Files
test2/source/blender/gpu/vulkan/vk_framebuffer.cc
2023-04-05 14:39:51 +10:00

381 lines
13 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2022 Blender Foundation */
/** \file
* \ingroup gpu
*/
#include "vk_framebuffer.hh"
#include "vk_memory.hh"
#include "vk_texture.hh"
namespace blender::gpu {
/* -------------------------------------------------------------------- */
/** \name Creation & Deletion
* \{ */
VKFrameBuffer::VKFrameBuffer(const char *name) : FrameBuffer(name)
{
immutable_ = false;
}
VKFrameBuffer::VKFrameBuffer(const char *name,
VkFramebuffer vk_framebuffer,
VkRenderPass vk_render_pass,
VkExtent2D vk_extent)
: FrameBuffer(name)
{
immutable_ = true;
/* Never update an internal frame-buffer. */
dirty_attachments_ = false;
width_ = vk_extent.width;
height_ = vk_extent.height;
vk_framebuffer_ = vk_framebuffer;
vk_render_pass_ = vk_render_pass;
viewport_[0] = scissor_[0] = 0;
viewport_[1] = scissor_[1] = 0;
viewport_[2] = scissor_[2] = width_;
viewport_[3] = scissor_[3] = height_;
}
VKFrameBuffer::~VKFrameBuffer()
{
if (!immutable_) {
render_pass_free();
}
}
/** \} */
void VKFrameBuffer::bind(bool /*enabled_srgb*/)
{
update_attachments();
VKContext &context = *VKContext::get();
context.activate_framebuffer(*this);
}
VkRect2D VKFrameBuffer::vk_render_area_get() const
{
VkRect2D render_area = {};
if (scissor_test_get()) {
int scissor_rect[4];
scissor_get(scissor_rect);
render_area.offset.x = scissor_rect[0];
render_area.offset.y = scissor_rect[1];
render_area.extent.width = scissor_rect[2];
render_area.extent.height = scissor_rect[3];
}
else {
render_area.offset.x = 0;
render_area.offset.y = 0;
render_area.extent.width = width_;
render_area.extent.height = height_;
}
return render_area;
}
bool VKFrameBuffer::check(char /*err_out*/[256])
{
return false;
}
void VKFrameBuffer::build_clear_attachments_depth_stencil(
const eGPUFrameBufferBits buffers,
float clear_depth,
uint32_t clear_stencil,
Vector<VkClearAttachment> &r_attachments) const
{
VkClearAttachment clear_attachment = {};
clear_attachment.aspectMask = (buffers & GPU_DEPTH_BIT ? VK_IMAGE_ASPECT_DEPTH_BIT : 0) |
(buffers & GPU_STENCIL_BIT ? VK_IMAGE_ASPECT_STENCIL_BIT : 0);
clear_attachment.clearValue.depthStencil.depth = clear_depth;
clear_attachment.clearValue.depthStencil.stencil = clear_stencil;
r_attachments.append(clear_attachment);
}
void VKFrameBuffer::build_clear_attachments_color(const float (*clear_colors)[4],
const bool multi_clear_colors,
Vector<VkClearAttachment> &r_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_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]);
r_attachments.append(clear_attachment);
color_index += multi_clear_colors ? 1 : 0;
}
}
/* -------------------------------------------------------------------- */
/** \name Clear
* \{ */
void VKFrameBuffer::clear(const Vector<VkClearAttachment> &attachments) const
{
VkClearRect clear_rect = {};
clear_rect.rect = vk_render_area_get();
clear_rect.baseArrayLayer = 0;
clear_rect.layerCount = 1;
VKContext &context = *VKContext::get();
VKCommandBuffer &command_buffer = context.command_buffer_get();
command_buffer.clear(attachments, Span<VkClearRect>(&clear_rect, 1));
}
void VKFrameBuffer::clear(const eGPUFrameBufferBits buffers,
const float clear_color[4],
float clear_depth,
uint clear_stencil)
{
Vector<VkClearAttachment> attachments;
if (buffers & (GPU_DEPTH_BIT | GPU_STENCIL_BIT)) {
build_clear_attachments_depth_stencil(buffers, clear_depth, clear_stencil, attachments);
}
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, attachments);
}
clear(attachments);
}
void VKFrameBuffer::clear_multi(const float (*clear_color)[4])
{
Vector<VkClearAttachment> attachments;
build_clear_attachments_color(clear_color, true, attachments);
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*/,
eGPULoadOp /*load_action*/,
eGPUStoreOp /*store_action*/)
{
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Read back
* \{ */
void VKFrameBuffer::read(eGPUFrameBufferBits /*planes*/,
eGPUDataFormat /*format*/,
const int /*area*/[4],
int /*channel_len*/,
int /*slot*/,
void * /*r_data*/)
{
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Blit operations
* \{ */
void VKFrameBuffer::blit_to(eGPUFrameBufferBits /*planes*/,
int /*src_slot*/,
FrameBuffer * /*dst*/,
int /*dst_slot*/,
int /*dst_offset_x*/,
int /*dst_offset_y*/)
{
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Update attachments
* \{ */
void VKFrameBuffer::update_attachments()
{
if (immutable_) {
return;
}
if (!dirty_attachments_) {
return;
}
render_pass_free();
render_pass_create();
dirty_attachments_ = false;
}
void VKFrameBuffer::render_pass_create()
{
BLI_assert(!immutable_);
BLI_assert(vk_render_pass_ == VK_NULL_HANDLE);
BLI_assert(vk_framebuffer_ == VK_NULL_HANDLE);
VK_ALLOCATION_CALLBACKS
/* Track first attachment for size. */
GPUAttachmentType first_attachment = GPU_FB_MAX_ATTACHMENT;
std::array<VkAttachmentDescription, GPU_FB_MAX_ATTACHMENT> attachment_descriptions;
std::array<VkImageView, GPU_FB_MAX_ATTACHMENT> image_views;
std::array<VkAttachmentReference, GPU_FB_MAX_ATTACHMENT> attachment_references;
/*Vector<VkAttachmentReference> color_attachments;
VkAttachmentReference depth_attachment = {};
*/
bool has_depth_attachment = false;
bool found_attachment = false;
int depth_location = -1;
for (int type = GPU_FB_MAX_ATTACHMENT - 1; type >= 0; type--) {
GPUAttachment &attachment = attachments_[type];
if (attachment.tex == nullptr && !found_attachment) {
/* Move the depth texture to the next binding point after all color textures. The binding
* location of the color textures should be kept in sync between ShaderCreateInfos and the
* framebuffer attachments. The depth buffer should be the last slot. */
depth_location = max_ii(type - GPU_FB_COLOR_ATTACHMENT0, 0);
continue;
}
found_attachment |= attachment.tex != nullptr;
/* Keep the first attachment to the first color attachment, or to the depth buffer when there
* is no color attachment. */
if (attachment.tex != nullptr &&
(first_attachment == GPU_FB_MAX_ATTACHMENT || type >= GPU_FB_COLOR_ATTACHMENT0)) {
first_attachment = static_cast<GPUAttachmentType>(type);
}
int attachment_location = type >= GPU_FB_COLOR_ATTACHMENT0 ? type - GPU_FB_COLOR_ATTACHMENT0 :
depth_location;
if (attachment.tex) {
/* Ensure texture is allocated to ensure the image view. */
VKTexture &texture = *static_cast<VKTexture *>(unwrap(attachment.tex));
texture.ensure_allocated();
image_views[attachment_location] = texture.vk_image_view_handle();
VkAttachmentDescription &attachment_description =
attachment_descriptions[attachment_location];
attachment_description.flags = 0;
attachment_description.format = to_vk_format(texture.format_get());
attachment_description.samples = VK_SAMPLE_COUNT_1_BIT;
attachment_description.loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachment_description.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachment_description.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachment_description.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachment_description.initialLayout = VK_IMAGE_LAYOUT_GENERAL;
attachment_description.finalLayout = VK_IMAGE_LAYOUT_GENERAL;
/* Create the attachment reference. */
const bool is_depth_attachment = ELEM(
type, GPU_FB_DEPTH_ATTACHMENT, GPU_FB_DEPTH_STENCIL_ATTACHMENT);
BLI_assert_msg(!is_depth_attachment || !has_depth_attachment,
"There can only be one depth/stencil attachment.");
has_depth_attachment |= is_depth_attachment;
VkAttachmentReference &attachment_reference = attachment_references[attachment_location];
attachment_reference.attachment = attachment_location;
attachment_reference.layout = is_depth_attachment ?
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL :
VK_IMAGE_LAYOUT_GENERAL;
}
}
/* Update the size, viewport & scissor based on the first attachment. */
if (first_attachment != GPU_FB_MAX_ATTACHMENT) {
GPUAttachment &attachment = attachments_[first_attachment];
BLI_assert(attachment.tex);
int size[3];
GPU_texture_get_mipmap_size(attachment.tex, attachment.mip, size);
size_set(size[0], size[1]);
}
else {
this->size_set(0, 0);
}
viewport_reset();
scissor_reset();
/* Create render pass. */
const int attachment_len = has_depth_attachment ? depth_location + 1 : depth_location;
const int color_attachment_len = depth_location;
VkSubpassDescription subpass = {};
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.colorAttachmentCount = color_attachment_len;
subpass.pColorAttachments = attachment_references.data();
if (has_depth_attachment) {
subpass.pDepthStencilAttachment = &attachment_references[depth_location];
}
VkRenderPassCreateInfo render_pass_info = {};
render_pass_info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
render_pass_info.attachmentCount = attachment_len;
render_pass_info.pAttachments = attachment_descriptions.data();
render_pass_info.subpassCount = 1;
render_pass_info.pSubpasses = &subpass;
VKContext &context = *VKContext::get();
vkCreateRenderPass(
context.device_get(), &render_pass_info, vk_allocation_callbacks, &vk_render_pass_);
/* We might want to split frame-buffer and render pass. */
VkFramebufferCreateInfo framebuffer_create_info = {};
framebuffer_create_info.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
framebuffer_create_info.renderPass = vk_render_pass_;
framebuffer_create_info.attachmentCount = attachment_len;
framebuffer_create_info.pAttachments = image_views.data();
framebuffer_create_info.width = width_;
framebuffer_create_info.height = height_;
framebuffer_create_info.layers = 1;
vkCreateFramebuffer(
context.device_get(), &framebuffer_create_info, vk_allocation_callbacks, &vk_framebuffer_);
}
void VKFrameBuffer::render_pass_free()
{
BLI_assert(!immutable_);
if (vk_render_pass_ == VK_NULL_HANDLE) {
return;
}
VK_ALLOCATION_CALLBACKS
VKContext &context = *VKContext::get();
vkDestroyRenderPass(context.device_get(), vk_render_pass_, vk_allocation_callbacks);
vkDestroyFramebuffer(context.device_get(), vk_framebuffer_, vk_allocation_callbacks);
vk_render_pass_ = VK_NULL_HANDLE;
vk_framebuffer_ = VK_NULL_HANDLE;
}
/** \} */
} // namespace blender::gpu