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- fix stencil test not being active when applying SSAO to portals
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dpjudas authored and madame-rachelle committed May 14, 2019
1 parent 91fdd72 commit b6f2ce3
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Showing 2 changed files with 52 additions and 11 deletions.
58 changes: 49 additions & 9 deletions src/rendering/vulkan/renderer/vk_postprocess.cpp
Expand Up @@ -465,19 +465,25 @@ void VkPPRenderState::Draw()
key.OutputFormat = VK_FORMAT_R16G16B16A16_SFLOAT;

if (Output.Type == PPTextureType::SceneColor)
{
key.StencilTest = 1;
key.Samples = fb->GetBuffers()->GetSceneSamples();
}
else
{
key.StencilTest = 0;
key.Samples = VK_SAMPLE_COUNT_1_BIT;
}

auto &passSetup = pp->mRenderPassSetup[key];
if (!passSetup)
passSetup.reset(new VkPPRenderPassSetup(key));

int framebufferWidth = 0, framebufferHeight = 0;
VulkanDescriptorSet *input = GetInput(passSetup.get(), Textures, ShadowMapBuffers);
VulkanFramebuffer *output = GetOutput(passSetup.get(), Output, framebufferWidth, framebufferHeight);
VulkanFramebuffer *output = GetOutput(passSetup.get(), Output, key.StencilTest, framebufferWidth, framebufferHeight);

RenderScreenQuad(passSetup.get(), input, output, framebufferWidth, framebufferHeight, Viewport.left, Viewport.top, Viewport.width, Viewport.height, Uniforms.Data.Data(), Uniforms.Data.Size());
RenderScreenQuad(passSetup.get(), input, output, framebufferWidth, framebufferHeight, Viewport.left, Viewport.top, Viewport.width, Viewport.height, Uniforms.Data.Data(), Uniforms.Data.Size(), key.StencilTest);

// Advance to next PP texture if our output was sent there
if (Output.Type == PPTextureType::NextPipelineTexture)
Expand All @@ -486,7 +492,7 @@ void VkPPRenderState::Draw()
}
}

void VkPPRenderState::RenderScreenQuad(VkPPRenderPassSetup *passSetup, VulkanDescriptorSet *descriptorSet, VulkanFramebuffer *framebuffer, int framebufferWidth, int framebufferHeight, int x, int y, int width, int height, const void *pushConstants, uint32_t pushConstantsSize)
void VkPPRenderState::RenderScreenQuad(VkPPRenderPassSetup *passSetup, VulkanDescriptorSet *descriptorSet, VulkanFramebuffer *framebuffer, int framebufferWidth, int framebufferHeight, int x, int y, int width, int height, const void *pushConstants, uint32_t pushConstantsSize, bool stencilTest)
{
auto fb = GetVulkanFrameBuffer();
auto cmdbuffer = fb->GetDrawCommands();
Expand Down Expand Up @@ -520,6 +526,8 @@ void VkPPRenderState::RenderScreenQuad(VkPPRenderPassSetup *passSetup, VulkanDes
cmdbuffer->bindVertexBuffers(0, 1, vertexBuffers, offsets);
cmdbuffer->setViewport(0, 1, &viewport);
cmdbuffer->setScissor(0, 1, &scissor);
if (stencilTest)
cmdbuffer->setStencilReference(VK_STENCIL_FRONT_AND_BACK, screen->stencilValue);
if (pushConstantsSize > 0)
cmdbuffer->pushConstants(passSetup->PipelineLayout.get(), VK_SHADER_STAGE_FRAGMENT_BIT, 0, pushConstantsSize, pushConstants);
cmdbuffer->draw(4, 1, FFlatVertexBuffer::PRESENT_INDEX, 0);
Expand Down Expand Up @@ -561,7 +569,7 @@ VulkanDescriptorSet *VkPPRenderState::GetInput(VkPPRenderPassSetup *passSetup, c
return set;
}

VulkanFramebuffer *VkPPRenderState::GetOutput(VkPPRenderPassSetup *passSetup, const PPOutput &output, int &framebufferWidth, int &framebufferHeight)
VulkanFramebuffer *VkPPRenderState::GetOutput(VkPPRenderPassSetup *passSetup, const PPOutput &output, bool stencilTest, int &framebufferWidth, int &framebufferHeight)
{
auto fb = GetVulkanFrameBuffer();

Expand All @@ -573,6 +581,8 @@ VulkanFramebuffer *VkPPRenderState::GetOutput(VkPPRenderPassSetup *passSetup, co
{
VkPPImageTransition imageTransition;
imageTransition.addImage(tex.image, tex.layout, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, output.Type == PPTextureType::NextPipelineTexture);
if (stencilTest)
imageTransition.addImage(fb->GetBuffers()->SceneDepthStencil.get(), &fb->GetBuffers()->SceneDepthStencilLayout, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, false);
imageTransition.execute(fb->GetDrawCommands());

view = tex.view->view;
Expand All @@ -593,6 +603,8 @@ VulkanFramebuffer *VkPPRenderState::GetOutput(VkPPRenderPassSetup *passSetup, co
builder.setRenderPass(passSetup->RenderPass.get());
builder.setSize(w, h);
builder.addAttachment(view);
if (stencilTest)
builder.addAttachment(fb->GetBuffers()->SceneDepthStencilView.get());
framebuffer = builder.create(GetVulkanFrameBuffer()->device);
framebuffer->SetDebugName(tex.debugname);
}
Expand Down Expand Up @@ -739,6 +751,12 @@ void VkPPRenderPassSetup::CreatePipeline(const VkPPRenderPassKey &key)
// Note: the actual values are ignored since we use dynamic viewport+scissor states
builder.setViewport(0.0f, 0.0f, 320.0f, 200.0f);
builder.setScissor(0.0f, 0.0f, 320.0f, 200.0f);
if (key.StencilTest)
{
builder.addDynamicState(VK_DYNAMIC_STATE_STENCIL_REFERENCE);
builder.setDepthStencilEnable(false, false, true);
builder.setStencil(VK_STENCIL_OP_KEEP, VK_STENCIL_OP_KEEP, VK_STENCIL_OP_KEEP, VK_COMPARE_OP_EQUAL, 0xffffffff, 0xffffffff, 0);
}
builder.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP);
builder.setBlendMode(key.BlendMode);
builder.setRasterizationSamples(key.Samples);
Expand All @@ -755,13 +773,35 @@ void VkPPRenderPassSetup::CreateRenderPass(const VkPPRenderPassKey &key)
builder.addAttachment(key.OutputFormat, key.Samples, VK_ATTACHMENT_LOAD_OP_CLEAR, VK_ATTACHMENT_STORE_OP_STORE, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_PRESENT_SRC_KHR);
else
builder.addAttachment(key.OutputFormat, key.Samples, VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
if (key.StencilTest)
{
builder.addDepthStencilAttachment(
GetVulkanFrameBuffer()->GetBuffers()->SceneDepthStencilFormat, key.Samples,
VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
}

builder.addSubpass();
builder.addSubpassColorAttachmentRef(0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
builder.addExternalSubpassDependency(
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_SHADER_READ_BIT);
if (key.StencilTest)
{
builder.addSubpassDepthStencilAttachmentRef(1, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
builder.addExternalSubpassDependency(
VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_SHADER_READ_BIT);
}
else
{
builder.addExternalSubpassDependency(
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_SHADER_READ_BIT);
}

RenderPass = builder.create(GetVulkanFrameBuffer()->device);
RenderPass->SetDebugName("VkPPRenderPassSetup.RenderPass");
}
Expand Down
5 changes: 3 additions & 2 deletions src/rendering/vulkan/renderer/vk_postprocess.h
Expand Up @@ -26,6 +26,7 @@ class VkPPRenderPassKey
VkFormat OutputFormat;
int SwapChain;
int ShadowMapBuffers;
int StencilTest;
VkSampleCountFlagBits Samples;

bool operator<(const VkPPRenderPassKey &other) const { return memcmp(this, &other, sizeof(VkPPRenderPassKey)) < 0; }
Expand Down Expand Up @@ -134,10 +135,10 @@ class VkPPRenderState : public PPRenderState
void Draw() override;

private:
void RenderScreenQuad(VkPPRenderPassSetup *passSetup, VulkanDescriptorSet *descriptorSet, VulkanFramebuffer *framebuffer, int framebufferWidth, int framebufferHeight, int x, int y, int width, int height, const void *pushConstants, uint32_t pushConstantsSize);
void RenderScreenQuad(VkPPRenderPassSetup *passSetup, VulkanDescriptorSet *descriptorSet, VulkanFramebuffer *framebuffer, int framebufferWidth, int framebufferHeight, int x, int y, int width, int height, const void *pushConstants, uint32_t pushConstantsSize, bool stencilTest);

VulkanDescriptorSet *GetInput(VkPPRenderPassSetup *passSetup, const TArray<PPTextureInput> &textures, bool bindShadowMapBuffers);
VulkanFramebuffer *GetOutput(VkPPRenderPassSetup *passSetup, const PPOutput &output, int &framebufferWidth, int &framebufferHeight);
VulkanFramebuffer *GetOutput(VkPPRenderPassSetup *passSetup, const PPOutput &output, bool stencilTest, int &framebufferWidth, int &framebufferHeight);

VkPPShader *GetVkShader(PPShader *shader);
VkPPTexture *GetVkTexture(PPTexture *texture);
Expand Down

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