vkdoom_m/src/rendering/vulkan/renderer/vk_renderpass.cpp
2019-04-18 17:56:43 +02:00

333 lines
13 KiB
C++

#include "vk_renderpass.h"
#include "vk_renderbuffers.h"
#include "vk_renderstate.h"
#include "vulkan/shaders/vk_shader.h"
#include "vulkan/system/vk_builders.h"
#include "vulkan/system/vk_framebuffer.h"
#include "vulkan/system/vk_buffers.h"
#include "hwrenderer/data/flatvertices.h"
#include "hwrenderer/scene/hw_viewpointuniforms.h"
#include "rendering/2d/v_2ddrawer.h"
VkRenderPassManager::VkRenderPassManager()
{
}
VkRenderPassManager::~VkRenderPassManager()
{
DynamicSet.reset(); // Needed since it must come before destruction of DynamicDescriptorPool
}
void VkRenderPassManager::Init()
{
CreateDynamicSetLayout();
CreateDescriptorPool();
CreateDynamicSet();
}
void VkRenderPassManager::RenderBuffersReset()
{
RenderPassSetup.clear();
}
void VkRenderPassManager::TextureSetPoolReset()
{
TextureDescriptorPools.clear();
TextureDescriptorSetsLeft = 0;
TextureDescriptorsLeft = 0;
}
VkRenderPassSetup *VkRenderPassManager::GetRenderPass(const VkRenderPassKey &key)
{
auto &item = RenderPassSetup[key];
if (!item)
item.reset(new VkRenderPassSetup(key));
return item.get();
}
int VkRenderPassManager::GetVertexFormat(int numBindingPoints, int numAttributes, size_t stride, const FVertexBufferAttribute *attrs)
{
for (size_t i = 0; i < VertexFormats.size(); i++)
{
const auto &f = VertexFormats[i];
if (f.Attrs.size() == (size_t)numAttributes && f.NumBindingPoints == numBindingPoints && f.Stride == stride)
{
bool matches = true;
for (int j = 0; j < numAttributes; j++)
{
if (memcmp(&f.Attrs[j], &attrs[j], sizeof(FVertexBufferAttribute)) != 0)
{
matches = false;
break;
}
}
if (matches)
return (int)i;
}
}
VkVertexFormat fmt;
fmt.NumBindingPoints = numBindingPoints;
fmt.Stride = stride;
fmt.UseVertexData = 0;
for (int j = 0; j < numAttributes; j++)
{
if (attrs[j].location == VATTR_COLOR)
fmt.UseVertexData |= 1;
else if (attrs[j].location == VATTR_NORMAL)
fmt.UseVertexData |= 2;
fmt.Attrs.push_back(attrs[j]);
}
VertexFormats.push_back(fmt);
return (int)VertexFormats.size() - 1;
}
void VkRenderPassManager::CreateDynamicSetLayout()
{
DescriptorSetLayoutBuilder builder;
builder.addBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT);
builder.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
builder.addBinding(2, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT);
builder.addBinding(3, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT);
builder.addBinding(4, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
DynamicSetLayout = builder.create(GetVulkanFrameBuffer()->device);
DynamicSetLayout->SetDebugName("VkRenderPassManager.DynamicSetLayout");
}
VulkanDescriptorSetLayout *VkRenderPassManager::GetTextureSetLayout(int numLayers)
{
if (TextureSetLayouts.size() < (size_t)numLayers)
TextureSetLayouts.resize(numLayers);
auto &layout = TextureSetLayouts[numLayers - 1];
if (layout)
return layout.get();
DescriptorSetLayoutBuilder builder;
for (int i = 0; i < numLayers; i++)
{
builder.addBinding(i, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
}
layout = builder.create(GetVulkanFrameBuffer()->device);
layout->SetDebugName("VkRenderPassManager.TextureSetLayout");
return layout.get();
}
VulkanPipelineLayout* VkRenderPassManager::GetPipelineLayout(int numLayers)
{
if (PipelineLayouts.size() <= (size_t)numLayers)
PipelineLayouts.resize(numLayers + 1);
auto &layout = PipelineLayouts[numLayers];
if (layout)
return layout.get();
PipelineLayoutBuilder builder;
builder.addSetLayout(DynamicSetLayout.get());
if (numLayers != 0)
builder.addSetLayout(GetTextureSetLayout(numLayers));
builder.addPushConstantRange(VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(PushConstants));
layout = builder.create(GetVulkanFrameBuffer()->device);
layout->SetDebugName("VkRenderPassManager.PipelineLayout");
return layout.get();
}
void VkRenderPassManager::CreateDescriptorPool()
{
DescriptorPoolBuilder builder;
builder.addPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 3);
builder.addPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1);
builder.addPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1);
builder.setMaxSets(1);
DynamicDescriptorPool = builder.create(GetVulkanFrameBuffer()->device);
DynamicDescriptorPool->SetDebugName("VkRenderPassManager.DynamicDescriptorPool");
}
void VkRenderPassManager::CreateDynamicSet()
{
DynamicSet = DynamicDescriptorPool->allocate(DynamicSetLayout.get());
if (!DynamicSet)
I_FatalError("CreateDynamicSet failed.\n");
}
void VkRenderPassManager::UpdateDynamicSet()
{
auto fb = GetVulkanFrameBuffer();
WriteDescriptors update;
update.addBuffer(DynamicSet.get(), 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, fb->ViewpointUBO->mBuffer.get(), 0, sizeof(HWViewpointUniforms));
update.addBuffer(DynamicSet.get(), 1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, fb->LightBufferSSO->mBuffer.get(), 0, fb->GetLightBufferBlockSize());
update.addBuffer(DynamicSet.get(), 2, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, fb->MatricesUBO->mBuffer.get(), 0, sizeof(MatricesUBO));
update.addBuffer(DynamicSet.get(), 3, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, fb->StreamUBO->mBuffer.get(), 0, sizeof(StreamUBO));
update.addCombinedImageSampler(DynamicSet.get(), 4, fb->GetBuffers()->ShadowmapView.get(), fb->GetBuffers()->ShadowmapSampler.get(), VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
update.updateSets(fb->device);
}
std::unique_ptr<VulkanDescriptorSet> VkRenderPassManager::AllocateTextureDescriptorSet(int numLayers)
{
if (TextureDescriptorSetsLeft == 0 || TextureDescriptorsLeft < numLayers)
{
TextureDescriptorSetsLeft = 1000;
TextureDescriptorsLeft = 2000;
DescriptorPoolBuilder builder;
builder.addPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, TextureDescriptorsLeft);
builder.setMaxSets(TextureDescriptorSetsLeft);
TextureDescriptorPools.push_back(builder.create(GetVulkanFrameBuffer()->device));
TextureDescriptorPools.back()->SetDebugName("VkRenderPassManager.TextureDescriptorPool");
}
TextureDescriptorSetsLeft--;
TextureDescriptorsLeft -= numLayers;
return TextureDescriptorPools.back()->allocate(GetTextureSetLayout(numLayers));
}
/////////////////////////////////////////////////////////////////////////////
VkRenderPassSetup::VkRenderPassSetup(const VkRenderPassKey &key)
{
CreateRenderPass(key);
CreatePipeline(key);
}
void VkRenderPassSetup::CreateRenderPass(const VkRenderPassKey &key)
{
auto buffers = GetVulkanFrameBuffer()->GetBuffers();
VkFormat drawBufferFormats[] = { VK_FORMAT_R16G16B16A16_SFLOAT, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_A2R10G10B10_UNORM_PACK32 };
RenderPassBuilder builder;
for (int i = 0; i < key.DrawBuffers; i++)
{
builder.addAttachment(
drawBufferFormats[i], i == 0 ? (VkSampleCountFlagBits)key.Samples : buffers->GetSceneSamples(),
(key.ClearTargets & CT_Color) ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
}
if (key.UsesDepthStencil())
{
builder.addDepthStencilAttachment(
buffers->SceneDepthStencilFormat, buffers->GetSceneSamples(),
(key.ClearTargets & CT_Depth) ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
(key.ClearTargets & CT_Stencil) ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
}
builder.addSubpass();
for (int i = 0; i < key.DrawBuffers; i++)
builder.addSubpassColorAttachmentRef(i, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
if (key.UsesDepthStencil())
{
builder.addSubpassDepthStencilAttachmentRef(key.DrawBuffers, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
builder.addExternalSubpassDependency(
VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_READ_BIT);
}
else
{
builder.addExternalSubpassDependency(
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT);
}
RenderPass = builder.create(GetVulkanFrameBuffer()->device);
RenderPass->SetDebugName("VkRenderPassSetup.RenderPass");
}
void VkRenderPassSetup::CreatePipeline(const VkRenderPassKey &key)
{
auto fb = GetVulkanFrameBuffer();
GraphicsPipelineBuilder builder;
VkShaderProgram *program;
if (key.SpecialEffect != EFF_NONE)
{
program = fb->GetShaderManager()->GetEffect(key.SpecialEffect);
}
else
{
program = fb->GetShaderManager()->Get(key.EffectState, key.AlphaTest, key.DrawBuffers > 1 ? GBUFFER_PASS : NORMAL_PASS);
}
builder.addVertexShader(program->vert.get());
builder.addFragmentShader(program->frag.get());
const VkVertexFormat &vfmt = fb->GetRenderPassManager()->VertexFormats[key.VertexFormat];
for (int i = 0; i < vfmt.NumBindingPoints; i++)
builder.addVertexBufferBinding(i, vfmt.Stride);
const static VkFormat vkfmts[] = {
VK_FORMAT_R32G32B32A32_SFLOAT,
VK_FORMAT_R32G32B32_SFLOAT,
VK_FORMAT_R32G32_SFLOAT,
VK_FORMAT_R32_SFLOAT,
VK_FORMAT_R8G8B8A8_UNORM,
VK_FORMAT_A2B10G10R10_SNORM_PACK32
};
bool inputLocations[6] = { false, false, false, false, false, false };
for (size_t i = 0; i < vfmt.Attrs.size(); i++)
{
const auto &attr = vfmt.Attrs[i];
builder.addVertexAttribute(attr.location, attr.binding, vkfmts[attr.format], attr.offset);
inputLocations[attr.location] = true;
}
// 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..
for (int i = 0; i < 6; i++)
{
if (!inputLocations[i])
builder.addVertexAttribute(i, 0, VK_FORMAT_R32G32B32_SFLOAT, 0);
}
builder.addDynamicState(VK_DYNAMIC_STATE_VIEWPORT);
builder.addDynamicState(VK_DYNAMIC_STATE_SCISSOR);
// builder.addDynamicState(VK_DYNAMIC_STATE_LINE_WIDTH);
builder.addDynamicState(VK_DYNAMIC_STATE_DEPTH_BIAS);
// builder.addDynamicState(VK_DYNAMIC_STATE_BLEND_CONSTANTS);
// builder.addDynamicState(VK_DYNAMIC_STATE_DEPTH_BOUNDS);
// builder.addDynamicState(VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK);
// builder.addDynamicState(VK_DYNAMIC_STATE_STENCIL_WRITE_MASK);
builder.addDynamicState(VK_DYNAMIC_STATE_STENCIL_REFERENCE);
// Note: the actual values are ignored since we use dynamic viewport+scissor states
builder.setViewport(0.0f, 0.0f, 320.0f, 200.0f);
builder.setScissor(0, 0, 320.0f, 200.0f);
static const VkPrimitiveTopology vktopology[] = {
VK_PRIMITIVE_TOPOLOGY_POINT_LIST,
VK_PRIMITIVE_TOPOLOGY_LINE_LIST,
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN,
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP
};
static const VkStencilOp op2vk[] = { VK_STENCIL_OP_KEEP, VK_STENCIL_OP_INCREMENT_AND_CLAMP, VK_STENCIL_OP_DECREMENT_AND_CLAMP };
static const VkCompareOp depthfunc2vk[] = { VK_COMPARE_OP_LESS, VK_COMPARE_OP_LESS_OR_EQUAL, VK_COMPARE_OP_ALWAYS };
builder.setTopology(vktopology[key.DrawType]);
builder.setDepthStencilEnable(key.DepthTest, key.DepthWrite, key.StencilTest);
builder.setDepthFunc(depthfunc2vk[key.DepthFunc]);
builder.setDepthClampEnable(key.DepthClamp);
builder.setDepthBias(key.DepthBias, 0.0f, 0.0f, 0.0f);
// Note: CCW and CW is intentionally swapped here because the vulkan and opengl coordinate systems differ.
// main.vp addresses this by patching up gl_Position.z, which has the side effect of flipping the sign of the front face calculations.
builder.setCull(key.CullMode == Cull_None ? VK_CULL_MODE_NONE : VK_CULL_MODE_BACK_BIT, key.CullMode == Cull_CW ? VK_FRONT_FACE_COUNTER_CLOCKWISE : VK_FRONT_FACE_CLOCKWISE);
builder.setColorWriteMask((VkColorComponentFlags)key.ColorMask);
builder.setStencil(VK_STENCIL_OP_KEEP, op2vk[key.StencilPassOp], VK_STENCIL_OP_KEEP, VK_COMPARE_OP_EQUAL, 0xffffffff, 0xffffffff, 0);
builder.setBlendMode(key.RenderStyle);
builder.setSubpassColorAttachmentCount(key.DrawBuffers);
builder.setRasterizationSamples((VkSampleCountFlagBits)key.Samples);
builder.setLayout(fb->GetRenderPassManager()->GetPipelineLayout(key.NumTextureLayers));
builder.setRenderPass(RenderPass.get());
Pipeline = builder.create(fb->device);
Pipeline->SetDebugName("VkRenderPassSetup.Pipeline");
}