mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 06:53:40 +00:00
- use one render pass for the entire scene or until postprocess or command buffer flushing forces it to end
This commit is contained in:
parent
7e37d640dc
commit
680a6f348b
4 changed files with 59 additions and 84 deletions
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@ -200,12 +200,11 @@ std::unique_ptr<VulkanDescriptorSet> VkRenderPassManager::AllocateTextureDescrip
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/////////////////////////////////////////////////////////////////////////////
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VkRenderPassSetup::VkRenderPassSetup(const VkRenderPassKey &key)
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VkRenderPassSetup::VkRenderPassSetup(const VkRenderPassKey &key) : PassKey(key)
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{
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CreateRenderPass(key);
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}
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void VkRenderPassSetup::CreateRenderPass(const VkRenderPassKey &key)
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std::unique_ptr<VulkanRenderPass> VkRenderPassSetup::CreateRenderPass(int clearTargets)
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{
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auto buffers = GetVulkanFrameBuffer()->GetBuffers();
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@ -214,31 +213,31 @@ void VkRenderPassSetup::CreateRenderPass(const VkRenderPassKey &key)
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RenderPassBuilder builder;
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builder.addAttachment(
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key.DrawBufferFormat, (VkSampleCountFlagBits)key.Samples,
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(key.ClearTargets & CT_Color) ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
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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 < key.DrawBuffers; i++)
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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], buffers->GetSceneSamples(),
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(key.ClearTargets & CT_Color) ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
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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 (key.UsesDepthStencil())
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if (PassKey.DepthStencil)
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{
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builder.addDepthStencilAttachment(
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buffers->SceneDepthStencilFormat, key.DrawBufferFormat == VK_FORMAT_R8G8B8A8_UNORM ? VK_SAMPLE_COUNT_1_BIT : buffers->GetSceneSamples(),
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(key.ClearTargets & CT_Depth) ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
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(key.ClearTargets & CT_Stencil) ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
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buffers->SceneDepthStencilFormat, PassKey.DrawBufferFormat == VK_FORMAT_R8G8B8A8_UNORM ? VK_SAMPLE_COUNT_1_BIT : buffers->GetSceneSamples(),
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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 < key.DrawBuffers; i++)
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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 (key.UsesDepthStencil())
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if (PassKey.DepthStencil)
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{
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builder.addSubpassDepthStencilAttachmentRef(key.DrawBuffers, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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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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@ -253,8 +252,16 @@ void VkRenderPassSetup::CreateRenderPass(const VkRenderPassKey &key)
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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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RenderPass = builder.create(GetVulkanFrameBuffer()->device);
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RenderPass->SetDebugName("VkRenderPassSetup.RenderPass");
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auto renderpass = builder.create(GetVulkanFrameBuffer()->device);
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renderpass->SetDebugName("VkRenderPassSetup.RenderPass");
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return renderpass;
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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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@ -273,11 +280,11 @@ std::unique_ptr<VulkanPipeline> VkRenderPassSetup::CreatePipeline(const VkPipeli
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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, key.DrawBuffers > 1 ? GBUFFER_PASS : NORMAL_PASS);
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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, key.DrawBuffers > 1 ? GBUFFER_PASS : NORMAL_PASS);
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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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@ -305,7 +312,7 @@ std::unique_ptr<VulkanPipeline> VkRenderPassSetup::CreatePipeline(const VkPipeli
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inputLocations[attr.location] = true;
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}
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// To do: does vulkan absolutely needs a binding for each location or not? What happens if it isn't specified? Better be safe than sorry..
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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 < 6; i++)
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{
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if (!inputLocations[i])
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@ -350,11 +357,11 @@ std::unique_ptr<VulkanPipeline> VkRenderPassSetup::CreatePipeline(const VkPipeli
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builder.setColorWriteMask((VkColorComponentFlags)key.ColorMask);
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builder.setStencil(VK_STENCIL_OP_KEEP, op2vk[key.StencilPassOp], VK_STENCIL_OP_KEEP, VK_COMPARE_OP_EQUAL, 0xffffffff, 0xffffffff, 0);
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builder.setBlendMode(key.RenderStyle);
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builder.setSubpassColorAttachmentCount(key.DrawBuffers);
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builder.setRasterizationSamples((VkSampleCountFlagBits)key.Samples);
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builder.setSubpassColorAttachmentCount(PassKey.DrawBuffers);
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builder.setRasterizationSamples((VkSampleCountFlagBits)PassKey.Samples);
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builder.setLayout(fb->GetRenderPassManager()->GetPipelineLayout(key.NumTextureLayers));
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builder.setRenderPass(RenderPass.get());
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builder.setRenderPass(GetRenderPass(0));
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auto pipeline = builder.create(fb->device);
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pipeline->SetDebugName("VkRenderPassSetup.Pipeline");
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return pipeline;
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@ -28,13 +28,7 @@ public:
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int CullMode;
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int VertexFormat;
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int DrawType;
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int Samples;
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int ClearTargets;
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int DrawBuffers;
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int NumTextureLayers;
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VkFormat DrawBufferFormat;
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bool UsesDepthStencil() const { return DepthTest || DepthWrite || StencilTest || (ClearTargets & (CT_Depth | CT_Stencil)); }
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bool operator<(const VkPipelineKey &other) const { return memcmp(this, &other, sizeof(VkPipelineKey)) < 0; }
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bool operator==(const VkPipelineKey &other) const { return memcmp(this, &other, sizeof(VkPipelineKey)) == 0; }
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@ -44,28 +38,11 @@ public:
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class VkRenderPassKey
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{
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public:
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VkRenderPassKey() = default;
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VkRenderPassKey(const VkPipelineKey &key)
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{
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DepthWrite = key.DepthWrite;
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DepthTest = key.DepthTest;
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StencilTest = key.StencilTest;
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Samples = key.Samples;
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ClearTargets = key.ClearTargets;
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DrawBuffers = key.DrawBuffers;
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DrawBufferFormat = key.DrawBufferFormat;
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}
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int DepthWrite;
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int DepthTest;
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int StencilTest;
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int DepthStencil;
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int Samples;
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int ClearTargets;
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int DrawBuffers;
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VkFormat DrawBufferFormat;
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bool UsesDepthStencil() const { return DepthTest || DepthWrite || StencilTest || (ClearTargets & (CT_Depth | CT_Stencil)); }
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bool operator<(const VkRenderPassKey &other) const { return memcmp(this, &other, sizeof(VkRenderPassKey)) < 0; }
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bool operator==(const VkRenderPassKey &other) const { return memcmp(this, &other, sizeof(VkRenderPassKey)) == 0; }
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bool operator!=(const VkRenderPassKey &other) const { return memcmp(this, &other, sizeof(VkRenderPassKey)) != 0; }
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@ -76,14 +53,16 @@ class VkRenderPassSetup
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public:
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VkRenderPassSetup(const VkRenderPassKey &key);
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VulkanRenderPass *GetRenderPass(int clearTargets);
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VulkanPipeline *GetPipeline(const VkPipelineKey &key);
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std::unique_ptr<VulkanRenderPass> RenderPass;
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VkRenderPassKey PassKey;
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std::unique_ptr<VulkanRenderPass> RenderPasses[8];
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std::map<VkPipelineKey, std::unique_ptr<VulkanPipeline>> Pipelines;
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std::map<VkImageView, std::unique_ptr<VulkanFramebuffer>> Framebuffer;
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private:
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void CreateRenderPass(const VkRenderPassKey &key);
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std::unique_ptr<VulkanRenderPass> CreateRenderPass(int clearTargets);
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std::unique_ptr<VulkanPipeline> CreatePipeline(const VkPipelineKey &key);
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};
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@ -195,9 +195,8 @@ void VkRenderState::ApplyDepthBias()
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void VkRenderState::ApplyRenderPass(int dt)
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{
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// Find a render pass that matches our state
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// Find a pipeline that matches our state
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VkPipelineKey pipelineKey;
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pipelineKey.ClearTargets = mPipelineKey.ClearTargets | mClearTargets;
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pipelineKey.DrawType = dt;
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pipelineKey.VertexFormat = static_cast<VKVertexBuffer*>(mVertexBuffer)->VertexFormat;
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pipelineKey.RenderStyle = mRenderStyle;
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@ -210,9 +209,6 @@ void VkRenderState::ApplyRenderPass(int dt)
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pipelineKey.StencilPassOp = mStencilOp;
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pipelineKey.ColorMask = mColorMask;
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pipelineKey.CullMode = mCullMode;
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pipelineKey.DrawBufferFormat = mRenderTarget.Format;
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pipelineKey.Samples = mRenderTarget.Samples;
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pipelineKey.DrawBuffers = mRenderTarget.DrawBuffers;
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pipelineKey.NumTextureLayers = mMaterial.mMaterial ? mMaterial.mMaterial->GetLayers() : 0;
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if (mSpecialEffect > EFF_NONE)
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{
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@ -228,44 +224,25 @@ void VkRenderState::ApplyRenderPass(int dt)
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pipelineKey.AlphaTest = mAlphaThreshold >= 0.f;
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}
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// Is this the one we already have or do we need to change pipeline?
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bool changingPipeline = (pipelineKey != mPipelineKey);
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// Is this the one we already have?
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bool inRenderPass = mCommandBuffer;
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bool changingPipeline = (!inRenderPass) || (pipelineKey != mPipelineKey);
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if (!inRenderPass)
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{
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mCommandBuffer = GetVulkanFrameBuffer()->GetDrawCommands();
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changingPipeline = true;
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mScissorChanged = true;
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mViewportChanged = true;
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mStencilRefChanged = true;
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mBias.mChanged = true;
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BeginRenderPass(mCommandBuffer);
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}
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if (changingPipeline)
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{
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pipelineKey.ClearTargets = mClearTargets;
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// Only clear depth+stencil if the render target actually has that
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if (!mRenderTarget.DepthStencil)
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pipelineKey.ClearTargets &= ~(CT_Depth | CT_Stencil);
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// Begin new render pass if needed
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VkRenderPassKey passKey = pipelineKey;
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if (!inRenderPass || passKey != VkRenderPassKey(mPipelineKey))
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{
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if (inRenderPass)
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mCommandBuffer->endRenderPass();
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BeginRenderPass(passKey, mCommandBuffer);
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}
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// Bind the pipeline
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VkRenderPassSetup *passSetup = GetVulkanFrameBuffer()->GetRenderPassManager()->GetRenderPass(passKey);
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mCommandBuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, passSetup->GetPipeline(pipelineKey));
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mCommandBuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, mPassSetup->GetPipeline(pipelineKey));
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mPipelineKey = pipelineKey;
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mClearTargets = 0;
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}
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}
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@ -563,32 +540,42 @@ void VkRenderState::SetRenderTarget(VulkanImageView *view, VulkanImageView *dept
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mRenderTarget.Samples = samples;
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}
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void VkRenderState::BeginRenderPass(const VkRenderPassKey &key, VulkanCommandBuffer *cmdbuffer)
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void VkRenderState::BeginRenderPass(VulkanCommandBuffer *cmdbuffer)
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{
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auto fb = GetVulkanFrameBuffer();
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VkRenderPassSetup *passSetup = fb->GetRenderPassManager()->GetRenderPass(key);
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VkRenderPassKey key = {};
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key.DrawBufferFormat = mRenderTarget.Format;
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key.Samples = mRenderTarget.Samples;
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key.DrawBuffers = mRenderTarget.DrawBuffers;
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key.DepthStencil = !!mRenderTarget.DepthStencil;
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auto &framebuffer = passSetup->Framebuffer[mRenderTarget.View->view];
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mPassSetup = fb->GetRenderPassManager()->GetRenderPass(key);
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auto &framebuffer = mPassSetup->Framebuffer[mRenderTarget.View->view];
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if (!framebuffer)
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{
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auto buffers = fb->GetBuffers();
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FramebufferBuilder builder;
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builder.setRenderPass(passSetup->RenderPass.get());
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builder.setRenderPass(mPassSetup->GetRenderPass(0));
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builder.setSize(mRenderTarget.Width, mRenderTarget.Height);
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builder.addAttachment(mRenderTarget.View);
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if (key.DrawBuffers > 1)
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builder.addAttachment(buffers->SceneFog.View.get());
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if (key.DrawBuffers > 2)
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builder.addAttachment(buffers->SceneNormal.View.get());
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if (key.UsesDepthStencil())
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if (key.DepthStencil)
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builder.addAttachment(mRenderTarget.DepthStencil);
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framebuffer = builder.create(GetVulkanFrameBuffer()->device);
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framebuffer->SetDebugName("VkRenderPassSetup.Framebuffer");
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}
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// Only clear depth+stencil if the render target actually has that
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if (!mRenderTarget.DepthStencil)
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mClearTargets &= ~(CT_Depth | CT_Stencil);
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RenderPassBegin beginInfo;
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beginInfo.setRenderPass(passSetup->RenderPass.get());
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beginInfo.setRenderPass(mPassSetup->GetRenderPass(mClearTargets));
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beginInfo.setRenderArea(0, 0, mRenderTarget.Width, mRenderTarget.Height);
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beginInfo.setFramebuffer(framebuffer.get());
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beginInfo.addClearColor(screen->mSceneClearColor[0], screen->mSceneClearColor[1], screen->mSceneClearColor[2], screen->mSceneClearColor[3]);
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cmdbuffer->beginRenderPass(beginInfo);
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mMaterial.mChanged = true;
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mClearTargets = 0;
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}
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/////////////////////////////////////////////////////////////////////////////
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@ -62,11 +62,12 @@ protected:
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void ApplyVertexBuffers();
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void ApplyMaterial();
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void BeginRenderPass(const VkRenderPassKey &key, VulkanCommandBuffer *cmdbuffer);
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void BeginRenderPass(VulkanCommandBuffer *cmdbuffer);
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bool mDepthClamp = true;
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VulkanCommandBuffer *mCommandBuffer = nullptr;
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VkPipelineKey mPipelineKey = {};
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VkRenderPassSetup *mPassSetup = nullptr;
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int mClearTargets = 0;
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bool mNeedApply = true;
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