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test/source/blender/gpu/vulkan/vk_framebuffer.hh

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/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "BLI_array.hh"
#include "BLI_math_vector.hh"
#include "BLI_span.hh"
#include "BLI_vector.hh"
#include "gpu_framebuffer_private.hh"
#include "render_graph/vk_render_graph.hh"
#include "vk_common.hh"
#include "vk_image_view.hh"
namespace blender::gpu {
Vulkan: Rewrite GHOST_ContextVK This is a rewrite of GHOST_ContextVK to align with Metal backend as described in #111389 - solution 3 with the adaptation that GHOST is still responsible for presenting the swap chain image and a post callback is still needed in case the swapchain is recreated. This PR also includes some smaller improvements in stability. Technical documentation: https://developer.blender.org/docs/eevee_and_viewport/gpu/vulkan/swap_chain/ * Renderpasses and framebuffers are not owned anymore by GHOST_ContextVK * VKFramebuffer doesn't contain a swap chain image. * Swapchain images can only be used as a blit destination or present source. Not as an attachment. * GHOST_ContextVK::swapBuffers would call a callback with the image the GPU module needs to blit the results to. * Clearing of depth/stencil attachments when no depth write state is set. * Enable VK_KHR_maintenance4 to relax the stage interface mapping. * Removes most vulkan validation warnings/errors. * Detection of frame buffer changes that needs to be applied before performing a command requiring render pass (draw/clear attachment) **Benefits** * Late retrieval of a swap chain image results in better overall performance as Blender doesn't need to wait until the image is presented on the screen. * Easier API and clearer state (transitions) * More control over Image layouts and command buffer states. (Better alignment with Vulkan API) Pull Request: https://projects.blender.org/blender/blender/pulls/111473
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class VKContext;
class VKFrameBuffer : public FrameBuffer {
private:
/* Number of layers if the attachments are layered textures. */
int depth_ = 1;
/** Is the first attachment an SRGB texture. */
bool srgb_;
bool enabled_srgb_;
bool is_rendering_ = false;
VkFormat depth_attachment_format_ = VK_FORMAT_UNDEFINED;
VkFormat stencil_attachment_format_ = VK_FORMAT_UNDEFINED;
Vector<VkFormat> color_attachment_formats_;
Array<GPULoadStore, GPU_FB_MAX_ATTACHMENT> load_stores;
Array<GPUAttachmentState, GPU_FB_MAX_ATTACHMENT> attachment_states_;
public:
/**
* Create a conventional frame-buffer to attach texture to.
*/
VKFrameBuffer(const char *name);
virtual ~VKFrameBuffer();
void bind(bool enabled_srgb) override;
bool check(char err_out[256]) override;
void clear(eGPUFrameBufferBits buffers,
const float clear_color[4],
float clear_depth,
uint clear_stencil) override;
void clear_multi(const float (*clear_color)[4]) override;
void clear_attachment(GPUAttachmentType type,
eGPUDataFormat data_format,
const void *clear_value) override;
void attachment_set_loadstore_op(GPUAttachmentType type, GPULoadStore /*ls*/) override;
protected:
void subpass_transition_impl(const GPUAttachmentState depth_attachment_state,
Span<GPUAttachmentState> color_attachment_states) override;
public:
void read(eGPUFrameBufferBits planes,
eGPUDataFormat format,
const int area[4],
int channel_len,
int slot,
void *r_data) override;
void blit_to(eGPUFrameBufferBits planes,
int src_slot,
FrameBuffer *dst,
int dst_slot,
int dst_offset_x,
int dst_offset_y) override;
Array<VkViewport, 16> vk_viewports_get() const;
Array<VkRect2D, 16> vk_render_areas_get() const;
VkFormat depth_attachment_format_get() const;
VkFormat stencil_attachment_format_get() const;
Span<VkFormat> color_attachment_formats_get() const;
/**
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* Ensure that the size of the frame-buffer matches the first attachment resolution.
*
Vulkan: Rewrite GHOST_ContextVK This is a rewrite of GHOST_ContextVK to align with Metal backend as described in #111389 - solution 3 with the adaptation that GHOST is still responsible for presenting the swap chain image and a post callback is still needed in case the swapchain is recreated. This PR also includes some smaller improvements in stability. Technical documentation: https://developer.blender.org/docs/eevee_and_viewport/gpu/vulkan/swap_chain/ * Renderpasses and framebuffers are not owned anymore by GHOST_ContextVK * VKFramebuffer doesn't contain a swap chain image. * Swapchain images can only be used as a blit destination or present source. Not as an attachment. * GHOST_ContextVK::swapBuffers would call a callback with the image the GPU module needs to blit the results to. * Clearing of depth/stencil attachments when no depth write state is set. * Enable VK_KHR_maintenance4 to relax the stage interface mapping. * Removes most vulkan validation warnings/errors. * Detection of frame buffer changes that needs to be applied before performing a command requiring render pass (draw/clear attachment) **Benefits** * Late retrieval of a swap chain image results in better overall performance as Blender doesn't need to wait until the image is presented on the screen. * Easier API and clearer state (transitions) * More control over Image layouts and command buffer states. (Better alignment with Vulkan API) Pull Request: https://projects.blender.org/blender/blender/pulls/111473
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* Frame buffers attachments are updated when actually used as the image layout has to be
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* correct. After binding frame-buffers the layout of images can still be modified.
Vulkan: Rewrite GHOST_ContextVK This is a rewrite of GHOST_ContextVK to align with Metal backend as described in #111389 - solution 3 with the adaptation that GHOST is still responsible for presenting the swap chain image and a post callback is still needed in case the swapchain is recreated. This PR also includes some smaller improvements in stability. Technical documentation: https://developer.blender.org/docs/eevee_and_viewport/gpu/vulkan/swap_chain/ * Renderpasses and framebuffers are not owned anymore by GHOST_ContextVK * VKFramebuffer doesn't contain a swap chain image. * Swapchain images can only be used as a blit destination or present source. Not as an attachment. * GHOST_ContextVK::swapBuffers would call a callback with the image the GPU module needs to blit the results to. * Clearing of depth/stencil attachments when no depth write state is set. * Enable VK_KHR_maintenance4 to relax the stage interface mapping. * Removes most vulkan validation warnings/errors. * Detection of frame buffer changes that needs to be applied before performing a command requiring render pass (draw/clear attachment) **Benefits** * Late retrieval of a swap chain image results in better overall performance as Blender doesn't need to wait until the image is presented on the screen. * Easier API and clearer state (transitions) * More control over Image layouts and command buffer states. (Better alignment with Vulkan API) Pull Request: https://projects.blender.org/blender/blender/pulls/111473
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*
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* But for correct behavior of blit/clear operation the size of the frame-buffer should be
Vulkan: Rewrite GHOST_ContextVK This is a rewrite of GHOST_ContextVK to align with Metal backend as described in #111389 - solution 3 with the adaptation that GHOST is still responsible for presenting the swap chain image and a post callback is still needed in case the swapchain is recreated. This PR also includes some smaller improvements in stability. Technical documentation: https://developer.blender.org/docs/eevee_and_viewport/gpu/vulkan/swap_chain/ * Renderpasses and framebuffers are not owned anymore by GHOST_ContextVK * VKFramebuffer doesn't contain a swap chain image. * Swapchain images can only be used as a blit destination or present source. Not as an attachment. * GHOST_ContextVK::swapBuffers would call a callback with the image the GPU module needs to blit the results to. * Clearing of depth/stencil attachments when no depth write state is set. * Enable VK_KHR_maintenance4 to relax the stage interface mapping. * Removes most vulkan validation warnings/errors. * Detection of frame buffer changes that needs to be applied before performing a command requiring render pass (draw/clear attachment) **Benefits** * Late retrieval of a swap chain image results in better overall performance as Blender doesn't need to wait until the image is presented on the screen. * Easier API and clearer state (transitions) * More control over Image layouts and command buffer states. (Better alignment with Vulkan API) Pull Request: https://projects.blender.org/blender/blender/pulls/111473
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* set, when activating the frame buffer.
*/
Vulkan: Rewrite GHOST_ContextVK This is a rewrite of GHOST_ContextVK to align with Metal backend as described in #111389 - solution 3 with the adaptation that GHOST is still responsible for presenting the swap chain image and a post callback is still needed in case the swapchain is recreated. This PR also includes some smaller improvements in stability. Technical documentation: https://developer.blender.org/docs/eevee_and_viewport/gpu/vulkan/swap_chain/ * Renderpasses and framebuffers are not owned anymore by GHOST_ContextVK * VKFramebuffer doesn't contain a swap chain image. * Swapchain images can only be used as a blit destination or present source. Not as an attachment. * GHOST_ContextVK::swapBuffers would call a callback with the image the GPU module needs to blit the results to. * Clearing of depth/stencil attachments when no depth write state is set. * Enable VK_KHR_maintenance4 to relax the stage interface mapping. * Removes most vulkan validation warnings/errors. * Detection of frame buffer changes that needs to be applied before performing a command requiring render pass (draw/clear attachment) **Benefits** * Late retrieval of a swap chain image results in better overall performance as Blender doesn't need to wait until the image is presented on the screen. * Easier API and clearer state (transitions) * More control over Image layouts and command buffer states. (Better alignment with Vulkan API) Pull Request: https://projects.blender.org/blender/blender/pulls/111473
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void update_size();
void update_srgb();
/**
* Mark this framebuffer to be not being rendered on.
*
* Between binding a framebuffer and actually using it the state and clear operations can change.
* The rendering state is used to find out if the framebuffer begin rendering command should be
* recorded
*/
void rendering_reset();
/**
* Ensure that the framebuffer is ready to be rendered on and that its state is up to date with
* the latest changes that can happen between drawing commands inside `VKStateManager`.
*/
void rendering_ensure(VKContext &context);
/**
* End the rendering on this framebuffer.
* Is being triggered when framebuffer is deactivated or when
*/
void rendering_end(VKContext &context);
bool is_rendering() const
{
return is_rendering_;
}
/**
* Return the number of color attachments of this frame buffer, including unused color
* attachments.
*
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* Frame-buffers can have unused attachments. When higher attachment slots are being used, unused
* lower attachment slots will be counted as they are required resources in render-passes.
*/
int color_attachments_resource_size() const;
private:
void update_attachments();
void render_pass_free();
void render_pass_create();
/* Clearing attachments */
void build_clear_attachments_depth_stencil(
eGPUFrameBufferBits buffers,
float clear_depth,
uint32_t clear_stencil,
render_graph::VKClearAttachmentsNode::CreateInfo &clear_attachments) const;
void build_clear_attachments_color(
const float (*clear_colors)[4],
const bool multi_clear_colors,
render_graph::VKClearAttachmentsNode::CreateInfo &clear_attachments) const;
void clear(render_graph::VKClearAttachmentsNode::CreateInfo &clear_attachments);
};
static inline VKFrameBuffer *unwrap(FrameBuffer *framebuffer)
{
return static_cast<VKFrameBuffer *>(framebuffer);
}
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} // namespace blender::gpu