/* ** 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::CreatePipelineDepthStencil(int width, int height) { ImageBuilder builder; builder.Size(width, height); builder.Format(PipelineDepthStencilFormat); builder.Usage(VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT); if (!builder.IsFormatSupported(fb->device)) { PipelineDepthStencilFormat = VK_FORMAT_D32_SFLOAT_S8_UINT; builder.Format(PipelineDepthStencilFormat); if (!builder.IsFormatSupported(fb->device)) { I_FatalError("This device does not support any of the required depth stencil image formats."); } } builder.DebugName("VkRenderBuffers.PipelineDepthStencil"); PipelineDepthStencil.Image = builder.Create(fb->device); PipelineDepthStencil.AspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT; PipelineDepthStencil.View = ImageViewBuilder() .Image(PipelineDepthStencil.Image.get(), PipelineDepthStencilFormat, VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT) .DebugName("VkRenderBuffers.PipelineDepthStencilView") .Create(fb->device); PipelineDepthStencil.DepthOnlyView = ImageViewBuilder() .Image(PipelineDepthStencil.Image.get(), PipelineDepthStencilFormat, VK_IMAGE_ASPECT_DEPTH_BIT) .DebugName("VkRenderBuffers.PipelineDepthView") .Create(fb->device); } void VkRenderBuffers::CreatePipeline(int width, int height) { for (int i = 0; i < NumPipelineImages; i++) { PipelineImage[i].Reset(fb); } PipelineDepthStencil.Reset(fb); CreatePipelineDepthStencil(width, height); VkImageTransition barrier; barrier.AddImage(&PipelineDepthStencil, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, true); 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, WhichDepthStencil stencilTest, int& framebufferWidth, int& framebufferHeight) { VkTextureImage* tex = fb->GetTextureManager()->GetTexture(output.Type, output.Texture); VkImageView view; std::unique_ptr* framebufferptr = nullptr; int w, h; if (tex) { VkImageTransition imageTransition; imageTransition.AddImage(tex, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, output.Type == PPTextureType::NextPipelineTexture); if (stencilTest == WhichDepthStencil::Scene) imageTransition.AddImage(&fb->GetBuffers()->SceneDepthStencil, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, false); if (stencilTest == WhichDepthStencil::Pipeline) imageTransition.AddImage(&fb->GetBuffers()->PipelineDepthStencil, 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 == WhichDepthStencil::Scene) builder.AddAttachment(fb->GetBuffers()->SceneDepthStencil.View.get()); if (stencilTest == WhichDepthStencil::Pipeline) builder.AddAttachment(fb->GetBuffers()->PipelineDepthStencil.View.get()); builder.DebugName("PPOutputFB"); framebuffer = builder.Create(fb->device); } framebufferWidth = w; framebufferHeight = h; return framebuffer.get(); }