zengine/engine/modules/render/vulkan/src/vulkan_api.cpp

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#include "vkn/vulkan_api.h"
#include "vkn/vulkan_window.h"
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#include "vkn/vulkan_api_help.h"
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#include "vkn/wrapper/buffer.h"
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#include "vkn/wrapper/device.h"
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#include "vkn/thread/buffer_worker.h"
#include "vkn/thread/command_worker.h"
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#include "vkn/loader/vulkan_glsl_loader.h"
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#include "render/asset/mesh.h"
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#include "meta/enum.h"
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#include "tinyimageformat/tinyimageformat_apis.h"
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#include "zlog.h"
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namespace vkn {
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inline bool operator==(const RenderPassKey& k1, const RenderPassKey& k2) {
if (k1.initialColorLayoutMask != k2.initialColorLayoutMask) return false;
for (int i = 0; i < MAX_SUPPORTED_RENDER_TARGET_COUNT; i++) {
if (k1.colorFormat[i] != k2.colorFormat[i]) return false;
}
if (k1.depthFormat != k2.depthFormat) return false;
if (k1.clear != k2.clear) return false;
if (k1.discardStart != k2.discardStart) return false;
if (k1.discardEnd != k2.discardEnd) return false;
if (k1.samples != k2.samples) return false;
if (k1.needsResolveMask != k2.needsResolveMask) return false;
if (k1.subpassMask != k2.subpassMask) return false;
return true;
}
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inline bool operator==(const FramebufferKey& k1, const FramebufferKey& k2) {
if (k1.pass != k2.pass) return false;
if (k1.attachmentCount != k2.attachmentCount) return false;
for (int i = 0; i < k1.attachmentCount; i++) {
if (k1.imageViews[i] != k2.imageViews[i]) return false;
}
if (k1.height != k2.height) return false;
if (k1.width != k2.width) return false;
if (k1.layers != k2.layers) return false;
return true;
}
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VulkanAPI::VulkanAPI() : RenderAPI(new VulkanContext())
, window(*VulkanWindow::Ptr())
, backend(VulkanEngineName)
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{
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}
void VulkanAPI::Init()
{
}
void VulkanAPI::Shutdown()
{
}
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void VulkanAPI::SetStaticMesh(Mesh& mesh)
{
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auto& Indices = mesh.GetIndices();
auto& Vertices = mesh.GetVertices();
MeshVAO& VAO = MeshTable[mesh.GetGuid()];
VAO.indexCount = Indices.size();
VAO.vertexCount = Vertices.size();
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Buffer indexBuffer{};
indexBuffer.ppBuffer = &VAO.indexBuffer;
indexBuffer.pCpuData = Indices.data();
indexBuffer.size = sizeof(decltype(Indices[0])) * Indices.size();
indexBuffer.usage = VK_BUFFER_USAGE_INDEX_BUFFER_BIT;
Backend::TransferWorker->Invoke(indexBuffer);
Buffer vertexBuffer{};
vertexBuffer.ppBuffer = &VAO.vertexBuffer;
vertexBuffer.pCpuData = Vertices.data();
vertexBuffer.size = Vertices.data_size();
vertexBuffer.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
Backend::TransferWorker->Invoke(vertexBuffer);
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}
void VulkanAPI::DrawStaticMesh(Mesh& mesh)
{
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}
void VulkanAPI::LoadShader(Shader& shader)
{
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pmr::vector<VkPipelineShaderStageCreateInfo> shaderStages;
std::map<VkShaderStageFlagBits, VkShaderModule> shaderModules;
auto& device = backend.GetDevice();
auto vertModule = shader.GetVertHandle<vkShaderProgram>()->Ptr();
shaderModules.insert(std::make_pair(VK_SHADER_STAGE_VERTEX_BIT, vertModule));
auto fragModule = shader.GetFragHandle<vkShaderProgram>()->Ptr();
shaderModules.insert(std::make_pair(VK_SHADER_STAGE_FRAGMENT_BIT, fragModule));
for (auto& shaderModule : shaderModules)
{
VkPipelineShaderStageCreateInfo shaderStageInfo = {};
shaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
shaderStageInfo.stage = shaderModule.first;
shaderStageInfo.module = shaderModule.second;
shaderStageInfo.pName = "main";
shaderStages.push_back(shaderStageInfo);
}
auto it = refl::find_info(shader.Name());
auto meta = it->GetMeta("vkMeta");
// 设置顶点输入格式
VkPipelineVertexInputStateCreateInfo vertexInputInfo = {};
VkVertexInputBindingDescription bindingDescription = {};
bindingDescription.binding = 0;
bindingDescription.stride = meta->size;
bindingDescription.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
//这里顶点属性不能大余16
std::array<VkVertexInputAttributeDescription, 16> attributeDescriptions = { };
{
uint32_t count = 0;
for (auto& field : meta->GetFields(refl::FIND_ALL_MEMBER, Name(""))) {
auto& attr = attributeDescriptions[count];
attr.binding = 0;
attr.location = count++;
attr.format = field.GetMeta() ? (VkFormat)field.GetMeta().CastTo<uint32_t>() : VK_FORMAT_R32G32B32_SFLOAT;
attr.offset = field.GetOffset();
}
vertexInputInfo.vertexAttributeDescriptionCount = count;
}
vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
vertexInputInfo.pVertexBindingDescriptions = &bindingDescription;
vertexInputInfo.pVertexAttributeDescriptions = attributeDescriptions.data();
vertexInputInfo.vertexBindingDescriptionCount = 1;
// 设置图元
VkPipelineInputAssemblyStateCreateInfo inputAssemblyInfo = {};
inputAssemblyInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
inputAssemblyInfo.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
inputAssemblyInfo.primitiveRestartEnable = VK_FALSE;
// ViewPort信息这里不直接设置下面弄成动态的
VkPipelineViewportStateCreateInfo viewportStateInfo = {};
viewportStateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
viewportStateInfo.viewportCount = 1;
viewportStateInfo.scissorCount = 1;
// View Port和Scissor设置为动态每帧绘制时决定
pmr::vector<VkDynamicState> dynamicStates = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
VkPipelineDynamicStateCreateInfo dynamicStateInfo = {};
dynamicStateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
dynamicStateInfo.pDynamicStates = dynamicStates.data();
dynamicStateInfo.dynamicStateCount = static_cast<uint32_t>(dynamicStates.size());
// 设置光栅化阶段
VkPipelineRasterizationStateCreateInfo rasterizationInfo = {};
rasterizationInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
// 如果depthClampEnable设置为VK_TRUE超过远近裁剪面的片元会进行收敛而不是丢弃它们
rasterizationInfo.depthClampEnable = VK_FALSE;
// 如果rasterizerDiscardEnable设置为VK_TRUE那么几何图元永远不会传递到光栅化阶段
// 这是禁止任何数据输出到framebuffer的方法
rasterizationInfo.rasterizerDiscardEnable = VK_FALSE;
// 设置片元如何从几何模型中产生如果不是FILL需要开启GPU feature
// VK_POLYGON_MODE_FILL: 多边形区域填充
// VK_POLYGON_MODE_LINE: 多边形边缘线框绘制
// VK_POLYGON_MODE_POINT : 多边形顶点作为描点绘制
rasterizationInfo.polygonMode = VK_POLYGON_MODE_FILL;
rasterizationInfo.lineWidth = 1.0f;
rasterizationInfo.cullMode = VK_CULL_MODE_FRONT_BIT;
rasterizationInfo.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
// 渲染阴影的偏移配置
rasterizationInfo.depthBiasEnable = VK_FALSE;
rasterizationInfo.depthBiasConstantFactor = 0.0f;
rasterizationInfo.depthBiasClamp = 0.0f;
rasterizationInfo.depthBiasSlopeFactor = 0.0f;
// 设置Shader采样纹理的MSAA(不是输出到屏幕上的MSAA)需要创建逻辑设备的时候开启VkPhysicalDeviceFeatures里的sampleRateShading才能生效暂时关闭
VkPipelineMultisampleStateCreateInfo multisampleInfo = {};
multisampleInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
multisampleInfo.sampleShadingEnable = (VK_SAMPLE_COUNT_1_BIT & VK_SAMPLE_COUNT_1_BIT ? VK_FALSE : VK_TRUE);
multisampleInfo.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
// 这个是调整sampleShading效果的越接近1效果越平滑越接近0性能越好
multisampleInfo.minSampleShading = 1.0f;
multisampleInfo.pSampleMask = VK_NULL_HANDLE;
multisampleInfo.alphaToCoverageEnable = VK_FALSE;
multisampleInfo.alphaToOneEnable = VK_FALSE;
// Color Blend
VkPipelineColorBlendAttachmentState colorBlendAttachment{};
colorBlendAttachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
colorBlendAttachment.blendEnable = VK_TRUE;
colorBlendAttachment.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
colorBlendAttachment.dstColorBlendFactor = VK_BLEND_FACTOR_ONE;
colorBlendAttachment.colorBlendOp = VK_BLEND_OP_ADD;
colorBlendAttachment.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
colorBlendAttachment.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
colorBlendAttachment.alphaBlendOp = VK_BLEND_OP_ADD;
VkPipelineColorBlendStateCreateInfo colorBlending{};
colorBlending.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
colorBlending.logicOpEnable = VK_FALSE;
colorBlending.logicOp = VK_LOGIC_OP_COPY;
colorBlending.pAttachments = &colorBlendAttachment;
colorBlending.attachmentCount = 1;
// 深度和模板配置
VkPipelineDepthStencilStateCreateInfo depthStencilInfo = {};
depthStencilInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
// Depth
depthStencilInfo.depthWriteEnable = VK_FALSE;
depthStencilInfo.depthTestEnable = VK_TRUE;
depthStencilInfo.depthCompareOp = VK_COMPARE_OP_LESS;
depthStencilInfo.depthBoundsTestEnable = VK_FALSE;
depthStencilInfo.minDepthBounds = 0.0f;
depthStencilInfo.maxDepthBounds = 1.0f;
// Stencil
depthStencilInfo.stencilTestEnable = VK_FALSE;
depthStencilInfo.front = {};
depthStencilInfo.back = {};
/*
auto descriptorSetLayout = VulkanContext::CreateDescriptorSetLayout(shader.GetInfo());
auto pipelineLayout = VulkanContext::CreatePipelineLayout({ descriptorSetLayout }, {});
VkGraphicsPipelineCreateInfo pipelineInfo{};
pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
pipelineInfo.pStages = shaderStages.data();
pipelineInfo.stageCount = (uint32_t)shaderStages.size();
pipelineInfo.pVertexInputState = &vertexInputInfo;
pipelineInfo.pInputAssemblyState = &inputAssemblyInfo;
pipelineInfo.pViewportState = &viewportStateInfo;
pipelineInfo.pDynamicState = &dynamicStateInfo;
pipelineInfo.pRasterizationState = &rasterizationInfo;
pipelineInfo.pMultisampleState = &multisampleInfo;
pipelineInfo.pColorBlendState = &colorBlending;
pipelineInfo.pDepthStencilState = nullptr; //&depthStencilInfo;
pipelineInfo.layout = pipelineLayout;
pipelineInfo.renderPass = PassList[RENDER_FORWARD_RENDERING]->Ptr();
pipelineInfo.subpass = 0;
pipelineInfo.basePipelineHandle = VK_NULL_HANDLE;
pipelineInfo.basePipelineIndex = -1;
VkPipeline pipeLine;
if (vkCreateGraphicsPipelines(device.Ptr(), VK_NULL_HANDLE, 1, &pipelineInfo, nullptr, &pipeLine) != VK_SUCCESS)
throw std::runtime_error("failed to create graphics pipeline!");
for (auto& shaderModule : shaderModules)
vkDestroyShaderModule(device.Ptr(), shaderModule.second, nullptr);
VulkanPipeline& vulkan_pipeline = PipelineTable[shader.GetGuid()];
vulkan_pipeline.name = shader.Name();
vulkan_pipeline.pipeline = pipeLine;
vulkan_pipeline.inUse = true;
vulkan_pipeline.pipelineLayout = pipelineLayout;
vulkan_pipeline.descriptorSetLayout = descriptorSetLayout;
vulkan_pipeline.descriptorSet = backend.GetPool().Allocate(descriptorSetLayout);*/
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}
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ImagePtr VulkanAPI::CreateTexture(TextureDesc desc)
{
if (desc.image) {
return desc.image;
}
uint32_t depth = any(desc.dimension & TextureDimension::TEX_3D) ? 3 : 1;
VkImageCreateInfo imageCreateInfo = {
.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
.pNext = NULL,
.flags = vkApiGetImageCreateFlag(desc.dimension, desc.arraySize),
.imageType = vkApiGetImageType(desc.dimension),
.format = (VkFormat)TinyImageFormat_ToVkFormat(desc.format),
.extent = {
.width = (uint32_t)desc.width,
.height = (uint32_t)desc.height,
.depth = (uint32_t)desc.depth,
},
.mipLevels = desc.mipLevel,
.arrayLayers = desc.arraySize,
.samples = vkApiGetSmpleCountFlag(desc.sampleCount),
.tiling = VK_IMAGE_TILING_OPTIMAL,
.usage = vkApiGetImageUsageFlags(desc.state),
.sharingMode = VK_SHARING_MODE_EXCLUSIVE,
.queueFamilyIndexCount = 0,
.pQueueFamilyIndices = NULL,
.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED
};
return ImagePtr();
}
ImageViewPtr VulkanAPI::CreateTextureView(TextureViewDesc desc)
{
VkImageViewCreateInfo createInfo = {};
createInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
createInfo.image = (VkImage)desc.image;
createInfo.viewType = vkApiGetImageViewType(desc.dimension, desc.layerCount);
createInfo.format = (VkFormat)TinyImageFormat_ToVkFormat(desc.format);
// components字段允许调整颜色通道的最终的映射逻辑
// 比如我们可以将所有颜色通道映射为红色通道以实现单色纹理我们也可以将通道映射具体的常量数值0和1
// 这里用默认的
createInfo.components.r = VK_COMPONENT_SWIZZLE_R;
createInfo.components.g = VK_COMPONENT_SWIZZLE_G;
createInfo.components.b = VK_COMPONENT_SWIZZLE_B;
createInfo.components.a = VK_COMPONENT_SWIZZLE_A;
// subresourceRangle字段用于描述图像的使用目标是什么以及可以被访问的有效区域
// 这个图像用作填充color还是depth stencil等
createInfo.subresourceRange.aspectMask = vkApiGetImageAspectMask(createInfo.format, false);
// 默认处理所有Mipmap
createInfo.subresourceRange.baseMipLevel = desc.baseMipLevel;
createInfo.subresourceRange.levelCount = desc.levelCount;
// 默认处理所有Layers
createInfo.subresourceRange.baseArrayLayer = desc.baseArrayLayer;
createInfo.subresourceRange.layerCount = desc.layerCount;
VkImageView imageView;
vkCreateImageView(backend.GetDevice().Ptr(), &createInfo, nullptr, &imageView);
return (ImageViewPtr)imageView;
}
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void VulkanAPI::BeginFrame()
{
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VulkanContext& ctx = *(VulkanContext*)&context;
window.Aquire(ctx);
ctx.command.BeginRecord(VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT);
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}
void VulkanAPI::EndFrame()
{
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VulkanContext& ctx = *(VulkanContext*)&context;
ctx.command.EndRecord();
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VkPipelineStageFlags waitStages[] = { VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT }; // 等待渲染阶段
VkSemaphore waitSemaphores[] = { ctx.surfaceSemaphore };
VkSemaphore signalSemaphores[] = { ctx.presentSemaphore };// 渲染完成信号量
VkSubmitInfo submitInfo{};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &ctx.command.Ptr();
submitInfo.waitSemaphoreCount = 1;
submitInfo.pWaitSemaphores = waitSemaphores;
submitInfo.pWaitDstStageMask = waitStages;
submitInfo.signalSemaphoreCount = 1;
submitInfo.pSignalSemaphores = signalSemaphores;
vkQueueSubmit(Backend::RenderWorker->GetQueue().Ptr(), 1, &submitInfo, ctx.surfaceFence);
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window.Present(ctx);
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}
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void VulkanAPI::ExecuteResourceBarriers(const ResourceBarrierDesc& desc) {
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VulkanContext& ctx = *(VulkanContext*)&context;
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pmr::vector<VkBufferMemoryBarrier> bufferBarriers{ FramePool() };
bufferBarriers.reserve(desc.bufferBarriersCount);
pmr::vector<VkImageMemoryBarrier> imageBarriers{ FramePool() };
imageBarriers.reserve(desc.textureBarriersCount);
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VkPipelineStageFlags srcStageMask = 0, dstStageMask = 0;
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for (uint32_t i = 0; i < desc.textureBarriersCount; i++)
{
auto& barrier = desc.pTextureBarriers[i];
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auto desc = vkApiGetTextureTransition(srcStageMask, dstStageMask, barrier);
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imageBarriers.push_back(desc);
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}
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if (dstStageMask == 0) {
dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
}
vkCmdPipelineBarrier(ctx.command.Ptr(), srcStageMask, dstStageMask, 0, 0, NULL, 0, NULL, imageBarriers.size(), imageBarriers.data());
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}
void VulkanAPI::BeginRenderPass(RenderPassNode* node)
{
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RenderPassKey config{};
FramebufferKey frameKey{.layers = 1};
VkClearValue clearValues[2 * MAX_SUPPORTED_RENDER_TARGET_COUNT + 1] = { 0 };
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int i = 0;
for (auto& it : node->outEdges) {
if (it->IsAttachment()) {
auto& desc = it->CastTo<api::AttachmentDesc>();
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config.colorFormat[i] = (VkFormat)TinyImageFormat_ToVkFormat(desc.colorFormat);
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config.samples = vkApiGetSmpleCountFlag(desc.sampleCount);
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TargetBufferFlags flag = TargetBufferFlags(int(TargetBufferFlags::COLOR0) << i);
config.clear |= flag;
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it.ResolveView(&graph);
frameKey.imageViews[i] = (VkImageView)desc.imageView;
frameKey.height = desc.height;
frameKey.width = desc.width;
//clearValues[i] =
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i++;
}
}
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frameKey.attachmentCount = i;
VkRenderPass pass = GetRenderPass(config);
frameKey.pass = pass;
auto it = FramebufferCache.find(frameKey);
VkFramebuffer framebuffer = it->second;
if (it == FramebufferCache.end()) {
VkFramebufferCreateInfo framebufferInfo = {
.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO,
.renderPass = pass,
.attachmentCount = frameKey.attachmentCount,
.pAttachments = frameKey.imageViews,
.width = frameKey.width,
.height = frameKey.height,
.layers = frameKey.layers
};
vkCreateFramebuffer(backend.GetDevice().Ptr(), &framebufferInfo, nullptr, &framebuffer);
FramebufferCache.emplace(frameKey, framebuffer);
}
VkRect2D renderAarea = {
.offset = {0,0},
.extent = {frameKey.width,frameKey.height}
};
VkRenderPassBeginInfo beginInfo = {
.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO,
.pNext = VK_NULL_HANDLE,
.renderPass = pass,
.framebuffer = framebuffer,
.renderArea = renderAarea,
.clearValueCount = frameKey.attachmentCount,
.pClearValues = clearValues
};
VulkanContext& ctx = *(VulkanContext*)&context;
vkCmdBeginRenderPass(ctx.command.Ptr(), &beginInfo, VK_SUBPASS_CONTENTS_INLINE);
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}
void VulkanAPI::EndRenderPass(RenderPassNode* node)
{
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VulkanContext& ctx = *(VulkanContext*)&context;
vkCmdEndRenderPass(ctx.command.Ptr());
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}
VkRenderPass VulkanAPI::GetRenderPass(RenderPassKey& config) {
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auto it = RenderPassCache.find(config);
if (it != RenderPassCache.end()) {
return it->second;
}
// Set up some const aliases for terseness.
const VkAttachmentLoadOp kClear = VK_ATTACHMENT_LOAD_OP_CLEAR;
const VkAttachmentLoadOp kDontCare = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
const VkAttachmentLoadOp kKeep = VK_ATTACHMENT_LOAD_OP_LOAD;
const VkAttachmentStoreOp kDisableStore = VK_ATTACHMENT_STORE_OP_DONT_CARE;
const VkAttachmentStoreOp kEnableStore = VK_ATTACHMENT_STORE_OP_STORE;
VkAttachmentReference inputAttachmentRef[MAX_SUPPORTED_RENDER_TARGET_COUNT] = {};
VkAttachmentReference colorAttachmentRefs[2][MAX_SUPPORTED_RENDER_TARGET_COUNT] = {};
VkAttachmentReference resolveAttachmentRef[MAX_SUPPORTED_RENDER_TARGET_COUNT] = {};
VkAttachmentReference depthAttachmentRef = {};
const bool hasSubpasses = config.subpassMask != 0;
const bool hasDepth = config.depthFormat != VK_FORMAT_UNDEFINED;
VkSubpassDescription subpasses[2] = { {
.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS,
.pInputAttachments = nullptr,
.pColorAttachments = colorAttachmentRefs[0],
.pResolveAttachments = resolveAttachmentRef,
.pDepthStencilAttachment = hasDepth ? &depthAttachmentRef : nullptr
},
{
.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS,
.pInputAttachments = inputAttachmentRef,
.pColorAttachments = colorAttachmentRefs[1],
.pResolveAttachments = resolveAttachmentRef,
.pDepthStencilAttachment = hasDepth ? &depthAttachmentRef : nullptr
} };
// The attachment list contains: Color Attachments, Resolve Attachments, and Depth Attachment.
// For simplicity, create an array that can hold the maximum possible number of attachments.
// Note that this needs to have the same ordering as the corollary array in getFramebuffer.
VkAttachmentDescription attachments[MAX_SUPPORTED_RENDER_TARGET_COUNT + MAX_SUPPORTED_RENDER_TARGET_COUNT + 1] = {};
// We support 2 subpasses, which means we need to supply 1 dependency struct.
VkSubpassDependency dependencies[1] = { {
.srcSubpass = 0,
.dstSubpass = 1,
.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
.dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
.dstAccessMask = VK_ACCESS_SHADER_READ_BIT,
.dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT,
} };
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// Finally, create the VkRenderPass.
VkRenderPassCreateInfo renderPassInfo{
.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO,
.attachmentCount = 0u,
.pAttachments = attachments,
.subpassCount = hasSubpasses ? 2u : 1u,
.pSubpasses = subpasses,
.dependencyCount = hasSubpasses ? 1u : 0u,
.pDependencies = dependencies
};
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int attachmentIndex = 0;
// Populate the Color Attachments.
for (int i = 0; i < MAX_SUPPORTED_RENDER_TARGET_COUNT; i++) {
if (config.colorFormat[i] == VK_FORMAT_UNDEFINED) {
continue;
}
const VkImageLayout subpassLayout = VK_IMAGE_LAYOUT_GENERAL;
uint32_t index;
if (!hasSubpasses) {
index = subpasses[0].colorAttachmentCount++;
colorAttachmentRefs[0][index].layout = subpassLayout;
colorAttachmentRefs[0][index].attachment = attachmentIndex;
}
else {
// The Driver API consolidates all color attachments from the first and second subpasses
// into a single list, and uses a bitmask to mark attachments that belong only to the
// second subpass and should be available as inputs. All color attachments in the first
// subpass are automatically made available to the second subpass.
// If there are subpasses, we require the input attachment to be the first attachment.
// Breaking this assumption would likely require enhancements to the Driver API in order
// to supply Vulkan with all the information needed.
if (config.subpassMask & (1 << i)) {
index = subpasses[0].colorAttachmentCount++;
colorAttachmentRefs[0][index].layout = subpassLayout;
colorAttachmentRefs[0][index].attachment = attachmentIndex;
index = subpasses[1].inputAttachmentCount++;
inputAttachmentRef[index].layout = subpassLayout;
inputAttachmentRef[index].attachment = attachmentIndex;
}
index = subpasses[1].colorAttachmentCount++;
colorAttachmentRefs[1][index].layout = subpassLayout;
colorAttachmentRefs[1][index].attachment = attachmentIndex;
}
const TargetBufferFlags flag = TargetBufferFlags(int(TargetBufferFlags::COLOR0) << i);
const bool clear = any(config.clear & flag);
const bool discard = any(config.discardStart & flag);
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VkImageLayout layout = vkApiGetAttachmentLayout(config.colorFormat[i], true);
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attachments[attachmentIndex++] = {
.format = config.colorFormat[i],
.samples = config.samples,
.loadOp = clear ? kClear : (discard ? kDontCare : kKeep),
.storeOp = kEnableStore,
.stencilLoadOp = kDontCare,
.stencilStoreOp = kDisableStore,
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.initialLayout = layout,
.finalLayout = layout,
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};
}
// Nulling out the zero-sized lists is necessary to avoid VK_ERROR_OUT_OF_HOST_MEMORY on Adreno.
if (subpasses[0].colorAttachmentCount == 0) {
subpasses[0].pColorAttachments = nullptr;
subpasses[0].pResolveAttachments = nullptr;
subpasses[1].pColorAttachments = nullptr;
subpasses[1].pResolveAttachments = nullptr;
}
// Populate the Resolve Attachments.
VkAttachmentReference* pResolveAttachment = resolveAttachmentRef;
for (int i = 0; i < MAX_SUPPORTED_RENDER_TARGET_COUNT; i++) {
if (config.colorFormat[i] == VK_FORMAT_UNDEFINED) {
continue;
}
if (!(config.needsResolveMask & (1 << i))) {
pResolveAttachment->attachment = VK_ATTACHMENT_UNUSED;
++pResolveAttachment;
continue;
}
pResolveAttachment->attachment = attachmentIndex;
pResolveAttachment->layout = VK_IMAGE_LAYOUT_GENERAL;
++pResolveAttachment;
attachments[attachmentIndex++] = {
.format = config.colorFormat[i],
.samples = VK_SAMPLE_COUNT_1_BIT,
.loadOp = kDontCare,
.storeOp = kEnableStore,
.stencilLoadOp = kDontCare,
.stencilStoreOp = kDisableStore,
.initialLayout = VK_IMAGE_LAYOUT_GENERAL,
.finalLayout = VK_IMAGE_LAYOUT_GENERAL,
};
}
// Populate the Depth Attachment.
if (hasDepth) {
const bool clear = any(config.clear & TargetBufferFlags::DEPTH);
const bool discardStart = any(config.discardStart & TargetBufferFlags::DEPTH);
const bool discardEnd = any(config.discardEnd & TargetBufferFlags::DEPTH);
depthAttachmentRef.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
depthAttachmentRef.attachment = attachmentIndex;
attachments[attachmentIndex++] = {
.format = config.depthFormat,
.samples = (VkSampleCountFlagBits)config.samples,
.loadOp = clear ? kClear : (discardStart ? kDontCare : kKeep),
.storeOp = discardEnd ? kDisableStore : kEnableStore,
.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE,
.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE,
.initialLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
.finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
};
}
renderPassInfo.attachmentCount = attachmentIndex;
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VkRenderPass renderPass;
VkResult error = vkCreateRenderPass(backend.GetDevice().Ptr(), &renderPassInfo, nullptr, &renderPass);
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RenderPassCache.emplace(config, renderPass);
return renderPass;
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}
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}