mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-30 21:31:03 +00:00
818 lines
29 KiB
C++
818 lines
29 KiB
C++
/*
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** Vulkan backend
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** Copyright (c) 2016-2020 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include "vk_postprocess.h"
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#include "vk_renderbuffers.h"
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#include "vulkan/shaders/vk_shader.h"
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#include "vulkan/system/vk_builders.h"
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#include "vulkan/system/vk_framebuffer.h"
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#include "vulkan/system/vk_buffers.h"
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#include "vulkan/system/vk_swapchain.h"
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#include "vulkan/renderer/vk_renderstate.h"
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#include "vulkan/textures/vk_imagetransition.h"
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#include "hw_cvars.h"
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#include "hwrenderer/postprocessing/hw_postprocess.h"
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#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
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#include "hw_vrmodes.h"
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#include "flatvertices.h"
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#include "r_videoscale.h"
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#include "filesystem.h"
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#include "templates.h"
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EXTERN_CVAR(Int, gl_dither_bpc)
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VkPostprocess::VkPostprocess()
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{
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}
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VkPostprocess::~VkPostprocess()
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{
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}
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void VkPostprocess::SetActiveRenderTarget()
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{
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auto fb = GetVulkanFrameBuffer();
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auto buffers = fb->GetBuffers();
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VkImageTransition imageTransition;
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imageTransition.addImage(&buffers->PipelineImage[mCurrentPipelineImage], VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, false);
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imageTransition.execute(fb->GetDrawCommands());
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fb->GetRenderState()->SetRenderTarget(&buffers->PipelineImage[mCurrentPipelineImage], 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, float flash, const std::function<void()> &afterBloomDrawEndScene2D)
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{
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auto fb = GetVulkanFrameBuffer();
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int sceneWidth = fb->GetBuffers()->GetSceneWidth();
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int sceneHeight = fb->GetBuffers()->GetSceneHeight();
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VkPPRenderState renderstate;
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hw_postprocess.Pass1(&renderstate, fixedcm, sceneWidth, sceneHeight);
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SetActiveRenderTarget();
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afterBloomDrawEndScene2D();
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hw_postprocess.Pass2(&renderstate, fixedcm, flash, sceneWidth, sceneHeight);
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}
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void VkPostprocess::BlitSceneToPostprocess()
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{
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auto fb = GetVulkanFrameBuffer();
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fb->GetRenderState()->EndRenderPass();
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auto buffers = fb->GetBuffers();
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auto cmdbuffer = fb->GetDrawCommands();
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mCurrentPipelineImage = 0;
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VkImageTransition imageTransition;
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imageTransition.addImage(&buffers->SceneColor, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, false);
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imageTransition.addImage(&buffers->PipelineImage[mCurrentPipelineImage], VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, true);
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imageTransition.execute(fb->GetDrawCommands());
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if (buffers->GetSceneSamples() != VK_SAMPLE_COUNT_1_BIT)
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{
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auto sceneColor = buffers->SceneColor.Image.get();
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VkImageResolve resolve = {};
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resolve.srcOffset = { 0, 0, 0 };
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resolve.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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resolve.srcSubresource.mipLevel = 0;
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resolve.srcSubresource.baseArrayLayer = 0;
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resolve.srcSubresource.layerCount = 1;
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resolve.dstOffset = { 0, 0, 0 };
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resolve.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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resolve.dstSubresource.mipLevel = 0;
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resolve.dstSubresource.baseArrayLayer = 0;
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resolve.dstSubresource.layerCount = 1;
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resolve.extent = { (uint32_t)sceneColor->width, (uint32_t)sceneColor->height, 1 };
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cmdbuffer->resolveImage(
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sceneColor->image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
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buffers->PipelineImage[mCurrentPipelineImage].Image->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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1, &resolve);
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}
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else
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{
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auto sceneColor = buffers->SceneColor.Image.get();
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VkImageBlit blit = {};
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blit.srcOffsets[0] = { 0, 0, 0 };
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blit.srcOffsets[1] = { sceneColor->width, sceneColor->height, 1 };
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blit.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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blit.srcSubresource.mipLevel = 0;
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blit.srcSubresource.baseArrayLayer = 0;
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blit.srcSubresource.layerCount = 1;
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blit.dstOffsets[0] = { 0, 0, 0 };
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blit.dstOffsets[1] = { sceneColor->width, sceneColor->height, 1 };
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blit.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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blit.dstSubresource.mipLevel = 0;
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blit.dstSubresource.baseArrayLayer = 0;
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blit.dstSubresource.layerCount = 1;
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cmdbuffer->blitImage(
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sceneColor->image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
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buffers->PipelineImage[mCurrentPipelineImage].Image->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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1, &blit, VK_FILTER_NEAREST);
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}
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}
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void VkPostprocess::ImageTransitionScene(bool undefinedSrcLayout)
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{
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auto fb = GetVulkanFrameBuffer();
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auto buffers = fb->GetBuffers();
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VkImageTransition imageTransition;
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imageTransition.addImage(&buffers->SceneColor, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, undefinedSrcLayout);
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imageTransition.addImage(&buffers->SceneFog, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, undefinedSrcLayout);
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imageTransition.addImage(&buffers->SceneNormal, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, undefinedSrcLayout);
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imageTransition.addImage(&buffers->SceneDepthStencil, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, undefinedSrcLayout);
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imageTransition.execute(fb->GetDrawCommands());
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}
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void VkPostprocess::BlitCurrentToImage(VkTextureImage *dstimage, VkImageLayout finallayout)
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{
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auto fb = GetVulkanFrameBuffer();
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fb->GetRenderState()->EndRenderPass();
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auto srcimage = &fb->GetBuffers()->PipelineImage[mCurrentPipelineImage];
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auto cmdbuffer = fb->GetDrawCommands();
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VkImageTransition imageTransition0;
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imageTransition0.addImage(srcimage, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, false);
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imageTransition0.addImage(dstimage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, true);
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imageTransition0.execute(cmdbuffer);
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VkImageBlit blit = {};
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blit.srcOffsets[0] = { 0, 0, 0 };
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blit.srcOffsets[1] = { srcimage->Image->width, srcimage->Image->height, 1 };
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blit.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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blit.srcSubresource.mipLevel = 0;
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blit.srcSubresource.baseArrayLayer = 0;
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blit.srcSubresource.layerCount = 1;
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blit.dstOffsets[0] = { 0, 0, 0 };
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blit.dstOffsets[1] = { dstimage->Image->width, dstimage->Image->height, 1 };
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blit.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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blit.dstSubresource.mipLevel = 0;
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blit.dstSubresource.baseArrayLayer = 0;
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blit.dstSubresource.layerCount = 1;
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cmdbuffer->blitImage(
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srcimage->Image->image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
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dstimage->Image->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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1, &blit, VK_FILTER_NEAREST);
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VkImageTransition imageTransition1;
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imageTransition1.addImage(dstimage, finallayout, false);
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imageTransition1.execute(cmdbuffer);
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}
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void VkPostprocess::DrawPresentTexture(const IntRect &box, bool applyGamma, bool screenshot)
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{
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auto fb = GetVulkanFrameBuffer();
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VkPPRenderState renderstate;
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if (!screenshot) // Already applied as we are actually copying the last frame here (GetScreenshotBuffer is called after swap)
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hw_postprocess.customShaders.Run(&renderstate, "screen");
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PresentUniforms uniforms;
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if (!applyGamma)
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{
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uniforms.InvGamma = 1.0f;
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uniforms.Contrast = 1.0f;
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uniforms.Brightness = 0.0f;
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uniforms.Saturation = 1.0f;
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}
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else
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{
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uniforms.InvGamma = 1.0f / clamp<float>(vid_gamma, 0.1f, 4.f);
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uniforms.Contrast = clamp<float>(vid_contrast, 0.1f, 3.f);
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uniforms.Brightness = clamp<float>(vid_brightness, -0.8f, 0.8f);
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uniforms.Saturation = clamp<float>(vid_saturation, -15.0f, 15.f);
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uniforms.GrayFormula = static_cast<int>(gl_satformula);
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}
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uniforms.ColorScale = (gl_dither_bpc == -1) ? 255.0f : (float)((1 << gl_dither_bpc) - 1);
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if (screenshot)
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{
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uniforms.Scale = { screen->mScreenViewport.width / (float)fb->GetBuffers()->GetWidth(), screen->mScreenViewport.height / (float)fb->GetBuffers()->GetHeight() };
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uniforms.Offset = { 0.0f, 0.0f };
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}
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else
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{
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uniforms.Scale = { screen->mScreenViewport.width / (float)fb->GetBuffers()->GetWidth(), -screen->mScreenViewport.height / (float)fb->GetBuffers()->GetHeight() };
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uniforms.Offset = { 0.0f, 1.0f };
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}
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if (applyGamma && fb->swapChain->IsHdrModeActive() && !screenshot)
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{
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uniforms.HdrMode = 1;
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}
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else
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{
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uniforms.HdrMode = 0;
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}
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renderstate.Clear();
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renderstate.Shader = &hw_postprocess.present.Present;
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renderstate.Uniforms.Set(uniforms);
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renderstate.Viewport = box;
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renderstate.SetInputCurrent(0, ViewportLinearScale() ? PPFilterMode::Linear : PPFilterMode::Nearest);
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renderstate.SetInputTexture(1, &hw_postprocess.present.Dither, PPFilterMode::Nearest, PPWrapMode::Repeat);
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if (screenshot)
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renderstate.SetOutputNext();
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else
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renderstate.SetOutputSwapChain();
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renderstate.SetNoBlend();
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renderstate.Draw();
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}
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void VkPostprocess::AmbientOccludeScene(float m5)
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{
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auto fb = GetVulkanFrameBuffer();
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int sceneWidth = fb->GetBuffers()->GetSceneWidth();
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int sceneHeight = fb->GetBuffers()->GetSceneHeight();
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VkPPRenderState renderstate;
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hw_postprocess.ssao.Render(&renderstate, m5, sceneWidth, sceneHeight);
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ImageTransitionScene(false);
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}
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void VkPostprocess::BlurScene(float gameinfobluramount)
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{
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auto fb = GetVulkanFrameBuffer();
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int sceneWidth = fb->GetBuffers()->GetSceneWidth();
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int sceneHeight = fb->GetBuffers()->GetSceneHeight();
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VkPPRenderState renderstate;
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auto vrmode = VRMode::GetVRMode(true);
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int eyeCount = vrmode->mEyeCount;
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for (int i = 0; i < eyeCount; ++i)
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{
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hw_postprocess.bloom.RenderBlur(&renderstate, sceneWidth, sceneHeight, gameinfobluramount);
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if (eyeCount - i > 1) NextEye(eyeCount);
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}
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}
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void VkPostprocess::ClearTonemapPalette()
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{
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hw_postprocess.tonemap.ClearTonemapPalette();
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}
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void VkPostprocess::UpdateShadowMap()
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{
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if (screen->mShadowMap.PerformUpdate())
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{
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VkPPRenderState renderstate;
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hw_postprocess.shadowmap.Update(&renderstate);
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auto fb = GetVulkanFrameBuffer();
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auto buffers = fb->GetBuffers();
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VkImageTransition imageTransition;
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imageTransition.addImage(&buffers->Shadowmap, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, false);
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imageTransition.execute(fb->GetDrawCommands());
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screen->mShadowMap.FinishUpdate();
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}
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}
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std::unique_ptr<VulkanDescriptorSet> VkPostprocess::AllocateDescriptorSet(VulkanDescriptorSetLayout *layout)
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{
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if (mDescriptorPool)
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{
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auto descriptors = mDescriptorPool->tryAllocate(layout);
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if (descriptors)
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return descriptors;
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GetVulkanFrameBuffer()->FrameDeleteList.DescriptorPools.push_back(std::move(mDescriptorPool));
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}
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DescriptorPoolBuilder builder;
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builder.addPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 200);
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builder.addPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 4);
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builder.setMaxSets(100);
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mDescriptorPool = builder.create(GetVulkanFrameBuffer()->device);
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mDescriptorPool->SetDebugName("VkPostprocess.mDescriptorPool");
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return mDescriptorPool->allocate(layout);
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}
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void VkPostprocess::RenderBuffersReset()
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{
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mRenderPassSetup.clear();
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}
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VulkanSampler *VkPostprocess::GetSampler(PPFilterMode filter, PPWrapMode wrap)
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{
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int index = (((int)filter) << 1) | (int)wrap;
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auto &sampler = mSamplers[index];
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if (sampler)
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return sampler.get();
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SamplerBuilder builder;
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builder.setMipmapMode(VK_SAMPLER_MIPMAP_MODE_NEAREST);
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builder.setMinFilter(filter == PPFilterMode::Nearest ? VK_FILTER_NEAREST : VK_FILTER_LINEAR);
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builder.setMagFilter(filter == PPFilterMode::Nearest ? VK_FILTER_NEAREST : VK_FILTER_LINEAR);
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builder.setAddressMode(wrap == PPWrapMode::Clamp ? VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE : VK_SAMPLER_ADDRESS_MODE_REPEAT);
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sampler = builder.create(GetVulkanFrameBuffer()->device);
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sampler->SetDebugName("VkPostprocess.mSamplers");
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return sampler.get();
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}
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void VkPostprocess::NextEye(int eyeCount)
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{
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}
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/////////////////////////////////////////////////////////////////////////////
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VkPPTexture::VkPPTexture(PPTexture *texture)
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{
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auto fb = GetVulkanFrameBuffer();
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VkFormat format;
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int pixelsize;
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switch (texture->Format)
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{
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default:
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case PixelFormat::Rgba8: format = VK_FORMAT_R8G8B8A8_UNORM; pixelsize = 4; break;
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case PixelFormat::Rgba16f: format = VK_FORMAT_R16G16B16A16_SFLOAT; pixelsize = 8; break;
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case PixelFormat::R32f: format = VK_FORMAT_R32_SFLOAT; pixelsize = 4; break;
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case PixelFormat::Rg16f: format = VK_FORMAT_R16G16_SFLOAT; pixelsize = 4; break;
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case PixelFormat::Rgba16_snorm: format = VK_FORMAT_R16G16B16A16_SNORM; pixelsize = 8; break;
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}
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ImageBuilder imgbuilder;
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imgbuilder.setFormat(format);
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imgbuilder.setSize(texture->Width, texture->Height);
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if (texture->Data)
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imgbuilder.setUsage(VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT);
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else
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imgbuilder.setUsage(VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT);
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if (!imgbuilder.isFormatSupported(fb->device))
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I_FatalError("Vulkan device does not support the image format required by a postprocess texture\n");
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TexImage.Image = imgbuilder.create(fb->device);
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TexImage.Image->SetDebugName("VkPPTexture");
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Format = format;
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ImageViewBuilder viewbuilder;
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viewbuilder.setImage(TexImage.Image.get(), format);
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TexImage.View = viewbuilder.create(fb->device);
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TexImage.View->SetDebugName("VkPPTextureView");
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if (texture->Data)
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{
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size_t totalsize = texture->Width * texture->Height * pixelsize;
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BufferBuilder stagingbuilder;
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stagingbuilder.setSize(totalsize);
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stagingbuilder.setUsage(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VMA_MEMORY_USAGE_CPU_ONLY);
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Staging = stagingbuilder.create(fb->device);
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Staging->SetDebugName("VkPPTextureStaging");
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VkImageTransition barrier0;
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barrier0.addImage(&TexImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, true);
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barrier0.execute(fb->GetTransferCommands());
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void *data = Staging->Map(0, totalsize);
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memcpy(data, texture->Data.get(), totalsize);
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Staging->Unmap();
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VkBufferImageCopy region = {};
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region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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region.imageSubresource.layerCount = 1;
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region.imageExtent.depth = 1;
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region.imageExtent.width = texture->Width;
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region.imageExtent.height = texture->Height;
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fb->GetTransferCommands()->copyBufferToImage(Staging->buffer, TexImage.Image->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion);
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VkImageTransition barrier1;
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barrier1.addImage(&TexImage, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, false);
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barrier1.execute(fb->GetTransferCommands());
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}
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else
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{
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VkImageTransition barrier;
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barrier.addImage(&TexImage, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, true);
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barrier.execute(fb->GetTransferCommands());
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}
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}
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VkPPTexture::~VkPPTexture()
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{
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if (auto fb = GetVulkanFrameBuffer())
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{
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if (TexImage.Image) fb->FrameDeleteList.Images.push_back(std::move(TexImage.Image));
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if (TexImage.View) fb->FrameDeleteList.ImageViews.push_back(std::move(TexImage.View));
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if (TexImage.DepthOnlyView) fb->FrameDeleteList.ImageViews.push_back(std::move(TexImage.DepthOnlyView));
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if (TexImage.PPFramebuffer) fb->FrameDeleteList.Framebuffers.push_back(std::move(TexImage.PPFramebuffer));
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if (Staging) fb->FrameDeleteList.Buffers.push_back(std::move(Staging));
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}
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}
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/////////////////////////////////////////////////////////////////////////////
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VkPPShader::VkPPShader(PPShader *shader)
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{
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auto fb = GetVulkanFrameBuffer();
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|
|
|
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");
|
|
}
|