mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-16 01:11:44 +00:00
266 lines
9.2 KiB
C++
266 lines
9.2 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_renderbuffers.h"
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#include "vk_renderpass.h"
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#include "vk_postprocess.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 "hw_cvars.h"
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VkRenderBuffers::VkRenderBuffers()
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{
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}
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VkRenderBuffers::~VkRenderBuffers()
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{
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}
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VkSampleCountFlagBits VkRenderBuffers::GetBestSampleCount()
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{
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auto fb = GetVulkanFrameBuffer();
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const auto &limits = fb->device->PhysicalDevice.Properties.limits;
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VkSampleCountFlags deviceSampleCounts = limits.sampledImageColorSampleCounts & limits.sampledImageDepthSampleCounts & limits.sampledImageStencilSampleCounts;
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int requestedSamples = clamp((int)gl_multisample, 0, 64);
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int samples = 1;
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VkSampleCountFlags bit = VK_SAMPLE_COUNT_1_BIT;
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VkSampleCountFlags best = bit;
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while (samples < requestedSamples)
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{
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if (deviceSampleCounts & bit)
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{
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best = bit;
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}
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samples <<= 1;
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bit <<= 1;
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}
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return (VkSampleCountFlagBits)best;
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}
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void VkRenderBuffers::BeginFrame(int width, int height, int sceneWidth, int sceneHeight)
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{
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VkSampleCountFlagBits samples = GetBestSampleCount();
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if (width != mWidth || height != mHeight || mSamples != samples)
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{
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auto fb = GetVulkanFrameBuffer();
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fb->GetRenderPassManager()->RenderBuffersReset();
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fb->GetPostprocess()->RenderBuffersReset();
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}
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if (width != mWidth || height != mHeight)
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CreatePipeline(width, height);
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if (width != mWidth || height != mHeight || mSamples != samples)
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CreateScene(width, height, samples);
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CreateShadowmap();
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mWidth = width;
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mHeight = height;
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mSamples = samples;
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mSceneWidth = sceneWidth;
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mSceneHeight = sceneHeight;
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}
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void VkRenderBuffers::CreatePipeline(int width, int height)
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{
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auto fb = GetVulkanFrameBuffer();
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for (int i = 0; i < NumPipelineImages; i++)
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{
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PipelineImage[i].reset();
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}
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VkImageTransition barrier;
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for (int i = 0; i < NumPipelineImages; i++)
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{
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ImageBuilder builder;
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builder.setSize(width, height);
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builder.setFormat(VK_FORMAT_R16G16B16A16_SFLOAT);
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builder.setUsage(VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT);
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PipelineImage[i].Image = builder.create(fb->device);
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PipelineImage[i].Image->SetDebugName("VkRenderBuffers.PipelineImage");
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ImageViewBuilder viewbuilder;
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viewbuilder.setImage(PipelineImage[i].Image.get(), VK_FORMAT_R16G16B16A16_SFLOAT);
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PipelineImage[i].View = viewbuilder.create(fb->device);
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PipelineImage[i].View->SetDebugName("VkRenderBuffers.PipelineView");
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barrier.addImage(&PipelineImage[i], VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, true);
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}
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barrier.execute(fb->GetDrawCommands());
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}
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void VkRenderBuffers::CreateScene(int width, int height, VkSampleCountFlagBits samples)
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{
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auto fb = GetVulkanFrameBuffer();
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SceneColor.reset();
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SceneDepthStencil.reset();
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SceneNormal.reset();
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SceneFog.reset();
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CreateSceneColor(width, height, samples);
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CreateSceneDepthStencil(width, height, samples);
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CreateSceneNormal(width, height, samples);
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CreateSceneFog(width, height, samples);
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VkImageTransition barrier;
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barrier.addImage(&SceneColor, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, true);
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barrier.addImage(&SceneDepthStencil, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, true);
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barrier.addImage(&SceneNormal, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, true);
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barrier.addImage(&SceneFog, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, true);
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barrier.execute(fb->GetDrawCommands());
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}
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void VkRenderBuffers::CreateSceneColor(int width, int height, VkSampleCountFlagBits samples)
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{
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auto fb = GetVulkanFrameBuffer();
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ImageBuilder builder;
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builder.setSize(width, height);
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builder.setSamples(samples);
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builder.setFormat(VK_FORMAT_R16G16B16A16_SFLOAT);
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builder.setUsage(VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT);
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SceneColor.Image = builder.create(fb->device);
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SceneColor.Image->SetDebugName("VkRenderBuffers.SceneColor");
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ImageViewBuilder viewbuilder;
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viewbuilder.setImage(SceneColor.Image.get(), VK_FORMAT_R16G16B16A16_SFLOAT);
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SceneColor.View = viewbuilder.create(fb->device);
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SceneColor.View->SetDebugName("VkRenderBuffers.SceneColorView");
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}
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void VkRenderBuffers::CreateSceneDepthStencil(int width, int height, VkSampleCountFlagBits samples)
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{
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auto fb = GetVulkanFrameBuffer();
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ImageBuilder builder;
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builder.setSize(width, height);
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builder.setSamples(samples);
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builder.setFormat(SceneDepthStencilFormat);
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builder.setUsage(VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
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if (!builder.isFormatSupported(fb->device))
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{
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SceneDepthStencilFormat = VK_FORMAT_D32_SFLOAT_S8_UINT;
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builder.setFormat(SceneDepthStencilFormat);
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if (!builder.isFormatSupported(fb->device))
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{
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I_FatalError("This device does not support any of the required depth stencil image formats.");
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}
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}
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SceneDepthStencil.Image = builder.create(fb->device);
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SceneDepthStencil.Image->SetDebugName("VkRenderBuffers.SceneDepthStencil");
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SceneDepthStencil.AspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
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ImageViewBuilder viewbuilder;
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viewbuilder.setImage(SceneDepthStencil.Image.get(), SceneDepthStencilFormat, VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT);
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SceneDepthStencil.View = viewbuilder.create(fb->device);
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SceneDepthStencil.View->SetDebugName("VkRenderBuffers.SceneDepthStencilView");
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viewbuilder.setImage(SceneDepthStencil.Image.get(), SceneDepthStencilFormat, VK_IMAGE_ASPECT_DEPTH_BIT);
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SceneDepthStencil.DepthOnlyView = viewbuilder.create(fb->device);
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SceneDepthStencil.DepthOnlyView->SetDebugName("VkRenderBuffers.SceneDepthView");
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}
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void VkRenderBuffers::CreateSceneFog(int width, int height, VkSampleCountFlagBits samples)
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{
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auto fb = GetVulkanFrameBuffer();
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ImageBuilder builder;
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builder.setSize(width, height);
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builder.setSamples(samples);
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builder.setFormat(VK_FORMAT_R8G8B8A8_UNORM);
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builder.setUsage(VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
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SceneFog.Image = builder.create(fb->device);
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SceneFog.Image->SetDebugName("VkRenderBuffers.SceneFog");
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ImageViewBuilder viewbuilder;
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viewbuilder.setImage(SceneFog.Image.get(), VK_FORMAT_R8G8B8A8_UNORM);
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SceneFog.View = viewbuilder.create(fb->device);
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SceneFog.View->SetDebugName("VkRenderBuffers.SceneFogView");
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}
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void VkRenderBuffers::CreateSceneNormal(int width, int height, VkSampleCountFlagBits samples)
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{
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auto fb = GetVulkanFrameBuffer();
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ImageBuilder builder;
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builder.setSize(width, height);
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builder.setSamples(samples);
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builder.setFormat(SceneNormalFormat);
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builder.setUsage(VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
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if (!builder.isFormatSupported(fb->device, VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT | VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT))
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{
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SceneNormalFormat = VK_FORMAT_R8G8B8A8_UNORM;
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builder.setFormat(SceneNormalFormat);
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}
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SceneNormal.Image = builder.create(fb->device);
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SceneNormal.Image->SetDebugName("VkRenderBuffers.SceneNormal");
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ImageViewBuilder viewbuilder;
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viewbuilder.setImage(SceneNormal.Image.get(), SceneNormalFormat);
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SceneNormal.View = viewbuilder.create(fb->device);
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SceneNormal.View->SetDebugName("VkRenderBuffers.SceneNormalView");
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}
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void VkRenderBuffers::CreateShadowmap()
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{
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if (Shadowmap.Image && Shadowmap.Image->width == gl_shadowmap_quality)
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return;
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Shadowmap.reset();
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auto fb = GetVulkanFrameBuffer();
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ImageBuilder builder;
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builder.setSize(gl_shadowmap_quality, 1024);
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builder.setFormat(VK_FORMAT_R32_SFLOAT);
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builder.setUsage(VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
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Shadowmap.Image = builder.create(fb->device);
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Shadowmap.Image->SetDebugName("VkRenderBuffers.Shadowmap");
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ImageViewBuilder viewbuilder;
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viewbuilder.setImage(Shadowmap.Image.get(), VK_FORMAT_R32_SFLOAT);
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Shadowmap.View = viewbuilder.create(fb->device);
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Shadowmap.View->SetDebugName("VkRenderBuffers.ShadowmapView");
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VkImageTransition barrier;
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barrier.addImage(&Shadowmap, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, true);
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barrier.execute(fb->GetDrawCommands());
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if (!ShadowmapSampler)
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{
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SamplerBuilder builder;
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builder.setMipmapMode(VK_SAMPLER_MIPMAP_MODE_NEAREST);
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builder.setMinFilter(VK_FILTER_NEAREST);
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builder.setMagFilter(VK_FILTER_NEAREST);
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builder.setAddressMode(VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE);
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ShadowmapSampler = builder.create(fb->device);
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ShadowmapSampler->SetDebugName("VkRenderBuffers.ShadowmapSampler");
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}
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}
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