mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 06:53:58 +00:00
- move camtex depthstencil to VkHardwareTexture
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parent
3d63f63fb2
commit
e21ffc131e
8 changed files with 49 additions and 40 deletions
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@ -34,7 +34,7 @@ void VkPostprocess::SetActiveRenderTarget()
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imageTransition.addImage(buffers->PipelineImage[mCurrentPipelineImage].get(), &buffers->PipelineLayout[mCurrentPipelineImage], VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, false);
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imageTransition.execute(fb->GetDrawCommands());
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fb->GetRenderState()->SetRenderTarget(buffers->PipelineView[mCurrentPipelineImage].get(), buffers->GetWidth(), buffers->GetHeight(), VK_FORMAT_R16G16B16A16_SFLOAT, VK_SAMPLE_COUNT_1_BIT);
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fb->GetRenderState()->SetRenderTarget(buffers->PipelineView[mCurrentPipelineImage].get(), nullptr, buffers->GetWidth(), buffers->GetHeight(), VK_FORMAT_R16G16B16A16_SFLOAT, VK_SAMPLE_COUNT_1_BIT);
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}
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void VkPostprocess::PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
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@ -55,7 +55,6 @@ void VkRenderBuffers::BeginFrame(int width, int height, int sceneWidth, int scen
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if (width != mWidth || height != mHeight || mSamples != samples)
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CreateScene(width, height, samples);
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CreateCamTexDepthStencil();
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CreateShadowmap();
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mWidth = width;
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@ -143,31 +142,6 @@ void VkRenderBuffers::CreateSceneColor(int width, int height, VkSampleCountFlagB
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SceneColorView->SetDebugName("VkRenderBuffers.SceneColorView");
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}
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void VkRenderBuffers::CreateCamTexDepthStencil()
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{
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if (CamtexDepthStencil)
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return;
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auto fb = GetVulkanFrameBuffer();
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ImageBuilder builder;
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builder.setSize(1024, 1024);
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builder.setSamples(VK_SAMPLE_COUNT_1_BIT);
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builder.setFormat(SceneDepthStencilFormat);
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builder.setUsage(VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT);
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CamtexDepthStencil = builder.create(fb->device);
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CamtexDepthStencil->SetDebugName("VkRenderBuffers.CamtexDepthStencil");
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ImageViewBuilder viewbuilder;
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viewbuilder.setImage(CamtexDepthStencil.get(), SceneDepthStencilFormat, VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT);
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CamtexDepthStencilView = viewbuilder.create(fb->device);
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CamtexDepthStencilView->SetDebugName("VkRenderBuffers.CamtexDepthStencilView");
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PipelineBarrier barrier;
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barrier.addImage(CamtexDepthStencil.get(), VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, 0, VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT);
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barrier.execute(fb->GetDrawCommands(), VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT);
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}
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void VkRenderBuffers::CreateSceneDepthStencil(int width, int height, VkSampleCountFlagBits samples)
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{
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auto fb = GetVulkanFrameBuffer();
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@ -32,9 +32,6 @@ public:
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VkImageLayout SceneNormalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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VkImageLayout SceneFogLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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std::unique_ptr<VulkanImage> CamtexDepthStencil;
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std::unique_ptr<VulkanImageView> CamtexDepthStencilView;
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static const int NumPipelineImages = 2;
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std::unique_ptr<VulkanImage> PipelineImage[NumPipelineImages];
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std::unique_ptr<VulkanImageView> PipelineView[NumPipelineImages];
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@ -53,7 +50,6 @@ private:
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void CreateSceneFog(int width, int height, VkSampleCountFlagBits samples);
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void CreateSceneNormal(int width, int height, VkSampleCountFlagBits samples);
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void CreateShadowmap();
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void CreateCamTexDepthStencil();
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VkSampleCountFlagBits GetBestSampleCount();
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int mWidth = 0;
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@ -536,11 +536,12 @@ void VkRenderState::EnableDrawBuffers(int count)
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}
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}
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void VkRenderState::SetRenderTarget(VulkanImageView *view, int width, int height, VkFormat format, VkSampleCountFlagBits samples)
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void VkRenderState::SetRenderTarget(VulkanImageView *view, VulkanImageView *depthStencilView, int width, int height, VkFormat format, VkSampleCountFlagBits samples)
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{
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EndRenderPass();
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mRenderTarget.View = view;
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mRenderTarget.DepthStencil = depthStencilView;
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mRenderTarget.Width = width;
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mRenderTarget.Height = height;
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mRenderTarget.Format = format;
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@ -566,7 +567,7 @@ void VkRenderState::BeginRenderPass(const VkRenderPassKey &key, VulkanCommandBuf
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if (key.DrawBuffers > 2)
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builder.addAttachment(buffers->SceneNormalView.get());
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if (key.UsesDepthStencil())
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builder.addAttachment(mRenderTarget.Format == VK_FORMAT_R8G8B8A8_UNORM ? buffers->CamtexDepthStencilView.get() : buffers->SceneDepthStencilView.get());
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builder.addAttachment(mRenderTarget.DepthStencil);
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framebuffer = builder.create(GetVulkanFrameBuffer()->device);
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framebuffer->SetDebugName("VkRenderPassSetup.Framebuffer");
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}
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@ -43,7 +43,7 @@ public:
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void EnableDrawBuffers(int count) override;
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void BeginFrame();
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void SetRenderTarget(VulkanImageView *view, int width, int height, VkFormat Format, VkSampleCountFlagBits samples);
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void SetRenderTarget(VulkanImageView *view, VulkanImageView *depthStencilView, int width, int height, VkFormat Format, VkSampleCountFlagBits samples);
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void Bind(int bindingpoint, uint32_t offset);
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void EndRenderPass();
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void EndFrame();
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@ -112,6 +112,7 @@ protected:
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struct RenderTarget
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{
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VulkanImageView *View = nullptr;
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VulkanImageView *DepthStencil = nullptr;
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int Width = 0;
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int Height = 0;
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VkFormat Format = VK_FORMAT_R16G16B16A16_SFLOAT;
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@ -442,7 +442,7 @@ sector_t *VulkanFrameBuffer::RenderViewpoint(FRenderViewpoint &mainvp, AActor *
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if (mainview) // Bind the scene frame buffer and turn on draw buffers used by ssao
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{
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mRenderState->SetRenderTarget(GetBuffers()->SceneColorView.get(), GetBuffers()->GetWidth(), GetBuffers()->GetHeight(), VK_FORMAT_R16G16B16A16_SFLOAT, GetBuffers()->GetSceneSamples());
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mRenderState->SetRenderTarget(GetBuffers()->SceneColorView.get(), GetBuffers()->SceneDepthStencilView.get(), GetBuffers()->GetWidth(), GetBuffers()->GetHeight(), VK_FORMAT_R16G16B16A16_SFLOAT, GetBuffers()->GetSceneSamples());
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bool useSSAO = (gl_ssao != 0);
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GetRenderState()->SetPassType(useSSAO ? GBUFFER_PASS : NORMAL_PASS);
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GetRenderState()->EnableDrawBuffers(GetRenderState()->GetPassDrawBufferCount());
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@ -505,15 +505,15 @@ void VulkanFrameBuffer::RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint
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int height = mat->TextureHeight();
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VulkanImage *image = BaseLayer->GetImage(tex, 0, 0);
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VulkanImageView *view = BaseLayer->GetImageView(tex, 0, 0);
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VulkanImageView *depthStencilView = BaseLayer->GetDepthStencilView(tex);
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mRenderState->EndRenderPass();
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auto cmdbuffer = GetDrawCommands();
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PipelineBarrier barrier0;
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barrier0.addImage(image, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_ACCESS_SHADER_READ_BIT, VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT);
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barrier0.execute(cmdbuffer, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT);
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barrier0.execute(GetDrawCommands(), VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT);
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mRenderState->SetRenderTarget(view, image->width, image->height, VK_FORMAT_R8G8B8A8_UNORM, VK_SAMPLE_COUNT_1_BIT);
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mRenderState->SetRenderTarget(view, depthStencilView, image->width, image->height, VK_FORMAT_R8G8B8A8_UNORM, VK_SAMPLE_COUNT_1_BIT);
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IntRect bounds;
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bounds.left = bounds.top = 0;
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@ -527,9 +527,9 @@ void VulkanFrameBuffer::RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint
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PipelineBarrier barrier1;
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barrier1.addImage(image, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT);
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barrier1.execute(cmdbuffer, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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barrier1.execute(GetDrawCommands(), VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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mRenderState->SetRenderTarget(GetBuffers()->SceneColorView.get(), GetBuffers()->GetWidth(), GetBuffers()->GetHeight(), VK_FORMAT_R16G16B16A16_SFLOAT, GetBuffers()->GetSceneSamples());
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mRenderState->SetRenderTarget(GetBuffers()->SceneColorView.get(), GetBuffers()->SceneDepthStencilView.get(), GetBuffers()->GetWidth(), GetBuffers()->GetHeight(), VK_FORMAT_R16G16B16A16_SFLOAT, GetBuffers()->GetSceneSamples());
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tex->SetUpdated(true);
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}
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@ -36,6 +36,7 @@
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#include "vulkan/textures/vk_samplers.h"
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#include "vulkan/renderer/vk_renderpass.h"
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#include "vulkan/renderer/vk_postprocess.h"
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#include "vulkan/renderer/vk_renderbuffers.h"
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#include "vk_hwtexture.h"
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VkHardwareTexture *VkHardwareTexture::First = nullptr;
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@ -71,6 +72,8 @@ void VkHardwareTexture::Reset()
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auto &deleteList = fb->FrameDeleteList;
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if (mImage) deleteList.Images.push_back(std::move(mImage));
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if (mImageView) deleteList.ImageViews.push_back(std::move(mImageView));
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if (mDepthStencil) deleteList.Images.push_back(std::move(mDepthStencil));
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if (mDepthStencilView) deleteList.ImageViews.push_back(std::move(mDepthStencilView));
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}
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}
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@ -174,6 +177,36 @@ VulkanImageView *VkHardwareTexture::GetImageView(FTexture *tex, int translation,
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return mImageView.get();
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}
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VulkanImageView *VkHardwareTexture::GetDepthStencilView(FTexture *tex)
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{
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if (!mDepthStencilView)
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{
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auto fb = GetVulkanFrameBuffer();
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VkFormat format = fb->GetBuffers()->SceneDepthStencilFormat;
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int w = tex->GetWidth();
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int h = tex->GetHeight();
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ImageBuilder builder;
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builder.setSize(w, h);
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builder.setSamples(VK_SAMPLE_COUNT_1_BIT);
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builder.setFormat(format);
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builder.setUsage(VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT);
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mDepthStencil = builder.create(fb->device);
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mDepthStencil->SetDebugName("VkHardwareTexture.DepthStencil");
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ImageViewBuilder viewbuilder;
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viewbuilder.setImage(mDepthStencil.get(), format, VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT);
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mDepthStencilView = viewbuilder.create(fb->device);
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mDepthStencilView->SetDebugName("VkHardwareTexture.DepthStencilView");
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PipelineBarrier barrier;
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barrier.addImage(mDepthStencil.get(), VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, 0, VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT);
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barrier.execute(fb->GetTransferCommands(), VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT);
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}
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return mDepthStencilView.get();
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}
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void VkHardwareTexture::CreateImage(FTexture *tex, int translation, int flags)
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{
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if (!tex->isHardwareCanvas())
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@ -40,6 +40,7 @@ public:
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VulkanImage *GetImage(FTexture *tex, int translation, int flags);
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VulkanImageView *GetImageView(FTexture *tex, int translation, int flags);
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VulkanImageView *GetDepthStencilView(FTexture *tex);
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static void ResetAllDescriptors();
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@ -75,4 +76,7 @@ private:
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std::unique_ptr<VulkanImageView> mImageView;
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VkImageLayout mImageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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int mTexelsize = 4;
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std::unique_ptr<VulkanImage> mDepthStencil;
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std::unique_ptr<VulkanImageView> mDepthStencilView;
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};
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