- add render pass manager and setup a pipeline for VkRenderState
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15 changed files with 360 additions and 87 deletions
157
src/rendering/vulkan/renderer/vk_renderpass.cpp
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157
src/rendering/vulkan/renderer/vk_renderpass.cpp
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#include "vk_renderpass.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 "hwrenderer/data/flatvertices.h"
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#include "hwrenderer/scene/hw_viewpointuniforms.h"
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VkRenderPassManager::VkRenderPassManager()
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{
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CreateDynamicSetLayout();
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CreateTextureSetLayout();
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CreatePipelineLayout();
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CreateDescriptorPool();
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CreateDynamicSet();
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}
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void VkRenderPassManager::BeginFrame()
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{
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if (!SceneColor || SceneColor->width != SCREENWIDTH || SceneColor->height != SCREENHEIGHT)
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{
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auto fb = GetVulkanFrameBuffer();
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RenderPassSetup.reset();
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SceneColorView.reset();
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SceneDepthStencilView.reset();
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SceneDepthView.reset();
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SceneColor.reset();
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SceneDepthStencil.reset();
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ImageBuilder builder;
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builder.setSize(SCREENWIDTH, SCREENHEIGHT);
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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);
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SceneColor = builder.create(fb->device);
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builder.setFormat(VK_FORMAT_D24_UNORM_S8_UINT);
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builder.setUsage(VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
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SceneDepthStencil = builder.create(fb->device);
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ImageViewBuilder viewbuilder;
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viewbuilder.setImage(SceneColor.get(), VK_FORMAT_R16G16B16A16_SFLOAT);
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SceneColorView = viewbuilder.create(fb->device);
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viewbuilder.setImage(SceneDepthStencil.get(), VK_FORMAT_D24_UNORM_S8_UINT, VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT);
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SceneDepthStencilView = viewbuilder.create(fb->device);
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viewbuilder.setImage(SceneDepthStencil.get(), VK_FORMAT_D24_UNORM_S8_UINT, VK_IMAGE_ASPECT_DEPTH_BIT);
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SceneDepthView = viewbuilder.create(fb->device);
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RenderPassSetup.reset(new VkRenderPassSetup());
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}
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}
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void VkRenderPassManager::CreateDynamicSetLayout()
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{
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DescriptorSetLayoutBuilder builder;
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builder.addBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT);
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builder.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
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DynamicSetLayout = builder.create(GetVulkanFrameBuffer()->device);
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}
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void VkRenderPassManager::CreateTextureSetLayout()
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{
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DescriptorSetLayoutBuilder builder;
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builder.addBinding(0, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
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/*
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for (int i = 0; i < 6; i++)
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{
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builder.addBinding(i, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
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}
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builder.addBinding(16, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
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*/
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TextureSetLayout = builder.create(GetVulkanFrameBuffer()->device);
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}
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void VkRenderPassManager::CreatePipelineLayout()
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{
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PipelineLayoutBuilder builder;
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builder.addSetLayout(DynamicSetLayout.get());
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builder.addSetLayout(TextureSetLayout.get());
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builder.addPushConstantRange(VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(PushConstants));
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PipelineLayout = builder.create(GetVulkanFrameBuffer()->device);
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}
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void VkRenderPassManager::CreateDescriptorPool()
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{
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DescriptorPoolBuilder builder;
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builder.addPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1);
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builder.addPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1);
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builder.addPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 512 * 6);
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builder.setMaxSets(512);
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DescriptorPool = builder.create(GetVulkanFrameBuffer()->device);
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}
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void VkRenderPassManager::CreateDynamicSet()
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{
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DynamicSet = DescriptorPool->allocate(DynamicSetLayout.get());
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auto fb = GetVulkanFrameBuffer();
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WriteDescriptors update;
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update.addBuffer(DynamicSet.get(), 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, fb->ViewpointUBO->mBuffer.get(), 0, sizeof(HWViewpointUniforms));
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update.addBuffer(DynamicSet.get(), 1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, fb->LightBufferSSO->mBuffer.get(), 0, 4096);
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update.updateSets(fb->device);
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}
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/////////////////////////////////////////////////////////////////////////////
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VkRenderPassSetup::VkRenderPassSetup()
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{
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CreateRenderPass();
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CreatePipeline();
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CreateFramebuffer();
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}
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void VkRenderPassSetup::CreateRenderPass()
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{
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RenderPassBuilder builder;
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builder.addRgba16fAttachment(false, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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builder.addSubpass();
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builder.addSubpassColorAttachmentRef(0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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builder.addExternalSubpassDependency();
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RenderPass = builder.create(GetVulkanFrameBuffer()->device);
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}
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void VkRenderPassSetup::CreatePipeline()
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{
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auto fb = GetVulkanFrameBuffer();
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GraphicsPipelineBuilder builder;
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builder.addVertexShader(fb->GetShaderManager()->vert.get());
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builder.addFragmentShader(fb->GetShaderManager()->frag.get());
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builder.addVertexBufferBinding(0, sizeof(FFlatVertex));
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builder.addVertexAttribute(0, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(FFlatVertex, x));
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builder.addVertexAttribute(1, 0, VK_FORMAT_R32G32_SFLOAT, offsetof(FFlatVertex, u));
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// To do: not all vertex formats has all the data..
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//builder.addVertexAttribute(2, 0, VK_FORMAT_R32G32B32A32_SFLOAT, offsetof(FFlatVertex, x));
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//builder.addVertexAttribute(3, 0, VK_FORMAT_R32G32B32A32_SFLOAT, offsetof(FFlatVertex, x));
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//builder.addVertexAttribute(4, 0, VK_FORMAT_R32G32B32A32_SFLOAT, offsetof(FFlatVertex, x));
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//builder.addVertexAttribute(5, 0, VK_FORMAT_R32G32B32A32_SFLOAT, offsetof(FFlatVertex, x));
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builder.setViewport(0.0f, 0.0f, (float)SCREENWIDTH, (float)SCREENHEIGHT);
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builder.setScissor(0, 0, SCREENWIDTH, SCREENHEIGHT);
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builder.setAlphaBlendMode();
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builder.setLayout(fb->GetRenderPassManager()->PipelineLayout.get());
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builder.setRenderPass(RenderPass.get());
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Pipeline = builder.create(fb->device);
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}
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void VkRenderPassSetup::CreateFramebuffer()
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{
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auto fb = GetVulkanFrameBuffer();
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FramebufferBuilder builder;
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builder.setRenderPass(RenderPass.get());
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builder.setSize(SCREENWIDTH, SCREENHEIGHT);
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builder.addAttachment(fb->GetRenderPassManager()->SceneColorView.get());
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Framebuffer = builder.create(GetVulkanFrameBuffer()->device);
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}
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