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https://github.com/ZDoom/gzdoom.git
synced 2024-11-23 12:32:34 +00:00
- create a render pass for each blend setup
This commit is contained in:
parent
e472050f36
commit
7f3e473f56
5 changed files with 83 additions and 15 deletions
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@ -23,7 +23,7 @@ void VkRenderPassManager::BeginFrame()
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{
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{
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auto fb = GetVulkanFrameBuffer();
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auto fb = GetVulkanFrameBuffer();
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RenderPassSetup.reset();
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RenderPassSetup.clear();
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SceneColorView.reset();
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SceneColorView.reset();
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SceneDepthStencilView.reset();
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SceneDepthStencilView.reset();
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SceneDepthView.reset();
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SceneDepthView.reset();
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@ -49,11 +49,17 @@ void VkRenderPassManager::BeginFrame()
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viewbuilder.setImage(SceneDepthStencil.get(), VK_FORMAT_D24_UNORM_S8_UINT, VK_IMAGE_ASPECT_DEPTH_BIT);
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viewbuilder.setImage(SceneDepthStencil.get(), VK_FORMAT_D24_UNORM_S8_UINT, VK_IMAGE_ASPECT_DEPTH_BIT);
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SceneDepthView = viewbuilder.create(fb->device);
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SceneDepthView = viewbuilder.create(fb->device);
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RenderPassSetup.reset(new VkRenderPassSetup());
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}
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}
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}
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}
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VkRenderPassSetup *VkRenderPassManager::GetRenderPass(const VkRenderPassKey &key)
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{
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auto &item = RenderPassSetup[key];
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if (!item)
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item.reset(new VkRenderPassSetup(key));
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return item.get();
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}
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void VkRenderPassManager::CreateDynamicSetLayout()
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void VkRenderPassManager::CreateDynamicSetLayout()
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{
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{
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DescriptorSetLayoutBuilder builder;
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DescriptorSetLayoutBuilder builder;
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@ -114,24 +120,24 @@ void VkRenderPassManager::CreateDynamicSet()
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/////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////
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VkRenderPassSetup::VkRenderPassSetup()
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VkRenderPassSetup::VkRenderPassSetup(const VkRenderPassKey &key)
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{
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{
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CreateRenderPass();
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CreateRenderPass();
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CreatePipeline();
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CreatePipeline(key);
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CreateFramebuffer();
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CreateFramebuffer();
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}
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}
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void VkRenderPassSetup::CreateRenderPass()
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void VkRenderPassSetup::CreateRenderPass()
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{
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{
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RenderPassBuilder builder;
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RenderPassBuilder builder;
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builder.addRgba16fAttachment(true, VK_IMAGE_LAYOUT_GENERAL);
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builder.addRgba16fAttachment(false, VK_IMAGE_LAYOUT_GENERAL);
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builder.addSubpass();
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builder.addSubpass();
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builder.addSubpassColorAttachmentRef(0, VK_IMAGE_LAYOUT_GENERAL);
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builder.addSubpassColorAttachmentRef(0, VK_IMAGE_LAYOUT_GENERAL);
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builder.addExternalSubpassDependency();
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builder.addExternalSubpassDependency();
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RenderPass = builder.create(GetVulkanFrameBuffer()->device);
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RenderPass = builder.create(GetVulkanFrameBuffer()->device);
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}
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}
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void VkRenderPassSetup::CreatePipeline()
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void VkRenderPassSetup::CreatePipeline(const VkRenderPassKey &key)
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{
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{
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auto fb = GetVulkanFrameBuffer();
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auto fb = GetVulkanFrameBuffer();
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GraphicsPipelineBuilder builder;
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GraphicsPipelineBuilder builder;
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@ -169,7 +175,35 @@ void VkRenderPassSetup::CreatePipeline()
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builder.setViewport(0.0f, 0.0f, (float)SCREENWIDTH, (float)SCREENHEIGHT);
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builder.setViewport(0.0f, 0.0f, (float)SCREENWIDTH, (float)SCREENHEIGHT);
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builder.setScissor(0, 0, SCREENWIDTH, SCREENHEIGHT);
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builder.setScissor(0, 0, SCREENWIDTH, SCREENHEIGHT);
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builder.setAlphaBlendMode();
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static const int blendstyles[] = {
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VK_BLEND_FACTOR_ZERO,
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VK_BLEND_FACTOR_ONE,
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VK_BLEND_FACTOR_SRC_ALPHA,
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VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA,
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VK_BLEND_FACTOR_SRC_COLOR,
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VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR,
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VK_BLEND_FACTOR_DST_COLOR,
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VK_BLEND_FACTOR_ONE_MINUS_DST_COLOR,
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};
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static const int renderops[] = {
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0, VK_BLEND_OP_ADD, VK_BLEND_OP_SUBTRACT, VK_BLEND_OP_REVERSE_SUBTRACT, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1
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};
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int srcblend = blendstyles[key.RenderStyle.SrcAlpha%STYLEALPHA_MAX];
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int dstblend = blendstyles[key.RenderStyle.DestAlpha%STYLEALPHA_MAX];
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int blendequation = renderops[key.RenderStyle.BlendOp & 15];
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if (blendequation == -1) // This was a fuzz style.
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{
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srcblend = VK_BLEND_FACTOR_DST_COLOR;
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dstblend = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
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blendequation = VK_BLEND_OP_ADD;
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}
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builder.setBlendMode((VkBlendOp)blendequation, (VkBlendFactor)srcblend, (VkBlendFactor)dstblend);
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builder.setLayout(fb->GetRenderPassManager()->PipelineLayout.get());
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builder.setLayout(fb->GetRenderPassManager()->PipelineLayout.get());
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builder.setRenderPass(RenderPass.get());
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builder.setRenderPass(RenderPass.get());
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Pipeline = builder.create(fb->device);
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Pipeline = builder.create(fb->device);
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@ -2,20 +2,33 @@
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#pragma once
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#pragma once
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#include "vulkan/system/vk_objects.h"
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#include "vulkan/system/vk_objects.h"
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#include "r_data/renderstyle.h"
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#include <map>
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class VKDataBuffer;
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class VKDataBuffer;
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class VkRenderPassKey
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{
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public:
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FRenderStyle RenderStyle;
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bool operator<(const VkRenderPassKey &other) const
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{
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return RenderStyle.AsDWORD < other.RenderStyle.AsDWORD;
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}
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};
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class VkRenderPassSetup
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class VkRenderPassSetup
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{
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{
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public:
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public:
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VkRenderPassSetup();
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VkRenderPassSetup(const VkRenderPassKey &key);
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std::unique_ptr<VulkanRenderPass> RenderPass;
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std::unique_ptr<VulkanRenderPass> RenderPass;
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std::unique_ptr<VulkanPipeline> Pipeline;
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std::unique_ptr<VulkanPipeline> Pipeline;
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std::unique_ptr<VulkanFramebuffer> Framebuffer;
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std::unique_ptr<VulkanFramebuffer> Framebuffer;
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private:
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private:
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void CreatePipeline();
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void CreatePipeline(const VkRenderPassKey &key);
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void CreateRenderPass();
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void CreateRenderPass();
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void CreateFramebuffer();
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void CreateFramebuffer();
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};
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};
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@ -26,12 +39,13 @@ public:
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VkRenderPassManager();
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VkRenderPassManager();
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void BeginFrame();
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void BeginFrame();
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VkRenderPassSetup *GetRenderPass(const VkRenderPassKey &key);
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std::unique_ptr<VulkanDescriptorSetLayout> DynamicSetLayout;
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std::unique_ptr<VulkanDescriptorSetLayout> DynamicSetLayout;
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std::unique_ptr<VulkanDescriptorSetLayout> TextureSetLayout;
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std::unique_ptr<VulkanDescriptorSetLayout> TextureSetLayout;
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std::unique_ptr<VulkanPipelineLayout> PipelineLayout;
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std::unique_ptr<VulkanPipelineLayout> PipelineLayout;
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std::unique_ptr<VulkanDescriptorPool> DescriptorPool;
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std::unique_ptr<VulkanDescriptorPool> DescriptorPool;
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std::unique_ptr<VkRenderPassSetup> RenderPassSetup;
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std::map<VkRenderPassKey, std::unique_ptr<VkRenderPassSetup>> RenderPassSetup;
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std::unique_ptr<VulkanImage> SceneColor;
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std::unique_ptr<VulkanImage> SceneColor;
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std::unique_ptr<VulkanImage> SceneDepthStencil;
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std::unique_ptr<VulkanImage> SceneDepthStencil;
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@ -144,9 +144,14 @@ void VkRenderState::Apply(int dt)
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{
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{
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auto fb = GetVulkanFrameBuffer();
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auto fb = GetVulkanFrameBuffer();
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auto passManager = fb->GetRenderPassManager();
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auto passManager = fb->GetRenderPassManager();
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auto passSetup = passManager->RenderPassSetup.get();
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bool changingRenderPass = false; // To do: decide if the state matches current bound renderpass
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// Find a render pass that matches our state
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VkRenderPassKey passKey;
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passKey.RenderStyle = mRenderStyle;
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VkRenderPassSetup *passSetup = passManager->GetRenderPass(passKey);
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// Is this the one we already have or do we need to change render pass?
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bool changingRenderPass = (passSetup != mRenderPassSetup);
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if (!mCommandBuffer)
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if (!mCommandBuffer)
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{
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{
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@ -166,10 +171,9 @@ void VkRenderState::Apply(int dt)
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beginInfo.setRenderPass(passSetup->RenderPass.get());
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beginInfo.setRenderPass(passSetup->RenderPass.get());
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beginInfo.setRenderArea(0, 0, SCREENWIDTH, SCREENHEIGHT);
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beginInfo.setRenderArea(0, 0, SCREENWIDTH, SCREENHEIGHT);
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beginInfo.setFramebuffer(passSetup->Framebuffer.get());
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beginInfo.setFramebuffer(passSetup->Framebuffer.get());
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beginInfo.addClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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beginInfo.addClearDepthStencil(1.0f, 0);
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mCommandBuffer->beginRenderPass(beginInfo);
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mCommandBuffer->beginRenderPass(beginInfo);
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mCommandBuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, passSetup->Pipeline.get());
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mCommandBuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, passSetup->Pipeline.get());
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mRenderPassSetup = passSetup;
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}
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}
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if (mScissorChanged)
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if (mScissorChanged)
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@ -382,6 +386,7 @@ void VkRenderState::EndRenderPass()
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{
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{
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mCommandBuffer->endRenderPass();
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mCommandBuffer->endRenderPass();
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mCommandBuffer = nullptr;
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mCommandBuffer = nullptr;
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mRenderPassSetup = nullptr;
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// To do: move this elsewhere or rename this function to make it clear this can only happen at the end of a frame
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// To do: move this elsewhere or rename this function to make it clear this can only happen at the end of a frame
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mMatricesOffset = 0;
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mMatricesOffset = 0;
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@ -10,6 +10,8 @@
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#include "hwrenderer/scene/hw_renderstate.h"
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#include "hwrenderer/scene/hw_renderstate.h"
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#include "hwrenderer/textures/hw_material.h"
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#include "hwrenderer/textures/hw_material.h"
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class VkRenderPassSetup;
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class VkRenderState : public FRenderState
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class VkRenderState : public FRenderState
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{
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{
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public:
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public:
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@ -47,6 +49,7 @@ private:
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bool mLastDepthClamp = true;
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bool mLastDepthClamp = true;
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VulkanCommandBuffer *mCommandBuffer = nullptr;
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VulkanCommandBuffer *mCommandBuffer = nullptr;
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VkRenderPassSetup *mRenderPassSetup = nullptr;
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bool mDescriptorsChanged = true;
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bool mDescriptorsChanged = true;
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int mScissorX = 0, mScissorY = 0, mScissorWidth = -1, mScissorHeight = -1;
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int mScissorX = 0, mScissorY = 0, mScissorWidth = -1, mScissorHeight = -1;
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@ -189,6 +189,7 @@ public:
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void setAdditiveBlendMode();
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void setAdditiveBlendMode();
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void setAlphaBlendMode();
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void setAlphaBlendMode();
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void setBlendMode(VkBlendOp op, VkBlendFactor src, VkBlendFactor dst);
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void setSubpassColorAttachmentCount(int count);
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void setSubpassColorAttachmentCount(int count);
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void addVertexShader(VulkanShader *shader);
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void addVertexShader(VulkanShader *shader);
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@ -786,6 +787,17 @@ inline void GraphicsPipelineBuilder::setAlphaBlendMode()
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colorBlendAttachment.alphaBlendOp = VK_BLEND_OP_ADD;
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colorBlendAttachment.alphaBlendOp = VK_BLEND_OP_ADD;
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}
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}
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inline void GraphicsPipelineBuilder::setBlendMode(VkBlendOp op, VkBlendFactor src, VkBlendFactor dst)
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{
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colorBlendAttachment.blendEnable = VK_TRUE;
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colorBlendAttachment.srcColorBlendFactor = src;
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colorBlendAttachment.dstColorBlendFactor = dst;
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colorBlendAttachment.colorBlendOp = op;
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colorBlendAttachment.srcAlphaBlendFactor = src;
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colorBlendAttachment.dstAlphaBlendFactor = dst;
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colorBlendAttachment.alphaBlendOp = op;
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}
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inline void GraphicsPipelineBuilder::setSubpassColorAttachmentCount(int count)
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inline void GraphicsPipelineBuilder::setSubpassColorAttachmentCount(int count)
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{
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{
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colorBlendAttachments.resize(count, colorBlendAttachment);
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colorBlendAttachments.resize(count, colorBlendAttachment);
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