[vulkan] Begin work on a new render pass system

While the old system did get things going, it felt clunky to set up,
especially when it came to variations on render passes (eg, flat vs
cube-mapped). Also, much of it felt inside-out, especially the
separation of pipelines and render passes: having to specify the render
pass and subpass in the pipeline spec made the spec feel overly coupled
to the render pass setup. While this is the case in Vulkan, it is not
reflected properly in the pipeline spec. The new system will adjust the
render pass and subpass parameters of the pipeline spec as needed,
making the pipeline specs more reusable, and hopefully less error prone
as the pipelines are directly referenced by the subpasses that use them.

In addition, subpass dependencies should be much easier to set up as
only the dependent subpass specifies the dependency and the subpass
source dependency is mentioned by name. Frame buffer attachments also
get a similar treatment.

The new spec "format" isn't quite finalized (needs to meet the enemy
known as parsing) but it feels like a good starting place.
This commit is contained in:
Bill Currie 2023-01-30 13:00:35 +09:00
parent 477057a5ad
commit 7c1aff6736
3 changed files with 559 additions and 0 deletions

View file

@ -0,0 +1,66 @@
#ifndef __QF_Vulkan_render_h
#define __QF_Vulkan_render_h
#ifndef VK_NO_PROTOTYPES
#define VK_NO_PROTOTYPES
#endif
#include <vulkan/vulkan.h>
#include "QF/darray.h"
#include "QF/simd/types.h"
typedef struct qfv_label_s {
vec4f_t color;
const char *name;
} qfv_label_t;
typedef struct qfv_bar_s {
VkBuffer *buffers;
VkDeviceSize *offsets;
uint32_t firstBinding;
uint32_t bindingCount;
} qfv_bar_t;
typedef struct qfv_pipeline_s {
qfv_label_t label;
VkPipelineBindPoint bindPoint;
VkPipeline pipeline;
VkPipelineLayout layout;
VkViewport viewport;
VkRect2D scissor;
struct qfv_push_constants_s *push_constants;
uint32_t num_push_constants;
uint32_t num_descriptor_sets;
uint32_t first_descriptor_set;
VkDescriptorSet *descriptor_sets;
} qfv_pipeline_t;
typedef struct qfv_subpass_s {
qfv_label_t label;
VkCommandBufferBeginInfo beginInfo;
VkCommandBuffer cmd;
uint32_t pipline_count;
qfv_pipeline_t *pipelines;
} qfv_subpass_t;
typedef struct qfv_renderpass_s {
struct vulkan_ctx_s *vulkan_ctx;
qfv_label_t label; // for debugging
VkCommandBuffer cmd;
VkRenderPassBeginInfo beginInfo;
VkSubpassContents subpassContents;
//struct qfv_imageset_s *attachment_images;
//struct qfv_imageviewset_s *attachment_views;
//VkDeviceMemory attachmentMemory;
//size_t attachmentMemory_size;
//qfv_output_t output;
uint32_t subpass_count;
qfv_subpass_t *subpasses;
} qfv_renderpass_t;
void QFV_RunRenderPass (qfv_renderpass_t *rp, struct vulkan_ctx_s *ctx)m
#endif//__QF_Vulkan_render_h

View file

@ -0,0 +1,122 @@
/*
render.c
Vulkan render manager
Copyright (C) 2023 Bill Currie <bill@taniwha.org>
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_MATH_H
# include <math.h>
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "QF/Vulkan/command.h"
#include "QF/Vulkan/debug.h"
#include "QF/Vulkan/device.h"
#include "QF/Vulkan/render.h"
#include "QF/Vulkan/pipeline.h"
#include "vid_vulkan.h"
static void
run_pipeline (qfv_pipeline_t *pipeline, VkCommandBuffer cmd, vulkan_ctx_t *ctx)
{
qfv_device_t *device = ctx->device;
qfv_devfuncs_t *dfunc = device->funcs;
dfunc->vkCmdBindPipeline (cmd, pipeline->bindPoint, pipeline->pipeline);
dfunc->vkCmdSetViewport (cmd, 0, 1, &pipeline->viewport);
dfunc->vkCmdSetScissor (cmd, 0, 1, &pipeline->scissor);
if (pipeline->num_descriptor_sets) {
dfunc->vkCmdBindDescriptorSets (cmd, pipeline->bindPoint,
pipeline->layout,
pipeline->first_descriptor_set,
pipeline->num_descriptor_sets,
pipeline->descriptor_sets,
0, 0);
}
if (pipeline->num_push_constants) {
QFV_PushConstants (device, cmd, pipeline->layout,
pipeline->num_push_constants,
pipeline->push_constants);
}
}
// https://themaister.net/blog/2019/08/14/yet-another-blog-explaining-vulkan-synchronization/
static void
run_subpass (qfv_subpass_t *sp, vulkan_ctx_t *ctx)
{
qfv_device_t *device = ctx->device;
qfv_devfuncs_t *dfunc = device->funcs;
__auto_type cmd = sp->cmd;
dfunc->vkResetCommandBuffer (cmd, 0);
dfunc->vkBeginCommandBuffer (cmd, &sp->beginInfo);
QFV_duCmdBeginLabel (device, cmd, sp->label.name,
{VEC4_EXP (sp->label.color)});
for (uint32_t i = 0; i < sp->pipline_count; i++) {
__auto_type pipeline = &sp->pipelines[i];
run_pipeline (pipeline, cmd, ctx);
}
QFV_duCmdEndLabel (device, cmd);
dfunc->vkEndCommandBuffer (cmd);
}
void
QFV_RunRenderPass (qfv_renderpass_t *rp, vulkan_ctx_t *ctx)
{
qfv_device_t *device = ctx->device;
qfv_devfuncs_t *dfunc = device->funcs;
__auto_type cmd = rp->cmd;
VkCommandBufferBeginInfo beginInfo = {
VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO,
};
dfunc->vkResetCommandBuffer (cmd, 0);
dfunc->vkBeginCommandBuffer (cmd, &beginInfo);
QFV_duCmdBeginLabel (device, cmd, rp->label.name,
{VEC4_EXP (rp->label.color)});
dfunc->vkCmdBeginRenderPass (cmd, &rp->beginInfo, rp->subpassContents);
for (uint32_t i = 0; i < rp->subpass_count; i++) {
__auto_type sp = &rp->subpasses[i];
run_subpass (sp, ctx);
dfunc->vkCmdExecuteCommands (cmd, 1, &sp->cmd);
//FIXME comment is a bit off as exactly one buffer is always submitted
//
//Regardless of whether any commands were submitted for this
//subpass, must step through each and every subpass, otherwise
//the attachments won't be transitioned correctly.
//However, only if not the last (or only) subpass.
if (i < rp->subpass_count - 1) {
dfunc->vkCmdNextSubpass (cmd, rp->subpassContents);
}
}
QFV_CmdEndLabel (device, cmd);
}

View file

@ -0,0 +1,371 @@
properties {
color = {
bsp = "[0, 0.5, 0.6, 1]";
alias = "[0.6, 0.5, 0, 1]";
iqm = "[0.6, 0.5, 0, 1]";
sprite = "[0.6, 0.5, 0, 1]";
};
color_dependency = {
src = {
stage = color_attachment_output;
access = color_attachment_write;
};
dst = {
stage = fragment_shader;
access = input_attachment_read;
};
flags = by_region;
};
depth_dependency = {
src = {
stage = late_fragment_tests;
access = depth_stencil_attachment_write;
};
dst = {
stage = fragment_shader|early_fragment_tests;
access = input_attachment_read|depth_stencil_attachment_read;
};
flags = by_region;
};
image_base = {
imageType = `2d;
samples = 1;
extent = {
width = $output.extent.width;
height = $output.extent.height;
depth = 1;
};
mipLevels = 1;
arrayLayers = 1;
tiling = optimal;
usage = color_attachment|input_attachment|transient_attachment;
initialLayout = undefined;
};
view_base = {
viewType = `2d;
components = {
r = identity;
g = identity;
b = identity;
a = identity;
};
subresourceRange = {
aspectMask = color;
levelCount = 1;
layerCount = 1;
};
};
attachment_base = {
samples = 1;
loadOp = dont_care;
storeOp = dont_care;
stencilLoadOp = dont_care;
stencilStoreOp = dont_care;
initialLayout = undefined;
finalLayout = color_attachment_optimal;
clearValue = { color = "[0, 0, 0, 1]"; };
};
};
images = {
depth = {
@inherit = image_base;
format = x8_d24_unorm_pack32;
usage = depth_stencil_attachment|input_attachment|transient_attachment;
};
color = {
@inherit = image_base;
format = r8g8b8a8_unorm;
};
emission = {
@inherit = image_base;
format = r16g16b16a16_sfloat;
};
normal = {
@inherit = image_base;
format = r16g16b16a16_sfloat;
};
position = {
@inherit = image_base;
format = r32g32b32a32_sfloat;
};
opaque = {
@inherit = image_base;
format = r16g16b16a16_sfloat;
};
};
views = {
depth = {
@inherit = view_base;
image = depth;
format = $images.depth.format;
subresourceRange = {
aspectMask = depth;
};
};
color = {
@inherit = view_base;
image = color;
format = $images.color.format;
};
emission = {
@inherit = view_base;
image = color;
format = $images.color.format;
};
normal = {
@inherit = view_base;
image = color;
format = $images.color.format;
};
position = {
@inherit = view_base;
image = color;
format = $images.color.format;
};
opaque = {
@inherit = view_base;
image = color;
format = $images.color.format;
};
output = {
@inherit = view_base;
image = $output.image;
format = $output.format;
}
};
renderpasses = {
deferred = {
attachments = {
depth = {
@inherit = $attachment_base;
format = $images.depth.format;
loadOp = clear;
finalLayout = depth_stencil_attachment_optimal;
clearValue = { depthStencil = { depth = 1; stencil = 0; }; };
};
color = {
@inherit = $attachment_base;
format = $images.color.format;
loadOp = clear;
finalLayout = depth_stencil_attachment_optimal;
};
emission = {
@inherit = $attachment_base;
format = $images.emission.format;
loadOp = clear;
};
normal = {
@inherit = $attachment_base;
format = $images.normal.format;
};
position = {
@inherit = $attachment_base;
format = $images.position.format;
};
opaque = {
@inherit = $attachment_base;
format = $images.opaque.format;
};
output = {
@inherit = $attachment_base;
format = $images.output.format;
loadOp = clear;
storeOp = store;
$output.finalLayout;
};
};
framebuffer = {
attachments = (depth, color, emission, normal, position, opaque,
$output.view);
width = $output.extent.width;
height = $output.extent.height;
layers = 1;
};
subpasses = {
depth = {
color = "[ 0.5, 0.5, 0.5, 1]";
attachments = {
depth = depth_stencil_read_only_optimal;
preserve = (color, emission, normal, position, output);
};
pipelines = {
bsp:depth = {
color = $color.bsp;
pipeline = bsp_depth;
tasks = (
{ func = bsp_draw_queue;
params = (main, solid); },
{ func = bsp_draw_queue;
params = (main, sky); },
);
};
alias:depth = {
color = $color.alias;
pipeline = alias_depth;
tasks = (
{ func = "alias_draw"; },
);
};
iqm:depth = {
color = $color.iqm;
pipeline = iqm_depth;
tasks = (
{ func = "iqm_draw"; },
);
};
sprite:depth = {
color = $color.sprite;
pipeline = sprite_depth;
tasks = (
{ func = "sprite_draw"; },
);
};
};
};
translucent = {
color = "[ 0.25, 0.25, 0.6, 1]";
depend = {
depth = $depth_dependency;
}
attachments = {
depth = depth_stencil_read_only_optimal;
preserve = (color, emission, normal, position, output);
};
pipelines = {
bsp:sky = {
color = $color.bsp;
pipeline = $bsp_sky_pipeline;
tasks = (
// FIXME sky should not use OIT
{ func = bsp_draw_queue;
params = (main, sky); },
);
};
bsp:trans = {
color = $color.bsp;
pipeline = bsp_turb;
tasks = (
{ func = bsp_draw_queue;
params = (main, translucent); },
{ func = bsp_draw_queue;
params = (main, turbulent); },
);
};
particles:trans {
color = $color.particles;
pipline = partdraw;
{ func = particles_draw; },
};
};
};
gbuffer = {
color = "[ 0.3, 0.7, 0.3, 1]";
depend = {
depth = $depth_dependency;
}
attachments = {
color = {
color = color_attachment_optimal;
emission = color_attachment_optimal;
normal = color_attachment_optimal;
position = color_attachment_optimal;
};
depth = depth_stencil_read_only_optimal;
preserve = (output);
};
pipelines = {
bsp:gbuffer = {
color = $color.bsp;
pipeline = bsp_gbuf;
tasks = (
{ func = bsp_draw_queue;
params = (main, solid); },
{ func = bsp_draw_queue;
params = (main, sky); },
);
};
alias:gbuffer = {
color = $color.alias;
pipeline = alias_gbuf;
tasks = (
{ func = "alias_draw"; },
);
};
iqm:gbuffer = {
color = $color.iqm;
pipeline = iqm_gbuf;
tasks = (
{ func = "iqm_draw"; },
);
};
sprite:gbuffer = {
color = $color.sprite;
pipeline = sprite_gbuf;
tasks = (
{ func = "sprite_draw"; },
);
};
};
};
lighting = {
color = "[ 0.8, 0.8, 0.8, 1]";
depend = {
gbuffer = $color_dependency;
}
attachments = {
input = {
depth = shader_read_only_optimal;
color = shader_read_only_optimal;
emission = shader_read_only_optimal;
normal = shader_read_only_optimal;
position = shader_read_only_optimal;
};
color = {
opaque = color_attachment_optimal;
};
preserve = (output);
};
pipelines = {
lights = {
color = $color.lights
pipeline = lighting;
tasks = (
{ func = "lights_draw"; },
);
};
};
};
compose = {
color = "[ 0.7, 0.3, 0.3, 1]";
depend = {
lighting = $color_dependency;
}
attachments = {
input = {
opaque = shader_read_only_optimal;
};
color = {
output = color_attachment_optimal;
};
preserve = (depth, color, emission, normal, position);
};
pipelines = {
compose = {
color = $color.compose
pipeline = compose;
tasks = (
{ func = "lights_draw"; },
);
};
};
};
};
};
deferred_cube = {
@inherit = deferred;
@next = (VkRenderPassMultiviewCreateInfo, {
viewMasks = (0x3fu, 0x3fu, 0x3fu, 0x3fu, 0x3fu);
viewOffsets = ( 0, 0, 0, 0, 0);
});
};
};