A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.
This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.
Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.
Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:
https://reuse.software/faq/
507 lines
17 KiB
C++
507 lines
17 KiB
C++
/* SPDX-FileCopyrightText: 2022 Blender Foundation
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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_memory.hh"
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#include "vk_texture.hh"
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namespace blender::gpu {
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/* -------------------------------------------------------------------- */
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/** \name Creation & Deletion
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* \{ */
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VKFrameBuffer::VKFrameBuffer(const char *name) : FrameBuffer(name)
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{
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immutable_ = false;
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flip_viewport_ = false;
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size_set(1, 1);
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}
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VKFrameBuffer::VKFrameBuffer(const char *name,
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VkImage vk_image,
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VkFramebuffer vk_framebuffer,
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VkRenderPass vk_render_pass,
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VkExtent2D vk_extent)
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: FrameBuffer(name)
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{
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immutable_ = true;
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flip_viewport_ = true;
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/* Never update an internal frame-buffer. */
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dirty_attachments_ = false;
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vk_image_ = vk_image;
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vk_framebuffer_ = vk_framebuffer;
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vk_render_pass_ = vk_render_pass;
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size_set(vk_extent.width, vk_extent.height);
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viewport_reset();
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scissor_reset();
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}
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VKFrameBuffer::~VKFrameBuffer()
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{
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if (!immutable_) {
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render_pass_free();
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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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update_attachments();
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context.activate_framebuffer(*this);
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}
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VkViewport VKFrameBuffer::vk_viewport_get() const
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{
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VkViewport viewport;
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int viewport_rect[4];
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viewport_get(viewport_rect);
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viewport.x = viewport_rect[0];
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viewport.y = viewport_rect[1];
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viewport.width = viewport_rect[2];
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viewport.height = viewport_rect[3];
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viewport.minDepth = 0.0f;
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viewport.maxDepth = 1.0f;
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/*
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* Vulkan has origin to the top left, Blender bottom left. We counteract this by using a negative
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* viewport when flip_viewport_ is set. This flips the viewport making any draw/blit use the
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* correct orientation.
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*/
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if (flip_viewport_) {
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viewport.y = height_ - viewport_rect[1];
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viewport.height = -viewport_rect[3];
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}
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return viewport;
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}
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VkRect2D VKFrameBuffer::vk_render_area_get() const
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{
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VkRect2D render_area = {};
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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 = scissor_rect[0];
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render_area.offset.y = scissor_rect[1];
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render_area.extent.width = scissor_rect[2];
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render_area.extent.height = scissor_rect[3];
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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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return render_area;
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}
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bool VKFrameBuffer::check(char /*err_out*/[256])
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{
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return true;
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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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Vector<VkClearAttachment> &r_attachments) const
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{
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VkClearAttachment clear_attachment = {};
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clear_attachment.aspectMask = (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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clear_attachment.clearValue.depthStencil.depth = clear_depth;
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clear_attachment.clearValue.depthStencil.stencil = clear_stencil;
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r_attachments.append(clear_attachment);
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}
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void VKFrameBuffer::build_clear_attachments_color(const float (*clear_colors)[4],
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const bool multi_clear_colors,
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Vector<VkClearAttachment> &r_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_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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r_attachments.append(clear_attachment);
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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(const Vector<VkClearAttachment> &attachments) const
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{
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if (attachments.is_empty()) {
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return;
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}
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VkClearRect clear_rect = {};
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clear_rect.rect = vk_render_area_get();
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clear_rect.baseArrayLayer = 0;
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clear_rect.layerCount = 1;
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VKContext &context = *VKContext::get();
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VKCommandBuffer &command_buffer = context.command_buffer_get();
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command_buffer.clear(attachments, Span<VkClearRect>(&clear_rect, 1));
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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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Vector<VkClearAttachment> attachments;
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if (buffers & (GPU_DEPTH_BIT | GPU_STENCIL_BIT)) {
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build_clear_attachments_depth_stencil(buffers, clear_depth, clear_stencil, attachments);
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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, attachments);
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}
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clear(attachments);
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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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Vector<VkClearAttachment> attachments;
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build_clear_attachments_color(clear_color, true, attachments);
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clear(attachments);
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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*/,
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eGPULoadOp /*load_action*/,
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eGPUStoreOp /*store_action*/)
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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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VKTexture *texture = nullptr;
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switch (plane) {
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case GPU_COLOR_BIT:
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texture = unwrap(unwrap(attachments_[GPU_FB_COLOR_ATTACHMENT0 + slot].tex));
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break;
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case GPU_DEPTH_BIT:
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texture = unwrap(unwrap(attachments_[GPU_FB_DEPTH_ATTACHMENT].tex));
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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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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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texture->read_sub(0, format, area, 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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void VKFrameBuffer::blit_to(eGPUFrameBufferBits planes,
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int src_slot,
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FrameBuffer *dst,
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int dst_slot,
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int dst_offset_x,
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int dst_offset_y)
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{
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BLI_assert(dst);
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BLI_assert(planes == GPU_COLOR_BIT);
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UNUSED_VARS_NDEBUG(planes);
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VKContext &context = *VKContext::get();
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if (!context.has_active_framebuffer()) {
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BLI_assert_unreachable();
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return;
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}
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/* Retrieve source texture. */
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const GPUAttachment &src_attachment = attachments_[GPU_FB_COLOR_ATTACHMENT0 + src_slot];
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if (src_attachment.tex == nullptr) {
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return;
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}
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VKTexture &src_texture = *unwrap(unwrap(src_attachment.tex));
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src_texture.layout_ensure(context, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
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/* Retrieve destination texture. */
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const VKFrameBuffer &dst_framebuffer = *unwrap(dst);
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const GPUAttachment &dst_attachment =
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dst_framebuffer.attachments_[GPU_FB_COLOR_ATTACHMENT0 + dst_slot];
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VKTexture *dst_texture = nullptr;
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VKTexture tmp_texture("FramebufferTexture");
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if (dst_attachment.tex) {
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dst_texture = unwrap(unwrap(dst_attachment.tex));
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dst_texture->layout_ensure(context, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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}
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else {
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tmp_texture.init(dst_framebuffer.vk_image_get(), VK_IMAGE_LAYOUT_GENERAL);
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dst_texture = &tmp_texture;
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}
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VkImageBlit image_blit = {};
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image_blit.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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image_blit.srcSubresource.mipLevel = 0;
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image_blit.srcSubresource.baseArrayLayer = 0;
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image_blit.srcSubresource.layerCount = 1;
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image_blit.srcOffsets[0].x = 0;
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image_blit.srcOffsets[0].y = 0;
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image_blit.srcOffsets[0].z = 0;
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image_blit.srcOffsets[1].x = src_texture.width_get();
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image_blit.srcOffsets[1].y = src_texture.height_get();
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image_blit.srcOffsets[1].z = 1;
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image_blit.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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image_blit.dstSubresource.mipLevel = 0;
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image_blit.dstSubresource.baseArrayLayer = 0;
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image_blit.dstSubresource.layerCount = 1;
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image_blit.dstOffsets[0].x = dst_offset_x;
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image_blit.dstOffsets[0].y = dst_offset_y;
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image_blit.dstOffsets[0].z = 0;
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image_blit.dstOffsets[1].x = dst_offset_x + src_texture.width_get();
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image_blit.dstOffsets[1].y = dst_offset_x + src_texture.height_get();
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image_blit.dstOffsets[1].z = 1;
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const bool should_flip = flip_viewport_ != dst_framebuffer.flip_viewport_;
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if (should_flip) {
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image_blit.dstOffsets[0].y = dst_framebuffer.height_ - dst_offset_y;
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image_blit.dstOffsets[1].y = dst_framebuffer.height_ - dst_offset_y - src_texture.height_get();
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}
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context.command_buffer_get().blit(*dst_texture, src_texture, Span<VkImageBlit>(&image_blit, 1));
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Update attachments
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* \{ */
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void VKFrameBuffer::update_attachments()
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{
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if (immutable_) {
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return;
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}
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if (!dirty_attachments_) {
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return;
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}
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render_pass_free();
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render_pass_create();
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dirty_attachments_ = false;
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}
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void VKFrameBuffer::render_pass_create()
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{
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BLI_assert(!immutable_);
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BLI_assert(vk_render_pass_ == VK_NULL_HANDLE);
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BLI_assert(vk_framebuffer_ == VK_NULL_HANDLE);
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VK_ALLOCATION_CALLBACKS
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/* Track first attachment for size. */
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GPUAttachmentType first_attachment = GPU_FB_MAX_ATTACHMENT;
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std::array<VkAttachmentDescription, GPU_FB_MAX_ATTACHMENT> attachment_descriptions;
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std::array<VkImageView, GPU_FB_MAX_ATTACHMENT> image_views;
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std::array<VkAttachmentReference, GPU_FB_MAX_ATTACHMENT> attachment_references;
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bool has_depth_attachment = false;
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bool found_attachment = false;
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int depth_location = -1;
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for (int type = GPU_FB_MAX_ATTACHMENT - 1; type >= 0; type--) {
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GPUAttachment &attachment = attachments_[type];
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if (attachment.tex == nullptr && !found_attachment) {
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/* Move the depth texture to the next binding point after all color textures. The binding
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* location of the color textures should be kept in sync between ShaderCreateInfos and the
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* framebuffer attachments. The depth buffer should be the last slot. */
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depth_location = max_ii(type - GPU_FB_COLOR_ATTACHMENT0, 0);
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continue;
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}
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found_attachment |= attachment.tex != nullptr;
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/* Keep the first attachment to the first color attachment, or to the depth buffer when there
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* is no color attachment. */
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if (attachment.tex != nullptr &&
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(first_attachment == GPU_FB_MAX_ATTACHMENT || type >= GPU_FB_COLOR_ATTACHMENT0))
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{
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first_attachment = static_cast<GPUAttachmentType>(type);
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}
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int attachment_location = type >= GPU_FB_COLOR_ATTACHMENT0 ? type - GPU_FB_COLOR_ATTACHMENT0 :
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depth_location;
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if (attachment.tex) {
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/* Ensure texture is allocated to ensure the image view. */
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VKTexture &texture = *static_cast<VKTexture *>(unwrap(attachment.tex));
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texture.ensure_allocated();
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image_views[attachment_location] = texture.vk_image_view_handle();
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VkAttachmentDescription &attachment_description =
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attachment_descriptions[attachment_location];
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attachment_description.flags = 0;
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attachment_description.format = to_vk_format(texture.format_get());
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attachment_description.samples = VK_SAMPLE_COUNT_1_BIT;
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attachment_description.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
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attachment_description.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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attachment_description.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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attachment_description.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attachment_description.initialLayout = VK_IMAGE_LAYOUT_GENERAL;
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attachment_description.finalLayout = VK_IMAGE_LAYOUT_GENERAL;
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/* Create the attachment reference. */
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const bool is_depth_attachment = ELEM(
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type, GPU_FB_DEPTH_ATTACHMENT, GPU_FB_DEPTH_STENCIL_ATTACHMENT);
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BLI_assert_msg(!is_depth_attachment || !has_depth_attachment,
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"There can only be one depth/stencil attachment.");
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has_depth_attachment |= is_depth_attachment;
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VkAttachmentReference &attachment_reference = attachment_references[attachment_location];
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attachment_reference.attachment = attachment_location;
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attachment_reference.layout = is_depth_attachment ?
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VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL :
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VK_IMAGE_LAYOUT_GENERAL;
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}
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}
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/* Update the size, viewport & scissor based on the first attachment. */
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if (first_attachment != GPU_FB_MAX_ATTACHMENT) {
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GPUAttachment &attachment = attachments_[first_attachment];
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BLI_assert(attachment.tex);
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int size[3];
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GPU_texture_get_mipmap_size(attachment.tex, attachment.mip, size);
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size_set(size[0], size[1]);
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}
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else {
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/* A framebuffer should at least be 1 by 1.*/
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this->size_set(1, 1);
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}
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viewport_reset();
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scissor_reset();
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/* Create render pass. */
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const int attachment_len = has_depth_attachment ? depth_location + 1 : depth_location;
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const int color_attachment_len = depth_location;
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VkSubpassDescription subpass = {};
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subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
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subpass.colorAttachmentCount = color_attachment_len;
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subpass.pColorAttachments = attachment_references.data();
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if (has_depth_attachment) {
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subpass.pDepthStencilAttachment = &attachment_references[depth_location];
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}
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VkRenderPassCreateInfo render_pass_info = {};
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render_pass_info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
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render_pass_info.attachmentCount = attachment_len;
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render_pass_info.pAttachments = attachment_descriptions.data();
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render_pass_info.subpassCount = 1;
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render_pass_info.pSubpasses = &subpass;
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const VKDevice &device = VKBackend::get().device_get();
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vkCreateRenderPass(
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device.device_get(), &render_pass_info, vk_allocation_callbacks, &vk_render_pass_);
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/* We might want to split frame-buffer and render pass. */
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VkFramebufferCreateInfo framebuffer_create_info = {};
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framebuffer_create_info.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
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framebuffer_create_info.renderPass = vk_render_pass_;
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framebuffer_create_info.attachmentCount = attachment_len;
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|
framebuffer_create_info.pAttachments = image_views.data();
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framebuffer_create_info.width = width_;
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framebuffer_create_info.height = height_;
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framebuffer_create_info.layers = 1;
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|
|
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vkCreateFramebuffer(
|
|
device.device_get(), &framebuffer_create_info, vk_allocation_callbacks, &vk_framebuffer_);
|
|
}
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|
|
|
void VKFrameBuffer::render_pass_free()
|
|
{
|
|
BLI_assert(!immutable_);
|
|
if (vk_render_pass_ == VK_NULL_HANDLE) {
|
|
return;
|
|
}
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|
VK_ALLOCATION_CALLBACKS
|
|
|
|
const VKDevice &device = VKBackend::get().device_get();
|
|
if (device.is_initialized()) {
|
|
vkDestroyRenderPass(device.device_get(), vk_render_pass_, vk_allocation_callbacks);
|
|
vkDestroyFramebuffer(device.device_get(), vk_framebuffer_, vk_allocation_callbacks);
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|
}
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|
vk_render_pass_ = VK_NULL_HANDLE;
|
|
vk_framebuffer_ = VK_NULL_HANDLE;
|
|
}
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|
|
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/** \} */
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|
|
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} // namespace blender::gpu
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