- change the images to be upside down until presentation to increase compatibility with shaders designed for OpenGL

- clamp scissors fully to avoid NVidia's awful drivers locking up the entire system if they end up out of bounds
- perform buffer clears as part of the render pass. this puts some restrictions on how FRenderState.Clear can be used
- add an offset uniform to the present shaders so the vulkan target can flip the image during presentation
This commit is contained in:
Magnus Norddahl 2019-03-12 23:53:20 +01:00
commit dca0b75038
14 changed files with 75 additions and 166 deletions

View file

@ -43,15 +43,6 @@ void VkPostprocess::PostProcessScene(int fixedcm, const std::function<void()> &a
auto fb = GetVulkanFrameBuffer();
hw_postprocess.fixedcm = fixedcm;
hw_postprocess.SceneWidth = fb->GetBuffers()->GetSceneWidth();
hw_postprocess.SceneHeight = fb->GetBuffers()->GetSceneHeight();
hw_postprocess.DeclareShaders();
hw_postprocess.UpdateTextures();
hw_postprocess.UpdateSteps();
CompileEffectShaders();
UpdateEffectTextures();
RenderEffect("UpdateCameraExposure");
//mCustomPostProcessShaders->Run("beforebloom");
@ -133,12 +124,6 @@ void VkPostprocess::DrawPresentTexture(const IntRect &box, bool applyGamma, bool
{
auto fb = GetVulkanFrameBuffer();
hw_postprocess.DeclareShaders();
hw_postprocess.UpdateTextures();
hw_postprocess.UpdateSteps();
CompileEffectShaders();
UpdateEffectTextures();
PresentUniforms uniforms;
if (!applyGamma /*|| framebuffer->IsHWGammaActive()*/)
{
@ -156,7 +141,8 @@ void VkPostprocess::DrawPresentTexture(const IntRect &box, bool applyGamma, bool
uniforms.GrayFormula = static_cast<int>(gl_satformula);
}
uniforms.ColorScale = (gl_dither_bpc == -1) ? 255.0f : (float)((1 << gl_dither_bpc) - 1);
uniforms.Scale = { screen->mScreenViewport.width / (float)fb->GetBuffers()->GetWidth(), screen->mScreenViewport.height / (float)fb->GetBuffers()->GetHeight() };
uniforms.Scale = { screen->mScreenViewport.width / (float)fb->GetBuffers()->GetWidth(), -screen->mScreenViewport.height / (float)fb->GetBuffers()->GetHeight() };
uniforms.Offset = { 0.0f, 1.0f };
PPStep step;
step.ShaderName = "Present";
@ -177,36 +163,15 @@ void VkPostprocess::DrawPresentTexture(const IntRect &box, bool applyGamma, bool
void VkPostprocess::AmbientOccludeScene(float m5)
{
auto fb = GetVulkanFrameBuffer();
hw_postprocess.SceneWidth = fb->GetBuffers()->GetSceneWidth();
hw_postprocess.SceneHeight = fb->GetBuffers()->GetSceneHeight();
hw_postprocess.m5 = m5;
hw_postprocess.DeclareShaders();
hw_postprocess.UpdateTextures();
hw_postprocess.UpdateSteps();
CompileEffectShaders();
UpdateEffectTextures();
RenderEffect("AmbientOccludeScene");
}
void VkPostprocess::BlurScene(float gameinfobluramount)
{
auto fb = GetVulkanFrameBuffer();
hw_postprocess.SceneWidth = fb->GetBuffers()->GetSceneWidth();
hw_postprocess.SceneHeight = fb->GetBuffers()->GetSceneHeight();
hw_postprocess.gameinfobluramount = gameinfobluramount;
hw_postprocess.DeclareShaders();
hw_postprocess.UpdateTextures();
hw_postprocess.UpdateSteps();
CompileEffectShaders();
UpdateEffectTextures();
auto vrmode = VRMode::GetVRMode(true);
int eyeCount = vrmode->mEyeCount;
for (int i = 0; i < eyeCount; ++i)
@ -233,6 +198,17 @@ void VkPostprocess::BeginFrame()
mDescriptorPool = builder.create(GetVulkanFrameBuffer()->device);
mDescriptorPool->SetDebugName("VkPostprocess.mDescriptorPool");
}
auto fb = GetVulkanFrameBuffer();
hw_postprocess.SceneWidth = fb->GetBuffers()->GetSceneWidth();
hw_postprocess.SceneHeight = fb->GetBuffers()->GetSceneHeight();
hw_postprocess.DeclareShaders();
hw_postprocess.UpdateTextures();
hw_postprocess.UpdateSteps();
CompileEffectShaders();
UpdateEffectTextures();
}
void VkPostprocess::RenderBuffersReset()
@ -401,11 +377,11 @@ void VkPostprocess::RenderEffect(const FString &name)
if (!passSetup)
passSetup.reset(new VkPPRenderPassSetup(key));
int framebufferHeight = 0;
int framebufferWidth = 0, framebufferHeight = 0;
VulkanDescriptorSet *input = GetInput(passSetup.get(), step.Textures);
VulkanFramebuffer *output = GetOutput(passSetup.get(), step.Output, framebufferHeight);
VulkanFramebuffer *output = GetOutput(passSetup.get(), step.Output, framebufferWidth, framebufferHeight);
RenderScreenQuad(passSetup.get(), input, output, framebufferHeight, step.Viewport.left, step.Viewport.top, step.Viewport.width, step.Viewport.height, step.Uniforms.Data.Data(), step.Uniforms.Data.Size());
RenderScreenQuad(passSetup.get(), input, output, framebufferWidth, framebufferHeight, step.Viewport.left, step.Viewport.top, step.Viewport.width, step.Viewport.height, step.Uniforms.Data.Data(), step.Uniforms.Data.Size());
// Advance to next PP texture if our output was sent there
if (step.Output.Type == PPTextureType::NextPipelineTexture)
@ -415,41 +391,30 @@ void VkPostprocess::RenderEffect(const FString &name)
}
}
void VkPostprocess::RenderScreenQuad(VkPPRenderPassSetup *passSetup, VulkanDescriptorSet *descriptorSet, VulkanFramebuffer *framebuffer, int framebufferHeight, int x, int y, int width, int height, const void *pushConstants, uint32_t pushConstantsSize)
void VkPostprocess::RenderScreenQuad(VkPPRenderPassSetup *passSetup, VulkanDescriptorSet *descriptorSet, VulkanFramebuffer *framebuffer, int framebufferWidth, int framebufferHeight, int x, int y, int width, int height, const void *pushConstants, uint32_t pushConstantsSize)
{
auto fb = GetVulkanFrameBuffer();
auto cmdbuffer = fb->GetDrawCommands();
RenderPassBegin beginInfo;
beginInfo.setRenderPass(passSetup->RenderPass.get());
beginInfo.setRenderArea(x, y, width, height);
beginInfo.setFramebuffer(framebuffer);
beginInfo.addClearColor(0.0f, 0.0f, 0.0f, 1.0f);
VkViewport viewport = { };
viewport.x = x;
viewport.y = framebufferHeight - y - height;
viewport.y = y;
viewport.width = width;
viewport.height = height;
viewport.minDepth = 0.0f;
viewport.maxDepth = 1.0f;
VkRect2D scissor = { };
scissor.offset.x = x;
scissor.offset.y = framebufferHeight - y - height;
scissor.extent.width = width;
scissor.extent.height = height;
scissor.offset.x = 0;
scissor.offset.y = 0;
scissor.extent.width = framebufferWidth;
scissor.extent.height = framebufferHeight;
if (scissor.offset.x < 0)
{
scissor.extent.height += scissor.offset.x;
scissor.offset.x = 0;
}
if (scissor.offset.y < 0)
{
scissor.extent.height += scissor.offset.y;
scissor.offset.y = 0;
}
RenderPassBegin beginInfo;
beginInfo.setRenderPass(passSetup->RenderPass.get());
beginInfo.setRenderArea(0, 0, framebufferWidth, framebufferHeight);
beginInfo.setFramebuffer(framebuffer);
beginInfo.addClearColor(0.0f, 0.0f, 0.0f, 1.0f);
VkBuffer vertexBuffers[] = { static_cast<VKVertexBuffer*>(screen->mVertexData->GetBufferObjects().first)->mBuffer->buffer };
VkDeviceSize offsets[] = { 0 };
@ -492,7 +457,7 @@ VulkanDescriptorSet *VkPostprocess::GetInput(VkPPRenderPassSetup *passSetup, con
return mFrameDescriptorSets.back().get();
}
VulkanFramebuffer *VkPostprocess::GetOutput(VkPPRenderPassSetup *passSetup, const PPOutput &output, int &framebufferHeight)
VulkanFramebuffer *VkPostprocess::GetOutput(VkPPRenderPassSetup *passSetup, const PPOutput &output, int &framebufferWidth, int &framebufferHeight)
{
auto fb = GetVulkanFrameBuffer();
@ -528,6 +493,7 @@ VulkanFramebuffer *VkPostprocess::GetOutput(VkPPRenderPassSetup *passSetup, cons
framebuffer->SetDebugName(tex.debugname);
}
framebufferWidth = w;
framebufferHeight = h;
return framebuffer.get();
}