ppsspp/Common/GPU/Vulkan/VulkanFramebuffer.h
2023-09-27 16:56:57 +02:00

161 lines
4.8 KiB
C++

#pragma once
#include "Common/Common.h"
#include "Common/GPU/Vulkan/VulkanContext.h"
class VKRRenderPass;
// Pipelines need to be created for the right type of render pass.
// TODO: Rename to RenderPassFlags?
// When you add more flags, don't forget to update rpTypeDebugNames[].
enum class RenderPassType {
DEFAULT = 0,
// These eight are organized so that bit 0 is DEPTH and bit 1 is INPUT and bit 2 is MULTIVIEW, so
// they can be OR-ed together in MergeRPTypes.
HAS_DEPTH = 1,
MULTIVIEW = 2,
MULTISAMPLE = 4,
// This is the odd one out, and gets special handling in MergeRPTypes.
// If this flag is set, none of the other flags can be set.
// For the backbuffer we can always use CLEAR/DONT_CARE, so bandwidth cost for a depth channel is negligible
// so we don't bother with a non-depth version.
BACKBUFFER = 8,
TYPE_COUNT = BACKBUFFER + 1,
};
ENUM_CLASS_BITOPS(RenderPassType);
// Simple independent framebuffer image.
struct VKRImage {
// These four are "immutable".
VkImage image;
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.
// This is for texturing all layers at once. If aspect is depth/stencil, does not include stencil.
VkImageView texAllLayersView;
// 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.
// If there's only one layer, layerViews[0] only is initialized.
VkImageView texLayerViews[2]{};
VmaAllocation alloc;
VkFormat format;
VkSampleCountFlagBits sampleCount;
// This one is used by QueueRunner's Perform functions to keep track. CANNOT be used anywhere else due to sync issues.
VkImageLayout layout;
int numLayers;
// For debugging.
std::string tag;
void Delete(VulkanContext *vulkan);
};
class VKRFramebuffer {
public:
VKRFramebuffer(VulkanContext *vk, VkCommandBuffer initCmd, VKRRenderPass *compatibleRenderPass, int _width, int _height, int _numLayers, int _multiSampleLevel, bool createDepthStencilBuffer, const char *tag);
~VKRFramebuffer();
VkFramebuffer Get(VKRRenderPass *compatibleRenderPass, RenderPassType rpType);
int width = 0;
int height = 0;
int numLayers = 0;
VkSampleCountFlagBits sampleCount;
VKRImage color{}; // color.image is always there.
VKRImage depth{}; // depth.image is allowed to be VK_NULL_HANDLE.
// These are only initialized and used if numSamples > 1.
VKRImage msaaColor{};
VKRImage msaaDepth{};
const char *Tag() const {
return tag_.c_str();
}
void UpdateTag(const char *newTag);
bool HasDepth() const {
return depth.image != VK_NULL_HANDLE;
}
VkImageView GetRTView() {
if (sampleCount == VK_SAMPLE_COUNT_1_BIT) {
return color.rtView;
} else {
return msaaColor.rtView;
}
}
VulkanContext *Vulkan() const { return vulkan_; }
private:
static void CreateImage(VulkanContext *vulkan, VkCommandBuffer cmd, VKRImage &img, int width, int height, int numLayers, VkSampleCountFlagBits sampleCount, VkFormat format, VkImageLayout initialLayout, bool color, const char *tag);
VkFramebuffer framebuf[(size_t)RenderPassType::TYPE_COUNT]{};
VulkanContext *vulkan_;
std::string tag_;
};
inline bool RenderPassTypeHasDepth(RenderPassType type) {
return (type & RenderPassType::HAS_DEPTH) || type == RenderPassType::BACKBUFFER;
}
inline bool RenderPassTypeHasMultiView(RenderPassType type) {
return (type & RenderPassType::MULTIVIEW) != 0;
}
inline bool RenderPassTypeHasMultisample(RenderPassType type) {
return (type & RenderPassType::MULTISAMPLE) != 0;
}
VkSampleCountFlagBits MultiSampleLevelToFlagBits(int count);
// Must be the same order as Draw::RPAction
enum class VKRRenderPassLoadAction : uint8_t {
KEEP, // default. avoid when possible.
CLEAR,
DONT_CARE,
};
enum class VKRRenderPassStoreAction : uint8_t {
STORE, // default. avoid when possible.
DONT_CARE,
};
struct RPKey {
// Only render-pass-compatibility-volatile things can be here.
VKRRenderPassLoadAction colorLoadAction;
VKRRenderPassLoadAction depthLoadAction;
VKRRenderPassLoadAction stencilLoadAction;
VKRRenderPassStoreAction colorStoreAction;
VKRRenderPassStoreAction depthStoreAction;
VKRRenderPassStoreAction stencilStoreAction;
};
class VKRRenderPass {
public:
VKRRenderPass(const RPKey &key) : key_(key) {}
VkRenderPass Get(VulkanContext *vulkan, RenderPassType rpType, VkSampleCountFlagBits sampleCount);
void Destroy(VulkanContext *vulkan) {
for (size_t i = 0; i < (size_t)RenderPassType::TYPE_COUNT; i++) {
if (pass[i]) {
vulkan->Delete().QueueDeleteRenderPass(pass[i]);
}
}
}
private:
// TODO: Might be better off with a hashmap once the render pass type count grows really large..
VkRenderPass pass[(size_t)RenderPassType::TYPE_COUNT]{};
VkSampleCountFlagBits sampleCounts[(size_t)RenderPassType::TYPE_COUNT];
RPKey key_;
};
const char *GetRPTypeName(RenderPassType rpType);