raze/source/common/rendering/vulkan/system/vk_framebuffer.cpp

745 lines
21 KiB
C++
Raw Normal View History

/*
** 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 "volk/volk.h"
#include "v_video.h"
#include "m_png.h"
#include "templates.h"
#include "r_videoscale.h"
#include "i_time.h"
#include "v_text.h"
#include "version.h"
#include "v_draw.h"
#include "hw_clock.h"
#include "hw_vrmodes.h"
#include "hw_cvars.h"
#include "hw_skydome.h"
#include "hwrenderer/data/hw_viewpointbuffer.h"
#include "flatvertices.h"
#include "hwrenderer/data/shaderuniforms.h"
#include "hw_lightbuffer.h"
#include "vk_framebuffer.h"
#include "vk_buffers.h"
#include "vulkan/renderer/vk_renderstate.h"
#include "vulkan/renderer/vk_renderpass.h"
#include "vulkan/renderer/vk_streambuffer.h"
#include "vulkan/renderer/vk_postprocess.h"
#include "vulkan/renderer/vk_renderbuffers.h"
#include "vulkan/shaders/vk_shader.h"
#include "vulkan/textures/vk_samplers.h"
#include "vulkan/textures/vk_hwtexture.h"
#include "vulkan/system/vk_builders.h"
#include "vulkan/system/vk_swapchain.h"
#include "engineerrors.h"
void Draw2D(F2DDrawer *drawer, FRenderState &state);
EXTERN_CVAR(Bool, r_drawvoxels)
EXTERN_CVAR(Int, gl_tonemap)
EXTERN_CVAR(Int, screenblocks)
EXTERN_CVAR(Bool, cl_capfps)
extern int rendered_commandbuffers;
int current_rendered_commandbuffers;
extern bool gpuStatActive;
extern bool keepGpuStatActive;
extern FString gpuStatOutput;
VulkanFrameBuffer::VulkanFrameBuffer(void *hMonitor, bool fullscreen, VulkanDevice *dev) :
Super(hMonitor, fullscreen)
{
device = dev;
swapChain = std::make_unique<VulkanSwapChain>(device);
mSwapChainImageAvailableSemaphore.reset(new VulkanSemaphore(device));
mRenderFinishedSemaphore.reset(new VulkanSemaphore(device));
for (auto &semaphore : mSubmitSemaphore)
semaphore.reset(new VulkanSemaphore(device));
for (auto &fence : mSubmitFence)
fence.reset(new VulkanFence(device));
for (int i = 0; i < maxConcurrentSubmitCount; i++)
mSubmitWaitFences[i] = mSubmitFence[i]->fence;
}
VulkanFrameBuffer::~VulkanFrameBuffer()
{
vkDeviceWaitIdle(device->device); // make sure the GPU is no longer using any objects before RAII tears them down
// screen is already null at this point, but VkHardwareTexture::ResetAll needs it during clean up. Is there a better way we can do this?
auto tmp = screen;
screen = this;
// All descriptors must be destroyed before the descriptor pool in renderpass manager is destroyed
VkHardwareTexture::ResetAll();
VKBuffer::ResetAll();
PPResource::ResetAll();
delete MatrixBuffer;
delete StreamBuffer;
delete mVertexData;
delete mSkyData;
delete mViewpoints;
delete mLights;
mShadowMap.Reset();
screen = tmp;
DeleteFrameObjects();
}
void VulkanFrameBuffer::InitializeState()
{
static bool first = true;
if (first)
{
PrintStartupLog();
first = false;
}
// Use the same names here as OpenGL returns.
switch (device->PhysicalDevice.Properties.vendorID)
{
case 0x1002: vendorstring = "ATI Technologies Inc."; break;
case 0x10DE: vendorstring = "NVIDIA Corporation"; break;
case 0x8086: vendorstring = "Intel"; break;
default: vendorstring = "Unknown"; break;
}
hwcaps = RFL_SHADER_STORAGE_BUFFER | RFL_BUFFER_STORAGE;
glslversion = 4.50f;
uniformblockalignment = (unsigned int)device->PhysicalDevice.Properties.limits.minUniformBufferOffsetAlignment;
maxuniformblock = device->PhysicalDevice.Properties.limits.maxUniformBufferRange;
mCommandPool.reset(new VulkanCommandPool(device, device->graphicsFamily));
mScreenBuffers.reset(new VkRenderBuffers());
mSaveBuffers.reset(new VkRenderBuffers());
mActiveRenderBuffers = mScreenBuffers.get();
mPostprocess.reset(new VkPostprocess());
mRenderPassManager.reset(new VkRenderPassManager());
mVertexData = new FFlatVertexBuffer(GetWidth(), GetHeight());
mSkyData = new FSkyVertexBuffer;
mViewpoints = new HWViewpointBuffer;
mLights = new FLightBuffer();
CreateFanToTrisIndexBuffer();
// To do: move this to HW renderer interface maybe?
MatrixBuffer = new VkStreamBuffer(sizeof(MatricesUBO), 50000);
StreamBuffer = new VkStreamBuffer(sizeof(StreamUBO), 300);
mShaderManager.reset(new VkShaderManager(device));
mSamplerManager.reset(new VkSamplerManager(device));
mRenderPassManager->Init();
#ifdef __APPLE__
mRenderState.reset(new VkRenderStateMolten());
#else
mRenderState.reset(new VkRenderState());
#endif
if (device->graphicsTimeQueries)
{
QueryPoolBuilder querybuilder;
querybuilder.setQueryType(VK_QUERY_TYPE_TIMESTAMP, MaxTimestampQueries);
mTimestampQueryPool = querybuilder.create(device);
GetDrawCommands()->resetQueryPool(mTimestampQueryPool.get(), 0, MaxTimestampQueries);
}
}
void VulkanFrameBuffer::Update()
{
twoD.Reset();
Flush3D.Reset();
Flush3D.Clock();
GetPostprocess()->SetActiveRenderTarget();
Draw2D();
twod->Clear();
mRenderState->EndRenderPass();
mRenderState->EndFrame();
Flush3D.Unclock();
WaitForCommands(true);
UpdateGpuStats();
Super::Update();
}
void VulkanFrameBuffer::DeleteFrameObjects()
{
FrameDeleteList.Images.clear();
FrameDeleteList.ImageViews.clear();
FrameDeleteList.Framebuffers.clear();
FrameDeleteList.Buffers.clear();
FrameDeleteList.Descriptors.clear();
FrameDeleteList.DescriptorPools.clear();
FrameDeleteList.CommandBuffers.clear();
}
void VulkanFrameBuffer::FlushCommands(VulkanCommandBuffer **commands, size_t count, bool finish, bool lastsubmit)
{
int currentIndex = mNextSubmit % maxConcurrentSubmitCount;
if (mNextSubmit >= maxConcurrentSubmitCount)
{
vkWaitForFences(device->device, 1, &mSubmitFence[currentIndex]->fence, VK_TRUE, std::numeric_limits<uint64_t>::max());
vkResetFences(device->device, 1, &mSubmitFence[currentIndex]->fence);
}
QueueSubmit submit;
for (size_t i = 0; i < count; i++)
submit.addCommandBuffer(commands[i]);
if (mNextSubmit > 0)
submit.addWait(VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, mSubmitSemaphore[(mNextSubmit - 1) % maxConcurrentSubmitCount].get());
if (finish && presentImageIndex != 0xffffffff)
{
submit.addWait(VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, mSwapChainImageAvailableSemaphore.get());
submit.addSignal(mRenderFinishedSemaphore.get());
}
if (!lastsubmit)
submit.addSignal(mSubmitSemaphore[currentIndex].get());
submit.execute(device, device->graphicsQueue, mSubmitFence[currentIndex].get());
mNextSubmit++;
}
void VulkanFrameBuffer::FlushCommands(bool finish, bool lastsubmit)
{
mRenderState->EndRenderPass();
if (mDrawCommands || mTransferCommands)
{
VulkanCommandBuffer *commands[2];
size_t count = 0;
if (mTransferCommands)
{
mTransferCommands->end();
commands[count++] = mTransferCommands.get();
FrameDeleteList.CommandBuffers.push_back(std::move(mTransferCommands));
}
if (mDrawCommands)
{
mDrawCommands->end();
commands[count++] = mDrawCommands.get();
FrameDeleteList.CommandBuffers.push_back(std::move(mDrawCommands));
}
FlushCommands(commands, count, finish, lastsubmit);
current_rendered_commandbuffers += (int)count;
}
}
void VulkanFrameBuffer::WaitForCommands(bool finish)
{
if (finish)
{
Finish.Reset();
Finish.Clock();
presentImageIndex = swapChain->AcquireImage(GetClientWidth(), GetClientHeight(), mSwapChainImageAvailableSemaphore.get());
if (presentImageIndex != 0xffffffff)
mPostprocess->DrawPresentTexture(mOutputLetterbox, true, false);
}
FlushCommands(finish, true);
if (finish)
{
FPSLimit();
if (presentImageIndex != 0xffffffff)
swapChain->QueuePresent(presentImageIndex, mRenderFinishedSemaphore.get());
}
int numWaitFences = MIN(mNextSubmit, (int)maxConcurrentSubmitCount);
if (numWaitFences > 0)
{
vkWaitForFences(device->device, numWaitFences, mSubmitWaitFences, VK_TRUE, std::numeric_limits<uint64_t>::max());
vkResetFences(device->device, numWaitFences, mSubmitWaitFences);
}
DeleteFrameObjects();
mNextSubmit = 0;
if (finish)
{
Finish.Unclock();
rendered_commandbuffers = current_rendered_commandbuffers;
current_rendered_commandbuffers = 0;
}
}
void VulkanFrameBuffer::RenderTextureView(FCanvasTexture* tex, std::function<void(IntRect &)> renderFunc)
{
auto BaseLayer = static_cast<VkHardwareTexture*>(tex->GetHardwareTexture(0, 0));
VkTextureImage *image = BaseLayer->GetImage(tex, 0, 0);
VkTextureImage *depthStencil = BaseLayer->GetDepthStencil(tex);
mRenderState->EndRenderPass();
VkImageTransition barrier0;
barrier0.addImage(image, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, true);
barrier0.execute(GetDrawCommands());
mRenderState->SetRenderTarget(image, depthStencil->View.get(), image->Image->width, image->Image->height, VK_FORMAT_R8G8B8A8_UNORM, VK_SAMPLE_COUNT_1_BIT);
IntRect bounds;
bounds.left = bounds.top = 0;
bounds.width = std::min(tex->GetWidth(), image->Image->width);
bounds.height = std::min(tex->GetHeight(), image->Image->height);
renderFunc(bounds);
mRenderState->EndRenderPass();
VkImageTransition barrier1;
barrier1.addImage(image, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, false);
barrier1.execute(GetDrawCommands());
mRenderState->SetRenderTarget(&GetBuffers()->SceneColor, GetBuffers()->SceneDepthStencil.View.get(), GetBuffers()->GetWidth(), GetBuffers()->GetHeight(), VK_FORMAT_R16G16B16A16_SFLOAT, GetBuffers()->GetSceneSamples());
tex->SetUpdated(true);
}
void VulkanFrameBuffer::PostProcessScene(bool swscene, int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
{
if (!swscene) mPostprocess->BlitSceneToPostprocess(); // Copy the resulting scene to the current post process texture
mPostprocess->PostProcessScene(fixedcm, afterBloomDrawEndScene2D);
}
const char* VulkanFrameBuffer::DeviceName() const
{
const auto &props = device->PhysicalDevice.Properties;
return props.deviceName;
}
void VulkanFrameBuffer::SetVSync(bool vsync)
{
// This is handled in VulkanSwapChain::AcquireImage.
cur_vsync = vsync;
}
void VulkanFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation)
{
if (mat->Source()->GetUseType() == ETextureType::SWCanvas) return;
MaterialLayerInfo* layer;
auto systex = static_cast<VkHardwareTexture*>(mat->GetLayer(0, translation, &layer));
systex->GetImage(layer->layerTexture, translation, layer->scaleFlags);
int numLayers = mat->NumLayers();
for (int i = 1; i < numLayers; i++)
{
auto systex = static_cast<VkHardwareTexture*>(mat->GetLayer(i, 0, &layer));
systex->GetImage(layer->layerTexture, 0, layer->scaleFlags);
}
}
IHardwareTexture *VulkanFrameBuffer::CreateHardwareTexture()
{
return new VkHardwareTexture();
}
FMaterial* VulkanFrameBuffer::CreateMaterial(FGameTexture* tex, int scaleflags)
{
return new VkMaterial(tex, scaleflags);
}
IVertexBuffer *VulkanFrameBuffer::CreateVertexBuffer()
{
return new VKVertexBuffer();
}
IIndexBuffer *VulkanFrameBuffer::CreateIndexBuffer()
{
return new VKIndexBuffer();
}
IDataBuffer *VulkanFrameBuffer::CreateDataBuffer(int bindingpoint, bool ssbo, bool needsresize)
{
auto buffer = new VKDataBuffer(bindingpoint, ssbo, needsresize);
auto fb = GetVulkanFrameBuffer();
switch (bindingpoint)
{
case LIGHTBUF_BINDINGPOINT: LightBufferSSO = buffer; break;
case VIEWPOINT_BINDINGPOINT: ViewpointUBO = buffer; break;
case LIGHTNODES_BINDINGPOINT: LightNodes = buffer; break;
case LIGHTLINES_BINDINGPOINT: LightLines = buffer; break;
case LIGHTLIST_BINDINGPOINT: LightList = buffer; break;
case POSTPROCESS_BINDINGPOINT: break;
default: break;
}
return buffer;
}
void VulkanFrameBuffer::SetTextureFilterMode()
{
TextureFilterChanged();
}
void VulkanFrameBuffer::TextureFilterChanged()
{
if (mSamplerManager)
{
// Destroy the texture descriptors as they used the old samplers
VkMaterial::ResetAllDescriptors();
mSamplerManager->SetTextureFilterMode();
}
}
void VulkanFrameBuffer::StartPrecaching()
{
// Destroy the texture descriptors to avoid problems with potentially stale textures.
VkMaterial::ResetAllDescriptors();
}
void VulkanFrameBuffer::BlurScene(float amount)
{
if (mPostprocess)
mPostprocess->BlurScene(amount);
}
void VulkanFrameBuffer::UpdatePalette()
{
if (mPostprocess)
mPostprocess->ClearTonemapPalette();
}
FTexture *VulkanFrameBuffer::WipeStartScreen()
{
SetViewportRects(nullptr);
auto tex = new FWrapperTexture(mScreenViewport.width, mScreenViewport.height, 1);
auto systex = static_cast<VkHardwareTexture*>(tex->GetSystemTexture());
systex->CreateWipeTexture(mScreenViewport.width, mScreenViewport.height, "WipeStartScreen");
return tex;
}
FTexture *VulkanFrameBuffer::WipeEndScreen()
{
GetPostprocess()->SetActiveRenderTarget();
Draw2D();
twod->Clear();
auto tex = new FWrapperTexture(mScreenViewport.width, mScreenViewport.height, 1);
auto systex = static_cast<VkHardwareTexture*>(tex->GetSystemTexture());
systex->CreateWipeTexture(mScreenViewport.width, mScreenViewport.height, "WipeEndScreen");
return tex;
}
void VulkanFrameBuffer::CopyScreenToBuffer(int w, int h, uint8_t *data)
{
VkTextureImage image;
// Convert from rgba16f to rgba8 using the GPU:
ImageBuilder imgbuilder;
imgbuilder.setFormat(VK_FORMAT_R8G8B8A8_UNORM);
imgbuilder.setUsage(VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT);
imgbuilder.setSize(w, h);
image.Image = imgbuilder.create(device);
GetPostprocess()->BlitCurrentToImage(&image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
// Staging buffer for download
BufferBuilder bufbuilder;
bufbuilder.setSize(w * h * 4);
bufbuilder.setUsage(VK_BUFFER_USAGE_TRANSFER_DST_BIT, VMA_MEMORY_USAGE_GPU_TO_CPU);
auto staging = bufbuilder.create(device);
// Copy from image to buffer
VkBufferImageCopy region = {};
region.imageExtent.width = w;
region.imageExtent.height = h;
region.imageExtent.depth = 1;
region.imageSubresource.layerCount = 1;
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
GetDrawCommands()->copyImageToBuffer(image.Image->image, image.Layout, staging->buffer, 1, &region);
// Submit command buffers and wait for device to finish the work
WaitForCommands(false);
// Map and convert from rgba8 to rgb8
uint8_t *dest = (uint8_t*)data;
uint8_t *pixels = (uint8_t*)staging->Map(0, w * h * 4);
int dindex = 0;
for (int y = 0; y < h; y++)
{
int sindex = (h - y - 1) * w * 4;
for (int x = 0; x < w; x++)
{
dest[dindex] = pixels[sindex];
dest[dindex + 1] = pixels[sindex + 1];
dest[dindex + 2] = pixels[sindex + 2];
dindex += 3;
sindex += 4;
}
}
staging->Unmap();
}
void VulkanFrameBuffer::SetActiveRenderTarget()
{
mPostprocess->SetActiveRenderTarget();
}
TArray<uint8_t> VulkanFrameBuffer::GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma)
{
int w = SCREENWIDTH;
int h = SCREENHEIGHT;
IntRect box;
box.left = 0;
box.top = 0;
box.width = w;
box.height = h;
mPostprocess->DrawPresentTexture(box, true, true);
TArray<uint8_t> ScreenshotBuffer(w * h * 3, true);
CopyScreenToBuffer(w, h, ScreenshotBuffer.Data());
pitch = w * 3;
color_type = SS_RGB;
gamma = 1.0f;
return ScreenshotBuffer;
}
void VulkanFrameBuffer::BeginFrame()
{
SetViewportRects(nullptr);
mScreenBuffers->BeginFrame(screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mSceneViewport.width, screen->mSceneViewport.height);
mSaveBuffers->BeginFrame(SAVEPICWIDTH, SAVEPICHEIGHT, SAVEPICWIDTH, SAVEPICHEIGHT);
mRenderState->BeginFrame();
mRenderPassManager->UpdateDynamicSet();
if (mNextTimestampQuery > 0)
{
GetDrawCommands()->resetQueryPool(mTimestampQueryPool.get(), 0, mNextTimestampQuery);
mNextTimestampQuery = 0;
}
}
void VulkanFrameBuffer::PushGroup(const FString &name)
{
if (!gpuStatActive)
return;
if (mNextTimestampQuery < VulkanFrameBuffer::MaxTimestampQueries && device->graphicsTimeQueries)
{
TimestampQuery q;
q.name = name;
q.startIndex = mNextTimestampQuery++;
q.endIndex = 0;
GetDrawCommands()->writeTimestamp(VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, mTimestampQueryPool.get(), q.startIndex);
mGroupStack.push_back(timeElapsedQueries.size());
timeElapsedQueries.push_back(q);
}
}
void VulkanFrameBuffer::PopGroup()
{
if (!gpuStatActive || mGroupStack.empty())
return;
TimestampQuery &q = timeElapsedQueries[mGroupStack.back()];
mGroupStack.pop_back();
if (mNextTimestampQuery < VulkanFrameBuffer::MaxTimestampQueries && device->graphicsTimeQueries)
{
q.endIndex = mNextTimestampQuery++;
GetDrawCommands()->writeTimestamp(VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, mTimestampQueryPool.get(), q.endIndex);
}
}
void VulkanFrameBuffer::UpdateGpuStats()
{
uint64_t timestamps[MaxTimestampQueries];
if (mNextTimestampQuery > 0)
mTimestampQueryPool->getResults(0, mNextTimestampQuery, sizeof(uint64_t) * mNextTimestampQuery, timestamps, sizeof(uint64_t), VK_QUERY_RESULT_64_BIT | VK_QUERY_RESULT_WAIT_BIT);
double timestampPeriod = device->PhysicalDevice.Properties.limits.timestampPeriod;
gpuStatOutput = "";
for (auto &q : timeElapsedQueries)
{
if (q.endIndex <= q.startIndex)
continue;
int64_t timeElapsed = std::max(static_cast<int64_t>(timestamps[q.endIndex] - timestamps[q.startIndex]), (int64_t)0);
double timeNS = timeElapsed * timestampPeriod;
FString out;
out.Format("%s=%04.2f ms\n", q.name.GetChars(), timeNS / 1000000.0f);
gpuStatOutput += out;
}
timeElapsedQueries.clear();
mGroupStack.clear();
gpuStatActive = keepGpuStatActive;
keepGpuStatActive = false;
}
void VulkanFrameBuffer::Draw2D()
{
::Draw2D(twod, *mRenderState);
}
VulkanCommandBuffer *VulkanFrameBuffer::GetTransferCommands()
{
if (!mTransferCommands)
{
mTransferCommands = mCommandPool->createBuffer();
mTransferCommands->SetDebugName("VulkanFrameBuffer.mTransferCommands");
mTransferCommands->begin();
}
return mTransferCommands.get();
}
VulkanCommandBuffer *VulkanFrameBuffer::GetDrawCommands()
{
if (!mDrawCommands)
{
mDrawCommands = mCommandPool->createBuffer();
mDrawCommands->SetDebugName("VulkanFrameBuffer.mDrawCommands");
mDrawCommands->begin();
}
return mDrawCommands.get();
}
unsigned int VulkanFrameBuffer::GetLightBufferBlockSize() const
{
return mLights->GetBlockSize();
}
void VulkanFrameBuffer::PrintStartupLog()
{
const auto &props = device->PhysicalDevice.Properties;
FString deviceType;
switch (props.deviceType)
{
case VK_PHYSICAL_DEVICE_TYPE_OTHER: deviceType = "other"; break;
case VK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU: deviceType = "integrated gpu"; break;
case VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU: deviceType = "discrete gpu"; break;
case VK_PHYSICAL_DEVICE_TYPE_VIRTUAL_GPU: deviceType = "virtual gpu"; break;
case VK_PHYSICAL_DEVICE_TYPE_CPU: deviceType = "cpu"; break;
default: deviceType.Format("%d", (int)props.deviceType); break;
}
FString apiVersion, driverVersion;
apiVersion.Format("%d.%d.%d", VK_VERSION_MAJOR(props.apiVersion), VK_VERSION_MINOR(props.apiVersion), VK_VERSION_PATCH(props.apiVersion));
driverVersion.Format("%d.%d.%d", VK_VERSION_MAJOR(props.driverVersion), VK_VERSION_MINOR(props.driverVersion), VK_VERSION_PATCH(props.driverVersion));
Printf("Vulkan device: " TEXTCOLOR_ORANGE "%s\n", props.deviceName);
Printf("Vulkan device type: %s\n", deviceType.GetChars());
Printf("Vulkan version: %s (api) %s (driver)\n", apiVersion.GetChars(), driverVersion.GetChars());
Printf(PRINT_LOG, "Vulkan extensions:");
for (const VkExtensionProperties &p : device->PhysicalDevice.Extensions)
{
Printf(PRINT_LOG, " %s", p.extensionName);
}
Printf(PRINT_LOG, "\n");
const auto &limits = props.limits;
Printf("Max. texture size: %d\n", limits.maxImageDimension2D);
Printf("Max. uniform buffer range: %d\n", limits.maxUniformBufferRange);
Printf("Min. uniform buffer offset alignment: %llu\n", limits.minUniformBufferOffsetAlignment);
}
void VulkanFrameBuffer::CreateFanToTrisIndexBuffer()
{
TArray<uint32_t> data;
for (int i = 2; i < 1000; i++)
{
data.Push(0);
data.Push(i - 1);
data.Push(i);
}
FanToTrisIndexBuffer.reset(CreateIndexBuffer());
FanToTrisIndexBuffer->SetData(sizeof(uint32_t) * data.Size(), data.Data());
}
void VulkanFrameBuffer::UpdateShadowMap()
{
mPostprocess->UpdateShadowMap();
}
void VulkanFrameBuffer::SetSaveBuffers(bool yes)
{
if (yes) mActiveRenderBuffers = mSaveBuffers.get();
else mActiveRenderBuffers = mScreenBuffers.get();
}
void VulkanFrameBuffer::ImageTransitionScene(bool unknown)
{
mPostprocess->ImageTransitionScene(unknown);
}
FRenderState* VulkanFrameBuffer::RenderState()
{
return mRenderState.get();
}
void VulkanFrameBuffer::AmbientOccludeScene(float m5)
{
mPostprocess->AmbientOccludeScene(m5);
}
void VulkanFrameBuffer::SetSceneRenderTarget(bool useSSAO)
{
mRenderState->SetRenderTarget(&GetBuffers()->SceneColor, GetBuffers()->SceneDepthStencil.View.get(), GetBuffers()->GetWidth(), GetBuffers()->GetHeight(), VK_FORMAT_R16G16B16A16_SFLOAT, GetBuffers()->GetSceneSamples());
}