- add some classes for managing postprocess and render buffers

This commit is contained in:
Magnus Norddahl 2019-03-05 04:59:17 +01:00
commit d65de299e8
10 changed files with 328 additions and 76 deletions

View file

@ -1,5 +1,6 @@
#include "vk_renderpass.h"
#include "vk_renderbuffers.h"
#include "vulkan/shaders/vk_shader.h"
#include "vulkan/system/vk_builders.h"
#include "vulkan/system/vk_framebuffer.h"
@ -21,53 +22,23 @@ void VkRenderPassManager::Init()
CreateDynamicSet();
}
void VkRenderPassManager::BeginFrame()
void VkRenderPassManager::RenderBuffersReset()
{
if (!SceneColor || SceneColor->width != SCREENWIDTH || SceneColor->height != SCREENHEIGHT)
{
auto fb = GetVulkanFrameBuffer();
RenderPassSetup.clear();
}
RenderPassSetup.clear();
SceneColorView.reset();
SceneDepthStencilView.reset();
SceneDepthView.reset();
SceneColor.reset();
SceneDepthStencil.reset();
void VkRenderPassManager::BeginRenderPass(const VkRenderPassKey &key, VulkanCommandBuffer *cmdbuffer)
{
auto buffers = GetVulkanFrameBuffer()->GetBuffers();
ImageBuilder builder;
builder.setSize(SCREENWIDTH, SCREENHEIGHT);
builder.setFormat(VK_FORMAT_R16G16B16A16_SFLOAT);
builder.setUsage(VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT);
SceneColor = builder.create(fb->device);
VkRenderPassSetup *passSetup = GetRenderPass(key);
builder.setFormat(SceneDepthStencilFormat);
builder.setUsage(VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
if (!builder.isFormatSupported(fb->device))
{
SceneDepthStencilFormat = VK_FORMAT_D32_SFLOAT_S8_UINT;
builder.setFormat(SceneDepthStencilFormat);
if (!builder.isFormatSupported(fb->device))
{
I_FatalError("This device does not support any of the required depth stencil image formats.");
}
}
SceneDepthStencil = builder.create(fb->device);
ImageViewBuilder viewbuilder;
viewbuilder.setImage(SceneColor.get(), VK_FORMAT_R16G16B16A16_SFLOAT);
SceneColorView = viewbuilder.create(fb->device);
viewbuilder.setImage(SceneDepthStencil.get(), SceneDepthStencilFormat, VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT);
SceneDepthStencilView = viewbuilder.create(fb->device);
viewbuilder.setImage(SceneDepthStencil.get(), SceneDepthStencilFormat, VK_IMAGE_ASPECT_DEPTH_BIT);
SceneDepthView = viewbuilder.create(fb->device);
PipelineBarrier barrier;
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);
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);
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);
}
RenderPassBegin beginInfo;
beginInfo.setRenderPass(passSetup->RenderPass.get());
beginInfo.setRenderArea(0, 0, buffers->GetWidth(), buffers->GetHeight());
beginInfo.setFramebuffer(passSetup->Framebuffer.get());
cmdbuffer->beginRenderPass(beginInfo);
cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, passSetup->Pipeline.get());
}
VkRenderPassSetup *VkRenderPassManager::GetRenderPass(const VkRenderPassKey &key)
@ -181,7 +152,7 @@ void VkRenderPassSetup::CreateRenderPass(const VkRenderPassKey &key)
RenderPassBuilder builder;
builder.addRgba16fAttachment(false, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
if (key.DepthTest || key.DepthWrite || key.StencilTest)
builder.addDepthStencilAttachment(false, GetVulkanFrameBuffer()->GetRenderPassManager()->SceneDepthStencilFormat, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
builder.addDepthStencilAttachment(false, GetVulkanFrameBuffer()->GetBuffers()->SceneDepthStencilFormat, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
builder.addSubpass();
builder.addSubpassColorAttachmentRef(0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
if (key.DepthTest || key.DepthWrite || key.StencilTest)
@ -319,11 +290,12 @@ void VkRenderPassSetup::CreatePipeline(const VkRenderPassKey &key)
void VkRenderPassSetup::CreateFramebuffer(const VkRenderPassKey &key)
{
auto fb = GetVulkanFrameBuffer();
auto buffers = fb->GetBuffers();
FramebufferBuilder builder;
builder.setRenderPass(RenderPass.get());
builder.setSize(SCREENWIDTH, SCREENHEIGHT);
builder.addAttachment(fb->GetRenderPassManager()->SceneColorView.get());
builder.setSize(buffers->GetWidth(), buffers->GetHeight());
builder.addAttachment(buffers->SceneColorView.get());
if (key.DepthTest || key.DepthWrite || key.StencilTest)
builder.addAttachment(fb->GetRenderPassManager()->SceneDepthStencilView.get());
builder.addAttachment(buffers->SceneDepthStencilView.get());
Framebuffer = builder.create(GetVulkanFrameBuffer()->device);
}