raze/source/common/rendering/vulkan/textures/vk_renderbuffers.cpp

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/*
** Vulkan backend
** Copyright (c) 2016-2020 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
*/
#include "vk_renderbuffers.h"
#include "vulkan/renderer/vk_postprocess.h"
#include "vulkan/textures/vk_texture.h"
#include "vulkan/shaders/vk_shader.h"
#include "vulkan/system/vk_builders.h"
#include "vulkan/system/vk_framebuffer.h"
#include "vulkan/system/vk_commandbuffer.h"
#include "vulkan/system/vk_swapchain.h"
#include "hw_cvars.h"
VkRenderBuffers::VkRenderBuffers(VulkanFrameBuffer* fb) : fb(fb)
{
}
VkRenderBuffers::~VkRenderBuffers()
{
}
VkSampleCountFlagBits VkRenderBuffers::GetBestSampleCount()
{
const auto &limits = fb->device->PhysicalDevice.Properties.limits;
VkSampleCountFlags deviceSampleCounts = limits.sampledImageColorSampleCounts & limits.sampledImageDepthSampleCounts & limits.sampledImageStencilSampleCounts;
int requestedSamples = clamp((int)gl_multisample, 0, 64);
int samples = 1;
VkSampleCountFlags bit = VK_SAMPLE_COUNT_1_BIT;
VkSampleCountFlags best = bit;
while (samples <= requestedSamples)
{
if (deviceSampleCounts & bit)
{
best = bit;
}
samples <<= 1;
bit <<= 1;
}
return (VkSampleCountFlagBits)best;
}
void VkRenderBuffers::BeginFrame(int width, int height, int sceneWidth, int sceneHeight)
{
VkSampleCountFlagBits samples = GetBestSampleCount();
if (width != mWidth || height != mHeight || mSamples != samples)
{
fb->GetCommands()->WaitForCommands(false);
fb->GetRenderPassManager()->RenderBuffersReset();
}
if (width != mWidth || height != mHeight)
CreatePipeline(width, height);
if (width != mWidth || height != mHeight || mSamples != samples)
CreateScene(width, height, samples);
mWidth = width;
mHeight = height;
mSamples = samples;
mSceneWidth = sceneWidth;
mSceneHeight = sceneHeight;
}
void VkRenderBuffers::CreatePipeline(int width, int height)
{
for (int i = 0; i < NumPipelineImages; i++)
{
PipelineImage[i].Reset(fb);
}
VkImageTransition barrier;
for (int i = 0; i < NumPipelineImages; i++)
{
PipelineImage[i].Image = ImageBuilder()
.Size(width, height)
.Format(VK_FORMAT_R16G16B16A16_SFLOAT)
.Usage(VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT)
.DebugName("VkRenderBuffers.PipelineImage")
.Create(fb->device);
PipelineImage[i].View = ImageViewBuilder()
.Image(PipelineImage[i].Image.get(), VK_FORMAT_R16G16B16A16_SFLOAT)
.DebugName("VkRenderBuffers.PipelineView")
.Create(fb->device);
barrier.AddImage(&PipelineImage[i], VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, true);
}
barrier.Execute(fb->GetCommands()->GetDrawCommands());
}
void VkRenderBuffers::CreateScene(int width, int height, VkSampleCountFlagBits samples)
{
SceneColor.Reset(fb);
SceneDepthStencil.Reset(fb);
SceneNormal.Reset(fb);
SceneFog.Reset(fb);
CreateSceneColor(width, height, samples);
CreateSceneDepthStencil(width, height, samples);
CreateSceneNormal(width, height, samples);
CreateSceneFog(width, height, samples);
VkImageTransition()
.AddImage(&SceneColor, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, true)
.AddImage(&SceneDepthStencil, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, true)
.AddImage(&SceneNormal, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, true)
.AddImage(&SceneFog, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, true)
.Execute(fb->GetCommands()->GetDrawCommands());
}
void VkRenderBuffers::CreateSceneColor(int width, int height, VkSampleCountFlagBits samples)
{
SceneColor.Image = ImageBuilder()
.Size(width, height)
.Samples(samples)
.Format(VK_FORMAT_R16G16B16A16_SFLOAT)
.Usage(VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT)
.DebugName("VkRenderBuffers.SceneColor")
.Create(fb->device);
SceneColor.View = ImageViewBuilder()
.Image(SceneColor.Image.get(), VK_FORMAT_R16G16B16A16_SFLOAT)
.DebugName("VkRenderBuffers.SceneColorView")
.Create(fb->device);
}
void VkRenderBuffers::CreateSceneDepthStencil(int width, int height, VkSampleCountFlagBits samples)
{
ImageBuilder builder;
builder.Size(width, height);
builder.Samples(samples);
builder.Format(SceneDepthStencilFormat);
builder.Usage(VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
if (!builder.IsFormatSupported(fb->device))
{
SceneDepthStencilFormat = VK_FORMAT_D32_SFLOAT_S8_UINT;
builder.Format(SceneDepthStencilFormat);
if (!builder.IsFormatSupported(fb->device))
{
I_FatalError("This device does not support any of the required depth stencil image formats.");
}
}
builder.DebugName("VkRenderBuffers.SceneDepthStencil");
SceneDepthStencil.Image = builder.Create(fb->device);
SceneDepthStencil.AspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
SceneDepthStencil.View = ImageViewBuilder()
.Image(SceneDepthStencil.Image.get(), SceneDepthStencilFormat, VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)
.DebugName("VkRenderBuffers.SceneDepthStencilView")
.Create(fb->device);
SceneDepthStencil.DepthOnlyView = ImageViewBuilder()
.Image(SceneDepthStencil.Image.get(), SceneDepthStencilFormat, VK_IMAGE_ASPECT_DEPTH_BIT)
.DebugName("VkRenderBuffers.SceneDepthView")
.Create(fb->device);
}
void VkRenderBuffers::CreateSceneFog(int width, int height, VkSampleCountFlagBits samples)
{
SceneFog.Image = ImageBuilder()
.Size(width, height)
.Samples(samples)
.Format(VK_FORMAT_R8G8B8A8_UNORM)
.Usage(VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT)
.DebugName("VkRenderBuffers.SceneFog")
.Create(fb->device);
SceneFog.View = ImageViewBuilder()
.Image(SceneFog.Image.get(), VK_FORMAT_R8G8B8A8_UNORM)
.DebugName("VkRenderBuffers.SceneFogView")
.Create(fb->device);
}
void VkRenderBuffers::CreateSceneNormal(int width, int height, VkSampleCountFlagBits samples)
{
ImageBuilder builder;
builder.Size(width, height);
builder.Samples(samples);
builder.Format(SceneNormalFormat);
builder.Usage(VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
if (!builder.IsFormatSupported(fb->device, VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT | VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT))
{
SceneNormalFormat = VK_FORMAT_R8G8B8A8_UNORM;
builder.Format(SceneNormalFormat);
}
builder.DebugName("VkRenderBuffers.SceneNormal");
SceneNormal.Image = builder.Create(fb->device);
SceneNormal.View = ImageViewBuilder()
.Image(SceneNormal.Image.get(), SceneNormalFormat)
.DebugName("VkRenderBuffers.SceneNormalView")
.Create(fb->device);
}
VulkanFramebuffer* VkRenderBuffers::GetOutput(VkPPRenderPassSetup* passSetup, const PPOutput& output, bool stencilTest, int& framebufferWidth, int& framebufferHeight)
{
VkTextureImage* tex = fb->GetTextureManager()->GetTexture(output.Type, output.Texture);
VkImageView view;
std::unique_ptr<VulkanFramebuffer>* framebufferptr = nullptr;
int w, h;
if (tex)
{
VkImageTransition imageTransition;
imageTransition.AddImage(tex, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, output.Type == PPTextureType::NextPipelineTexture);
if (stencilTest)
imageTransition.AddImage(&fb->GetBuffers()->SceneDepthStencil, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, false);
imageTransition.Execute(fb->GetCommands()->GetDrawCommands());
view = tex->View->view;
w = tex->Image->width;
h = tex->Image->height;
framebufferptr = &tex->PPFramebuffer;
}
else
{
view = fb->GetCommands()->swapChain->swapChainImageViews[fb->GetCommands()->presentImageIndex];
framebufferptr = &fb->GetCommands()->swapChain->framebuffers[fb->GetCommands()->presentImageIndex];
w = fb->GetCommands()->swapChain->actualExtent.width;
h = fb->GetCommands()->swapChain->actualExtent.height;
}
auto& framebuffer = *framebufferptr;
if (!framebuffer)
{
FramebufferBuilder builder;
builder.RenderPass(passSetup->RenderPass.get());
builder.Size(w, h);
builder.AddAttachment(view);
if (stencilTest)
builder.AddAttachment(fb->GetBuffers()->SceneDepthStencil.View.get());
builder.DebugName("PPOutputFB");
framebuffer = builder.Create(fb->device);
}
framebufferWidth = w;
framebufferHeight = h;
return framebuffer.get();
}