raze/source/common/rendering/vulkan/textures/vk_hwtexture.cpp
2021-10-30 10:51:03 +02:00

436 lines
14 KiB
C++

/*
** 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 "c_cvars.h"
#include "hw_material.h"
#include "hw_cvars.h"
#include "hw_renderstate.h"
#include "vulkan/system/vk_objects.h"
#include "vulkan/system/vk_builders.h"
#include "vulkan/system/vk_framebuffer.h"
#include "vulkan/textures/vk_samplers.h"
#include "vulkan/renderer/vk_renderpass.h"
#include "vulkan/renderer/vk_postprocess.h"
#include "vulkan/renderer/vk_renderbuffers.h"
#include "vulkan/shaders/vk_shader.h"
#include "vk_hwtexture.h"
VkHardwareTexture *VkHardwareTexture::First = nullptr;
VkHardwareTexture::VkHardwareTexture(int numchannels)
{
mTexelsize = numchannels;
Next = First;
First = this;
if (Next) Next->Prev = this;
}
VkHardwareTexture::~VkHardwareTexture()
{
if (Next) Next->Prev = Prev;
if (Prev) Prev->Next = Next;
else First = Next;
Reset();
}
void VkHardwareTexture::ResetAll()
{
for (VkHardwareTexture *cur = VkHardwareTexture::First; cur; cur = cur->Next)
cur->Reset();
}
void VkHardwareTexture::Reset()
{
if (auto fb = GetVulkanFrameBuffer())
{
if (mappedSWFB)
{
mImage.Image->Unmap();
mappedSWFB = nullptr;
}
auto &deleteList = fb->FrameDeleteList;
if (mImage.Image) deleteList.Images.push_back(std::move(mImage.Image));
if (mImage.View) deleteList.ImageViews.push_back(std::move(mImage.View));
for (auto &it : mImage.RSFramebuffers) deleteList.Framebuffers.push_back(std::move(it.second));
if (mDepthStencil.Image) deleteList.Images.push_back(std::move(mDepthStencil.Image));
if (mDepthStencil.View) deleteList.ImageViews.push_back(std::move(mDepthStencil.View));
for (auto &it : mDepthStencil.RSFramebuffers) deleteList.Framebuffers.push_back(std::move(it.second));
mImage.reset();
mDepthStencil.reset();
}
}
VkTextureImage *VkHardwareTexture::GetImage(FTexture *tex, int translation, int flags)
{
if (!mImage.Image)
{
CreateImage(tex, translation, flags);
}
return &mImage;
}
VkTextureImage *VkHardwareTexture::GetDepthStencil(FTexture *tex)
{
if (!mDepthStencil.View)
{
auto fb = GetVulkanFrameBuffer();
VkFormat format = fb->GetBuffers()->SceneDepthStencilFormat;
int w = tex->GetWidth();
int h = tex->GetHeight();
ImageBuilder builder;
builder.setSize(w, h);
builder.setSamples(VK_SAMPLE_COUNT_1_BIT);
builder.setFormat(format);
builder.setUsage(VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT);
mDepthStencil.Image = builder.create(fb->device);
mDepthStencil.Image->SetDebugName("VkHardwareTexture.DepthStencil");
mDepthStencil.AspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
ImageViewBuilder viewbuilder;
viewbuilder.setImage(mDepthStencil.Image.get(), format, VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT);
mDepthStencil.View = viewbuilder.create(fb->device);
mDepthStencil.View->SetDebugName("VkHardwareTexture.DepthStencilView");
VkImageTransition barrier;
barrier.addImage(&mDepthStencil, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, true);
barrier.execute(fb->GetTransferCommands());
}
return &mDepthStencil;
}
void VkHardwareTexture::CreateImage(FTexture *tex, int translation, int flags)
{
if (!tex->isHardwareCanvas())
{
FTextureBuffer texbuffer = tex->CreateTexBuffer(translation, flags | CTF_ProcessData);
bool indexed = flags & CTF_Indexed;
CreateTexture(texbuffer.mWidth, texbuffer.mHeight,indexed? 1 : 4, indexed? VK_FORMAT_R8_UNORM : VK_FORMAT_B8G8R8A8_UNORM, texbuffer.mBuffer, !indexed);
}
else
{
auto fb = GetVulkanFrameBuffer();
VkFormat format = VK_FORMAT_R8G8B8A8_UNORM;
int w = tex->GetWidth();
int h = tex->GetHeight();
ImageBuilder imgbuilder;
imgbuilder.setFormat(format);
imgbuilder.setSize(w, h);
imgbuilder.setUsage(VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
mImage.Image = imgbuilder.create(fb->device);
mImage.Image->SetDebugName("VkHardwareTexture.mImage");
ImageViewBuilder viewbuilder;
viewbuilder.setImage(mImage.Image.get(), format);
mImage.View = viewbuilder.create(fb->device);
mImage.View->SetDebugName("VkHardwareTexture.mImageView");
auto cmdbuffer = fb->GetTransferCommands();
VkImageTransition imageTransition;
imageTransition.addImage(&mImage, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, true);
imageTransition.execute(cmdbuffer);
}
}
void VkHardwareTexture::CreateTexture(int w, int h, int pixelsize, VkFormat format, const void *pixels, bool mipmap)
{
if (w <= 0 || h <= 0)
throw CVulkanError("Trying to create zero size texture");
auto fb = GetVulkanFrameBuffer();
int totalSize = w * h * pixelsize;
BufferBuilder bufbuilder;
bufbuilder.setSize(totalSize);
bufbuilder.setUsage(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VMA_MEMORY_USAGE_CPU_ONLY);
std::unique_ptr<VulkanBuffer> stagingBuffer = bufbuilder.create(fb->device);
stagingBuffer->SetDebugName("VkHardwareTexture.mStagingBuffer");
uint8_t *data = (uint8_t*)stagingBuffer->Map(0, totalSize);
memcpy(data, pixels, totalSize);
stagingBuffer->Unmap();
ImageBuilder imgbuilder;
imgbuilder.setFormat(format);
imgbuilder.setSize(w, h, !mipmap ? 1 : GetMipLevels(w, h));
imgbuilder.setUsage(VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
mImage.Image = imgbuilder.create(fb->device);
mImage.Image->SetDebugName("VkHardwareTexture.mImage");
ImageViewBuilder viewbuilder;
viewbuilder.setImage(mImage.Image.get(), format);
mImage.View = viewbuilder.create(fb->device);
mImage.View->SetDebugName("VkHardwareTexture.mImageView");
auto cmdbuffer = fb->GetTransferCommands();
VkImageTransition imageTransition;
imageTransition.addImage(&mImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, true);
imageTransition.execute(cmdbuffer);
VkBufferImageCopy region = {};
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.imageSubresource.layerCount = 1;
region.imageExtent.depth = 1;
region.imageExtent.width = w;
region.imageExtent.height = h;
cmdbuffer->copyBufferToImage(stagingBuffer->buffer, mImage.Image->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region);
fb->FrameTextureUpload.Buffers.push_back(std::move(stagingBuffer));
if (mipmap) mImage.GenerateMipmaps(cmdbuffer);
// If we queued more than 64 MB of data already: wait until the uploads finish before continuing
fb->FrameTextureUpload.TotalSize += totalSize;
if (fb->FrameTextureUpload.TotalSize > 64 * 1024 * 1024)
fb->WaitForCommands(false, true);
}
int VkHardwareTexture::GetMipLevels(int w, int h)
{
int levels = 1;
while (w > 1 || h > 1)
{
w = max(w >> 1, 1);
h = max(h >> 1, 1);
levels++;
}
return levels;
}
void VkHardwareTexture::AllocateBuffer(int w, int h, int texelsize)
{
if (mImage.Image && (mImage.Image->width != w || mImage.Image->height != h || mTexelsize != texelsize))
{
Reset();
}
if (!mImage.Image)
{
auto fb = GetVulkanFrameBuffer();
VkFormat format = texelsize == 4 ? VK_FORMAT_B8G8R8A8_UNORM : VK_FORMAT_R8_UNORM;
ImageBuilder imgbuilder;
VkDeviceSize allocatedBytes = 0;
imgbuilder.setFormat(format);
imgbuilder.setSize(w, h);
imgbuilder.setLinearTiling();
imgbuilder.setUsage(VK_IMAGE_USAGE_SAMPLED_BIT, VMA_MEMORY_USAGE_UNKNOWN, VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT | VMA_ALLOCATION_CREATE_MAPPED_BIT);
imgbuilder.setMemoryType(
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT | VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
mImage.Image = imgbuilder.create(fb->device, &allocatedBytes);
mImage.Image->SetDebugName("VkHardwareTexture.mImage");
mTexelsize = texelsize;
ImageViewBuilder viewbuilder;
viewbuilder.setImage(mImage.Image.get(), format);
mImage.View = viewbuilder.create(fb->device);
mImage.View->SetDebugName("VkHardwareTexture.mImageView");
auto cmdbuffer = fb->GetTransferCommands();
VkImageTransition imageTransition;
imageTransition.addImage(&mImage, VK_IMAGE_LAYOUT_GENERAL, true);
imageTransition.execute(cmdbuffer);
bufferpitch = int(allocatedBytes / h / texelsize);
}
}
uint8_t *VkHardwareTexture::MapBuffer()
{
if (!mappedSWFB)
mappedSWFB = (uint8_t*)mImage.Image->Map(0, mImage.Image->width * mImage.Image->height * mTexelsize);
return mappedSWFB;
}
unsigned int VkHardwareTexture::CreateTexture(unsigned char * buffer, int w, int h, int texunit, bool mipmap, const char *name)
{
// CreateTexture is used by the software renderer to create a screen output but without any screen data.
if (buffer)
CreateTexture(w, h, mTexelsize, mTexelsize == 4 ? VK_FORMAT_B8G8R8A8_UNORM : VK_FORMAT_R8_UNORM, buffer, mipmap);
return 0;
}
void VkHardwareTexture::CreateWipeTexture(int w, int h, const char *name)
{
auto fb = GetVulkanFrameBuffer();
VkFormat format = VK_FORMAT_B8G8R8A8_UNORM;
ImageBuilder imgbuilder;
imgbuilder.setFormat(format);
imgbuilder.setSize(w, h);
imgbuilder.setUsage(VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT, VMA_MEMORY_USAGE_GPU_ONLY);
mImage.Image = imgbuilder.create(fb->device);
mImage.Image->SetDebugName(name);
mTexelsize = 4;
ImageViewBuilder viewbuilder;
viewbuilder.setImage(mImage.Image.get(), format);
mImage.View = viewbuilder.create(fb->device);
mImage.View->SetDebugName(name);
if (fb->GetBuffers()->GetWidth() > 0 && fb->GetBuffers()->GetHeight() > 0)
{
fb->GetPostprocess()->BlitCurrentToImage(&mImage, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
}
else
{
// hwrenderer asked image data from a frame buffer that was never written into. Let's give it that..
// (ideally the hwrenderer wouldn't do this, but the calling code is too complex for me to fix)
VkImageTransition transition0;
transition0.addImage(&mImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, true);
transition0.execute(fb->GetTransferCommands());
VkImageSubresourceRange range = {};
range.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
range.layerCount = 1;
range.levelCount = 1;
VkClearColorValue value = {};
value.float32[0] = 0.0f;
value.float32[1] = 0.0f;
value.float32[2] = 0.0f;
value.float32[3] = 1.0f;
fb->GetTransferCommands()->clearColorImage(mImage.Image->image, mImage.Layout, &value, 1, &range);
VkImageTransition transition1;
transition1.addImage(&mImage, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, false);
transition1.execute(fb->GetTransferCommands());
}
}
VkMaterial* VkMaterial::First = nullptr;
VkMaterial::VkMaterial(FGameTexture* tex, int scaleflags) : FMaterial(tex, scaleflags)
{
Next = First;
First = this;
if (Next) Next->Prev = this;
}
VkMaterial::~VkMaterial()
{
if (Next) Next->Prev = Prev;
if (Prev) Prev->Next = Next;
else First = Next;
DeleteDescriptors();
}
void VkMaterial::DeleteDescriptors()
{
if (auto fb = GetVulkanFrameBuffer())
{
auto& deleteList = fb->FrameDeleteList;
for (auto& it : mDescriptorSets)
{
deleteList.Descriptors.push_back(std::move(it.descriptor));
}
}
mDescriptorSets.clear();
}
void VkMaterial::ResetAllDescriptors()
{
for (VkMaterial* cur = First; cur; cur = cur->Next)
cur->DeleteDescriptors();
auto fb = GetVulkanFrameBuffer();
if (fb)
fb->GetRenderPassManager()->TextureSetPoolReset();
}
VulkanDescriptorSet* VkMaterial::GetDescriptorSet(const FMaterialState& state)
{
auto base = Source();
int clampmode = state.mClampMode;
int translation = state.mTranslation;
clampmode = base->GetClampMode(clampmode);
for (auto& set : mDescriptorSets)
{
if (set.descriptor && set.clampmode == clampmode && set.flags == translation) return set.descriptor.get();
}
int numLayers = NumLayers();
auto fb = GetVulkanFrameBuffer();
auto descriptor = fb->GetRenderPassManager()->AllocateTextureDescriptorSet(max(numLayers, SHADER_MIN_REQUIRED_TEXTURE_LAYERS));
descriptor->SetDebugName("VkHardwareTexture.mDescriptorSets");
VulkanSampler* sampler = fb->GetSamplerManager()->Get(clampmode);
WriteDescriptors update;
MaterialLayerInfo *layer;
auto systex = static_cast<VkHardwareTexture*>(GetLayer(0, state.mTranslation, &layer));
auto systeximage = systex->GetImage(layer->layerTexture, state.mTranslation, layer->scaleFlags);
update.addCombinedImageSampler(descriptor.get(), 0, systeximage->View.get(), sampler, systeximage->Layout);
if (!(layer->scaleFlags & CTF_Indexed))
{
for (int i = 1; i < numLayers; i++)
{
auto systex = static_cast<VkHardwareTexture*>(GetLayer(i, 0, &layer));
auto systeximage = systex->GetImage(layer->layerTexture, 0, layer->scaleFlags);
update.addCombinedImageSampler(descriptor.get(), i, systeximage->View.get(), sampler, systeximage->Layout);
}
}
else
{
for (int i = 1; i < 3; i++)
{
auto systex = static_cast<VkHardwareTexture*>(GetLayer(i, translation, &layer));
auto systeximage = systex->GetImage(layer->layerTexture, 0, layer->scaleFlags);
update.addCombinedImageSampler(descriptor.get(), i, systeximage->View.get(), sampler, systeximage->Layout);
}
numLayers = 3;
}
auto dummyImage = fb->GetRenderPassManager()->GetNullTextureView();
for (int i = numLayers; i < SHADER_MIN_REQUIRED_TEXTURE_LAYERS; i++)
{
update.addCombinedImageSampler(descriptor.get(), i, dummyImage, sampler, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
}
update.updateSets(fb->device);
mDescriptorSets.emplace_back(clampmode, translation, std::move(descriptor));
return mDescriptorSets.back().descriptor.get();
}