Files
test2/source/blender/gpu/vulkan/vk_framebuffer.hh
Jeroen Bakker 07ea6a5c23 Vulkan: Enable render graph
This PR hooks up the vulkan backend with the render graph
for drawing. It can run Blender better than the previous
implementation so we also flipped it to be the default
implementation.

**Some highlights**
- Adds support for framebuffer load/store operations
- Adds support for framebuffer subpass transitions
- Fixes workbench shadows
- Performance is just below OpenGL performance when comparing
  fps. But the screen feels more fluent when using complex
  scenes.
- Current performance is without doing any optimizations so
  will improve in the future.
- EEVEE will not crash but has artifacts and many parts that
  require more work.

**Related to**
- #121648
- #118330

**Known Limitation**
- Similar to previous implementation resources can be freed when
  still in use crashing Blender. This is typically the case when
  playing back an animation or updating a material icon.

**Next steps**
- Remove old implementation
- Get EEVEE to work
- Fix double resource freeing
- Improve performance by identifying hotspots and change them

Pull Request: https://projects.blender.org/blender/blender/pulls/121787
2024-06-14 08:46:33 +02:00

189 lines
5.7 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "BLI_array.hh"
#include "BLI_math_vector.hh"
#include "BLI_span.hh"
#include "BLI_vector.hh"
#include "gpu_framebuffer_private.hh"
#include "render_graph/vk_render_graph.hh"
#include "vk_common.hh"
#include "vk_image_view.hh"
namespace blender::gpu {
class VKContext;
class VKFrameBuffer : public FrameBuffer {
private:
/* Vulkan object handle. */
VkFramebuffer vk_framebuffer_ = VK_NULL_HANDLE;
/* Vulkan device who created the handle. */
VkDevice vk_device_ = VK_NULL_HANDLE;
/* Base render pass used for frame-buffer creation. */
VkRenderPass vk_render_pass_ = VK_NULL_HANDLE;
/* Number of layers if the attachments are layered textures. */
int depth_ = 1;
/** Is the first attachment an SRGB texture. */
bool srgb_;
bool enabled_srgb_;
bool is_rendering_ = false;
VkFormat depth_attachment_format_ = VK_FORMAT_UNDEFINED;
VkFormat stencil_attachment_format_ = VK_FORMAT_UNDEFINED;
Vector<VkFormat> color_attachment_formats_;
Array<GPULoadStore, GPU_FB_MAX_ATTACHMENT> load_stores;
Array<GPUAttachmentState, GPU_FB_MAX_ATTACHMENT> attachment_states_;
public:
/**
* Create a conventional frame-buffer to attach texture to.
*/
VKFrameBuffer(const char *name);
~VKFrameBuffer();
void bind(bool enabled_srgb) override;
bool check(char err_out[256]) override;
void clear(eGPUFrameBufferBits buffers,
const float clear_color[4],
float clear_depth,
uint clear_stencil) override;
void clear_multi(const float (*clear_color)[4]) override;
void clear_attachment(GPUAttachmentType type,
eGPUDataFormat data_format,
const void *clear_value) override;
void attachment_set_loadstore_op(GPUAttachmentType type, GPULoadStore /*ls*/) override;
protected:
void subpass_transition_impl(const GPUAttachmentState depth_attachment_state,
Span<GPUAttachmentState> color_attachment_states) override;
public:
void read(eGPUFrameBufferBits planes,
eGPUDataFormat format,
const int area[4],
int channel_len,
int slot,
void *r_data) override;
void blit_to(eGPUFrameBufferBits planes,
int src_slot,
FrameBuffer *dst,
int dst_slot,
int dst_offset_x,
int dst_offset_y) override;
bool is_valid() const
{
return vk_framebuffer_ != VK_NULL_HANDLE;
}
VkFramebuffer vk_framebuffer_get() const
{
BLI_assert(vk_framebuffer_ != VK_NULL_HANDLE);
return vk_framebuffer_;
}
void vk_render_pass_ensure();
VkRenderPass vk_render_pass_get() const
{
BLI_assert(vk_render_pass_ != VK_NULL_HANDLE);
BLI_assert(!dirty_attachments_);
return vk_render_pass_;
}
Array<VkViewport, 16> vk_viewports_get() const;
Array<VkRect2D, 16> vk_render_areas_get() const;
VkFormat depth_attachment_format_get() const;
VkFormat stencil_attachment_format_get() const;
Span<VkFormat> color_attachment_formats_get() const;
void depth_attachment_layout_ensure(VKContext &context, VkImageLayout requested_layout);
void color_attachment_layout_ensure(VKContext &context,
int color_attachment,
VkImageLayout requested_layout);
/**
* Ensure that the size of the frame-buffer matches the first attachment resolution.
*
* Frame buffers attachments are updated when actually used as the image layout has to be
* correct. After binding frame-buffers the layout of images can still be modified.
*
* But for correct behavior of blit/clear operation the size of the frame-buffer should be
* set, when activating the frame buffer.
*/
void update_size();
void update_srgb();
/**
* Mark this framebuffer to be not being rendered on.
*
* Between binding a framebuffer and actually using it the state and clear operations can change.
* The rendering state is used to find out if the framebuffer begin rendering command should be
* recorded
*/
void rendering_reset();
/**
* Ensure that the framebuffer is ready to be rendered on and that its state is up to date with
* the latest changes that can happen between drawing commands inside `VKStateManager`.
*/
void rendering_ensure(VKContext &context);
/**
* End the rendering on this framebuffer.
* Is being triggered when framebuffer is deactivated or when
*/
void rendering_end(VKContext &context);
bool is_rendering() const
{
return is_rendering_;
}
/**
* Return the number of color attachments of this frame buffer, including unused color
* attachments.
*
* Frame-buffers can have unused attachments. When higher attachment slots are being used, unused
* lower attachment slots will be counted as they are required resources in render-passes.
*/
int color_attachments_resource_size() const;
private:
void update_attachments();
void render_pass_free();
void render_pass_create();
/* Clearing attachments */
void build_clear_attachments_depth_stencil(
eGPUFrameBufferBits buffers,
float clear_depth,
uint32_t clear_stencil,
render_graph::VKClearAttachmentsNode::CreateInfo &clear_attachments) const;
void build_clear_attachments_color(
const float (*clear_colors)[4],
const bool multi_clear_colors,
render_graph::VKClearAttachmentsNode::CreateInfo &clear_attachments) const;
void clear(render_graph::VKClearAttachmentsNode::CreateInfo &clear_attachments);
};
static inline VKFrameBuffer *unwrap(FrameBuffer *framebuffer)
{
return static_cast<VKFrameBuffer *>(framebuffer);
}
} // namespace blender::gpu