#include "vk_postprocess.h" #include "vk_renderbuffers.h" #include "vulkan/shaders/vk_shader.h" #include "vulkan/system/vk_builders.h" #include "vulkan/system/vk_framebuffer.h" #include "vulkan/system/vk_buffers.h" #include "vulkan/system/vk_swapchain.h" #include "vulkan/renderer/vk_renderstate.h" #include "hwrenderer/utility/hw_cvars.h" #include "hwrenderer/postprocessing/hw_postprocess.h" #include "hwrenderer/postprocessing/hw_postprocess_cvars.h" #include "hwrenderer/utility/hw_vrmodes.h" #include "hwrenderer/data/flatvertices.h" #include "r_videoscale.h" #include "w_wad.h" EXTERN_CVAR(Int, gl_dither_bpc) VkPostprocess::VkPostprocess() { } VkPostprocess::~VkPostprocess() { } void VkPostprocess::SetActiveRenderTarget() { auto fb = GetVulkanFrameBuffer(); auto buffers = fb->GetBuffers(); VkPPImageTransition imageTransition; imageTransition.addImage(buffers->PipelineImage[mCurrentPipelineImage].get(), &buffers->PipelineLayout[mCurrentPipelineImage], VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, false); imageTransition.execute(fb->GetDrawCommands()); fb->GetRenderState()->SetRenderTarget(buffers->PipelineView[mCurrentPipelineImage].get(), buffers->GetWidth(), buffers->GetHeight(), VK_SAMPLE_COUNT_1_BIT); } void VkPostprocess::PostProcessScene(int fixedcm, const std::function &afterBloomDrawEndScene2D) { auto fb = GetVulkanFrameBuffer(); int sceneWidth = fb->GetBuffers()->GetSceneWidth(); int sceneHeight = fb->GetBuffers()->GetSceneHeight(); VkPPRenderState renderstate; hw_postprocess.exposure.Render(&renderstate, sceneWidth, sceneHeight); //mCustomPostProcessShaders->Run("beforebloom"); hw_postprocess.bloom.RenderBloom(&renderstate, sceneWidth, sceneHeight, fixedcm); SetActiveRenderTarget(); afterBloomDrawEndScene2D(); hw_postprocess.tonemap.Render(&renderstate); hw_postprocess.colormap.Render(&renderstate, fixedcm); hw_postprocess.lens.Render(&renderstate); hw_postprocess.fxaa.Render(&renderstate); //mCustomPostProcessShaders->Run("scene"); } void VkPostprocess::BlitSceneToTexture() { auto fb = GetVulkanFrameBuffer(); fb->GetRenderState()->EndRenderPass(); auto buffers = fb->GetBuffers(); auto cmdbuffer = fb->GetDrawCommands(); mCurrentPipelineImage = 0; VkPPImageTransition imageTransition0; imageTransition0.addImage(buffers->SceneColor.get(), &buffers->SceneColorLayout, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, false); imageTransition0.addImage(buffers->PipelineImage[mCurrentPipelineImage].get(), &buffers->PipelineLayout[mCurrentPipelineImage], VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, true); imageTransition0.execute(fb->GetDrawCommands()); if (buffers->GetSceneSamples() != VK_SAMPLE_COUNT_1_BIT) { auto sceneColor = buffers->SceneColor.get(); VkImageResolve resolve = {}; resolve.srcOffset = { 0, 0, 0 }; resolve.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; resolve.srcSubresource.mipLevel = 0; resolve.srcSubresource.baseArrayLayer = 0; resolve.srcSubresource.layerCount = 1; resolve.dstOffset = { 0, 0, 0 }; resolve.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; resolve.dstSubresource.mipLevel = 0; resolve.dstSubresource.baseArrayLayer = 0; resolve.dstSubresource.layerCount = 1; resolve.extent = { (uint32_t)sceneColor->width, (uint32_t)sceneColor->height, 1 }; cmdbuffer->resolveImage( sceneColor->image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, buffers->PipelineImage[mCurrentPipelineImage]->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &resolve); } else { auto sceneColor = buffers->SceneColor.get(); 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] = { sceneColor->width, sceneColor->height, 1 }; blit.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; blit.dstSubresource.mipLevel = 0; blit.dstSubresource.baseArrayLayer = 0; blit.dstSubresource.layerCount = 1; cmdbuffer->blitImage( sceneColor->image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, 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::BlitCurrentToImage(VulkanImage *dstimage, VkImageLayout *dstlayout, VkImageLayout finallayout) { auto fb = GetVulkanFrameBuffer(); fb->GetRenderState()->EndRenderPass(); auto srcimage = fb->GetBuffers()->PipelineImage[mCurrentPipelineImage].get(); auto srclayout = &fb->GetBuffers()->PipelineLayout[mCurrentPipelineImage]; auto cmdbuffer = fb->GetDrawCommands(); *dstlayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; // needed by VkPPImageTransition.addImage. Actual layout is undefined. VkPPImageTransition imageTransition0; imageTransition0.addImage(srcimage, srclayout, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, false); imageTransition0.addImage(dstimage, dstlayout, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, true); imageTransition0.execute(cmdbuffer); VkImageBlit blit = {}; blit.srcOffsets[0] = { 0, 0, 0 }; blit.srcOffsets[1] = { srcimage->width, srcimage->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] = { dstimage->width, dstimage->height, 1 }; blit.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; blit.dstSubresource.mipLevel = 0; blit.dstSubresource.baseArrayLayer = 0; blit.dstSubresource.layerCount = 1; cmdbuffer->blitImage( srcimage->image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, dstimage->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &blit, VK_FILTER_NEAREST); VkPPImageTransition imageTransition1; imageTransition1.addImage(dstimage, dstlayout, finallayout, false); imageTransition1.execute(cmdbuffer); } void VkPostprocess::DrawPresentTexture(const IntRect &box, bool applyGamma, bool clearBorders) { auto fb = GetVulkanFrameBuffer(); PresentUniforms uniforms; if (!applyGamma /*|| framebuffer->IsHWGammaActive()*/) { uniforms.InvGamma = 1.0f; uniforms.Contrast = 1.0f; uniforms.Brightness = 0.0f; uniforms.Saturation = 1.0f; } else { uniforms.InvGamma = 1.0f / clamp(Gamma, 0.1f, 4.f); uniforms.Contrast = clamp(vid_contrast, 0.1f, 3.f); uniforms.Brightness = clamp(vid_brightness, -0.8f, 0.8f); uniforms.Saturation = clamp(vid_saturation, -15.0f, 15.f); uniforms.GrayFormula = static_cast(gl_satformula); } uniforms.ColorScale = (gl_dither_bpc == -1) ? 255.0f : (float)((1 << gl_dither_bpc) - 1); uniforms.Scale = { screen->mScreenViewport.width / (float)fb->GetBuffers()->GetWidth(), -screen->mScreenViewport.height / (float)fb->GetBuffers()->GetHeight() }; uniforms.Offset = { 0.0f, 1.0f }; VkPPRenderState renderstate; renderstate.Shader = &hw_postprocess.present.Present; renderstate.Uniforms.Set(uniforms); renderstate.Viewport = box; renderstate.SetInputCurrent(0, ViewportLinearScale() ? PPFilterMode::Linear : PPFilterMode::Nearest); renderstate.SetInputTexture(1, &hw_postprocess.present.Dither, PPFilterMode::Nearest, PPWrapMode::Repeat); renderstate.SetOutputSwapChain(); renderstate.SetNoBlend(); //if (clearBorders) renderstate.SetClearBorders(); renderstate.Draw(); } void VkPostprocess::AmbientOccludeScene(float m5) { auto fb = GetVulkanFrameBuffer(); int sceneWidth = fb->GetBuffers()->GetSceneWidth(); int sceneHeight = fb->GetBuffers()->GetSceneHeight(); VkPPRenderState renderstate; hw_postprocess.ssao.Render(&renderstate, m5, sceneWidth, sceneHeight); } void VkPostprocess::BlurScene(float gameinfobluramount) { auto fb = GetVulkanFrameBuffer(); int sceneWidth = fb->GetBuffers()->GetSceneWidth(); int sceneHeight = fb->GetBuffers()->GetSceneHeight(); VkPPRenderState renderstate; auto vrmode = VRMode::GetVRMode(true); int eyeCount = vrmode->mEyeCount; for (int i = 0; i < eyeCount; ++i) { hw_postprocess.bloom.RenderBlur(&renderstate, sceneWidth, sceneHeight, gameinfobluramount); if (eyeCount - i > 1) NextEye(eyeCount); } } void VkPostprocess::ClearTonemapPalette() { hw_postprocess.tonemap.ClearTonemapPalette(); } void VkPostprocess::UpdateShadowMap() { if (screen->mShadowMap.PerformUpdate()) { VkPPRenderState renderstate; hw_postprocess.shadowmap.Update(&renderstate); auto fb = GetVulkanFrameBuffer(); auto buffers = fb->GetBuffers(); VkPPImageTransition imageTransition; imageTransition.addImage(buffers->Shadowmap.get(), &buffers->ShadowmapLayout, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, false); imageTransition.execute(fb->GetDrawCommands()); screen->mShadowMap.FinishUpdate(); } } void VkPostprocess::BeginFrame() { mFrameDescriptorSets.clear(); if (!mDescriptorPool) { DescriptorPoolBuilder builder; builder.addPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 100); builder.addPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 4); builder.setMaxSets(100); mDescriptorPool = builder.create(GetVulkanFrameBuffer()->device); mDescriptorPool->SetDebugName("VkPostprocess.mDescriptorPool"); } } void VkPostprocess::RenderBuffersReset() { mRenderPassSetup.clear(); } VulkanSampler *VkPostprocess::GetSampler(PPFilterMode filter, PPWrapMode wrap) { int index = (((int)filter) << 2) | (int)wrap; auto &sampler = mSamplers[index]; if (sampler) return sampler.get(); SamplerBuilder builder; builder.setMipmapMode(VK_SAMPLER_MIPMAP_MODE_NEAREST); builder.setMinFilter(filter == PPFilterMode::Nearest ? VK_FILTER_NEAREST : VK_FILTER_LINEAR); builder.setMagFilter(filter == PPFilterMode::Nearest ? VK_FILTER_NEAREST : VK_FILTER_LINEAR); builder.setAddressMode(wrap == PPWrapMode::Clamp ? VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE : VK_SAMPLER_ADDRESS_MODE_REPEAT); sampler = builder.create(GetVulkanFrameBuffer()->device); sampler->SetDebugName("VkPostprocess.mSamplers"); return sampler.get(); } void VkPostprocess::NextEye(int eyeCount) { } ///////////////////////////////////////////////////////////////////////////// VkPPTexture::VkPPTexture(PPTexture *texture) { auto fb = GetVulkanFrameBuffer(); VkFormat format; int pixelsize; switch (texture->Format) { default: case PixelFormat::Rgba8: format = VK_FORMAT_R8G8B8A8_UNORM; pixelsize = 4; break; case PixelFormat::Rgba16f: format = VK_FORMAT_R16G16B16A16_SFLOAT; pixelsize = 8; break; case PixelFormat::R32f: format = VK_FORMAT_R32_SFLOAT; pixelsize = 4; break; case PixelFormat::Rg16f: format = VK_FORMAT_R16G16_SFLOAT; pixelsize = 4; break; case PixelFormat::Rgba16_snorm: format = VK_FORMAT_R16G16B16A16_SNORM; pixelsize = 8; break; } ImageBuilder imgbuilder; imgbuilder.setFormat(format); imgbuilder.setSize(texture->Width, texture->Height); if (texture->Data) imgbuilder.setUsage(VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT); else imgbuilder.setUsage(VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT); if (!imgbuilder.isFormatSupported(fb->device)) I_FatalError("Vulkan device does not support the image format required by a postprocess texture\n"); Image = imgbuilder.create(fb->device); Image->SetDebugName("VkPPTexture"); Format = format; ImageViewBuilder viewbuilder; viewbuilder.setImage(Image.get(), format); View = viewbuilder.create(fb->device); View->SetDebugName("VkPPTextureView"); if (texture->Data) { size_t totalsize = texture->Width * texture->Height * pixelsize; BufferBuilder stagingbuilder; stagingbuilder.setSize(totalsize); stagingbuilder.setUsage(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VMA_MEMORY_USAGE_CPU_ONLY); Staging = stagingbuilder.create(fb->device); Staging->SetDebugName("VkPPTextureStaging"); PipelineBarrier barrier0; barrier0.addImage(Image.get(), VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 0, VK_ACCESS_TRANSFER_WRITE_BIT); barrier0.execute(fb->GetUploadCommands(), VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT); void *data = Staging->Map(0, totalsize); memcpy(data, texture->Data.get(), totalsize); Staging->Unmap(); VkBufferImageCopy region = {}; region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; region.imageSubresource.layerCount = 1; region.imageExtent.depth = 1; region.imageExtent.width = texture->Width; region.imageExtent.height = texture->Height; fb->GetUploadCommands()->copyBufferToImage(Staging->buffer, Image->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion); PipelineBarrier barrier1; barrier1.addImage(Image.get(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT); barrier1.execute(fb->GetUploadCommands(), VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT); Layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; } else { PipelineBarrier barrier; barrier.addImage(Image.get(), VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, 0, VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_COLOR_ATTACHMENT_READ_BIT); barrier.execute(fb->GetUploadCommands(), VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT); Layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; } } ///////////////////////////////////////////////////////////////////////////// VkPPShader::VkPPShader(PPShader *shader) { auto fb = GetVulkanFrameBuffer(); FString prolog; if (!shader->Uniforms.empty()) prolog = UniformBlockDecl::Create("Uniforms", shader->Uniforms, -1); prolog += shader->Defines; ShaderBuilder vertbuilder; vertbuilder.setVertexShader(LoadShaderCode(shader->VertexShader, "", shader->Version)); VertexShader = vertbuilder.create(fb->device); VertexShader->SetDebugName(shader->VertexShader.GetChars()); ShaderBuilder fragbuilder; fragbuilder.setFragmentShader(LoadShaderCode(shader->FragmentShader, prolog, shader->Version)); FragmentShader = fragbuilder.create(fb->device); FragmentShader->SetDebugName(shader->FragmentShader.GetChars()); } FString VkPPShader::LoadShaderCode(const FString &lumpName, const FString &defines, int version) { int lump = Wads.CheckNumForFullName(lumpName); if (lump == -1) I_FatalError("Unable to load '%s'", lumpName.GetChars()); FString code = Wads.ReadLump(lump).GetString().GetChars(); FString patchedCode; patchedCode.AppendFormat("#version %d\n", 450); patchedCode << defines; patchedCode << "#line 1\n"; patchedCode << code; return patchedCode; } ///////////////////////////////////////////////////////////////////////////// void VkPPRenderState::Draw() { auto fb = GetVulkanFrameBuffer(); auto pp = fb->GetPostprocess(); fb->GetRenderState()->EndRenderPass(); VkPPRenderPassKey key; key.BlendMode = BlendMode; key.InputTextures = Textures.Size(); key.Uniforms = Uniforms.Data.Size(); key.Shader = GetVkShader(Shader); key.SwapChain = (Output.Type == PPTextureType::SwapChain); key.ShadowMapBuffers = ShadowMapBuffers; if (Output.Type == PPTextureType::PPTexture) key.OutputFormat = GetVkTexture(Output.Texture)->Format; else if (Output.Type == PPTextureType::SwapChain) key.OutputFormat = GetVulkanFrameBuffer()->swapChain->swapChainFormat.format; else if (Output.Type == PPTextureType::ShadowMap) key.OutputFormat = VK_FORMAT_R32_SFLOAT; else key.OutputFormat = VK_FORMAT_R16G16B16A16_SFLOAT; auto &passSetup = pp->mRenderPassSetup[key]; if (!passSetup) passSetup.reset(new VkPPRenderPassSetup(key)); int framebufferWidth = 0, framebufferHeight = 0; VulkanDescriptorSet *input = GetInput(passSetup.get(), Textures, ShadowMapBuffers); VulkanFramebuffer *output = GetOutput(passSetup.get(), Output, framebufferWidth, framebufferHeight); RenderScreenQuad(passSetup.get(), input, output, framebufferWidth, framebufferHeight, Viewport.left, Viewport.top, Viewport.width, Viewport.height, Uniforms.Data.Data(), Uniforms.Data.Size()); // Advance to next PP texture if our output was sent there if (Output.Type == PPTextureType::NextPipelineTexture) { pp->mCurrentPipelineImage = (pp->mCurrentPipelineImage + 1) % VkRenderBuffers::NumPipelineImages; } } void VkPPRenderState::RenderScreenQuad(VkPPRenderPassSetup *passSetup, VulkanDescriptorSet *descriptorSet, VulkanFramebuffer *framebuffer, int framebufferWidth, int framebufferHeight, int x, int y, int width, int height, const void *pushConstants, uint32_t pushConstantsSize) { auto fb = GetVulkanFrameBuffer(); auto cmdbuffer = fb->GetDrawCommands(); VkViewport viewport = { }; viewport.x = x; viewport.y = y; viewport.width = width; viewport.height = height; viewport.minDepth = 0.0f; viewport.maxDepth = 1.0f; VkRect2D scissor = { }; scissor.offset.x = 0; scissor.offset.y = 0; scissor.extent.width = framebufferWidth; scissor.extent.height = framebufferHeight; RenderPassBegin beginInfo; beginInfo.setRenderPass(passSetup->RenderPass.get()); beginInfo.setRenderArea(0, 0, framebufferWidth, framebufferHeight); beginInfo.setFramebuffer(framebuffer); beginInfo.addClearColor(0.0f, 0.0f, 0.0f, 1.0f); VkBuffer vertexBuffers[] = { static_cast(screen->mVertexData->GetBufferObjects().first)->mBuffer->buffer }; VkDeviceSize offsets[] = { 0 }; cmdbuffer->beginRenderPass(beginInfo); cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, passSetup->Pipeline.get()); cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passSetup->PipelineLayout.get(), 0, descriptorSet); cmdbuffer->bindVertexBuffers(0, 1, vertexBuffers, offsets); cmdbuffer->setViewport(0, 1, &viewport); cmdbuffer->setScissor(0, 1, &scissor); if (pushConstantsSize > 0) cmdbuffer->pushConstants(passSetup->PipelineLayout.get(), VK_SHADER_STAGE_FRAGMENT_BIT, 0, pushConstantsSize, pushConstants); cmdbuffer->draw(4, 1, FFlatVertexBuffer::PRESENT_INDEX, 0); cmdbuffer->endRenderPass(); } VulkanDescriptorSet *VkPPRenderState::GetInput(VkPPRenderPassSetup *passSetup, const TArray &textures, bool bindShadowMapBuffers) { auto fb = GetVulkanFrameBuffer(); auto pp = fb->GetPostprocess(); auto descriptors = pp->mDescriptorPool->allocate(passSetup->DescriptorLayout.get()); descriptors->SetDebugName("VkPostprocess.descriptors"); WriteDescriptors write; VkPPImageTransition imageTransition; for (unsigned int index = 0; index < textures.Size(); index++) { const PPTextureInput &input = textures[index]; VulkanSampler *sampler = pp->GetSampler(input.Filter, input.Wrap); TextureImage tex = GetTexture(input.Type, input.Texture); write.addCombinedImageSampler(descriptors.get(), index, tex.view, sampler, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); imageTransition.addImage(tex.image, tex.layout, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, false); } if (bindShadowMapBuffers) { write.addBuffer(descriptors.get(), LIGHTNODES_BINDINGPOINT, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, fb->LightNodes->mBuffer.get()); write.addBuffer(descriptors.get(), LIGHTLINES_BINDINGPOINT, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, fb->LightLines->mBuffer.get()); write.addBuffer(descriptors.get(), LIGHTLIST_BINDINGPOINT, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, fb->LightList->mBuffer.get()); } write.updateSets(fb->device); imageTransition.execute(fb->GetDrawCommands()); pp->mFrameDescriptorSets.push_back(std::move(descriptors)); return pp->mFrameDescriptorSets.back().get(); } VulkanFramebuffer *VkPPRenderState::GetOutput(VkPPRenderPassSetup *passSetup, const PPOutput &output, int &framebufferWidth, int &framebufferHeight) { auto fb = GetVulkanFrameBuffer(); TextureImage tex = GetTexture(output.Type, output.Texture); VkImageView view; int w, h; if (tex.view) { VkPPImageTransition imageTransition; imageTransition.addImage(tex.image, tex.layout, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, output.Type == PPTextureType::NextPipelineTexture); imageTransition.execute(fb->GetDrawCommands()); view = tex.view->view; w = tex.image->width; h = tex.image->height; } else { view = fb->swapChain->swapChainImageViews[fb->presentImageIndex]; w = fb->swapChain->actualExtent.width; h = fb->swapChain->actualExtent.height; } auto &framebuffer = passSetup->Framebuffers[view]; if (!framebuffer) { FramebufferBuilder builder; builder.setRenderPass(passSetup->RenderPass.get()); builder.setSize(w, h); builder.addAttachment(view); framebuffer = builder.create(GetVulkanFrameBuffer()->device); framebuffer->SetDebugName(tex.debugname); } framebufferWidth = w; framebufferHeight = h; return framebuffer.get(); } VkPPRenderState::TextureImage VkPPRenderState::GetTexture(const PPTextureType &type, PPTexture *pptexture) { auto fb = GetVulkanFrameBuffer(); TextureImage tex = {}; if (type == PPTextureType::CurrentPipelineTexture || type == PPTextureType::NextPipelineTexture) { int idx = fb->GetPostprocess()->mCurrentPipelineImage; if (type == PPTextureType::NextPipelineTexture) idx = (idx + 1) % VkRenderBuffers::NumPipelineImages; tex.image = fb->GetBuffers()->PipelineImage[idx].get(); tex.view = fb->GetBuffers()->PipelineView[idx].get(); tex.layout = &fb->GetBuffers()->PipelineLayout[idx]; tex.debugname = "PipelineTexture"; } else if (type == PPTextureType::PPTexture) { auto vktex = GetVkTexture(pptexture); tex.image = vktex->Image.get(); tex.view = vktex->View.get(); tex.layout = &vktex->Layout; tex.debugname = "PPTexture"; } else if (type == PPTextureType::SceneColor) { tex.image = fb->GetBuffers()->SceneColor.get(); tex.view = fb->GetBuffers()->SceneColorView.get(); tex.layout = &fb->GetBuffers()->SceneColorLayout; tex.debugname = "SceneColor"; } else if (type == PPTextureType::SceneNormal) { tex.image = fb->GetBuffers()->SceneNormal.get(); tex.view = fb->GetBuffers()->SceneNormalView.get(); tex.layout = &fb->GetBuffers()->SceneNormalLayout; tex.debugname = "SceneNormal"; } else if (type == PPTextureType::SceneFog) { tex.image = fb->GetBuffers()->SceneFog.get(); tex.view = fb->GetBuffers()->SceneFogView.get(); tex.layout = &fb->GetBuffers()->SceneFogLayout; tex.debugname = "SceneFog"; } else if (type == PPTextureType::SceneDepth) { tex.image = fb->GetBuffers()->SceneDepthStencil.get(); tex.view = fb->GetBuffers()->SceneDepthView.get(); tex.layout = &fb->GetBuffers()->SceneDepthStencilLayout; tex.debugname = "SceneDepth"; } else if (type == PPTextureType::ShadowMap) { tex.image = fb->GetBuffers()->Shadowmap.get(); tex.view = fb->GetBuffers()->ShadowmapView.get(); tex.layout = &fb->GetBuffers()->ShadowmapLayout; tex.debugname = "Shadowmap"; } else if (type == PPTextureType::SwapChain) { tex.image = nullptr; tex.view = nullptr; tex.layout = nullptr; tex.debugname = "SwapChain"; } else { I_FatalError("VkPPRenderState::GetTexture not implemented yet for this texture type"); } return tex; } VkPPShader *VkPPRenderState::GetVkShader(PPShader *shader) { if (!shader->Backend) shader->Backend = std::make_unique(shader); return static_cast(shader->Backend.get()); } VkPPTexture *VkPPRenderState::GetVkTexture(PPTexture *texture) { if (!texture->Backend) texture->Backend = std::make_unique(texture); return static_cast(texture->Backend.get()); } ///////////////////////////////////////////////////////////////////////////// VkPPRenderPassSetup::VkPPRenderPassSetup(const VkPPRenderPassKey &key) { CreateDescriptorLayout(key); CreatePipelineLayout(key); CreateRenderPass(key); CreatePipeline(key); } void VkPPRenderPassSetup::CreateDescriptorLayout(const VkPPRenderPassKey &key) { DescriptorSetLayoutBuilder builder; for (int i = 0; i < key.InputTextures; i++) builder.addBinding(i, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT); if (key.ShadowMapBuffers) { builder.addBinding(LIGHTNODES_BINDINGPOINT, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT); builder.addBinding(LIGHTLINES_BINDINGPOINT, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT); builder.addBinding(LIGHTLIST_BINDINGPOINT, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT); } DescriptorLayout = builder.create(GetVulkanFrameBuffer()->device); DescriptorLayout->SetDebugName("VkPPRenderPassSetup.DescriptorLayout"); } void VkPPRenderPassSetup::CreatePipelineLayout(const VkPPRenderPassKey &key) { PipelineLayoutBuilder builder; builder.addSetLayout(DescriptorLayout.get()); if (key.Uniforms > 0) builder.addPushConstantRange(VK_SHADER_STAGE_FRAGMENT_BIT, 0, key.Uniforms); PipelineLayout = builder.create(GetVulkanFrameBuffer()->device); PipelineLayout->SetDebugName("VkPPRenderPassSetup.PipelineLayout"); } void VkPPRenderPassSetup::CreatePipeline(const VkPPRenderPassKey &key) { GraphicsPipelineBuilder builder; builder.addVertexShader(key.Shader->VertexShader.get()); builder.addFragmentShader(key.Shader->FragmentShader.get()); builder.addVertexBufferBinding(0, sizeof(FFlatVertex)); builder.addVertexAttribute(0, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(FFlatVertex, x)); 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); builder.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP); builder.setBlendMode(key.BlendMode); builder.setLayout(PipelineLayout.get()); builder.setRenderPass(RenderPass.get()); Pipeline = builder.create(GetVulkanFrameBuffer()->device); Pipeline->SetDebugName("VkPPRenderPassSetup.Pipeline"); } 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); 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.addSubpass(); builder.addSubpassColorAttachmentRef(0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL); builder.addExternalSubpassDependency( VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, VK_ACCESS_COLOR_ATTACHMENT_READ_BIT); RenderPass = builder.create(GetVulkanFrameBuffer()->device); RenderPass->SetDebugName("VkPPRenderPassSetup.RenderPass"); } ///////////////////////////////////////////////////////////////////////////// void VkPPImageTransition::addImage(VulkanImage *image, VkImageLayout *layout, VkImageLayout targetLayout, bool undefinedSrcLayout) { if (*layout == targetLayout) return; VkAccessFlags srcAccess = 0; VkAccessFlags dstAccess = 0; switch (*layout) { case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL: srcAccess = VK_ACCESS_TRANSFER_READ_BIT; srcStageMask |= VK_PIPELINE_STAGE_TRANSFER_BIT; break; case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL: srcAccess = VK_ACCESS_SHADER_READ_BIT; srcStageMask |= VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT; break; case VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL: srcAccess = VK_ACCESS_TRANSFER_WRITE_BIT; srcStageMask |= VK_PIPELINE_STAGE_TRANSFER_BIT; break; case VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL: srcAccess = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; srcStageMask |= VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; break; default: I_FatalError("Unimplemented src image layout transition\n"); } switch (targetLayout) { case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL: dstAccess = VK_ACCESS_TRANSFER_READ_BIT; dstStageMask |= VK_PIPELINE_STAGE_TRANSFER_BIT; break; case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL: dstAccess = VK_ACCESS_SHADER_READ_BIT; dstStageMask |= VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT; break; case VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL: dstAccess = VK_ACCESS_TRANSFER_WRITE_BIT; dstStageMask |= VK_PIPELINE_STAGE_TRANSFER_BIT; break; case VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL: dstAccess = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; dstStageMask |= VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; break; default: I_FatalError("Unimplemented dst image layout transition\n"); } barrier.addImage(image, undefinedSrcLayout ? VK_IMAGE_LAYOUT_UNDEFINED : *layout, targetLayout, srcAccess, dstAccess); needbarrier = true; *layout = targetLayout; } void VkPPImageTransition::execute(VulkanCommandBuffer *cmdbuffer) { if (needbarrier) barrier.execute(cmdbuffer, srcStageMask, dstStageMask); }