Listing the "Blender Foundation" as copyright holder implied the Blender Foundation holds copyright to files which may include work from many developers. While keeping copyright on headers makes sense for isolated libraries, Blender's own code may be refactored or moved between files in a way that makes the per file copyright holders less meaningful. Copyright references to the "Blender Foundation" have been replaced with "Blender Authors", with the exception of `./extern/` since these this contains libraries which are more isolated, any changed to license headers there can be handled on a case-by-case basis. Some directories in `./intern/` have also been excluded: - `./intern/cycles/` it's own `AUTHORS` file is planned. - `./intern/opensubdiv/`. An "AUTHORS" file has been added, using the chromium projects authors file as a template. Design task: #110784 Ref !110783.
512 lines
17 KiB
C++
512 lines
17 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_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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Array<VkViewport, 16> VKFrameBuffer::vk_viewports_get() const
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{
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Array<VkViewport, 16> viewports(this->multi_viewport_ ? GPU_MAX_VIEWPORTS : 1);
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int index = 0;
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for (VkViewport &viewport : viewports) {
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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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/*
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* Vulkan has origin to the top left, Blender bottom left. We counteract this by using a
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* negative viewport when flip_viewport_ is set. This flips the viewport making any draw/blit
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* use the correct orientation.
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*/
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if (flip_viewport_) {
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viewport.y = height_ - viewport_[index][1];
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viewport.height = -viewport_[index][3];
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}
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index++;
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}
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return viewports;
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}
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Array<VkRect2D, 16> VKFrameBuffer::vk_render_areas_get() const
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{
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Array<VkRect2D, 16> render_areas(this->multi_viewport_ ? GPU_MAX_VIEWPORTS : 1);
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for (VkRect2D &render_area : render_areas) {
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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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}
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return render_areas;
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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_areas_get()[0];
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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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image_views_.clear();
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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_.append(VKImageView(texture, attachment.layer, attachment.mip, name_));
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image_views[attachment_location] = image_views_.last().vk_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_LOAD;
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attachment_description.stencilStoreOp = VK_ATTACHMENT_STORE_OP_STORE;
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attachment_description.initialLayout = texture.current_layout_get();
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attachment_description.finalLayout = texture.current_layout_get();
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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 frame-buffer 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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|
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const VKDevice &device = VKBackend::get().device_get();
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vkCreateRenderPass(
|
|
device.device_get(), &render_pass_info, vk_allocation_callbacks, &vk_render_pass_);
|
|
|
|
/* We might want to split frame-buffer and render pass. */
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|
VkFramebufferCreateInfo framebuffer_create_info = {};
|
|
framebuffer_create_info.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
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|
framebuffer_create_info.renderPass = vk_render_pass_;
|
|
framebuffer_create_info.attachmentCount = attachment_len;
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|
framebuffer_create_info.pAttachments = image_views.data();
|
|
framebuffer_create_info.width = width_;
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|
framebuffer_create_info.height = height_;
|
|
framebuffer_create_info.layers = 1;
|
|
|
|
vkCreateFramebuffer(
|
|
device.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
|
|
|
|
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);
|
|
}
|
|
image_views_.clear();
|
|
vk_render_pass_ = VK_NULL_HANDLE;
|
|
vk_framebuffer_ = VK_NULL_HANDLE;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
} // namespace blender::gpu
|