value);
model = model.next;
}
Destroy(&g.rd);
}

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@ -224,6 +224,8 @@ CreateWindow(string name, u16 width, u16 height)
void
LockCursor(PlatformWindow* window)
{
if (!window.locked_cursor)
{
u32 counter = 0;
for(;;)
@ -251,14 +253,18 @@ LockCursor(PlatformWindow* window)
HideCursor(window);
window.locked_cursor = true;
}
}
void
UnlockCursor(PlatformWindow* window)
{
if (window.locked_cursor)
{
xcb_ungrab_pointer(window.conn, XCB_CURRENT_TIME);
ShowCursor(window);
window.locked_cursor = false;
}
}
// TODO: improve error handling for show/hide cursor
void

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@ -677,11 +677,18 @@ BeginRendering(Vulkan* vk)
VkImage image = CurrentImage(vk);
Transition(vk.cmds[vk.frame_index], image, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
VkClearValue clear_color = {
VkClearValue[] clear_color = [
{
color: {
float32: [0.0, 0.0, 0.0, 1.0],
},
};
},
{
color: {
float32: [0.0, 0.0, 0.0, 0.0],
},
},
];
VkRenderPassBeginInfo pass_info = {
sType: VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO,
@ -697,8 +704,8 @@ BeginRendering(Vulkan* vk)
height: vk.swapchain_extent.height,
},
},
clearValueCount: 1,
pClearValues: &clear_color,
clearValueCount: cast(u32)clear_color.length,
pClearValues: clear_color.ptr,
};
vkCmdBeginRenderPass(vk.cmds[vk.frame_index], &pass_info, VK_SUBPASS_CONTENTS_INLINE);
@ -1173,10 +1180,10 @@ ImageBarrier(Vulkan* vk)
{
VkMemoryBarrier2 barrier = {
sType: VK_STRUCTURE_TYPE_MEMORY_BARRIER_2,
srcStageMask: VK_PIPELINE_STAGE_2_TRANSFER_BIT,
srcAccessMask: VK_ACCESS_2_TRANSFER_WRITE_BIT,
dstStageMask: VK_PIPELINE_STAGE_2_FRAGMENT_SHADER_BIT,
dstAccessMask: VK_ACCESS_2_SHADER_READ_BIT | VK_ACCESS_2_SHADER_WRITE_BIT,
srcStageMask: VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
srcAccessMask: VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT,
dstStageMask: VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
dstAccessMask: VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT,
};
VkDependencyInfo dependency = {
@ -1492,8 +1499,10 @@ InitFramebufferAndRenderPass(Vulkan* vk)
finalLayout: VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
},
{
samples: VK_SAMPLE_COUNT_1_BIT,
format: vk.depth_image.format,
samples: VK_SAMPLE_COUNT_1_BIT,
loadOp: VK_ATTACHMENT_LOAD_OP_CLEAR,
storeOp: VK_ATTACHMENT_STORE_OP_STORE,
initialLayout: VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
finalLayout: VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
},

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@ -61,7 +61,7 @@ void main()
FragColor = out_col;
/*
TODO: set up OIT again
//TODO: set up OIT again
vec4 srgb_col = out_col;// UnPreMultLinearToSRGB(out_col);
uvec4 store_value = uvec4(packUnorm4x8(srgb_col), floatBitsToUint(gl_FragCoord.z), store_mask, 0);