ppsspp/Common/GPU/Vulkan/VulkanFramebuffer.cpp

567 lines
24 KiB
C++

#include "Common/StringUtils.h"
#include "Common/GPU/Vulkan/VulkanFramebuffer.h"
#include "Common/GPU/Vulkan/VulkanQueueRunner.h"
static const char *rpTypeDebugNames[] = {
"RENDER",
"RENDER_DEPTH",
"RENDER_INPUT",
"RENDER_DEPTH_INPUT",
"MV_RENDER",
"MV_RENDER_DEPTH",
"MV_RENDER_INPUT",
"MV_RENDER_DEPTH_INPUT",
"MS_RENDER",
"MS_RENDER_DEPTH",
"MS_RENDER_INPUT",
"MS_RENDER_DEPTH_INPUT",
"MS_MV_RENDER",
"MS_MV_RENDER_DEPTH",
"MS_MV_RENDER_INPUT",
"MS_MV_RENDER_DEPTH_INPUT",
"BACKBUF",
};
const char *GetRPTypeName(RenderPassType rpType) {
uint32_t index = (uint32_t)rpType;
if (index < ARRAY_SIZE(rpTypeDebugNames)) {
return rpTypeDebugNames[index];
} else {
return "N/A";
}
}
VkSampleCountFlagBits MultiSampleLevelToFlagBits(int count) {
// TODO: Check hardware support here, or elsewhere?
// Some hardware only supports 4x.
switch (count) {
case 0: return VK_SAMPLE_COUNT_1_BIT;
case 1: return VK_SAMPLE_COUNT_2_BIT;
case 2: return VK_SAMPLE_COUNT_4_BIT; // The only non-1 level supported on some mobile chips.
case 3: return VK_SAMPLE_COUNT_8_BIT;
case 4: return VK_SAMPLE_COUNT_16_BIT; // rare but exists, on Intel for example
default:
_assert_(false);
return VK_SAMPLE_COUNT_1_BIT;
}
}
void VKRImage::Delete(VulkanContext *vulkan) {
// Get rid of the views first, feels cleaner (but in reality doesn't matter).
if (rtView)
vulkan->Delete().QueueDeleteImageView(rtView);
if (texAllLayersView)
vulkan->Delete().QueueDeleteImageView(texAllLayersView);
for (int i = 0; i < 2; i++) {
if (texLayerViews[i]) {
vulkan->Delete().QueueDeleteImageView(texLayerViews[i]);
}
}
if (image) {
_dbg_assert_(alloc);
vulkan->Delete().QueueDeleteImageAllocation(image, alloc);
}
}
VKRFramebuffer::VKRFramebuffer(VulkanContext *vk, VkCommandBuffer initCmd, VKRRenderPass *compatibleRenderPass, int _width, int _height, int _numLayers, int _multiSampleLevel, bool createDepthStencilBuffer, const char *tag)
: vulkan_(vk), tag_(tag), width(_width), height(_height), numLayers(_numLayers) {
_dbg_assert_(tag);
CreateImage(vulkan_, initCmd, color, width, height, numLayers, VK_SAMPLE_COUNT_1_BIT, VK_FORMAT_R8G8B8A8_UNORM, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, true, tag);
if (createDepthStencilBuffer) {
CreateImage(vulkan_, initCmd, depth, width, height, numLayers, VK_SAMPLE_COUNT_1_BIT, vulkan_->GetDeviceInfo().preferredDepthStencilFormat, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, false, tag);
}
if (_multiSampleLevel > 0) {
sampleCount = MultiSampleLevelToFlagBits(_multiSampleLevel);
// TODO: Create a different tag for these?
CreateImage(vulkan_, initCmd, msaaColor, width, height, numLayers, sampleCount, VK_FORMAT_R8G8B8A8_UNORM, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, true, tag);
if (createDepthStencilBuffer) {
CreateImage(vulkan_, initCmd, msaaDepth, width, height, numLayers, sampleCount, vulkan_->GetDeviceInfo().preferredDepthStencilFormat, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, false, tag);
}
} else {
sampleCount = VK_SAMPLE_COUNT_1_BIT;
}
UpdateTag(tag);
// We create the actual framebuffer objects on demand, because some combinations might not make sense.
// Framebuffer objects are just pointers to a set of images, so no biggie.
}
void VKRFramebuffer::UpdateTag(const char *newTag) {
char name[128];
snprintf(name, sizeof(name), "fb_color_%s", tag_.c_str());
vulkan_->SetDebugName(color.image, VK_OBJECT_TYPE_IMAGE, name);
vulkan_->SetDebugName(color.rtView, VK_OBJECT_TYPE_IMAGE_VIEW, name);
if (depth.image) {
snprintf(name, sizeof(name), "fb_depth_%s", tag_.c_str());
vulkan_->SetDebugName(depth.image, VK_OBJECT_TYPE_IMAGE, name);
vulkan_->SetDebugName(depth.rtView, VK_OBJECT_TYPE_IMAGE_VIEW, name);
}
for (size_t rpType = 0; rpType < (size_t)RenderPassType::TYPE_COUNT; rpType++) {
if (framebuf[rpType]) {
snprintf(name, sizeof(name), "fb_%s", tag_.c_str());
vulkan_->SetDebugName(framebuf[(int)rpType], VK_OBJECT_TYPE_FRAMEBUFFER, name);
}
}
}
VkFramebuffer VKRFramebuffer::Get(VKRRenderPass *compatibleRenderPass, RenderPassType rpType) {
bool multiview = RenderPassTypeHasMultiView(rpType);
if (framebuf[(int)rpType]) {
return framebuf[(int)rpType];
}
VkFramebufferCreateInfo fbci{ VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO };
VkImageView views[4]{};
bool hasDepth = RenderPassTypeHasDepth(rpType);
int attachmentCount = 0;
views[attachmentCount++] = color.rtView; // 2D array texture if multilayered.
if (hasDepth) {
if (!depth.rtView) {
WARN_LOG(G3D, "depth render type to non-depth fb: %p %p fmt=%d (%s %dx%d)", (void *)depth.image, (void *)depth.texAllLayersView, depth.format, tag_.c_str(), width, height);
// Will probably crash, depending on driver.
}
views[attachmentCount++] = depth.rtView;
}
if (rpType & RenderPassType::MULTISAMPLE) {
views[attachmentCount++] = msaaColor.rtView;
if (hasDepth) {
views[attachmentCount++] = msaaDepth.rtView;
}
}
fbci.renderPass = compatibleRenderPass->Get(vulkan_, rpType, sampleCount);
fbci.attachmentCount = attachmentCount;
fbci.pAttachments = views;
fbci.width = width;
fbci.height = height;
fbci.layers = 1; // With multiview, this should be set as 1.
VkResult res = vkCreateFramebuffer(vulkan_->GetDevice(), &fbci, nullptr, &framebuf[(int)rpType]);
_assert_(res == VK_SUCCESS);
if (!tag_.empty() && vulkan_->Extensions().EXT_debug_utils) {
vulkan_->SetDebugName(framebuf[(int)rpType], VK_OBJECT_TYPE_FRAMEBUFFER, StringFromFormat("fb_%s", tag_.c_str()).c_str());
}
return framebuf[(int)rpType];
}
VKRFramebuffer::~VKRFramebuffer() {
color.Delete(vulkan_);
depth.Delete(vulkan_);
msaaColor.Delete(vulkan_);
msaaDepth.Delete(vulkan_);
for (auto &fb : framebuf) {
if (fb) {
vulkan_->Delete().QueueDeleteFramebuffer(fb);
}
}
}
// NOTE: If numLayers > 1, it will create an array texture, rather than a normal 2D texture.
// This requires a different sampling path!
void VKRFramebuffer::CreateImage(VulkanContext *vulkan, VkCommandBuffer cmd, VKRImage &img, int width, int height, int numLayers, VkSampleCountFlagBits sampleCount, VkFormat format, VkImageLayout initialLayout, bool color, const char *tag) {
// We don't support more exotic layer setups for now. Mono or stereo.
_dbg_assert_(numLayers == 1 || numLayers == 2);
VkImageCreateInfo ici{ VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO };
ici.arrayLayers = numLayers;
ici.mipLevels = 1;
ici.extent.width = width;
ici.extent.height = height;
ici.extent.depth = 1;
ici.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
ici.imageType = VK_IMAGE_TYPE_2D;
ici.samples = sampleCount;
ici.tiling = VK_IMAGE_TILING_OPTIMAL;
ici.format = format;
ici.usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
if (sampleCount == VK_SAMPLE_COUNT_1_BIT) {
ici.usage |= VK_IMAGE_USAGE_SAMPLED_BIT;
}
if (color) {
ici.usage |= VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
if (sampleCount == VK_SAMPLE_COUNT_1_BIT) {
ici.usage |= VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT;
}
} else {
ici.usage |= VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
}
VmaAllocationCreateInfo allocCreateInfo{};
allocCreateInfo.usage = VMA_MEMORY_USAGE_GPU_ONLY;
VmaAllocationInfo allocInfo{};
VkResult res = vmaCreateImage(vulkan->Allocator(), &ici, &allocCreateInfo, &img.image, &img.alloc, &allocInfo);
_dbg_assert_(res == VK_SUCCESS);
VkImageAspectFlags aspects = color ? VK_IMAGE_ASPECT_COLOR_BIT : (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT);
VkImageViewCreateInfo ivci{ VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO };
ivci.components = { VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY };
ivci.format = ici.format;
ivci.image = img.image;
ivci.viewType = numLayers == 1 ? VK_IMAGE_VIEW_TYPE_2D : VK_IMAGE_VIEW_TYPE_2D_ARRAY;
ivci.subresourceRange.aspectMask = aspects;
ivci.subresourceRange.layerCount = numLayers;
ivci.subresourceRange.levelCount = 1;
res = vkCreateImageView(vulkan->GetDevice(), &ivci, nullptr, &img.rtView);
vulkan->SetDebugName(img.rtView, VK_OBJECT_TYPE_IMAGE_VIEW, tag);
_dbg_assert_(res == VK_SUCCESS);
// Separate view for texture sampling all layers together.
if (!color) {
ivci.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
}
ivci.viewType = VK_IMAGE_VIEW_TYPE_2D_ARRAY; // layered for consistency, even if single image.
res = vkCreateImageView(vulkan->GetDevice(), &ivci, nullptr, &img.texAllLayersView);
vulkan->SetDebugName(img.texAllLayersView, VK_OBJECT_TYPE_IMAGE_VIEW, tag);
// Create 2D views for both layers.
// Useful when multipassing shaders that don't yet exist in a single-pass-stereo version.
for (int i = 0; i < numLayers; i++) {
ivci.viewType = VK_IMAGE_VIEW_TYPE_2D;
ivci.subresourceRange.layerCount = 1;
ivci.subresourceRange.baseArrayLayer = i;
res = vkCreateImageView(vulkan->GetDevice(), &ivci, nullptr, &img.texLayerViews[i]);
if (vulkan->DebugLayerEnabled()) {
char temp[128];
snprintf(temp, sizeof(temp), "%s_layer%d", tag, i);
vulkan->SetDebugName(img.texLayerViews[i], VK_OBJECT_TYPE_IMAGE_VIEW, temp);
}
_dbg_assert_(res == VK_SUCCESS);
}
VkPipelineStageFlags dstStage;
VkAccessFlagBits dstAccessMask;
switch (initialLayout) {
case VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL:
dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
dstStage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
break;
case VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL:
dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
dstStage = VK_PIPELINE_STAGE_TRANSFER_BIT;
break;
case VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL:
dstAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
dstStage = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
break;
default:
Crash();
return;
}
TransitionImageLayout2(cmd, img.image, 0, 1, numLayers, aspects,
VK_IMAGE_LAYOUT_UNDEFINED, initialLayout,
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, dstStage,
0, dstAccessMask);
img.layout = initialLayout;
img.format = format;
img.sampleCount = sampleCount;
img.tag = tag ? tag : "N/A";
img.numLayers = numLayers;
}
static VkAttachmentLoadOp ConvertLoadAction(VKRRenderPassLoadAction action) {
switch (action) {
case VKRRenderPassLoadAction::CLEAR: return VK_ATTACHMENT_LOAD_OP_CLEAR;
case VKRRenderPassLoadAction::KEEP: return VK_ATTACHMENT_LOAD_OP_LOAD;
case VKRRenderPassLoadAction::DONT_CARE: return VK_ATTACHMENT_LOAD_OP_DONT_CARE;
}
return VK_ATTACHMENT_LOAD_OP_DONT_CARE; // avoid compiler warning
}
static VkAttachmentStoreOp ConvertStoreAction(VKRRenderPassStoreAction action) {
switch (action) {
case VKRRenderPassStoreAction::STORE: return VK_ATTACHMENT_STORE_OP_STORE;
case VKRRenderPassStoreAction::DONT_CARE: return VK_ATTACHMENT_STORE_OP_DONT_CARE;
}
return VK_ATTACHMENT_STORE_OP_DONT_CARE; // avoid compiler warning
}
// Self-dependency: https://github.com/gpuweb/gpuweb/issues/442#issuecomment-547604827
// Also see https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/vkspec.html#synchronization-pipeline-barriers-subpass-self-dependencies
VkRenderPass CreateRenderPass(VulkanContext *vulkan, const RPKey &key, RenderPassType rpType, VkSampleCountFlagBits sampleCount) {
bool isBackbuffer = rpType == RenderPassType::BACKBUFFER;
bool hasDepth = RenderPassTypeHasDepth(rpType);
bool multiview = RenderPassTypeHasMultiView(rpType);
bool multisample = RenderPassTypeHasMultisample(rpType);
_dbg_assert_(!(isBackbuffer && multisample));
if (isBackbuffer) {
_dbg_assert_(key.depthLoadAction == VKRRenderPassLoadAction::CLEAR);
}
if (multiview) {
// TODO: Assert that the device has multiview support enabled.
}
int colorAttachmentIndex = 0;
int depthAttachmentIndex = 1;
int attachmentCount = 0;
VkAttachmentDescription attachments[4]{};
attachments[attachmentCount].format = isBackbuffer ? vulkan->GetSwapchainFormat() : VK_FORMAT_R8G8B8A8_UNORM;
attachments[attachmentCount].samples = VK_SAMPLE_COUNT_1_BIT;
attachments[attachmentCount].loadOp = multisample ? VK_ATTACHMENT_LOAD_OP_DONT_CARE : ConvertLoadAction(key.colorLoadAction);
attachments[attachmentCount].storeOp = ConvertStoreAction(key.colorStoreAction);
attachments[attachmentCount].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachments[attachmentCount].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[attachmentCount].initialLayout = isBackbuffer ? VK_IMAGE_LAYOUT_UNDEFINED : VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
attachments[attachmentCount].finalLayout = isBackbuffer ? VK_IMAGE_LAYOUT_PRESENT_SRC_KHR : VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
attachmentCount++;
if (hasDepth) {
attachments[attachmentCount].format = vulkan->GetDeviceInfo().preferredDepthStencilFormat;
attachments[attachmentCount].samples = VK_SAMPLE_COUNT_1_BIT;
attachments[attachmentCount].loadOp = multisample ? VK_ATTACHMENT_LOAD_OP_DONT_CARE : ConvertLoadAction(key.depthLoadAction);
attachments[attachmentCount].storeOp = ConvertStoreAction(key.depthStoreAction);
attachments[attachmentCount].stencilLoadOp = multisample ? VK_ATTACHMENT_LOAD_OP_DONT_CARE : ConvertLoadAction(key.stencilLoadAction);
attachments[attachmentCount].stencilStoreOp = ConvertStoreAction(key.stencilStoreAction);
attachments[attachmentCount].initialLayout = isBackbuffer ? VK_IMAGE_LAYOUT_UNDEFINED : VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
attachments[attachmentCount].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
attachmentCount++;
}
if (multisample) {
colorAttachmentIndex = attachmentCount;
attachments[attachmentCount].format = isBackbuffer ? vulkan->GetSwapchainFormat() : VK_FORMAT_R8G8B8A8_UNORM;
attachments[attachmentCount].samples = sampleCount;
attachments[attachmentCount].loadOp = ConvertLoadAction(key.colorLoadAction);
attachments[attachmentCount].storeOp = ConvertStoreAction(key.colorStoreAction);
attachments[attachmentCount].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachments[attachmentCount].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[attachmentCount].initialLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
attachments[attachmentCount].finalLayout = isBackbuffer ? VK_IMAGE_LAYOUT_PRESENT_SRC_KHR : VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
attachmentCount++;
if (hasDepth) {
depthAttachmentIndex = attachmentCount;
attachments[attachmentCount].format = vulkan->GetDeviceInfo().preferredDepthStencilFormat;
attachments[attachmentCount].samples = sampleCount;
attachments[attachmentCount].loadOp = ConvertLoadAction(key.depthLoadAction);
attachments[attachmentCount].storeOp = ConvertStoreAction(key.depthStoreAction);
attachments[attachmentCount].stencilLoadOp = ConvertLoadAction(key.stencilLoadAction);
attachments[attachmentCount].stencilStoreOp = ConvertStoreAction(key.stencilStoreAction);
attachments[attachmentCount].initialLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
attachments[attachmentCount].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
attachmentCount++;
}
}
VkAttachmentReference colorReference{};
colorReference.attachment = colorAttachmentIndex;
colorReference.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
VkAttachmentReference depthReference{};
depthReference.attachment = depthAttachmentIndex;
depthReference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
VkSubpassDescription subpass{};
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.flags = 0;
subpass.inputAttachmentCount = 0;
subpass.pInputAttachments = nullptr;
subpass.colorAttachmentCount = 1;
subpass.pColorAttachments = &colorReference;
VkAttachmentReference colorResolveReference;
if (multisample) {
colorResolveReference.attachment = 0; // the non-msaa color buffer.
colorResolveReference.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
subpass.pResolveAttachments = &colorResolveReference;
} else {
subpass.pResolveAttachments = nullptr;
}
if (hasDepth) {
subpass.pDepthStencilAttachment = &depthReference;
}
subpass.preserveAttachmentCount = 0;
subpass.pPreserveAttachments = nullptr;
// Not sure if this is really necessary.
VkSubpassDependency deps[2]{};
size_t numDeps = 0;
VkRenderPassCreateInfo rp{ VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO };
rp.attachmentCount = attachmentCount;
rp.pAttachments = attachments;
rp.subpassCount = 1;
rp.pSubpasses = &subpass;
VkRenderPassMultiviewCreateInfoKHR mv{ VK_STRUCTURE_TYPE_RENDER_PASS_MULTIVIEW_CREATE_INFO_KHR };
uint32_t viewMask = 0x3; // Must be outside the 'if (multiview)' scope!
int viewOffset = 0;
if (multiview) {
rp.pNext = &mv;
mv.subpassCount = 1;
mv.pViewMasks = &viewMask;
mv.dependencyCount = 0;
mv.pCorrelationMasks = &viewMask; // same masks
mv.correlationMaskCount = 1;
mv.pViewOffsets = &viewOffset;
}
if (isBackbuffer) {
// We don't specify any explicit transitions for these, so let's use subpass dependencies.
// This makes sure that writes to the depth image are done before we try to write to it again.
// From Sascha's examples.
deps[numDeps].srcSubpass = VK_SUBPASS_EXTERNAL;
deps[numDeps].dstSubpass = 0;
deps[numDeps].srcStageMask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
deps[numDeps].dstStageMask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
deps[numDeps].srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
deps[numDeps].dstAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
deps[numDeps].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
numDeps++;
// Dependencies for the color image.
deps[numDeps].srcSubpass = VK_SUBPASS_EXTERNAL;
deps[numDeps].dstSubpass = 0;
deps[numDeps].srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
deps[numDeps].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
deps[numDeps].srcAccessMask = VK_ACCESS_MEMORY_READ_BIT;
deps[numDeps].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
deps[numDeps].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
numDeps++;
}
if (numDeps > 0) {
rp.dependencyCount = (u32)numDeps;
rp.pDependencies = deps;
}
VkRenderPass pass;
VkResult res;
// We could always use renderpass2, but I think it'll get both paths better tested if we
// only use it with multisample enabled.
// if (vulkan->Extensions().KHR_create_renderpass2) {
if (multisample) {
// It's a bit unfortunate that we can't rely on vkCreateRenderPass2, because here we now have
// to do a bunch of struct conversion, just to not have to repeat the logic from above.
VkAttachmentDescription2KHR attachments2[4]{};
for (int i = 0; i < attachmentCount; i++) {
attachments2[i].sType = VK_STRUCTURE_TYPE_ATTACHMENT_DESCRIPTION_2_KHR;
attachments2[i].format = attachments[i].format;
attachments2[i].samples = attachments[i].samples;
attachments2[i].loadOp = attachments[i].loadOp;
attachments2[i].storeOp = attachments[i].storeOp;
attachments2[i].stencilLoadOp = attachments[i].stencilLoadOp;
attachments2[i].stencilStoreOp = attachments[i].stencilStoreOp;
attachments2[i].initialLayout = attachments[i].initialLayout;
attachments2[i].finalLayout = attachments[i].finalLayout;
}
VkAttachmentReference2KHR colorReference2{ VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2_KHR };
colorReference2.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
colorReference2.attachment = colorReference.attachment;
colorReference2.layout = colorReference.layout;
VkAttachmentReference2KHR depthReference2{ VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2_KHR };
depthReference2.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
depthReference2.attachment = depthReference.attachment;
depthReference2.layout = depthReference.layout;
VkSubpassDependency2KHR deps2[2]{};
for (int i = 0; i < numDeps; i++) {
deps2[i].sType = VK_STRUCTURE_TYPE_SUBPASS_DEPENDENCY_2_KHR;
deps2[i].dependencyFlags = deps[i].dependencyFlags;
deps2[i].srcAccessMask = deps[i].srcAccessMask;
deps2[i].dstAccessMask = deps[i].dstAccessMask;
deps2[i].srcStageMask = deps[i].srcStageMask;
deps2[i].dstStageMask = deps[i].dstStageMask;
deps2[i].srcSubpass = deps[i].srcSubpass;
deps2[i].dstSubpass = deps[i].dstSubpass;
deps2[i].dependencyFlags = deps[i].dependencyFlags;
deps2[i].viewOffset = 0;
}
VkAttachmentReference2KHR colorResolveReference2{ VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2_KHR };
VkSubpassDescription2KHR subpass2{ VK_STRUCTURE_TYPE_SUBPASS_DESCRIPTION_2_KHR };
subpass2.colorAttachmentCount = subpass.colorAttachmentCount;
subpass2.flags = subpass.flags;
subpass2.pColorAttachments = &colorReference2;
if (hasDepth) {
subpass2.pDepthStencilAttachment = &depthReference2;
}
subpass2.pipelineBindPoint = subpass.pipelineBindPoint;
subpass2.viewMask = multiview ? viewMask : 0;
if (multisample) {
colorResolveReference2.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
colorResolveReference2.attachment = colorResolveReference.attachment; // the non-msaa color buffer.
colorResolveReference2.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
subpass2.pResolveAttachments = &colorResolveReference2;
} else {
subpass2.pResolveAttachments = nullptr;
}
VkAttachmentReference2KHR depthResolveReference2{ VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2_KHR };
VkSubpassDescriptionDepthStencilResolveKHR depthStencilResolve{ VK_STRUCTURE_TYPE_SUBPASS_DESCRIPTION_DEPTH_STENCIL_RESOLVE_KHR };
if (hasDepth && multisample) {
subpass2.pNext = &depthStencilResolve;
depthResolveReference2.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
depthResolveReference2.attachment = 1;
depthResolveReference2.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
// TODO: Some games might benefit from the other depth resolve modes when depth texturing.
depthStencilResolve.depthResolveMode = VK_RESOLVE_MODE_SAMPLE_ZERO_BIT_KHR;
depthStencilResolve.stencilResolveMode = VK_RESOLVE_MODE_SAMPLE_ZERO_BIT_KHR;
depthStencilResolve.pDepthStencilResolveAttachment = &depthResolveReference2;
}
VkRenderPassCreateInfo2KHR rp2{ VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO_2_KHR };
rp2.pAttachments = attachments2;
rp2.pDependencies = deps2;
rp2.attachmentCount = rp.attachmentCount;
rp2.dependencyCount = rp.dependencyCount;
rp2.correlatedViewMaskCount = multiview ? 1 : 0;
rp2.pCorrelatedViewMasks = multiview ? &viewMask : nullptr;
rp2.pSubpasses = &subpass2;
rp2.subpassCount = 1;
res = vkCreateRenderPass2KHR(vulkan->GetDevice(), &rp2, nullptr, &pass);
} else {
res = vkCreateRenderPass(vulkan->GetDevice(), &rp, nullptr, &pass);
}
if (pass) {
vulkan->SetDebugName(pass, VK_OBJECT_TYPE_RENDER_PASS, GetRPTypeName(rpType));
}
_assert_(res == VK_SUCCESS);
_assert_(pass != VK_NULL_HANDLE);
return pass;
}
VkRenderPass VKRRenderPass::Get(VulkanContext *vulkan, RenderPassType rpType, VkSampleCountFlagBits sampleCount) {
// When we create a render pass, we create all "types" of it immediately,
// practical later when referring to it. Could change to on-demand if it feels motivated
// but I think the render pass objects are cheap.
// WARNING: We don't include sampleCount in the key, there's only the distinction multisampled or not
// which comes from the rpType.
// So you CAN NOT mix and match different non-one sample counts.
_dbg_assert_(!((rpType & RenderPassType::MULTISAMPLE) && sampleCount == VK_SAMPLE_COUNT_1_BIT));
if (!pass[(int)rpType] || sampleCounts[(int)rpType] != sampleCount) {
if (pass[(int)rpType]) {
vulkan->Delete().QueueDeleteRenderPass(pass[(int)rpType]);
}
pass[(int)rpType] = CreateRenderPass(vulkan, key_, (RenderPassType)rpType, sampleCount);
sampleCounts[(int)rpType] = sampleCount;
}
return pass[(int)rpType];
}