raze/source/common/rendering/vulkan/renderer/vk_renderstate.cpp
Simon 91ede1126f Initial commit of update to Raze mazter
All prior changes can be found on the (will be published in the future) RazeXR repo
2023-01-13 23:41:22 +00:00

606 lines
17 KiB
C++

/*
** 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_renderstate.h"
#include "vulkan/system/vk_renderdevice.h"
#include "zvulkan/vulkanbuilders.h"
#include "vulkan/system/vk_commandbuffer.h"
#include "vulkan/system/vk_buffer.h"
#include "vulkan/renderer/vk_renderpass.h"
#include "vulkan/renderer/vk_descriptorset.h"
#include "vulkan/textures/vk_renderbuffers.h"
#include "vulkan/textures/vk_hwtexture.h"
#include "hw_skydome.h"
#include "hw_viewpointuniforms.h"
#include "hw_lightbuffer.h"
#include "hw_cvars.h"
#include "hw_clock.h"
#include "flatvertices.h"
#include "hwrenderer/data/hw_viewpointbuffer.h"
#include "hwrenderer/data/shaderuniforms.h"
CVAR(Int, vk_submit_size, 1000, 0);
EXTERN_CVAR(Bool, r_skipmats)
VkRenderState::VkRenderState(VulkanRenderDevice* fb) : fb(fb), mStreamBufferWriter(fb), mMatrixBufferWriter(fb)
{
Reset();
}
void VkRenderState::ClearScreen()
{
screen->mViewpoints->Set2D(nullptr, *this, SCREENWIDTH, SCREENHEIGHT);
SetColor(0, 0, 0);
Apply(DT_TriangleStrip);
mCommandBuffer->draw(4, 1, FFlatVertexBuffer::FULLSCREEN_INDEX, 0);
}
void VkRenderState::Draw(int dt, int index, int count, bool apply)
{
if (apply || mNeedApply)
Apply(dt);
mCommandBuffer->draw(count, 1, index, 0);
}
void VkRenderState::DrawIndexed(int dt, int index, int count, bool apply)
{
if (apply || mNeedApply)
Apply(dt);
mCommandBuffer->drawIndexed(count, 1, index, 0, 0);
}
bool VkRenderState::SetDepthClamp(bool on)
{
bool lastValue = mDepthClamp;
mDepthClamp = on;
mNeedApply = true;
return lastValue;
}
void VkRenderState::SetDepthMask(bool on)
{
mDepthWrite = on;
mNeedApply = true;
}
void VkRenderState::SetDepthFunc(int func)
{
mDepthFunc = func;
mNeedApply = true;
}
void VkRenderState::SetDepthRange(float min, float max)
{
mViewportDepthMin = min;
mViewportDepthMax = max;
mViewportChanged = true;
mNeedApply = true;
}
void VkRenderState::SetColorMask(bool r, bool g, bool b, bool a)
{
int rr = r, gg = g, bb = b, aa = a;
mColorMask = (aa << 3) | (bb << 2) | (gg << 1) | rr;
mNeedApply = true;
}
void VkRenderState::SetStencil(int offs, int op, int flags)
{
mStencilRef = screen->stencilValue + offs;
mStencilRefChanged = true;
mStencilOp = op;
if (flags != -1)
{
bool cmon = !(flags & SF_ColorMaskOff);
SetColorMask(cmon, cmon, cmon, cmon); // don't write to the graphics buffer
mDepthWrite = !(flags & SF_DepthMaskOff);
}
mNeedApply = true;
}
void VkRenderState::SetCulling(int mode)
{
mCullMode = mode;
mNeedApply = true;
}
void VkRenderState::EnableClipDistance(int num, bool state)
{
}
void VkRenderState::Clear(int targets)
{
mClearTargets = targets;
EndRenderPass();
}
void VkRenderState::EnableStencil(bool on)
{
mStencilTest = on;
mNeedApply = true;
}
void VkRenderState::SetScissor(int x, int y, int w, int h)
{
mScissorX = x;
mScissorY = y;
mScissorWidth = w;
mScissorHeight = h;
mScissorChanged = true;
mNeedApply = true;
}
void VkRenderState::SetViewport(int x, int y, int w, int h)
{
mViewportX = x;
mViewportY = y;
mViewportWidth = w;
mViewportHeight = h;
mViewportChanged = true;
mNeedApply = true;
}
void VkRenderState::EnableDepthTest(bool on)
{
mDepthTest = on;
mNeedApply = true;
}
void VkRenderState::EnableMultisampling(bool on)
{
}
void VkRenderState::EnableLineSmooth(bool on)
{
}
void VkRenderState::Apply(int dt)
{
drawcalls.Clock();
mApplyCount++;
if (mApplyCount >= vk_submit_size)
{
fb->GetCommands()->FlushCommands(false);
mApplyCount = 0;
}
ApplyStreamData();
ApplyMatrices();
ApplyRenderPass(dt);
ApplyScissor();
ApplyViewport();
ApplyStencilRef();
ApplyDepthBias();
ApplyPushConstants();
ApplyVertexBuffers();
ApplyHWBufferSet();
ApplyMaterial();
mNeedApply = false;
drawcalls.Unclock();
}
void VkRenderState::ApplyDepthBias()
{
if (mBias.mChanged)
{
mCommandBuffer->setDepthBias(mBias.mUnits, 0.0f, mBias.mFactor);
mBias.mChanged = false;
}
}
void VkRenderState::ApplyRenderPass(int dt)
{
// Find a pipeline that matches our state
VkPipelineKey pipelineKey;
pipelineKey.DrawType = dt;
pipelineKey.VertexFormat = static_cast<VkHardwareVertexBuffer*>(mVertexBuffer)->VertexFormat;
pipelineKey.RenderStyle = mRenderStyle;
pipelineKey.DepthTest = mDepthTest;
pipelineKey.DepthWrite = mDepthTest && mDepthWrite;
pipelineKey.DepthFunc = mDepthFunc;
pipelineKey.DepthClamp = mDepthClamp;
pipelineKey.DepthBias = !(mBias.mFactor == 0 && mBias.mUnits == 0);
pipelineKey.StencilTest = mStencilTest;
pipelineKey.StencilPassOp = mStencilOp;
pipelineKey.ColorMask = mColorMask;
pipelineKey.CullMode = mCullMode;
pipelineKey.NumTextureLayers = mMaterial.mMaterial ? mMaterial.mMaterial->NumLayers() : 0;
pipelineKey.NumTextureLayers = max(pipelineKey.NumTextureLayers, SHADER_MIN_REQUIRED_TEXTURE_LAYERS);// Always force minimum 8 textures as the shader requires it
if (mSpecialEffect > EFF_NONE)
{
pipelineKey.SpecialEffect = mSpecialEffect;
pipelineKey.EffectState = 0;
pipelineKey.AlphaTest = false;
}
else
{
int effectState = mMaterial.mOverrideShader >= 0 ? mMaterial.mOverrideShader : (mMaterial.mMaterial ? mMaterial.mMaterial->GetShaderIndex() : 0);
pipelineKey.SpecialEffect = EFF_NONE;
pipelineKey.EffectState = mTextureEnabled ? effectState : SHADER_NoTexture;
if (r_skipmats && pipelineKey.EffectState >= 3 && pipelineKey.EffectState <= 4)
pipelineKey.EffectState = 0;
pipelineKey.AlphaTest = mAlphaThreshold >= 0.f;
}
// Is this the one we already have?
bool inRenderPass = mCommandBuffer;
bool changingPipeline = (!inRenderPass) || (pipelineKey != mPipelineKey);
if (!inRenderPass)
{
mCommandBuffer = fb->GetCommands()->GetDrawCommands();
mScissorChanged = true;
mViewportChanged = true;
mStencilRefChanged = true;
mBias.mChanged = true;
BeginRenderPass(mCommandBuffer);
}
if (changingPipeline)
{
mCommandBuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, mPassSetup->GetPipeline(pipelineKey));
mPipelineKey = pipelineKey;
}
}
void VkRenderState::ApplyStencilRef()
{
if (mStencilRefChanged)
{
mCommandBuffer->setStencilReference(VK_STENCIL_FRONT_AND_BACK, mStencilRef);
mStencilRefChanged = false;
}
}
void VkRenderState::ApplyScissor()
{
if (mScissorChanged)
{
VkRect2D scissor;
if (mScissorWidth >= 0)
{
int x0 = clamp(mScissorX, 0, mRenderTarget.Width);
int y0 = clamp(mScissorY, 0, mRenderTarget.Height);
int x1 = clamp(mScissorX + mScissorWidth, 0, mRenderTarget.Width);
int y1 = clamp(mScissorY + mScissorHeight, 0, mRenderTarget.Height);
scissor.offset.x = x0;
scissor.offset.y = y0;
scissor.extent.width = x1 - x0;
scissor.extent.height = y1 - y0;
}
else
{
scissor.offset.x = 0;
scissor.offset.y = 0;
scissor.extent.width = mRenderTarget.Width;
scissor.extent.height = mRenderTarget.Height;
}
mCommandBuffer->setScissor(0, 1, &scissor);
mScissorChanged = false;
}
}
void VkRenderState::ApplyViewport()
{
if (mViewportChanged)
{
VkViewport viewport;
if (mViewportWidth >= 0)
{
viewport.x = (float)mViewportX;
viewport.y = (float)mViewportY;
viewport.width = (float)mViewportWidth;
viewport.height = (float)mViewportHeight;
}
else
{
viewport.x = 0.0f;
viewport.y = 0.0f;
viewport.width = (float)mRenderTarget.Width;
viewport.height = (float)mRenderTarget.Height;
}
viewport.minDepth = mViewportDepthMin;
viewport.maxDepth = mViewportDepthMax;
mCommandBuffer->setViewport(0, 1, &viewport);
mViewportChanged = false;
}
}
void VkRenderState::ApplyStreamData()
{
auto passManager = fb->GetRenderPassManager();
mStreamData.useVertexData = passManager->GetVertexFormat(static_cast<VkHardwareVertexBuffer*>(mVertexBuffer)->VertexFormat)->UseVertexData;
if (mMaterial.mMaterial && mMaterial.mMaterial->Source())
mStreamData.timer = static_cast<float>((double)(screen->FrameTime - firstFrame) * (double)mMaterial.mMaterial->Source()->GetShaderSpeed() / 1000.);
else
mStreamData.timer = 0.0f;
if (!mStreamBufferWriter.Write(mStreamData))
{
WaitForStreamBuffers();
mStreamBufferWriter.Write(mStreamData);
}
}
void VkRenderState::ApplyPushConstants()
{
int fogset = 0;
if (mFogEnabled)
{
if (mFogEnabled == 2)
{
fogset = -3; // 2D rendering with 'foggy' overlay.
}
else if ((GetFogColor() & 0xffffff) == 0)
{
fogset = gl_fogmode;
}
else
{
fogset = -gl_fogmode;
}
}
int tempTM = TM_NORMAL;
if (mMaterial.mMaterial && mMaterial.mMaterial->Source()->isHardwareCanvas())
tempTM = TM_OPAQUE;
mPushConstants.uFogEnabled = fogset;
mPushConstants.uTextureMode = GetTextureModeAndFlags(tempTM);
mPushConstants.uLightDist = mLightParms[0];
mPushConstants.uLightFactor = mLightParms[1];
mPushConstants.uFogDensity = mLightParms[2];
mPushConstants.uLightLevel = mLightParms[3];
mPushConstants.uAlphaThreshold = mAlphaThreshold;
mPushConstants.uClipSplit = { mClipSplit[0], mClipSplit[1] };
if (mMaterial.mMaterial)
{
auto source = mMaterial.mMaterial->Source();
mPushConstants.uSpecularMaterial = { source->GetGlossiness(), source->GetSpecularLevel() };
}
mPushConstants.uLightIndex = mLightIndex;
mPushConstants.uBoneIndexBase = mBoneIndexBase;
mPushConstants.uDataIndex = mStreamBufferWriter.DataIndex();
auto passManager = fb->GetRenderPassManager();
mCommandBuffer->pushConstants(passManager->GetPipelineLayout(mPipelineKey.NumTextureLayers), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(PushConstants), &mPushConstants);
}
void VkRenderState::ApplyMatrices()
{
if (!mMatrixBufferWriter.Write(mModelMatrix, mModelMatrixEnabled, mTextureMatrix, mTextureMatrixEnabled))
{
WaitForStreamBuffers();
mMatrixBufferWriter.Write(mModelMatrix, mModelMatrixEnabled, mTextureMatrix, mTextureMatrixEnabled);
}
}
void VkRenderState::ApplyVertexBuffers()
{
if ((mVertexBuffer != mLastVertexBuffer || mVertexOffsets[0] != mLastVertexOffsets[0] || mVertexOffsets[1] != mLastVertexOffsets[1]) && mVertexBuffer)
{
auto vkbuf = static_cast<VkHardwareVertexBuffer*>(mVertexBuffer);
const VkVertexFormat *format = fb->GetRenderPassManager()->GetVertexFormat(vkbuf->VertexFormat);
VkBuffer vertexBuffers[2] = { vkbuf->mBuffer->buffer, vkbuf->mBuffer->buffer };
VkDeviceSize offsets[] = { mVertexOffsets[0] * format->Stride, mVertexOffsets[1] * format->Stride };
mCommandBuffer->bindVertexBuffers(0, 2, vertexBuffers, offsets);
mLastVertexBuffer = mVertexBuffer;
mLastVertexOffsets[0] = mVertexOffsets[0];
mLastVertexOffsets[1] = mVertexOffsets[1];
}
if (mIndexBuffer != mLastIndexBuffer && mIndexBuffer)
{
mCommandBuffer->bindIndexBuffer(static_cast<VkHardwareIndexBuffer*>(mIndexBuffer)->mBuffer->buffer, 0, VK_INDEX_TYPE_UINT32);
mLastIndexBuffer = mIndexBuffer;
}
}
void VkRenderState::ApplyMaterial()
{
if (mMaterial.mChanged)
{
auto passManager = fb->GetRenderPassManager();
auto descriptors = fb->GetDescriptorSetManager();
if (mMaterial.mMaterial && mMaterial.mMaterial->Source()->isHardwareCanvas()) static_cast<FCanvasTexture*>(mMaterial.mMaterial->Source()->GetTexture())->NeedUpdate();
VulkanDescriptorSet* descriptorset = mMaterial.mMaterial ? static_cast<VkMaterial*>(mMaterial.mMaterial)->GetDescriptorSet(mMaterial) : descriptors->GetNullTextureDescriptorSet();
mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, fb->GetRenderPassManager()->GetPipelineLayout(mPipelineKey.NumTextureLayers), 0, fb->GetDescriptorSetManager()->GetFixedDescriptorSet());
mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->GetPipelineLayout(mPipelineKey.NumTextureLayers), 2, descriptorset);
mMaterial.mChanged = false;
}
}
void VkRenderState::ApplyHWBufferSet()
{
uint32_t matrixOffset = mMatrixBufferWriter.Offset();
uint32_t streamDataOffset = mStreamBufferWriter.StreamDataOffset();
if (mViewpointOffset != mLastViewpointOffset || matrixOffset != mLastMatricesOffset || streamDataOffset != mLastStreamDataOffset)
{
auto passManager = fb->GetRenderPassManager();
auto descriptors = fb->GetDescriptorSetManager();
uint32_t offsets[3] = { mViewpointOffset, matrixOffset, streamDataOffset };
mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->GetPipelineLayout(mPipelineKey.NumTextureLayers), 0, fb->GetDescriptorSetManager()->GetFixedDescriptorSet());
mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->GetPipelineLayout(mPipelineKey.NumTextureLayers), 1, descriptors->GetHWBufferDescriptorSet(), 3, offsets);
mLastViewpointOffset = mViewpointOffset;
mLastMatricesOffset = matrixOffset;
mLastStreamDataOffset = streamDataOffset;
}
}
void VkRenderState::WaitForStreamBuffers()
{
fb->WaitForCommands(false);
mApplyCount = 0;
mStreamBufferWriter.Reset();
mMatrixBufferWriter.Reset();
}
void VkRenderState::Bind(int bindingpoint, uint32_t offset)
{
if (bindingpoint == VIEWPOINT_BINDINGPOINT)
{
mViewpointOffset = offset;
mNeedApply = true;
}
}
void VkRenderState::BeginFrame()
{
mMaterial.Reset();
mApplyCount = 0;
}
void VkRenderState::EndRenderPass()
{
if (mCommandBuffer)
{
mCommandBuffer->endRenderPass();
mCommandBuffer = nullptr;
mPipelineKey = {};
mLastViewpointOffset = 0xffffffff;
mLastVertexBuffer = nullptr;
mLastIndexBuffer = nullptr;
mLastModelMatrixEnabled = true;
mLastTextureMatrixEnabled = true;
}
}
void VkRenderState::EndFrame()
{
mMatrixBufferWriter.Reset();
mStreamBufferWriter.Reset();
}
void VkRenderState::EnableDrawBuffers(int count, bool apply)
{
if (mRenderTarget.DrawBuffers != count)
{
EndRenderPass();
mRenderTarget.DrawBuffers = count;
}
}
void VkRenderState::SetRenderTarget(VkTextureImage *image, VulkanImageView *depthStencilView, int width, int height, VkFormat format, VkSampleCountFlagBits samples)
{
EndRenderPass();
mRenderTarget.Image = image;
mRenderTarget.DepthStencil = depthStencilView;
mRenderTarget.Width = width;
mRenderTarget.Height = height;
mRenderTarget.Format = format;
mRenderTarget.Samples = samples;
}
void VkRenderState::BeginRenderPass(VulkanCommandBuffer *cmdbuffer)
{
VkRenderPassKey key = {};
key.DrawBufferFormat = mRenderTarget.Format;
key.Samples = mRenderTarget.Samples;
key.DrawBuffers = mRenderTarget.DrawBuffers;
key.DepthStencil = !!mRenderTarget.DepthStencil;
mPassSetup = fb->GetRenderPassManager()->GetRenderPass(key);
auto &framebuffer = mRenderTarget.Image->RSFramebuffers[key];
if (!framebuffer)
{
auto buffers = fb->GetBuffers();
FramebufferBuilder builder;
builder.RenderPass(mPassSetup->GetRenderPass(0));
builder.Size(mRenderTarget.Width, mRenderTarget.Height);
builder.AddAttachment(mRenderTarget.Image->View.get());
if (key.DrawBuffers > 1)
builder.AddAttachment(buffers->SceneFog.View.get());
if (key.DrawBuffers > 2)
builder.AddAttachment(buffers->SceneNormal.View.get());
if (key.DepthStencil)
builder.AddAttachment(mRenderTarget.DepthStencil);
builder.DebugName("VkRenderPassSetup.Framebuffer");
framebuffer = builder.Create(fb->device.get());
}
// Only clear depth+stencil if the render target actually has that
if (!mRenderTarget.DepthStencil)
mClearTargets &= ~(CT_Depth | CT_Stencil);
RenderPassBegin beginInfo;
beginInfo.RenderPass(mPassSetup->GetRenderPass(mClearTargets));
beginInfo.RenderArea(0, 0, mRenderTarget.Width, mRenderTarget.Height);
beginInfo.Framebuffer(framebuffer.get());
beginInfo.AddClearColor(screen->mSceneClearColor[0], screen->mSceneClearColor[1], screen->mSceneClearColor[2], screen->mSceneClearColor[3]);
if (key.DrawBuffers > 1)
beginInfo.AddClearColor(0.0f, 0.0f, 0.0f, 0.0f);
if (key.DrawBuffers > 2)
beginInfo.AddClearColor(0.0f, 0.0f, 0.0f, 0.0f);
beginInfo.AddClearDepthStencil(1.0f, 0);
beginInfo.Execute(cmdbuffer);
mMaterial.mChanged = true;
mClearTargets = 0;
}
/////////////////////////////////////////////////////////////////////////////
void VkRenderStateMolten::Draw(int dt, int index, int count, bool apply)
{
if (dt == DT_TriangleFan)
{
IIndexBuffer *oldIndexBuffer = mIndexBuffer;
mIndexBuffer = fb->GetBufferManager()->FanToTrisIndexBuffer.get();
if (apply || mNeedApply)
Apply(DT_Triangles);
else
ApplyVertexBuffers();
mCommandBuffer->drawIndexed((count - 2) * 3, 1, 0, index, 0);
mIndexBuffer = oldIndexBuffer;
}
else
{
if (apply || mNeedApply)
Apply(dt);
mCommandBuffer->draw(count, 1, index, 0);
}
}