gzdoom-gles/src/rendering/vulkan/system/vk_framebuffer.cpp

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//
//---------------------------------------------------------------------------
//
// Copyright(C) 2010-2016 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
#include "volk/volk.h"
#include "v_video.h"
#include "m_png.h"
#include "templates.h"
#include "r_videoscale.h"
#include "actor.h"
#include "hwrenderer/utility/hw_clock.h"
#include "hwrenderer/utility/hw_vrmodes.h"
#include "hwrenderer/models/hw_models.h"
#include "hwrenderer/scene/hw_skydome.h"
#include "hwrenderer/data/hw_viewpointbuffer.h"
#include "hwrenderer/data/flatvertices.h"
#include "hwrenderer/data/shaderuniforms.h"
#include "hwrenderer/dynlights/hw_lightbuffer.h"
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#include "swrenderer/r_swscene.h"
#include "vk_framebuffer.h"
#include "vk_buffers.h"
#include "vulkan/renderer/vk_renderstate.h"
#include "vulkan/renderer/vk_renderpass.h"
#include "vulkan/shaders/vk_shader.h"
#include "vulkan/textures/vk_samplers.h"
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#include "vulkan/textures/vk_hwtexture.h"
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#include "vulkan/system/vk_builders.h"
#include "vulkan/system/vk_swapchain.h"
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#include "doomerrors.h"
void Draw2D(F2DDrawer *drawer, FRenderState &state);
EXTERN_CVAR(Bool, vid_vsync)
EXTERN_CVAR(Bool, r_drawvoxels)
EXTERN_CVAR(Int, gl_tonemap)
VulkanFrameBuffer::VulkanFrameBuffer(void *hMonitor, bool fullscreen, VulkanDevice *dev) :
Super(hMonitor, fullscreen)
{
device = dev;
SetViewportRects(nullptr);
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InitPalette();
}
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VulkanFrameBuffer::~VulkanFrameBuffer()
{
// All descriptors must be destroyed before the descriptor pool in renderpass manager is destroyed
for (VkHardwareTexture *cur = VkHardwareTexture::First; cur; cur = cur->Next)
cur->Reset();
delete MatricesUBO;
delete ColorsUBO;
delete GlowingWallsUBO;
delete mVertexData;
delete mSkyData;
delete mViewpoints;
delete mLights;
}
void VulkanFrameBuffer::InitializeState()
{
gl_vendorstring = "Vulkan";
hwcaps = RFL_SHADER_STORAGE_BUFFER | RFL_BUFFER_STORAGE;
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mUploadSemaphore.reset(new VulkanSemaphore(device));
mGraphicsCommandPool.reset(new VulkanCommandPool(device, device->graphicsFamily));
mRenderPassManager.reset(new VkRenderPassManager());
mVertexData = new FFlatVertexBuffer(GetWidth(), GetHeight());
mSkyData = new FSkyVertexBuffer;
mViewpoints = new GLViewpointBuffer;
mLights = new FLightBuffer();
// To do: move this to HW renderer interface maybe?
MatricesUBO = (VKDataBuffer*)CreateDataBuffer(1234, false);
ColorsUBO = (VKDataBuffer*)CreateDataBuffer(1234, false);
GlowingWallsUBO = (VKDataBuffer*)CreateDataBuffer(1234, false);
MatricesUBO->SetData(UniformBufferAlignment<::MatricesUBO>() * 50000, nullptr, false);
ColorsUBO->SetData(UniformBufferAlignment<::ColorsUBO>() * 50000, nullptr, false);
GlowingWallsUBO->SetData(UniformBufferAlignment<::GlowingWallsUBO>() * 50000, nullptr, false);
mShaderManager.reset(new VkShaderManager(device));
mSamplerManager.reset(new VkSamplerManager(device));
mRenderPassManager->Init();
mRenderState.reset(new VkRenderState());
}
void VulkanFrameBuffer::Update()
{
twoD.Reset();
Flush3D.Reset();
Flush3D.Clock();
int newWidth = GetClientWidth();
int newHeight = GetClientHeight();
if (lastSwapWidth != newWidth || lastSwapHeight != newHeight)
{
device->windowResized();
lastSwapWidth = newWidth;
lastSwapHeight = newHeight;
}
device->beginFrame();
Draw2D();
Clear2D();
mRenderState->EndRenderPass();
//DrawPresentTexture(mOutputLetterbox, true);
{
auto sceneColor = mRenderPassManager->SceneColor.get();
PipelineBarrier barrier0;
barrier0.addImage(sceneColor, VK_IMAGE_LAYOUT_GENERAL, VK_IMAGE_LAYOUT_GENERAL, VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, VK_ACCESS_TRANSFER_READ_BIT);
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barrier0.execute(GetDrawCommands(), VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT);
VkImageBlit blit = {};
blit.srcOffsets[0] = { 0, 0, 0 };
blit.srcOffsets[1] = { sceneColor->width, sceneColor->height, 1 };
blit.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
blit.srcSubresource.mipLevel = 0;
blit.srcSubresource.baseArrayLayer = 0;
blit.srcSubresource.layerCount = 1;
blit.dstOffsets[0] = { 0, 0, 0 };
blit.dstOffsets[1] = { (int32_t)device->swapChain->actualExtent.width, (int32_t)device->swapChain->actualExtent.height, 1 };
blit.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
blit.dstSubresource.mipLevel = 0;
blit.dstSubresource.baseArrayLayer = 0;
blit.dstSubresource.layerCount = 1;
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GetDrawCommands()->blitImage(
sceneColor->image, VK_IMAGE_LAYOUT_GENERAL,
device->swapChain->swapChainImages[device->presentImageIndex], VK_IMAGE_LAYOUT_SHARED_PRESENT_KHR,
1, &blit, VK_FILTER_NEAREST);
}
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mDrawCommands->end();
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if (mUploadCommands)
{
mUploadCommands->end();
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// Submit upload commands immediately
VkSubmitInfo submitInfo = {};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &mUploadCommands->buffer;
submitInfo.signalSemaphoreCount = 1;
submitInfo.pSignalSemaphores = &mUploadSemaphore->semaphore;
VkResult result = vkQueueSubmit(device->graphicsQueue, 1, &submitInfo, VK_NULL_HANDLE);
if (result != VK_SUCCESS)
I_FatalError("Failed to submit command buffer!\n");
// Wait for upload commands to finish, then submit render commands
VkSemaphore waitSemaphores[] = { mUploadSemaphore->semaphore, device->imageAvailableSemaphore->semaphore };
VkPipelineStageFlags waitStages[] = { VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT };
submitInfo.waitSemaphoreCount = 2;
submitInfo.pWaitSemaphores = waitSemaphores;
submitInfo.pWaitDstStageMask = waitStages;
submitInfo.commandBufferCount = 1;
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submitInfo.pCommandBuffers = &mDrawCommands->buffer;
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submitInfo.signalSemaphoreCount = 1;
submitInfo.pSignalSemaphores = &device->renderFinishedSemaphore->semaphore;
result = vkQueueSubmit(device->graphicsQueue, 1, &submitInfo, device->renderFinishedFence->fence);
if (result != VK_SUCCESS)
I_FatalError("Failed to submit command buffer!\n");
}
else
{
VkSemaphore waitSemaphores[] = { device->imageAvailableSemaphore->semaphore };
VkPipelineStageFlags waitStages[] = { VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT };
VkSubmitInfo submitInfo = {};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.waitSemaphoreCount = 1;
submitInfo.pWaitSemaphores = waitSemaphores;
submitInfo.pWaitDstStageMask = waitStages;
submitInfo.commandBufferCount = 1;
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submitInfo.pCommandBuffers = &mDrawCommands->buffer;
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submitInfo.signalSemaphoreCount = 1;
submitInfo.pSignalSemaphores = &device->renderFinishedSemaphore->semaphore;
VkResult result = vkQueueSubmit(device->graphicsQueue, 1, &submitInfo, device->renderFinishedFence->fence);
if (result != VK_SUCCESS)
I_FatalError("Failed to submit command buffer!\n");
}
Flush3D.Unclock();
Finish.Reset();
Finish.Clock();
device->presentFrame();
device->waitPresent();
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mDrawCommands.reset();
mUploadCommands.reset();
mFrameDeleteList.clear();
Finish.Unclock();
Super::Update();
}
void VulkanFrameBuffer::WriteSavePic(player_t *player, FileWriter *file, int width, int height)
{
if (!V_IsHardwareRenderer())
Super::WriteSavePic(player, file, width, height);
}
sector_t *VulkanFrameBuffer::RenderView(player_t *player)
{
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mRenderState->SetVertexBuffer(screen->mVertexData);
screen->mVertexData->Reset();
if (!V_IsHardwareRenderer())
{
if (!swdrawer) swdrawer.reset(new SWSceneDrawer);
return swdrawer->RenderView(player);
}
else
{
return nullptr;
}
}
uint32_t VulkanFrameBuffer::GetCaps()
{
if (!V_IsHardwareRenderer())
return Super::GetCaps();
// describe our basic feature set
ActorRenderFeatureFlags FlagSet = RFF_FLATSPRITES | RFF_MODELS | RFF_SLOPE3DFLOORS |
RFF_TILTPITCH | RFF_ROLLSPRITES | RFF_POLYGONAL | RFF_MATSHADER | RFF_POSTSHADER | RFF_BRIGHTMAP;
if (r_drawvoxels)
FlagSet |= RFF_VOXELS;
if (gl_tonemap != 5) // not running palette tonemap shader
FlagSet |= RFF_TRUECOLOR;
return (uint32_t)FlagSet;
}
void VulkanFrameBuffer::SetVSync(bool vsync)
{
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if (device->swapChain->vsync != vsync)
{
device->windowResized();
}
}
void VulkanFrameBuffer::CleanForRestart()
{
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// force recreation of the SW scene drawer to ensure it gets a new set of resources.
swdrawer.reset();
}
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IHardwareTexture *VulkanFrameBuffer::CreateHardwareTexture()
{
return new VkHardwareTexture();
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}
FModelRenderer *VulkanFrameBuffer::CreateModelRenderer(int mli)
{
I_FatalError("VulkanFrameBuffer::CreateModelRenderer not implemented\n");
return nullptr;
}
IShaderProgram *VulkanFrameBuffer::CreateShaderProgram()
{
I_FatalError("VulkanFrameBuffer::CreateShaderProgram not implemented\n");
return nullptr;
}
IVertexBuffer *VulkanFrameBuffer::CreateVertexBuffer()
{
return new VKVertexBuffer();
}
IIndexBuffer *VulkanFrameBuffer::CreateIndexBuffer()
{
return new VKIndexBuffer();
}
IDataBuffer *VulkanFrameBuffer::CreateDataBuffer(int bindingpoint, bool ssbo)
{
auto buffer = new VKDataBuffer(bindingpoint, ssbo);
if (bindingpoint == VIEWPOINT_BINDINGPOINT)
{
ViewpointUBO = buffer;
}
else if (bindingpoint == LIGHTBUF_BINDINGPOINT)
{
LightBufferSSO = buffer;
}
return buffer;
}
void VulkanFrameBuffer::UnbindTexUnit(int no)
{
}
void VulkanFrameBuffer::TextureFilterChanged()
{
}
void VulkanFrameBuffer::BlurScene(float amount)
{
}
void VulkanFrameBuffer::UpdatePalette()
{
}
void VulkanFrameBuffer::BeginFrame()
{
mRenderPassManager->BeginFrame();
}
void VulkanFrameBuffer::Draw2D()
{
::Draw2D(&m2DDrawer, *mRenderState);
}
VulkanCommandBuffer *VulkanFrameBuffer::GetUploadCommands()
{
if (!mUploadCommands)
{
mUploadCommands = mGraphicsCommandPool->createBuffer();
mUploadCommands->begin();
}
return mUploadCommands.get();
}
VulkanCommandBuffer *VulkanFrameBuffer::GetDrawCommands()
{
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if (!mDrawCommands)
{
mDrawCommands = mGraphicsCommandPool->createBuffer();
mDrawCommands->begin();
}
return mDrawCommands.get();
}