gzdoom/src/common/rendering/vulkan/accelstructs/vk_lightmap.cpp
2023-09-25 21:20:03 +02:00

675 lines
24 KiB
C++

#include "vk_lightmap.h"
#include "vulkan/vk_renderdevice.h"
#include "vk_raytrace.h"
#include "zvulkan/vulkanbuilders.h"
#include "halffloat.h"
#include "filesystem.h"
#include "cmdlib.h"
VkLightmap::VkLightmap(VulkanRenderDevice* fb) : fb(fb)
{
useRayQuery = fb->GetDevice()->PhysicalDevice.Features.RayQuery.rayQuery;
submitFence = std::make_unique<VulkanFence>(fb->GetDevice());
cmdpool = std::make_unique<VulkanCommandPool>(fb->GetDevice(), fb->GetDevice()->GraphicsFamily);
CreateUniformBuffer();
CreateSceneVertexBuffer();
CreateSceneLightBuffer();
CreateShaders();
CreateRaytracePipeline();
CreateResolvePipeline();
}
VkLightmap::~VkLightmap()
{
if (vertices.Buffer)
vertices.Buffer->Unmap();
if (lights.Buffer)
lights.Buffer->Unmap();
}
void VkLightmap::Raytrace(LevelMesh* level)
{
mesh = level;
UpdateAccelStructDescriptors(); // To do: we only need to do this if the accel struct changes.
CreateAtlasImages();
BeginCommands();
UploadUniforms();
for (size_t pageIndex = 0; pageIndex < atlasImages.size(); pageIndex++)
{
RenderAtlasImage(pageIndex);
}
for (size_t pageIndex = 0; pageIndex < atlasImages.size(); pageIndex++)
{
ResolveAtlasImage(pageIndex);
}
FinishCommands();
for (size_t pageIndex = 0; pageIndex < atlasImages.size(); pageIndex++)
{
DownloadAtlasImage(pageIndex);
}
}
void VkLightmap::BeginCommands()
{
cmdbuffer = cmdpool->createBuffer();
cmdbuffer->begin();
}
void VkLightmap::FinishCommands()
{
cmdbuffer->end();
QueueSubmit()
.AddCommandBuffer(cmdbuffer.get())
.Execute(fb->GetDevice(), fb->GetDevice()->GraphicsQueue, submitFence.get());
VkResult result = vkWaitForFences(fb->GetDevice()->device, 1, &submitFence->fence, VK_TRUE, std::numeric_limits<uint64_t>::max());
if (result != VK_SUCCESS)
throw std::runtime_error("vkWaitForFences failed");
result = vkResetFences(fb->GetDevice()->device, 1, &submitFence->fence);
if (result != VK_SUCCESS)
throw std::runtime_error("vkResetFences failed");
cmdbuffer.reset();
}
void VkLightmap::RenderAtlasImage(size_t pageIndex)
{
LightmapImage& img = atlasImages[pageIndex];
const auto beginPass = [&]() {
RenderPassBegin()
.RenderPass(raytrace.renderPass.get())
.RenderArea(0, 0, atlasImageSize, atlasImageSize)
.Framebuffer(img.raytrace.Framebuffer.get())
.Execute(cmdbuffer.get());
VkDeviceSize offset = 0;
cmdbuffer->bindVertexBuffers(0, 1, &vertices.Buffer->buffer, &offset);
cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, raytrace.pipeline.get());
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, raytrace.pipelineLayout.get(), 0, raytrace.descriptorSet0.get());
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, raytrace.pipelineLayout.get(), 1, raytrace.descriptorSet1.get());
};
beginPass();
for (int i = 0, count = mesh->GetSurfaceCount(); i < count; i++)
{
LevelMeshSurface* targetSurface = mesh->GetSurface(i);
if (targetSurface->lightmapperAtlasPage != pageIndex)
continue;
VkViewport viewport = {};
viewport.maxDepth = 1;
viewport.x = (float)targetSurface->lightmapperAtlasX - 1;
viewport.y = (float)targetSurface->lightmapperAtlasY - 1;
viewport.width = (float)(targetSurface->texWidth + 2);
viewport.height = (float)(targetSurface->texHeight + 2);
cmdbuffer->setViewport(0, 1, &viewport);
// Paint all surfaces part of the smoothing group into the surface
for (LevelMeshSurface* surface : mesh->SmoothingGroups[targetSurface->smoothingGroupIndex].surfaces)
{
FVector2 minUV = ToUV(surface->boundsMin, targetSurface);
FVector2 maxUV = ToUV(surface->boundsMax, targetSurface);
if (surface != targetSurface && (maxUV.X < 0.0f || maxUV.Y < 0.0f || minUV.X > 1.0f || minUV.Y > 1.0f))
continue; // Bounding box not visible
int firstLight = lights.Pos;
int firstVertex = vertices.Pos;
int lightCount = (int)surface->LightList.size();
int vertexCount = (int)surface->verts.Size();
if (lights.Pos + lightCount > lights.BufferSize || vertices.Pos + vertexCount > vertices.BufferSize)
{
// Flush scene buffers
FinishCommands();
lights.Pos = 0;
vertices.Pos = 0;
firstLight = 0;
firstVertex = 0;
BeginCommands();
beginPass();
if (lights.Pos + lightCount > lights.BufferSize)
{
throw std::runtime_error("SceneLightBuffer is too small!");
}
else if (vertices.Pos + vertexCount > vertices.BufferSize)
{
throw std::runtime_error("SceneVertexBuffer is too small!");
}
}
lights.Pos += lightCount;
vertices.Pos += vertexCount;
LightInfo* lightinfo = &lights.Lights[firstLight];
for (LevelMeshLight* light : surface->LightList)
{
lightinfo->Origin = light->Origin;
lightinfo->RelativeOrigin = light->RelativeOrigin;
lightinfo->Radius = light->Radius;
lightinfo->Intensity = light->Intensity;
lightinfo->InnerAngleCos = light->InnerAngleCos;
lightinfo->OuterAngleCos = light->OuterAngleCos;
lightinfo->SpotDir = light->SpotDir;
lightinfo->Color = light->Color;
lightinfo++;
}
LightmapPushConstants pc;
pc.LightStart = firstLight;
pc.LightEnd = firstLight + lightCount;
pc.SurfaceIndex = (int32_t)i;
pc.LightmapOrigin = targetSurface->worldOrigin - targetSurface->worldStepX - targetSurface->worldStepY;
pc.LightmapStepX = targetSurface->worldStepX * viewport.width;
pc.LightmapStepY = targetSurface->worldStepY * viewport.height;
cmdbuffer->pushConstants(raytrace.pipelineLayout.get(), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(LightmapPushConstants), &pc);
SceneVertex* vertex = &vertices.Vertices[firstVertex];
if (surface->Type == ST_FLOOR || surface->Type == ST_CEILING)
{
for (int idx = 0; idx < vertexCount; idx++)
{
(vertex++)->Position = ToUV(surface->verts[idx], targetSurface);
}
}
else
{
(vertex++)->Position = ToUV(surface->verts[0], targetSurface);
(vertex++)->Position = ToUV(surface->verts[2], targetSurface);
(vertex++)->Position = ToUV(surface->verts[3], targetSurface);
(vertex++)->Position = ToUV(surface->verts[1], targetSurface);
}
cmdbuffer->draw(vertexCount, 1, firstVertex, 0);
}
}
cmdbuffer->endRenderPass();
}
void VkLightmap::CreateAtlasImages()
{
const int spacing = 3; // Note: the spacing is here to avoid that the resolve sampler finds data from other surface tiles
RectPacker packer(atlasImageSize, atlasImageSize, RectPacker::Spacing(spacing));
for (int i = 0, count = mesh->GetSurfaceCount(); i < count; i++)
{
LevelMeshSurface* surface = mesh->GetSurface(i);
auto result = packer.insert(surface->texWidth + 2, surface->texHeight + 2);
surface->lightmapperAtlasX = result.pos.x + 1;
surface->lightmapperAtlasY = result.pos.y + 1;
surface->lightmapperAtlasPage = (int)result.pageIndex;
}
for (size_t pageIndex = 0; pageIndex < packer.getNumPages(); pageIndex++)
{
atlasImages.push_back(CreateImage(atlasImageSize, atlasImageSize));
}
}
void VkLightmap::UploadUniforms()
{
Uniforms values = {};
values.SunDir = mesh->SunDirection;
values.SunColor = mesh->SunColor;
values.SunIntensity = 1.0f;
uniforms.Uniforms = (uint8_t*)uniforms.TransferBuffer->Map(0, uniforms.NumStructs * uniforms.StructStride);
*reinterpret_cast<Uniforms*>(uniforms.Uniforms + uniforms.StructStride * uniforms.Index) = values;
uniforms.TransferBuffer->Unmap();
cmdbuffer->copyBuffer(uniforms.TransferBuffer.get(), uniforms.Buffer.get());
PipelineBarrier()
.AddBuffer(uniforms.Buffer.get(), VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT)
.Execute(cmdbuffer.get(), VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
}
void VkLightmap::ResolveAtlasImage(size_t i)
{
LightmapImage& img = atlasImages[i];
PipelineBarrier()
.AddImage(img.raytrace.Image.get(), VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT)
.Execute(cmdbuffer.get(), VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
RenderPassBegin()
.RenderPass(resolve.renderPass.get())
.RenderArea(0, 0, atlasImageSize, atlasImageSize)
.Framebuffer(img.resolve.Framebuffer.get())
.Execute(cmdbuffer.get());
VkDeviceSize offset = 0;
cmdbuffer->bindVertexBuffers(0, 1, &vertices.Buffer->buffer, &offset);
cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, resolve.pipeline.get());
auto descriptorSet = resolve.descriptorPool->allocate(resolve.descriptorSetLayout.get());
descriptorSet->SetDebugName("resolve.descriptorSet");
WriteDescriptors()
.AddCombinedImageSampler(descriptorSet.get(), 0, img.raytrace.View.get(), resolve.sampler.get(), VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
.Execute(fb->GetDevice());
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, resolve.pipelineLayout.get(), 0, descriptorSet.get());
resolve.descriptorSets.push_back(std::move(descriptorSet));
VkViewport viewport = {};
viewport.maxDepth = 1;
viewport.width = (float)atlasImageSize;
viewport.height = (float)atlasImageSize;
cmdbuffer->setViewport(0, 1, &viewport);
LightmapPushConstants pc;
pc.LightStart = 0;
pc.LightEnd = 0;
pc.SurfaceIndex = 0;
pc.LightmapOrigin = FVector3(0.0f, 0.0f, 0.0f);
pc.LightmapStepX = FVector3(0.0f, 0.0f, 0.0f);
pc.LightmapStepY = FVector3(0.0f, 0.0f, 0.0f);
cmdbuffer->pushConstants(resolve.pipelineLayout.get(), VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(LightmapPushConstants), &pc);
int firstVertex = vertices.Pos;
int vertexCount = 4;
vertices.Pos += vertexCount;
SceneVertex* vertex = &vertices.Vertices[firstVertex];
vertex[0].Position = FVector2(0.0f, 0.0f);
vertex[1].Position = FVector2(1.0f, 0.0f);
vertex[2].Position = FVector2(1.0f, 1.0f);
vertex[3].Position = FVector2(0.0f, 1.0f);
cmdbuffer->draw(vertexCount, 1, firstVertex, 0);
cmdbuffer->endRenderPass();
PipelineBarrier()
.AddImage(img.resolve.Image.get(), VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, VK_ACCESS_TRANSFER_READ_BIT)
.Execute(cmdbuffer.get(), VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT);
VkBufferImageCopy region = {};
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.imageSubresource.layerCount = 1;
region.imageExtent.width = atlasImageSize;
region.imageExtent.height = atlasImageSize;
region.imageExtent.depth = 1;
cmdbuffer->copyImageToBuffer(img.resolve.Image->image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, img.Transfer->buffer, 1, &region);
}
void VkLightmap::DownloadAtlasImage(size_t pageIndex)
{
struct hvec4
{
unsigned short x, y, z, w;
FVector3 xyz() { return FVector3(halfToFloat(x), halfToFloat(y), halfToFloat(z)); }
};
hvec4* pixels = (hvec4*)atlasImages[pageIndex].Transfer->Map(0, atlasImageSize * atlasImageSize * sizeof(hvec4));
for (int i = 0, count = mesh->GetSurfaceCount(); i < count; i++)
{
LevelMeshSurface* surface = mesh->GetSurface(i);
if (surface->lightmapperAtlasPage != pageIndex)
continue;
int lightmapperAtlasX = surface->lightmapperAtlasX;
int lightmapperAtlasY = surface->lightmapperAtlasY;
int sampleWidth = surface->texWidth;
int sampleHeight = surface->texHeight;
for (int y = 0; y < sampleHeight; y++)
{
FVector3* dest = &surface->texPixels[y * sampleWidth];
hvec4* src = &pixels[lightmapperAtlasX + (lightmapperAtlasY + y) * atlasImageSize];
for (int x = 0; x < sampleWidth; x++)
{
dest[x] = src[x].xyz();
}
}
}
atlasImages[pageIndex].Transfer->Unmap();
}
FVector2 VkLightmap::ToUV(const FVector3& vert, const LevelMeshSurface* targetSurface)
{
FVector3 localPos = vert - targetSurface->translateWorldToLocal;
float u = (1.0f + (localPos | targetSurface->projLocalToU)) / (targetSurface->texWidth + 2);
float v = (1.0f + (localPos | targetSurface->projLocalToV)) / (targetSurface->texHeight + 2);
return FVector2(u, v);
}
void VkLightmap::CreateShaders()
{
std::string prefix = "#version 460\r\n";
std::string traceprefix = "#version 460\r\n";
if (useRayQuery)
{
traceprefix += "#extension GL_EXT_ray_query : require\r\n";
traceprefix += "#define USE_RAYQUERY\r\n";
}
shaders.vert = ShaderBuilder()
.Type(ShaderType::Vertex)
.AddSource("VersionBlock", prefix)
.AddSource("vert.glsl", LoadPrivateShaderLump("shaders/lightmap/vert.glsl").GetChars())
.DebugName("VkLightmap.Vert")
.Create("VkLightmap.Vert", fb->GetDevice());
shaders.fragRaytrace = ShaderBuilder()
.Type(ShaderType::Fragment)
.AddSource("VersionBlock", traceprefix)
.AddSource("frag.glsl", LoadPrivateShaderLump("shaders/lightmap/frag.glsl").GetChars())
.DebugName("VkLightmap.FragRaytrace")
.Create("VkLightmap.FragRaytrace", fb->GetDevice());
shaders.fragResolve = ShaderBuilder()
.Type(ShaderType::Fragment)
.AddSource("VersionBlock", prefix)
.AddSource("frag_resolve.glsl", LoadPrivateShaderLump("shaders/lightmap/frag_resolve.glsl").GetChars())
.DebugName("VkLightmap.FragResolve")
.Create("VkLightmap.FragResolve", fb->GetDevice());
}
FString VkLightmap::LoadPrivateShaderLump(const char* lumpname)
{
int lump = fileSystem.CheckNumForFullName(lumpname, 0);
if (lump == -1) I_Error("Unable to load '%s'", lumpname);
return GetStringFromLump(lump);
}
void VkLightmap::CreateRaytracePipeline()
{
raytrace.descriptorSetLayout0 = DescriptorSetLayoutBuilder()
.AddBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT)
.AddBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT)
.AddBinding(2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT)
.AddBinding(3, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT)
.AddBinding(4, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT)
.DebugName("raytrace.descriptorSetLayout0")
.Create(fb->GetDevice());
if (useRayQuery)
{
raytrace.descriptorSetLayout1 = DescriptorSetLayoutBuilder()
.AddBinding(0, VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, 1, VK_SHADER_STAGE_FRAGMENT_BIT)
.DebugName("raytrace.descriptorSetLayout1")
.Create(fb->GetDevice());
}
else
{
raytrace.descriptorSetLayout1 = DescriptorSetLayoutBuilder()
.AddBinding(0, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT)
.AddBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT)
.AddBinding(2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT)
.DebugName("raytrace.descriptorSetLayout1")
.Create(fb->GetDevice());
}
raytrace.pipelineLayout = PipelineLayoutBuilder()
.AddSetLayout(raytrace.descriptorSetLayout0.get())
.AddSetLayout(raytrace.descriptorSetLayout1.get())
.AddPushConstantRange(VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(LightmapPushConstants))
.DebugName("raytrace.pipelineLayout")
.Create(fb->GetDevice());
raytrace.renderPass = RenderPassBuilder()
.AddAttachment(
VK_FORMAT_R16G16B16A16_SFLOAT,
VK_SAMPLE_COUNT_4_BIT,
VK_ATTACHMENT_LOAD_OP_DONT_CARE,
VK_ATTACHMENT_STORE_OP_STORE,
VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL)
.AddSubpass()
.AddSubpassColorAttachmentRef(0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL)
.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)
.DebugName("raytrace.renderpass")
.Create(fb->GetDevice());
raytrace.pipeline = GraphicsPipelineBuilder()
.Layout(raytrace.pipelineLayout.get())
.RenderPass(raytrace.renderPass.get())
.AddVertexShader(shaders.vert.get())
.AddFragmentShader(shaders.fragRaytrace.get())
.AddVertexBufferBinding(0, sizeof(SceneVertex))
.AddVertexAttribute(0, 0, VK_FORMAT_R32G32_SFLOAT, offsetof(SceneVertex, Position))
.Topology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN)
.AddDynamicState(VK_DYNAMIC_STATE_VIEWPORT)
.RasterizationSamples(VK_SAMPLE_COUNT_4_BIT)
.Viewport(0.0f, 0.0f, 0.0f, 0.0f)
.Scissor(0, 0, 4096, 4096)
.DebugName("raytrace.pipeline")
.Create(fb->GetDevice());
raytrace.descriptorPool0 = DescriptorPoolBuilder()
.AddPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1)
.AddPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 4)
.MaxSets(1)
.DebugName("raytrace.descriptorPool0")
.Create(fb->GetDevice());
if (useRayQuery)
{
raytrace.descriptorPool1 = DescriptorPoolBuilder()
.AddPoolSize(VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, 1)
.MaxSets(1)
.DebugName("raytrace.descriptorPool1")
.Create(fb->GetDevice());
}
else
{
raytrace.descriptorPool1 = DescriptorPoolBuilder()
.AddPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 3)
.MaxSets(1)
.DebugName("raytrace.descriptorPool1")
.Create(fb->GetDevice());
}
raytrace.descriptorSet0 = raytrace.descriptorPool0->allocate(raytrace.descriptorSetLayout0.get());
raytrace.descriptorSet0->SetDebugName("raytrace.descriptorSet1");
raytrace.descriptorSet1 = raytrace.descriptorPool1->allocate(raytrace.descriptorSetLayout1.get());
raytrace.descriptorSet1->SetDebugName("raytrace.descriptorSet1");
}
void VkLightmap::UpdateAccelStructDescriptors()
{
if (useRayQuery)
{
WriteDescriptors()
.AddAccelerationStructure(raytrace.descriptorSet1.get(), 0, fb->GetRaytrace()->GetAccelStruct())
.Execute(fb->GetDevice());
}
else
{
WriteDescriptors()
.AddBuffer(raytrace.descriptorSet1.get(), 0, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, fb->GetRaytrace()->GetNodeBuffer())
.AddBuffer(raytrace.descriptorSet1.get(), 1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, fb->GetRaytrace()->GetVertexBuffer())
.AddBuffer(raytrace.descriptorSet1.get(), 2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, fb->GetRaytrace()->GetIndexBuffer())
.Execute(fb->GetDevice());
}
WriteDescriptors()
.AddBuffer(raytrace.descriptorSet0.get(), 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, uniforms.Buffer.get(), 0, sizeof(Uniforms))
.AddBuffer(raytrace.descriptorSet0.get(), 1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, fb->GetRaytrace()->GetSurfaceIndexBuffer())
.AddBuffer(raytrace.descriptorSet0.get(), 2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, fb->GetRaytrace()->GetSurfaceBuffer())
.AddBuffer(raytrace.descriptorSet0.get(), 3, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, lights.Buffer.get())
.AddBuffer(raytrace.descriptorSet0.get(), 4, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, fb->GetRaytrace()->GetPortalBuffer())
.Execute(fb->GetDevice());
}
void VkLightmap::CreateResolvePipeline()
{
resolve.descriptorSetLayout = DescriptorSetLayoutBuilder()
.AddBinding(0, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT)
.DebugName("resolve.descriptorSetLayout")
.Create(fb->GetDevice());
resolve.pipelineLayout = PipelineLayoutBuilder()
.AddSetLayout(resolve.descriptorSetLayout.get())
.AddPushConstantRange(VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(LightmapPushConstants))
.DebugName("resolve.pipelineLayout")
.Create(fb->GetDevice());
resolve.renderPass = RenderPassBuilder()
.AddAttachment(
VK_FORMAT_R16G16B16A16_SFLOAT,
VK_SAMPLE_COUNT_1_BIT,
VK_ATTACHMENT_LOAD_OP_DONT_CARE,
VK_ATTACHMENT_STORE_OP_STORE,
VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL)
.AddSubpass()
.AddSubpassColorAttachmentRef(0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL)
.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)
.DebugName("resolve.renderpass")
.Create(fb->GetDevice());
resolve.pipeline = GraphicsPipelineBuilder()
.Layout(resolve.pipelineLayout.get())
.RenderPass(resolve.renderPass.get())
.AddVertexShader(shaders.vert.get())
.AddFragmentShader(shaders.fragResolve.get())
.AddVertexBufferBinding(0, sizeof(SceneVertex))
.AddVertexAttribute(0, 0, VK_FORMAT_R32G32_SFLOAT, offsetof(SceneVertex, Position))
.Topology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN)
.AddDynamicState(VK_DYNAMIC_STATE_VIEWPORT)
.Viewport(0.0f, 0.0f, 0.0f, 0.0f)
.Scissor(0, 0, 4096, 4096)
.DebugName("resolve.pipeline")
.Create(fb->GetDevice());
resolve.descriptorPool = DescriptorPoolBuilder()
.AddPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 256)
.MaxSets(256)
.DebugName("resolve.descriptorPool")
.Create(fb->GetDevice());
resolve.sampler = SamplerBuilder()
.DebugName("resolve.Sampler")
.Create(fb->GetDevice());
}
LightmapImage VkLightmap::CreateImage(int width, int height)
{
LightmapImage img;
img.raytrace.Image = ImageBuilder()
.Usage(VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT)
.Format(VK_FORMAT_R16G16B16A16_SFLOAT)
.Size(width, height)
.Samples(VK_SAMPLE_COUNT_4_BIT)
.DebugName("LightmapImage.raytrace.Image")
.Create(fb->GetDevice());
img.raytrace.View = ImageViewBuilder()
.Image(img.raytrace.Image.get(), VK_FORMAT_R16G16B16A16_SFLOAT)
.DebugName("LightmapImage.raytrace.View")
.Create(fb->GetDevice());
img.raytrace.Framebuffer = FramebufferBuilder()
.RenderPass(raytrace.renderPass.get())
.Size(width, height)
.AddAttachment(img.raytrace.View.get())
.DebugName("LightmapImage.raytrace.Framebuffer")
.Create(fb->GetDevice());
img.resolve.Image = ImageBuilder()
.Usage(VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT)
.Format(VK_FORMAT_R16G16B16A16_SFLOAT)
.Size(width, height)
.DebugName("LightmapImage.resolve.Image")
.Create(fb->GetDevice());
img.resolve.View = ImageViewBuilder()
.Image(img.resolve.Image.get(), VK_FORMAT_R16G16B16A16_SFLOAT)
.DebugName("LightmapImage.resolve.View")
.Create(fb->GetDevice());
img.resolve.Framebuffer = FramebufferBuilder()
.RenderPass(resolve.renderPass.get())
.Size(width, height)
.AddAttachment(img.resolve.View.get())
.DebugName("LightmapImage.resolve.Framebuffer")
.Create(fb->GetDevice());
img.Transfer = BufferBuilder()
.Size(width * height * sizeof(FVector4))
.Usage(VK_IMAGE_USAGE_TRANSFER_DST_BIT, VMA_MEMORY_USAGE_CPU_ONLY)
.DebugName("LightmapImage.Transfer")
.Create(fb->GetDevice());
return img;
}
void VkLightmap::CreateUniformBuffer()
{
VkDeviceSize align = fb->GetDevice()->PhysicalDevice.Properties.Properties.limits.minUniformBufferOffsetAlignment;
uniforms.StructStride = (sizeof(Uniforms) + align - 1) / align * align;
uniforms.Buffer = BufferBuilder()
.Usage(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT)
.Size(uniforms.NumStructs * uniforms.StructStride)
.DebugName("LightmapUniformBuffer")
.Create(fb->GetDevice());
uniforms.TransferBuffer = BufferBuilder()
.Usage(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VMA_MEMORY_USAGE_CPU_TO_GPU)
.Size(uniforms.NumStructs * uniforms.StructStride)
.DebugName("LightmapUniformTransferBuffer")
.Create(fb->GetDevice());
}
void VkLightmap::CreateSceneVertexBuffer()
{
size_t size = sizeof(SceneVertex) * vertices.BufferSize;
vertices.Buffer = BufferBuilder()
.Usage(
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
VMA_MEMORY_USAGE_UNKNOWN, VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT | VMA_ALLOCATION_CREATE_MAPPED_BIT)
.MemoryType(
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT | VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT)
.Size(size)
.DebugName("LightmapVertexBuffer")
.Create(fb->GetDevice());
vertices.Vertices = (SceneVertex*)vertices.Buffer->Map(0, size);
vertices.Pos = 0;
}
void VkLightmap::CreateSceneLightBuffer()
{
size_t size = sizeof(LightInfo) * lights.BufferSize;
lights.Buffer = BufferBuilder()
.Usage(
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT,
VMA_MEMORY_USAGE_UNKNOWN, VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT | VMA_ALLOCATION_CREATE_MAPPED_BIT)
.MemoryType(
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT | VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT)
.Size(size)
.DebugName("LightmapLightBuffer")
.Create(fb->GetDevice());
lights.Lights = (LightInfo*)lights.Buffer->Map(0, size);
lights.Pos = 0;
}