raze-gles/source/common/rendering/vulkan/renderer/vk_postprocess.cpp

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/*
** Vulkan backend
** Copyright (c) 2016-2020 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
*/
#include "vk_postprocess.h"
#include "vk_renderbuffers.h"
#include "vulkan/shaders/vk_shader.h"
#include "vulkan/system/vk_builders.h"
#include "vulkan/system/vk_framebuffer.h"
#include "vulkan/system/vk_buffers.h"
#include "vulkan/system/vk_swapchain.h"
#include "vulkan/renderer/vk_renderstate.h"
#include "vulkan/textures/vk_imagetransition.h"
#include "hw_cvars.h"
#include "hwrenderer/postprocessing/hw_postprocess.h"
#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
#include "hw_vrmodes.h"
#include "flatvertices.h"
#include "r_videoscale.h"
#include "filesystem.h"
#include "templates.h"
EXTERN_CVAR(Int, gl_dither_bpc)
VkPostprocess::VkPostprocess()
{
}
VkPostprocess::~VkPostprocess()
{
}
void VkPostprocess::SetActiveRenderTarget()
{
auto fb = GetVulkanFrameBuffer();
auto buffers = fb->GetBuffers();
VkImageTransition imageTransition;
imageTransition.addImage(&buffers->PipelineImage[mCurrentPipelineImage], VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, false);
imageTransition.execute(fb->GetDrawCommands());
fb->GetRenderState()->SetRenderTarget(&buffers->PipelineImage[mCurrentPipelineImage], nullptr, buffers->GetWidth(), buffers->GetHeight(), VK_FORMAT_R16G16B16A16_SFLOAT, VK_SAMPLE_COUNT_1_BIT);
}
2020-06-07 13:02:54 +00:00
void VkPostprocess::PostProcessScene(int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D)
{
auto fb = GetVulkanFrameBuffer();
int sceneWidth = fb->GetBuffers()->GetSceneWidth();
int sceneHeight = fb->GetBuffers()->GetSceneHeight();
VkPPRenderState renderstate;
hw_postprocess.Pass1(&renderstate, fixedcm, sceneWidth, sceneHeight);
SetActiveRenderTarget();
afterBloomDrawEndScene2D();
2020-06-07 13:02:54 +00:00
hw_postprocess.Pass2(&renderstate, fixedcm, flash, sceneWidth, sceneHeight);
}
void VkPostprocess::BlitSceneToPostprocess()
{
auto fb = GetVulkanFrameBuffer();
fb->GetRenderState()->EndRenderPass();
auto buffers = fb->GetBuffers();
auto cmdbuffer = fb->GetDrawCommands();
mCurrentPipelineImage = 0;
VkImageTransition imageTransition;
imageTransition.addImage(&buffers->SceneColor, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, false);
imageTransition.addImage(&buffers->PipelineImage[mCurrentPipelineImage], VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, true);
imageTransition.execute(fb->GetDrawCommands());
if (buffers->GetSceneSamples() != VK_SAMPLE_COUNT_1_BIT)
{
auto sceneColor = buffers->SceneColor.Image.get();
VkImageResolve resolve = {};
resolve.srcOffset = { 0, 0, 0 };
resolve.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
resolve.srcSubresource.mipLevel = 0;
resolve.srcSubresource.baseArrayLayer = 0;
resolve.srcSubresource.layerCount = 1;
resolve.dstOffset = { 0, 0, 0 };
resolve.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
resolve.dstSubresource.mipLevel = 0;
resolve.dstSubresource.baseArrayLayer = 0;
resolve.dstSubresource.layerCount = 1;
resolve.extent = { (uint32_t)sceneColor->width, (uint32_t)sceneColor->height, 1 };
cmdbuffer->resolveImage(
sceneColor->image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
buffers->PipelineImage[mCurrentPipelineImage].Image->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
1, &resolve);
}
else
{
auto sceneColor = buffers->SceneColor.Image.get();
VkImageBlit blit = {};
blit.srcOffsets[0] = { 0, 0, 0 };
blit.srcOffsets[1] = { sceneColor->width, sceneColor->height, 1 };
blit.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
blit.srcSubresource.mipLevel = 0;
blit.srcSubresource.baseArrayLayer = 0;
blit.srcSubresource.layerCount = 1;
blit.dstOffsets[0] = { 0, 0, 0 };
blit.dstOffsets[1] = { sceneColor->width, sceneColor->height, 1 };
blit.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
blit.dstSubresource.mipLevel = 0;
blit.dstSubresource.baseArrayLayer = 0;
blit.dstSubresource.layerCount = 1;
cmdbuffer->blitImage(
sceneColor->image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
buffers->PipelineImage[mCurrentPipelineImage].Image->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
1, &blit, VK_FILTER_NEAREST);
}
}
void VkPostprocess::ImageTransitionScene(bool undefinedSrcLayout)
{
auto fb = GetVulkanFrameBuffer();
auto buffers = fb->GetBuffers();
VkImageTransition imageTransition;
imageTransition.addImage(&buffers->SceneColor, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, undefinedSrcLayout);
imageTransition.addImage(&buffers->SceneFog, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, undefinedSrcLayout);
imageTransition.addImage(&buffers->SceneNormal, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, undefinedSrcLayout);
imageTransition.addImage(&buffers->SceneDepthStencil, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, undefinedSrcLayout);
imageTransition.execute(fb->GetDrawCommands());
}
void VkPostprocess::BlitCurrentToImage(VkTextureImage *dstimage, VkImageLayout finallayout)
{
auto fb = GetVulkanFrameBuffer();
fb->GetRenderState()->EndRenderPass();
auto srcimage = &fb->GetBuffers()->PipelineImage[mCurrentPipelineImage];
auto cmdbuffer = fb->GetDrawCommands();
VkImageTransition imageTransition0;
imageTransition0.addImage(srcimage, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, false);
imageTransition0.addImage(dstimage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, true);
imageTransition0.execute(cmdbuffer);
VkImageBlit blit = {};
blit.srcOffsets[0] = { 0, 0, 0 };
blit.srcOffsets[1] = { srcimage->Image->width, srcimage->Image->height, 1 };
blit.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
blit.srcSubresource.mipLevel = 0;
blit.srcSubresource.baseArrayLayer = 0;
blit.srcSubresource.layerCount = 1;
blit.dstOffsets[0] = { 0, 0, 0 };
blit.dstOffsets[1] = { dstimage->Image->width, dstimage->Image->height, 1 };
blit.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
blit.dstSubresource.mipLevel = 0;
blit.dstSubresource.baseArrayLayer = 0;
blit.dstSubresource.layerCount = 1;
cmdbuffer->blitImage(
srcimage->Image->image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
dstimage->Image->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
1, &blit, VK_FILTER_NEAREST);
VkImageTransition imageTransition1;
imageTransition1.addImage(dstimage, finallayout, false);
imageTransition1.execute(cmdbuffer);
}
void VkPostprocess::DrawPresentTexture(const IntRect &box, bool applyGamma, bool screenshot)
{
auto fb = GetVulkanFrameBuffer();
VkPPRenderState renderstate;
if (!screenshot) // Already applied as we are actually copying the last frame here (GetScreenshotBuffer is called after swap)
hw_postprocess.customShaders.Run(&renderstate, "screen");
PresentUniforms uniforms;
if (!applyGamma)
{
uniforms.InvGamma = 1.0f;
uniforms.Contrast = 1.0f;
uniforms.Brightness = 0.0f;
uniforms.Saturation = 1.0f;
}
else
{
uniforms.InvGamma = 1.0f / clamp<float>(vid_gamma, 0.1f, 4.f);
uniforms.Contrast = clamp<float>(vid_contrast, 0.1f, 3.f);
uniforms.Brightness = clamp<float>(vid_brightness, -0.8f, 0.8f);
uniforms.Saturation = clamp<float>(vid_saturation, -15.0f, 15.f);
uniforms.GrayFormula = static_cast<int>(gl_satformula);
}
uniforms.ColorScale = (gl_dither_bpc == -1) ? 255.0f : (float)((1 << gl_dither_bpc) - 1);
if (screenshot)
{
uniforms.Scale = { screen->mScreenViewport.width / (float)fb->GetBuffers()->GetWidth(), screen->mScreenViewport.height / (float)fb->GetBuffers()->GetHeight() };
uniforms.Offset = { 0.0f, 0.0f };
}
else
{
uniforms.Scale = { screen->mScreenViewport.width / (float)fb->GetBuffers()->GetWidth(), -screen->mScreenViewport.height / (float)fb->GetBuffers()->GetHeight() };
uniforms.Offset = { 0.0f, 1.0f };
}
if (applyGamma && fb->swapChain->IsHdrModeActive() && !screenshot)
{
uniforms.HdrMode = 1;
}
else
{
uniforms.HdrMode = 0;
}
renderstate.Clear();
renderstate.Shader = &hw_postprocess.present.Present;
renderstate.Uniforms.Set(uniforms);
renderstate.Viewport = box;
renderstate.SetInputCurrent(0, ViewportLinearScale() ? PPFilterMode::Linear : PPFilterMode::Nearest);
renderstate.SetInputTexture(1, &hw_postprocess.present.Dither, PPFilterMode::Nearest, PPWrapMode::Repeat);
if (screenshot)
renderstate.SetOutputNext();
else
renderstate.SetOutputSwapChain();
renderstate.SetNoBlend();
renderstate.Draw();
}
void VkPostprocess::AmbientOccludeScene(float m5)
{
auto fb = GetVulkanFrameBuffer();
int sceneWidth = fb->GetBuffers()->GetSceneWidth();
int sceneHeight = fb->GetBuffers()->GetSceneHeight();
VkPPRenderState renderstate;
hw_postprocess.ssao.Render(&renderstate, m5, sceneWidth, sceneHeight);
ImageTransitionScene(false);
}
void VkPostprocess::BlurScene(float gameinfobluramount)
{
auto fb = GetVulkanFrameBuffer();
int sceneWidth = fb->GetBuffers()->GetSceneWidth();
int sceneHeight = fb->GetBuffers()->GetSceneHeight();
VkPPRenderState renderstate;
auto vrmode = VRMode::GetVRMode(true);
int eyeCount = vrmode->mEyeCount;
for (int i = 0; i < eyeCount; ++i)
{
hw_postprocess.bloom.RenderBlur(&renderstate, sceneWidth, sceneHeight, gameinfobluramount);
if (eyeCount - i > 1) NextEye(eyeCount);
}
}
void VkPostprocess::ClearTonemapPalette()
{
hw_postprocess.tonemap.ClearTonemapPalette();
}
void VkPostprocess::UpdateShadowMap()
{
if (screen->mShadowMap.PerformUpdate())
{
VkPPRenderState renderstate;
hw_postprocess.shadowmap.Update(&renderstate);
auto fb = GetVulkanFrameBuffer();
auto buffers = fb->GetBuffers();
VkImageTransition imageTransition;
imageTransition.addImage(&buffers->Shadowmap, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, false);
imageTransition.execute(fb->GetDrawCommands());
screen->mShadowMap.FinishUpdate();
}
}
std::unique_ptr<VulkanDescriptorSet> VkPostprocess::AllocateDescriptorSet(VulkanDescriptorSetLayout *layout)
{
if (mDescriptorPool)
{
auto descriptors = mDescriptorPool->tryAllocate(layout);
if (descriptors)
return descriptors;
GetVulkanFrameBuffer()->FrameDeleteList.DescriptorPools.push_back(std::move(mDescriptorPool));
}
DescriptorPoolBuilder builder;
builder.addPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 200);
builder.addPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 4);
builder.setMaxSets(100);
mDescriptorPool = builder.create(GetVulkanFrameBuffer()->device);
mDescriptorPool->SetDebugName("VkPostprocess.mDescriptorPool");
return mDescriptorPool->allocate(layout);
}
void VkPostprocess::RenderBuffersReset()
{
mRenderPassSetup.clear();
}
VulkanSampler *VkPostprocess::GetSampler(PPFilterMode filter, PPWrapMode wrap)
{
int index = (((int)filter) << 1) | (int)wrap;
auto &sampler = mSamplers[index];
if (sampler)
return sampler.get();
SamplerBuilder builder;
builder.setMipmapMode(VK_SAMPLER_MIPMAP_MODE_NEAREST);
builder.setMinFilter(filter == PPFilterMode::Nearest ? VK_FILTER_NEAREST : VK_FILTER_LINEAR);
builder.setMagFilter(filter == PPFilterMode::Nearest ? VK_FILTER_NEAREST : VK_FILTER_LINEAR);
builder.setAddressMode(wrap == PPWrapMode::Clamp ? VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE : VK_SAMPLER_ADDRESS_MODE_REPEAT);
sampler = builder.create(GetVulkanFrameBuffer()->device);
sampler->SetDebugName("VkPostprocess.mSamplers");
return sampler.get();
}
void VkPostprocess::NextEye(int eyeCount)
{
}
/////////////////////////////////////////////////////////////////////////////
VkPPTexture::VkPPTexture(PPTexture *texture)
{
auto fb = GetVulkanFrameBuffer();
VkFormat format;
int pixelsize;
switch (texture->Format)
{
default:
case PixelFormat::Rgba8: format = VK_FORMAT_R8G8B8A8_UNORM; pixelsize = 4; break;
case PixelFormat::Rgba16f: format = VK_FORMAT_R16G16B16A16_SFLOAT; pixelsize = 8; break;
case PixelFormat::R32f: format = VK_FORMAT_R32_SFLOAT; pixelsize = 4; break;
case PixelFormat::Rg16f: format = VK_FORMAT_R16G16_SFLOAT; pixelsize = 4; break;
case PixelFormat::Rgba16_snorm: format = VK_FORMAT_R16G16B16A16_SNORM; pixelsize = 8; break;
}
ImageBuilder imgbuilder;
imgbuilder.setFormat(format);
imgbuilder.setSize(texture->Width, texture->Height);
if (texture->Data)
imgbuilder.setUsage(VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT);
else
imgbuilder.setUsage(VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT);
if (!imgbuilder.isFormatSupported(fb->device))
I_FatalError("Vulkan device does not support the image format required by a postprocess texture\n");
TexImage.Image = imgbuilder.create(fb->device);
TexImage.Image->SetDebugName("VkPPTexture");
Format = format;
ImageViewBuilder viewbuilder;
viewbuilder.setImage(TexImage.Image.get(), format);
TexImage.View = viewbuilder.create(fb->device);
TexImage.View->SetDebugName("VkPPTextureView");
if (texture->Data)
{
size_t totalsize = texture->Width * texture->Height * pixelsize;
BufferBuilder stagingbuilder;
stagingbuilder.setSize(totalsize);
stagingbuilder.setUsage(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VMA_MEMORY_USAGE_CPU_ONLY);
Staging = stagingbuilder.create(fb->device);
Staging->SetDebugName("VkPPTextureStaging");
VkImageTransition barrier0;
barrier0.addImage(&TexImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, true);
barrier0.execute(fb->GetTransferCommands());
void *data = Staging->Map(0, totalsize);
memcpy(data, texture->Data.get(), totalsize);
Staging->Unmap();
VkBufferImageCopy region = {};
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.imageSubresource.layerCount = 1;
region.imageExtent.depth = 1;
region.imageExtent.width = texture->Width;
region.imageExtent.height = texture->Height;
fb->GetTransferCommands()->copyBufferToImage(Staging->buffer, TexImage.Image->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region);
VkImageTransition barrier1;
barrier1.addImage(&TexImage, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, false);
barrier1.execute(fb->GetTransferCommands());
}
else
{
VkImageTransition barrier;
barrier.addImage(&TexImage, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, true);
barrier.execute(fb->GetTransferCommands());
}
}
VkPPTexture::~VkPPTexture()
{
if (auto fb = GetVulkanFrameBuffer())
{
if (TexImage.Image) fb->FrameDeleteList.Images.push_back(std::move(TexImage.Image));
if (TexImage.View) fb->FrameDeleteList.ImageViews.push_back(std::move(TexImage.View));
if (TexImage.DepthOnlyView) fb->FrameDeleteList.ImageViews.push_back(std::move(TexImage.DepthOnlyView));
if (TexImage.PPFramebuffer) fb->FrameDeleteList.Framebuffers.push_back(std::move(TexImage.PPFramebuffer));
if (Staging) fb->FrameDeleteList.Buffers.push_back(std::move(Staging));
}
}
/////////////////////////////////////////////////////////////////////////////
VkPPShader::VkPPShader(PPShader *shader)
{
auto fb = GetVulkanFrameBuffer();
FString prolog;
if (!shader->Uniforms.empty())
prolog = UniformBlockDecl::Create("Uniforms", shader->Uniforms, -1);
prolog += shader->Defines;
ShaderBuilder vertbuilder;
vertbuilder.setVertexShader(LoadShaderCode(shader->VertexShader, "", shader->Version));
VertexShader = vertbuilder.create(shader->VertexShader.GetChars(), fb->device);
VertexShader->SetDebugName(shader->VertexShader.GetChars());
ShaderBuilder fragbuilder;
fragbuilder.setFragmentShader(LoadShaderCode(shader->FragmentShader, prolog, shader->Version));
FragmentShader = fragbuilder.create(shader->FragmentShader.GetChars(), fb->device);
FragmentShader->SetDebugName(shader->FragmentShader.GetChars());
}
FString VkPPShader::LoadShaderCode(const FString &lumpName, const FString &defines, int version)
{
int lump = fileSystem.CheckNumForFullName(lumpName);
if (lump == -1) I_FatalError("Unable to load '%s'", lumpName.GetChars());
FString code = fileSystem.ReadFile(lump).GetString().GetChars();
FString patchedCode;
patchedCode.AppendFormat("#version %d\n", 450);
patchedCode << defines;
patchedCode << "#line 1\n";
patchedCode << code;
return patchedCode;
}
/////////////////////////////////////////////////////////////////////////////
void VkPPRenderState::PushGroup(const FString &name)
{
GetVulkanFrameBuffer()->PushGroup(name);
}
void VkPPRenderState::PopGroup()
{
GetVulkanFrameBuffer()->PopGroup();
}
void VkPPRenderState::Draw()
{
auto fb = GetVulkanFrameBuffer();
auto pp = fb->GetPostprocess();
fb->GetRenderState()->EndRenderPass();
VkPPRenderPassKey key;
key.BlendMode = BlendMode;
key.InputTextures = Textures.Size();
key.Uniforms = Uniforms.Data.Size();
key.Shader = GetVkShader(Shader);
key.SwapChain = (Output.Type == PPTextureType::SwapChain);
key.ShadowMapBuffers = ShadowMapBuffers;
if (Output.Type == PPTextureType::PPTexture)
key.OutputFormat = GetVkTexture(Output.Texture)->Format;
else if (Output.Type == PPTextureType::SwapChain)
key.OutputFormat = GetVulkanFrameBuffer()->swapChain->swapChainFormat.format;
else if (Output.Type == PPTextureType::ShadowMap)
key.OutputFormat = VK_FORMAT_R32_SFLOAT;
else
key.OutputFormat = VK_FORMAT_R16G16B16A16_SFLOAT;
if (Output.Type == PPTextureType::SceneColor)
{
key.StencilTest = 1;
key.Samples = fb->GetBuffers()->GetSceneSamples();
}
else
{
key.StencilTest = 0;
key.Samples = VK_SAMPLE_COUNT_1_BIT;
}
auto &passSetup = pp->mRenderPassSetup[key];
if (!passSetup)
passSetup.reset(new VkPPRenderPassSetup(key));
int framebufferWidth = 0, framebufferHeight = 0;
VulkanDescriptorSet *input = GetInput(passSetup.get(), Textures, ShadowMapBuffers);
VulkanFramebuffer *output = GetOutput(passSetup.get(), Output, key.StencilTest, framebufferWidth, framebufferHeight);
RenderScreenQuad(passSetup.get(), input, output, framebufferWidth, framebufferHeight, Viewport.left, Viewport.top, Viewport.width, Viewport.height, Uniforms.Data.Data(), Uniforms.Data.Size(), key.StencilTest);
// Advance to next PP texture if our output was sent there
if (Output.Type == PPTextureType::NextPipelineTexture)
{
pp->mCurrentPipelineImage = (pp->mCurrentPipelineImage + 1) % VkRenderBuffers::NumPipelineImages;
}
}
void VkPPRenderState::RenderScreenQuad(VkPPRenderPassSetup *passSetup, VulkanDescriptorSet *descriptorSet, VulkanFramebuffer *framebuffer, int framebufferWidth, int framebufferHeight, int x, int y, int width, int height, const void *pushConstants, uint32_t pushConstantsSize, bool stencilTest)
{
auto fb = GetVulkanFrameBuffer();
auto cmdbuffer = fb->GetDrawCommands();
VkViewport viewport = { };
viewport.x = (float)x;
viewport.y = (float)y;
viewport.width = (float)width;
viewport.height = (float)height;
viewport.minDepth = 0.0f;
viewport.maxDepth = 1.0f;
VkRect2D scissor = { };
scissor.offset.x = 0;
scissor.offset.y = 0;
scissor.extent.width = framebufferWidth;
scissor.extent.height = framebufferHeight;
RenderPassBegin beginInfo;
beginInfo.setRenderPass(passSetup->RenderPass.get());
beginInfo.setRenderArea(0, 0, framebufferWidth, framebufferHeight);
beginInfo.setFramebuffer(framebuffer);
beginInfo.addClearColor(0.0f, 0.0f, 0.0f, 1.0f);
VkBuffer vertexBuffers[] = { static_cast<VKVertexBuffer*>(screen->mVertexData->GetBufferObjects().first)->mBuffer->buffer };
VkDeviceSize offsets[] = { 0 };
cmdbuffer->beginRenderPass(beginInfo);
cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, passSetup->Pipeline.get());
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passSetup->PipelineLayout.get(), 0, descriptorSet);
cmdbuffer->bindVertexBuffers(0, 1, vertexBuffers, offsets);
cmdbuffer->setViewport(0, 1, &viewport);
cmdbuffer->setScissor(0, 1, &scissor);
if (stencilTest)
cmdbuffer->setStencilReference(VK_STENCIL_FRONT_AND_BACK, screen->stencilValue);
if (pushConstantsSize > 0)
cmdbuffer->pushConstants(passSetup->PipelineLayout.get(), VK_SHADER_STAGE_FRAGMENT_BIT, 0, pushConstantsSize, pushConstants);
cmdbuffer->draw(3, 1, FFlatVertexBuffer::PRESENT_INDEX, 0);
cmdbuffer->endRenderPass();
}
VulkanDescriptorSet *VkPPRenderState::GetInput(VkPPRenderPassSetup *passSetup, const TArray<PPTextureInput> &textures, bool bindShadowMapBuffers)
{
auto fb = GetVulkanFrameBuffer();
auto pp = fb->GetPostprocess();
auto descriptors = pp->AllocateDescriptorSet(passSetup->DescriptorLayout.get());
descriptors->SetDebugName("VkPostprocess.descriptors");
WriteDescriptors write;
VkImageTransition imageTransition;
for (unsigned int index = 0; index < textures.Size(); index++)
{
const PPTextureInput &input = textures[index];
VulkanSampler *sampler = pp->GetSampler(input.Filter, input.Wrap);
VkTextureImage *tex = GetTexture(input.Type, input.Texture);
write.addCombinedImageSampler(descriptors.get(), index, tex->DepthOnlyView ? tex->DepthOnlyView.get() : tex->View.get(), sampler, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
imageTransition.addImage(tex, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, false);
}
if (bindShadowMapBuffers)
{
write.addBuffer(descriptors.get(), LIGHTNODES_BINDINGPOINT, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, fb->LightNodes->mBuffer.get());
write.addBuffer(descriptors.get(), LIGHTLINES_BINDINGPOINT, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, fb->LightLines->mBuffer.get());
write.addBuffer(descriptors.get(), LIGHTLIST_BINDINGPOINT, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, fb->LightList->mBuffer.get());
}
write.updateSets(fb->device);
imageTransition.execute(fb->GetDrawCommands());
VulkanDescriptorSet *set = descriptors.get();
fb->FrameDeleteList.Descriptors.push_back(std::move(descriptors));
return set;
}
VulkanFramebuffer *VkPPRenderState::GetOutput(VkPPRenderPassSetup *passSetup, const PPOutput &output, bool stencilTest, int &framebufferWidth, int &framebufferHeight)
{
auto fb = GetVulkanFrameBuffer();
VkTextureImage *tex = GetTexture(output.Type, output.Texture);
VkImageView view;
std::unique_ptr<VulkanFramebuffer> *framebufferptr = nullptr;
int w, h;
if (tex)
{
VkImageTransition imageTransition;
imageTransition.addImage(tex, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, output.Type == PPTextureType::NextPipelineTexture);
if (stencilTest)
imageTransition.addImage(&fb->GetBuffers()->SceneDepthStencil, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, false);
imageTransition.execute(fb->GetDrawCommands());
view = tex->View->view;
w = tex->Image->width;
h = tex->Image->height;
framebufferptr = &tex->PPFramebuffer;
}
else
{
view = fb->swapChain->swapChainImageViews[fb->presentImageIndex];
framebufferptr = &fb->swapChain->framebuffers[fb->presentImageIndex];
w = fb->swapChain->actualExtent.width;
h = fb->swapChain->actualExtent.height;
}
auto &framebuffer = *framebufferptr;
if (!framebuffer)
{
FramebufferBuilder builder;
builder.setRenderPass(passSetup->RenderPass.get());
builder.setSize(w, h);
builder.addAttachment(view);
if (stencilTest)
builder.addAttachment(fb->GetBuffers()->SceneDepthStencil.View.get());
framebuffer = builder.create(GetVulkanFrameBuffer()->device);
}
framebufferWidth = w;
framebufferHeight = h;
return framebuffer.get();
}
VkTextureImage *VkPPRenderState::GetTexture(const PPTextureType &type, PPTexture *pptexture)
{
auto fb = GetVulkanFrameBuffer();
if (type == PPTextureType::CurrentPipelineTexture || type == PPTextureType::NextPipelineTexture)
{
int idx = fb->GetPostprocess()->mCurrentPipelineImage;
if (type == PPTextureType::NextPipelineTexture)
idx = (idx + 1) % VkRenderBuffers::NumPipelineImages;
return &fb->GetBuffers()->PipelineImage[idx];
}
else if (type == PPTextureType::PPTexture)
{
auto vktex = GetVkTexture(pptexture);
return &vktex->TexImage;
}
else if (type == PPTextureType::SceneColor)
{
return &fb->GetBuffers()->SceneColor;
}
else if (type == PPTextureType::SceneNormal)
{
return &fb->GetBuffers()->SceneNormal;
}
else if (type == PPTextureType::SceneFog)
{
return &fb->GetBuffers()->SceneFog;
}
else if (type == PPTextureType::SceneDepth)
{
return &fb->GetBuffers()->SceneDepthStencil;
}
else if (type == PPTextureType::ShadowMap)
{
return &fb->GetBuffers()->Shadowmap;
}
else if (type == PPTextureType::SwapChain)
{
return nullptr;
}
else
{
I_FatalError("VkPPRenderState::GetTexture not implemented yet for this texture type");
return nullptr;
}
}
VkPPShader *VkPPRenderState::GetVkShader(PPShader *shader)
{
if (!shader->Backend)
shader->Backend = std::make_unique<VkPPShader>(shader);
return static_cast<VkPPShader*>(shader->Backend.get());
}
VkPPTexture *VkPPRenderState::GetVkTexture(PPTexture *texture)
{
if (!texture->Backend)
texture->Backend = std::make_unique<VkPPTexture>(texture);
return static_cast<VkPPTexture*>(texture->Backend.get());
}
/////////////////////////////////////////////////////////////////////////////
VkPPRenderPassSetup::VkPPRenderPassSetup(const VkPPRenderPassKey &key)
{
CreateDescriptorLayout(key);
CreatePipelineLayout(key);
CreateRenderPass(key);
CreatePipeline(key);
}
void VkPPRenderPassSetup::CreateDescriptorLayout(const VkPPRenderPassKey &key)
{
DescriptorSetLayoutBuilder builder;
for (int i = 0; i < key.InputTextures; i++)
builder.addBinding(i, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
if (key.ShadowMapBuffers)
{
builder.addBinding(LIGHTNODES_BINDINGPOINT, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
builder.addBinding(LIGHTLINES_BINDINGPOINT, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
builder.addBinding(LIGHTLIST_BINDINGPOINT, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
}
DescriptorLayout = builder.create(GetVulkanFrameBuffer()->device);
DescriptorLayout->SetDebugName("VkPPRenderPassSetup.DescriptorLayout");
}
void VkPPRenderPassSetup::CreatePipelineLayout(const VkPPRenderPassKey &key)
{
PipelineLayoutBuilder builder;
builder.addSetLayout(DescriptorLayout.get());
if (key.Uniforms > 0)
builder.addPushConstantRange(VK_SHADER_STAGE_FRAGMENT_BIT, 0, key.Uniforms);
PipelineLayout = builder.create(GetVulkanFrameBuffer()->device);
PipelineLayout->SetDebugName("VkPPRenderPassSetup.PipelineLayout");
}
void VkPPRenderPassSetup::CreatePipeline(const VkPPRenderPassKey &key)
{
GraphicsPipelineBuilder builder;
builder.addVertexShader(key.Shader->VertexShader.get());
builder.addFragmentShader(key.Shader->FragmentShader.get());
builder.addVertexBufferBinding(0, sizeof(FFlatVertex));
builder.addVertexAttribute(0, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(FFlatVertex, x));
builder.addVertexAttribute(1, 0, VK_FORMAT_R32G32_SFLOAT, offsetof(FFlatVertex, u));
builder.addDynamicState(VK_DYNAMIC_STATE_VIEWPORT);
builder.addDynamicState(VK_DYNAMIC_STATE_SCISSOR);
// Note: the actual values are ignored since we use dynamic viewport+scissor states
builder.setViewport(0.0f, 0.0f, 320.0f, 200.0f);
builder.setScissor(0, 0, 320, 200);
if (key.StencilTest)
{
builder.addDynamicState(VK_DYNAMIC_STATE_STENCIL_REFERENCE);
builder.setDepthStencilEnable(false, false, true);
builder.setStencil(VK_STENCIL_OP_KEEP, VK_STENCIL_OP_KEEP, VK_STENCIL_OP_KEEP, VK_COMPARE_OP_EQUAL, 0xffffffff, 0xffffffff, 0);
}
builder.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP);
builder.setBlendMode(key.BlendMode);
builder.setRasterizationSamples(key.Samples);
builder.setLayout(PipelineLayout.get());
builder.setRenderPass(RenderPass.get());
Pipeline = builder.create(GetVulkanFrameBuffer()->device);
Pipeline->SetDebugName("VkPPRenderPassSetup.Pipeline");
}
void VkPPRenderPassSetup::CreateRenderPass(const VkPPRenderPassKey &key)
{
RenderPassBuilder builder;
if (key.SwapChain)
builder.addAttachment(key.OutputFormat, key.Samples, VK_ATTACHMENT_LOAD_OP_CLEAR, VK_ATTACHMENT_STORE_OP_STORE, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_PRESENT_SRC_KHR);
else
builder.addAttachment(key.OutputFormat, key.Samples, VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
if (key.StencilTest)
{
builder.addDepthStencilAttachment(
GetVulkanFrameBuffer()->GetBuffers()->SceneDepthStencilFormat, key.Samples,
VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
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();
builder.addSubpassColorAttachmentRef(0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
if (key.StencilTest)
{
builder.addSubpassDepthStencilAttachmentRef(1, 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 | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_SHADER_READ_BIT);
}
else
{
builder.addExternalSubpassDependency(
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_SHADER_READ_BIT);
}
RenderPass = builder.create(GetVulkanFrameBuffer()->device);
RenderPass->SetDebugName("VkPPRenderPassSetup.RenderPass");
}