/* ** 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 "volk/volk.h" #include #include "v_video.h" #include "m_png.h" #include "r_videoscale.h" #include "i_time.h" #include "v_text.h" #include "version.h" #include "v_draw.h" #include "hw_clock.h" #include "hw_vrmodes.h" #include "hw_cvars.h" #include "hw_skydome.h" #include "hwrenderer/data/hw_viewpointbuffer.h" #include "flatvertices.h" #include "hwrenderer/data/shaderuniforms.h" #include "hw_lightbuffer.h" #include "vk_framebuffer.h" #include "vk_hwbuffer.h" #include "vulkan/renderer/vk_renderstate.h" #include "vulkan/renderer/vk_renderpass.h" #include "vulkan/renderer/vk_descriptorset.h" #include "vulkan/renderer/vk_streambuffer.h" #include "vulkan/renderer/vk_postprocess.h" #include "vulkan/renderer/vk_raytrace.h" #include "vulkan/shaders/vk_shader.h" #include "vulkan/textures/vk_renderbuffers.h" #include "vulkan/textures/vk_samplers.h" #include "vulkan/textures/vk_hwtexture.h" #include "vulkan/textures/vk_texture.h" #include "vulkan/system/vk_builders.h" #include "vulkan/system/vk_swapchain.h" #include "vulkan/system/vk_commandbuffer.h" #include "vulkan/system/vk_buffer.h" #include "engineerrors.h" #include "c_dispatch.h" EXTERN_CVAR(Bool, r_drawvoxels) EXTERN_CVAR(Int, gl_tonemap) EXTERN_CVAR(Int, screenblocks) EXTERN_CVAR(Bool, cl_capfps) CCMD(vk_memstats) { if (screen->IsVulkan()) { VmaStats stats = {}; vmaCalculateStats(static_cast(screen)->device->allocator, &stats); Printf("Allocated objects: %d, used bytes: %d MB\n", (int)stats.total.allocationCount, (int)stats.total.usedBytes / (1024 * 1024)); Printf("Unused range count: %d, unused bytes: %d MB\n", (int)stats.total.unusedRangeCount, (int)stats.total.unusedBytes / (1024 * 1024)); } else { Printf("Vulkan is not the current render device\n"); } } CVAR(Bool, vk_raytrace, false, 0/*CVAR_ARCHIVE | CVAR_GLOBALCONFIG*/) VulkanFrameBuffer::VulkanFrameBuffer(void *hMonitor, bool fullscreen, VulkanDevice *dev) : Super(hMonitor, fullscreen) { device = dev; } VulkanFrameBuffer::~VulkanFrameBuffer() { vkDeviceWaitIdle(device->device); // make sure the GPU is no longer using any objects before RAII tears them down delete mVertexData; delete mSkyData; delete mViewpoints; delete mLights; mShadowMap.Reset(); if (mDescriptorSetManager) mDescriptorSetManager->Deinit(); if (mTextureManager) mTextureManager->Deinit(); if (mBufferManager) mBufferManager->Deinit(); if (mShaderManager) mShaderManager->Deinit(); mCommands->DeleteFrameObjects(); } void VulkanFrameBuffer::InitializeState() { static bool first = true; if (first) { PrintStartupLog(); first = false; } // Use the same names here as OpenGL returns. switch (device->PhysicalDevice.Properties.vendorID) { case 0x1002: vendorstring = "ATI Technologies Inc."; break; case 0x10DE: vendorstring = "NVIDIA Corporation"; break; case 0x8086: vendorstring = "Intel"; break; default: vendorstring = "Unknown"; break; } hwcaps = RFL_SHADER_STORAGE_BUFFER | RFL_BUFFER_STORAGE; glslversion = 4.50f; uniformblockalignment = (unsigned int)device->PhysicalDevice.Properties.limits.minUniformBufferOffsetAlignment; maxuniformblock = device->PhysicalDevice.Properties.limits.maxUniformBufferRange; mCommands.reset(new VkCommandBufferManager(this)); mSamplerManager.reset(new VkSamplerManager(this)); mTextureManager.reset(new VkTextureManager(this)); mBufferManager.reset(new VkBufferManager(this)); mBufferManager->Init(); mScreenBuffers.reset(new VkRenderBuffers(this)); mSaveBuffers.reset(new VkRenderBuffers(this)); mActiveRenderBuffers = mScreenBuffers.get(); mPostprocess.reset(new VkPostprocess(this)); mDescriptorSetManager.reset(new VkDescriptorSetManager(this)); mRenderPassManager.reset(new VkRenderPassManager(this)); mRaytrace.reset(new VkRaytrace(this)); mVertexData = new FFlatVertexBuffer(GetWidth(), GetHeight()); mSkyData = new FSkyVertexBuffer; mViewpoints = new HWViewpointBuffer; mLights = new FLightBuffer(); mShaderManager.reset(new VkShaderManager(this)); mDescriptorSetManager->Init(); #ifdef __APPLE__ mRenderState.reset(new VkRenderStateMolten(this)); #else mRenderState.reset(new VkRenderState(this)); #endif } void VulkanFrameBuffer::Update() { twoD.Reset(); Flush3D.Reset(); Flush3D.Clock(); GetPostprocess()->SetActiveRenderTarget(); Draw2D(); twod->Clear(); mRenderState->EndRenderPass(); mRenderState->EndFrame(); Flush3D.Unclock(); mCommands->WaitForCommands(true); mCommands->UpdateGpuStats(); Super::Update(); } bool VulkanFrameBuffer::CompileNextShader() { return mShaderManager->CompileNextShader(); } void VulkanFrameBuffer::RenderTextureView(FCanvasTexture* tex, std::function renderFunc) { auto BaseLayer = static_cast(tex->GetHardwareTexture(0, 0)); VkTextureImage *image = BaseLayer->GetImage(tex, 0, 0); VkTextureImage *depthStencil = BaseLayer->GetDepthStencil(tex); mRenderState->EndRenderPass(); VkImageTransition() .AddImage(image, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, true) .Execute(mCommands->GetDrawCommands()); mRenderState->SetRenderTarget(image, depthStencil->View.get(), image->Image->width, image->Image->height, VK_FORMAT_R8G8B8A8_UNORM, VK_SAMPLE_COUNT_1_BIT); IntRect bounds; bounds.left = bounds.top = 0; bounds.width = min(tex->GetWidth(), image->Image->width); bounds.height = min(tex->GetHeight(), image->Image->height); renderFunc(bounds); mRenderState->EndRenderPass(); VkImageTransition() .AddImage(image, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, false) .Execute(mCommands->GetDrawCommands()); mRenderState->SetRenderTarget(&GetBuffers()->SceneColor, GetBuffers()->SceneDepthStencil.View.get(), GetBuffers()->GetWidth(), GetBuffers()->GetHeight(), VK_FORMAT_R16G16B16A16_SFLOAT, GetBuffers()->GetSceneSamples()); tex->SetUpdated(true); } void VulkanFrameBuffer::PostProcessScene(bool swscene, int fixedcm, float flash, const std::function &afterBloomDrawEndScene2D) { if (!swscene) mPostprocess->BlitSceneToPostprocess(); // Copy the resulting scene to the current post process texture mPostprocess->PostProcessScene(fixedcm, flash, afterBloomDrawEndScene2D); } const char* VulkanFrameBuffer::DeviceName() const { const auto &props = device->PhysicalDevice.Properties; return props.deviceName; } void VulkanFrameBuffer::SetVSync(bool vsync) { mVSync = vsync; } void VulkanFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation) { if (mat->Source()->GetUseType() == ETextureType::SWCanvas) return; MaterialLayerInfo* layer; auto systex = static_cast(mat->GetLayer(0, translation, &layer)); systex->GetImage(layer->layerTexture, translation, layer->scaleFlags); int numLayers = mat->NumLayers(); for (int i = 1; i < numLayers; i++) { auto syslayer = static_cast(mat->GetLayer(i, 0, &layer)); syslayer->GetImage(layer->layerTexture, 0, layer->scaleFlags); } } IHardwareTexture *VulkanFrameBuffer::CreateHardwareTexture(int numchannels) { return new VkHardwareTexture(this, numchannels); } FMaterial* VulkanFrameBuffer::CreateMaterial(FGameTexture* tex, int scaleflags) { return new VkMaterial(this, tex, scaleflags); } IVertexBuffer *VulkanFrameBuffer::CreateVertexBuffer() { return GetBufferManager()->CreateVertexBuffer(); } IIndexBuffer *VulkanFrameBuffer::CreateIndexBuffer() { return GetBufferManager()->CreateIndexBuffer(); } IDataBuffer *VulkanFrameBuffer::CreateDataBuffer(int bindingpoint, bool ssbo, bool needsresize) { return GetBufferManager()->CreateDataBuffer(bindingpoint, ssbo, needsresize); } void VulkanFrameBuffer::SetTextureFilterMode() { if (mSamplerManager) { mDescriptorSetManager->ResetHWTextureSets(); mSamplerManager->ResetHWSamplers(); } } void VulkanFrameBuffer::StartPrecaching() { // Destroy the texture descriptors to avoid problems with potentially stale textures. mDescriptorSetManager->ResetHWTextureSets(); } void VulkanFrameBuffer::BlurScene(float amount) { if (mPostprocess) mPostprocess->BlurScene(amount); } void VulkanFrameBuffer::UpdatePalette() { if (mPostprocess) mPostprocess->ClearTonemapPalette(); } FTexture *VulkanFrameBuffer::WipeStartScreen() { SetViewportRects(nullptr); auto tex = new FWrapperTexture(mScreenViewport.width, mScreenViewport.height, 1); auto systex = static_cast(tex->GetSystemTexture()); systex->CreateWipeTexture(mScreenViewport.width, mScreenViewport.height, "WipeStartScreen"); return tex; } FTexture *VulkanFrameBuffer::WipeEndScreen() { GetPostprocess()->SetActiveRenderTarget(); Draw2D(); twod->Clear(); auto tex = new FWrapperTexture(mScreenViewport.width, mScreenViewport.height, 1); auto systex = static_cast(tex->GetSystemTexture()); systex->CreateWipeTexture(mScreenViewport.width, mScreenViewport.height, "WipeEndScreen"); return tex; } void VulkanFrameBuffer::CopyScreenToBuffer(int w, int h, uint8_t *data) { VkTextureImage image; // Convert from rgba16f to rgba8 using the GPU: image.Image = ImageBuilder() .Format(VK_FORMAT_R8G8B8A8_UNORM) .Usage(VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT) .Size(w, h) .DebugName("CopyScreenToBuffer") .Create(device); GetPostprocess()->BlitCurrentToImage(&image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL); // Staging buffer for download auto staging = BufferBuilder() .Size(w * h * 4) .Usage(VK_BUFFER_USAGE_TRANSFER_DST_BIT, VMA_MEMORY_USAGE_GPU_TO_CPU) .DebugName("CopyScreenToBuffer") .Create(device); // Copy from image to buffer VkBufferImageCopy region = {}; region.imageExtent.width = w; region.imageExtent.height = h; region.imageExtent.depth = 1; region.imageSubresource.layerCount = 1; region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; mCommands->GetDrawCommands()->copyImageToBuffer(image.Image->image, image.Layout, staging->buffer, 1, ®ion); // Submit command buffers and wait for device to finish the work mCommands->WaitForCommands(false); // Map and convert from rgba8 to rgb8 uint8_t *dest = (uint8_t*)data; uint8_t *pixels = (uint8_t*)staging->Map(0, w * h * 4); int dindex = 0; for (int y = 0; y < h; y++) { int sindex = (h - y - 1) * w * 4; for (int x = 0; x < w; x++) { dest[dindex] = pixels[sindex]; dest[dindex + 1] = pixels[sindex + 1]; dest[dindex + 2] = pixels[sindex + 2]; dindex += 3; sindex += 4; } } staging->Unmap(); } void VulkanFrameBuffer::SetActiveRenderTarget() { mPostprocess->SetActiveRenderTarget(); } TArray VulkanFrameBuffer::GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma) { int w = SCREENWIDTH; int h = SCREENHEIGHT; IntRect box; box.left = 0; box.top = 0; box.width = w; box.height = h; mPostprocess->DrawPresentTexture(box, true, true); TArray ScreenshotBuffer(w * h * 3, true); CopyScreenToBuffer(w, h, ScreenshotBuffer.Data()); pitch = w * 3; color_type = SS_RGB; gamma = 1.0f; return ScreenshotBuffer; } void VulkanFrameBuffer::BeginFrame() { SetViewportRects(nullptr); mCommands->BeginFrame(); mTextureManager->BeginFrame(); mScreenBuffers->BeginFrame(screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mSceneViewport.width, screen->mSceneViewport.height); mSaveBuffers->BeginFrame(SAVEPICWIDTH, SAVEPICHEIGHT, SAVEPICWIDTH, SAVEPICHEIGHT); mRenderState->BeginFrame(); mDescriptorSetManager->BeginFrame(); } void VulkanFrameBuffer::InitLightmap(int LMTextureSize, int LMTextureCount, TArray& LMTextureData) { if (LMTextureData.Size() > 0) { GetTextureManager()->SetLightmap(LMTextureSize, LMTextureCount, LMTextureData); LMTextureData.Reset(); // We no longer need this, release the memory } } void VulkanFrameBuffer::Draw2D() { ::Draw2D(twod, *mRenderState); } void VulkanFrameBuffer::WaitForCommands(bool finish) { mCommands->WaitForCommands(finish); } unsigned int VulkanFrameBuffer::GetLightBufferBlockSize() const { return mLights->GetBlockSize(); } void VulkanFrameBuffer::PrintStartupLog() { const auto &props = device->PhysicalDevice.Properties; FString deviceType; switch (props.deviceType) { case VK_PHYSICAL_DEVICE_TYPE_OTHER: deviceType = "other"; break; case VK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU: deviceType = "integrated gpu"; break; case VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU: deviceType = "discrete gpu"; break; case VK_PHYSICAL_DEVICE_TYPE_VIRTUAL_GPU: deviceType = "virtual gpu"; break; case VK_PHYSICAL_DEVICE_TYPE_CPU: deviceType = "cpu"; break; default: deviceType.Format("%d", (int)props.deviceType); break; } FString apiVersion, driverVersion; apiVersion.Format("%d.%d.%d", VK_VERSION_MAJOR(props.apiVersion), VK_VERSION_MINOR(props.apiVersion), VK_VERSION_PATCH(props.apiVersion)); driverVersion.Format("%d.%d.%d", VK_VERSION_MAJOR(props.driverVersion), VK_VERSION_MINOR(props.driverVersion), VK_VERSION_PATCH(props.driverVersion)); Printf("Vulkan device: " TEXTCOLOR_ORANGE "%s\n", props.deviceName); Printf("Vulkan device type: %s\n", deviceType.GetChars()); Printf("Vulkan version: %s (api) %s (driver)\n", apiVersion.GetChars(), driverVersion.GetChars()); Printf(PRINT_LOG, "Vulkan extensions:"); for (const VkExtensionProperties &p : device->PhysicalDevice.Extensions) { Printf(PRINT_LOG, " %s", p.extensionName); } Printf(PRINT_LOG, "\n"); const auto &limits = props.limits; Printf("Max. texture size: %d\n", limits.maxImageDimension2D); Printf("Max. uniform buffer range: %d\n", limits.maxUniformBufferRange); Printf("Min. uniform buffer offset alignment: %" PRIu64 "\n", limits.minUniformBufferOffsetAlignment); } void VulkanFrameBuffer::SetLevelMesh(hwrenderer::LevelMesh* mesh) { mRaytrace->SetLevelMesh(mesh); } void VulkanFrameBuffer::UpdateShadowMap() { mPostprocess->UpdateShadowMap(); } void VulkanFrameBuffer::SetSaveBuffers(bool yes) { if (yes) mActiveRenderBuffers = mSaveBuffers.get(); else mActiveRenderBuffers = mScreenBuffers.get(); } void VulkanFrameBuffer::ImageTransitionScene(bool unknown) { mPostprocess->ImageTransitionScene(unknown); } FRenderState* VulkanFrameBuffer::RenderState() { return mRenderState.get(); } void VulkanFrameBuffer::AmbientOccludeScene(float m5) { mPostprocess->AmbientOccludeScene(m5); } void VulkanFrameBuffer::SetSceneRenderTarget(bool useSSAO) { mRenderState->SetRenderTarget(&GetBuffers()->SceneColor, GetBuffers()->SceneDepthStencil.View.get(), GetBuffers()->GetWidth(), GetBuffers()->GetHeight(), VK_FORMAT_R16G16B16A16_SFLOAT, GetBuffers()->GetSceneSamples()); } bool VulkanFrameBuffer::RaytracingEnabled() { return vk_raytrace && device->SupportsDeviceExtension(VK_KHR_RAY_QUERY_EXTENSION_NAME); }