284 lines
10 KiB
C++
284 lines
10 KiB
C++
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#include "vk_renderpass.h"
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#include "vk_renderbuffers.h"
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#include "vk_renderstate.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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#include "vulkan/system/vk_buffers.h"
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#include "hwrenderer/data/flatvertices.h"
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#include "hwrenderer/scene/hw_viewpointuniforms.h"
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#include "rendering/2d/v_2ddrawer.h"
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VkRenderPassManager::VkRenderPassManager()
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{
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}
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void VkRenderPassManager::Init()
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{
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CreateDynamicSetLayout();
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CreateTextureSetLayout();
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CreatePipelineLayout();
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CreateDescriptorPool();
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CreateDynamicSet();
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}
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void VkRenderPassManager::RenderBuffersReset()
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{
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RenderPassSetup.clear();
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}
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void VkRenderPassManager::SetRenderTarget(VulkanImageView *view, int width, int height)
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{
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GetVulkanFrameBuffer()->GetRenderState()->EndRenderPass();
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mRenderTargetView = view;
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mRenderTargetWidth = width;
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mRenderTargetHeight = height;
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}
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void VkRenderPassManager::BeginRenderPass(const VkRenderPassKey &key, VulkanCommandBuffer *cmdbuffer)
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{
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auto fb = GetVulkanFrameBuffer();
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auto buffers = fb->GetBuffers();
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VkRenderPassSetup *passSetup = GetRenderPass(key);
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auto &framebuffer = passSetup->Framebuffer[mRenderTargetView->view];
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if (!framebuffer)
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{
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auto buffers = fb->GetBuffers();
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FramebufferBuilder builder;
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builder.setRenderPass(passSetup->RenderPass.get());
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builder.setSize(mRenderTargetWidth, mRenderTargetHeight);
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builder.addAttachment(mRenderTargetView->view);
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if (key.DepthTest || key.DepthWrite || key.StencilTest)
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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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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(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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{
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auto &item = RenderPassSetup[key];
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if (!item)
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item.reset(new VkRenderPassSetup(key));
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return item.get();
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}
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int VkRenderPassManager::GetVertexFormat(int numBindingPoints, int numAttributes, size_t stride, const FVertexBufferAttribute *attrs)
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{
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for (size_t i = 0; i < VertexFormats.size(); i++)
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{
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const auto &f = VertexFormats[i];
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if (f.Attrs.size() == numAttributes && f.NumBindingPoints == numBindingPoints && f.Stride == stride)
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{
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bool matches = true;
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for (int j = 0; j < numAttributes; j++)
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{
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if (memcmp(&f.Attrs[j], &attrs[j], sizeof(FVertexBufferAttribute)) != 0)
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{
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matches = false;
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break;
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}
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}
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if (matches)
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return (int)i;
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}
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}
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VkVertexFormat fmt;
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fmt.NumBindingPoints = numBindingPoints;
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fmt.Stride = stride;
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fmt.UseVertexData = false;
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for (int j = 0; j < numAttributes; j++)
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{
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if (attrs[j].location == VATTR_COLOR)
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fmt.UseVertexData = true;
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fmt.Attrs.push_back(attrs[j]);
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}
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VertexFormats.push_back(fmt);
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return (int)VertexFormats.size() - 1;
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}
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void VkRenderPassManager::CreateDynamicSetLayout()
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{
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DescriptorSetLayoutBuilder builder;
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builder.addBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT);
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builder.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
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builder.addBinding(2, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT);
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builder.addBinding(3, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT);
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DynamicSetLayout = builder.create(GetVulkanFrameBuffer()->device);
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}
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void VkRenderPassManager::CreateTextureSetLayout()
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{
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DescriptorSetLayoutBuilder builder;
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for (int i = 0; i < 6; i++)
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{
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builder.addBinding(i, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
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}
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builder.addBinding(16, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
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TextureSetLayout = builder.create(GetVulkanFrameBuffer()->device);
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}
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void VkRenderPassManager::CreatePipelineLayout()
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{
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PipelineLayoutBuilder builder;
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builder.addSetLayout(DynamicSetLayout.get());
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builder.addSetLayout(TextureSetLayout.get());
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builder.addPushConstantRange(VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(PushConstants));
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PipelineLayout = builder.create(GetVulkanFrameBuffer()->device);
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}
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void VkRenderPassManager::CreateDescriptorPool()
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{
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DescriptorPoolBuilder builder;
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builder.addPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 3);
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builder.addPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1);
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builder.addPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 5000 * 6);
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builder.setMaxSets(5000);
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DescriptorPool = builder.create(GetVulkanFrameBuffer()->device);
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}
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void VkRenderPassManager::CreateDynamicSet()
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{
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DynamicSet = DescriptorPool->allocate(DynamicSetLayout.get());
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auto fb = GetVulkanFrameBuffer();
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WriteDescriptors update;
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update.addBuffer(DynamicSet.get(), 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, fb->ViewpointUBO->mBuffer.get(), 0, sizeof(HWViewpointUniforms));
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update.addBuffer(DynamicSet.get(), 1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, fb->LightBufferSSO->mBuffer.get(), 0, fb->GetLightBufferBlockSize());
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update.addBuffer(DynamicSet.get(), 2, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, fb->MatricesUBO->mBuffer.get(), 0, sizeof(MatricesUBO));
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update.addBuffer(DynamicSet.get(), 3, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, fb->StreamUBO->mBuffer.get(), 0, sizeof(StreamUBO));
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update.updateSets(fb->device);
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}
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/////////////////////////////////////////////////////////////////////////////
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VkRenderPassSetup::VkRenderPassSetup(const VkRenderPassKey &key)
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{
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CreateRenderPass(key);
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CreatePipeline(key);
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}
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void VkRenderPassSetup::CreateRenderPass(const VkRenderPassKey &key)
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{
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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()->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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{
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builder.addSubpassDepthStencilAttachmentRef(1, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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builder.addExternalSubpassDependency(
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VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_READ_BIT);
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}
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else
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{
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builder.addExternalSubpassDependency(
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VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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VK_ACCESS_COLOR_ATTACHMENT_READ_BIT);
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}
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RenderPass = builder.create(GetVulkanFrameBuffer()->device);
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}
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void VkRenderPassSetup::CreatePipeline(const VkRenderPassKey &key)
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{
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auto fb = GetVulkanFrameBuffer();
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GraphicsPipelineBuilder builder;
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VkShaderProgram *program;
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if (key.SpecialEffect != EFF_NONE)
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{
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program = fb->GetShaderManager()->GetEffect(key.SpecialEffect);
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}
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else
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{
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program = fb->GetShaderManager()->Get(key.EffectState, key.AlphaTest);
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}
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builder.addVertexShader(program->vert.get());
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builder.addFragmentShader(program->frag.get());
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const VkVertexFormat &vfmt = fb->GetRenderPassManager()->VertexFormats[key.VertexFormat];
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for (int i = 0; i < vfmt.NumBindingPoints; i++)
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builder.addVertexBufferBinding(i, vfmt.Stride);
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const static VkFormat vkfmts[] = {
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VK_FORMAT_R32G32B32A32_SFLOAT,
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VK_FORMAT_R32G32B32_SFLOAT,
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VK_FORMAT_R32G32_SFLOAT,
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VK_FORMAT_R32_SFLOAT,
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VK_FORMAT_R8G8B8A8_UNORM,
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VK_FORMAT_A2R10G10B10_SNORM_PACK32
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};
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bool inputLocations[6] = { false, false, false, false, false, false };
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for (size_t i = 0; i < vfmt.Attrs.size(); i++)
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{
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const auto &attr = vfmt.Attrs[i];
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builder.addVertexAttribute(attr.location, attr.binding, vkfmts[attr.format], attr.offset);
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inputLocations[attr.location] = true;
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}
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// To do: does vulkan absolutely needs a binding for each location or not? What happens if it isn't specified? Better be safe than sorry..
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for (int i = 0; i < 6; i++)
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{
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if (!inputLocations[i])
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builder.addVertexAttribute(i, 0, VK_FORMAT_R32G32B32_SFLOAT, 0);
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}
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builder.addDynamicState(VK_DYNAMIC_STATE_VIEWPORT);
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builder.addDynamicState(VK_DYNAMIC_STATE_SCISSOR);
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// builder.addDynamicState(VK_DYNAMIC_STATE_LINE_WIDTH);
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builder.addDynamicState(VK_DYNAMIC_STATE_DEPTH_BIAS);
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// builder.addDynamicState(VK_DYNAMIC_STATE_BLEND_CONSTANTS);
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// builder.addDynamicState(VK_DYNAMIC_STATE_DEPTH_BOUNDS);
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// builder.addDynamicState(VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK);
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// builder.addDynamicState(VK_DYNAMIC_STATE_STENCIL_WRITE_MASK);
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builder.addDynamicState(VK_DYNAMIC_STATE_STENCIL_REFERENCE);
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builder.setViewport(0.0f, 0.0f, (float)SCREENWIDTH, (float)SCREENHEIGHT);
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builder.setScissor(0, 0, SCREENWIDTH, SCREENHEIGHT);
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static const VkPrimitiveTopology vktopology[] = {
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VK_PRIMITIVE_TOPOLOGY_POINT_LIST,
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VK_PRIMITIVE_TOPOLOGY_LINE_LIST,
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VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
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VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN,
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VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP
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};
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static const VkStencilOp op2vk[] = { VK_STENCIL_OP_KEEP, VK_STENCIL_OP_INCREMENT_AND_CLAMP, VK_STENCIL_OP_DECREMENT_AND_CLAMP };
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static const VkCompareOp depthfunc2vk[] = { VK_COMPARE_OP_LESS, VK_COMPARE_OP_LESS_OR_EQUAL, VK_COMPARE_OP_ALWAYS };
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builder.setTopology(vktopology[key.DrawType]);
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builder.setDepthStencilEnable(key.DepthTest, key.DepthWrite, key.StencilTest);
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builder.setDepthFunc(depthfunc2vk[key.DepthFunc]);
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builder.setDepthClampEnable(key.DepthClamp);
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builder.setDepthBias(key.DepthBias, 0.0f, 0.0f, 0.0f);
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builder.setCull(key.CullMode == Cull_None ? VK_CULL_MODE_NONE : VK_CULL_MODE_FRONT_AND_BACK, key.CullMode == Cull_CW ? VK_FRONT_FACE_CLOCKWISE : VK_FRONT_FACE_COUNTER_CLOCKWISE);
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builder.setColorWriteMask((VkColorComponentFlags)key.ColorMask);
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builder.setStencil(VK_STENCIL_OP_KEEP, op2vk[key.StencilPassOp], VK_STENCIL_OP_KEEP, VK_COMPARE_OP_EQUAL, 0xffffffff, 0xffffffff, 0);
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builder.setBlendMode(key.RenderStyle);
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builder.setLayout(fb->GetRenderPassManager()->PipelineLayout.get());
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builder.setRenderPass(RenderPass.get());
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Pipeline = builder.create(fb->device);
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}
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