Merge branch 'vulkan2' of https://github.com/coelckers/gzdoom into vulkan2

This commit is contained in:
Rachael Alexanderson 2019-04-07 21:49:59 -04:00
commit c6a308c73d
11 changed files with 258 additions and 320 deletions

View file

@ -1068,7 +1068,6 @@ set (PCH_SOURCES
rendering/gl/renderer/gl_scene.cpp
rendering/gl/shaders/gl_shader.cpp
rendering/gl/shaders/gl_shaderprogram.cpp
rendering/gl/shaders/gl_postprocessshader.cpp
rendering/gl_load/gl_interface.cpp
rendering/gl/system/gl_framebuffer.cpp
rendering/gl/system/gl_debug.cpp

View file

@ -43,7 +43,6 @@
#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
#include "hwrenderer/utility/hw_vrmodes.h"
#include "hwrenderer/data/flatvertices.h"
#include "gl/shaders/gl_postprocessshaderinstance.h"
#include "gl/textures/gl_hwtexture.h"
#include "r_videoscale.h"
@ -70,7 +69,7 @@ void FGLRenderer::PostProcessScene(int fixedcm, const std::function<void()> &aft
GLPPRenderState renderstate(mBuffers);
hw_postprocess.exposure.Render(&renderstate, sceneWidth, sceneHeight);
mCustomPostProcessShaders->Run("beforebloom");
hw_postprocess.customShaders.Run(&renderstate, "beforebloom");
hw_postprocess.bloom.RenderBloom(&renderstate, sceneWidth, sceneHeight, fixedcm);
mBuffers->BindCurrentFB();
@ -80,7 +79,7 @@ void FGLRenderer::PostProcessScene(int fixedcm, const std::function<void()> &aft
hw_postprocess.colormap.Render(&renderstate, fixedcm);
hw_postprocess.lens.Render(&renderstate);
hw_postprocess.fxaa.Render(&renderstate);
mCustomPostProcessShaders->Run("scene");
hw_postprocess.customShaders.Run(&renderstate, "scene");
}
//-----------------------------------------------------------------------------
@ -164,7 +163,8 @@ void FGLRenderer::CopyToBackbuffer(const IntRect *bounds, bool applyGamma)
screen->Draw2D(); // draw all pending 2D stuff before copying the buffer
screen->Clear2D();
mCustomPostProcessShaders->Run("screen");
GLPPRenderState renderstate(mBuffers);
hw_postprocess.customShaders.Run(&renderstate, "screen");
FGLDebug::PushGroup("CopyToBackbuffer");
FGLPostProcessState savedState;

View file

@ -52,7 +52,6 @@
#include "hwrenderer/data/flatvertices.h"
#include "hwrenderer/scene/hw_skydome.h"
#include "hwrenderer/scene/hw_fakeflat.h"
#include "gl/shaders/gl_postprocessshaderinstance.h"
#include "gl/textures/gl_samplers.h"
#include "hwrenderer/dynlights/hw_lightbuffer.h"
#include "hwrenderer/data/hw_viewpointbuffer.h"
@ -97,7 +96,6 @@ void FGLRenderer::Initialize(int width, int height)
mPresent3dColumnShader = new FPresent3DColumnShader();
mPresent3dRowShader = new FPresent3DRowShader();
mShadowMapShader = new FShadowMapShader();
mCustomPostProcessShaders = new FCustomPostProcessShaders();
// needed for the core profile, because someone decided it was a good idea to remove the default VAO.
glGenQueries(1, &PortalQueryObject);
@ -135,7 +133,6 @@ FGLRenderer::~FGLRenderer()
if (mPresent3dColumnShader) delete mPresent3dColumnShader;
if (mPresent3dRowShader) delete mPresent3dRowShader;
if (mShadowMapShader) delete mShadowMapShader;
delete mCustomPostProcessShaders;
}
//===========================================================================

View file

@ -33,7 +33,6 @@ struct FRenderViewpoint;
namespace OpenGLRenderer
{
class FSamplerManager;
class FCustomPostProcessShaders;
class OpenGLFrameBuffer;
class FPresentShaderBase;
class FPresentShader;
@ -66,7 +65,6 @@ public:
FPresent3DColumnShader *mPresent3dColumnShader = nullptr;
FPresent3DRowShader *mPresent3dRowShader = nullptr;
FShadowMapShader *mShadowMapShader = nullptr;
FCustomPostProcessShaders *mCustomPostProcessShaders = nullptr;
//FRotator mAngles;

View file

@ -1,250 +0,0 @@
//
//---------------------------------------------------------------------------
//
// Copyright(C) 2017 Magnus Norddahl
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
#include "gl_load/gl_system.h"
#include "v_video.h"
#include "w_wad.h"
#include "gl_load/gl_interface.h"
#include "gl/system/gl_debug.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_postprocessstate.h"
#include "gl/renderer/gl_renderbuffers.h"
#include "hwrenderer/postprocessing/hw_postprocessshader.h"
#include "gl/shaders/gl_postprocessshaderinstance.h"
#include "textures/bitmap.h"
CVAR(Bool, gl_custompost, true, 0)
namespace OpenGLRenderer
{
FCustomPostProcessShaders::FCustomPostProcessShaders()
{
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
{
mShaders.push_back(std::unique_ptr<PostProcessShaderInstance>(new PostProcessShaderInstance(&PostProcessShaders[i])));
}
}
FCustomPostProcessShaders::~FCustomPostProcessShaders()
{
}
void FCustomPostProcessShaders::Run(FString target)
{
if (!gl_custompost)
return;
for (auto &shader : mShaders)
{
if (shader->Desc->Target == target)
{
shader->Run();
}
}
}
/////////////////////////////////////////////////////////////////////////////
PostProcessShaderInstance::~PostProcessShaderInstance()
{
for (const auto &it : mTextureHandles)
glDeleteTextures(1, (GLuint*)&it.second);
}
void PostProcessShaderInstance::Run()
{
if (!IsShaderSupported())
return;
CompileShader();
if (!Desc->Enabled)
return;
FGLDebug::PushGroup(Desc->ShaderLumpName.GetChars());
FGLPostProcessState savedState;
savedState.SaveTextureBindings(1 + Desc->Textures.CountUsed());
GLRenderer->mBuffers->BindNextFB();
GLRenderer->mBuffers->BindCurrentTexture(0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
mProgram.Bind();
UpdateUniforms();
BindTextures();
GLRenderer->RenderScreenQuad();
glActiveTexture(GL_TEXTURE0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
GLRenderer->mBuffers->NextTexture();
FGLDebug::PopGroup();
}
bool PostProcessShaderInstance::IsShaderSupported()
{
int activeShaderVersion = (int)round(gl.glslversion * 10) * 10;
return activeShaderVersion >= Desc->ShaderVersion;
}
void PostProcessShaderInstance::CompileShader()
{
if (mProgram.Handle())
return;
// Get the custom shader
const char *lumpName = Desc->ShaderLumpName.GetChars();
int lump = Wads.CheckNumForFullName(lumpName);
if (lump == -1) I_FatalError("Unable to load '%s'", lumpName);
FString code = Wads.ReadLump(lump).GetString().GetChars();
// Build an uniform block to use be used as input
// (this is technically not an uniform block, but it could be changed into that for Vulkan GLSL support)
FString uniformBlock;
TMap<FString, PostProcessUniformValue>::Iterator it(Desc->Uniforms);
TMap<FString, PostProcessUniformValue>::Pair *pair;
while (it.NextPair(pair))
{
FString type;
FString name = pair->Key;
switch (pair->Value.Type)
{
case PostProcessUniformType::Float: type = "float"; break;
case PostProcessUniformType::Int: type = "int"; break;
case PostProcessUniformType::Vec2: type = "vec2"; break;
case PostProcessUniformType::Vec3: type = "vec3"; break;
default: break;
}
if (!type.IsEmpty())
uniformBlock.AppendFormat("uniform %s %s;\n", type.GetChars(), name.GetChars());
}
// Build the input textures
FString uniformTextures;
uniformTextures += "uniform sampler2D InputTexture;\n";
TMap<FString, FString>::Iterator itTextures(Desc->Textures);
TMap<FString, FString>::Pair *pairTextures;
while (itTextures.NextPair(pairTextures))
{
uniformTextures.AppendFormat("uniform sampler2D %s;\n", pairTextures->Key.GetChars());
}
// Setup pipeline
FString pipelineInOut;
pipelineInOut += "in vec2 TexCoord;\n";
pipelineInOut += "out vec4 FragColor;\n";
FString prolog;
prolog += uniformBlock;
prolog += uniformTextures;
prolog += pipelineInOut;
mProgram.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", Desc->ShaderVersion);
mProgram.Compile(FShaderProgram::Fragment, lumpName, code, prolog.GetChars(), Desc->ShaderVersion);
mProgram.Link(Desc->ShaderLumpName.GetChars());
mInputTexture.Init(mProgram.Handle(), "InputTexture");
}
void PostProcessShaderInstance::UpdateUniforms()
{
TMap<FString, PostProcessUniformValue>::Iterator it(Desc->Uniforms);
TMap<FString, PostProcessUniformValue>::Pair *pair;
while (it.NextPair(pair))
{
int location = glGetUniformLocation(mProgram.Handle(), pair->Key.GetChars());
if (location != -1)
{
switch (pair->Value.Type)
{
case PostProcessUniformType::Float:
glUniform1f(location, (float)pair->Value.Values[0]);
break;
case PostProcessUniformType::Int:
glUniform1i(location, (int)pair->Value.Values[0]);
break;
case PostProcessUniformType::Vec2:
glUniform2f(location, (float)pair->Value.Values[0], (float)pair->Value.Values[1]);
break;
case PostProcessUniformType::Vec3:
glUniform3f(location, (float)pair->Value.Values[0], (float)pair->Value.Values[1], (float)pair->Value.Values[2]);
break;
default:
break;
}
}
}
}
void PostProcessShaderInstance::BindTextures()
{
int textureUnit = 1;
TMap<FString, FString>::Iterator it(Desc->Textures);
TMap<FString, FString>::Pair *pair;
while (it.NextPair(pair))
{
int location = glGetUniformLocation(mProgram.Handle(), pair->Key.GetChars());
if (location == -1)
continue;
FString name = pair->Value;
FTexture *tex = TexMan.GetTexture(TexMan.CheckForTexture(name, ETextureType::Any), true);
if (tex && tex->isValid())
{
glUniform1i(location, textureUnit);
glActiveTexture(GL_TEXTURE0 + textureUnit);
auto it = mTextureHandles.find(tex);
if (it == mTextureHandles.end())
{
// Why does this completely circumvent the normal way of handling textures?
// This absolutely needs fixing because it will also circumvent any potential caching system that may get implemented.
auto buffer = tex->CreateTexBuffer(0);
GLuint handle = 0;
glGenTextures(1, &handle);
glBindTexture(GL_TEXTURE_2D, handle);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, buffer.mWidth, buffer.mHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, buffer.mBuffer);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
mTextureHandles[tex] = handle;
}
else
{
glBindTexture(GL_TEXTURE_2D, it->second);
}
textureUnit++;
}
}
}
}

View file

@ -1,49 +0,0 @@
#pragma once
#include "gl_shaderprogram.h"
#include <map>
struct PostProcessShader;
namespace OpenGLRenderer
{
class PostProcessShaderInstance
{
public:
PostProcessShaderInstance(PostProcessShader *desc) : Desc(desc) { }
~PostProcessShaderInstance();
void Run();
PostProcessShader *Desc;
private:
bool IsShaderSupported();
void CompileShader();
void UpdateUniforms();
void BindTextures();
FShaderProgram mProgram;
FUniform1i mInputTexture;
std::map<FTexture*, int> mTextureHandles;
};
class FCustomPostProcessShaders
{
public:
FCustomPostProcessShaders();
~FCustomPostProcessShaders();
void Run(FString target);
private:
std::vector<std::unique_ptr<PostProcessShaderInstance>> mShaders;
FCustomPostProcessShaders(const FCustomPostProcessShaders &) = delete;
FCustomPostProcessShaders &operator=(const FCustomPostProcessShaders &) = delete;
};
}

View file

@ -91,7 +91,7 @@ void FShaderProgram::CreateShader(ShaderType type)
void FShaderProgram::Compile(ShaderType type, const char *lumpName, const char *defines, int maxGlslVersion)
{
int lump = Wads.CheckNumForFullName(lumpName, 0);
int lump = Wads.CheckNumForFullName(lumpName);
if (lump == -1) I_FatalError("Unable to load '%s'", lumpName);
FString code = Wads.ReadLump(lump).GetString().GetChars();
Compile(type, lumpName, code, defines, maxGlslVersion);

View file

@ -3,6 +3,7 @@
#include "hw_postprocess.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
#include "hwrenderer/postprocessing/hw_postprocessshader.h"
#include <random>
Postprocess hw_postprocess;
@ -443,7 +444,10 @@ void PPCameraExposure::Render(PPRenderState *renderstate, int sceneWidth, int sc
void PPCameraExposure::UpdateTextures(int width, int height)
{
if (ExposureLevels.size() > 0 && ExposureLevels[0].Viewport.width == width && ExposureLevels[0].Viewport.height == height)
int firstwidth = MAX(width / 2, 1);
int firstheight = MAX(height / 2, 1);
if (ExposureLevels.size() > 0 && ExposureLevels[0].Viewport.width == firstwidth && ExposureLevels[0].Viewport.height == firstheight)
{
return;
}
@ -802,3 +806,203 @@ void PPShadowMap::Update(PPRenderState *renderstate)
renderstate->SetNoBlend();
renderstate->Draw();
}
/////////////////////////////////////////////////////////////////////////////
CVAR(Bool, gl_custompost, true, 0)
void PPCustomShaders::Run(PPRenderState *renderstate, FString target)
{
if (!gl_custompost)
return;
CreateShaders();
for (auto &shader : mShaders)
{
if (shader->Desc->Target == target && shader->Desc->Enabled)
{
shader->Run(renderstate);
}
}
}
void PPCustomShaders::CreateShaders()
{
if (mShaders.size() == PostProcessShaders.Size())
return;
mShaders.clear();
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
{
mShaders.push_back(std::make_unique<PPCustomShaderInstance>(&PostProcessShaders[i]));
}
}
/////////////////////////////////////////////////////////////////////////////
PPCustomShaderInstance::PPCustomShaderInstance(PostProcessShader *desc) : Desc(desc)
{
// Build an uniform block to be used as input
TMap<FString, PostProcessUniformValue>::Iterator it(Desc->Uniforms);
TMap<FString, PostProcessUniformValue>::Pair *pair;
size_t offset = 0;
while (it.NextPair(pair))
{
FString type;
FString name = pair->Key;
switch (pair->Value.Type)
{
case PostProcessUniformType::Float: AddUniformField(offset, name, UniformType::Float, sizeof(float)); break;
case PostProcessUniformType::Int: AddUniformField(offset, name, UniformType::Int, sizeof(int)); break;
case PostProcessUniformType::Vec2: AddUniformField(offset, name, UniformType::Vec2, sizeof(float) * 2); break;
case PostProcessUniformType::Vec3: AddUniformField(offset, name, UniformType::Vec3, sizeof(float) * 3); break;
default: break;
}
}
UniformStructSize = ((int)offset + 15) / 16 * 16;
// Build the input textures
FString uniformTextures;
uniformTextures += "layout(binding=0) uniform sampler2D InputTexture;\n";
TMap<FString, FString>::Iterator itTextures(Desc->Textures);
TMap<FString, FString>::Pair *pairTextures;
int binding = 1;
while (itTextures.NextPair(pairTextures))
{
uniformTextures.AppendFormat("layout(binding=%d) uniform sampler2D %s;\n", binding++, pairTextures->Key.GetChars());
}
// Setup pipeline
FString pipelineInOut;
pipelineInOut += "layout(location=0) in vec2 TexCoord;\n";
pipelineInOut += "layout(location=0) out vec4 FragColor;\n";
FString prolog;
prolog += uniformTextures;
prolog += pipelineInOut;
Shader = PPShader(Desc->ShaderLumpName, prolog, Fields);
}
void PPCustomShaderInstance::Run(PPRenderState *renderstate)
{
renderstate->Clear();
renderstate->Shader = &Shader;
renderstate->Viewport = screen->mScreenViewport;
renderstate->SetNoBlend();
renderstate->SetOutputNext();
//renderstate->SetDebugName(Desc->ShaderLumpName.GetChars());
SetTextures(renderstate);
SetUniforms(renderstate);
renderstate->Draw();
}
void PPCustomShaderInstance::SetTextures(PPRenderState *renderstate)
{
renderstate->SetInputCurrent(0, PPFilterMode::Linear);
int textureIndex = 1;
TMap<FString, FString>::Iterator it(Desc->Textures);
TMap<FString, FString>::Pair *pair;
while (it.NextPair(pair))
{
FString name = pair->Value;
FTexture *tex = TexMan.GetTexture(TexMan.CheckForTexture(name, ETextureType::Any), true);
if (tex && tex->isValid())
{
// Why does this completely circumvent the normal way of handling textures?
// This absolutely needs fixing because it will also circumvent any potential caching system that may get implemented.
//
// To do: fix the above problem by adding PPRenderState::SetInput(FTexture *tex)
auto &pptex = Textures[tex];
if (!pptex)
{
auto buffer = tex->CreateTexBuffer(0);
std::shared_ptr<void> data(new uint32_t[buffer.mWidth * buffer.mHeight], [](void *p) { delete[](uint32_t*)p; });
int count = buffer.mWidth * buffer.mHeight;
uint8_t *pixels = (uint8_t *)data.get();
for (int i = 0; i < count; i++)
{
int pos = i << 2;
pixels[pos] = buffer.mBuffer[pos + 2];
pixels[pos + 1] = buffer.mBuffer[pos + 1];
pixels[pos + 2] = buffer.mBuffer[pos];
pixels[pos + 3] = buffer.mBuffer[pos + 3];
}
pptex = std::make_unique<PPTexture>(buffer.mWidth, buffer.mHeight, PixelFormat::Rgba8, data);
}
renderstate->SetInputTexture(textureIndex, pptex.get(), PPFilterMode::Linear);
textureIndex++;
}
}
}
void PPCustomShaderInstance::SetUniforms(PPRenderState *renderstate)
{
TArray<uint8_t> uniforms;
uniforms.Resize(UniformStructSize);
TMap<FString, PostProcessUniformValue>::Iterator it(Desc->Uniforms);
TMap<FString, PostProcessUniformValue>::Pair *pair;
while (it.NextPair(pair))
{
auto it2 = FieldOffset.find(pair->Key);
if (it2 != FieldOffset.end())
{
uint8_t *dst = &uniforms[it2->second];
float fValues[4];
int iValues[4];
switch (pair->Value.Type)
{
case PostProcessUniformType::Float:
fValues[0] = (float)pair->Value.Values[0];
memcpy(dst, fValues, sizeof(float));
break;
case PostProcessUniformType::Int:
iValues[0] = (int)pair->Value.Values[0];
memcpy(dst, iValues, sizeof(int));
break;
case PostProcessUniformType::Vec2:
fValues[0] = (float)pair->Value.Values[0];
fValues[1] = (float)pair->Value.Values[1];
memcpy(dst, fValues, sizeof(float) * 2);
break;
case PostProcessUniformType::Vec3:
fValues[0] = (float)pair->Value.Values[0];
fValues[1] = (float)pair->Value.Values[1];
fValues[2] = (float)pair->Value.Values[2];
memcpy(dst, fValues, sizeof(float) * 3);
break;
default:
break;
}
}
}
renderstate->Uniforms.Data = uniforms;
}
void PPCustomShaderInstance::AddUniformField(size_t &offset, const FString &name, UniformType type, size_t fieldsize)
{
size_t alignment = fieldsize;
offset = (offset + alignment - 1) / alignment * alignment;
FieldOffset[name] = offset;
auto name2 = std::make_unique<FString>(name);
FieldNames.push_back(std::move(name2));
Fields.push_back({ name2->GetChars(), type, offset });
offset += fieldsize;
}

View file

@ -2,6 +2,9 @@
#include "hwrenderer/data/shaderuniforms.h"
#include <memory>
#include <map>
struct PostProcessShader;
typedef FRenderStyle PPBlendMode;
typedef IntRect PPViewport;
@ -292,7 +295,7 @@ public:
class PPShader : public PPResource
{
public:
PPShader() { }
PPShader() = default;
PPShader(const FString &fragment, const FString &defines, const std::vector<UniformFieldDesc> &uniforms, int version = 330) : FragmentShader(fragment), Defines(defines), Uniforms(uniforms), Version(version) { }
void ResetBackend() override { Backend.reset(); }
@ -777,6 +780,40 @@ private:
PPShader ShadowMap = { "shaders/glsl/shadowmap.fp", "", ShadowMapUniforms::Desc() };
};
class PPCustomShaderInstance
{
public:
PPCustomShaderInstance(PostProcessShader *desc);
void Run(PPRenderState *renderstate);
PostProcessShader *Desc = nullptr;
private:
void CreateShaders();
void AddUniformField(size_t &offset, const FString &name, UniformType type, size_t fieldsize);
void SetTextures(PPRenderState *renderstate);
void SetUniforms(PPRenderState *renderstate);
PPShader Shader;
int UniformStructSize = 0;
std::vector<UniformFieldDesc> Fields;
std::vector<std::unique_ptr<FString>> FieldNames;
std::map<FTexture*, std::unique_ptr<PPTexture>> Textures;
std::map<FString, size_t> FieldOffset;
};
class PPCustomShaders
{
public:
void Run(PPRenderState *renderstate, FString target);
private:
void CreateShaders();
std::vector<std::unique_ptr<PPCustomShaderInstance>> mShaders;
};
/////////////////////////////////////////////////////////////////////////////
class Postprocess
@ -791,6 +828,7 @@ public:
PPAmbientOcclusion ssao;
PPPresent present;
PPShadowMap shadowmap;
PPCustomShaders customShaders;
};
extern Postprocess hw_postprocess;

View file

@ -46,7 +46,7 @@ void VkPostprocess::PostProcessScene(int fixedcm, const std::function<void()> &a
VkPPRenderState renderstate;
hw_postprocess.exposure.Render(&renderstate, sceneWidth, sceneHeight);
//mCustomPostProcessShaders->Run("beforebloom");
hw_postprocess.customShaders.Run(&renderstate, "beforebloom");
hw_postprocess.bloom.RenderBloom(&renderstate, sceneWidth, sceneHeight, fixedcm);
SetActiveRenderTarget();
@ -56,7 +56,7 @@ void VkPostprocess::PostProcessScene(int fixedcm, const std::function<void()> &a
hw_postprocess.colormap.Render(&renderstate, fixedcm);
hw_postprocess.lens.Render(&renderstate);
hw_postprocess.fxaa.Render(&renderstate);
//mCustomPostProcessShaders->Run("scene");
hw_postprocess.customShaders.Run(&renderstate, "scene");
}
void VkPostprocess::BlitSceneToPostprocess()
@ -175,6 +175,9 @@ void VkPostprocess::DrawPresentTexture(const IntRect &box, bool applyGamma, bool
{
auto fb = GetVulkanFrameBuffer();
VkPPRenderState renderstate;
hw_postprocess.customShaders.Run(&renderstate, "screen");
PresentUniforms uniforms;
if (!applyGamma /*|| framebuffer->IsHWGammaActive()*/)
{
@ -200,7 +203,7 @@ void VkPostprocess::DrawPresentTexture(const IntRect &box, bool applyGamma, bool
uniforms.InvGamma *= 2.2f;
}
VkPPRenderState renderstate;
renderstate.Clear();
renderstate.Shader = &hw_postprocess.present.Present;
renderstate.Uniforms.Set(uniforms);
renderstate.Viewport = box;
@ -266,8 +269,6 @@ void VkPostprocess::UpdateShadowMap()
void VkPostprocess::BeginFrame()
{
mFrameDescriptorSets.clear();
if (!mDescriptorPool)
{
DescriptorPoolBuilder builder;
@ -533,8 +534,9 @@ VulkanDescriptorSet *VkPPRenderState::GetInput(VkPPRenderPassSetup *passSetup, c
write.updateSets(fb->device);
imageTransition.execute(fb->GetDrawCommands());
pp->mFrameDescriptorSets.push_back(std::move(descriptors));
return pp->mFrameDescriptorSets.back().get();
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)

View file

@ -78,7 +78,6 @@ private:
std::array<std::unique_ptr<VulkanSampler>, 16> mSamplers;
std::map<VkPPRenderPassKey, std::unique_ptr<VkPPRenderPassSetup>> mRenderPassSetup;
std::unique_ptr<VulkanDescriptorPool> mDescriptorPool;
std::vector<std::unique_ptr<VulkanDescriptorSet>> mFrameDescriptorSets;
int mCurrentPipelineImage = 0;
friend class VkPPRenderState;