/
vk_framebuffer.cpp
877 lines (720 loc) · 27.6 KB
/
vk_framebuffer.cpp
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//
//---------------------------------------------------------------------------
//
// Copyright(C) 2010-2016 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
#include "volk/volk.h"
#include "v_video.h"
#include "m_png.h"
#include "templates.h"
#include "r_videoscale.h"
#include "actor.h"
#include "i_time.h"
#include "g_game.h"
#include "gamedata/fonts/v_text.h"
#include "hwrenderer/utility/hw_clock.h"
#include "hwrenderer/utility/hw_vrmodes.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "hwrenderer/models/hw_models.h"
#include "hwrenderer/scene/hw_skydome.h"
#include "hwrenderer/scene/hw_fakeflat.h"
#include "hwrenderer/scene/hw_drawinfo.h"
#include "hwrenderer/scene/hw_portal.h"
#include "hwrenderer/data/hw_viewpointbuffer.h"
#include "hwrenderer/data/flatvertices.h"
#include "hwrenderer/data/shaderuniforms.h"
#include "hwrenderer/dynlights/hw_lightbuffer.h"
#include "swrenderer/r_swscene.h"
#include "vk_framebuffer.h"
#include "vk_buffers.h"
#include "vulkan/renderer/vk_renderstate.h"
#include "vulkan/renderer/vk_renderpass.h"
#include "vulkan/renderer/vk_postprocess.h"
#include "vulkan/renderer/vk_renderbuffers.h"
#include "vulkan/shaders/vk_shader.h"
#include "vulkan/textures/vk_samplers.h"
#include "vulkan/textures/vk_hwtexture.h"
#include "vulkan/system/vk_builders.h"
#include "vulkan/system/vk_swapchain.h"
#include "doomerrors.h"
void Draw2D(F2DDrawer *drawer, FRenderState &state);
void DoWriteSavePic(FileWriter *file, ESSType ssformat, uint8_t *scr, int width, int height, sector_t *viewsector, bool upsidedown);
EXTERN_CVAR(Bool, vid_vsync)
EXTERN_CVAR(Bool, r_drawvoxels)
EXTERN_CVAR(Int, gl_tonemap)
EXTERN_CVAR(Int, screenblocks)
EXTERN_CVAR(Bool, cl_capfps)
EXTERN_CVAR(Bool, gl_no_skyclear)
extern bool NoInterpolateView;
VulkanFrameBuffer::VulkanFrameBuffer(void *hMonitor, bool fullscreen, VulkanDevice *dev) :
Super(hMonitor, fullscreen)
{
device = dev;
swapChain = std::make_unique<VulkanSwapChain>(device);
mSwapChainImageAvailableSemaphore.reset(new VulkanSemaphore(device));
mRenderFinishedSemaphore.reset(new VulkanSemaphore(device));
mRenderFinishedFence.reset(new VulkanFence(device));
InitPalette();
}
VulkanFrameBuffer::~VulkanFrameBuffer()
{
// All descriptors must be destroyed before the descriptor pool in renderpass manager is destroyed
for (VkHardwareTexture *cur = VkHardwareTexture::First; cur; cur = cur->Next)
cur->Reset();
PPResource::ResetAll();
delete MatricesUBO;
delete StreamUBO;
delete mVertexData;
delete mSkyData;
delete mViewpoints;
delete mLights;
mShadowMap.Reset();
DeleteFrameObjects();
}
void VulkanFrameBuffer::InitializeState()
{
static bool first = true;
if (first)
{
PrintStartupLog();
first = false;
}
gl_vendorstring = "Vulkan";
hwcaps = RFL_SHADER_STORAGE_BUFFER | RFL_BUFFER_STORAGE;
glslversion = 4.50f;
uniformblockalignment = (unsigned int)device->PhysicalDevice.Properties.limits.minUniformBufferOffsetAlignment;
maxuniformblock = device->PhysicalDevice.Properties.limits.maxUniformBufferRange;
mUploadSemaphore.reset(new VulkanSemaphore(device));
mGraphicsCommandPool.reset(new VulkanCommandPool(device, device->graphicsFamily));
mScreenBuffers.reset(new VkRenderBuffers());
mSaveBuffers.reset(new VkRenderBuffers());
mActiveRenderBuffers = mScreenBuffers.get();
mPostprocess.reset(new VkPostprocess());
mRenderPassManager.reset(new VkRenderPassManager());
mVertexData = new FFlatVertexBuffer(GetWidth(), GetHeight());
mSkyData = new FSkyVertexBuffer;
mViewpoints = new GLViewpointBuffer;
mLights = new FLightBuffer();
CreateFanToTrisIndexBuffer();
// To do: move this to HW renderer interface maybe?
MatricesUBO = (VKDataBuffer*)CreateDataBuffer(-1, false);
StreamUBO = (VKDataBuffer*)CreateDataBuffer(-1, false);
MatricesUBO->SetData(UniformBufferAlignedSize<::MatricesUBO>() * 50000, nullptr, false);
StreamUBO->SetData(UniformBufferAlignedSize<::StreamUBO>() * 200, nullptr, false);
mShaderManager.reset(new VkShaderManager(device));
mSamplerManager.reset(new VkSamplerManager(device));
mRenderPassManager->Init();
#ifdef __APPLE__
mRenderState.reset(new VkRenderStateMolten());
#else
mRenderState.reset(new VkRenderState());
#endif
}
void VulkanFrameBuffer::Update()
{
twoD.Reset();
Flush3D.Reset();
Flush3D.Clock();
int newWidth = GetClientWidth();
int newHeight = GetClientHeight();
if (lastSwapWidth != newWidth || lastSwapHeight != newHeight)
{
swapChain.reset();
swapChain = std::make_unique<VulkanSwapChain>(device);
lastSwapWidth = newWidth;
lastSwapHeight = newHeight;
}
VkResult result = vkAcquireNextImageKHR(device->device, swapChain->swapChain, std::numeric_limits<uint64_t>::max(), mSwapChainImageAvailableSemaphore->semaphore, VK_NULL_HANDLE, &presentImageIndex);
if (result != VK_SUCCESS)
throw std::runtime_error("Failed to acquire next image!");
GetPostprocess()->SetActiveRenderTarget();
Draw2D();
Clear2D();
mRenderState->EndRenderPass();
mRenderState->EndFrame();
mPostprocess->DrawPresentTexture(mOutputLetterbox, true, true);
SubmitCommands(true);
Flush3D.Unclock();
Finish.Reset();
Finish.Clock();
VkSemaphore waitSemaphores[] = { mRenderFinishedSemaphore->semaphore };
VkSwapchainKHR swapChains[] = { swapChain->swapChain };
VkPresentInfoKHR presentInfo = {};
presentInfo.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
presentInfo.waitSemaphoreCount = 1;
presentInfo.pWaitSemaphores = waitSemaphores;
presentInfo.swapchainCount = 1;
presentInfo.pSwapchains = swapChains;
presentInfo.pImageIndices = &presentImageIndex;
presentInfo.pResults = nullptr;
vkQueuePresentKHR(device->presentQueue, &presentInfo);
vkWaitForFences(device->device, 1, &mRenderFinishedFence->fence, VK_TRUE, std::numeric_limits<uint64_t>::max());
vkResetFences(device->device, 1, &mRenderFinishedFence->fence);
mDrawCommands.reset();
mUploadCommands.reset();
DeleteFrameObjects();
Finish.Unclock();
Super::Update();
}
void VulkanFrameBuffer::DeleteFrameObjects()
{
FrameDeleteList.Images.clear();
FrameDeleteList.ImageViews.clear();
FrameDeleteList.Buffers.clear();
FrameDeleteList.Descriptors.clear();
}
void VulkanFrameBuffer::SubmitCommands(bool finish)
{
mDrawCommands->end();
if (mUploadCommands)
{
mUploadCommands->end();
// Submit upload commands immediately
VkSubmitInfo submitInfo = {};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &mUploadCommands->buffer;
submitInfo.signalSemaphoreCount = 1;
submitInfo.pSignalSemaphores = &mUploadSemaphore->semaphore;
VkResult result = vkQueueSubmit(device->graphicsQueue, 1, &submitInfo, VK_NULL_HANDLE);
if (result < VK_SUCCESS)
I_FatalError("Failed to submit command buffer! Error %d\n", result);
// Wait for upload commands to finish, then submit render commands
VkSemaphore waitSemaphores[] = { mUploadSemaphore->semaphore, mSwapChainImageAvailableSemaphore->semaphore };
VkPipelineStageFlags waitStages[] = { VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT };
submitInfo.waitSemaphoreCount = finish ? 2 : 1;
submitInfo.pWaitSemaphores = waitSemaphores;
submitInfo.pWaitDstStageMask = waitStages;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &mDrawCommands->buffer;
submitInfo.signalSemaphoreCount = finish ? 1 : 0;
submitInfo.pSignalSemaphores = &mRenderFinishedSemaphore->semaphore;
result = vkQueueSubmit(device->graphicsQueue, 1, &submitInfo, mRenderFinishedFence->fence);
if (result < VK_SUCCESS)
I_FatalError("Failed to submit command buffer! Error %d\n", result);
}
else
{
VkSemaphore waitSemaphores[] = { mSwapChainImageAvailableSemaphore->semaphore };
VkPipelineStageFlags waitStages[] = { VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT };
VkSubmitInfo submitInfo = {};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.waitSemaphoreCount = finish ? 1 : 0;
submitInfo.pWaitSemaphores = waitSemaphores;
submitInfo.pWaitDstStageMask = waitStages;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &mDrawCommands->buffer;
submitInfo.signalSemaphoreCount = finish ? 1 : 0;
submitInfo.pSignalSemaphores = &mRenderFinishedSemaphore->semaphore;
VkResult result = vkQueueSubmit(device->graphicsQueue, 1, &submitInfo, mRenderFinishedFence->fence);
if (result < VK_SUCCESS)
I_FatalError("Failed to submit command buffer! Error %d\n", result);
}
if (!finish)
{
vkWaitForFences(device->device, 1, &mRenderFinishedFence->fence, VK_TRUE, std::numeric_limits<uint64_t>::max());
vkResetFences(device->device, 1, &mRenderFinishedFence->fence);
mDrawCommands.reset();
mUploadCommands.reset();
DeleteFrameObjects();
}
}
void VulkanFrameBuffer::WriteSavePic(player_t *player, FileWriter *file, int width, int height)
{
if (!V_IsHardwareRenderer())
{
Super::WriteSavePic(player, file, width, height);
}
else
{
IntRect bounds;
bounds.left = 0;
bounds.top = 0;
bounds.width = width;
bounds.height = height;
// we must be sure the GPU finished reading from the buffer before we fill it with new data.
if (mDrawCommands)
SubmitCommands(false);
// Switch to render buffers dimensioned for the savepic
mActiveRenderBuffers = mSaveBuffers.get();
hw_ClearFakeFlat();
GetRenderState()->SetVertexBuffer(screen->mVertexData);
screen->mVertexData->Reset();
screen->mLights->Clear();
screen->mViewpoints->Clear();
// This shouldn't overwrite the global viewpoint even for a short time.
FRenderViewpoint savevp;
sector_t *viewsector = RenderViewpoint(savevp, players[consoleplayer].camera, &bounds, r_viewpoint.FieldOfView.Degrees, 1.6f, 1.6f, true, false);
GetRenderState()->EnableStencil(false);
GetRenderState()->SetNoSoftLightLevel();
int numpixels = width * height;
uint8_t * scr = (uint8_t *)M_Malloc(numpixels * 3);
CopyScreenToBuffer(width, height, scr);
DoWriteSavePic(file, SS_RGB, scr, width, height, viewsector, false);
M_Free(scr);
// Switch back the screen render buffers
screen->SetViewportRects(nullptr);
mActiveRenderBuffers = mScreenBuffers.get();
}
}
sector_t *VulkanFrameBuffer::RenderView(player_t *player)
{
// To do: this is virtually identical to FGLRenderer::RenderView and should be merged.
mRenderState->SetVertexBuffer(screen->mVertexData);
screen->mVertexData->Reset();
sector_t *retsec;
if (!V_IsHardwareRenderer())
{
if (!swdrawer) swdrawer.reset(new SWSceneDrawer);
retsec = swdrawer->RenderView(player);
}
else
{
hw_ClearFakeFlat();
iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0;
checkBenchActive();
// reset statistics counters
ResetProfilingData();
// Get this before everything else
if (cl_capfps || r_NoInterpolate) r_viewpoint.TicFrac = 1.;
else r_viewpoint.TicFrac = I_GetTimeFrac();
screen->mLights->Clear();
screen->mViewpoints->Clear();
// NoInterpolateView should have no bearing on camera textures, but needs to be preserved for the main view below.
bool saved_niv = NoInterpolateView;
NoInterpolateView = false;
// Shader start time does not need to be handled per level. Just use the one from the camera to render from.
GetRenderState()->CheckTimer(player->camera->Level->ShaderStartTime);
// prepare all camera textures that have been used in the last frame.
// This must be done for all levels, not just the primary one!
for (auto Level : AllLevels())
{
Level->canvasTextureInfo.UpdateAll([&](AActor *camera, FCanvasTexture *camtex, double fov)
{
RenderTextureView(camtex, camera, fov);
});
}
NoInterpolateView = saved_niv;
// now render the main view
float fovratio;
float ratio = r_viewwindow.WidescreenRatio;
if (r_viewwindow.WidescreenRatio >= 1.3f)
{
fovratio = 1.333333f;
}
else
{
fovratio = ratio;
}
mPostprocess->ImageTransitionScene(true); // This is the only line that differs compared to FGLRenderer::RenderView
retsec = RenderViewpoint(r_viewpoint, player->camera, NULL, r_viewpoint.FieldOfView.Degrees, ratio, fovratio, true, true);
}
All.Unclock();
return retsec;
}
sector_t *VulkanFrameBuffer::RenderViewpoint(FRenderViewpoint &mainvp, AActor * camera, IntRect * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen)
{
// To do: this is virtually identical to FGLRenderer::RenderViewpoint and should be merged.
R_SetupFrame(mainvp, r_viewwindow, camera);
if (mainview && toscreen)
UpdateShadowMap();
// Update the attenuation flag of all light defaults for each viewpoint.
// This function will only do something if the setting differs.
FLightDefaults::SetAttenuationForLevel(!!(camera->Level->flags3 & LEVEL3_ATTENUATE));
// Render (potentially) multiple views for stereo 3d
// Fixme. The view offsetting should be done with a static table and not require setup of the entire render state for the mode.
auto vrmode = VRMode::GetVRMode(mainview && toscreen);
for (int eye_ix = 0; eye_ix < vrmode->mEyeCount; ++eye_ix)
{
const auto &eye = vrmode->mEyes[eye_ix];
screen->SetViewportRects(bounds);
if (mainview) // Bind the scene frame buffer and turn on draw buffers used by ssao
{
mRenderState->SetRenderTarget(GetBuffers()->SceneColorView.get(), GetBuffers()->GetWidth(), GetBuffers()->GetHeight(), GetBuffers()->GetSceneSamples());
bool useSSAO = (gl_ssao != 0);
GetRenderState()->SetPassType(useSSAO ? GBUFFER_PASS : NORMAL_PASS);
GetRenderState()->EnableDrawBuffers(GetRenderState()->GetPassDrawBufferCount());
}
auto di = HWDrawInfo::StartDrawInfo(mainvp.ViewLevel, nullptr, mainvp, nullptr);
auto &vp = di->Viewpoint;
di->Set3DViewport(*GetRenderState());
di->SetViewArea();
auto cm = di->SetFullbrightFlags(mainview ? vp.camera->player : nullptr);
di->Viewpoint.FieldOfView = fov; // Set the real FOV for the current scene (it's not necessarily the same as the global setting in r_viewpoint)
// Stereo mode specific perspective projection
di->VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio);
// Stereo mode specific viewpoint adjustment
vp.Pos += eye.GetViewShift(vp.HWAngles.Yaw.Degrees);
di->SetupView(*GetRenderState(), vp.Pos.X, vp.Pos.Y, vp.Pos.Z, false, false);
// std::function until this can be done better in a cross-API fashion.
di->ProcessScene(toscreen, [&](HWDrawInfo *di, int mode) {
DrawScene(di, mode);
});
if (mainview)
{
PostProcess.Clock();
if (toscreen) di->EndDrawScene(mainvp.sector, *GetRenderState()); // do not call this for camera textures.
if (GetRenderState()->GetPassType() == GBUFFER_PASS) // Turn off ssao draw buffers
{
GetRenderState()->SetPassType(NORMAL_PASS);
GetRenderState()->EnableDrawBuffers(1);
}
mPostprocess->BlitSceneToPostprocess(); // Copy the resulting scene to the current post process texture
PostProcessScene(cm, [&]() { di->DrawEndScene2D(mainvp.sector, *GetRenderState()); });
PostProcess.Unclock();
}
di->EndDrawInfo();
#if 0
if (vrmode->mEyeCount > 1)
mBuffers->BlitToEyeTexture(eye_ix);
#endif
}
return mainvp.sector;
}
void VulkanFrameBuffer::RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV)
{
// This doesn't need to clear the fake flat cache. It can be shared between camera textures and the main view of a scene.
FMaterial *mat = FMaterial::ValidateTexture(tex, false);
auto BaseLayer = static_cast<VkHardwareTexture*>(mat->GetLayer(0, 0));
int width = mat->TextureWidth();
int height = mat->TextureHeight();
VulkanImage *image = BaseLayer->GetImage(tex, 0, 0);
VulkanImageView *view = BaseLayer->GetImageView(tex, 0, 0);
mRenderState->EndRenderPass();
auto cmdbuffer = GetDrawCommands();
PipelineBarrier barrier0;
barrier0.addImage(image, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_ACCESS_SHADER_READ_BIT, VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT);
barrier0.execute(cmdbuffer, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT);
mRenderState->SetRenderTarget(view, image->width, image->height, VK_SAMPLE_COUNT_1_BIT);
IntRect bounds;
bounds.left = bounds.top = 0;
bounds.width = MIN(mat->GetWidth(), image->width);
bounds.height = MIN(mat->GetHeight(), image->height);
FRenderViewpoint texvp;
RenderViewpoint(texvp, Viewpoint, &bounds, FOV, (float)width / height, (float)width / height, false, false);
mRenderState->EndRenderPass();
PipelineBarrier barrier1;
barrier1.addImage(image, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT);
barrier1.execute(cmdbuffer, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
mRenderState->SetRenderTarget(GetBuffers()->SceneColorView.get(), GetBuffers()->GetWidth(), GetBuffers()->GetHeight(), GetBuffers()->GetSceneSamples());
tex->SetUpdated(true);
}
void VulkanFrameBuffer::DrawScene(HWDrawInfo *di, int drawmode)
{
// To do: this is virtually identical to FGLRenderer::DrawScene and should be merged.
static int recursion = 0;
static int ssao_portals_available = 0;
const auto &vp = di->Viewpoint;
bool applySSAO = false;
if (drawmode == DM_MAINVIEW)
{
ssao_portals_available = gl_ssao_portals;
applySSAO = true;
}
else if (drawmode == DM_OFFSCREEN)
{
ssao_portals_available = 0;
}
else if (drawmode == DM_PORTAL && ssao_portals_available > 0)
{
applySSAO = true;
ssao_portals_available--;
}
if (vp.camera != nullptr)
{
ActorRenderFlags savedflags = vp.camera->renderflags;
di->CreateScene(drawmode == DM_MAINVIEW);
vp.camera->renderflags = savedflags;
}
else
{
di->CreateScene(false);
}
GetRenderState()->SetDepthMask(true);
if (!gl_no_skyclear) screen->mPortalState->RenderFirstSkyPortal(recursion, di, *GetRenderState());
di->RenderScene(*GetRenderState());
if (applySSAO && GetRenderState()->GetPassType() == GBUFFER_PASS)
{
mPostprocess->AmbientOccludeScene(di->VPUniforms.mProjectionMatrix.get()[5]);
screen->mViewpoints->Bind(*GetRenderState(), di->vpIndex);
}
// Handle all portals after rendering the opaque objects but before
// doing all translucent stuff
recursion++;
screen->mPortalState->EndFrame(di, *GetRenderState());
recursion--;
di->RenderTranslucent(*GetRenderState());
}
void VulkanFrameBuffer::PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
{
mPostprocess->PostProcessScene(fixedcm, afterBloomDrawEndScene2D);
}
uint32_t VulkanFrameBuffer::GetCaps()
{
if (!V_IsHardwareRenderer())
return Super::GetCaps();
// describe our basic feature set
ActorRenderFeatureFlags FlagSet = RFF_FLATSPRITES | RFF_MODELS | RFF_SLOPE3DFLOORS |
RFF_TILTPITCH | RFF_ROLLSPRITES | RFF_POLYGONAL | RFF_MATSHADER | RFF_POSTSHADER | RFF_BRIGHTMAP;
if (r_drawvoxels)
FlagSet |= RFF_VOXELS;
if (gl_tonemap != 5) // not running palette tonemap shader
FlagSet |= RFF_TRUECOLOR;
return (uint32_t)FlagSet;
}
void VulkanFrameBuffer::SetVSync(bool vsync)
{
if (swapChain->vsync != vsync)
{
swapChain.reset();
swapChain = std::make_unique<VulkanSwapChain>(device);
}
}
void VulkanFrameBuffer::CleanForRestart()
{
// force recreation of the SW scene drawer to ensure it gets a new set of resources.
swdrawer.reset();
}
void VulkanFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation)
{
auto tex = mat->tex;
if (tex->isSWCanvas()) return;
// Textures that are already scaled in the texture lump will not get replaced by hires textures.
int flags = mat->isExpanded() ? CTF_Expand : (gl_texture_usehires && !tex->isScaled()) ? CTF_CheckHires : 0;
auto base = static_cast<VkHardwareTexture*>(mat->GetLayer(0, translation));
base->Precache(mat, translation, flags);
}
IHardwareTexture *VulkanFrameBuffer::CreateHardwareTexture()
{
return new VkHardwareTexture();
}
FModelRenderer *VulkanFrameBuffer::CreateModelRenderer(int mli)
{
return new FGLModelRenderer(nullptr, *GetRenderState(), mli);
}
IVertexBuffer *VulkanFrameBuffer::CreateVertexBuffer()
{
return new VKVertexBuffer();
}
IIndexBuffer *VulkanFrameBuffer::CreateIndexBuffer()
{
return new VKIndexBuffer();
}
IDataBuffer *VulkanFrameBuffer::CreateDataBuffer(int bindingpoint, bool ssbo)
{
auto buffer = new VKDataBuffer(bindingpoint, ssbo);
auto fb = GetVulkanFrameBuffer();
switch (bindingpoint)
{
case LIGHTBUF_BINDINGPOINT: LightBufferSSO = buffer; break;
case VIEWPOINT_BINDINGPOINT: ViewpointUBO = buffer; break;
case LIGHTNODES_BINDINGPOINT: LightNodes = buffer; break;
case LIGHTLINES_BINDINGPOINT: LightLines = buffer; break;
case LIGHTLIST_BINDINGPOINT: LightList = buffer; break;
case POSTPROCESS_BINDINGPOINT: break;
default: break;
}
return buffer;
}
void VulkanFrameBuffer::SetTextureFilterMode()
{
TextureFilterChanged();
}
void VulkanFrameBuffer::TextureFilterChanged()
{
if (mSamplerManager)
{
// Destroy the texture descriptors as they used the old samplers
for (VkHardwareTexture *cur = VkHardwareTexture::First; cur; cur = cur->Next)
cur->ResetDescriptors();
mSamplerManager->SetTextureFilterMode();
}
}
void VulkanFrameBuffer::StartPrecaching()
{
// Destroy the texture descriptors to avoid problems with potentially stale textures.
for (VkHardwareTexture *cur = VkHardwareTexture::First; cur; cur = cur->Next)
cur->ResetDescriptors();
}
void VulkanFrameBuffer::BlurScene(float amount)
{
if (mPostprocess)
mPostprocess->BlurScene(amount);
}
void VulkanFrameBuffer::UpdatePalette()
{
if (mPostprocess)
mPostprocess->ClearTonemapPalette();
}
FTexture *VulkanFrameBuffer::WipeStartScreen()
{
const auto &viewport = screen->mScreenViewport;
auto tex = new FWrapperTexture(viewport.width, viewport.height, 1);
auto systex = static_cast<VkHardwareTexture*>(tex->GetSystemTexture());
systex->CreateWipeTexture(viewport.width, viewport.height, "WipeStartScreen");
return tex;
}
FTexture *VulkanFrameBuffer::WipeEndScreen()
{
GetPostprocess()->SetActiveRenderTarget();
Draw2D();
Clear2D();
const auto &viewport = screen->mScreenViewport;
auto tex = new FWrapperTexture(viewport.width, viewport.height, 1);
auto systex = static_cast<VkHardwareTexture*>(tex->GetSystemTexture());
systex->CreateWipeTexture(viewport.width, viewport.height, "WipeEndScreen");
return tex;
}
void VulkanFrameBuffer::CopyScreenToBuffer(int w, int h, void *data)
{
// Convert from rgba16f to rgba8 using the GPU:
ImageBuilder imgbuilder;
imgbuilder.setFormat(VK_FORMAT_R8G8B8A8_UNORM);
imgbuilder.setUsage(VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT);
imgbuilder.setSize(w, h);
auto image = imgbuilder.create(device);
VkImageLayout layout = VK_IMAGE_LAYOUT_UNDEFINED;
GetPostprocess()->BlitCurrentToImage(image.get(), &layout, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
// Staging buffer for download
BufferBuilder bufbuilder;
bufbuilder.setSize(w * h * 4);
bufbuilder.setUsage(VK_BUFFER_USAGE_TRANSFER_DST_BIT, VMA_MEMORY_USAGE_GPU_TO_CPU);
auto staging = bufbuilder.create(device);
// Copy from image to buffer
VkBufferImageCopy region = {};
region.imageExtent.width = w;
region.imageExtent.height = h;
region.imageExtent.depth = 1;
region.imageSubresource.layerCount = 1;
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
GetDrawCommands()->copyImageToBuffer(image->image, layout, staging->buffer, 1, ®ion);
// Submit command buffers and wait for device to finish the work
SubmitCommands(false);
// Map and convert from rgba8 to rgb8
uint8_t *dest = (uint8_t*)data;
uint8_t *pixels = (uint8_t*)staging->Map(0, w * h * 4);
int dindex = 0;
for (int y = 0; y < h; y++)
{
int sindex = (h - y - 1) * w * 4;
for (int x = 0; x < w; x++)
{
dest[dindex] = pixels[sindex];
dest[dindex + 1] = pixels[sindex + 1];
dest[dindex + 2] = pixels[sindex + 2];
dindex += 3;
sindex += 4;
}
}
staging->Unmap();
}
TArray<uint8_t> VulkanFrameBuffer::GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma)
{
int w = SCREENWIDTH;
int h = SCREENHEIGHT;
TArray<uint8_t> ScreenshotBuffer(w * h * 3, true);
CopyScreenToBuffer(w, h, ScreenshotBuffer.Data());
pitch = w * 3;
color_type = SS_RGB;
gamma = 2.2f;
return ScreenshotBuffer;
}
void VulkanFrameBuffer::BeginFrame()
{
SetViewportRects(nullptr);
mScreenBuffers->BeginFrame(screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mSceneViewport.width, screen->mSceneViewport.height);
mSaveBuffers->BeginFrame(SAVEPICWIDTH, SAVEPICHEIGHT, SAVEPICWIDTH, SAVEPICHEIGHT);
mPostprocess->BeginFrame();
mRenderState->BeginFrame();
mRenderPassManager->UpdateDynamicSet();
}
void VulkanFrameBuffer::Draw2D()
{
::Draw2D(&m2DDrawer, *mRenderState);
}
VulkanCommandBuffer *VulkanFrameBuffer::GetUploadCommands()
{
if (!mUploadCommands)
{
mUploadCommands = mGraphicsCommandPool->createBuffer();
mUploadCommands->SetDebugName("VulkanFrameBuffer.mUploadCommands");
mUploadCommands->begin();
}
return mUploadCommands.get();
}
VulkanCommandBuffer *VulkanFrameBuffer::GetDrawCommands()
{
if (!mDrawCommands)
{
mDrawCommands = mGraphicsCommandPool->createBuffer();
mDrawCommands->SetDebugName("VulkanFrameBuffer.mDrawCommands");
mDrawCommands->begin();
}
return mDrawCommands.get();
}
unsigned int VulkanFrameBuffer::GetLightBufferBlockSize() const
{
return mLights->GetBlockSize();
}
void VulkanFrameBuffer::PrintStartupLog()
{
const auto props = device->PhysicalDevice.Properties;
FString deviceType;
switch (props.deviceType)
{
case VK_PHYSICAL_DEVICE_TYPE_OTHER: deviceType = "other"; break;
case VK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU: deviceType = "integrated gpu"; break;
case VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU: deviceType = "discrete gpu"; break;
case VK_PHYSICAL_DEVICE_TYPE_VIRTUAL_GPU: deviceType = "virtual gpu"; break;
case VK_PHYSICAL_DEVICE_TYPE_CPU: deviceType = "cpu"; break;
default: deviceType.Format("%d", (int)props.deviceType); break;
}
FString apiVersion, driverVersion;
apiVersion.Format("%d.%d.%d", VK_VERSION_MAJOR(props.apiVersion), VK_VERSION_MINOR(props.apiVersion), VK_VERSION_PATCH(props.apiVersion));
driverVersion.Format("%d.%d.%d", VK_VERSION_MAJOR(props.driverVersion), VK_VERSION_MINOR(props.driverVersion), VK_VERSION_PATCH(props.driverVersion));
Printf("Vulkan device: " TEXTCOLOR_ORANGE "%s\n", props.deviceName);
Printf("Vulkan device type: %s\n", deviceType.GetChars());
Printf("Vulkan version: %s (api) %s (driver)\n", apiVersion.GetChars(), driverVersion.GetChars());
Printf(PRINT_LOG, "Vulkan extensions:");
for (const VkExtensionProperties &p : device->PhysicalDevice.Extensions)
{
Printf(PRINT_LOG, " %s", p.extensionName);
}
Printf(PRINT_LOG, "\n");
const auto &limits = props.limits;
Printf("Max. texture size: %d\n", limits.maxImageDimension2D);
Printf("Max. uniform buffer range: %d\n", limits.maxUniformBufferRange);
Printf("Min. uniform buffer offset alignment: %d\n", limits.minUniformBufferOffsetAlignment);
}
void VulkanFrameBuffer::CreateFanToTrisIndexBuffer()
{
TArray<uint32_t> data;
for (int i = 2; i < 1000; i++)
{
data.Push(0);
data.Push(i - 1);
data.Push(i);
}
FanToTrisIndexBuffer.reset(CreateIndexBuffer());
FanToTrisIndexBuffer->SetData(sizeof(uint32_t) * data.Size(), data.Data());
}
void VulkanFrameBuffer::UpdateShadowMap()
{
mPostprocess->UpdateShadowMap();
}