- use one render pass for the entire scene or until postprocess or command buffer flushing forces it to end

This commit is contained in:
Magnus Norddahl 2019-05-18 08:12:46 +02:00 committed by Rachael Alexanderson
parent 0fc367a9bf
commit d4b99db4e5
4 changed files with 59 additions and 84 deletions

View file

@ -200,12 +200,11 @@ std::unique_ptr<VulkanDescriptorSet> VkRenderPassManager::AllocateTextureDescrip
/////////////////////////////////////////////////////////////////////////////
VkRenderPassSetup::VkRenderPassSetup(const VkRenderPassKey &key)
VkRenderPassSetup::VkRenderPassSetup(const VkRenderPassKey &key) : PassKey(key)
{
CreateRenderPass(key);
}
void VkRenderPassSetup::CreateRenderPass(const VkRenderPassKey &key)
std::unique_ptr<VulkanRenderPass> VkRenderPassSetup::CreateRenderPass(int clearTargets)
{
auto buffers = GetVulkanFrameBuffer()->GetBuffers();
@ -214,31 +213,31 @@ void VkRenderPassSetup::CreateRenderPass(const VkRenderPassKey &key)
RenderPassBuilder builder;
builder.addAttachment(
key.DrawBufferFormat, (VkSampleCountFlagBits)key.Samples,
(key.ClearTargets & CT_Color) ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
PassKey.DrawBufferFormat, (VkSampleCountFlagBits)PassKey.Samples,
(clearTargets & CT_Color) ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
for (int i = 1; i < key.DrawBuffers; i++)
for (int i = 1; i < PassKey.DrawBuffers; i++)
{
builder.addAttachment(
drawBufferFormats[i], buffers->GetSceneSamples(),
(key.ClearTargets & CT_Color) ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
(clearTargets & CT_Color) ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
}
if (key.UsesDepthStencil())
if (PassKey.DepthStencil)
{
builder.addDepthStencilAttachment(
buffers->SceneDepthStencilFormat, key.DrawBufferFormat == VK_FORMAT_R8G8B8A8_UNORM ? VK_SAMPLE_COUNT_1_BIT : buffers->GetSceneSamples(),
(key.ClearTargets & CT_Depth) ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
(key.ClearTargets & CT_Stencil) ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
buffers->SceneDepthStencilFormat, PassKey.DrawBufferFormat == VK_FORMAT_R8G8B8A8_UNORM ? VK_SAMPLE_COUNT_1_BIT : buffers->GetSceneSamples(),
(clearTargets & CT_Depth) ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
(clearTargets & CT_Stencil) ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
}
builder.addSubpass();
for (int i = 0; i < key.DrawBuffers; i++)
for (int i = 0; i < PassKey.DrawBuffers; i++)
builder.addSubpassColorAttachmentRef(i, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
if (key.UsesDepthStencil())
if (PassKey.DepthStencil)
{
builder.addSubpassDepthStencilAttachmentRef(key.DrawBuffers, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
builder.addSubpassDepthStencilAttachmentRef(PassKey.DrawBuffers, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
builder.addExternalSubpassDependency(
VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
@ -253,8 +252,16 @@ void VkRenderPassSetup::CreateRenderPass(const VkRenderPassKey &key)
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT);
}
RenderPass = builder.create(GetVulkanFrameBuffer()->device);
RenderPass->SetDebugName("VkRenderPassSetup.RenderPass");
auto renderpass = builder.create(GetVulkanFrameBuffer()->device);
renderpass->SetDebugName("VkRenderPassSetup.RenderPass");
return renderpass;
}
VulkanRenderPass *VkRenderPassSetup::GetRenderPass(int clearTargets)
{
if (!RenderPasses[clearTargets])
RenderPasses[clearTargets] = CreateRenderPass(clearTargets);
return RenderPasses[clearTargets].get();
}
VulkanPipeline *VkRenderPassSetup::GetPipeline(const VkPipelineKey &key)
@ -273,11 +280,11 @@ std::unique_ptr<VulkanPipeline> VkRenderPassSetup::CreatePipeline(const VkPipeli
VkShaderProgram *program;
if (key.SpecialEffect != EFF_NONE)
{
program = fb->GetShaderManager()->GetEffect(key.SpecialEffect, key.DrawBuffers > 1 ? GBUFFER_PASS : NORMAL_PASS);
program = fb->GetShaderManager()->GetEffect(key.SpecialEffect, PassKey.DrawBuffers > 1 ? GBUFFER_PASS : NORMAL_PASS);
}
else
{
program = fb->GetShaderManager()->Get(key.EffectState, key.AlphaTest, key.DrawBuffers > 1 ? GBUFFER_PASS : NORMAL_PASS);
program = fb->GetShaderManager()->Get(key.EffectState, key.AlphaTest, PassKey.DrawBuffers > 1 ? GBUFFER_PASS : NORMAL_PASS);
}
builder.addVertexShader(program->vert.get());
builder.addFragmentShader(program->frag.get());
@ -305,7 +312,7 @@ std::unique_ptr<VulkanPipeline> VkRenderPassSetup::CreatePipeline(const VkPipeli
inputLocations[attr.location] = true;
}
// To do: does vulkan absolutely needs a binding for each location or not? What happens if it isn't specified? Better be safe than sorry..
// Vulkan requires an attribute binding for each location specified in the shader
for (int i = 0; i < 6; i++)
{
if (!inputLocations[i])
@ -350,11 +357,11 @@ std::unique_ptr<VulkanPipeline> VkRenderPassSetup::CreatePipeline(const VkPipeli
builder.setColorWriteMask((VkColorComponentFlags)key.ColorMask);
builder.setStencil(VK_STENCIL_OP_KEEP, op2vk[key.StencilPassOp], VK_STENCIL_OP_KEEP, VK_COMPARE_OP_EQUAL, 0xffffffff, 0xffffffff, 0);
builder.setBlendMode(key.RenderStyle);
builder.setSubpassColorAttachmentCount(key.DrawBuffers);
builder.setRasterizationSamples((VkSampleCountFlagBits)key.Samples);
builder.setSubpassColorAttachmentCount(PassKey.DrawBuffers);
builder.setRasterizationSamples((VkSampleCountFlagBits)PassKey.Samples);
builder.setLayout(fb->GetRenderPassManager()->GetPipelineLayout(key.NumTextureLayers));
builder.setRenderPass(RenderPass.get());
builder.setRenderPass(GetRenderPass(0));
auto pipeline = builder.create(fb->device);
pipeline->SetDebugName("VkRenderPassSetup.Pipeline");
return pipeline;

View file

@ -28,13 +28,7 @@ public:
int CullMode;
int VertexFormat;
int DrawType;
int Samples;
int ClearTargets;
int DrawBuffers;
int NumTextureLayers;
VkFormat DrawBufferFormat;
bool UsesDepthStencil() const { return DepthTest || DepthWrite || StencilTest || (ClearTargets & (CT_Depth | CT_Stencil)); }
bool operator<(const VkPipelineKey &other) const { return memcmp(this, &other, sizeof(VkPipelineKey)) < 0; }
bool operator==(const VkPipelineKey &other) const { return memcmp(this, &other, sizeof(VkPipelineKey)) == 0; }
@ -44,28 +38,11 @@ public:
class VkRenderPassKey
{
public:
VkRenderPassKey() = default;
VkRenderPassKey(const VkPipelineKey &key)
{
DepthWrite = key.DepthWrite;
DepthTest = key.DepthTest;
StencilTest = key.StencilTest;
Samples = key.Samples;
ClearTargets = key.ClearTargets;
DrawBuffers = key.DrawBuffers;
DrawBufferFormat = key.DrawBufferFormat;
}
int DepthWrite;
int DepthTest;
int StencilTest;
int DepthStencil;
int Samples;
int ClearTargets;
int DrawBuffers;
VkFormat DrawBufferFormat;
bool UsesDepthStencil() const { return DepthTest || DepthWrite || StencilTest || (ClearTargets & (CT_Depth | CT_Stencil)); }
bool operator<(const VkRenderPassKey &other) const { return memcmp(this, &other, sizeof(VkRenderPassKey)) < 0; }
bool operator==(const VkRenderPassKey &other) const { return memcmp(this, &other, sizeof(VkRenderPassKey)) == 0; }
bool operator!=(const VkRenderPassKey &other) const { return memcmp(this, &other, sizeof(VkRenderPassKey)) != 0; }
@ -76,14 +53,16 @@ class VkRenderPassSetup
public:
VkRenderPassSetup(const VkRenderPassKey &key);
VulkanRenderPass *GetRenderPass(int clearTargets);
VulkanPipeline *GetPipeline(const VkPipelineKey &key);
std::unique_ptr<VulkanRenderPass> RenderPass;
VkRenderPassKey PassKey;
std::unique_ptr<VulkanRenderPass> RenderPasses[8];
std::map<VkPipelineKey, std::unique_ptr<VulkanPipeline>> Pipelines;
std::map<VkImageView, std::unique_ptr<VulkanFramebuffer>> Framebuffer;
private:
void CreateRenderPass(const VkRenderPassKey &key);
std::unique_ptr<VulkanRenderPass> CreateRenderPass(int clearTargets);
std::unique_ptr<VulkanPipeline> CreatePipeline(const VkPipelineKey &key);
};

View file

@ -195,9 +195,8 @@ void VkRenderState::ApplyDepthBias()
void VkRenderState::ApplyRenderPass(int dt)
{
// Find a render pass that matches our state
// Find a pipeline that matches our state
VkPipelineKey pipelineKey;
pipelineKey.ClearTargets = mPipelineKey.ClearTargets | mClearTargets;
pipelineKey.DrawType = dt;
pipelineKey.VertexFormat = static_cast<VKVertexBuffer*>(mVertexBuffer)->VertexFormat;
pipelineKey.RenderStyle = mRenderStyle;
@ -210,9 +209,6 @@ void VkRenderState::ApplyRenderPass(int dt)
pipelineKey.StencilPassOp = mStencilOp;
pipelineKey.ColorMask = mColorMask;
pipelineKey.CullMode = mCullMode;
pipelineKey.DrawBufferFormat = mRenderTarget.Format;
pipelineKey.Samples = mRenderTarget.Samples;
pipelineKey.DrawBuffers = mRenderTarget.DrawBuffers;
pipelineKey.NumTextureLayers = mMaterial.mMaterial ? mMaterial.mMaterial->GetLayers() : 0;
if (mSpecialEffect > EFF_NONE)
{
@ -228,44 +224,25 @@ void VkRenderState::ApplyRenderPass(int dt)
pipelineKey.AlphaTest = mAlphaThreshold >= 0.f;
}
// Is this the one we already have or do we need to change pipeline?
bool changingPipeline = (pipelineKey != mPipelineKey);
// Is this the one we already have?
bool inRenderPass = mCommandBuffer;
bool changingPipeline = (!inRenderPass) || (pipelineKey != mPipelineKey);
if (!inRenderPass)
{
mCommandBuffer = GetVulkanFrameBuffer()->GetDrawCommands();
changingPipeline = true;
mScissorChanged = true;
mViewportChanged = true;
mStencilRefChanged = true;
mBias.mChanged = true;
BeginRenderPass(mCommandBuffer);
}
if (changingPipeline)
{
pipelineKey.ClearTargets = mClearTargets;
// Only clear depth+stencil if the render target actually has that
if (!mRenderTarget.DepthStencil)
pipelineKey.ClearTargets &= ~(CT_Depth | CT_Stencil);
// Begin new render pass if needed
VkRenderPassKey passKey = pipelineKey;
if (!inRenderPass || passKey != VkRenderPassKey(mPipelineKey))
{
if (inRenderPass)
mCommandBuffer->endRenderPass();
BeginRenderPass(passKey, mCommandBuffer);
}
// Bind the pipeline
VkRenderPassSetup *passSetup = GetVulkanFrameBuffer()->GetRenderPassManager()->GetRenderPass(passKey);
mCommandBuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, passSetup->GetPipeline(pipelineKey));
mCommandBuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, mPassSetup->GetPipeline(pipelineKey));
mPipelineKey = pipelineKey;
mClearTargets = 0;
}
}
@ -563,32 +540,42 @@ void VkRenderState::SetRenderTarget(VulkanImageView *view, VulkanImageView *dept
mRenderTarget.Samples = samples;
}
void VkRenderState::BeginRenderPass(const VkRenderPassKey &key, VulkanCommandBuffer *cmdbuffer)
void VkRenderState::BeginRenderPass(VulkanCommandBuffer *cmdbuffer)
{
auto fb = GetVulkanFrameBuffer();
VkRenderPassSetup *passSetup = fb->GetRenderPassManager()->GetRenderPass(key);
VkRenderPassKey key = {};
key.DrawBufferFormat = mRenderTarget.Format;
key.Samples = mRenderTarget.Samples;
key.DrawBuffers = mRenderTarget.DrawBuffers;
key.DepthStencil = !!mRenderTarget.DepthStencil;
auto &framebuffer = passSetup->Framebuffer[mRenderTarget.View->view];
mPassSetup = fb->GetRenderPassManager()->GetRenderPass(key);
auto &framebuffer = mPassSetup->Framebuffer[mRenderTarget.View->view];
if (!framebuffer)
{
auto buffers = fb->GetBuffers();
FramebufferBuilder builder;
builder.setRenderPass(passSetup->RenderPass.get());
builder.setRenderPass(mPassSetup->GetRenderPass(0));
builder.setSize(mRenderTarget.Width, mRenderTarget.Height);
builder.addAttachment(mRenderTarget.View);
if (key.DrawBuffers > 1)
builder.addAttachment(buffers->SceneFog.View.get());
if (key.DrawBuffers > 2)
builder.addAttachment(buffers->SceneNormal.View.get());
if (key.UsesDepthStencil())
if (key.DepthStencil)
builder.addAttachment(mRenderTarget.DepthStencil);
framebuffer = builder.create(GetVulkanFrameBuffer()->device);
framebuffer->SetDebugName("VkRenderPassSetup.Framebuffer");
}
// Only clear depth+stencil if the render target actually has that
if (!mRenderTarget.DepthStencil)
mClearTargets &= ~(CT_Depth | CT_Stencil);
RenderPassBegin beginInfo;
beginInfo.setRenderPass(passSetup->RenderPass.get());
beginInfo.setRenderPass(mPassSetup->GetRenderPass(mClearTargets));
beginInfo.setRenderArea(0, 0, mRenderTarget.Width, mRenderTarget.Height);
beginInfo.setFramebuffer(framebuffer.get());
beginInfo.addClearColor(screen->mSceneClearColor[0], screen->mSceneClearColor[1], screen->mSceneClearColor[2], screen->mSceneClearColor[3]);
@ -600,6 +587,7 @@ void VkRenderState::BeginRenderPass(const VkRenderPassKey &key, VulkanCommandBuf
cmdbuffer->beginRenderPass(beginInfo);
mMaterial.mChanged = true;
mClearTargets = 0;
}
/////////////////////////////////////////////////////////////////////////////

View file

@ -62,11 +62,12 @@ protected:
void ApplyVertexBuffers();
void ApplyMaterial();
void BeginRenderPass(const VkRenderPassKey &key, VulkanCommandBuffer *cmdbuffer);
void BeginRenderPass(VulkanCommandBuffer *cmdbuffer);
bool mDepthClamp = true;
VulkanCommandBuffer *mCommandBuffer = nullptr;
VkPipelineKey mPipelineKey = {};
VkRenderPassSetup *mPassSetup = nullptr;
int mClearTargets = 0;
bool mNeedApply = true;