Break out VKRFramebuffer/VKRRenderpass from VulkanRenderManager
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11 changed files with 507 additions and 483 deletions
140
Common/GPU/Vulkan/VulkanFramebuffer.h
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Common/GPU/Vulkan/VulkanFramebuffer.h
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#pragma once
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#include "Common/Common.h"
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#include "Common/GPU/Vulkan/VulkanContext.h"
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class VKRRenderPass;
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// Pipelines need to be created for the right type of render pass.
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// TODO: Rename to RenderPassFlags?
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// When you add more flags, don't forget to update rpTypeDebugNames[].
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enum class RenderPassType {
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DEFAULT = 0,
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// These eight are organized so that bit 0 is DEPTH and bit 1 is INPUT and bit 2 is MULTIVIEW, so
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// they can be OR-ed together in MergeRPTypes.
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HAS_DEPTH = 1,
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COLOR_INPUT = 2, // input attachment
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MULTIVIEW = 4,
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// This is the odd one out, and gets special handling in MergeRPTypes.
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// If this flag is set, none of the other flags can be set.
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// For the backbuffer we can always use CLEAR/DONT_CARE, so bandwidth cost for a depth channel is negligible
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// so we don't bother with a non-depth version.
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BACKBUFFER = 8,
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TYPE_COUNT = BACKBUFFER + 1,
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};
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ENUM_CLASS_BITOPS(RenderPassType);
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// Simple independent framebuffer image.
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struct VKRImage {
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// These four are "immutable".
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VkImage image;
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VkImageView rtView; // Used for rendering to, and readbacks of stencil. 2D if single layer, 2D_ARRAY if multiple. Includes both depth and stencil if depth/stencil.
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// This is for texturing all layers at once. If aspect is depth/stencil, does not include stencil.
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VkImageView texAllLayersView;
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// If it's a layered image (for stereo), this is two 2D views of it, to make it compatible with shaders that don't yet support stereo.
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// If there's only one layer, layerViews[0] only is initialized.
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VkImageView texLayerViews[2]{};
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VmaAllocation alloc;
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VkFormat format;
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// This one is used by QueueRunner's Perform functions to keep track. CANNOT be used anywhere else due to sync issues.
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VkImageLayout layout;
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int numLayers;
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// For debugging.
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std::string tag;
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};
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class VKRFramebuffer {
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public:
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VKRFramebuffer(VulkanContext *vk, VkCommandBuffer initCmd, VKRRenderPass *compatibleRenderPass, int _width, int _height, int _numLayers, bool createDepthStencilBuffer, const char *tag);
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~VKRFramebuffer();
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VkFramebuffer Get(VKRRenderPass *compatibleRenderPass, RenderPassType rpType);
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int width = 0;
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int height = 0;
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int numLayers = 0;
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VKRImage color{}; // color.image is always there.
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VKRImage depth{}; // depth.image is allowed to be VK_NULL_HANDLE.
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const char *Tag() const {
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return tag_.c_str();
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}
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void UpdateTag(const char *newTag);
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bool HasDepth() const {
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return depth.image != VK_NULL_HANDLE;
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}
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// TODO: Hide.
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VulkanContext *vulkan_;
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private:
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static void CreateImage(VulkanContext *vulkan, VkCommandBuffer cmd, VKRImage &img, int width, int height, int numLayers, VkFormat format, VkImageLayout initialLayout, bool color, const char *tag);
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VkFramebuffer framebuf[(size_t)RenderPassType::TYPE_COUNT]{};
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std::string tag_;
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};
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inline bool RenderPassTypeHasDepth(RenderPassType type) {
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return (type & RenderPassType::HAS_DEPTH) || type == RenderPassType::BACKBUFFER;
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}
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inline bool RenderPassTypeHasInput(RenderPassType type) {
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return (type & RenderPassType::COLOR_INPUT) != 0;
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}
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inline bool RenderPassTypeHasMultiView(RenderPassType type) {
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return (type & RenderPassType::MULTIVIEW) != 0;
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}
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// Must be the same order as Draw::RPAction
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enum class VKRRenderPassLoadAction : uint8_t {
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KEEP, // default. avoid when possible.
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CLEAR,
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DONT_CARE,
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};
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enum class VKRRenderPassStoreAction : uint8_t {
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STORE, // default. avoid when possible.
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DONT_CARE,
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};
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struct RPKey {
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// Only render-pass-compatibility-volatile things can be here.
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VKRRenderPassLoadAction colorLoadAction;
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VKRRenderPassLoadAction depthLoadAction;
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VKRRenderPassLoadAction stencilLoadAction;
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VKRRenderPassStoreAction colorStoreAction;
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VKRRenderPassStoreAction depthStoreAction;
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VKRRenderPassStoreAction stencilStoreAction;
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};
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class VKRRenderPass {
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public:
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VKRRenderPass(const RPKey &key) : key_(key) {}
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VkRenderPass Get(VulkanContext *vulkan, RenderPassType rpType);
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void Destroy(VulkanContext *vulkan) {
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for (size_t i = 0; i < (size_t)RenderPassType::TYPE_COUNT; i++) {
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if (pass[i]) {
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vulkan->Delete().QueueDeleteRenderPass(pass[i]);
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}
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}
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}
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private:
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// TODO: Might be better off with a hashmap once the render pass type count grows really large..
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VkRenderPass pass[(size_t)RenderPassType::TYPE_COUNT]{};
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RPKey key_;
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};
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