mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-29 23:42:33 +00:00
486 lines
18 KiB
C++
486 lines
18 KiB
C++
/*
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** Vulkan backend
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** Copyright (c) 2016-2020 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include "vk_renderpass.h"
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#include "vk_renderstate.h"
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#include "vk_descriptorset.h"
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#include "vk_raytrace.h"
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#include "vulkan/textures/vk_renderbuffers.h"
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#include "vulkan/textures/vk_samplers.h"
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#include "vulkan/shaders/vk_shader.h"
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#include "vulkan/shaders/vk_ppshader.h"
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#include <zvulkan/vulkanbuilders.h>
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#include "vulkan/system/vk_renderdevice.h"
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#include "vulkan/system/vk_hwbuffer.h"
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#include "flatvertices.h"
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#include "hw_viewpointuniforms.h"
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#include "v_2ddrawer.h"
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#include "i_specialpaths.h"
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VkRenderPassManager::VkRenderPassManager(VulkanRenderDevice* fb) : fb(fb)
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{
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FString path = M_GetCachePath(true);
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CreatePath(path);
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CacheFilename = path + "/pipelinecache.zdpc";
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PipelineCacheBuilder builder;
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builder.DebugName("PipelineCache");
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try
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{
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FileReader fr;
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if (fr.OpenFile(CacheFilename))
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{
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std::vector<uint8_t> data;
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data.resize(fr.GetLength());
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if (fr.Read(data.data(), data.size()) == data.size())
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{
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builder.InitialData(data.data(), data.size());
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}
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}
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}
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catch (...)
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{
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}
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PipelineCache = builder.Create(fb->device.get());
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}
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VkRenderPassManager::~VkRenderPassManager()
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{
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try
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{
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auto data = PipelineCache->GetCacheData();
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std::unique_ptr<FileWriter> fw(FileWriter::Open(CacheFilename));
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if (fw)
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fw->Write(data.data(), data.size());
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}
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catch (...)
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{
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}
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}
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void VkRenderPassManager::RenderBuffersReset()
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{
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RenderPassSetup.clear();
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PPRenderPassSetup.clear();
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}
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VkRenderPassSetup *VkRenderPassManager::GetRenderPass(const VkRenderPassKey &key)
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{
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auto &item = RenderPassSetup[key];
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if (!item)
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item.reset(new VkRenderPassSetup(fb, key));
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return item.get();
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}
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int VkRenderPassManager::GetVertexFormat(int numBindingPoints, int numAttributes, size_t stride, const FVertexBufferAttribute *attrs)
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{
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for (size_t i = 0; i < VertexFormats.size(); i++)
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{
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const auto &f = VertexFormats[i];
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if (f.Attrs.size() == (size_t)numAttributes && f.NumBindingPoints == numBindingPoints && f.Stride == stride)
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{
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bool matches = true;
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for (int j = 0; j < numAttributes; j++)
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{
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if (memcmp(&f.Attrs[j], &attrs[j], sizeof(FVertexBufferAttribute)) != 0)
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{
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matches = false;
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break;
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}
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}
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if (matches)
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return (int)i;
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}
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}
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VkVertexFormat fmt;
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fmt.NumBindingPoints = numBindingPoints;
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fmt.Stride = stride;
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fmt.UseVertexData = 0;
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for (int j = 0; j < numAttributes; j++)
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{
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if (attrs[j].location == VATTR_COLOR)
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fmt.UseVertexData |= 1;
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else if (attrs[j].location == VATTR_NORMAL)
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fmt.UseVertexData |= 2;
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fmt.Attrs.push_back(attrs[j]);
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}
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VertexFormats.push_back(fmt);
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return (int)VertexFormats.size() - 1;
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}
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VkVertexFormat *VkRenderPassManager::GetVertexFormat(int index)
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{
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return &VertexFormats[index];
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}
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VulkanPipelineLayout* VkRenderPassManager::GetPipelineLayout(int numLayers)
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{
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if (PipelineLayouts.size() <= (size_t)numLayers)
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PipelineLayouts.resize(numLayers + 1);
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auto &layout = PipelineLayouts[numLayers];
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if (layout)
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return layout.get();
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auto descriptors = fb->GetDescriptorSetManager();
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PipelineLayoutBuilder builder;
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builder.AddSetLayout(descriptors->GetFixedSetLayout());
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builder.AddSetLayout(descriptors->GetHWBufferSetLayout());
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if (numLayers != 0)
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builder.AddSetLayout(descriptors->GetTextureSetLayout(numLayers));
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builder.AddPushConstantRange(VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(PushConstants));
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builder.DebugName("VkRenderPassManager.PipelineLayout");
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layout = builder.Create(fb->device.get());
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return layout.get();
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}
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VkPPRenderPassSetup* VkRenderPassManager::GetPPRenderPass(const VkPPRenderPassKey& key)
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{
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auto& passSetup = PPRenderPassSetup[key];
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if (!passSetup)
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passSetup.reset(new VkPPRenderPassSetup(fb, key));
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return passSetup.get();
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}
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/////////////////////////////////////////////////////////////////////////////
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VkRenderPassSetup::VkRenderPassSetup(VulkanRenderDevice* fb, const VkRenderPassKey &key) : PassKey(key), fb(fb)
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{
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}
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std::unique_ptr<VulkanRenderPass> VkRenderPassSetup::CreateRenderPass(int clearTargets)
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{
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auto buffers = fb->GetBuffers();
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VkFormat drawBufferFormats[] = { VK_FORMAT_R16G16B16A16_SFLOAT, VK_FORMAT_R8G8B8A8_UNORM, buffers->SceneNormalFormat };
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RenderPassBuilder builder;
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builder.AddAttachment(
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PassKey.DrawBufferFormat, (VkSampleCountFlagBits)PassKey.Samples,
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(clearTargets & CT_Color) ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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for (int i = 1; i < PassKey.DrawBuffers; i++)
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{
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builder.AddAttachment(
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drawBufferFormats[i], (VkSampleCountFlagBits)PassKey.Samples,
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(clearTargets & CT_Color) ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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}
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if (PassKey.DepthStencil)
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{
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builder.AddDepthStencilAttachment(
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buffers->SceneDepthStencilFormat, (VkSampleCountFlagBits)PassKey.Samples,
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(clearTargets & CT_Depth) ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
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(clearTargets & CT_Stencil) ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
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VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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}
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builder.AddSubpass();
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for (int i = 0; i < PassKey.DrawBuffers; i++)
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builder.AddSubpassColorAttachmentRef(i, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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if (PassKey.DepthStencil)
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{
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builder.AddSubpassDepthStencilAttachmentRef(PassKey.DrawBuffers, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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builder.AddExternalSubpassDependency(
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VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_READ_BIT);
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}
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else
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{
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builder.AddExternalSubpassDependency(
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VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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VK_ACCESS_COLOR_ATTACHMENT_READ_BIT);
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}
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builder.DebugName("VkRenderPassSetup.RenderPass");
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return builder.Create(fb->device.get());
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}
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VulkanRenderPass *VkRenderPassSetup::GetRenderPass(int clearTargets)
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{
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if (!RenderPasses[clearTargets])
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RenderPasses[clearTargets] = CreateRenderPass(clearTargets);
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return RenderPasses[clearTargets].get();
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}
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VulkanPipeline *VkRenderPassSetup::GetPipeline(const VkPipelineKey &key)
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{
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auto &item = Pipelines[key];
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if (!item)
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item = CreatePipeline(key);
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return item.get();
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}
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std::unique_ptr<VulkanPipeline> VkRenderPassSetup::CreatePipeline(const VkPipelineKey &key)
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{
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GraphicsPipelineBuilder builder;
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builder.Cache(fb->GetRenderPassManager()->GetCache());
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VkShaderProgram *program;
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if (key.SpecialEffect != EFF_NONE)
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{
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program = fb->GetShaderManager()->GetEffect(key.SpecialEffect, PassKey.DrawBuffers > 1 ? GBUFFER_PASS : NORMAL_PASS);
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}
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else
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{
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program = fb->GetShaderManager()->Get(key.EffectState, key.AlphaTest, PassKey.DrawBuffers > 1 ? GBUFFER_PASS : NORMAL_PASS);
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}
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builder.AddVertexShader(program->vert.get());
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builder.AddFragmentShader(program->frag.get());
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const VkVertexFormat &vfmt = *fb->GetRenderPassManager()->GetVertexFormat(key.VertexFormat);
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for (int i = 0; i < vfmt.NumBindingPoints; i++)
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builder.AddVertexBufferBinding(i, vfmt.Stride);
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const static VkFormat vkfmts[] = {
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VK_FORMAT_R32G32B32A32_SFLOAT,
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VK_FORMAT_R32G32B32_SFLOAT,
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VK_FORMAT_R32G32_SFLOAT,
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VK_FORMAT_R32_SFLOAT,
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VK_FORMAT_R8G8B8A8_UNORM,
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VK_FORMAT_A2B10G10R10_SNORM_PACK32,
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VK_FORMAT_R8G8B8A8_UINT
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};
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bool inputLocations[VATTR_MAX] = {};
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for (size_t i = 0; i < vfmt.Attrs.size(); i++)
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{
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const auto &attr = vfmt.Attrs[i];
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builder.AddVertexAttribute(attr.location, attr.binding, vkfmts[attr.format], attr.offset);
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inputLocations[attr.location] = true;
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}
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// Vulkan requires an attribute binding for each location specified in the shader
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for (int i = 0; i < VATTR_MAX; i++)
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{
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if (!inputLocations[i])
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builder.AddVertexAttribute(i, 0, i != 8 ? VK_FORMAT_R32G32B32_SFLOAT : VK_FORMAT_R8G8B8A8_UINT, 0);
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}
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builder.AddDynamicState(VK_DYNAMIC_STATE_VIEWPORT);
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builder.AddDynamicState(VK_DYNAMIC_STATE_SCISSOR);
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builder.AddDynamicState(VK_DYNAMIC_STATE_DEPTH_BIAS);
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builder.AddDynamicState(VK_DYNAMIC_STATE_STENCIL_REFERENCE);
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// Note: the actual values are ignored since we use dynamic viewport+scissor states
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builder.Viewport(0.0f, 0.0f, 320.0f, 200.0f);
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builder.Scissor(0, 0, 320, 200);
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static const VkPrimitiveTopology vktopology[] = {
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VK_PRIMITIVE_TOPOLOGY_POINT_LIST,
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VK_PRIMITIVE_TOPOLOGY_LINE_LIST,
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VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
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VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN,
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VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP
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};
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static const VkStencilOp op2vk[] = { VK_STENCIL_OP_KEEP, VK_STENCIL_OP_INCREMENT_AND_CLAMP, VK_STENCIL_OP_DECREMENT_AND_CLAMP };
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static const VkCompareOp depthfunc2vk[] = { VK_COMPARE_OP_LESS, VK_COMPARE_OP_LESS_OR_EQUAL, VK_COMPARE_OP_ALWAYS };
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builder.Topology(vktopology[key.DrawType]);
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builder.DepthStencilEnable(key.DepthTest, key.DepthWrite, key.StencilTest);
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builder.DepthFunc(depthfunc2vk[key.DepthFunc]);
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if (fb->device->EnabledFeatures.Features.depthClamp)
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builder.DepthClampEnable(key.DepthClamp);
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builder.DepthBias(key.DepthBias, 0.0f, 0.0f, 0.0f);
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// Note: CCW and CW is intentionally swapped here because the vulkan and opengl coordinate systems differ.
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// main.vp addresses this by patching up gl_Position.z, which has the side effect of flipping the sign of the front face calculations.
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builder.Cull(key.CullMode == Cull_None ? VK_CULL_MODE_NONE : VK_CULL_MODE_BACK_BIT, key.CullMode == Cull_CW ? VK_FRONT_FACE_COUNTER_CLOCKWISE : VK_FRONT_FACE_CLOCKWISE);
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builder.ColorWriteMask((VkColorComponentFlags)key.ColorMask);
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builder.Stencil(VK_STENCIL_OP_KEEP, op2vk[key.StencilPassOp], VK_STENCIL_OP_KEEP, VK_COMPARE_OP_EQUAL, 0xffffffff, 0xffffffff, 0);
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BlendMode(builder, key.RenderStyle);
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builder.SubpassColorAttachmentCount(PassKey.DrawBuffers);
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builder.RasterizationSamples((VkSampleCountFlagBits)PassKey.Samples);
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builder.Layout(fb->GetRenderPassManager()->GetPipelineLayout(key.NumTextureLayers));
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builder.RenderPass(GetRenderPass(0));
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builder.DebugName("VkRenderPassSetup.Pipeline");
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return builder.Create(fb->device.get());
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}
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/////////////////////////////////////////////////////////////////////////////
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VkPPRenderPassSetup::VkPPRenderPassSetup(VulkanRenderDevice* fb, const VkPPRenderPassKey& key) : fb(fb)
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{
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CreateDescriptorLayout(key);
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CreatePipelineLayout(key);
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CreateRenderPass(key);
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CreatePipeline(key);
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}
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void VkPPRenderPassSetup::CreateDescriptorLayout(const VkPPRenderPassKey& key)
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{
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DescriptorSetLayoutBuilder builder;
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for (int i = 0; i < key.InputTextures; i++)
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builder.AddBinding(i, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
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if (key.ShadowMapBuffers)
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{
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builder.AddBinding(LIGHTNODES_BINDINGPOINT, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
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builder.AddBinding(LIGHTLINES_BINDINGPOINT, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
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builder.AddBinding(LIGHTLIST_BINDINGPOINT, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
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}
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builder.DebugName("VkPPRenderPassSetup.DescriptorLayout");
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DescriptorLayout = builder.Create(fb->device.get());
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}
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void VkPPRenderPassSetup::CreatePipelineLayout(const VkPPRenderPassKey& key)
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{
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PipelineLayoutBuilder builder;
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builder.AddSetLayout(DescriptorLayout.get());
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if (key.Uniforms > 0)
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builder.AddPushConstantRange(VK_SHADER_STAGE_FRAGMENT_BIT, 0, key.Uniforms);
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builder.DebugName("VkPPRenderPassSetup.PipelineLayout");
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PipelineLayout = builder.Create(fb->device.get());
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}
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void VkPPRenderPassSetup::CreatePipeline(const VkPPRenderPassKey& key)
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{
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GraphicsPipelineBuilder builder;
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builder.Cache(fb->GetRenderPassManager()->GetCache());
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builder.AddVertexShader(key.Shader->VertexShader.get());
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builder.AddFragmentShader(key.Shader->FragmentShader.get());
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builder.AddVertexBufferBinding(0, sizeof(FFlatVertex));
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builder.AddVertexAttribute(0, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(FFlatVertex, x));
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builder.AddVertexAttribute(1, 0, VK_FORMAT_R32G32_SFLOAT, offsetof(FFlatVertex, u));
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builder.AddDynamicState(VK_DYNAMIC_STATE_VIEWPORT);
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builder.AddDynamicState(VK_DYNAMIC_STATE_SCISSOR);
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// Note: the actual values are ignored since we use dynamic viewport+scissor states
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builder.Viewport(0.0f, 0.0f, 320.0f, 200.0f);
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builder.Scissor(0, 0, 320, 200);
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if (key.StencilTest != WhichDepthStencil::None)
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{
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builder.AddDynamicState(VK_DYNAMIC_STATE_STENCIL_REFERENCE);
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builder.DepthStencilEnable(false, false, true);
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builder.Stencil(VK_STENCIL_OP_KEEP, VK_STENCIL_OP_KEEP, VK_STENCIL_OP_KEEP, VK_COMPARE_OP_EQUAL, 0xffffffff, 0xffffffff, 0);
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}
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builder.Topology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP);
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BlendMode(builder, key.BlendMode);
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builder.RasterizationSamples(key.Samples);
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builder.Layout(PipelineLayout.get());
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builder.RenderPass(RenderPass.get());
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builder.DebugName("VkPPRenderPassSetup.Pipeline");
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Pipeline = builder.Create(fb->device.get());
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}
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void VkPPRenderPassSetup::CreateRenderPass(const VkPPRenderPassKey& key)
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{
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RenderPassBuilder builder;
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if (key.SwapChain)
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builder.AddAttachment(key.OutputFormat, key.Samples, VK_ATTACHMENT_LOAD_OP_CLEAR, VK_ATTACHMENT_STORE_OP_STORE, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_PRESENT_SRC_KHR);
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else
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builder.AddAttachment(key.OutputFormat, key.Samples, VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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if (key.StencilTest == WhichDepthStencil::Scene)
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{
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builder.AddDepthStencilAttachment(
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fb->GetBuffers()->SceneDepthStencilFormat, key.Samples,
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VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
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VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
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VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
|
|
}
|
|
if (key.StencilTest == WhichDepthStencil::Pipeline)
|
|
{
|
|
builder.AddDepthStencilAttachment(
|
|
fb->GetBuffers()->PipelineDepthStencilFormat, key.Samples,
|
|
VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
|
|
VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
|
|
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
|
|
}
|
|
|
|
builder.AddSubpass();
|
|
builder.AddSubpassColorAttachmentRef(0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
|
|
if (key.StencilTest != WhichDepthStencil::None)
|
|
{
|
|
builder.AddSubpassDepthStencilAttachmentRef(1, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
|
|
builder.AddExternalSubpassDependency(
|
|
VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
|
|
VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
|
|
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
|
|
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_SHADER_READ_BIT);
|
|
}
|
|
else
|
|
{
|
|
builder.AddExternalSubpassDependency(
|
|
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
|
|
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
|
|
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
|
|
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_SHADER_READ_BIT);
|
|
}
|
|
|
|
builder.DebugName("VkPPRenderPassSetup.RenderPass");
|
|
RenderPass = builder.Create(fb->device.get());
|
|
}
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
GraphicsPipelineBuilder& BlendMode(GraphicsPipelineBuilder& builder, const FRenderStyle& style)
|
|
{
|
|
// Just in case Vulkan doesn't do this optimization itself
|
|
if (style.BlendOp == STYLEOP_Add && style.SrcAlpha == STYLEALPHA_One && style.DestAlpha == STYLEALPHA_Zero && style.Flags == 0)
|
|
{
|
|
return builder;
|
|
}
|
|
|
|
static const int blendstyles[] = {
|
|
VK_BLEND_FACTOR_ZERO,
|
|
VK_BLEND_FACTOR_ONE,
|
|
VK_BLEND_FACTOR_SRC_ALPHA,
|
|
VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA,
|
|
VK_BLEND_FACTOR_SRC_COLOR,
|
|
VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR,
|
|
VK_BLEND_FACTOR_DST_COLOR,
|
|
VK_BLEND_FACTOR_ONE_MINUS_DST_COLOR,
|
|
VK_BLEND_FACTOR_DST_ALPHA,
|
|
VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA,
|
|
};
|
|
|
|
static const int renderops[] = {
|
|
0, VK_BLEND_OP_ADD, VK_BLEND_OP_SUBTRACT, VK_BLEND_OP_REVERSE_SUBTRACT, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1
|
|
};
|
|
|
|
int srcblend = blendstyles[style.SrcAlpha % STYLEALPHA_MAX];
|
|
int dstblend = blendstyles[style.DestAlpha % STYLEALPHA_MAX];
|
|
int blendequation = renderops[style.BlendOp & 15];
|
|
|
|
if (blendequation == -1) // This was a fuzz style.
|
|
{
|
|
srcblend = VK_BLEND_FACTOR_DST_COLOR;
|
|
dstblend = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
|
|
blendequation = VK_BLEND_OP_ADD;
|
|
}
|
|
|
|
return builder.BlendMode((VkBlendOp)blendequation, (VkBlendFactor)srcblend, (VkBlendFactor)dstblend);
|
|
}
|