This will add support for `VK_KHR_dynamic_rendering_local_read` when supported. The extension allows reading from an attachment that has been written to by a previous command. Per platform optimizations still need to happen in future changes. Change will be limited to Qualcomm devices (in a future commit). On Qualcomm devices this provides an uplift of 16% when using shader_balls.blend Pull Request: https://projects.blender.org/blender/blender/pulls/131053
1034 lines
39 KiB
C++
1034 lines
39 KiB
C++
/* SPDX-FileCopyrightText: 2022 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*/
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#include "vk_framebuffer.hh"
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#include "vk_backend.hh"
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#include "vk_context.hh"
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#include "vk_state_manager.hh"
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#include "vk_texture.hh"
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namespace blender::gpu {
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/**
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* The default load store action when not using load stores.
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*/
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constexpr GPULoadStore default_load_store()
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{
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return {GPU_LOADACTION_LOAD, GPU_STOREACTION_STORE, {0.0f, 0.0f, 0.0f, 0.0f}};
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}
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/* -------------------------------------------------------------------- */
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/** \name Creation & Deletion
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* \{ */
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VKFrameBuffer::VKFrameBuffer(const char *name)
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: FrameBuffer(name),
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load_stores(GPU_FB_MAX_ATTACHMENT, default_load_store()),
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attachment_states_(GPU_FB_MAX_ATTACHMENT, GPU_ATTACHMENT_WRITE)
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{
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size_set(1, 1);
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srgb_ = false;
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enabled_srgb_ = false;
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}
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VKFrameBuffer::~VKFrameBuffer()
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{
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VKContext *context = VKContext::get();
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if (context && context->active_framebuffer_get() == this) {
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context->deactivate_framebuffer();
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}
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render_pass_free();
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}
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void VKFrameBuffer::render_pass_free()
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{
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VKDevice &device = VKBackend::get().device;
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if (vk_framebuffer != VK_NULL_HANDLE) {
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device.discard_pool_for_current_thread().discard_framebuffer(vk_framebuffer);
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vk_framebuffer = VK_NULL_HANDLE;
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}
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if (vk_render_pass != VK_NULL_HANDLE) {
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device.discard_pool_for_current_thread().discard_render_pass(vk_render_pass);
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vk_render_pass = VK_NULL_HANDLE;
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}
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}
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/** \} */
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void VKFrameBuffer::bind(bool enabled_srgb)
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{
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VKContext &context = *VKContext::get();
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/* Updating attachments can issue pipeline barriers, this should be done outside the render pass.
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* When done inside a render pass there should be a self-dependency between sub-passes on the
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* active render pass. As the active render pass isn't aware of the new render pass (and should
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* not) it is better to deactivate it before updating the attachments. For more information check
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* `VkSubpassDependency`. */
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if (context.has_active_framebuffer()) {
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context.deactivate_framebuffer();
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}
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context.activate_framebuffer(*this);
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enabled_srgb_ = enabled_srgb;
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Shader::set_framebuffer_srgb_target(enabled_srgb && srgb_);
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load_stores.fill(default_load_store());
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attachment_states_.fill(GPU_ATTACHMENT_WRITE);
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viewport_reset();
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scissor_reset();
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}
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void VKFrameBuffer::vk_viewports_append(Vector<VkViewport> &r_viewports) const
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{
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BLI_assert(r_viewports.is_empty());
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for (int64_t index : IndexRange(this->multi_viewport_ ? GPU_MAX_VIEWPORTS : 1)) {
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VkViewport viewport;
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viewport.x = viewport_[index][0];
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viewport.y = viewport_[index][1];
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viewport.width = viewport_[index][2];
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viewport.height = viewport_[index][3];
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viewport.minDepth = 0.0f;
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viewport.maxDepth = 1.0f;
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r_viewports.append(viewport);
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}
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}
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void VKFrameBuffer::render_area_update(VkRect2D &render_area) const
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{
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if (scissor_test_get()) {
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int scissor_rect[4];
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scissor_get(scissor_rect);
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render_area.offset.x = clamp_i(scissor_rect[0], 0, width_);
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render_area.offset.y = clamp_i(scissor_rect[1], 0, height_);
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render_area.extent.width = clamp_i(scissor_rect[2], 1, width_ - scissor_rect[0]);
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render_area.extent.height = clamp_i(scissor_rect[3], 1, height_ - scissor_rect[1]);
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}
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else {
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render_area.offset.x = 0;
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render_area.offset.y = 0;
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render_area.extent.width = width_;
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render_area.extent.height = height_;
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}
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}
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void VKFrameBuffer::vk_render_areas_append(Vector<VkRect2D> &r_render_areas) const
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{
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BLI_assert(r_render_areas.is_empty());
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VkRect2D render_area;
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render_area_update(render_area);
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r_render_areas.append_n_times(render_area, this->multi_viewport_ ? GPU_MAX_VIEWPORTS : 1);
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}
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bool VKFrameBuffer::check(char err_out[256])
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{
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bool success = true;
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if (has_gaps_between_color_attachments()) {
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success = false;
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BLI_snprintf(err_out,
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256,
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"Framebuffer '%s' has gaps between color attachments. This is not supported by "
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"legacy devices using VkRenderPass natively.\n",
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name_);
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}
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return success;
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}
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bool VKFrameBuffer::has_gaps_between_color_attachments() const
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{
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bool empty_slot = false;
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for (int attachment_index : IndexRange(GPU_FB_COLOR_ATTACHMENT0, GPU_FB_MAX_COLOR_ATTACHMENT)) {
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const GPUAttachment &attachment = attachments_[attachment_index];
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if (attachment.tex == nullptr) {
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empty_slot = true;
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}
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else if (empty_slot) {
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return true;
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}
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}
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return false;
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}
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void VKFrameBuffer::build_clear_attachments_depth_stencil(
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const eGPUFrameBufferBits buffers,
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float clear_depth,
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uint32_t clear_stencil,
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render_graph::VKClearAttachmentsNode::CreateInfo &clear_attachments) const
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{
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VkImageAspectFlags aspect_mask = (buffers & GPU_DEPTH_BIT ? VK_IMAGE_ASPECT_DEPTH_BIT : 0) |
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(buffers & GPU_STENCIL_BIT ? VK_IMAGE_ASPECT_STENCIL_BIT : 0);
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VkClearAttachment &clear_attachment =
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clear_attachments.attachments[clear_attachments.attachment_count++];
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clear_attachment.aspectMask = aspect_mask;
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clear_attachment.clearValue.depthStencil.depth = clear_depth;
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clear_attachment.clearValue.depthStencil.stencil = clear_stencil;
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clear_attachment.colorAttachment = 0;
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}
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void VKFrameBuffer::build_clear_attachments_color(
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const float (*clear_colors)[4],
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const bool multi_clear_colors,
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render_graph::VKClearAttachmentsNode::CreateInfo &clear_attachments) const
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{
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int color_index = 0;
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for (int color_slot = 0; color_slot < GPU_FB_MAX_COLOR_ATTACHMENT; color_slot++) {
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const GPUAttachment &attachment = attachments_[GPU_FB_COLOR_ATTACHMENT0 + color_slot];
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if (attachment.tex == nullptr) {
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continue;
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}
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VkClearAttachment &clear_attachment =
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clear_attachments.attachments[clear_attachments.attachment_count++];
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clear_attachment.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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clear_attachment.colorAttachment = color_slot;
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eGPUDataFormat data_format = to_data_format(GPU_texture_format(attachment.tex));
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clear_attachment.clearValue.color = to_vk_clear_color_value(data_format,
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&clear_colors[color_index]);
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color_index += multi_clear_colors ? 1 : 0;
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}
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}
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/* -------------------------------------------------------------------- */
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/** \name Clear
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* \{ */
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void VKFrameBuffer::clear(render_graph::VKClearAttachmentsNode::CreateInfo &clear_attachments)
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{
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VKContext &context = *VKContext::get();
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rendering_ensure(context);
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context.render_graph.add_node(clear_attachments);
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}
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void VKFrameBuffer::clear(const eGPUFrameBufferBits buffers,
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const float clear_color[4],
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float clear_depth,
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uint clear_stencil)
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{
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render_graph::VKClearAttachmentsNode::CreateInfo clear_attachments = {};
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render_area_update(clear_attachments.vk_clear_rect.rect);
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clear_attachments.vk_clear_rect.baseArrayLayer = 0;
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clear_attachments.vk_clear_rect.layerCount = 1;
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if (buffers & (GPU_DEPTH_BIT | GPU_STENCIL_BIT)) {
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VKContext &context = *VKContext::get();
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eGPUWriteMask needed_mask = GPU_WRITE_NONE;
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if (buffers & GPU_DEPTH_BIT) {
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needed_mask |= GPU_WRITE_DEPTH;
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}
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if (buffers & GPU_STENCIL_BIT) {
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needed_mask |= GPU_WRITE_STENCIL;
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}
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/* Clearing depth via #vkCmdClearAttachments requires a render pass with write depth or stencil
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* enabled. When not enabled, clearing should be done via texture directly. */
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/* WORKAROUND: Clearing depth attachment when using dynamic rendering are not working on AMD
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* official drivers.
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* See #129265 */
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if ((context.state_manager_get().state.write_mask & needed_mask) == needed_mask &&
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!GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_OFFICIAL))
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{
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build_clear_attachments_depth_stencil(
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buffers, clear_depth, clear_stencil, clear_attachments);
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}
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else {
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VKTexture *depth_texture = unwrap(unwrap(depth_tex()));
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if (depth_texture != nullptr) {
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depth_texture->clear_depth_stencil(buffers, clear_depth, clear_stencil);
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}
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}
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}
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if (buffers & GPU_COLOR_BIT) {
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float clear_color_single[4];
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copy_v4_v4(clear_color_single, clear_color);
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build_clear_attachments_color(&clear_color_single, false, clear_attachments);
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}
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if (clear_attachments.attachment_count) {
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clear(clear_attachments);
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}
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}
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void VKFrameBuffer::clear_multi(const float (*clear_color)[4])
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{
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render_graph::VKClearAttachmentsNode::CreateInfo clear_attachments = {};
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render_area_update(clear_attachments.vk_clear_rect.rect);
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clear_attachments.vk_clear_rect.baseArrayLayer = 0;
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clear_attachments.vk_clear_rect.layerCount = 1;
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build_clear_attachments_color(clear_color, true, clear_attachments);
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if (clear_attachments.attachment_count) {
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clear(clear_attachments);
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}
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}
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void VKFrameBuffer::clear_attachment(GPUAttachmentType /*type*/,
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eGPUDataFormat /*data_format*/,
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const void * /*clear_value*/)
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{
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/* Clearing of a single attachment was added to implement `clear_multi` in OpenGL. As
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* `clear_multi` is supported in Vulkan it isn't needed to implement this method.
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*/
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BLI_assert_unreachable();
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Load/Store operations
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* \{ */
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void VKFrameBuffer::attachment_set_loadstore_op(GPUAttachmentType type, GPULoadStore ls)
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{
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load_stores[type] = ls;
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}
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static VkAttachmentLoadOp to_vk_attachment_load_op(eGPULoadOp load_op)
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{
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switch (load_op) {
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case GPU_LOADACTION_DONT_CARE:
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return VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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case GPU_LOADACTION_CLEAR:
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return VK_ATTACHMENT_LOAD_OP_CLEAR;
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case GPU_LOADACTION_LOAD:
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return VK_ATTACHMENT_LOAD_OP_LOAD;
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}
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BLI_assert_unreachable();
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return VK_ATTACHMENT_LOAD_OP_LOAD;
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}
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static VkAttachmentStoreOp to_vk_attachment_store_op(eGPUStoreOp store_op)
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{
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switch (store_op) {
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case GPU_STOREACTION_DONT_CARE:
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return VK_ATTACHMENT_STORE_OP_DONT_CARE;
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case GPU_STOREACTION_STORE:
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return VK_ATTACHMENT_STORE_OP_STORE;
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}
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BLI_assert_unreachable();
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return VK_ATTACHMENT_STORE_OP_STORE;
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}
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static void set_load_store(VkRenderingAttachmentInfo &r_rendering_attachment,
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const GPULoadStore &ls)
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{
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copy_v4_v4(r_rendering_attachment.clearValue.color.float32, ls.clear_value);
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r_rendering_attachment.loadOp = to_vk_attachment_load_op(ls.load_action);
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r_rendering_attachment.storeOp = to_vk_attachment_store_op(ls.store_action);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Sub-pass transition
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* \{ */
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void VKFrameBuffer::subpass_transition_impl(const GPUAttachmentState depth_attachment_state,
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Span<GPUAttachmentState> color_attachment_states)
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{
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const VKDevice &device = VKBackend::get().device;
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const bool supports_local_read = !device.workarounds_get().dynamic_rendering_local_read;
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if (supports_local_read) {
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VKContext &context = *VKContext::get();
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for (int index : IndexRange(color_attachment_states.size())) {
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if (color_attachment_states[index] == GPU_ATTACHMENT_READ) {
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VKTexture *texture = unwrap(unwrap(color_tex(index)));
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if (texture) {
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context.state_manager_get().image_bind(texture, index);
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}
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}
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}
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load_stores.fill(default_load_store());
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}
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else {
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VKContext &context = *VKContext::get();
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if (is_rendering_) {
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rendering_end(context);
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/* TODO: this might need a better implementation:
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* READ -> DONTCARE
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* WRITE -> LOAD, STORE based on previous value.
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* IGNORE -> DONTCARE -> IGNORE */
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load_stores.fill(default_load_store());
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}
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attachment_states_[GPU_FB_DEPTH_ATTACHMENT] = depth_attachment_state;
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attachment_states_.as_mutable_span()
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.slice(GPU_FB_COLOR_ATTACHMENT0, color_attachment_states.size())
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.copy_from(color_attachment_states);
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for (int index : IndexRange(color_attachment_states.size())) {
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if (color_attachment_states[index] == GPU_ATTACHMENT_READ) {
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VKTexture *texture = unwrap(unwrap(color_tex(index)));
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if (texture) {
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context.state_manager_get().texture_bind(
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texture, GPUSamplerState::default_sampler(), index);
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}
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}
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}
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}
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Read back
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* \{ */
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void VKFrameBuffer::read(eGPUFrameBufferBits plane,
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eGPUDataFormat format,
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const int area[4],
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int /*channel_len*/,
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int slot,
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void *r_data)
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{
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GPUAttachment *attachment = nullptr;
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switch (plane) {
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case GPU_COLOR_BIT:
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attachment = &attachments_[GPU_FB_COLOR_ATTACHMENT0 + slot];
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break;
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case GPU_DEPTH_BIT:
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attachment = attachments_[GPU_FB_DEPTH_ATTACHMENT].tex ?
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&attachments_[GPU_FB_DEPTH_ATTACHMENT] :
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&attachments_[GPU_FB_DEPTH_STENCIL_ATTACHMENT];
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break;
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default:
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BLI_assert_unreachable();
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return;
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}
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VKTexture *texture = unwrap(unwrap(attachment->tex));
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BLI_assert_msg(texture,
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"Trying to read back texture from framebuffer, but no texture is available in "
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"requested slot.");
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if (texture == nullptr) {
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return;
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}
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const int region[6] = {area[0], area[1], 0, area[0] + area[2], area[1] + area[3], 1};
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IndexRange layers(max_ii(attachment->layer, 0), 1);
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texture->read_sub(0, format, region, layers, r_data);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Blit operations
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* \{ */
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static void blit_aspect(VKContext &context,
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VKTexture &dst_texture,
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VKTexture &src_texture,
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int dst_offset_x,
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int dst_offset_y,
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VkImageAspectFlags image_aspect)
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{
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/* Prefer texture copy, as some platforms don't support using D32_SFLOAT_S8_UINT to be used as
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* a blit destination. */
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if (dst_offset_x == 0 && dst_offset_y == 0 &&
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dst_texture.device_format_get() == src_texture.device_format_get() &&
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src_texture.width_get() == dst_texture.width_get() &&
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src_texture.height_get() == dst_texture.height_get())
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{
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src_texture.copy_to(dst_texture, image_aspect);
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return;
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}
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render_graph::VKBlitImageNode::CreateInfo blit_image = {};
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blit_image.src_image = src_texture.vk_image_handle();
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blit_image.dst_image = dst_texture.vk_image_handle();
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blit_image.filter = VK_FILTER_NEAREST;
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VkImageBlit ®ion = blit_image.region;
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region.srcSubresource.aspectMask = image_aspect;
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region.srcSubresource.mipLevel = 0;
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region.srcSubresource.baseArrayLayer = 0;
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region.srcSubresource.layerCount = 1;
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region.srcOffsets[0].x = 0;
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region.srcOffsets[0].y = 0;
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region.srcOffsets[0].z = 0;
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region.srcOffsets[1].x = src_texture.width_get();
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region.srcOffsets[1].y = src_texture.height_get();
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region.srcOffsets[1].z = 1;
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region.dstSubresource.aspectMask = image_aspect;
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region.dstSubresource.mipLevel = 0;
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region.dstSubresource.baseArrayLayer = 0;
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region.dstSubresource.layerCount = 1;
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region.dstOffsets[0].x = min_ii(dst_offset_x, dst_texture.width_get());
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region.dstOffsets[0].y = min_ii(dst_offset_y, dst_texture.height_get());
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region.dstOffsets[0].z = 0;
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region.dstOffsets[1].x = min_ii(dst_offset_x + src_texture.width_get(), dst_texture.width_get());
|
|
region.dstOffsets[1].y = min_ii(dst_offset_y + src_texture.height_get(),
|
|
dst_texture.height_get());
|
|
region.dstOffsets[1].z = 1;
|
|
|
|
context.render_graph.add_node(blit_image);
|
|
}
|
|
|
|
void VKFrameBuffer::blit_to(eGPUFrameBufferBits planes,
|
|
int src_slot,
|
|
FrameBuffer *dst,
|
|
int dst_slot,
|
|
int dst_offset_x,
|
|
int dst_offset_y)
|
|
{
|
|
BLI_assert(dst);
|
|
BLI_assert_msg(ELEM(planes, GPU_COLOR_BIT, GPU_DEPTH_BIT),
|
|
"VKFrameBuffer::blit_to only supports a single color or depth aspect.");
|
|
UNUSED_VARS_NDEBUG(planes);
|
|
|
|
VKContext &context = *VKContext::get();
|
|
if (!context.has_active_framebuffer()) {
|
|
BLI_assert_unreachable();
|
|
return;
|
|
}
|
|
|
|
VKFrameBuffer &dst_framebuffer = *unwrap(dst);
|
|
if (planes & GPU_COLOR_BIT) {
|
|
const GPUAttachment &src_attachment = attachments_[GPU_FB_COLOR_ATTACHMENT0 + src_slot];
|
|
const GPUAttachment &dst_attachment =
|
|
dst_framebuffer.attachments_[GPU_FB_COLOR_ATTACHMENT0 + dst_slot];
|
|
if (src_attachment.tex && dst_attachment.tex) {
|
|
VKTexture &src_texture = *unwrap(unwrap(src_attachment.tex));
|
|
VKTexture &dst_texture = *unwrap(unwrap(dst_attachment.tex));
|
|
blit_aspect(context,
|
|
dst_texture,
|
|
src_texture,
|
|
dst_offset_x,
|
|
dst_offset_y,
|
|
VK_IMAGE_ASPECT_COLOR_BIT);
|
|
}
|
|
}
|
|
|
|
if (planes & GPU_DEPTH_BIT) {
|
|
/* Retrieve source texture. */
|
|
const GPUAttachment &src_attachment = attachments_[GPU_FB_DEPTH_STENCIL_ATTACHMENT].tex ?
|
|
attachments_[GPU_FB_DEPTH_STENCIL_ATTACHMENT] :
|
|
attachments_[GPU_FB_DEPTH_ATTACHMENT];
|
|
const GPUAttachment &dst_attachment =
|
|
dst_framebuffer.attachments_[GPU_FB_DEPTH_STENCIL_ATTACHMENT].tex ?
|
|
dst_framebuffer.attachments_[GPU_FB_DEPTH_STENCIL_ATTACHMENT] :
|
|
dst_framebuffer.attachments_[GPU_FB_DEPTH_ATTACHMENT];
|
|
if (src_attachment.tex && dst_attachment.tex) {
|
|
VKTexture &src_texture = *unwrap(unwrap(src_attachment.tex));
|
|
VKTexture &dst_texture = *unwrap(unwrap(dst_attachment.tex));
|
|
blit_aspect(context,
|
|
dst_texture,
|
|
src_texture,
|
|
dst_offset_x,
|
|
dst_offset_y,
|
|
VK_IMAGE_ASPECT_DEPTH_BIT);
|
|
}
|
|
}
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Update attachments
|
|
* \{ */
|
|
|
|
void VKFrameBuffer::update_size()
|
|
{
|
|
if (!dirty_attachments_) {
|
|
return;
|
|
}
|
|
|
|
for (int i = 0; i < GPU_FB_MAX_ATTACHMENT; i++) {
|
|
GPUAttachment &attachment = attachments_[i];
|
|
if (attachment.tex) {
|
|
int size[3];
|
|
GPU_texture_get_mipmap_size(attachment.tex, attachment.mip, size);
|
|
size_set(size[0], size[1]);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void VKFrameBuffer::update_srgb()
|
|
{
|
|
for (int i : IndexRange(GPU_FB_MAX_COLOR_ATTACHMENT)) {
|
|
VKTexture *texture = unwrap(unwrap(color_tex(i)));
|
|
if (texture) {
|
|
srgb_ = (texture->format_flag_get() & GPU_FORMAT_SRGB) != 0;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
int VKFrameBuffer::color_attachments_resource_size() const
|
|
{
|
|
int size = 0;
|
|
for (int color_slot : IndexRange(GPU_FB_MAX_COLOR_ATTACHMENT)) {
|
|
if (color_tex(color_slot) != nullptr) {
|
|
size = max_ii(color_slot + 1, size);
|
|
}
|
|
}
|
|
return size;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
void VKFrameBuffer::rendering_reset()
|
|
{
|
|
is_rendering_ = false;
|
|
}
|
|
|
|
void VKFrameBuffer::rendering_ensure_render_pass(VKContext &context)
|
|
{
|
|
render_pass_free();
|
|
|
|
depth_attachment_format_ = VK_FORMAT_UNDEFINED;
|
|
stencil_attachment_format_ = VK_FORMAT_UNDEFINED;
|
|
|
|
render_graph::VKResourceAccessInfo access_info;
|
|
Vector<VkAttachmentDescription> vk_attachment_descriptions;
|
|
Vector<VkAttachmentReference> color_attachments;
|
|
Vector<VkAttachmentReference> input_attachments;
|
|
Vector<VkImageView> vk_image_views;
|
|
|
|
uint32_t max_layer_count = 1;
|
|
|
|
/* Color attachments */
|
|
VkAttachmentReference depth_attachment_reference = {0u};
|
|
for (int color_attachment_index :
|
|
IndexRange(GPU_FB_COLOR_ATTACHMENT0, GPU_FB_MAX_COLOR_ATTACHMENT))
|
|
{
|
|
const GPUAttachment &attachment = attachments_[color_attachment_index];
|
|
if (attachment.tex == nullptr) {
|
|
continue;
|
|
}
|
|
VKTexture &color_texture = *unwrap(unwrap(attachment.tex));
|
|
BLI_assert_msg(color_texture.usage_get() & GPU_TEXTURE_USAGE_ATTACHMENT,
|
|
"Texture is used as an attachment, but doesn't have the "
|
|
"GPU_TEXTURE_USAGE_ATTACHMENT flag.");
|
|
GPUAttachmentState attachment_state = attachment_states_[color_attachment_index];
|
|
uint32_t layer_base = max_ii(attachment.layer, 0);
|
|
int layer_count = color_texture.layer_count();
|
|
if (attachment.layer == -1 && layer_count != 1) {
|
|
max_layer_count = max_ii(max_layer_count, layer_count);
|
|
}
|
|
|
|
VKImageViewInfo image_view_info = {
|
|
eImageViewUsage::Attachment,
|
|
IndexRange(layer_base,
|
|
layer_count != 1 ? max_ii(layer_count - layer_base, 1) : layer_count),
|
|
IndexRange(attachment.mip, 1),
|
|
{{'r', 'g', 'b', 'a'}},
|
|
false,
|
|
srgb_ && enabled_srgb_,
|
|
VKImageViewArrayed::DONT_CARE};
|
|
const VKImageView &image_view = color_texture.image_view_get(image_view_info);
|
|
// TODO: Use VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL for readonly attachments.
|
|
VkImageLayout vk_image_layout = (attachment_state == GPU_ATTACHMENT_READ) ?
|
|
VK_IMAGE_LAYOUT_GENERAL :
|
|
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
|
|
uint32_t attachment_reference = color_attachment_index - GPU_FB_COLOR_ATTACHMENT0;
|
|
/* Depth attachment should always be right after the last color attachment. If not shaders
|
|
* cannot be reused between frame-buffers with and without depth/stencil attachment. */
|
|
depth_attachment_reference.attachment = attachment_reference + 1;
|
|
|
|
VkAttachmentDescription vk_attachment_description = {};
|
|
vk_attachment_description.format = image_view.vk_format();
|
|
vk_attachment_description.samples = VK_SAMPLE_COUNT_1_BIT;
|
|
vk_attachment_description.initialLayout = vk_image_layout;
|
|
vk_attachment_description.finalLayout = vk_image_layout;
|
|
vk_attachment_descriptions.append(std::move(vk_attachment_description));
|
|
vk_image_views.append(image_view.vk_handle());
|
|
|
|
switch (attachment_state) {
|
|
case GPU_ATTACHMENT_WRITE: {
|
|
color_attachments.append({attachment_reference, vk_image_layout});
|
|
|
|
access_info.images.append(
|
|
{color_texture.vk_image_handle(),
|
|
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
|
|
VK_IMAGE_ASPECT_COLOR_BIT,
|
|
layer_base});
|
|
break;
|
|
}
|
|
|
|
case GPU_ATTACHMENT_READ: {
|
|
input_attachments.append({attachment_reference, vk_image_layout});
|
|
access_info.images.append({color_texture.vk_image_handle(),
|
|
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT,
|
|
VK_IMAGE_ASPECT_COLOR_BIT,
|
|
layer_base});
|
|
break;
|
|
}
|
|
|
|
case GPU_ATTACHMENT_IGNORE: {
|
|
input_attachments.append({VK_ATTACHMENT_UNUSED, VK_IMAGE_LAYOUT_UNDEFINED});
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Update the color attachment size attribute. This is used to generate the correct amount of
|
|
* color blend states in the graphics pipeline. */
|
|
color_attachment_size = color_attachments.size();
|
|
|
|
/* Depth attachment */
|
|
bool has_depth_attachment = false;
|
|
for (int depth_attachment_index : IndexRange(GPU_FB_DEPTH_ATTACHMENT, 2)) {
|
|
const GPUAttachment &attachment = attachments_[depth_attachment_index];
|
|
|
|
if (attachment.tex == nullptr) {
|
|
continue;
|
|
}
|
|
has_depth_attachment = true;
|
|
bool is_stencil_attachment = depth_attachment_index == GPU_FB_DEPTH_STENCIL_ATTACHMENT;
|
|
VKTexture &depth_texture = *unwrap(unwrap(attachment.tex));
|
|
BLI_assert_msg(depth_texture.usage_get() & GPU_TEXTURE_USAGE_ATTACHMENT,
|
|
"Texture is used as an attachment, but doesn't have the "
|
|
"GPU_TEXTURE_USAGE_ATTACHMENT flag.");
|
|
VkImageAspectFlags depth_texture_aspect = to_vk_image_aspect_flag_bits(
|
|
depth_texture.device_format_get());
|
|
bool is_depth_stencil_attachment = depth_texture_aspect & VK_IMAGE_ASPECT_STENCIL_BIT;
|
|
VkImageLayout vk_image_layout = is_depth_stencil_attachment ?
|
|
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL :
|
|
VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL;
|
|
GPUAttachmentState attachment_state = attachment_states_[GPU_FB_DEPTH_ATTACHMENT];
|
|
VkImageView depth_image_view = VK_NULL_HANDLE;
|
|
uint32_t layer_base = max_ii(attachment.layer, 0);
|
|
if (attachment_state == GPU_ATTACHMENT_WRITE) {
|
|
VKImageViewInfo image_view_info = {eImageViewUsage::Attachment,
|
|
IndexRange(layer_base, 1),
|
|
IndexRange(attachment.mip, 1),
|
|
{{'r', 'g', 'b', 'a'}},
|
|
is_stencil_attachment,
|
|
false,
|
|
VKImageViewArrayed::DONT_CARE};
|
|
depth_image_view = depth_texture.image_view_get(image_view_info).vk_handle();
|
|
}
|
|
VkAttachmentDescription vk_attachment_description = {};
|
|
vk_attachment_description.format = to_vk_format(depth_texture.device_format_get());
|
|
vk_attachment_description.samples = VK_SAMPLE_COUNT_1_BIT;
|
|
vk_attachment_description.initialLayout = vk_image_layout;
|
|
vk_attachment_description.finalLayout = vk_image_layout;
|
|
vk_attachment_descriptions.append(std::move(vk_attachment_description));
|
|
depth_attachment_reference.layout = vk_image_layout;
|
|
vk_image_views.append(depth_image_view);
|
|
access_info.images.append({depth_texture.vk_image_handle(),
|
|
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
|
|
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
|
|
is_stencil_attachment ?
|
|
static_cast<VkImageAspectFlags>(VK_IMAGE_ASPECT_DEPTH_BIT |
|
|
VK_IMAGE_ASPECT_STENCIL_BIT) :
|
|
static_cast<VkImageAspectFlags>(VK_IMAGE_ASPECT_DEPTH_BIT),
|
|
0});
|
|
|
|
VkFormat vk_format = to_vk_format(depth_texture.device_format_get());
|
|
depth_attachment_format_ = vk_format;
|
|
if (is_stencil_attachment) {
|
|
stencil_attachment_format_ = vk_format;
|
|
}
|
|
}
|
|
|
|
/* Sub-pass description. */
|
|
VkSubpassDescription vk_subpass_description = {};
|
|
vk_subpass_description.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
|
|
vk_subpass_description.colorAttachmentCount = color_attachments.size();
|
|
vk_subpass_description.pColorAttachments = color_attachments.data();
|
|
vk_subpass_description.inputAttachmentCount = input_attachments.size();
|
|
vk_subpass_description.pInputAttachments = input_attachments.data();
|
|
if (has_depth_attachment) {
|
|
vk_subpass_description.pDepthStencilAttachment = &depth_attachment_reference;
|
|
}
|
|
|
|
VKDevice &device = VKBackend::get().device;
|
|
/* Render-pass create info. */
|
|
VkRenderPassCreateInfo vk_render_pass_create_info = {};
|
|
vk_render_pass_create_info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
|
|
vk_render_pass_create_info.subpassCount = 1;
|
|
vk_render_pass_create_info.pSubpasses = &vk_subpass_description;
|
|
vk_render_pass_create_info.attachmentCount = vk_attachment_descriptions.size();
|
|
vk_render_pass_create_info.pAttachments = vk_attachment_descriptions.data();
|
|
vkCreateRenderPass(device.vk_handle(), &vk_render_pass_create_info, nullptr, &vk_render_pass);
|
|
debug::object_label(vk_render_pass, name_);
|
|
|
|
/* Frame buffer create info */
|
|
VkFramebufferCreateInfo vk_framebuffer_create_info = {};
|
|
vk_framebuffer_create_info.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
|
|
vk_framebuffer_create_info.renderPass = vk_render_pass;
|
|
vk_framebuffer_create_info.attachmentCount = vk_image_views.size();
|
|
vk_framebuffer_create_info.pAttachments = vk_image_views.data();
|
|
vk_framebuffer_create_info.width = width_;
|
|
vk_framebuffer_create_info.height = height_;
|
|
vk_framebuffer_create_info.layers = max_layer_count;
|
|
vkCreateFramebuffer(device.vk_handle(), &vk_framebuffer_create_info, nullptr, &vk_framebuffer);
|
|
debug::object_label(vk_framebuffer, name_);
|
|
|
|
/* Begin rendering */
|
|
render_graph::VKBeginRenderingNode::CreateInfo begin_rendering(access_info);
|
|
VkRenderPassBeginInfo &begin_info = begin_rendering.node_data.vk_render_pass_begin_info;
|
|
begin_info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
|
|
begin_info.renderPass = vk_render_pass;
|
|
begin_info.framebuffer = vk_framebuffer;
|
|
render_area_update(begin_info.renderArea);
|
|
|
|
context.render_graph.add_node(begin_rendering);
|
|
|
|
/* Load store operations are not supported inside a render pass.
|
|
* It requires duplicating render passes and frame-buffers to support suspend/resume rendering.
|
|
* After suspension all the graphics pipelines needs to be created using the resume handles.
|
|
* Due to command reordering it is unclear when this switch needs to be made and would require
|
|
* to double the graphics pipelines.
|
|
*
|
|
* This all adds a lot of complexity just to support clearing ops on legacy platforms. An easier
|
|
* solution is to use #vkCmdClearAttachments right after the begin rendering.
|
|
*/
|
|
if (use_explicit_load_store_) {
|
|
render_graph::VKClearAttachmentsNode::CreateInfo clear_attachments = {};
|
|
for (int attachment_index : IndexRange(GPU_FB_MAX_ATTACHMENT)) {
|
|
GPULoadStore &load_store = load_stores[attachment_index];
|
|
if (load_store.load_action != GPU_LOADACTION_CLEAR) {
|
|
continue;
|
|
}
|
|
|
|
bool is_depth = attachment_index < GPU_FB_COLOR_ATTACHMENT0;
|
|
if (is_depth) {
|
|
build_clear_attachments_depth_stencil(
|
|
GPU_DEPTH_BIT, load_store.clear_value[0], 0, clear_attachments);
|
|
}
|
|
else {
|
|
build_clear_attachments_color(&load_store.clear_value, false, clear_attachments);
|
|
}
|
|
}
|
|
|
|
if (clear_attachments.attachment_count != 0) {
|
|
render_area_update(clear_attachments.vk_clear_rect.rect);
|
|
clear_attachments.vk_clear_rect.baseArrayLayer = 0;
|
|
clear_attachments.vk_clear_rect.layerCount = 1;
|
|
context.render_graph.add_node(clear_attachments);
|
|
}
|
|
}
|
|
}
|
|
|
|
void VKFrameBuffer::rendering_ensure_dynamic_rendering(VKContext &context,
|
|
const VKWorkarounds &workarounds)
|
|
{
|
|
const VKDevice &device = VKBackend::get().device;
|
|
const bool supports_local_read = !device.workarounds_get().dynamic_rendering_local_read;
|
|
|
|
depth_attachment_format_ = VK_FORMAT_UNDEFINED;
|
|
stencil_attachment_format_ = VK_FORMAT_UNDEFINED;
|
|
|
|
render_graph::VKResourceAccessInfo access_info;
|
|
render_graph::VKBeginRenderingNode::CreateInfo begin_rendering(access_info);
|
|
begin_rendering.node_data.vk_rendering_info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO;
|
|
begin_rendering.node_data.vk_rendering_info.layerCount = 1;
|
|
render_area_update(begin_rendering.node_data.vk_rendering_info.renderArea);
|
|
|
|
color_attachment_formats_.clear();
|
|
for (int color_attachment_index :
|
|
IndexRange(GPU_FB_COLOR_ATTACHMENT0, GPU_FB_MAX_COLOR_ATTACHMENT))
|
|
{
|
|
const GPUAttachment &attachment = attachments_[color_attachment_index];
|
|
if (attachment.tex == nullptr) {
|
|
continue;
|
|
}
|
|
|
|
VKTexture &color_texture = *unwrap(unwrap(attachment.tex));
|
|
BLI_assert_msg(color_texture.usage_get() & GPU_TEXTURE_USAGE_ATTACHMENT,
|
|
"Texture is used as an attachment, but doesn't have the "
|
|
"GPU_TEXTURE_USAGE_ATTACHMENT flag.");
|
|
/* To support `gpu_Layer` we need to set the layerCount to the number of layers it can
|
|
* access.
|
|
*/
|
|
int layer_count = color_texture.layer_count();
|
|
if (attachment.layer == -1 && layer_count != 1) {
|
|
begin_rendering.node_data.vk_rendering_info.layerCount = max_ii(
|
|
begin_rendering.node_data.vk_rendering_info.layerCount, layer_count);
|
|
}
|
|
|
|
VkRenderingAttachmentInfo &attachment_info =
|
|
begin_rendering.node_data
|
|
.color_attachments[begin_rendering.node_data.vk_rendering_info.colorAttachmentCount++];
|
|
attachment_info.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
|
|
|
|
VkImageView vk_image_view = VK_NULL_HANDLE;
|
|
uint32_t layer_base = max_ii(attachment.layer, 0);
|
|
GPUAttachmentState attachment_state = attachment_states_[color_attachment_index];
|
|
VkFormat vk_format = to_vk_format(color_texture.device_format_get());
|
|
if (attachment_state == GPU_ATTACHMENT_WRITE) {
|
|
VKImageViewInfo image_view_info = {
|
|
eImageViewUsage::Attachment,
|
|
IndexRange(layer_base,
|
|
layer_count != 1 ? max_ii(layer_count - layer_base, 1) : layer_count),
|
|
IndexRange(attachment.mip, 1),
|
|
{{'r', 'g', 'b', 'a'}},
|
|
false,
|
|
srgb_ && enabled_srgb_,
|
|
VKImageViewArrayed::DONT_CARE};
|
|
const VKImageView &image_view = color_texture.image_view_get(image_view_info);
|
|
vk_image_view = image_view.vk_handle();
|
|
vk_format = image_view.vk_format();
|
|
}
|
|
attachment_info.imageView = vk_image_view;
|
|
attachment_info.imageLayout = supports_local_read ? VK_IMAGE_LAYOUT_RENDERING_LOCAL_READ_KHR :
|
|
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
|
|
set_load_store(attachment_info, load_stores[color_attachment_index]);
|
|
|
|
access_info.images.append(
|
|
{color_texture.vk_image_handle(),
|
|
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
|
|
VK_IMAGE_ASPECT_COLOR_BIT,
|
|
layer_base});
|
|
color_attachment_formats_.append(
|
|
(workarounds.dynamic_rendering_unused_attachments && vk_image_view == VK_NULL_HANDLE) ?
|
|
VK_FORMAT_UNDEFINED :
|
|
vk_format);
|
|
|
|
begin_rendering.node_data.vk_rendering_info.pColorAttachments =
|
|
begin_rendering.node_data.color_attachments;
|
|
}
|
|
color_attachment_size = color_attachment_formats_.size();
|
|
|
|
for (int depth_attachment_index : IndexRange(GPU_FB_DEPTH_ATTACHMENT, 2)) {
|
|
const GPUAttachment &attachment = attachments_[depth_attachment_index];
|
|
|
|
if (attachment.tex == nullptr) {
|
|
continue;
|
|
}
|
|
bool is_stencil_attachment = depth_attachment_index == GPU_FB_DEPTH_STENCIL_ATTACHMENT;
|
|
VKTexture &depth_texture = *unwrap(unwrap(attachment.tex));
|
|
BLI_assert_msg(depth_texture.usage_get() & GPU_TEXTURE_USAGE_ATTACHMENT,
|
|
"Texture is used as an attachment, but doesn't have the "
|
|
"GPU_TEXTURE_USAGE_ATTACHMENT flag.");
|
|
bool is_depth_stencil_attachment = to_vk_image_aspect_flag_bits(
|
|
depth_texture.device_format_get()) &
|
|
VK_IMAGE_ASPECT_STENCIL_BIT;
|
|
VkImageLayout vk_image_layout = is_depth_stencil_attachment ?
|
|
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL :
|
|
VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL;
|
|
GPUAttachmentState attachment_state = attachment_states_[GPU_FB_DEPTH_ATTACHMENT];
|
|
VkImageView depth_image_view = VK_NULL_HANDLE;
|
|
if (attachment_state == GPU_ATTACHMENT_WRITE) {
|
|
VKImageViewInfo image_view_info = {eImageViewUsage::Attachment,
|
|
IndexRange(max_ii(attachment.layer, 0), 1),
|
|
IndexRange(attachment.mip, 1),
|
|
{{'r', 'g', 'b', 'a'}},
|
|
is_stencil_attachment,
|
|
false,
|
|
VKImageViewArrayed::DONT_CARE};
|
|
depth_image_view = depth_texture.image_view_get(image_view_info).vk_handle();
|
|
}
|
|
VkFormat vk_format = (workarounds.dynamic_rendering_unused_attachments &&
|
|
depth_image_view == VK_NULL_HANDLE) ?
|
|
VK_FORMAT_UNDEFINED :
|
|
to_vk_format(depth_texture.device_format_get());
|
|
|
|
/* TODO: we should be able to use a single attachment info and only set the
|
|
* #pDepthAttachment/#pStencilAttachment to the same struct.
|
|
* But perhaps the stencil clear op might be different. */
|
|
{
|
|
VkRenderingAttachmentInfo &attachment_info = begin_rendering.node_data.depth_attachment;
|
|
attachment_info.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
|
|
attachment_info.imageView = depth_image_view;
|
|
attachment_info.imageLayout = vk_image_layout;
|
|
|
|
set_load_store(attachment_info, load_stores[depth_attachment_index]);
|
|
depth_attachment_format_ = vk_format;
|
|
begin_rendering.node_data.vk_rendering_info.pDepthAttachment =
|
|
&begin_rendering.node_data.depth_attachment;
|
|
}
|
|
|
|
if (is_stencil_attachment) {
|
|
VkRenderingAttachmentInfo &attachment_info = begin_rendering.node_data.stencil_attachment;
|
|
attachment_info.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
|
|
attachment_info.imageView = depth_image_view;
|
|
attachment_info.imageLayout = vk_image_layout;
|
|
|
|
set_load_store(attachment_info, load_stores[depth_attachment_index]);
|
|
stencil_attachment_format_ = vk_format;
|
|
begin_rendering.node_data.vk_rendering_info.pStencilAttachment =
|
|
&begin_rendering.node_data.stencil_attachment;
|
|
}
|
|
|
|
access_info.images.append({depth_texture.vk_image_handle(),
|
|
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
|
|
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
|
|
is_stencil_attachment ?
|
|
static_cast<VkImageAspectFlags>(VK_IMAGE_ASPECT_DEPTH_BIT |
|
|
VK_IMAGE_ASPECT_STENCIL_BIT) :
|
|
static_cast<VkImageAspectFlags>(VK_IMAGE_ASPECT_DEPTH_BIT),
|
|
0});
|
|
break;
|
|
}
|
|
|
|
context.render_graph.add_node(begin_rendering);
|
|
}
|
|
|
|
void VKFrameBuffer::rendering_ensure(VKContext &context)
|
|
{
|
|
if (!dirty_state_ && is_rendering_) {
|
|
return;
|
|
}
|
|
|
|
if (is_rendering_) {
|
|
rendering_end(context);
|
|
}
|
|
|
|
#ifndef NDEBUG
|
|
if (G.debug & G_DEBUG_GPU) {
|
|
char message[256];
|
|
message[0] = '\0';
|
|
BLI_assert_msg(this->check(message), message);
|
|
}
|
|
#endif
|
|
|
|
const VKWorkarounds &workarounds = VKBackend::get().device.workarounds_get();
|
|
is_rendering_ = true;
|
|
if (workarounds.dynamic_rendering) {
|
|
rendering_ensure_render_pass(context);
|
|
}
|
|
else {
|
|
rendering_ensure_dynamic_rendering(context, workarounds);
|
|
}
|
|
dirty_attachments_ = false;
|
|
dirty_state_ = false;
|
|
}
|
|
|
|
VkFormat VKFrameBuffer::depth_attachment_format_get() const
|
|
{
|
|
return depth_attachment_format_;
|
|
}
|
|
VkFormat VKFrameBuffer::stencil_attachment_format_get() const
|
|
{
|
|
return stencil_attachment_format_;
|
|
};
|
|
Span<VkFormat> VKFrameBuffer::color_attachment_formats_get() const
|
|
{
|
|
return color_attachment_formats_;
|
|
}
|
|
|
|
void VKFrameBuffer::rendering_end(VKContext &context)
|
|
{
|
|
if (!is_rendering_ && use_explicit_load_store_) {
|
|
rendering_ensure(context);
|
|
}
|
|
|
|
if (is_rendering_) {
|
|
const VKWorkarounds &workarounds = VKBackend::get().device.workarounds_get();
|
|
render_graph::VKEndRenderingNode::CreateInfo end_rendering = {};
|
|
end_rendering.vk_render_pass = VK_NULL_HANDLE;
|
|
if (workarounds.dynamic_rendering) {
|
|
BLI_assert(vk_render_pass);
|
|
end_rendering.vk_render_pass = vk_render_pass;
|
|
}
|
|
context.render_graph.add_node(end_rendering);
|
|
is_rendering_ = false;
|
|
}
|
|
}
|
|
|
|
} // namespace blender::gpu
|