Move command buffers out of vk_framebuffer and into its own manager class

This commit is contained in:
Magnus Norddahl 2022-06-09 22:21:04 +02:00 committed by Christoph Oelckers
commit ecd2dc6300
16 changed files with 494 additions and 414 deletions

View file

@ -28,10 +28,11 @@
#include "vulkan/system/vk_objects.h"
#include "vulkan/system/vk_builders.h"
#include "vulkan/system/vk_framebuffer.h"
#include "vulkan/system/vk_commandbuffer.h"
#include "vulkan/textures/vk_samplers.h"
#include "vulkan/textures/vk_renderbuffers.h"
#include "vulkan/renderer/vk_descriptorset.h"
#include "vulkan/renderer/vk_postprocess.h"
#include "vulkan/renderer/vk_renderbuffers.h"
#include "vulkan/shaders/vk_shader.h"
#include "vk_hwtexture.h"
@ -70,7 +71,7 @@ void VkHardwareTexture::Reset()
mappedSWFB = nullptr;
}
auto &deleteList = fb->FrameDeleteList;
auto &deleteList = fb->GetCommands()->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));
@ -117,7 +118,7 @@ VkTextureImage *VkHardwareTexture::GetDepthStencil(FTexture *tex)
VkImageTransition barrier;
barrier.addImage(&mDepthStencil, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, true);
barrier.execute(fb->GetTransferCommands());
barrier.execute(fb->GetCommands()->GetTransferCommands());
}
return &mDepthStencil;
}
@ -150,7 +151,7 @@ void VkHardwareTexture::CreateImage(FTexture *tex, int translation, int flags)
mImage.View = viewbuilder.create(fb->device);
mImage.View->SetDebugName("VkHardwareTexture.mImageView");
auto cmdbuffer = fb->GetTransferCommands();
auto cmdbuffer = fb->GetCommands()->GetTransferCommands();
VkImageTransition imageTransition;
imageTransition.addImage(&mImage, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, true);
@ -189,7 +190,7 @@ void VkHardwareTexture::CreateTexture(int w, int h, int pixelsize, VkFormat form
mImage.View = viewbuilder.create(fb->device);
mImage.View->SetDebugName("VkHardwareTexture.mImageView");
auto cmdbuffer = fb->GetTransferCommands();
auto cmdbuffer = fb->GetCommands()->GetTransferCommands();
VkImageTransition imageTransition;
imageTransition.addImage(&mImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, true);
@ -203,14 +204,13 @@ void VkHardwareTexture::CreateTexture(int w, int h, int pixelsize, VkFormat form
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);
fb->GetCommands()->FrameTextureUpload.Buffers.push_back(std::move(stagingBuffer));
fb->GetCommands()->FrameTextureUpload.TotalSize += totalSize;
if (fb->GetCommands()->FrameTextureUpload.TotalSize > 64 * 1024 * 1024)
fb->GetCommands()->WaitForCommands(false, true);
}
int VkHardwareTexture::GetMipLevels(int w, int h)
@ -256,7 +256,7 @@ void VkHardwareTexture::AllocateBuffer(int w, int h, int texelsize)
mImage.View = viewbuilder.create(fb->device);
mImage.View->SetDebugName("VkHardwareTexture.mImageView");
auto cmdbuffer = fb->GetTransferCommands();
auto cmdbuffer = fb->GetCommands()->GetTransferCommands();
VkImageTransition imageTransition;
imageTransition.addImage(&mImage, VK_IMAGE_LAYOUT_GENERAL, true);
@ -311,7 +311,7 @@ void VkHardwareTexture::CreateWipeTexture(int w, int h, const char *name)
VkImageTransition transition0;
transition0.addImage(&mImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, true);
transition0.execute(fb->GetTransferCommands());
transition0.execute(fb->GetCommands()->GetTransferCommands());
VkImageSubresourceRange range = {};
range.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
@ -323,11 +323,11 @@ void VkHardwareTexture::CreateWipeTexture(int w, int h, const char *name)
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);
fb->GetCommands()->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());
transition1.execute(fb->GetCommands()->GetTransferCommands());
}
}
@ -354,7 +354,7 @@ void VkMaterial::DeleteDescriptors()
{
if (auto fb = GetVulkanFrameBuffer())
{
auto& deleteList = fb->FrameDeleteList;
auto& deleteList = fb->GetCommands()->FrameDeleteList;
for (auto& it : mDescriptorSets)
{

View file

@ -0,0 +1,305 @@
/*
** 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 "vk_renderbuffers.h"
#include "vulkan/renderer/vk_postprocess.h"
#include "vulkan/textures/vk_renderbuffers.h"
#include "vulkan/shaders/vk_shader.h"
#include "vulkan/system/vk_builders.h"
#include "vulkan/system/vk_framebuffer.h"
#include "vulkan/system/vk_commandbuffer.h"
#include "hw_cvars.h"
VkRenderBuffers::VkRenderBuffers()
{
}
VkRenderBuffers::~VkRenderBuffers()
{
}
VkSampleCountFlagBits VkRenderBuffers::GetBestSampleCount()
{
auto fb = GetVulkanFrameBuffer();
const auto &limits = fb->device->PhysicalDevice.Properties.limits;
VkSampleCountFlags deviceSampleCounts = limits.sampledImageColorSampleCounts & limits.sampledImageDepthSampleCounts & limits.sampledImageStencilSampleCounts;
int requestedSamples = clamp((int)gl_multisample, 0, 64);
int samples = 1;
VkSampleCountFlags bit = VK_SAMPLE_COUNT_1_BIT;
VkSampleCountFlags best = bit;
while (samples <= requestedSamples)
{
if (deviceSampleCounts & bit)
{
best = bit;
}
samples <<= 1;
bit <<= 1;
}
return (VkSampleCountFlagBits)best;
}
void VkRenderBuffers::BeginFrame(int width, int height, int sceneWidth, int sceneHeight)
{
VkSampleCountFlagBits samples = GetBestSampleCount();
if (width != mWidth || height != mHeight || mSamples != samples)
{
auto fb = GetVulkanFrameBuffer();
fb->GetRenderPassManager()->RenderBuffersReset();
fb->GetPostprocess()->RenderBuffersReset();
}
if (width != mWidth || height != mHeight)
CreatePipeline(width, height);
if (width != mWidth || height != mHeight || mSamples != samples)
CreateScene(width, height, samples);
CreateShadowmap();
CreateLightmapSampler();
mWidth = width;
mHeight = height;
mSamples = samples;
mSceneWidth = sceneWidth;
mSceneHeight = sceneHeight;
}
void VkRenderBuffers::CreatePipeline(int width, int height)
{
auto fb = GetVulkanFrameBuffer();
for (int i = 0; i < NumPipelineImages; i++)
{
PipelineImage[i].reset();
}
VkImageTransition barrier;
for (int i = 0; i < NumPipelineImages; i++)
{
ImageBuilder builder;
builder.setSize(width, height);
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 | VK_IMAGE_USAGE_TRANSFER_DST_BIT);
PipelineImage[i].Image = builder.create(fb->device);
PipelineImage[i].Image->SetDebugName("VkRenderBuffers.PipelineImage");
ImageViewBuilder viewbuilder;
viewbuilder.setImage(PipelineImage[i].Image.get(), VK_FORMAT_R16G16B16A16_SFLOAT);
PipelineImage[i].View = viewbuilder.create(fb->device);
PipelineImage[i].View->SetDebugName("VkRenderBuffers.PipelineView");
barrier.addImage(&PipelineImage[i], VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, true);
}
barrier.execute(fb->GetCommands()->GetDrawCommands());
}
void VkRenderBuffers::CreateScene(int width, int height, VkSampleCountFlagBits samples)
{
auto fb = GetVulkanFrameBuffer();
SceneColor.reset();
SceneDepthStencil.reset();
SceneNormal.reset();
SceneFog.reset();
CreateSceneColor(width, height, samples);
CreateSceneDepthStencil(width, height, samples);
CreateSceneNormal(width, height, samples);
CreateSceneFog(width, height, samples);
VkImageTransition barrier;
barrier.addImage(&SceneColor, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, true);
barrier.addImage(&SceneDepthStencil, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, true);
barrier.addImage(&SceneNormal, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, true);
barrier.addImage(&SceneFog, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, true);
barrier.execute(fb->GetCommands()->GetDrawCommands());
}
void VkRenderBuffers::CreateSceneColor(int width, int height, VkSampleCountFlagBits samples)
{
auto fb = GetVulkanFrameBuffer();
ImageBuilder builder;
builder.setSize(width, height);
builder.setSamples(samples);
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.Image = builder.create(fb->device);
SceneColor.Image->SetDebugName("VkRenderBuffers.SceneColor");
ImageViewBuilder viewbuilder;
viewbuilder.setImage(SceneColor.Image.get(), VK_FORMAT_R16G16B16A16_SFLOAT);
SceneColor.View = viewbuilder.create(fb->device);
SceneColor.View->SetDebugName("VkRenderBuffers.SceneColorView");
}
void VkRenderBuffers::CreateSceneDepthStencil(int width, int height, VkSampleCountFlagBits samples)
{
auto fb = GetVulkanFrameBuffer();
ImageBuilder builder;
builder.setSize(width, height);
builder.setSamples(samples);
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.Image = builder.create(fb->device);
SceneDepthStencil.Image->SetDebugName("VkRenderBuffers.SceneDepthStencil");
SceneDepthStencil.AspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
ImageViewBuilder viewbuilder;
viewbuilder.setImage(SceneDepthStencil.Image.get(), SceneDepthStencilFormat, VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT);
SceneDepthStencil.View = viewbuilder.create(fb->device);
SceneDepthStencil.View->SetDebugName("VkRenderBuffers.SceneDepthStencilView");
viewbuilder.setImage(SceneDepthStencil.Image.get(), SceneDepthStencilFormat, VK_IMAGE_ASPECT_DEPTH_BIT);
SceneDepthStencil.DepthOnlyView = viewbuilder.create(fb->device);
SceneDepthStencil.DepthOnlyView->SetDebugName("VkRenderBuffers.SceneDepthView");
}
void VkRenderBuffers::CreateSceneFog(int width, int height, VkSampleCountFlagBits samples)
{
auto fb = GetVulkanFrameBuffer();
ImageBuilder builder;
builder.setSize(width, height);
builder.setSamples(samples);
builder.setFormat(VK_FORMAT_R8G8B8A8_UNORM);
builder.setUsage(VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
SceneFog.Image = builder.create(fb->device);
SceneFog.Image->SetDebugName("VkRenderBuffers.SceneFog");
ImageViewBuilder viewbuilder;
viewbuilder.setImage(SceneFog.Image.get(), VK_FORMAT_R8G8B8A8_UNORM);
SceneFog.View = viewbuilder.create(fb->device);
SceneFog.View->SetDebugName("VkRenderBuffers.SceneFogView");
}
void VkRenderBuffers::CreateSceneNormal(int width, int height, VkSampleCountFlagBits samples)
{
auto fb = GetVulkanFrameBuffer();
ImageBuilder builder;
builder.setSize(width, height);
builder.setSamples(samples);
builder.setFormat(SceneNormalFormat);
builder.setUsage(VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
if (!builder.isFormatSupported(fb->device, VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT | VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT))
{
SceneNormalFormat = VK_FORMAT_R8G8B8A8_UNORM;
builder.setFormat(SceneNormalFormat);
}
SceneNormal.Image = builder.create(fb->device);
SceneNormal.Image->SetDebugName("VkRenderBuffers.SceneNormal");
ImageViewBuilder viewbuilder;
viewbuilder.setImage(SceneNormal.Image.get(), SceneNormalFormat);
SceneNormal.View = viewbuilder.create(fb->device);
SceneNormal.View->SetDebugName("VkRenderBuffers.SceneNormalView");
}
void VkRenderBuffers::CreateShadowmap()
{
if (Shadowmap.Image && Shadowmap.Image->width == gl_shadowmap_quality)
return;
Shadowmap.reset();
auto fb = GetVulkanFrameBuffer();
ImageBuilder builder;
builder.setSize(gl_shadowmap_quality, 1024);
builder.setFormat(VK_FORMAT_R32_SFLOAT);
builder.setUsage(VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
Shadowmap.Image = builder.create(fb->device);
Shadowmap.Image->SetDebugName("VkRenderBuffers.Shadowmap");
ImageViewBuilder viewbuilder;
viewbuilder.setImage(Shadowmap.Image.get(), VK_FORMAT_R32_SFLOAT);
Shadowmap.View = viewbuilder.create(fb->device);
Shadowmap.View->SetDebugName("VkRenderBuffers.ShadowmapView");
VkImageTransition barrier;
barrier.addImage(&Shadowmap, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, true);
barrier.execute(fb->GetCommands()->GetDrawCommands());
if (!ShadowmapSampler)
{
SamplerBuilder samplerBuilder;
samplerBuilder.setMipmapMode(VK_SAMPLER_MIPMAP_MODE_NEAREST);
samplerBuilder.setMinFilter(VK_FILTER_NEAREST);
samplerBuilder.setMagFilter(VK_FILTER_NEAREST);
samplerBuilder.setAddressMode(VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE);
ShadowmapSampler = samplerBuilder.create(fb->device);
ShadowmapSampler->SetDebugName("VkRenderBuffers.ShadowmapSampler");
}
}
void VkRenderBuffers::CreateLightmapSampler()
{
if (!Lightmap.Image)
{
auto fb = GetVulkanFrameBuffer();
ImageBuilder builder;
builder.setSize(1, 1);
builder.setFormat(VK_FORMAT_R16G16B16A16_SFLOAT);
builder.setUsage(VK_IMAGE_USAGE_SAMPLED_BIT);
Lightmap.Image = builder.create(fb->device);
Lightmap.Image->SetDebugName("VkRenderBuffers.Lightmap");
ImageViewBuilder viewbuilder;
viewbuilder.setType(VK_IMAGE_VIEW_TYPE_2D_ARRAY);
viewbuilder.setImage(Lightmap.Image.get(), VK_FORMAT_R16G16B16A16_SFLOAT);
Lightmap.View = viewbuilder.create(fb->device);
Lightmap.View->SetDebugName("VkRenderBuffers.LightmapView");
VkImageTransition barrier;
barrier.addImage(&Lightmap, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, true);
barrier.execute(fb->GetCommands()->GetDrawCommands());
}
if (!LightmapSampler)
{
auto fb = GetVulkanFrameBuffer();
SamplerBuilder builder;
builder.setMipmapMode(VK_SAMPLER_MIPMAP_MODE_LINEAR);
builder.setMinFilter(VK_FILTER_LINEAR);
builder.setMagFilter(VK_FILTER_LINEAR);
builder.setAddressMode(VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE);
LightmapSampler = builder.create(fb->device);
LightmapSampler->SetDebugName("VkRenderBuffers.LightmapSampler");
}
}

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@ -0,0 +1,54 @@
#pragma once
#include "vulkan/system/vk_objects.h"
#include "vulkan/textures/vk_imagetransition.h"
class VkRenderBuffers
{
public:
VkRenderBuffers();
~VkRenderBuffers();
void BeginFrame(int width, int height, int sceneWidth, int sceneHeight);
int GetWidth() const { return mWidth; }
int GetHeight() const { return mHeight; }
int GetSceneWidth() const { return mSceneWidth; }
int GetSceneHeight() const { return mSceneHeight; }
VkSampleCountFlagBits GetSceneSamples() const { return mSamples; }
VkTextureImage SceneColor;
VkTextureImage SceneDepthStencil;
VkTextureImage SceneNormal;
VkTextureImage SceneFog;
VkFormat SceneDepthStencilFormat = VK_FORMAT_D24_UNORM_S8_UINT;
VkFormat SceneNormalFormat = VK_FORMAT_A2R10G10B10_UNORM_PACK32;
static const int NumPipelineImages = 2;
VkTextureImage PipelineImage[NumPipelineImages];
VkTextureImage Shadowmap;
std::unique_ptr<VulkanSampler> ShadowmapSampler;
VkTextureImage Lightmap;
std::unique_ptr<VulkanSampler> LightmapSampler;
private:
void CreatePipeline(int width, int height);
void CreateScene(int width, int height, VkSampleCountFlagBits samples);
void CreateSceneColor(int width, int height, VkSampleCountFlagBits samples);
void CreateSceneDepthStencil(int width, int height, VkSampleCountFlagBits samples);
void CreateSceneFog(int width, int height, VkSampleCountFlagBits samples);
void CreateSceneNormal(int width, int height, VkSampleCountFlagBits samples);
void CreateShadowmap();
void CreateLightmapSampler();
VkSampleCountFlagBits GetBestSampleCount();
int mWidth = 0;
int mHeight = 0;
int mSceneWidth = 0;
int mSceneHeight = 0;
VkSampleCountFlagBits mSamples = VK_SAMPLE_COUNT_1_BIT;
};