Now rendering black frames rather than empty frames when scene isn't loaded, preventing some Vulkan validation errors.
Added keepColor, clearColor, and finalLayout attributes to KRRenderPass::RenderPassInfo. Now able to render debug text on macOS.
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@@ -404,10 +404,23 @@ void KRCamera::renderFrame(VkCommandBuffer& commandBuffer, KRSurface& compositeS
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// fprintf(stderr, "VBO Mem: %i Kbyte Texture Mem: %i/%i Kbyte (active/total) Shader Handles: %i Visible Bounds: %i Max Texture LOD: %i\n", (int)m_pContext->getMeshManager()->getMemUsed() / 1024, (int)m_pContext->getTextureManager()->getActiveMemUsed() / 1024, (int)m_pContext->getTextureManager()->getMemUsed() / 1024, (int)m_pContext->getPipelineManager()->getShaderHandlesUsed(), (int)m_visibleBounds.size(), m_pContext->getTextureManager()->getLODDimCap());
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GL_PUSH_GROUP_MARKER("Debug Overlays");
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renderDebug(commandBuffer, compositeSurface);
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GL_POP_GROUP_MARKER;
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GL_PUSH_GROUP_MARKER("Post Processing");
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KRRenderPass& postCompositePass = compositeSurface.getPostCompositePass();
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postCompositePass.begin(commandBuffer, compositeSurface, Vector4::Create(0.0f, 0.0f, 0.0f, 1.0f));
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renderPost(commandBuffer, compositeSurface);
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postCompositePass.end(commandBuffer);
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GL_POP_GROUP_MARKER;
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}
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@@ -573,62 +586,67 @@ void KRCamera::destroyBuffers()
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void KRCamera::renderPost(VkCommandBuffer& commandBuffer, KRSurface& surface)
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{
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/*
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// TODO - Re-enable once post fx shader is converted for Vulkan
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KRMeshManager::KRVBOData& vertices = getContext().getMeshManager()->KRENGINE_VBO_DATA_2D_SQUARE_VERTICES;
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// TODO - Re-enable once post fx shader is converted for Vulkan
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KRMeshManager::KRVBOData& vertices = getContext().getMeshManager()->KRENGINE_VBO_DATA_2D_SQUARE_VERTICES;
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PipelineInfo info{};
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std::string shader_name("PostShader");
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info.shader_name = &shader_name;
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info.pCamera = this;
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info.renderPass = KRNode::RENDER_PASS_FORWARD_TRANSPARENT;
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info.rasterMode = RasterMode::kOpaqueNoTest;
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info.modelFormat = ModelFormat::KRENGINE_MODEL_FORMAT_STRIP;
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info.vertexAttributes = vertices.getVertexAttributes();
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KRPipeline *postShader = m_pContext->getPipelineManager()->getPipeline(surface, info);
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postShader->setPushConstant(KRPipeline::PushConstant::fade_color, m_fade_color);
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postShader->bind(commandBuffer, *this, m_viewport, Matrix4(), nullptr, nullptr, nullptr, KRNode::RENDER_PASS_FORWARD_TRANSPARENT);
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m_pContext->getTextureManager()->selectTexture(GL_TEXTURE_2D, 0, compositeDepthTexture);
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m_pContext->getTextureManager()->selectTexture(GL_TEXTURE_2D, 1, compositeColorTexture);
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if(settings.volumetric_environment_enable) {
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m_pContext->getTextureManager()->selectTexture(GL_TEXTURE_2D, 2, volumetricLightAccumulationTexture);
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}
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// Update attribute values.
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m_pContext->getMeshManager()->bindVBO(commandBuffer, &vertices, 1.0f);
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vkCmdDraw(commandBuffer, 4, 1, 0, 0);
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*/
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// if(bShowShadowBuffer) {
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// KRPipeline *blitShader = m_pContext->getPipelineManager()->getShader("simple_blit", this, false, false, false, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, KRNode::RENDER_PASS_FORWARD_TRANSPARENT);
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//
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// for(int iShadow=0; iShadow < m_cShadowBuffers; iShadow++) {
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// Matrix4 viewMatrix = Matrix4();
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// viewMatrix.scale(0.20, 0.20, 0.20);
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// viewMatrix.translate(-0.70, 0.70 - 0.45 * iShadow, 0.0);
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// getContext().getPipelineManager()->selectShader(blitShader, KRViewport(getViewportSize(), viewMatrix, Matrix4()), shadowViewports, Matrix4(), Vector3(), NULL, 0, KRNode::RENDER_PASS_FORWARD_TRANSPARENT);
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// m_pContext->getTextureManager()->selectTexture(1, NULL);
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// m_pContext->getMeshManager()->bindVBO(&getContext().getMeshManager()->KRENGINE_VBO_DATA_2D_SQUARE_VERTICES);
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// m_pContext->getTextureManager()->_setActiveTexture(0);
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// GLDEBUG(glBindTexture(GL_TEXTURE_2D, shadowDepthTexture[iShadow]));
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//#if GL_EXT_shadow_samplers
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// GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_EXT, GL_NONE)); // TODO - Detect GL_EXT_shadow_samplers and only activate if available
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//#endif
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// GLDEBUG(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
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//#if GL_EXT_shadow_samplers
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// GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_EXT, GL_COMPARE_REF_TO_TEXTURE_EXT)); // TODO - Detect GL_EXT_shadow_samplers and only activate if available
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//#endif
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// }
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//
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// m_pContext->getTextureManager()->selectTexture(0, NULL);
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// m_pContext->getTextureManager()->_setActiveTexture(0);
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// GLDEBUG(glBindTexture(GL_TEXTURE_2D, 0));
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// }
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}
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PipelineInfo info{};
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std::string shader_name("PostShader");
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info.shader_name = &shader_name;
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info.pCamera = this;
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info.renderPass = KRNode::RENDER_PASS_FORWARD_TRANSPARENT;
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info.rasterMode = RasterMode::kOpaqueNoTest;
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info.modelFormat = ModelFormat::KRENGINE_MODEL_FORMAT_STRIP;
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info.vertexAttributes = vertices.getVertexAttributes();
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KRPipeline *postShader = m_pContext->getPipelineManager()->getPipeline(surface, info);
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postShader->setPushConstant(KRPipeline::PushConstant::fade_color, m_fade_color);
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postShader->bind(commandBuffer, *this, m_viewport, Matrix4(), nullptr, nullptr, nullptr, KRNode::RENDER_PASS_FORWARD_TRANSPARENT);
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m_pContext->getTextureManager()->selectTexture(GL_TEXTURE_2D, 0, compositeDepthTexture);
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m_pContext->getTextureManager()->selectTexture(GL_TEXTURE_2D, 1, compositeColorTexture);
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if(settings.volumetric_environment_enable) {
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m_pContext->getTextureManager()->selectTexture(GL_TEXTURE_2D, 2, volumetricLightAccumulationTexture);
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}
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// Update attribute values.
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m_pContext->getMeshManager()->bindVBO(commandBuffer, &vertices, 1.0f);
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vkCmdDraw(commandBuffer, 4, 1, 0, 0);
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*/
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// if(bShowShadowBuffer) {
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// KRPipeline *blitShader = m_pContext->getPipelineManager()->getShader("simple_blit", this, false, false, false, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, KRNode::RENDER_PASS_FORWARD_TRANSPARENT);
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//
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// for(int iShadow=0; iShadow < m_cShadowBuffers; iShadow++) {
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// Matrix4 viewMatrix = Matrix4();
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// viewMatrix.scale(0.20, 0.20, 0.20);
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// viewMatrix.translate(-0.70, 0.70 - 0.45 * iShadow, 0.0);
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// getContext().getPipelineManager()->selectShader(blitShader, KRViewport(getViewportSize(), viewMatrix, Matrix4()), shadowViewports, Matrix4(), Vector3(), NULL, 0, KRNode::RENDER_PASS_FORWARD_TRANSPARENT);
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// m_pContext->getTextureManager()->selectTexture(1, NULL);
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// m_pContext->getMeshManager()->bindVBO(&getContext().getMeshManager()->KRENGINE_VBO_DATA_2D_SQUARE_VERTICES);
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// m_pContext->getTextureManager()->_setActiveTexture(0);
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// GLDEBUG(glBindTexture(GL_TEXTURE_2D, shadowDepthTexture[iShadow]));
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//#if GL_EXT_shadow_samplers
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// GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_EXT, GL_NONE)); // TODO - Detect GL_EXT_shadow_samplers and only activate if available
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//#endif
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// GLDEBUG(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
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//#if GL_EXT_shadow_samplers
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// GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_EXT, GL_COMPARE_REF_TO_TEXTURE_EXT)); // TODO - Detect GL_EXT_shadow_samplers and only activate if available
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//#endif
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// }
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//
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// m_pContext->getTextureManager()->selectTexture(0, NULL);
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// m_pContext->getTextureManager()->_setActiveTexture(0);
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// GLDEBUG(glBindTexture(GL_TEXTURE_2D, 0));
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// }
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void KRCamera::renderDebug(VkCommandBuffer& commandBuffer, KRSurface& surface)
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{
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const char* szText = settings.m_debug_text.c_str();
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std::string debug_text;
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@@ -755,6 +773,11 @@ void KRCamera::renderPost(VkCommandBuffer& commandBuffer, KRSurface& surface)
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iCol++;
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}
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}
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m_debug_text_vbo_data.load(commandBuffer);
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KRRenderPass& debugPass = surface.getDebugPass();
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debugPass.begin(commandBuffer, surface, Vector4::Create(0.0f, 0.0f, 0.0f, 1.0f));
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KRTexture* fontTexture = m_pContext->getTextureManager()->getTexture("font");
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fontTexture->resetPoolExpiry(0.0f, KRTexture::TEXTURE_USAGE_UI);
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@@ -772,10 +795,11 @@ void KRCamera::renderPost(VkCommandBuffer& commandBuffer, KRSurface& surface)
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fontShader->setImageBinding("fontTexture", fontTexture, getContext().getSamplerManager()->DEFAULT_CLAMPED_SAMPLER);
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fontShader->bind(commandBuffer, *this, m_viewport, Matrix4(), nullptr, nullptr, nullptr, KRNode::RENDER_PASS_FORWARD_TRANSPARENT);
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m_debug_text_vbo_data.load(commandBuffer);
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m_debug_text_vbo_data.bind(commandBuffer);
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vkCmdDraw(commandBuffer, vertex_count, 1, 0, 0);
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debugPass.end(commandBuffer);
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m_debug_text_vertices.unlock();
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