#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 "hwrenderer/utility/hw_cvars.h" #include "hwrenderer/postprocessing/hw_presentshader.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" VkPostprocess::VkPostprocess() { } VkPostprocess::~VkPostprocess() { } void VkPostprocess::PostProcessScene(int fixedcm, const std::function &afterBloomDrawEndScene2D) { auto fb = GetVulkanFrameBuffer(); hw_postprocess.fixedcm = fixedcm; hw_postprocess.SceneWidth = fb->GetBuffers()->GetSceneWidth(); hw_postprocess.SceneHeight = fb->GetBuffers()->GetSceneHeight(); hw_postprocess.DeclareShaders(); hw_postprocess.UpdateTextures(); hw_postprocess.UpdateSteps(); CompileEffectShaders(); UpdateEffectTextures(); RenderEffect("UpdateCameraExposure"); //mCustomPostProcessShaders->Run("beforebloom"); RenderEffect("BloomScene"); //BindCurrentFB(); afterBloomDrawEndScene2D(); RenderEffect("TonemapScene"); RenderEffect("ColormapScene"); RenderEffect("LensDistortScene"); RenderEffect("ApplyFXAA"); //mCustomPostProcessShaders->Run("scene"); } void VkPostprocess::AmbientOccludeScene(float m5) { auto fb = GetVulkanFrameBuffer(); hw_postprocess.SceneWidth = fb->GetBuffers()->GetSceneWidth(); hw_postprocess.SceneHeight = fb->GetBuffers()->GetSceneHeight(); hw_postprocess.m5 = m5; hw_postprocess.DeclareShaders(); hw_postprocess.UpdateTextures(); hw_postprocess.UpdateSteps(); CompileEffectShaders(); UpdateEffectTextures(); RenderEffect("AmbientOccludeScene"); } void VkPostprocess::BlurScene(float gameinfobluramount) { hw_postprocess.gameinfobluramount = gameinfobluramount; hw_postprocess.DeclareShaders(); hw_postprocess.UpdateTextures(); hw_postprocess.UpdateSteps(); CompileEffectShaders(); UpdateEffectTextures(); auto vrmode = VRMode::GetVRMode(true); int eyeCount = vrmode->mEyeCount; for (int i = 0; i < eyeCount; ++i) { RenderEffect("BlurScene"); if (eyeCount - i > 1) NextEye(eyeCount); } } void VkPostprocess::ClearTonemapPalette() { hw_postprocess.Textures.Remove("Tonemap.Palette"); } void VkPostprocess::RenderBuffersReset() { mRenderPassSetup.clear(); } void VkPostprocess::UpdateEffectTextures() { auto fb = GetVulkanFrameBuffer(); TMap::Iterator it(hw_postprocess.Textures); TMap::Pair *pair; while (it.NextPair(pair)) { const auto &desc = pair->Value; auto &vktex = mTextures[pair->Key]; if (vktex && (vktex->Image->width != desc.Width || vktex->Image->height != desc.Height)) vktex.reset(); if (!vktex) { vktex.reset(new VkPPTexture()); VkFormat format; int pixelsize; switch (pair->Value.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(desc.Width, desc.Height); if (desc.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 %s\n", pair->Key.GetChars()); vktex->Image = imgbuilder.create(fb->device); vktex->Format = format; ImageViewBuilder viewbuilder; viewbuilder.setImage(vktex->Image.get(), format); vktex->View = viewbuilder.create(fb->device); if (desc.Data) { size_t totalsize = desc.Width * desc.Height * pixelsize; BufferBuilder stagingbuilder; stagingbuilder.setSize(totalsize); stagingbuilder.setUsage(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VMA_MEMORY_USAGE_CPU_ONLY); vktex->Staging = stagingbuilder.create(fb->device); PipelineBarrier barrier0; barrier0.addImage(vktex->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 = vktex->Staging->Map(0, totalsize); memcpy(data, desc.Data.get(), totalsize); vktex->Staging->Unmap(); VkBufferImageCopy region = {}; region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; region.imageSubresource.layerCount = 1; region.imageExtent.depth = 1; region.imageExtent.width = desc.Width; region.imageExtent.height = desc.Height; fb->GetUploadCommands()->copyBufferToImage(vktex->Staging->buffer, vktex->Image->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion); PipelineBarrier barrier1; barrier1.addImage(vktex->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); vktex->Layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; } else { PipelineBarrier barrier; barrier.addImage(vktex->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); vktex->Layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; } } } } void VkPostprocess::CompileEffectShaders() { auto fb = GetVulkanFrameBuffer(); TMap::Iterator it(hw_postprocess.Shaders); TMap::Pair *pair; while (it.NextPair(pair)) { const auto &desc = pair->Value; auto &vkshader = mShaders[pair->Key]; if (!vkshader) { vkshader.reset(new VkPPShader()); FString prolog; if (!desc.Uniforms.empty()) prolog = UniformBlockDecl::Create("Uniforms", desc.Uniforms, -1); prolog += desc.Defines; ShaderBuilder vertbuilder; vertbuilder.setVertexShader(LoadShaderCode(desc.VertexShader, "", desc.Version)); vkshader->VertexShader = vertbuilder.create(fb->device); ShaderBuilder fragbuilder; fragbuilder.setFragmentShader(LoadShaderCode(desc.FragmentShader, prolog, desc.Version)); vkshader->FragmentShader = fragbuilder.create(fb->device); } } } FString VkPostprocess::LoadShaderCode(const FString &lumpName, const FString &defines, int version) { int lump = Wads.CheckNumForFullName(lumpName, 0); 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 VkPostprocess::RenderEffect(const FString &name) { if (hw_postprocess.Effects[name].Size() == 0) return; for (const PPStep &step : hw_postprocess.Effects[name]) { VkPPRenderPassKey key; key.BlendMode = step.BlendMode; key.InputTextures = step.Textures.Size(); key.Uniforms = step.Uniforms.Data.Size() != 0; key.Shader = mShaders[step.ShaderName].get(); key.OutputFormat = (step.Output.Type == PPTextureType::PPTexture) ? mTextures[step.Output.Texture]->Format : VK_FORMAT_R16G16B16A16_SFLOAT; auto &passSetup = mRenderPassSetup[key]; if (!passSetup) passSetup.reset(new VkPPRenderPassSetup(key)); VulkanDescriptorSet *input = GetInput(passSetup.get(), step.Textures); VulkanFramebuffer *output = GetOutput(passSetup.get(), step.Output); RenderScreenQuad(passSetup.get(), input, output, step.Viewport.left, step.Viewport.top, step.Viewport.width, step.Viewport.height, step.Uniforms.Data.Data(), step.Uniforms.Data.Size()); // Advance to next PP texture if our output was sent there if (step.Output.Type == PPTextureType::NextPipelineTexture) NextTexture(); } } void VkPostprocess::RenderScreenQuad(VkPPRenderPassSetup *passSetup, VulkanDescriptorSet *descriptorSet, VulkanFramebuffer *framebuffer, int x, int y, int width, int height, const void *pushConstants, uint32_t pushConstantsSize) { auto fb = GetVulkanFrameBuffer(); auto cmdbuffer = fb->GetDrawCommands(); RenderPassBegin beginInfo; beginInfo.setRenderPass(passSetup->RenderPass.get()); beginInfo.setRenderArea(x, y, width, height); beginInfo.setFramebuffer(framebuffer); VkViewport viewport = { }; viewport.x = x; viewport.y = y; viewport.width = width; viewport.height = height; viewport.minDepth = 0.0f; viewport.maxDepth = 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->setViewport(0, 1, &viewport); cmdbuffer->bindVertexBuffers(0, 1, vertexBuffers, offsets); 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 *VkPostprocess::GetInput(VkPPRenderPassSetup *passSetup, const TArray &textures) { #if 0 // Bind input textures for (unsigned int index = 0; index < step.Textures.Size(); index++) { const PPTextureInput &input = step.Textures[index]; VulkanSampler *sampler = GetSampler(input.Filter, input.Wrap); switch (input.Type) { default: case PPTextureType::CurrentPipelineTexture: BindCurrentTexture(index, filter, wrap); break; case PPTextureType::NextPipelineTexture: I_FatalError("PPTextureType::NextPipelineTexture not allowed as input\n"); break; case PPTextureType::PPTexture: GLTextures[input.Texture].Bind(index, filter, wrap); break; case PPTextureType::SceneColor: BindSceneColorTexture(index); break; case PPTextureType::SceneFog: BindSceneFogTexture(index); break; case PPTextureType::SceneNormal: BindSceneNormalTexture(index); break; case PPTextureType::SceneDepth: BindSceneDepthTexture(index); break; } } #endif return nullptr; } VulkanFramebuffer *VkPostprocess::GetOutput(VkPPRenderPassSetup *passSetup, const PPOutput &output) { #if 0 switch (output.Type) { default: I_FatalError("Unsupported postprocess output type\n"); break; case PPTextureType::CurrentPipelineTexture: BindCurrentFB(); break; case PPTextureType::NextPipelineTexture: BindNextFB(); break; case PPTextureType::PPTexture: mTextures[step.Output.Texture]->View break; case PPTextureType::SceneColor: BindSceneFB(false); break; } #endif return nullptr; } 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); return sampler.get(); } void VkPostprocess::NextEye(int eyeCount) { } void VkPostprocess::NextTexture() { } ///////////////////////////////////////////////////////////////////////////// VkPPRenderPassSetup::VkPPRenderPassSetup(const VkPPRenderPassKey &key) { CreateDescriptorLayout(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); DescriptorLayout = builder.create(GetVulkanFrameBuffer()->device); } 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); } 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.setViewport(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); } void VkPPRenderPassSetup::CreateRenderPass(const VkPPRenderPassKey &key) { RenderPassBuilder builder; builder.addColorAttachment(false, key.OutputFormat, 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); }