vkdoom_m/src/common/rendering/vulkan/vk_renderdevice.cpp
2025-05-19 05:55:03 +02:00

876 lines
27 KiB
C++

/*
** 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 <zvulkan/vulkanobjects.h>
#include <inttypes.h>
#include "v_video.h"
#include "m_png.h"
#include "r_videoscale.h"
#include "i_time.h"
#include "v_text.h"
#include "version.h"
#include "v_draw.h"
#include "hw_clock.h"
#include "hw_vrmodes.h"
#include "hw_cvars.h"
#include "hw_skydome.h"
#include "flatvertices.h"
#include "hw_meshbuilder.h"
#include "vk_renderdevice.h"
#include "vulkan/vk_renderstate.h"
#include "vulkan/vk_postprocess.h"
#include "vulkan/vk_levelmesh.h"
#include "vulkan/vk_lightmapper.h"
#include "vulkan/vk_lightprober.h"
#include "vulkan/pipelines/vk_renderpass.h"
#include "vulkan/descriptorsets/vk_descriptorset.h"
#include "vulkan/shaders/vk_shader.h"
#include "vulkan/shaders/vk_shadercache.h"
#include "vulkan/samplers/vk_samplers.h"
#include "vulkan/textures/vk_renderbuffers.h"
#include "vulkan/textures/vk_hwtexture.h"
#include "vulkan/textures/vk_texture.h"
#include "vulkan/framebuffers/vk_framebuffer.h"
#include "vulkan/commands/vk_commandbuffer.h"
#include "vulkan/buffers/vk_hwbuffer.h"
#include "vulkan/buffers/vk_buffer.h"
#include "vulkan/buffers/vk_rsbuffers.h"
#include <zvulkan/vulkanswapchain.h>
#include <zvulkan/vulkanbuilders.h>
#include <zvulkan/vulkansurface.h>
#include <zvulkan/vulkancompatibledevice.h>
#include "engineerrors.h"
#include "c_dispatch.h"
#include "menu.h"
#include "cmdlib.h"
FString JitCaptureStackTrace(int framesToSkip, bool includeNativeFrames, int maxFrames = -1);
EXTERN_CVAR(Int, gl_tonemap)
EXTERN_CVAR(Int, screenblocks)
EXTERN_CVAR(Bool, cl_capfps)
EXTERN_CVAR(Bool, r_skipmats)
// Physical device info
static std::vector<VulkanCompatibleDevice> SupportedDevices;
int vkversion;
static TArray<FString> memheapnames;
static TArray<VmaBudget> membudgets;
static int hwtexturecount;
CUSTOM_CVAR(Bool, vk_debug, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
Printf("This won't take effect until " GAMENAME " is restarted.\n");
}
CVAR(Bool, vk_debug_callstack, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CUSTOM_CVAR(Int, vk_device, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
Printf("This won't take effect until " GAMENAME " is restarted.\n");
}
CUSTOM_CVAR(Bool, vk_rayquery, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
Printf("This won't take effect until " GAMENAME " is restarted.\n");
}
CCMD(vk_listdevices)
{
for (size_t i = 0; i < SupportedDevices.size(); i++)
{
Printf("#%d - %s\n", (int)i, SupportedDevices[i].Device->Properties.Properties.deviceName);
}
}
CCMD(vk_membudget)
{
for (size_t i = 0; i < membudgets.size(); i++)
{
if (membudgets[i].budget != 0)
{
Printf("#%d%s - %d MB used out of %d MB estimated budget (%d%%)\n",
(int)i, memheapnames[i].GetChars(),
(int)(membudgets[i].usage / (1024 * 1024)),
(int)(membudgets[i].budget / (1024 * 1024)),
(int)(membudgets[i].usage * 100 / membudgets[i].budget));
}
else
{
Printf("#%d %s - %d MB used\n",
(int)i, memheapnames[i].GetChars(),
(int)(membudgets[i].usage / (1024 * 1024)));
}
}
Printf("%d total hardware textures\n", hwtexturecount);
}
void I_BuildVKDeviceList(FOptionValues* opt)
{
for (size_t i = 0; i < SupportedDevices.size(); i++)
{
unsigned int idx = opt->mValues.Reserve(1);
opt->mValues[idx].Value = (double)i;
opt->mValues[idx].Text = SupportedDevices[i].Device->Properties.Properties.deviceName;
}
}
void VulkanError(const char* text)
{
throw CVulkanError(text);
}
void VulkanPrintLog(const char* typestr, const std::string& msg)
{
bool showcallstack = strstr(typestr, "error") != nullptr;
if (showcallstack)
Printf("\n");
Printf(TEXTCOLOR_RED "[%s] ", typestr);
Printf(TEXTCOLOR_WHITE "%s\n", msg.c_str());
if (vk_debug_callstack && showcallstack)
{
FString callstack = JitCaptureStackTrace(0, true, 5);
if (!callstack.IsEmpty())
Printf("%s\n", callstack.GetChars());
}
}
VulkanRenderDevice::VulkanRenderDevice(void *hMonitor, bool fullscreen, std::shared_ptr<VulkanInstance> instance, std::shared_ptr<VulkanSurface> surface) : SystemBaseFrameBuffer(hMonitor, fullscreen)
{
VulkanDeviceBuilder builder;
builder.OptionalRayQuery();
builder.RequireExtension(VK_EXT_DESCRIPTOR_INDEXING_EXTENSION_NAME);
if (surface)
{
HasSurface = true;
builder.Surface(surface);
}
builder.SelectDevice(vk_device);
SupportedDevices = builder.FindDevices(instance);
mDevice = builder.Create(instance);
bool supportsBindless =
mDevice->EnabledFeatures.DescriptorIndexing.descriptorBindingPartiallyBound &&
mDevice->EnabledFeatures.DescriptorIndexing.runtimeDescriptorArray &&
mDevice->EnabledFeatures.DescriptorIndexing.shaderSampledImageArrayNonUniformIndexing;
if (!supportsBindless)
{
I_FatalError("This GPU does not support the minimum requirements of this application");
}
mUseRayQuery = vk_rayquery && mDevice->SupportsExtension(VK_KHR_RAY_QUERY_EXTENSION_NAME) && mDevice->PhysicalDevice.Features.RayQuery.rayQuery;
// Creating pipelines with rayquery currently crashes the AMD driver
// To do: try turn this on once in a while to see if they fixed it as we don't want to permanently gimp AMD card performance
if (mDevice->PhysicalDevice.Properties.Properties.vendorID == 0x1002)
mUseRayQuery = false;
mShaderCache = std::make_unique<VkShaderCache>(this);
}
VulkanRenderDevice::~VulkanRenderDevice()
{
vkDeviceWaitIdle(mDevice->device); // make sure the GPU is no longer using any objects before RAII tears them down
delete mSkyData;
delete mShadowMap;
if (mDescriptorSetManager)
mDescriptorSetManager->Deinit();
if (mCommands)
mCommands->DeleteFrameObjects();
if (mTextureManager)
mTextureManager->Deinit();
if (mBufferManager)
mBufferManager->Deinit();
if (mShaderManager)
mShaderManager->Deinit();
if (mCommands)
mCommands->DeleteFrameObjects();
}
bool VulkanRenderDevice::SupportsRenderTargetFormat(VkFormat format)
{
if (ImageBuilder()
.Size(1024, 1024)
.Format(format)
.Usage(VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT)
.IsFormatSupported(GetDevice()))
return true;
return ImageBuilder()
.Size(1024, 1024)
.Format(format)
.Samples(VK_SAMPLE_COUNT_4_BIT)
.Usage(VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT)
.IsFormatSupported(GetDevice());
}
bool VulkanRenderDevice::SupportsNormalGBufferFormat(VkFormat format)
{
if (ImageBuilder()
.Size(1024, 1024)
.Format(format)
.Usage(VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT)
.IsFormatSupported(GetDevice()))
return true;
return ImageBuilder()
.Size(1024, 1024)
.Format(format)
.Samples(VK_SAMPLE_COUNT_4_BIT)
.Usage(VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT)
.IsFormatSupported(GetDevice());
}
void VulkanRenderDevice::InitializeState()
{
static bool first = true;
if (first)
{
PrintStartupLog();
first = false;
}
// Use the same names here as OpenGL returns.
switch (mDevice->PhysicalDevice.Properties.Properties.vendorID)
{
case 0x1002: vendorstring = "ATI Technologies Inc."; break;
case 0x10DE: vendorstring = "NVIDIA Corporation"; break;
case 0x8086: vendorstring = "Intel"; break;
default: vendorstring = "Unknown"; break;
}
uniformblockalignment = (unsigned int)mDevice->PhysicalDevice.Properties.Properties.limits.minUniformBufferOffsetAlignment;
maxuniformblock = std::min(mDevice->PhysicalDevice.Properties.Properties.limits.maxUniformBufferRange, (uint32_t)1024 * 1024);
if (SupportsRenderTargetFormat(VK_FORMAT_D24_UNORM_S8_UINT))
{
DepthStencilFormat = VK_FORMAT_D24_UNORM_S8_UINT;
}
else if (SupportsRenderTargetFormat(VK_FORMAT_D32_SFLOAT_S8_UINT))
{
DepthStencilFormat = VK_FORMAT_D32_SFLOAT_S8_UINT;
}
else
{
I_FatalError("This device does not support any of the required depth stencil image formats.");
}
if (SupportsNormalGBufferFormat(VK_FORMAT_A2R10G10B10_UNORM_PACK32))
{
NormalFormat = VK_FORMAT_A2R10G10B10_UNORM_PACK32;
}
else if (SupportsNormalGBufferFormat(VK_FORMAT_R8G8B8A8_UNORM))
{
NormalFormat = VK_FORMAT_R8G8B8A8_UNORM;
}
else
{
I_FatalError("This device does not support any of the required normal buffer image formats.");
}
NullMesh.reset(new LevelMesh());
levelMesh = NullMesh.get();
mCommands.reset(new VkCommandBufferManager(this));
mSamplerManager.reset(new VkSamplerManager(this));
mTextureManager.reset(new VkTextureManager(this));
mFramebufferManager.reset(new VkFramebufferManager(this));
mBufferManager.reset(new VkBufferManager(this));
mScreenBuffers.reset(new VkRenderBuffers(this));
mSaveBuffers.reset(new VkRenderBuffers(this));
mActiveRenderBuffers = mScreenBuffers.get();
mPostprocess.reset(new VkPostprocess(this));
mDescriptorSetManager.reset(new VkDescriptorSetManager(this));
mShaderManager.reset(new VkShaderManager(this));
mRenderPassManager.reset(new VkRenderPassManager(this));
mLevelMesh.reset(new VkLevelMesh(this));
mLightmapper.reset(new VkLightmapper(this));
mLightprober.reset(new VkLightprober(this));
mBufferManager->Init();
mSkyData = new FSkyVertexBuffer(this);
mShadowMap = new ShadowMap(this);
mDescriptorSetManager->Init();
mRenderState = std::make_unique<VkRenderState>(this);
}
void VulkanRenderDevice::Update()
{
twoD.Reset();
Flush3D.Reset();
Flush3D.Clock();
GetPostprocess()->SetActiveRenderTarget();
Draw2D();
twod->Clear();
mRenderState->EndRenderPass();
mRenderState->EndFrame();
Flush3D.Unclock();
mCommands->WaitForCommands(true);
mCommands->UpdateGpuStats();
SystemBaseFrameBuffer::Update();
}
bool VulkanRenderDevice::CompileNextShader()
{
return mShaderManager->CompileNextShader();
}
void VulkanRenderDevice::RenderTextureView(FCanvasTexture* tex, std::function<void(IntRect &)> renderFunc)
{
auto BaseLayer = static_cast<VkHardwareTexture*>(tex->GetHardwareTexture(0, 0));
VkTextureImage *image = BaseLayer->GetImage(tex, 0, 0);
VkTextureImage *depthStencil = BaseLayer->GetDepthStencil(tex);
mRenderState->EndRenderPass();
VkImageTransition()
.AddImage(image, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, false)
.Execute(mCommands->GetDrawCommands());
mRenderState->SetRenderTarget(image, depthStencil->View.get(), image->Image->width, image->Image->height, VK_FORMAT_R8G8B8A8_UNORM, VK_SAMPLE_COUNT_1_BIT);
IntRect bounds;
bounds.left = bounds.top = 0;
bounds.width = min(tex->GetWidth(), image->Image->width);
bounds.height = min(tex->GetHeight(), image->Image->height);
renderFunc(bounds);
mRenderState->EndRenderPass();
VkImageTransition()
.AddImage(image, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, false)
.Execute(mCommands->GetDrawCommands());
mRenderState->SetRenderTarget(&GetBuffers()->SceneColor, GetBuffers()->SceneDepthStencil.View.get(), GetBuffers()->GetWidth(), GetBuffers()->GetHeight(), VK_FORMAT_R16G16B16A16_SFLOAT, GetBuffers()->GetSceneSamples());
tex->SetUpdated(true);
}
void VulkanRenderDevice::RenderEnvironmentMap(std::function<void(IntRect& bounds, int side)> renderFunc, TArrayView<uint16_t>& irradianceMap, TArrayView<uint16_t>& prefilterMap)
{
mLightprober->RenderEnvironmentMap(std::move(renderFunc));
mLightprober->GenerateIrradianceMap(irradianceMap);
mLightprober->GeneratePrefilterMap(prefilterMap);
}
void VulkanRenderDevice::UploadEnvironmentMaps(int cubemapCount, const TArray<uint16_t>& irradianceMaps, const TArray<uint16_t>& prefilterMaps)
{
mTextureManager->CreateIrradiancemap(32, 6 * cubemapCount, irradianceMaps);
mTextureManager->CreatePrefiltermap(128, 6 * cubemapCount, prefilterMaps);
}
void VulkanRenderDevice::PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D)
{
if (!swscene) mPostprocess->BlitSceneToPostprocess(); // Copy the resulting scene to the current post process texture
mPostprocess->PostProcessScene(fixedcm, flash, afterBloomDrawEndScene2D);
}
const char* VulkanRenderDevice::DeviceName() const
{
const auto &props = mDevice->PhysicalDevice.Properties;
return props.Properties.deviceName;
}
void VulkanRenderDevice::SetVSync(bool vsync)
{
mVSync = vsync;
}
void VulkanRenderDevice::PrecacheMaterial(FMaterial *mat, int translation)
{
if (mat->Source()->GetUseType() == ETextureType::SWCanvas) return;
MaterialLayerInfo* layer;
auto systex = static_cast<VkHardwareTexture*>(mat->GetLayer(0, translation, &layer));
systex->GetImage(layer->layerTexture, translation, layer->scaleFlags);
int numLayers = mat->NumLayers();
for (int i = 1; i < numLayers; i++)
{
auto syslayer = static_cast<VkHardwareTexture*>(mat->GetLayer(i, 0, &layer));
syslayer->GetImage(layer->layerTexture, 0, layer->scaleFlags);
}
}
IHardwareTexture *VulkanRenderDevice::CreateHardwareTexture(int numchannels)
{
return new VkHardwareTexture(this, numchannels);
}
FMaterial* VulkanRenderDevice::CreateMaterial(FGameTexture* tex, int scaleflags)
{
return new VkMaterial(this, tex, scaleflags);
}
IBuffer*VulkanRenderDevice::CreateVertexBuffer(int numBindingPoints, int numAttributes, size_t stride, const FVertexBufferAttribute* attrs)
{
return GetBufferManager()->CreateVertexBuffer(numBindingPoints, numAttributes, stride, attrs);
}
IBuffer*VulkanRenderDevice::CreateIndexBuffer()
{
return GetBufferManager()->CreateIndexBuffer();
}
void VulkanRenderDevice::SetTextureFilterMode()
{
if (mSamplerManager)
{
mDescriptorSetManager->ResetHWTextureSets();
mSamplerManager->ResetHWSamplers();
}
}
void VulkanRenderDevice::StartPrecaching()
{
// Destroy the texture descriptors to avoid problems with potentially stale textures.
mDescriptorSetManager->ResetHWTextureSets();
}
void VulkanRenderDevice::BlurScene(float amount)
{
if (mPostprocess)
mPostprocess->BlurScene(amount);
}
void VulkanRenderDevice::UpdatePalette()
{
if (mPostprocess)
mPostprocess->ClearTonemapPalette();
mTextureManager->SetGamePalette();
}
FTexture *VulkanRenderDevice::WipeStartScreen()
{
SetViewportRects(nullptr);
auto tex = new FWrapperTexture(mScreenViewport.width, mScreenViewport.height, 1);
auto systex = static_cast<VkHardwareTexture*>(tex->GetSystemTexture());
systex->CreateWipeTexture(mScreenViewport.width, mScreenViewport.height, "WipeStartScreen");
return tex;
}
FTexture *VulkanRenderDevice::WipeEndScreen()
{
GetPostprocess()->SetActiveRenderTarget();
Draw2D();
twod->Clear();
auto tex = new FWrapperTexture(mScreenViewport.width, mScreenViewport.height, 1);
auto systex = static_cast<VkHardwareTexture*>(tex->GetSystemTexture());
systex->CreateWipeTexture(mScreenViewport.width, mScreenViewport.height, "WipeEndScreen");
return tex;
}
void VulkanRenderDevice::CopyScreenToBuffer(int w, int h, uint8_t *data)
{
VkTextureImage image;
// Convert from rgba16f to rgba8 using the GPU:
image.Image = ImageBuilder()
.Format(VK_FORMAT_R8G8B8A8_UNORM)
.Usage(VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT)
.Size(w, h)
.DebugName("CopyScreenToBuffer")
.Create(mDevice.get());
GetPostprocess()->BlitCurrentToImage(&image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
// Staging buffer for download
auto staging = BufferBuilder()
.Size(w * h * 4)
.Usage(VK_BUFFER_USAGE_TRANSFER_DST_BIT, VMA_MEMORY_USAGE_GPU_TO_CPU)
.DebugName("CopyScreenToBuffer")
.Create(mDevice.get());
// Copy from image to buffer
VkBufferImageCopy region = {};
region.imageExtent.width = w;
region.imageExtent.height = h;
region.imageExtent.depth = 1;
region.imageSubresource.layerCount = 1;
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
mCommands->GetDrawCommands()->copyImageToBuffer(image.Image->image, image.Layout, staging->buffer, 1, &region);
// Submit command buffers and wait for device to finish the work
mCommands->WaitForCommands(false);
// Map and convert from rgba8 to rgb8
uint8_t *dest = (uint8_t*)data;
uint8_t *pixels = (uint8_t*)staging->Map(0, w * h * 4);
int dindex = 0;
for (int y = 0; y < h; y++)
{
int sindex = (h - y - 1) * w * 4;
for (int x = 0; x < w; x++)
{
dest[dindex] = pixels[sindex];
dest[dindex + 1] = pixels[sindex + 1];
dest[dindex + 2] = pixels[sindex + 2];
dindex += 3;
sindex += 4;
}
}
staging->Unmap();
}
void VulkanRenderDevice::SetActiveRenderTarget()
{
mPostprocess->SetActiveRenderTarget();
}
TArray<uint8_t> VulkanRenderDevice::GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma)
{
int w = SCREENWIDTH;
int h = SCREENHEIGHT;
IntRect box;
box.left = 0;
box.top = 0;
box.width = w;
box.height = h;
mPostprocess->DrawPresentTexture(box, true, true);
TArray<uint8_t> ScreenshotBuffer(w * h * 3, true);
CopyScreenToBuffer(w, h, ScreenshotBuffer.Data());
pitch = w * 3;
color_type = SS_RGB;
gamma = 1.0f;
return ScreenshotBuffer;
}
void VulkanRenderDevice::BeginFrame()
{
vmaSetCurrentFrameIndex(mDevice->allocator, 0);
membudgets.Resize(mDevice->PhysicalDevice.Properties.Memory.memoryHeapCount);
vmaGetHeapBudgets(mDevice->allocator, membudgets.data());
if (memheapnames.size() == 0)
{
memheapnames.Resize(mDevice->PhysicalDevice.Properties.Memory.memoryHeapCount);
for (unsigned int i = 0; i < memheapnames.Size(); i++)
{
bool deviceLocal = !!(mDevice->PhysicalDevice.Properties.Memory.memoryHeaps[i].flags & VK_MEMORY_HEAP_DEVICE_LOCAL_BIT);
memheapnames[i] = deviceLocal ? " (device local)" : "";
}
}
hwtexturecount = mTextureManager->GetHWTextureCount();
FrameTileUpdates = 0;
GetRenderPassManager()->ProcessMainThreadTasks();
GetTextureManager()->ProcessMainThreadTasks();
if (levelMeshChanged)
{
levelMeshChanged = false;
mLevelMesh->SetLevelMesh(levelMesh);
GetTextureManager()->CreateLightmap(levelMesh->Lightmap.TextureSize, levelMesh->Lightmap.TextureCount, std::move(levelMesh->Lightmap.TextureData));
GetLightmapper()->SetLevelMesh(levelMesh);
}
SetViewportRects(nullptr);
mCommands->BeginFrame();
mLevelMesh->BeginFrame();
mTextureManager->BeginFrame();
mScreenBuffers->BeginFrame(screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mSceneViewport.width, screen->mSceneViewport.height);
mSaveBuffers->BeginFrame(SAVEPICWIDTH, SAVEPICHEIGHT, SAVEPICWIDTH, SAVEPICHEIGHT);
mRenderState->BeginFrame();
mDescriptorSetManager->BeginFrame();
mLightmapper->BeginFrame();
}
void VulkanRenderDevice::Draw2D()
{
::Draw2D(twod, *RenderState());
}
void VulkanRenderDevice::WaitForCommands(bool finish)
{
mCommands->WaitForCommands(finish);
}
void VulkanRenderDevice::PrintStartupLog()
{
const auto &props = mDevice->PhysicalDevice.Properties.Properties;
FString deviceType;
switch (props.deviceType)
{
case VK_PHYSICAL_DEVICE_TYPE_OTHER: deviceType = "other"; break;
case VK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU: deviceType = "integrated gpu"; break;
case VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU: deviceType = "discrete gpu"; break;
case VK_PHYSICAL_DEVICE_TYPE_VIRTUAL_GPU: deviceType = "virtual gpu"; break;
case VK_PHYSICAL_DEVICE_TYPE_CPU: deviceType = "cpu"; break;
default: deviceType.Format("%d", (int)props.deviceType); break;
}
FString apiVersion, driverVersion;
apiVersion.Format("%d.%d.%d", VK_VERSION_MAJOR(props.apiVersion), VK_VERSION_MINOR(props.apiVersion), VK_VERSION_PATCH(props.apiVersion));
driverVersion.Format("%d.%d.%d", VK_VERSION_MAJOR(props.driverVersion), VK_VERSION_MINOR(props.driverVersion), VK_VERSION_PATCH(props.driverVersion));
vkversion = VK_API_VERSION_MAJOR(props.apiVersion) * 100 + VK_API_VERSION_MINOR(props.apiVersion);
Printf("Vulkan device: " TEXTCOLOR_ORANGE "%s\n", props.deviceName);
Printf("Vulkan device type: %s\n", deviceType.GetChars());
Printf("Vulkan version: %s (api) %s (driver)\n", apiVersion.GetChars(), driverVersion.GetChars());
Printf(PRINT_LOG, "Vulkan extensions:");
for (const VkExtensionProperties &p : mDevice->PhysicalDevice.Extensions)
{
Printf(PRINT_LOG, " %s", p.extensionName);
}
Printf(PRINT_LOG, "\n");
const auto &limits = props.limits;
Printf(PRINT_LOG, "Max. texture size: %d\n", limits.maxImageDimension2D);
Printf(PRINT_LOG, "Max. uniform buffer range: %d\n", limits.maxUniformBufferRange);
Printf(PRINT_LOG, "Min. uniform buffer offset alignment: %" PRIu64 "\n", limits.minUniformBufferOffsetAlignment);
}
void VulkanRenderDevice::SetLevelMesh(LevelMesh* mesh)
{
if (!mesh) // Vulkan must have a mesh for its data structures in shaders to remain sane
{
NullMesh.reset(new LevelMesh()); // we must have a completely new mesh here as the upload ranges needs to reset as well
mesh = NullMesh.get();
}
levelMesh = mesh;
levelMeshChanged = true;
}
void VulkanRenderDevice::UpdateLightmaps(const TArray<LightmapTile*>& tiles)
{
FrameTileUpdates += (int)tiles.size();
GetLightmapper()->Raytrace(tiles);
}
void VulkanRenderDevice::SetShadowMaps(const TArray<float>& lights, hwrenderer::LevelAABBTree* tree, bool newTree)
{
auto buffers = GetBufferManager();
buffers->Shadowmap.Lights->SetData(sizeof(float) * lights.Size(), lights.Data(), BufferUsageType::Stream);
if (newTree)
{
buffers->Shadowmap.Nodes->SetData(tree->NodesSize(), tree->Nodes(), BufferUsageType::Static);
buffers->Shadowmap.Lines->SetData(tree->LinesSize(), tree->Lines(), BufferUsageType::Static);
}
else if (tree->Update())
{
buffers->Shadowmap.Nodes->SetSubData(tree->DynamicNodesOffset(), tree->DynamicNodesSize(), tree->DynamicNodes());
buffers->Shadowmap.Lines->SetSubData(tree->DynamicLinesOffset(), tree->DynamicLinesSize(), tree->DynamicLines());
}
mPostprocess->UpdateShadowMap();
}
void VulkanRenderDevice::SetSaveBuffers(bool yes)
{
if (yes) mActiveRenderBuffers = mSaveBuffers.get();
else mActiveRenderBuffers = mScreenBuffers.get();
}
void VulkanRenderDevice::ImageTransitionScene(bool unknown)
{
mPostprocess->ImageTransitionScene(unknown);
}
FRenderState* VulkanRenderDevice::RenderState()
{
return mRenderState.get();
}
void VulkanRenderDevice::UpdateLinearDepthTexture()
{
mPostprocess->UpdateLinearDepthTexture();
}
void VulkanRenderDevice::AmbientOccludeScene(float m5)
{
mPostprocess->AmbientOccludeScene(m5);
}
void VulkanRenderDevice::SetSceneRenderTarget(bool useSSAO)
{
mRenderState->SetRenderTarget(&GetBuffers()->SceneColor, GetBuffers()->SceneDepthStencil.View.get(), GetBuffers()->GetWidth(), GetBuffers()->GetHeight(), VK_FORMAT_R16G16B16A16_SFLOAT, GetBuffers()->GetSceneSamples());
}
void VulkanRenderDevice::DownloadLightmap(int arrayIndex, uint16_t* buffer)
{
mTextureManager->DownloadLightmap(arrayIndex, buffer);
}
int VulkanRenderDevice::GetBindlessTextureIndex(FMaterial* material, int clampmode, int translation, bool paletteMode)
{
GlobalShaderAddr addr;
auto globalshader = GetGlobalShader(material->GetShaderIndex(), nullptr, addr);
FMaterialState materialState;
materialState.mMaterial = material;
materialState.mClampMode = clampmode;
materialState.mTranslation = translation;
materialState.mPaletteMode = paletteMode;
if(addr.type == 1 && *globalshader)
{ // handle per-map global shaders
materialState.globalShaderAddr = addr;
materialState.mOverrideShader = globalshader->shaderindex;
}
return static_cast<VkMaterial*>(material)->GetBindlessIndex(materialState);
}
int VulkanRenderDevice::GetLevelMeshPipelineID(const MeshApplyData& applyData, const SurfaceUniforms& surfaceUniforms, const FMaterialState& material)
{
if (levelVertexFormatIndex == -1)
{
static const std::vector<FVertexBufferAttribute> format =
{
{ 0, VATTR_VERTEX, VFmt_Float4, (int)myoffsetof(FFlatVertex, x) },
{ 0, VATTR_TEXCOORD, VFmt_Float2, (int)myoffsetof(FFlatVertex, u) },
{ 0, VATTR_LIGHTMAP, VFmt_Float2, (int)myoffsetof(FFlatVertex, lu) },
{ 1, VATTR_UNIFORM_INDEXES, VFmt_Int, 0 }
};
levelVertexFormatIndex = GetRenderPassManager()->GetVertexFormat({ sizeof(FFlatVertex), sizeof(int32_t) }, format);
}
VkPipelineKey pipelineKey;
pipelineKey.DrawType = DT_Triangles;
pipelineKey.RenderStyle = applyData.RenderStyle;
pipelineKey.DepthFunc = applyData.DepthFunc;
pipelineKey.ShaderKey.VertexFormat = levelVertexFormatIndex;
if (applyData.SpecialEffect > EFF_NONE)
{
pipelineKey.ShaderKey.SpecialEffect = applyData.SpecialEffect;
pipelineKey.ShaderKey.EffectState = 0;
pipelineKey.ShaderKey.Layout.AlphaTest = false;
}
else
{
int effectState = material.mOverrideShader >= 0 ? material.mOverrideShader : (material.mMaterial ? material.mMaterial->GetShaderIndex() : 0);
pipelineKey.ShaderKey.SpecialEffect = EFF_NONE;
pipelineKey.ShaderKey.EffectState = applyData.TextureEnabled ? effectState : SHADER_NoTexture;
if (r_skipmats && pipelineKey.ShaderKey.EffectState >= 3 && pipelineKey.ShaderKey.EffectState <= 4)
pipelineKey.ShaderKey.EffectState = 0;
pipelineKey.ShaderKey.Layout.AlphaTest = surfaceUniforms.uAlphaThreshold >= 0.f;
}
int tempTM = (material.mMaterial && material.mMaterial->Source()->isHardwareCanvas()) ? TM_OPAQUE : TM_NORMAL;
int f = applyData.TextureModeFlags;
if (!applyData.BrightmapEnabled) f &= ~(TEXF_Brightmap | TEXF_Glowmap);
if (applyData.TextureClamp) f |= TEXF_ClampY;
int uTextureMode = (applyData.TextureMode == TM_NORMAL && tempTM == TM_OPAQUE ? TM_OPAQUE : applyData.TextureMode) | f;
pipelineKey.ShaderKey.TextureMode = uTextureMode & 0xffff;
pipelineKey.ShaderKey.ClampY = (uTextureMode & TEXF_ClampY) != 0;
pipelineKey.ShaderKey.Brightmap = (uTextureMode & TEXF_Brightmap) != 0;
pipelineKey.ShaderKey.Detailmap = (uTextureMode & TEXF_Detailmap) != 0;
pipelineKey.ShaderKey.Glowmap = (uTextureMode & TEXF_Glowmap) != 0;
// The way GZDoom handles state is just plain insanity!
int fogset = 0;
if (applyData.FogEnabled)
{
if (applyData.FogEnabled == 2)
{
fogset = -3; // 2D rendering with 'foggy' overlay.
}
else if (applyData.FogColor)
{
fogset = gl_fogmode;
}
else
{
fogset = -gl_fogmode;
}
}
pipelineKey.ShaderKey.Simple2D = (fogset == -3);
pipelineKey.ShaderKey.FogBeforeLights = (fogset > 0);
pipelineKey.ShaderKey.FogAfterLights = (fogset < 0);
pipelineKey.ShaderKey.FogRadial = (fogset < -1 || fogset > 1);
pipelineKey.ShaderKey.SWLightRadial = (gl_fogmode == 2);
pipelineKey.ShaderKey.SWLightBanded = false; // gl_bandedswlight;
float lightlevel = surfaceUniforms.uLightLevel;
if (lightlevel < 0.0)
{
pipelineKey.ShaderKey.LightMode = 0; // Default
}
else
{
/*if (mLightMode == 5)
pipelineKey.ShaderKey.LightMode = 3; // Build
else if (mLightMode == 16)
pipelineKey.ShaderKey.LightMode = 2; // Vanilla
else*/
pipelineKey.ShaderKey.LightMode = 1; // Software
}
pipelineKey.ShaderKey.Layout.UseLevelMesh = true;
for (unsigned int i = 0, count = levelMeshPipelineKeys.Size(); i < count; i++)
{
if (levelMeshPipelineKeys[i] == pipelineKey)
{
return i;
}
}
levelMeshPipelineKeys.Push(pipelineKey);
return levelMeshPipelineKeys.Size() - 1;
}
const VkPipelineKey& VulkanRenderDevice::GetLevelMeshPipelineKey(int id) const
{
return levelMeshPipelineKeys[id];
}