Files
test2/source/blender/gpu/vulkan/vk_framebuffer.cc
Jeff Moguillansky 75dc76bceb Vulkan: Add support for dynamic rendering local read
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
2025-01-13 08:10:31 +01:00

1034 lines
39 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "vk_framebuffer.hh"
#include "vk_backend.hh"
#include "vk_context.hh"
#include "vk_state_manager.hh"
#include "vk_texture.hh"
namespace blender::gpu {
/**
* The default load store action when not using load stores.
*/
constexpr GPULoadStore default_load_store()
{
return {GPU_LOADACTION_LOAD, GPU_STOREACTION_STORE, {0.0f, 0.0f, 0.0f, 0.0f}};
}
/* -------------------------------------------------------------------- */
/** \name Creation & Deletion
* \{ */
VKFrameBuffer::VKFrameBuffer(const char *name)
: FrameBuffer(name),
load_stores(GPU_FB_MAX_ATTACHMENT, default_load_store()),
attachment_states_(GPU_FB_MAX_ATTACHMENT, GPU_ATTACHMENT_WRITE)
{
size_set(1, 1);
srgb_ = false;
enabled_srgb_ = false;
}
VKFrameBuffer::~VKFrameBuffer()
{
VKContext *context = VKContext::get();
if (context && context->active_framebuffer_get() == this) {
context->deactivate_framebuffer();
}
render_pass_free();
}
void VKFrameBuffer::render_pass_free()
{
VKDevice &device = VKBackend::get().device;
if (vk_framebuffer != VK_NULL_HANDLE) {
device.discard_pool_for_current_thread().discard_framebuffer(vk_framebuffer);
vk_framebuffer = VK_NULL_HANDLE;
}
if (vk_render_pass != VK_NULL_HANDLE) {
device.discard_pool_for_current_thread().discard_render_pass(vk_render_pass);
vk_render_pass = VK_NULL_HANDLE;
}
}
/** \} */
void VKFrameBuffer::bind(bool enabled_srgb)
{
VKContext &context = *VKContext::get();
/* Updating attachments can issue pipeline barriers, this should be done outside the render pass.
* When done inside a render pass there should be a self-dependency between sub-passes on the
* active render pass. As the active render pass isn't aware of the new render pass (and should
* not) it is better to deactivate it before updating the attachments. For more information check
* `VkSubpassDependency`. */
if (context.has_active_framebuffer()) {
context.deactivate_framebuffer();
}
context.activate_framebuffer(*this);
enabled_srgb_ = enabled_srgb;
Shader::set_framebuffer_srgb_target(enabled_srgb && srgb_);
load_stores.fill(default_load_store());
attachment_states_.fill(GPU_ATTACHMENT_WRITE);
viewport_reset();
scissor_reset();
}
void VKFrameBuffer::vk_viewports_append(Vector<VkViewport> &r_viewports) const
{
BLI_assert(r_viewports.is_empty());
for (int64_t index : IndexRange(this->multi_viewport_ ? GPU_MAX_VIEWPORTS : 1)) {
VkViewport viewport;
viewport.x = viewport_[index][0];
viewport.y = viewport_[index][1];
viewport.width = viewport_[index][2];
viewport.height = viewport_[index][3];
viewport.minDepth = 0.0f;
viewport.maxDepth = 1.0f;
r_viewports.append(viewport);
}
}
void VKFrameBuffer::render_area_update(VkRect2D &render_area) const
{
if (scissor_test_get()) {
int scissor_rect[4];
scissor_get(scissor_rect);
render_area.offset.x = clamp_i(scissor_rect[0], 0, width_);
render_area.offset.y = clamp_i(scissor_rect[1], 0, height_);
render_area.extent.width = clamp_i(scissor_rect[2], 1, width_ - scissor_rect[0]);
render_area.extent.height = clamp_i(scissor_rect[3], 1, height_ - scissor_rect[1]);
}
else {
render_area.offset.x = 0;
render_area.offset.y = 0;
render_area.extent.width = width_;
render_area.extent.height = height_;
}
}
void VKFrameBuffer::vk_render_areas_append(Vector<VkRect2D> &r_render_areas) const
{
BLI_assert(r_render_areas.is_empty());
VkRect2D render_area;
render_area_update(render_area);
r_render_areas.append_n_times(render_area, this->multi_viewport_ ? GPU_MAX_VIEWPORTS : 1);
}
bool VKFrameBuffer::check(char err_out[256])
{
bool success = true;
if (has_gaps_between_color_attachments()) {
success = false;
BLI_snprintf(err_out,
256,
"Framebuffer '%s' has gaps between color attachments. This is not supported by "
"legacy devices using VkRenderPass natively.\n",
name_);
}
return success;
}
bool VKFrameBuffer::has_gaps_between_color_attachments() const
{
bool empty_slot = false;
for (int attachment_index : IndexRange(GPU_FB_COLOR_ATTACHMENT0, GPU_FB_MAX_COLOR_ATTACHMENT)) {
const GPUAttachment &attachment = attachments_[attachment_index];
if (attachment.tex == nullptr) {
empty_slot = true;
}
else if (empty_slot) {
return true;
}
}
return false;
}
void VKFrameBuffer::build_clear_attachments_depth_stencil(
const eGPUFrameBufferBits buffers,
float clear_depth,
uint32_t clear_stencil,
render_graph::VKClearAttachmentsNode::CreateInfo &clear_attachments) const
{
VkImageAspectFlags aspect_mask = (buffers & GPU_DEPTH_BIT ? VK_IMAGE_ASPECT_DEPTH_BIT : 0) |
(buffers & GPU_STENCIL_BIT ? VK_IMAGE_ASPECT_STENCIL_BIT : 0);
VkClearAttachment &clear_attachment =
clear_attachments.attachments[clear_attachments.attachment_count++];
clear_attachment.aspectMask = aspect_mask;
clear_attachment.clearValue.depthStencil.depth = clear_depth;
clear_attachment.clearValue.depthStencil.stencil = clear_stencil;
clear_attachment.colorAttachment = 0;
}
void VKFrameBuffer::build_clear_attachments_color(
const float (*clear_colors)[4],
const bool multi_clear_colors,
render_graph::VKClearAttachmentsNode::CreateInfo &clear_attachments) const
{
int color_index = 0;
for (int color_slot = 0; color_slot < GPU_FB_MAX_COLOR_ATTACHMENT; color_slot++) {
const GPUAttachment &attachment = attachments_[GPU_FB_COLOR_ATTACHMENT0 + color_slot];
if (attachment.tex == nullptr) {
continue;
}
VkClearAttachment &clear_attachment =
clear_attachments.attachments[clear_attachments.attachment_count++];
clear_attachment.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
clear_attachment.colorAttachment = color_slot;
eGPUDataFormat data_format = to_data_format(GPU_texture_format(attachment.tex));
clear_attachment.clearValue.color = to_vk_clear_color_value(data_format,
&clear_colors[color_index]);
color_index += multi_clear_colors ? 1 : 0;
}
}
/* -------------------------------------------------------------------- */
/** \name Clear
* \{ */
void VKFrameBuffer::clear(render_graph::VKClearAttachmentsNode::CreateInfo &clear_attachments)
{
VKContext &context = *VKContext::get();
rendering_ensure(context);
context.render_graph.add_node(clear_attachments);
}
void VKFrameBuffer::clear(const eGPUFrameBufferBits buffers,
const float clear_color[4],
float clear_depth,
uint clear_stencil)
{
render_graph::VKClearAttachmentsNode::CreateInfo clear_attachments = {};
render_area_update(clear_attachments.vk_clear_rect.rect);
clear_attachments.vk_clear_rect.baseArrayLayer = 0;
clear_attachments.vk_clear_rect.layerCount = 1;
if (buffers & (GPU_DEPTH_BIT | GPU_STENCIL_BIT)) {
VKContext &context = *VKContext::get();
eGPUWriteMask needed_mask = GPU_WRITE_NONE;
if (buffers & GPU_DEPTH_BIT) {
needed_mask |= GPU_WRITE_DEPTH;
}
if (buffers & GPU_STENCIL_BIT) {
needed_mask |= GPU_WRITE_STENCIL;
}
/* Clearing depth via #vkCmdClearAttachments requires a render pass with write depth or stencil
* enabled. When not enabled, clearing should be done via texture directly. */
/* WORKAROUND: Clearing depth attachment when using dynamic rendering are not working on AMD
* official drivers.
* See #129265 */
if ((context.state_manager_get().state.write_mask & needed_mask) == needed_mask &&
!GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_OFFICIAL))
{
build_clear_attachments_depth_stencil(
buffers, clear_depth, clear_stencil, clear_attachments);
}
else {
VKTexture *depth_texture = unwrap(unwrap(depth_tex()));
if (depth_texture != nullptr) {
depth_texture->clear_depth_stencil(buffers, clear_depth, clear_stencil);
}
}
}
if (buffers & GPU_COLOR_BIT) {
float clear_color_single[4];
copy_v4_v4(clear_color_single, clear_color);
build_clear_attachments_color(&clear_color_single, false, clear_attachments);
}
if (clear_attachments.attachment_count) {
clear(clear_attachments);
}
}
void VKFrameBuffer::clear_multi(const float (*clear_color)[4])
{
render_graph::VKClearAttachmentsNode::CreateInfo clear_attachments = {};
render_area_update(clear_attachments.vk_clear_rect.rect);
clear_attachments.vk_clear_rect.baseArrayLayer = 0;
clear_attachments.vk_clear_rect.layerCount = 1;
build_clear_attachments_color(clear_color, true, clear_attachments);
if (clear_attachments.attachment_count) {
clear(clear_attachments);
}
}
void VKFrameBuffer::clear_attachment(GPUAttachmentType /*type*/,
eGPUDataFormat /*data_format*/,
const void * /*clear_value*/)
{
/* Clearing of a single attachment was added to implement `clear_multi` in OpenGL. As
* `clear_multi` is supported in Vulkan it isn't needed to implement this method.
*/
BLI_assert_unreachable();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Load/Store operations
* \{ */
void VKFrameBuffer::attachment_set_loadstore_op(GPUAttachmentType type, GPULoadStore ls)
{
load_stores[type] = ls;
}
static VkAttachmentLoadOp to_vk_attachment_load_op(eGPULoadOp load_op)
{
switch (load_op) {
case GPU_LOADACTION_DONT_CARE:
return VK_ATTACHMENT_LOAD_OP_DONT_CARE;
case GPU_LOADACTION_CLEAR:
return VK_ATTACHMENT_LOAD_OP_CLEAR;
case GPU_LOADACTION_LOAD:
return VK_ATTACHMENT_LOAD_OP_LOAD;
}
BLI_assert_unreachable();
return VK_ATTACHMENT_LOAD_OP_LOAD;
}
static VkAttachmentStoreOp to_vk_attachment_store_op(eGPUStoreOp store_op)
{
switch (store_op) {
case GPU_STOREACTION_DONT_CARE:
return VK_ATTACHMENT_STORE_OP_DONT_CARE;
case GPU_STOREACTION_STORE:
return VK_ATTACHMENT_STORE_OP_STORE;
}
BLI_assert_unreachable();
return VK_ATTACHMENT_STORE_OP_STORE;
}
static void set_load_store(VkRenderingAttachmentInfo &r_rendering_attachment,
const GPULoadStore &ls)
{
copy_v4_v4(r_rendering_attachment.clearValue.color.float32, ls.clear_value);
r_rendering_attachment.loadOp = to_vk_attachment_load_op(ls.load_action);
r_rendering_attachment.storeOp = to_vk_attachment_store_op(ls.store_action);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Sub-pass transition
* \{ */
void VKFrameBuffer::subpass_transition_impl(const GPUAttachmentState depth_attachment_state,
Span<GPUAttachmentState> color_attachment_states)
{
const VKDevice &device = VKBackend::get().device;
const bool supports_local_read = !device.workarounds_get().dynamic_rendering_local_read;
if (supports_local_read) {
VKContext &context = *VKContext::get();
for (int index : IndexRange(color_attachment_states.size())) {
if (color_attachment_states[index] == GPU_ATTACHMENT_READ) {
VKTexture *texture = unwrap(unwrap(color_tex(index)));
if (texture) {
context.state_manager_get().image_bind(texture, index);
}
}
}
load_stores.fill(default_load_store());
}
else {
VKContext &context = *VKContext::get();
if (is_rendering_) {
rendering_end(context);
/* TODO: this might need a better implementation:
* READ -> DONTCARE
* WRITE -> LOAD, STORE based on previous value.
* IGNORE -> DONTCARE -> IGNORE */
load_stores.fill(default_load_store());
}
attachment_states_[GPU_FB_DEPTH_ATTACHMENT] = depth_attachment_state;
attachment_states_.as_mutable_span()
.slice(GPU_FB_COLOR_ATTACHMENT0, color_attachment_states.size())
.copy_from(color_attachment_states);
for (int index : IndexRange(color_attachment_states.size())) {
if (color_attachment_states[index] == GPU_ATTACHMENT_READ) {
VKTexture *texture = unwrap(unwrap(color_tex(index)));
if (texture) {
context.state_manager_get().texture_bind(
texture, GPUSamplerState::default_sampler(), index);
}
}
}
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Read back
* \{ */
void VKFrameBuffer::read(eGPUFrameBufferBits plane,
eGPUDataFormat format,
const int area[4],
int /*channel_len*/,
int slot,
void *r_data)
{
GPUAttachment *attachment = nullptr;
switch (plane) {
case GPU_COLOR_BIT:
attachment = &attachments_[GPU_FB_COLOR_ATTACHMENT0 + slot];
break;
case GPU_DEPTH_BIT:
attachment = attachments_[GPU_FB_DEPTH_ATTACHMENT].tex ?
&attachments_[GPU_FB_DEPTH_ATTACHMENT] :
&attachments_[GPU_FB_DEPTH_STENCIL_ATTACHMENT];
break;
default:
BLI_assert_unreachable();
return;
}
VKTexture *texture = unwrap(unwrap(attachment->tex));
BLI_assert_msg(texture,
"Trying to read back texture from framebuffer, but no texture is available in "
"requested slot.");
if (texture == nullptr) {
return;
}
const int region[6] = {area[0], area[1], 0, area[0] + area[2], area[1] + area[3], 1};
IndexRange layers(max_ii(attachment->layer, 0), 1);
texture->read_sub(0, format, region, layers, r_data);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Blit operations
* \{ */
static void blit_aspect(VKContext &context,
VKTexture &dst_texture,
VKTexture &src_texture,
int dst_offset_x,
int dst_offset_y,
VkImageAspectFlags image_aspect)
{
/* Prefer texture copy, as some platforms don't support using D32_SFLOAT_S8_UINT to be used as
* a blit destination. */
if (dst_offset_x == 0 && dst_offset_y == 0 &&
dst_texture.device_format_get() == src_texture.device_format_get() &&
src_texture.width_get() == dst_texture.width_get() &&
src_texture.height_get() == dst_texture.height_get())
{
src_texture.copy_to(dst_texture, image_aspect);
return;
}
render_graph::VKBlitImageNode::CreateInfo blit_image = {};
blit_image.src_image = src_texture.vk_image_handle();
blit_image.dst_image = dst_texture.vk_image_handle();
blit_image.filter = VK_FILTER_NEAREST;
VkImageBlit &region = blit_image.region;
region.srcSubresource.aspectMask = image_aspect;
region.srcSubresource.mipLevel = 0;
region.srcSubresource.baseArrayLayer = 0;
region.srcSubresource.layerCount = 1;
region.srcOffsets[0].x = 0;
region.srcOffsets[0].y = 0;
region.srcOffsets[0].z = 0;
region.srcOffsets[1].x = src_texture.width_get();
region.srcOffsets[1].y = src_texture.height_get();
region.srcOffsets[1].z = 1;
region.dstSubresource.aspectMask = image_aspect;
region.dstSubresource.mipLevel = 0;
region.dstSubresource.baseArrayLayer = 0;
region.dstSubresource.layerCount = 1;
region.dstOffsets[0].x = min_ii(dst_offset_x, dst_texture.width_get());
region.dstOffsets[0].y = min_ii(dst_offset_y, dst_texture.height_get());
region.dstOffsets[0].z = 0;
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