- implement ssao

This commit is contained in:
Magnus Norddahl 2019-03-16 23:37:38 +01:00
parent 990d61f41a
commit c00a46043d
14 changed files with 152 additions and 107 deletions

View file

@ -77,7 +77,6 @@ void FGLRenderState::Reset()
mEffectState = 0;
activeShader = nullptr;
mPassType = NORMAL_PASS;
mCurrentVertexBuffer = nullptr;
mCurrentVertexOffsets[0] = mVertexOffsets[0] = 0;
@ -435,11 +434,6 @@ void FGLRenderState::SetColorMask(bool r, bool g, bool b, bool a)
glColorMask(r, g, b, a);
}
void FGLRenderState::EnableDrawBufferAttachments(bool on)
{
EnableDrawBuffers(on ? GetPassDrawBufferCount() : 1);
}
void FGLRenderState::SetStencil(int offs, int op, int flags = -1)
{
static int op2gl[] = { GL_KEEP, GL_INCR, GL_DECR };

View file

@ -40,14 +40,6 @@ namespace OpenGLRenderer
class FShader;
struct GLSectorPlane;
enum EPassType
{
NORMAL_PASS,
GBUFFER_PASS,
MAX_PASS_TYPES
};
class FGLRenderState : public FRenderState
{
uint64_t firstFrame = 0;
@ -68,7 +60,6 @@ class FGLRenderState : public FRenderState
FShader *activeShader;
EPassType mPassType = NORMAL_PASS;
int mNumDrawBuffers = 1;
bool ApplyShader();
@ -119,17 +110,7 @@ public:
mSpecularLevel = specularLevel;
}
void SetPassType(EPassType passType)
{
mPassType = passType;
}
EPassType GetPassType()
{
return mPassType;
}
void EnableDrawBuffers(int count)
void EnableDrawBuffers(int count) override
{
count = MIN(count, 3);
if (mNumDrawBuffers != count)
@ -140,11 +121,6 @@ public:
}
}
int GetPassDrawBufferCount()
{
return mPassType == GBUFFER_PASS ? 3 : 1;
}
void ToggleState(int state, bool on);
void ClearScreen() override;
@ -156,7 +132,6 @@ public:
void SetDepthFunc(int func) override;
void SetDepthRange(float min, float max) override;
void SetColorMask(bool r, bool g, bool b, bool a) override;
void EnableDrawBufferAttachments(bool on) override;
void SetStencil(int offs, int op, int flags) override;
void SetCulling(int mode) override;
void EnableClipDistance(int num, bool state) override;

View file

@ -120,6 +120,13 @@ struct FDepthBiasState
}
};
enum EPassType
{
NORMAL_PASS,
GBUFFER_PASS,
MAX_PASS_TYPES
};
class FRenderState
{
protected:
@ -163,6 +170,7 @@ protected:
int mVertexOffsets[2]; // one per binding point
IIndexBuffer *mIndexBuffer;
EPassType mPassType = NORMAL_PASS;
public:
VSMatrix mModelMatrix;
@ -193,6 +201,7 @@ public:
mRenderStyle = DefaultRenderStyle();
mMaterial.Reset();
mBias.Reset();
mPassType = NORMAL_PASS;
mVertexBuffer = nullptr;
mVertexOffsets[0] = mVertexOffsets[1] = 0;
@ -502,6 +511,26 @@ public:
return mInterpolationFactor;
}
void EnableDrawBufferAttachments(bool on) // Used by fog boundary drawer
{
EnableDrawBuffers(on ? GetPassDrawBufferCount() : 1);
}
int GetPassDrawBufferCount()
{
return mPassType == GBUFFER_PASS ? 3 : 1;
}
void SetPassType(EPassType passType)
{
mPassType = passType;
}
EPassType GetPassType()
{
return mPassType;
}
// API-dependent render interface
// Draw commands
@ -515,7 +544,6 @@ public:
virtual void SetDepthFunc(int func) = 0; // Used by models, portals and mirror surfaces.
virtual void SetDepthRange(float min, float max) = 0; // Used by portal setup.
virtual void SetColorMask(bool r, bool g, bool b, bool a) = 0; // Used by portals.
virtual void EnableDrawBufferAttachments(bool on) = 0; // Used by fog boundary drawer.
virtual void SetStencil(int offs, int op, int flags=-1) = 0; // Used by portal setup and render hacks.
virtual void SetCulling(int mode) = 0; // Used by model drawer only.
virtual void EnableClipDistance(int num, bool state) = 0; // Use by sprite sorter for vertical splits.
@ -526,6 +554,7 @@ public:
virtual void EnableDepthTest(bool on) = 0; // used by 2D, portals and render hacks.
virtual void EnableMultisampling(bool on) = 0; // only active for 2D
virtual void EnableLineSmooth(bool on) = 0; // constant setting for each 2D drawer operation
virtual void EnableDrawBuffers(int count) = 0; // Used by SSAO and EnableDrawBufferAttachments
void SetColorMask(bool on)
{

View file

@ -59,7 +59,7 @@ void VkPostprocess::PostProcessScene(int fixedcm, const std::function<void()> &a
//mCustomPostProcessShaders->Run("scene");
}
void VkPostprocess::BlitSceneToTexture()
void VkPostprocess::BlitSceneToPostprocess()
{
auto fb = GetVulkanFrameBuffer();
@ -116,11 +116,19 @@ void VkPostprocess::BlitSceneToTexture()
buffers->PipelineImage[mCurrentPipelineImage]->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
1, &blit, VK_FILTER_NEAREST);
}
}
// Note: this destroys the SceneColor contents
VkPPImageTransition imageTransition1;
imageTransition1.addImage(buffers->SceneColor.get(), &buffers->SceneColorLayout, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, true);
imageTransition1.execute(fb->GetDrawCommands());
void VkPostprocess::ImageTransitionScene(bool undefinedSrcLayout)
{
auto fb = GetVulkanFrameBuffer();
auto buffers = fb->GetBuffers();
VkPPImageTransition imageTransition;
imageTransition.addImage(buffers->SceneColor.get(), &buffers->SceneColorLayout, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, undefinedSrcLayout);
imageTransition.addImage(buffers->SceneFog.get(), &buffers->SceneFogLayout, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, undefinedSrcLayout);
imageTransition.addImage(buffers->SceneNormal.get(), &buffers->SceneNormalLayout, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, undefinedSrcLayout);
imageTransition.addImage(buffers->SceneDepthStencil.get(), &buffers->SceneDepthStencilLayout, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, undefinedSrcLayout);
imageTransition.execute(fb->GetDrawCommands());
}
void VkPostprocess::BlitCurrentToImage(VulkanImage *dstimage, VkImageLayout *dstlayout, VkImageLayout finallayout)
@ -207,6 +215,8 @@ void VkPostprocess::AmbientOccludeScene(float m5)
VkPPRenderState renderstate;
hw_postprocess.ssao.Render(&renderstate, m5, sceneWidth, sceneHeight);
ImageTransitionScene(false);
}
void VkPostprocess::BlurScene(float gameinfobluramount)
@ -242,7 +252,7 @@ void VkPostprocess::UpdateShadowMap()
auto buffers = fb->GetBuffers();
VkPPImageTransition imageTransition;
imageTransition.addImage(buffers->Shadowmap.get(), &buffers->ShadowmapLayout, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, false);
imageTransition.addImage(buffers->Shadowmap.get(), &buffers->ShadowmapLayout, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, false);
imageTransition.execute(fb->GetDrawCommands());
screen->mShadowMap.FinishUpdate();
@ -426,6 +436,11 @@ void VkPPRenderState::Draw()
else
key.OutputFormat = VK_FORMAT_R16G16B16A16_SFLOAT;
if (Output.Type == PPTextureType::SceneColor)
key.Samples = fb->GetBuffers()->GetSceneSamples();
else
key.Samples = VK_SAMPLE_COUNT_1_BIT;
auto &passSetup = pp->mRenderPassSetup[key];
if (!passSetup)
passSetup.reset(new VkPPRenderPassSetup(key));
@ -692,10 +707,12 @@ void VkPPRenderPassSetup::CreatePipeline(const VkPPRenderPassKey &key)
builder.addVertexAttribute(1, 0, VK_FORMAT_R32G32_SFLOAT, offsetof(FFlatVertex, u));
builder.addDynamicState(VK_DYNAMIC_STATE_VIEWPORT);
builder.addDynamicState(VK_DYNAMIC_STATE_SCISSOR);
builder.setViewport(0.0f, 0.0f, (float)SCREENWIDTH, (float)SCREENHEIGHT);
builder.setScissor(0.0f, 0.0f, (float)SCREENWIDTH, (float)SCREENHEIGHT);
// Note: the actual values are ignored since we use dynamic viewport+scissor states
builder.setViewport(0.0f, 0.0f, 320.0f, 200.0f);
builder.setScissor(0.0f, 0.0f, 320.0f, 200.0f);
builder.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP);
builder.setBlendMode(key.BlendMode);
builder.setRasterizationSamples(key.Samples);
builder.setLayout(PipelineLayout.get());
builder.setRenderPass(RenderPass.get());
Pipeline = builder.create(GetVulkanFrameBuffer()->device);
@ -706,9 +723,9 @@ void VkPPRenderPassSetup::CreateRenderPass(const VkPPRenderPassKey &key)
{
RenderPassBuilder builder;
if (key.SwapChain)
builder.addAttachment(key.OutputFormat, VK_SAMPLE_COUNT_1_BIT, VK_ATTACHMENT_LOAD_OP_CLEAR, VK_ATTACHMENT_STORE_OP_STORE, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_PRESENT_SRC_KHR);
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);
else
builder.addAttachment(key.OutputFormat, VK_SAMPLE_COUNT_1_BIT, VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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);
builder.addSubpass();
builder.addSubpassColorAttachmentRef(0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
builder.addExternalSubpassDependency(
@ -729,6 +746,7 @@ void VkPPImageTransition::addImage(VulkanImage *image, VkImageLayout *layout, Vk
VkAccessFlags srcAccess = 0;
VkAccessFlags dstAccess = 0;
VkImageAspectFlags aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
switch (*layout)
{
@ -748,6 +766,11 @@ void VkPPImageTransition::addImage(VulkanImage *image, VkImageLayout *layout, Vk
srcAccess = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
srcStageMask |= VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
break;
case VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL:
srcAccess = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
srcStageMask |= VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
break;
default:
I_FatalError("Unimplemented src image layout transition\n");
}
@ -770,11 +793,16 @@ void VkPPImageTransition::addImage(VulkanImage *image, VkImageLayout *layout, Vk
dstAccess = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
dstStageMask |= VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
break;
case VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL:
srcAccess = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
srcStageMask |= VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
break;
default:
I_FatalError("Unimplemented dst image layout transition\n");
}
barrier.addImage(image, undefinedSrcLayout ? VK_IMAGE_LAYOUT_UNDEFINED : *layout, targetLayout, srcAccess, dstAccess);
barrier.addImage(image, undefinedSrcLayout ? VK_IMAGE_LAYOUT_UNDEFINED : *layout, targetLayout, srcAccess, dstAccess, aspectMask);
needbarrier = true;
*layout = targetLayout;
}

View file

@ -26,6 +26,7 @@ public:
VkFormat OutputFormat;
int SwapChain;
int ShadowMapBuffers;
VkSampleCountFlagBits Samples;
bool operator<(const VkPPRenderPassKey &other) const { return memcmp(this, &other, sizeof(VkPPRenderPassKey)) < 0; }
bool operator==(const VkPPRenderPassKey &other) const { return memcmp(this, &other, sizeof(VkPPRenderPassKey)) == 0; }
@ -63,7 +64,9 @@ public:
void UpdateShadowMap();
void BlitSceneToTexture();
void ImageTransitionScene(bool undefinedSrcLayout);
void BlitSceneToPostprocess();
void BlitCurrentToImage(VulkanImage *image, VkImageLayout *layout, VkImageLayout finallayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
void DrawPresentTexture(const IntRect &box, bool applyGamma, bool clearBorders);

View file

@ -232,8 +232,8 @@ void VkRenderBuffers::CreateShadowmap()
ShadowmapView->SetDebugName("VkRenderBuffers.ShadowmapView");
PipelineBarrier barrier;
barrier.addImage(Shadowmap.get(), VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, 0, VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT);
barrier.execute(fb->GetDrawCommands(), VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT);
barrier.addImage(Shadowmap.get(), VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, 0, VK_ACCESS_SHADER_READ_BIT);
barrier.execute(fb->GetDrawCommands(), VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
if (!ShadowmapSampler)
{

View file

@ -40,7 +40,7 @@ public:
std::unique_ptr<VulkanImage> Shadowmap;
std::unique_ptr<VulkanImageView> ShadowmapView;
std::unique_ptr<VulkanSampler> ShadowmapSampler;
VkImageLayout ShadowmapLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
VkImageLayout ShadowmapLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
private:
void CreatePipeline(int width, int height);

View file

@ -146,11 +146,16 @@ void VkRenderPassSetup::CreateRenderPass(const VkRenderPassKey &key)
{
auto buffers = GetVulkanFrameBuffer()->GetBuffers();
VkFormat drawBufferFormats[] = { VK_FORMAT_R16G16B16A16_SFLOAT, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_A2R10G10B10_UNORM_PACK32 };
RenderPassBuilder builder;
builder.addAttachment(
VK_FORMAT_R16G16B16A16_SFLOAT, (VkSampleCountFlagBits)key.Samples,
(key.ClearTargets & CT_Color) ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
for (int i = 0; i < key.DrawBuffers; i++)
{
builder.addAttachment(
drawBufferFormats[i], i == 0 ? (VkSampleCountFlagBits)key.Samples : buffers->GetSceneSamples(),
(key.ClearTargets & CT_Color) ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
}
if (key.UsesDepthStencil())
{
builder.addDepthStencilAttachment(
@ -160,10 +165,11 @@ void VkRenderPassSetup::CreateRenderPass(const VkRenderPassKey &key)
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);
for (int i = 0; i < key.DrawBuffers; i++)
builder.addSubpassColorAttachmentRef(i, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
if (key.UsesDepthStencil())
{
builder.addSubpassDepthStencilAttachmentRef(1, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
builder.addSubpassDepthStencilAttachmentRef(key.DrawBuffers, 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,
@ -194,7 +200,7 @@ void VkRenderPassSetup::CreatePipeline(const VkRenderPassKey &key)
}
else
{
program = fb->GetShaderManager()->Get(key.EffectState, key.AlphaTest);
program = fb->GetShaderManager()->Get(key.EffectState, key.AlphaTest, key.DrawBuffers > 1 ? GBUFFER_PASS : NORMAL_PASS);
}
builder.addVertexShader(program->vert.get());
builder.addFragmentShader(program->frag.get());
@ -263,6 +269,7 @@ void VkRenderPassSetup::CreatePipeline(const VkRenderPassKey &key)
builder.setColorWriteMask((VkColorComponentFlags)key.ColorMask);
builder.setStencil(VK_STENCIL_OP_KEEP, op2vk[key.StencilPassOp], VK_STENCIL_OP_KEEP, VK_COMPARE_OP_EQUAL, 0xffffffff, 0xffffffff, 0);
builder.setBlendMode(key.RenderStyle);
builder.setSubpassColorAttachmentCount(key.DrawBuffers);
builder.setRasterizationSamples((VkSampleCountFlagBits)key.Samples);
builder.setLayout(fb->GetRenderPassManager()->PipelineLayout.get());

View file

@ -30,6 +30,7 @@ public:
int DrawType;
int Samples;
int ClearTargets;
int DrawBuffers;
bool UsesDepthStencil() const { return DepthTest || DepthWrite || StencilTest || (ClearTargets & (CT_Depth | CT_Stencil)); }

View file

@ -86,10 +86,6 @@ void VkRenderState::SetColorMask(bool r, bool g, bool b, bool a)
mNeedApply = true;
}
void VkRenderState::EnableDrawBufferAttachments(bool on)
{
}
void VkRenderState::SetStencil(int offs, int op, int flags)
{
mStencilRef = screen->stencilValue + offs;
@ -205,6 +201,7 @@ void VkRenderState::ApplyRenderPass(int dt)
passKey.ColorMask = mColorMask;
passKey.CullMode = mCullMode;
passKey.Samples = mRenderTarget.Samples;
passKey.DrawBuffers = mRenderTarget.DrawBuffers;
if (mSpecialEffect > EFF_NONE)
{
passKey.SpecialEffect = mSpecialEffect;
@ -567,6 +564,15 @@ void VkRenderState::EndFrame()
mDataIndex = -1;
}
void VkRenderState::EnableDrawBuffers(int count)
{
if (mRenderTarget.DrawBuffers != count)
{
EndRenderPass();
mRenderTarget.DrawBuffers = count;
}
}
void VkRenderState::SetRenderTarget(VulkanImageView *view, int width, int height, VkSampleCountFlagBits samples)
{
EndRenderPass();
@ -586,12 +592,17 @@ void VkRenderState::BeginRenderPass(const VkRenderPassKey &key, VulkanCommandBuf
auto &framebuffer = passSetup->Framebuffer[mRenderTarget.View->view];
if (!framebuffer)
{
auto buffers = fb->GetBuffers();
FramebufferBuilder builder;
builder.setRenderPass(passSetup->RenderPass.get());
builder.setSize(mRenderTarget.Width, mRenderTarget.Height);
builder.addAttachment(mRenderTarget.View->view);
builder.addAttachment(mRenderTarget.View);
if (key.DrawBuffers > 1)
builder.addAttachment(buffers->SceneFogView.get());
if (key.DrawBuffers > 2)
builder.addAttachment(buffers->SceneNormalView.get());
if (key.UsesDepthStencil())
builder.addAttachment(fb->GetBuffers()->SceneDepthStencilView.get());
builder.addAttachment(buffers->SceneDepthStencilView.get());
framebuffer = builder.create(GetVulkanFrameBuffer()->device);
framebuffer->SetDebugName("VkRenderPassSetup.Framebuffer");
}
@ -601,6 +612,10 @@ void VkRenderState::BeginRenderPass(const VkRenderPassKey &key, VulkanCommandBuf
beginInfo.setRenderArea(0, 0, mRenderTarget.Width, mRenderTarget.Height);
beginInfo.setFramebuffer(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);
cmdbuffer->beginRenderPass(beginInfo);
cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, passSetup->Pipeline.get());

View file

@ -30,7 +30,6 @@ public:
void SetDepthFunc(int func) override;
void SetDepthRange(float min, float max) override;
void SetColorMask(bool r, bool g, bool b, bool a) override;
void EnableDrawBufferAttachments(bool on) override;
void SetStencil(int offs, int op, int flags = -1) override;
void SetCulling(int mode) override;
void EnableClipDistance(int num, bool state) override;
@ -41,6 +40,7 @@ public:
void EnableDepthTest(bool on) override;
void EnableMultisampling(bool on) override;
void EnableLineSmooth(bool on) override;
void EnableDrawBuffers(int count) override;
void SetRenderTarget(VulkanImageView *view, int width, int height, VkSampleCountFlagBits samples);
void Bind(int bindingpoint, uint32_t offset);
@ -117,6 +117,7 @@ protected:
int Width = 0;
int Height = 0;
VkSampleCountFlagBits Samples = VK_SAMPLE_COUNT_1_BIT;
int DrawBuffers = 1;
} mRenderTarget;
};

View file

@ -12,33 +12,36 @@ VkShaderManager::VkShaderManager(VulkanDevice *device) : device(device)
const char *mainvp = "shaders/glsl/main.vp";
const char *mainfp = "shaders/glsl/main.fp";
bool gbufferpass = false;
for (int i = 0; defaultshaders[i].ShaderName != NULL; i++)
for (int j = 0; j < MAX_PASS_TYPES; j++)
{
VkShaderProgram prog;
prog.vert = LoadVertShader(defaultshaders[i].ShaderName, mainvp, defaultshaders[i].Defines);
prog.frag = LoadFragShader(defaultshaders[i].ShaderName, mainfp, defaultshaders[i].gettexelfunc, defaultshaders[i].lightfunc, defaultshaders[i].Defines, true, gbufferpass);
mMaterialShaders.push_back(std::move(prog));
if (i < SHADER_NoTexture)
bool gbufferpass = j;
for (int i = 0; defaultshaders[i].ShaderName != nullptr; i++)
{
VkShaderProgram natprog;
natprog.vert = LoadVertShader(defaultshaders[i].ShaderName, mainvp, defaultshaders[i].Defines);
natprog.frag = LoadFragShader(defaultshaders[i].ShaderName, mainfp, defaultshaders[i].gettexelfunc, defaultshaders[i].lightfunc, defaultshaders[i].Defines, false, gbufferpass);
mMaterialShadersNAT.push_back(std::move(natprog));
VkShaderProgram prog;
prog.vert = LoadVertShader(defaultshaders[i].ShaderName, mainvp, defaultshaders[i].Defines);
prog.frag = LoadFragShader(defaultshaders[i].ShaderName, mainfp, defaultshaders[i].gettexelfunc, defaultshaders[i].lightfunc, defaultshaders[i].Defines, true, gbufferpass);
mMaterialShaders[j].push_back(std::move(prog));
if (i < SHADER_NoTexture)
{
VkShaderProgram natprog;
natprog.vert = LoadVertShader(defaultshaders[i].ShaderName, mainvp, defaultshaders[i].Defines);
natprog.frag = LoadFragShader(defaultshaders[i].ShaderName, mainfp, defaultshaders[i].gettexelfunc, defaultshaders[i].lightfunc, defaultshaders[i].Defines, false, gbufferpass);
mMaterialShadersNAT[j].push_back(std::move(natprog));
}
}
}
for (unsigned i = 0; i < usershaders.Size(); i++)
{
FString name = ExtractFileBase(usershaders[i].shader);
FString defines = defaultshaders[usershaders[i].shaderType].Defines + usershaders[i].defines;
for (unsigned i = 0; i < usershaders.Size(); i++)
{
FString name = ExtractFileBase(usershaders[i].shader);
FString defines = defaultshaders[usershaders[i].shaderType].Defines + usershaders[i].defines;
VkShaderProgram prog;
prog.vert = LoadVertShader(name, mainvp, defaultshaders[i].Defines);
prog.frag = LoadFragShader(name, mainfp, usershaders[i].shader, defaultshaders[usershaders[i].shaderType].lightfunc, defines, true, gbufferpass);
mMaterialShaders.push_back(std::move(prog));
VkShaderProgram prog;
prog.vert = LoadVertShader(name, mainvp, defaultshaders[i].Defines);
prog.frag = LoadFragShader(name, mainfp, usershaders[i].shader, defaultshaders[usershaders[i].shaderType].lightfunc, defines, true, gbufferpass);
mMaterialShaders[j].push_back(std::move(prog));
}
}
for (int i = 0; i < MAX_EFFECTS; i++)
@ -64,16 +67,16 @@ VkShaderProgram *VkShaderManager::GetEffect(int effect)
return nullptr;
}
VkShaderProgram *VkShaderManager::Get(unsigned int eff, bool alphateston)
VkShaderProgram *VkShaderManager::Get(unsigned int eff, bool alphateston, EPassType passType)
{
// indices 0-2 match the warping modes, 3 is brightmap, 4 no texture, the following are custom
if (!alphateston && eff <= 3)
{
return &mMaterialShadersNAT[eff]; // Non-alphatest shaders are only created for default, warp1+2 and brightmap. The rest won't get used anyway
return &mMaterialShadersNAT[passType][eff]; // Non-alphatest shaders are only created for default, warp1+2 and brightmap. The rest won't get used anyway
}
else if (eff < (unsigned int)mMaterialShaders.size())
else if (eff < (unsigned int)mMaterialShaders[passType].size())
{
return &mMaterialShaders[eff];
return &mMaterialShaders[passType][eff];
}
return nullptr;
}

View file

@ -88,7 +88,7 @@ public:
~VkShaderManager();
VkShaderProgram *GetEffect(int effect);
VkShaderProgram *Get(unsigned int eff, bool alphateston);
VkShaderProgram *Get(unsigned int eff, bool alphateston, EPassType passType);
private:
std::unique_ptr<VulkanShader> LoadVertShader(FString shadername, const char *vert_lump, const char *defines);
@ -100,7 +100,7 @@ private:
VulkanDevice *device;
std::vector<VkShaderProgram> mMaterialShaders;
std::vector<VkShaderProgram> mMaterialShadersNAT;
std::vector<VkShaderProgram> mMaterialShaders[MAX_PASS_TYPES];
std::vector<VkShaderProgram> mMaterialShadersNAT[MAX_PASS_TYPES];
VkShaderProgram mEffectShaders[MAX_EFFECTS];
};

View file

@ -33,6 +33,7 @@
#include "hwrenderer/utility/hw_clock.h"
#include "hwrenderer/utility/hw_vrmodes.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "hwrenderer/models/hw_models.h"
#include "hwrenderer/scene/hw_skydome.h"
#include "hwrenderer/scene/hw_fakeflat.h"
@ -381,6 +382,8 @@ sector_t *VulkanFrameBuffer::RenderView(player_t *player)
fovratio = ratio;
}
mPostprocess->ImageTransitionScene(true); // This is the only line that differs compared to FGLRenderer::RenderView
retsec = RenderViewpoint(r_viewpoint, player->camera, NULL, r_viewpoint.FieldOfView.Degrees, ratio, fovratio, true, true);
}
All.Unclock();
@ -411,12 +414,9 @@ sector_t *VulkanFrameBuffer::RenderViewpoint(FRenderViewpoint &mainvp, AActor *
if (mainview) // Bind the scene frame buffer and turn on draw buffers used by ssao
{
mRenderState->SetRenderTarget(GetBuffers()->SceneColorView.get(), GetBuffers()->GetWidth(), GetBuffers()->GetHeight(), GetBuffers()->GetSceneSamples());
#if 0
bool useSSAO = (gl_ssao != 0);
GetRenderState()->SetPassType(useSSAO ? GBUFFER_PASS : NORMAL_PASS);
GetRenderState()->EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount());
GetRenderState()->Apply();
#endif
GetRenderState()->EnableDrawBuffers(GetRenderState()->GetPassDrawBufferCount());
}
auto di = HWDrawInfo::StartDrawInfo(mainvp.ViewLevel, nullptr, mainvp, nullptr);
@ -443,15 +443,13 @@ sector_t *VulkanFrameBuffer::RenderViewpoint(FRenderViewpoint &mainvp, AActor *
PostProcess.Clock();
if (toscreen) di->EndDrawScene(mainvp.sector, *GetRenderState()); // do not call this for camera textures.
#if 0
if (GetRenderState()->GetPassType() == GBUFFER_PASS) // Turn off ssao draw buffers
{
GetRenderState()->SetPassType(NORMAL_PASS);
GetRenderState()->EnableDrawBuffers(1);
}
#endif
mPostprocess->BlitSceneToTexture(); // Copy the resulting scene to the current post process texture
mPostprocess->BlitSceneToPostprocess(); // Copy the resulting scene to the current post process texture
PostProcessScene(cm, [&]() { di->DrawEndScene2D(mainvp.sector, *GetRenderState()); });
@ -515,7 +513,6 @@ void VulkanFrameBuffer::DrawScene(HWDrawInfo *di, int drawmode)
static int ssao_portals_available = 0;
const auto &vp = di->Viewpoint;
#if 0
bool applySSAO = false;
if (drawmode == DM_MAINVIEW)
{
@ -531,7 +528,6 @@ void VulkanFrameBuffer::DrawScene(HWDrawInfo *di, int drawmode)
applySSAO = true;
ssao_portals_available--;
}
#endif
if (vp.camera != nullptr)
{
@ -549,18 +545,11 @@ void VulkanFrameBuffer::DrawScene(HWDrawInfo *di, int drawmode)
di->RenderScene(*GetRenderState());
#if 0
if (applySSAO && GetRenderState()->GetPassType() == GBUFFER_PASS)
{
GetRenderState()->EnableDrawBuffers(1);
GLRenderer->AmbientOccludeScene(di->VPUniforms.mProjectionMatrix.get()[5]);
glViewport(screen->mSceneViewport.left, screen->mSceneViewport.top, screen->mSceneViewport.width, screen->mSceneViewport.height);
GLRenderer->mBuffers->BindSceneFB(true);
GetRenderState()->EnableDrawBuffers(GetRenderState()->GetPassDrawBufferCount());
GetRenderState()->Apply();
mPostprocess->AmbientOccludeScene(di->VPUniforms.mProjectionMatrix.get()[5]);
screen->mViewpoints->Bind(*GetRenderState(), di->vpIndex);
}
#endif
// Handle all portals after rendering the opaque objects but before
// doing all translucent stuff