gzdoom-gles/src/rendering/vulkan/renderer/vk_postprocess.cpp

821 lines
30 KiB
C++

#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<void()> &afterBloomDrawEndScene2D)
{
auto fb = GetVulkanFrameBuffer();
int sceneWidth = fb->GetBuffers()->GetSceneWidth();
int sceneHeight = fb->GetBuffers()->GetSceneHeight();
VkPPRenderState renderstate;
hw_postprocess.exposure.Render(&renderstate, sceneWidth, sceneHeight);
hw_postprocess.customShaders.Run(&renderstate, "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);
hw_postprocess.customShaders.Run(&renderstate, "scene");
}
void VkPostprocess::BlitSceneToPostprocess()
{
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);
}
}
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)
{
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();
VkPPRenderState renderstate;
hw_postprocess.customShaders.Run(&renderstate, "screen");
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<float>(Gamma, 0.1f, 4.f);
uniforms.Contrast = clamp<float>(vid_contrast, 0.1f, 3.f);
uniforms.Brightness = clamp<float>(vid_brightness, -0.8f, 0.8f);
uniforms.Saturation = clamp<float>(vid_saturation, -15.0f, 15.f);
uniforms.GrayFormula = static_cast<int>(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 };
if (applyGamma && fb->swapChain->swapChainFormat.colorSpace == VK_COLOR_SPACE_HDR10_ST2084_EXT)
{
uniforms.InvGamma *= 2.2f;
}
renderstate.Clear();
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);
ImageTransitionScene(false);
}
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_SHADER_READ_ONLY_OPTIMAL, false);
imageTransition.execute(fb->GetDrawCommands());
screen->mShadowMap.FinishUpdate();
}
}
void VkPostprocess::BeginFrame()
{
if (!mDescriptorPool)
{
DescriptorPoolBuilder builder;
builder.addPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 200);
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->GetTransferCommands(), 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->GetTransferCommands()->copyBufferToImage(Staging->buffer, Image->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region);
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->GetTransferCommands(), 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->GetTransferCommands(), 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;
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));
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<VKVertexBuffer*>(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<PPTextureInput> &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());
VulkanDescriptorSet *set = descriptors.get();
fb->FrameDeleteList.Descriptors.push_back(std::move(descriptors));
return set;
}
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<VkPPShader>(shader);
return static_cast<VkPPShader*>(shader->Backend.get());
}
VkPPTexture *VkPPRenderState::GetVkTexture(PPTexture *texture)
{
if (!texture->Backend)
texture->Backend = std::make_unique<VkPPTexture>(texture);
return static_cast<VkPPTexture*>(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);
// 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);
Pipeline->SetDebugName("VkPPRenderPassSetup.Pipeline");
}
void VkPPRenderPassSetup::CreateRenderPass(const VkPPRenderPassKey &key)
{
RenderPassBuilder builder;
if (key.SwapChain)
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, 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(
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;
VkImageAspectFlags aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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;
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");
}
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;
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, aspectMask);
needbarrier = true;
*layout = targetLayout;
}
void VkPPImageTransition::execute(VulkanCommandBuffer *cmdbuffer)
{
if (needbarrier)
barrier.execute(cmdbuffer, srcStageMask, dstStageMask);
}