- add some classes for managing postprocess and render buffers
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319099fee9
commit
d65de299e8
10 changed files with 328 additions and 76 deletions
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@ -1,5 +1,6 @@
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#include "vk_renderpass.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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@ -21,53 +22,23 @@ void VkRenderPassManager::Init()
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CreateDynamicSet();
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}
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void VkRenderPassManager::BeginFrame()
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void VkRenderPassManager::RenderBuffersReset()
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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.clear();
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}
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RenderPassSetup.clear();
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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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void VkRenderPassManager::BeginRenderPass(const VkRenderPassKey &key, VulkanCommandBuffer *cmdbuffer)
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{
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auto buffers = GetVulkanFrameBuffer()->GetBuffers();
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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 | VK_IMAGE_USAGE_TRANSFER_SRC_BIT);
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SceneColor = builder.create(fb->device);
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VkRenderPassSetup *passSetup = GetRenderPass(key);
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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 = 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(), SceneDepthStencilFormat, 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(), SceneDepthStencilFormat, VK_IMAGE_ASPECT_DEPTH_BIT);
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SceneDepthView = viewbuilder.create(fb->device);
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PipelineBarrier barrier;
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barrier.addImage(SceneColor.get(), VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, 0, VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT);
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barrier.addImage(SceneDepthStencil.get(), VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, 0, VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT);
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barrier.execute(fb->GetDrawCommands(), VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT);
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}
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RenderPassBegin beginInfo;
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beginInfo.setRenderPass(passSetup->RenderPass.get());
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beginInfo.setRenderArea(0, 0, buffers->GetWidth(), buffers->GetHeight());
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beginInfo.setFramebuffer(passSetup->Framebuffer.get());
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cmdbuffer->beginRenderPass(beginInfo);
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cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, passSetup->Pipeline.get());
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}
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VkRenderPassSetup *VkRenderPassManager::GetRenderPass(const VkRenderPassKey &key)
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@ -181,7 +152,7 @@ void VkRenderPassSetup::CreateRenderPass(const VkRenderPassKey &key)
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RenderPassBuilder builder;
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builder.addRgba16fAttachment(false, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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if (key.DepthTest || key.DepthWrite || key.StencilTest)
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builder.addDepthStencilAttachment(false, GetVulkanFrameBuffer()->GetRenderPassManager()->SceneDepthStencilFormat, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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builder.addDepthStencilAttachment(false, GetVulkanFrameBuffer()->GetBuffers()->SceneDepthStencilFormat, VK_IMAGE_LAYOUT_DEPTH_STENCIL_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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if (key.DepthTest || key.DepthWrite || key.StencilTest)
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@ -319,11 +290,12 @@ void VkRenderPassSetup::CreatePipeline(const VkRenderPassKey &key)
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void VkRenderPassSetup::CreateFramebuffer(const VkRenderPassKey &key)
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{
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auto fb = GetVulkanFrameBuffer();
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auto buffers = fb->GetBuffers();
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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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builder.setSize(buffers->GetWidth(), buffers->GetHeight());
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builder.addAttachment(buffers->SceneColorView.get());
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if (key.DepthTest || key.DepthWrite || key.StencilTest)
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builder.addAttachment(fb->GetRenderPassManager()->SceneDepthStencilView.get());
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builder.addAttachment(buffers->SceneDepthStencilView.get());
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Framebuffer = builder.create(GetVulkanFrameBuffer()->device);
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}
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