Renderer: Implement renderpass attachments clear for OpenGL

This commit is contained in:
Jérôme Leclercq 2021-05-28 22:55:56 +02:00
parent 392a23eeb1
commit 299585a7de
14 changed files with 276 additions and 96 deletions

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@ -24,6 +24,7 @@ namespace Nz
{ {
class OpenGLCommandPool; class OpenGLCommandPool;
class OpenGLFramebuffer; class OpenGLFramebuffer;
class OpenGLRenderPass;
class NAZARA_OPENGLRENDERER_API OpenGLCommandBuffer final : public CommandBuffer class NAZARA_OPENGLRENDERER_API OpenGLCommandBuffer final : public CommandBuffer
{ {
@ -55,7 +56,7 @@ namespace Nz
inline std::size_t GetPoolIndex() const; inline std::size_t GetPoolIndex() const;
inline const OpenGLCommandPool& GetOwner() const; inline const OpenGLCommandPool& GetOwner() const;
inline void SetFramebuffer(const OpenGLFramebuffer& framebuffer, const RenderPass& renderPass, const CommandBufferBuilder::ClearValues* clearValues, std::size_t clearValueCount); inline void SetFramebuffer(const OpenGLFramebuffer& framebuffer, const OpenGLRenderPass& renderPass, const CommandBufferBuilder::ClearValues* clearValues, std::size_t clearValueCount);
inline void SetScissor(Nz::Recti scissorRegion); inline void SetScissor(Nz::Recti scissorRegion);
inline void SetViewport(Nz::Recti viewportRegion); inline void SetViewport(Nz::Recti viewportRegion);
@ -103,8 +104,8 @@ namespace Nz
const OpenGLRenderPipeline* pipeline = nullptr; const OpenGLRenderPipeline* pipeline = nullptr;
const OpenGLShaderBinding* shaderBindings = nullptr; const OpenGLShaderBinding* shaderBindings = nullptr;
UInt64 indexBufferOffset; UInt64 indexBufferOffset;
std::optional<Nz::Recti> scissorRegion; std::optional<Recti> scissorRegion;
std::optional<Nz::Recti> viewportRegion; std::optional<Recti> viewportRegion;
std::vector<VertexBuffer> vertexBuffers; std::vector<VertexBuffer> vertexBuffers;
bool shouldFlipY = false; bool shouldFlipY = false;
}; };
@ -135,6 +136,7 @@ namespace Nz
{ {
std::array<CommandBufferBuilder::ClearValues, 16> clearValues; //< TODO: Remove hard limit? std::array<CommandBufferBuilder::ClearValues, 16> clearValues; //< TODO: Remove hard limit?
const OpenGLFramebuffer* framebuffer; const OpenGLFramebuffer* framebuffer;
const OpenGLRenderPass* renderpass;
}; };
using CommandData = std::variant< using CommandData = std::variant<

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@ -135,12 +135,13 @@ namespace Nz
return *m_owner; return *m_owner;
} }
inline void OpenGLCommandBuffer::SetFramebuffer(const OpenGLFramebuffer& framebuffer, const RenderPass& /*renderPass*/, const CommandBufferBuilder::ClearValues* clearValues, std::size_t clearValueCount) inline void OpenGLCommandBuffer::SetFramebuffer(const OpenGLFramebuffer& framebuffer, const OpenGLRenderPass& renderPass, const CommandBufferBuilder::ClearValues* clearValues, std::size_t clearValueCount)
{ {
m_maxColorBufferCount = std::max(m_maxColorBufferCount, framebuffer.GetColorBufferCount()); m_maxColorBufferCount = std::max(m_maxColorBufferCount, framebuffer.GetColorBufferCount());
SetFrameBufferData setFramebuffer; SetFrameBufferData setFramebuffer;
setFramebuffer.framebuffer = &framebuffer; setFramebuffer.framebuffer = &framebuffer;
setFramebuffer.renderpass = &renderPass;
assert(clearValueCount < setFramebuffer.clearValues.size()); assert(clearValueCount < setFramebuffer.clearValues.size());
std::copy(clearValues, clearValues + clearValueCount, setFramebuffer.clearValues.begin()); std::copy(clearValues, clearValues + clearValueCount, setFramebuffer.clearValues.begin());

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@ -40,10 +40,10 @@ namespace Nz
void Present(); void Present();
private: private:
std::optional<OpenGLRenderPass> m_renderPass;
std::size_t m_currentFrame; std::size_t m_currentFrame;
std::vector<std::unique_ptr<OpenGLRenderImage>> m_renderImage; std::vector<std::unique_ptr<OpenGLRenderImage>> m_renderImage;
std::unique_ptr<GL::Context> m_context; std::unique_ptr<GL::Context> m_context;
OpenGLRenderPass m_renderPass;
OpenGLWindowFramebuffer m_framebuffer; OpenGLWindowFramebuffer m_framebuffer;
RenderWindow& m_owner; RenderWindow& m_owner;
Vector2ui m_size; Vector2ui m_size;

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@ -134,6 +134,10 @@ namespace Nz::GL
bool ProcessErrorStack() const; bool ProcessErrorStack() const;
inline void ResetColorWriteMasks() const;
inline void ResetDepthWriteMasks() const;
inline void ResetStencilWriteMasks() const;
void SetCurrentTextureUnit(UInt32 textureUnit) const; void SetCurrentTextureUnit(UInt32 textureUnit) const;
void SetScissorBox(GLint x, GLint y, GLsizei width, GLsizei height) const; void SetScissorBox(GLint x, GLint y, GLsizei width, GLsizei height) const;
void SetViewport(GLint x, GLint y, GLsizei width, GLsizei height) const; void SetViewport(GLint x, GLint y, GLsizei width, GLsizei height) const;

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@ -99,6 +99,35 @@ namespace Nz::GL
if (m_state.boundVertexArray == vao) if (m_state.boundVertexArray == vao)
m_state.boundVertexArray = 0; m_state.boundVertexArray = 0;
} }
inline void Context::ResetColorWriteMasks() const
{
if (!m_state.renderStates.colorWrite)
{
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
m_state.renderStates.colorWrite = true;
}
}
inline void Context::ResetDepthWriteMasks() const
{
if (!m_state.renderStates.depthWrite)
{
glDepthMask(GL_TRUE);
m_state.renderStates.depthWrite = true;
}
}
inline void Context::ResetStencilWriteMasks() const
{
if (m_state.renderStates.stencilBack.writeMask != 0xFFFFFFFF || m_state.renderStates.stencilFront.writeMask != 0xFFFFFFFF)
{
glStencilMaskSeparate(GL_FRONT_AND_BACK, 0xFFFFFFFF);
m_state.renderStates.stencilBack.writeMask = 0xFFFFFFFF;
m_state.renderStates.stencilFront.writeMask = 0xFFFFFFFF;
}
}
} }
#include <Nazara/OpenGLRenderer/DebugOff.hpp> #include <Nazara/OpenGLRenderer/DebugOff.hpp>

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@ -129,6 +129,7 @@ typedef void (GL_APIENTRYP PFNGLSPECIALIZESHADERARBPROC) (GLuint shader, const G
cb(glStencilFuncSeparate, PFNGLSTENCILFUNCSEPARATEPROC) \ cb(glStencilFuncSeparate, PFNGLSTENCILFUNCSEPARATEPROC) \
cb(glStencilOp, PFNGLSTENCILOPPROC) \ cb(glStencilOp, PFNGLSTENCILOPPROC) \
cb(glStencilOpSeparate, PFNGLSTENCILOPSEPARATEPROC) \ cb(glStencilOpSeparate, PFNGLSTENCILOPSEPARATEPROC) \
cb(glStencilMaskSeparate, PFNGLSTENCILMASKSEPARATEPROC) \
cb(glTexImage2D, PFNGLTEXIMAGE2DPROC) \ cb(glTexImage2D, PFNGLTEXIMAGE2DPROC) \
cb(glTexImage3D, PFNGLTEXIMAGE3DPROC) \ cb(glTexImage3D, PFNGLTEXIMAGE3DPROC) \
cb(glTexParameterf, PFNGLTEXPARAMETERFPROC) \ cb(glTexParameterf, PFNGLTEXPARAMETERFPROC) \

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@ -13,7 +13,9 @@
#include <Nazara/Renderer/Config.hpp> #include <Nazara/Renderer/Config.hpp>
#include <Nazara/Renderer/RenderDevice.hpp> #include <Nazara/Renderer/RenderDevice.hpp>
#include <Nazara/Renderer/RenderFrame.hpp> #include <Nazara/Renderer/RenderFrame.hpp>
#include <Nazara/Renderer/RenderPass.hpp>
#include <Nazara/Renderer/RenderWindowParameters.hpp> #include <Nazara/Renderer/RenderWindowParameters.hpp>
#include <vector>
namespace Nz namespace Nz
{ {
@ -21,7 +23,6 @@ namespace Nz
class Framebuffer; class Framebuffer;
class RendererImpl; class RendererImpl;
class RenderDevice; class RenderDevice;
class RenderPass;
class RenderSurface; class RenderSurface;
class NAZARA_RENDERER_API RenderWindowImpl class NAZARA_RENDERER_API RenderWindowImpl
@ -37,6 +38,9 @@ namespace Nz
virtual const Framebuffer& GetFramebuffer() const = 0; virtual const Framebuffer& GetFramebuffer() const = 0;
virtual const RenderPass& GetRenderPass() const = 0; virtual const RenderPass& GetRenderPass() const = 0;
protected:
static void BuildRenderPass(PixelFormat colorFormat, PixelFormat depthFormat, std::vector<RenderPass::Attachment>& attachments, std::vector<RenderPass::SubpassDescription>& subpassDescriptions, std::vector<RenderPass::SubpassDependency>& subpassDependencies);
}; };
} }

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@ -15,7 +15,7 @@ namespace Nz
{ {
struct RenderWindowParameters struct RenderWindowParameters
{ {
std::vector<PixelFormat> depthFormats = {Nz::PixelFormat::Depth32, Nz::PixelFormat::Depth24}; //< By order of preference std::vector<PixelFormat> depthFormats = {Nz::PixelFormat::Depth24Stencil8, Nz::PixelFormat::Depth32, Nz::PixelFormat::Depth24}; //< By order of preference
bool verticalSync = false; bool verticalSync = false;
}; };
} }

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@ -5,6 +5,7 @@
#include <Nazara/OpenGLRenderer/OpenGLCommandBuffer.hpp> #include <Nazara/OpenGLRenderer/OpenGLCommandBuffer.hpp>
#include <Nazara/Core/StackArray.hpp> #include <Nazara/Core/StackArray.hpp>
#include <Nazara/OpenGLRenderer/OpenGLCommandPool.hpp> #include <Nazara/OpenGLRenderer/OpenGLCommandPool.hpp>
#include <Nazara/OpenGLRenderer/OpenGLRenderPass.hpp>
#include <Nazara/OpenGLRenderer/OpenGLVaoCache.hpp> #include <Nazara/OpenGLRenderer/OpenGLVaoCache.hpp>
#include <Nazara/OpenGLRenderer/Wrapper/Context.hpp> #include <Nazara/OpenGLRenderer/Wrapper/Context.hpp>
#include <Nazara/OpenGLRenderer/Wrapper/VertexArray.hpp> #include <Nazara/OpenGLRenderer/Wrapper/VertexArray.hpp>
@ -62,6 +63,8 @@ namespace Nz
for (std::size_t i = 0; i < m_maxColorBufferCount; ++i) for (std::size_t i = 0; i < m_maxColorBufferCount; ++i)
fboDrawBuffers[i] = GLenum(GL_COLOR_ATTACHMENT0 + i); fboDrawBuffers[i] = GLenum(GL_COLOR_ATTACHMENT0 + i);
StackArray<std::size_t> colorIndexes = NazaraStackArrayNoInit(std::size_t, m_maxColorBufferCount);
for (const auto& commandVariant : m_commands) for (const auto& commandVariant : m_commands)
{ {
std::visit([&](auto&& command) std::visit([&](auto&& command)
@ -105,33 +108,128 @@ namespace Nz
context = GL::Context::GetCurrentContext(); context = GL::Context::GetCurrentContext();
std::size_t colorBufferCount = command.framebuffer->GetColorBufferCount();
assert(colorBufferCount <= fboDrawBuffers.size());
colorIndexes.fill(0);
std::size_t colorIndex = 0;
GLbitfield clearFields = 0;
std::optional<std::size_t> depthStencilIndex;
std::size_t attachmentCount = command.renderpass->GetAttachmentCount();
for (std::size_t i = 0; i < attachmentCount; ++i)
{
const auto& attachmentInfo = command.renderpass->GetAttachment(i);
switch (PixelFormatInfo::GetContent(attachmentInfo.format))
{
case PixelFormatContent::ColorRGBA:
colorIndexes[colorIndex++] = i;
break;
case PixelFormatContent::Depth:
if (!depthStencilIndex)
depthStencilIndex = i;
break;
case PixelFormatContent::DepthStencil:
if (!depthStencilIndex)
depthStencilIndex = i;
break;
}
}
if (command.framebuffer->GetType() == OpenGLFramebuffer::Type::FBO) if (command.framebuffer->GetType() == OpenGLFramebuffer::Type::FBO)
{ {
std::size_t colorBufferCount = command.framebuffer->GetColorBufferCount();
assert(colorBufferCount <= fboDrawBuffers.size());
context->glDrawBuffers(GLsizei(colorBufferCount), fboDrawBuffers.data()); context->glDrawBuffers(GLsizei(colorBufferCount), fboDrawBuffers.data());
//FIXME: Don't clear when not needed
for (std::size_t i = 0; i < colorBufferCount; ++i) for (std::size_t i = 0; i < colorBufferCount; ++i)
{ {
Nz::Color color = command.clearValues[i].color; std::size_t attachmentIndex = colorIndexes[i];
Nz::Color color = command.clearValues[attachmentIndex].color;
std::array<GLfloat, 4> clearColor = { color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f }; std::array<GLfloat, 4> clearColor = { color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f };
context->glClearBufferfv(GL_COLOR, GLint(i), clearColor.data()); const auto& attachmentInfo = command.renderpass->GetAttachment(attachmentIndex);
if (attachmentInfo.loadOp == AttachmentLoadOp::Clear)
{
context->ResetColorWriteMasks();
context->glClearBufferfv(GL_COLOR, GLint(i), clearColor.data());
}
} }
context->glClear(GL_DEPTH_BUFFER_BIT); if (depthStencilIndex)
{
std::size_t attachmentIndex = *depthStencilIndex;
const auto& clearValues = command.clearValues[attachmentIndex];
const auto& depthStencilAttachment = command.renderpass->GetAttachment(attachmentIndex);
if (depthStencilAttachment.loadOp == AttachmentLoadOp::Clear && depthStencilAttachment.stencilLoadOp == AttachmentLoadOp::Clear)
{
context->ResetDepthWriteMasks();
context->ResetStencilWriteMasks();
context->glClearBufferfi(GL_DEPTH_STENCIL, 0, clearValues.depth, clearValues.stencil);
}
else if (depthStencilAttachment.loadOp == AttachmentLoadOp::Clear)
{
context->ResetDepthWriteMasks();
context->glClearBufferfv(GL_DEPTH, 0, &clearValues.depth);
}
else if (depthStencilAttachment.stencilLoadOp == AttachmentLoadOp::Clear)
{
context->ResetStencilWriteMasks();
context->glClearBufferuiv(GL_STENCIL, 0, &clearValues.stencil);
}
}
} }
else else
{ {
GLenum buffer = GL_BACK; GLenum buffer = GL_BACK;
context->glDrawBuffers(1, &buffer); context->glDrawBuffers(1, &buffer);
//FIXME: Don't clear when not needed if (colorIndex > 0)
Nz::Color color = command.clearValues[0].color; {
context->glClearColor(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f); std::size_t colorBufferCount = command.framebuffer->GetColorBufferCount();
context->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); assert(colorBufferCount <= 1);
std::size_t colorAttachmentIndex = colorIndexes.front();
const auto& colorAttachment = command.renderpass->GetAttachment(colorAttachmentIndex);
if (colorAttachment.loadOp == AttachmentLoadOp::Clear)
{
context->ResetColorWriteMasks();
Nz::Color color = command.clearValues[colorAttachmentIndex].color;
context->glClearColor(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
clearFields |= GL_COLOR_BUFFER_BIT;
}
}
if (depthStencilIndex)
{
std::size_t attachmentIndex = *depthStencilIndex;
const auto& clearValues = command.clearValues[attachmentIndex];
const auto& depthStencilAttachment = command.renderpass->GetAttachment(attachmentIndex);
if (depthStencilAttachment.loadOp == AttachmentLoadOp::Clear)
{
context->ResetDepthWriteMasks();
context->glClearDepthf(clearValues.depth);
clearFields |= GL_DEPTH_BUFFER_BIT;
}
if (depthStencilAttachment.stencilLoadOp == AttachmentLoadOp::Clear && PixelFormatInfo::GetContent(depthStencilAttachment.format) == PixelFormatContent::DepthStencil)
{
context->ResetStencilWriteMasks();
context->glClearStencil(clearValues.stencil);
clearFields |= GL_STENCIL_BUFFER_BIT;
}
}
if (clearFields)
context->glClear(clearFields);
} }
} }
else else

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@ -21,7 +21,7 @@ namespace Nz
void OpenGLCommandBufferBuilder::BeginRenderPass(const Framebuffer& framebuffer, const RenderPass& renderPass, Nz::Recti /*renderRect*/, const ClearValues* clearValues, std::size_t clearValueCount) void OpenGLCommandBufferBuilder::BeginRenderPass(const Framebuffer& framebuffer, const RenderPass& renderPass, Nz::Recti /*renderRect*/, const ClearValues* clearValues, std::size_t clearValueCount)
{ {
m_commandBuffer.SetFramebuffer(static_cast<const OpenGLFramebuffer&>(framebuffer), renderPass, clearValues, clearValueCount); m_commandBuffer.SetFramebuffer(static_cast<const OpenGLFramebuffer&>(framebuffer), static_cast<const OpenGLRenderPass&>(renderPass), clearValues, clearValueCount);
} }
void OpenGLCommandBufferBuilder::BindIndexBuffer(Nz::AbstractBuffer* indexBuffer, UInt64 offset) void OpenGLCommandBufferBuilder::BindIndexBuffer(Nz::AbstractBuffer* indexBuffer, UInt64 offset)

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@ -14,7 +14,6 @@ namespace Nz
{ {
OpenGLRenderWindow::OpenGLRenderWindow(RenderWindow& owner) : OpenGLRenderWindow::OpenGLRenderWindow(RenderWindow& owner) :
m_currentFrame(0), m_currentFrame(0),
m_renderPass({}, {}, {}),
m_framebuffer(*this), m_framebuffer(*this),
m_owner(owner) m_owner(owner)
{ {
@ -51,6 +50,40 @@ namespace Nz
m_size = m_owner.GetSize(); m_size = m_owner.GetSize();
// TODO: extract the exact window pixel format
PixelFormat colorFormat;
switch (contextParams.bitsPerPixel)
{
case 8: colorFormat = PixelFormat::R8; break;
case 16: colorFormat = PixelFormat::RG8; break;
case 24: colorFormat = PixelFormat::RGB8; break;
case 32:
default:
colorFormat = PixelFormat::RGBA8;
break;
}
// TODO: extract the exact depth-stencil format
PixelFormat depthFormat;
if (contextParams.stencilBits > 0)
depthFormat = PixelFormat::Depth24Stencil8;
else if (contextParams.depthBits > 24)
depthFormat = PixelFormat::Depth32;
else if (contextParams.depthBits > 16)
depthFormat = PixelFormat::Depth24;
else if (contextParams.depthBits > 0)
depthFormat = PixelFormat::Depth16;
else
depthFormat = PixelFormat::Undefined;
std::vector<RenderPass::Attachment> attachments;
std::vector<RenderPass::SubpassDescription> subpassDescriptions;
std::vector<RenderPass::SubpassDependency> subpassDependencies;
BuildRenderPass(colorFormat, depthFormat, attachments, subpassDescriptions, subpassDependencies);
m_renderPass.emplace(std::move(attachments), std::move(subpassDescriptions), std::move(subpassDependencies));
constexpr std::size_t RenderImageCount = 2; constexpr std::size_t RenderImageCount = 2;
m_renderImage.reserve(RenderImageCount); m_renderImage.reserve(RenderImageCount);
@ -72,7 +105,7 @@ namespace Nz
const OpenGLRenderPass& OpenGLRenderWindow::GetRenderPass() const const OpenGLRenderPass& OpenGLRenderWindow::GetRenderPass() const
{ {
return m_renderPass; return *m_renderPass;
} }
void OpenGLRenderWindow::Present() void OpenGLRenderWindow::Present()

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@ -0,0 +1,74 @@
// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Engine - Renderer module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Renderer/RenderWindowImpl.hpp>
#include <Nazara/Renderer/Debug.hpp>
namespace Nz
{
RenderWindowImpl::~RenderWindowImpl() = default;
void RenderWindowImpl::BuildRenderPass(PixelFormat colorFormat, PixelFormat depthFormat, std::vector<RenderPass::Attachment>& attachments, std::vector<RenderPass::SubpassDescription>& subpassDescriptions, std::vector<RenderPass::SubpassDependency>& subpassDependencies)
{
assert(colorFormat != PixelFormat::Undefined);
attachments.push_back({
colorFormat,
AttachmentLoadOp::Clear,
AttachmentLoadOp::Discard,
AttachmentStoreOp::Store,
AttachmentStoreOp::Discard,
TextureLayout::Undefined,
TextureLayout::Present
});
RenderPass::AttachmentReference colorReference = {
0,
TextureLayout::ColorOutput
};
subpassDescriptions.push_back(
{
{ colorReference },
{},
{},
std::nullopt
});
subpassDependencies.push_back({
RenderPass::ExternalSubpassIndex,
PipelineStage::ColorOutput,
{},
0,
PipelineStage::ColorOutput,
MemoryAccess::ColorWrite,
true //< tilable
});
if (depthFormat != PixelFormat::Undefined)
{
attachments.push_back({
depthFormat,
AttachmentLoadOp::Clear,
AttachmentLoadOp::Discard,
AttachmentStoreOp::Discard,
AttachmentStoreOp::Discard,
TextureLayout::Undefined,
TextureLayout::DepthStencilReadWrite
});
subpassDescriptions.front().depthStencilAttachment = RenderPass::AttachmentReference{
1,
TextureLayout::DepthStencilReadWrite
};
auto& subpassDependency = subpassDependencies.front();
subpassDependency.fromStages |= PipelineStage::FragmentTestsEarly;
subpassDependency.toStages |= PipelineStage::FragmentTestsEarly;
subpassDependency.toAccessFlags |= MemoryAccess::DepthStencilWrite;
}
}
}

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@ -1,11 +0,0 @@
// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Engine - Renderer module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Renderer/RenderWindowImpl.hpp>
#include <Nazara/Renderer/Debug.hpp>
namespace Nz
{
RenderWindowImpl::~RenderWindowImpl() = default;
}

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@ -350,7 +350,7 @@ namespace Nz
VK_COMPONENT_SWIZZLE_A // VkComponentSwizzle .a; VK_COMPONENT_SWIZZLE_A // VkComponentSwizzle .a;
}, },
{ // VkImageSubresourceRange subresourceRange; { // VkImageSubresourceRange subresourceRange;
VK_IMAGE_ASPECT_DEPTH_BIT, // VkImageAspectFlags .aspectMask; VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT, // VkImageAspectFlags .aspectMask;
0, // uint32_t .baseMipLevel; 0, // uint32_t .baseMipLevel;
1, // uint32_t .levelCount; 1, // uint32_t .levelCount;
0, // uint32_t .baseArrayLayer; 0, // uint32_t .baseArrayLayer;
@ -408,78 +408,23 @@ namespace Nz
return false; return false;
} }
std::vector<RenderPass::Attachment> attachments; std::optional<PixelFormat> depthStencilFormat;
attachments.push_back({
*colorFormat,
AttachmentLoadOp::Clear,
AttachmentLoadOp::Discard,
AttachmentStoreOp::Store,
AttachmentStoreOp::Discard,
TextureLayout::Undefined,
TextureLayout::Present
});
RenderPass::AttachmentReference colorReference = {
0,
TextureLayout::ColorOutput
};
std::vector<RenderPass::SubpassDescription> subpasses = {
{
{
{ colorReference },
{},
{},
std::nullopt
}
}
};
std::vector<RenderPass::SubpassDependency> subpassDependencies = {
{
RenderPass::ExternalSubpassIndex,
PipelineStage::ColorOutput,
{},
0,
PipelineStage::ColorOutput,
MemoryAccess::ColorWrite,
true //< tilable
}
};
if (m_depthStencilFormat != VK_FORMAT_MAX_ENUM) if (m_depthStencilFormat != VK_FORMAT_MAX_ENUM)
{ {
std::optional<PixelFormat> depthStencilFormat = FromVulkan(m_depthStencilFormat); depthStencilFormat = FromVulkan(m_depthStencilFormat);
if (!depthStencilFormat) if (!depthStencilFormat)
{ {
NazaraError("unhandled vulkan pixel format (0x" + NumberToString(m_depthStencilFormat, 16) + ")"); NazaraError("unhandled vulkan pixel format (0x" + NumberToString(m_depthStencilFormat, 16) + ")");
return false; return false;
} }
attachments.push_back({
*depthStencilFormat,
AttachmentLoadOp::Clear,
AttachmentLoadOp::Discard,
AttachmentStoreOp::Discard,
AttachmentStoreOp::Discard,
TextureLayout::Undefined,
TextureLayout::DepthStencilReadWrite
});
subpasses.front().depthStencilAttachment = RenderPass::AttachmentReference{
1,
TextureLayout::DepthStencilReadWrite
};
auto& subpassDependency = subpassDependencies.front();
subpassDependency.fromStages |= PipelineStage::FragmentTestsEarly;
subpassDependency.toStages |= PipelineStage::FragmentTestsEarly;
subpassDependency.toAccessFlags |= MemoryAccess::DepthStencilWrite;
} }
m_renderPass.emplace(*m_device, std::move(attachments), std::move(subpasses), std::move(subpassDependencies)); std::vector<RenderPass::Attachment> attachments;
std::vector<RenderPass::SubpassDescription> subpassDescriptions;
std::vector<RenderPass::SubpassDependency> subpassDependencies;
BuildRenderPass(*colorFormat, depthStencilFormat.value_or(PixelFormat::Undefined), attachments, subpassDescriptions, subpassDependencies);
m_renderPass.emplace(*m_device, std::move(attachments), std::move(subpassDescriptions), std::move(subpassDependencies));
return true; return true;
} }