Add FrameGraph (WIP)
This commit is contained in:
160
src/Nazara/Graphics/BakedFrameGraph.cpp
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160
src/Nazara/Graphics/BakedFrameGraph.cpp
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// Copyright (C) 2017 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Graphics/BakedFrameGraph.hpp>
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#include <Nazara/Graphics/Graphics.hpp>
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#include <Nazara/Renderer/CommandBufferBuilder.hpp>
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#include <Nazara/Renderer/RenderFrame.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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namespace Nz
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{
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BakedFrameGraph::BakedFrameGraph(std::vector<PassData> passes, std::vector<TextureData> textures, AttachmentIdToTextureId attachmentIdToTextureMapping, PassIdToPhysicalPassIndex passIdToPhysicalPassMapping) :
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m_passes(std::move(passes)),
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m_textures(std::move(textures)),
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m_attachmentToTextureMapping(std::move(attachmentIdToTextureMapping)),
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m_passIdToPhysicalPassMapping(std::move(passIdToPhysicalPassMapping))
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{
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RenderDevice& renderDevice = Graphics::Instance()->GetRenderDevice();
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m_commandPool = renderDevice.InstantiateCommandPool(QueueType::Graphics);
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}
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void BakedFrameGraph::Execute(RenderFrame& renderFrame)
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{
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for (auto& passData : m_passes)
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{
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bool regenerateCommandBuffer = (passData.commandBuffer == nullptr);
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if (passData.executionCallback)
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{
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switch (passData.executionCallback())
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{
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case FramePassExecution::Execute:
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break;
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case FramePassExecution::Skip:
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passData.commandBuffer.reset();
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continue; //< Skip the pass
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case FramePassExecution::UpdateAndExecute:
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regenerateCommandBuffer = true;
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break;
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}
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}
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if (!regenerateCommandBuffer)
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continue;
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passData.commandBuffer.reset(); //< Release command buffer resources before reallocating it
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passData.commandBuffer = m_commandPool->BuildCommandBuffer([&](CommandBufferBuilder& builder)
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{
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for (auto& textureTransition : passData.transitions)
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{
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const std::shared_ptr<Texture>& texture = m_textures[textureTransition.textureId].texture;
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builder.TextureBarrier(textureTransition.srcStageMask, textureTransition.dstStageMask, textureTransition.srcAccessMask, textureTransition.dstAccessMask, textureTransition.oldLayout, textureTransition.newLayout, *texture);
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}
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builder.BeginRenderPass(*passData.framebuffer, *passData.renderPass, passData.renderRect);
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bool first = true;
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for (auto& subpass : passData.subpasses)
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{
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if (!first)
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builder.NextSubpass();
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first = false;
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subpass.commandCallback(builder);
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}
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builder.EndRenderPass();
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});
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}
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//TODO: Submit all commands buffer at once
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for (auto& passData : m_passes)
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{
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if (passData.commandBuffer)
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renderFrame.SubmitCommandBuffer(passData.commandBuffer.get(), QueueType::Graphics);
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}
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}
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const std::shared_ptr<Texture>& BakedFrameGraph::GetAttachmentTexture(std::size_t attachmentIndex) const
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{
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auto it = m_attachmentToTextureMapping.find(attachmentIndex);
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if (it == m_attachmentToTextureMapping.end())
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{
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static std::shared_ptr<Texture> dummy;
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return dummy;
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}
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std::size_t textureIndex = it->second;
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assert(textureIndex < m_textures.size());
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return m_textures[textureIndex].texture;
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}
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const std::shared_ptr<RenderPass>& BakedFrameGraph::GetRenderPass(std::size_t passIndex) const
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{
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auto it = m_attachmentToTextureMapping.find(passIndex);
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if (it == m_attachmentToTextureMapping.end())
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{
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static std::shared_ptr<RenderPass> dummy;
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return dummy;
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}
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std::size_t physicalPassIndex = it->second;
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assert(physicalPassIndex < m_passes.size());
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return m_passes[physicalPassIndex].renderPass;
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}
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void BakedFrameGraph::Resize(unsigned int width, unsigned int height)
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{
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RenderDevice& renderDevice = Graphics::Instance()->GetRenderDevice();
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// Delete previous textures to make some room in VRAM
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for (auto& passData : m_passes)
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{
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passData.commandBuffer.reset();
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passData.framebuffer.reset();
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}
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for (auto& textureData : m_textures)
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textureData.texture.reset();
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for (auto& textureData : m_textures)
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{
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TextureInfo textureCreationParams;
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textureCreationParams.type = ImageType_2D;
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textureCreationParams.width = textureData.width * width / 100'000;
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textureCreationParams.height = textureData.height * height / 100'000;
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textureCreationParams.usageFlags = textureData.usage;
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textureCreationParams.pixelFormat = textureData.format;
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textureData.texture = renderDevice.InstantiateTexture(textureCreationParams);
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}
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std::vector<std::shared_ptr<Texture>> textures;
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for (auto& passData : m_passes)
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{
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textures.clear();
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unsigned int framebufferWidth = std::numeric_limits<unsigned int>::max();
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unsigned int framebufferHeight = std::numeric_limits<unsigned int>::max();
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for (std::size_t textureId : passData.outputTextureIndices)
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{
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auto& textureData = m_textures[textureId];
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textures.push_back(textureData.texture);
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framebufferWidth = std::min(framebufferWidth, textureData.width);
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framebufferHeight = std::min(framebufferHeight, textureData.height);
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}
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framebufferWidth = framebufferWidth * width / 100'000;
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framebufferHeight = framebufferHeight * height / 100'000;
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passData.renderRect.Set(0, 0, int(framebufferWidth), int(framebufferHeight));
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passData.framebuffer = renderDevice.InstantiateFramebuffer(framebufferWidth, framebufferHeight, passData.renderPass, textures);
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}
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}
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}
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913
src/Nazara/Graphics/FrameGraph.cpp
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913
src/Nazara/Graphics/FrameGraph.cpp
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@@ -0,0 +1,913 @@
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// Copyright (C) 2017 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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// This class was written with a lot of help from themaister articles and Granite source code, check them out!
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// https://themaister.net/blog/2017/08/15/render-graphs-and-vulkan-a-deep-dive/
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#include <Nazara/Graphics/FrameGraph.hpp>
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#include <Nazara/Graphics/Graphics.hpp>
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#include <Nazara/Core/StackArray.hpp>
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#include <stdexcept>
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#include <unordered_set>
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#include <Nazara/Graphics/Debug.hpp>
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namespace Nz
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{
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namespace
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{
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template<typename T> const T& Retrieve(const std::unordered_map<std::size_t, T>& map, std::size_t id)
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{
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auto it = map.find(id);
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assert(it != map.end());
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return it->second;
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}
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template<typename T> void UniquePushBack(std::vector<T>& vec, const T& value)
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{
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auto it = std::find(vec.begin(), vec.end(), value);
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if (it == vec.end())
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vec.push_back(value);
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}
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}
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BakedFrameGraph FrameGraph::Bake()
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{
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if (!m_backbufferOutput.has_value())
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throw std::runtime_error("no backbuffer output has been set");
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m_pending.attachmentReadList.clear();
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m_pending.attachmentToTextures.clear();
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m_pending.attachmentWriteList.clear();
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m_pending.barrierList.clear();
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m_pending.passIdToPhysicalPassIndex.clear();
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m_pending.passList.clear();
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m_pending.physicalPasses.clear();
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m_pending.renderPasses.clear();
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m_pending.textures.clear();
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m_pending.backbufferResourceIndex = m_backbufferOutput.value();
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BuildReadWriteList();
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auto it = m_pending.attachmentWriteList.find(m_pending.backbufferResourceIndex);
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if (it == m_pending.attachmentWriteList.end())
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throw std::runtime_error("no pass writes to backbuffer");
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const std::vector<std::size_t>& backbufferPasses = it->second;
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for (std::size_t passIndex : backbufferPasses)
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TraverseGraph(passIndex);
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std::reverse(m_pending.passList.begin(), m_pending.passList.end());
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RemoveDuplicatePasses();
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ReorderPasses();
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AssignPhysicalTextures();
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AssignPhysicalPasses();
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BuildPhysicalPasses();
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//BuildBarriers();
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//BuildPhysicalBarriers();
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std::vector<BakedFrameGraph::PassData> bakedPasses;
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bakedPasses.reserve(m_pending.physicalPasses.size());
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std::size_t renderPassIndex = 0;
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for (auto& physicalPass : m_pending.physicalPasses)
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{
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auto& bakedPass = bakedPasses.emplace_back();
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bakedPass.renderPass = std::move(m_pending.renderPasses[renderPassIndex++]);
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bakedPass.transitions = std::move(physicalPass.textureTransitions);
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for (auto& subpass : physicalPass.passes)
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{
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const FramePass& framePass = m_framePasses[subpass.passIndex];
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bakedPass.executionCallback = framePass.GetExecutionCallback(); //< FIXME
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auto& bakedSubpass = bakedPass.subpasses.emplace_back();
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bakedSubpass.commandCallback = framePass.GetCommandCallback();
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for (const auto& output : framePass.GetOutputs())
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bakedPass.outputTextureIndices.push_back(Retrieve(m_pending.attachmentToTextures, output.attachmentId));
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if (std::size_t attachmentId = framePass.GetDepthStencilOutput(); attachmentId != FramePass::InvalidAttachmentId)
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bakedPass.outputTextureIndices.push_back(Retrieve(m_pending.attachmentToTextures, attachmentId));
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else if (std::size_t attachmentId = framePass.GetDepthStencilInput(); attachmentId != FramePass::InvalidAttachmentId)
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bakedPass.outputTextureIndices.push_back(Retrieve(m_pending.attachmentToTextures, attachmentId)); //< FIXME?
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}
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}
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std::vector<BakedFrameGraph::TextureData> bakedTextures;
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bakedTextures.reserve(m_pending.textures.size());
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for (auto& texture : m_pending.textures)
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{
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auto& bakedTexture = bakedTextures.emplace_back();
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bakedTexture.format = texture.format;
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bakedTexture.height = texture.height;
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bakedTexture.usage = texture.usage;
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bakedTexture.width = texture.width;
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}
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return BakedFrameGraph(std::move(bakedPasses), std::move(bakedTextures), std::move(m_pending.attachmentToTextures), std::move(m_pending.passIdToPhysicalPassIndex));
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}
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void FrameGraph::AssignPhysicalPasses()
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{
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auto ShouldMerge = [&](const FramePass& prevPass, const FramePass& nextPass)
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{
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//TODO
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return false;
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};
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for (std::size_t passIndex = 0; passIndex < m_pending.passList.size();)
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{
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std::size_t mergeEnd = passIndex + 1;
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for (; mergeEnd < m_pending.passList.size(); ++mergeEnd)
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{
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bool merge = true;
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for (std::size_t mergeStart = passIndex; mergeStart < mergeEnd; ++mergeStart)
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{
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if (!ShouldMerge(m_framePasses[m_pending.passList[mergeStart]], m_framePasses[m_pending.passList[mergeEnd]]))
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{
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merge = false;
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break;
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}
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}
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if (!merge)
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break;
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}
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std::size_t physPassIndex = m_pending.physicalPasses.size();
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PhysicalPassData& currentPass = m_pending.physicalPasses.emplace_back();
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auto begin = m_pending.passList.begin() + passIndex;
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auto end = m_pending.passList.begin() + mergeEnd;
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for (; begin < end; ++begin)
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{
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auto& subpass = currentPass.passes.emplace_back();
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subpass.passIndex = *begin;
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m_pending.passIdToPhysicalPassIndex.emplace(subpass.passIndex, physPassIndex);
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}
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passIndex = mergeEnd;
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}
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}
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void FrameGraph::AssignPhysicalTextures()
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{
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auto RegisterTexture = [&](std::size_t attachmentIndex)
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{
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if (auto it = m_pending.attachmentToTextures.find(attachmentIndex); it == m_pending.attachmentToTextures.end())
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{
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std::size_t textureId = m_pending.textures.size();
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m_pending.attachmentToTextures.emplace(attachmentIndex, textureId);
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TextureData& data = m_pending.textures.emplace_back();
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data.format = m_attachments[attachmentIndex].format;
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data.width = 100'000;
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data.height = 100'000;
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return textureId;
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}
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else
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return it->second;
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};
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for (std::size_t passIndex : m_pending.passList)
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{
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const FramePass& framePass = m_framePasses[passIndex];
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for (const auto& input : framePass.GetInputs())
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{
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std::size_t textureId = RegisterTexture(input.attachmentId);
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TextureData& attachmentData = m_pending.textures[textureId];
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attachmentData.usage |= TextureUsage::ShaderSampling;
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}
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for (const auto& output : framePass.GetOutputs())
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{
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std::size_t textureId = RegisterTexture(output.attachmentId);
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TextureData& attachmentData = m_pending.textures[textureId];
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attachmentData.usage |= TextureUsage::ColorAttachment;
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}
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if (std::size_t depthStencilInput = framePass.GetDepthStencilInput(); depthStencilInput != FramePass::InvalidAttachmentId)
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{
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std::size_t textureId = RegisterTexture(depthStencilInput);
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TextureData& attachmentData = m_pending.textures[textureId];
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attachmentData.usage |= TextureUsage::DepthStencilAttachment;
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if (std::size_t depthStencilOutput = framePass.GetDepthStencilOutput(); depthStencilOutput != FramePass::InvalidAttachmentId)
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{
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if (auto it = m_pending.attachmentToTextures.find(depthStencilOutput); it == m_pending.attachmentToTextures.end())
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m_pending.attachmentToTextures.emplace(depthStencilOutput, textureId);
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else
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throw std::runtime_error("depth-stencil output already assigned");
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}
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}
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if (std::size_t depthStencilOutput = framePass.GetDepthStencilOutput(); depthStencilOutput != FramePass::InvalidAttachmentId)
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{
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std::size_t textureId = RegisterTexture(depthStencilOutput);
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TextureData& attachmentData = m_pending.textures[textureId];
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attachmentData.usage |= TextureUsage::DepthStencilAttachment;
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}
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}
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// Add TextureUsage::Sampled to backbuffer output
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auto it = m_pending.attachmentToTextures.find(m_pending.backbufferResourceIndex);
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assert(it != m_pending.attachmentToTextures.end());
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auto& backbufferTexture = m_pending.textures[it->second];
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backbufferTexture.usage |= TextureUsage::ShaderSampling;
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}
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void FrameGraph::BuildBarriers()
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{
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assert(m_pending.barrierList.empty());
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m_pending.barrierList.reserve(m_pending.passList.size());
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auto GetBarrier = [&](std::vector<Barrier>& barriers, std::size_t attachmentId) -> Barrier&
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{
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std::size_t textureId = Retrieve(m_pending.attachmentToTextures, attachmentId);
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auto it = std::find_if(barriers.begin(), barriers.end(), [&](const Barrier& barrier) { return barrier.textureId == textureId; });
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if (it != barriers.end())
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return *it;
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else
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{
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// Insert a new barrier
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auto& barrier = barriers.emplace_back();
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barrier.textureId = textureId;
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barrier.layout = TextureLayout::Undefined;
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return barrier;
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}
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};
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for (std::size_t passId : m_pending.passList)
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{
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const FramePass& framePass = m_framePasses[passId];
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auto& barriers = m_pending.barrierList.emplace_back();
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auto GetInvalidationBarrier = [&](std::size_t attachmentId) -> Barrier& { return GetBarrier(barriers.invalidationBarriers, attachmentId); };
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auto GetFlushBarrier = [&](std::size_t attachmentId) -> Barrier& { return GetBarrier(barriers.flushBarriers, attachmentId); };
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for (const auto& input : framePass.GetInputs())
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{
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auto& barrier = GetInvalidationBarrier(input.attachmentId);
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if (barrier.layout != TextureLayout::Undefined)
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throw std::runtime_error("layout mismatch");
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barrier.access |= MemoryAccess::ColorRead | MemoryAccess::ColorWrite;
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barrier.stages |= PipelineStage::ColorOutput;
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barrier.layout = TextureLayout::ColorInput;
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}
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for (const auto& output : framePass.GetOutputs())
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{
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auto& barrier = GetFlushBarrier(output.attachmentId);
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if (barrier.layout != TextureLayout::Undefined)
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throw std::runtime_error("layout mismatch");
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barrier.access |= MemoryAccess::ColorRead | MemoryAccess::ColorWrite;
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barrier.stages |= PipelineStage::ColorOutput;
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barrier.layout = TextureLayout::ColorOutput;
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}
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std::size_t dsInputAttachment = framePass.GetDepthStencilInput();
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std::size_t dsOutputAttachement = framePass.GetDepthStencilOutput();
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bool depthRead = false;
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if (dsInputAttachment != FramePass::InvalidAttachmentId && dsOutputAttachement != FramePass::InvalidAttachmentId)
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{
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// DS input/output
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auto& invalidationBarrier = GetInvalidationBarrier(dsInputAttachment);
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if (invalidationBarrier.layout != TextureLayout::Undefined)
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throw std::runtime_error("layout mismatch");
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||||
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invalidationBarrier.layout = TextureLayout::DepthStencilReadWrite;
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||||
invalidationBarrier.access = MemoryAccess::DepthStencilRead | MemoryAccess::DepthStencilWrite;
|
||||
invalidationBarrier.stages = PipelineStage::FragmentTestsEarly | PipelineStage::FragmentTestsLate;
|
||||
|
||||
auto& flushBarrier = GetInvalidationBarrier(dsOutputAttachement);
|
||||
flushBarrier.layout = TextureLayout::DepthStencilReadWrite;
|
||||
flushBarrier.access = MemoryAccess::DepthStencilWrite;
|
||||
flushBarrier.stages = PipelineStage::FragmentTestsLate;
|
||||
}
|
||||
else if (dsInputAttachment != FramePass::InvalidAttachmentId)
|
||||
{
|
||||
// DS input-only
|
||||
auto& invalidationBarrier = GetInvalidationBarrier(dsInputAttachment);
|
||||
if (invalidationBarrier.layout != TextureLayout::Undefined)
|
||||
throw std::runtime_error("layout mismatch");
|
||||
|
||||
invalidationBarrier.layout = TextureLayout::DepthStencilReadWrite;
|
||||
invalidationBarrier.access = MemoryAccess::DepthStencilRead;
|
||||
invalidationBarrier.stages = PipelineStage::FragmentTestsEarly | PipelineStage::FragmentTestsLate;
|
||||
}
|
||||
else if (dsOutputAttachement != FramePass::InvalidAttachmentId)
|
||||
{
|
||||
// DS output-only
|
||||
auto& flushBarrier = GetInvalidationBarrier(dsOutputAttachement);
|
||||
if (flushBarrier.layout != TextureLayout::Undefined)
|
||||
throw std::runtime_error("layout mismatch");
|
||||
|
||||
flushBarrier.layout = TextureLayout::DepthStencilReadWrite;
|
||||
flushBarrier.access = MemoryAccess::DepthStencilWrite;
|
||||
flushBarrier.stages = PipelineStage::FragmentTestsLate;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void FrameGraph::BuildPhysicalBarriers()
|
||||
{
|
||||
struct TextureStates
|
||||
{
|
||||
MemoryAccessFlags invalidatedAccesses;
|
||||
MemoryAccessFlags flushedAccesses;
|
||||
PipelineStageFlags invalidatedStages;
|
||||
PipelineStageFlags flushedStages;
|
||||
TextureLayout initialLayout = TextureLayout::Undefined;
|
||||
TextureLayout finalLayout = TextureLayout::Undefined;
|
||||
};
|
||||
|
||||
std::vector<TextureStates> textureStates;
|
||||
|
||||
auto barriersIt = m_pending.barrierList.begin();
|
||||
for (auto& physicalPass : m_pending.physicalPasses)
|
||||
{
|
||||
textureStates.clear();
|
||||
textureStates.resize(m_pending.textures.size());
|
||||
|
||||
for (auto& subpass : physicalPass.passes)
|
||||
{
|
||||
auto& barriers = *barriersIt++;
|
||||
|
||||
for (auto& invalidation : barriers.invalidationBarriers)
|
||||
{
|
||||
auto& states = textureStates[invalidation.textureId];
|
||||
if (states.initialLayout == TextureLayout::Undefined)
|
||||
{
|
||||
states.invalidatedAccesses |= invalidation.access;
|
||||
states.invalidatedStages |= invalidation.stages;
|
||||
states.initialLayout = invalidation.layout;
|
||||
}
|
||||
|
||||
states.finalLayout = invalidation.layout;
|
||||
states.flushedAccesses = 0;
|
||||
states.flushedStages = 0;
|
||||
}
|
||||
|
||||
for (auto& flush : barriers.flushBarriers)
|
||||
{
|
||||
auto& states = textureStates[flush.textureId];
|
||||
states.flushedAccesses |= flush.access;
|
||||
states.flushedStages |= flush.stages;
|
||||
states.finalLayout = flush.layout;
|
||||
|
||||
if (states.initialLayout == TextureLayout::Undefined)
|
||||
{
|
||||
// First flush in a render pass needs a matching invalidation
|
||||
states.initialLayout = flush.layout;
|
||||
states.invalidatedAccesses = flush.access;
|
||||
states.invalidatedStages = flush.stages;
|
||||
|
||||
if (states.invalidatedAccesses & MemoryAccess::ColorWrite)
|
||||
states.invalidatedAccesses |= MemoryAccess::ColorRead;
|
||||
|
||||
if (states.invalidatedAccesses & MemoryAccess::DepthStencilWrite)
|
||||
states.invalidatedAccesses |= MemoryAccess::DepthStencilRead;
|
||||
|
||||
if (states.invalidatedAccesses & MemoryAccess::ShaderWrite)
|
||||
states.invalidatedAccesses |= MemoryAccess::ShaderRead;
|
||||
|
||||
// TODO: Discard resource
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
for (std::size_t textureId = 0; textureId < textureStates.size(); ++textureId)
|
||||
{
|
||||
const auto& state = textureStates[textureId];
|
||||
|
||||
if (state.initialLayout == TextureLayout::Undefined && state.finalLayout == TextureLayout::Undefined)
|
||||
continue; //< Texture wasn't touched in this pass
|
||||
|
||||
assert(state.finalLayout != TextureLayout::Undefined);
|
||||
|
||||
// TODO: Register invalidation
|
||||
|
||||
if (state.flushedAccesses)
|
||||
; // TODO: Register flush
|
||||
|
||||
if (state.invalidatedAccesses)
|
||||
; // TODO: Register flush
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void FrameGraph::BuildPhysicalPassDependencies(std::size_t colorAttachmentCount, bool hasDepthStencilAttachment, std::vector<RenderPass::Attachment>& renderPassAttachments, std::vector<RenderPass::SubpassDescription>& subpasses, std::vector<RenderPass::SubpassDependency>& dependencies)
|
||||
{
|
||||
if (hasDepthStencilAttachment)
|
||||
{
|
||||
auto& depthStencilAttachment = renderPassAttachments[colorAttachmentCount];
|
||||
|
||||
if (PixelFormatInfo::GetContent(depthStencilAttachment.format) == PixelFormatContent_DepthStencil)
|
||||
{
|
||||
depthStencilAttachment.stencilLoadOp = depthStencilAttachment.loadOp;
|
||||
depthStencilAttachment.stencilStoreOp = depthStencilAttachment.storeOp;
|
||||
}
|
||||
else
|
||||
{
|
||||
depthStencilAttachment.stencilLoadOp = AttachmentLoadOp::Discard;
|
||||
depthStencilAttachment.stencilStoreOp = AttachmentStoreOp::Discard;
|
||||
}
|
||||
}
|
||||
|
||||
struct SubpassInfo
|
||||
{
|
||||
bool hasColorWrite = false;
|
||||
bool hasDepthStencilRead = false;
|
||||
bool hasDepthStencilWrite = false;
|
||||
bool externalColorSynchronization = false;
|
||||
bool externalDepthSynchronization = false;
|
||||
};
|
||||
|
||||
StackArray<SubpassInfo> subpassInfo = NazaraStackArray(SubpassInfo, subpasses.size());
|
||||
|
||||
for (std::size_t attachmentIndex = 0; attachmentIndex < renderPassAttachments.size(); ++attachmentIndex)
|
||||
{
|
||||
bool used = false; //< has the attachment already been used in a previous subpass
|
||||
TextureLayout currentLayout = renderPassAttachments[attachmentIndex].initialLayout;
|
||||
|
||||
auto FindColor = [&](std::size_t subpassIndex) -> RenderPass::AttachmentReference*
|
||||
{
|
||||
auto& subpassDesc = subpasses[subpassIndex];
|
||||
for (auto& colorReference : subpassDesc.colorAttachment)
|
||||
{
|
||||
if (colorReference.attachmentIndex == attachmentIndex)
|
||||
return &colorReference;
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
};
|
||||
|
||||
auto FindDepthStencil = [&](std::size_t subpassIndex) -> RenderPass::AttachmentReference*
|
||||
{
|
||||
auto& subpassDesc = subpasses[subpassIndex];
|
||||
if (subpassDesc.depthStencilAttachment && subpassDesc.depthStencilAttachment->attachmentIndex == attachmentIndex)
|
||||
return &subpassDesc.depthStencilAttachment.value();
|
||||
|
||||
return nullptr;
|
||||
};
|
||||
|
||||
for (std::size_t subpassIndex = 0; subpassIndex < subpasses.size(); ++subpassIndex)
|
||||
{
|
||||
RenderPass::SubpassDescription& subpassDesc = subpasses[subpassIndex];
|
||||
|
||||
RenderPass::AttachmentReference* colorAttachment = FindColor(subpassIndex);
|
||||
RenderPass::AttachmentReference* depthStencilAttachment = FindDepthStencil(subpassIndex);
|
||||
|
||||
if (!colorAttachment && !depthStencilAttachment)
|
||||
{
|
||||
if (used)
|
||||
subpassDesc.preserveAttachments.push_back(attachmentIndex);
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
if (colorAttachment)
|
||||
{
|
||||
subpassInfo[subpassIndex].hasColorWrite = true;
|
||||
|
||||
currentLayout = colorAttachment->attachmentLayout;
|
||||
|
||||
// If this subpass performs a layout change, color must be synchronized with external
|
||||
if (!used && renderPassAttachments[attachmentIndex].initialLayout != currentLayout)
|
||||
subpassInfo[subpassIndex].externalColorSynchronization = true;
|
||||
}
|
||||
else if (depthStencilAttachment)
|
||||
{
|
||||
if (depthStencilAttachment->attachmentLayout == TextureLayout::DepthStencilReadWrite)
|
||||
subpassInfo[subpassIndex].hasDepthStencilWrite = true;
|
||||
|
||||
subpassInfo[subpassIndex].hasDepthStencilRead = true;
|
||||
|
||||
currentLayout = depthStencilAttachment->attachmentLayout;
|
||||
|
||||
// If this subpass performs a layout change, depth must be synchronized with external
|
||||
if (!used && renderPassAttachments[attachmentIndex].initialLayout != currentLayout)
|
||||
subpassInfo[subpassIndex].externalDepthSynchronization = true;
|
||||
}
|
||||
|
||||
used = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Handle external subpass dependencies
|
||||
for (std::size_t subpassIndex = 0; subpassIndex < subpasses.size(); ++subpassIndex)
|
||||
{
|
||||
const auto& sync = subpassInfo[subpassIndex];
|
||||
if (!sync.externalColorSynchronization && !sync.externalDepthSynchronization)
|
||||
continue;
|
||||
|
||||
auto& subpassDependency = dependencies.emplace_back();
|
||||
subpassDependency.fromSubpassIndex = RenderPass::ExternalSubpassIndex;
|
||||
subpassDependency.toSubpassIndex = subpassIndex;
|
||||
|
||||
// TODO: Handle bottom of pipe?
|
||||
|
||||
if (sync.externalColorSynchronization)
|
||||
{
|
||||
subpassDependency.fromStages |= PipelineStage::ColorOutput;
|
||||
subpassDependency.fromAccessFlags |= MemoryAccess::ColorWrite;
|
||||
|
||||
subpassDependency.toStages |= PipelineStage::ColorOutput;
|
||||
subpassDependency.toAccessFlags |= MemoryAccess::ColorRead | MemoryAccess::ColorWrite;
|
||||
}
|
||||
|
||||
if (sync.externalDepthSynchronization)
|
||||
{
|
||||
subpassDependency.fromStages |= PipelineStage::FragmentTestsLate;
|
||||
subpassDependency.fromAccessFlags |= MemoryAccess::DepthStencilWrite;
|
||||
|
||||
subpassDependency.toStages |= PipelineStage::FragmentTestsEarly | PipelineStage::FragmentTestsLate;
|
||||
subpassDependency.toAccessFlags |= MemoryAccess::DepthStencilRead | MemoryAccess::DepthStencilWrite;
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: Handle self-dependencies
|
||||
|
||||
// Handle pass to pass dependencies
|
||||
for (std::size_t subpassIndex = 1; subpassIndex < subpasses.size(); ++subpassIndex)
|
||||
{
|
||||
auto& subpassDependency = dependencies.emplace_back();
|
||||
subpassDependency.fromSubpassIndex = subpassIndex - 1;
|
||||
subpassDependency.toSubpassIndex = subpassIndex;
|
||||
subpassDependency.tilable = true;
|
||||
|
||||
const auto& prevSync = subpassInfo[subpassDependency.fromSubpassIndex];
|
||||
const auto& sync = subpassInfo[subpassDependency.toSubpassIndex];
|
||||
|
||||
// Previous pass flags
|
||||
|
||||
if (prevSync.hasColorWrite)
|
||||
{
|
||||
subpassDependency.fromAccessFlags = MemoryAccess::ColorWrite;
|
||||
subpassDependency.fromStages = PipelineStage::ColorOutput;
|
||||
}
|
||||
|
||||
if (prevSync.hasDepthStencilRead)
|
||||
{
|
||||
subpassDependency.fromStages |= PipelineStage::FragmentTestsEarly | PipelineStage::FragmentTestsLate;
|
||||
subpassDependency.fromAccessFlags |= MemoryAccess::DepthStencilRead;
|
||||
}
|
||||
|
||||
if (prevSync.hasDepthStencilWrite)
|
||||
{
|
||||
subpassDependency.fromStages |= PipelineStage::FragmentTestsEarly | PipelineStage::FragmentTestsLate;
|
||||
subpassDependency.fromAccessFlags |= MemoryAccess::DepthStencilWrite;
|
||||
}
|
||||
|
||||
// Current pass flags
|
||||
|
||||
if (sync.hasColorWrite)
|
||||
{
|
||||
subpassDependency.toStages = PipelineStage::ColorOutput;
|
||||
subpassDependency.toAccessFlags = MemoryAccess::ColorRead | MemoryAccess::ColorWrite;
|
||||
}
|
||||
|
||||
if (sync.hasDepthStencilRead)
|
||||
{
|
||||
subpassDependency.toStages |= PipelineStage::FragmentTestsEarly | PipelineStage::FragmentTestsLate;
|
||||
subpassDependency.toAccessFlags |= MemoryAccess::DepthStencilRead;
|
||||
}
|
||||
|
||||
if (sync.hasDepthStencilWrite)
|
||||
{
|
||||
subpassDependency.toStages |= PipelineStage::FragmentTestsEarly | PipelineStage::FragmentTestsLate;
|
||||
subpassDependency.toAccessFlags |= MemoryAccess::DepthStencilRead | MemoryAccess::DepthStencilWrite;
|
||||
}
|
||||
|
||||
// TODO: Handle InputAttachment
|
||||
}
|
||||
}
|
||||
|
||||
void FrameGraph::BuildPhysicalPasses()
|
||||
{
|
||||
RenderDevice& renderDevice = Graphics::Instance()->GetRenderDevice();
|
||||
|
||||
std::unordered_map<std::size_t /*textureId*/, TextureLayout> textureLayouts;
|
||||
|
||||
std::size_t physicalPassIndex = 0;
|
||||
for (auto& physicalPass : m_pending.physicalPasses)
|
||||
{
|
||||
std::unordered_map<std::size_t /*textureId*/, std::size_t /*attachmentIndex*/> usedTextureAttachments;
|
||||
std::size_t depthStencilAttachmentId;
|
||||
std::optional<std::size_t> depthStencilAttachmentIndex;
|
||||
|
||||
std::vector<RenderPass::Attachment> renderPassAttachments;
|
||||
std::vector<RenderPass::SubpassDescription> subpassesDesc;
|
||||
std::vector<RenderPass::SubpassDependency> subpassesDeps;
|
||||
|
||||
auto RegisterColorInput = [&](const FramePass::Input& input, PhysicalPassData::Subpass& subpass)
|
||||
{
|
||||
std::size_t textureId = Retrieve(m_pending.attachmentToTextures, input.attachmentId);
|
||||
|
||||
auto it = textureLayouts.find(textureId);
|
||||
assert(it != textureLayouts.end());
|
||||
|
||||
TextureLayout& textureLayout = it->second;
|
||||
if (textureLayout != TextureLayout::ColorInput)
|
||||
{
|
||||
auto& transition = physicalPass.textureTransitions.emplace_back();
|
||||
transition.textureId = textureId;
|
||||
|
||||
transition.srcAccessMask = MemoryAccess::ColorWrite;
|
||||
transition.srcStageMask = PipelineStage::ColorOutput;
|
||||
|
||||
transition.dstStageMask = PipelineStage::ColorOutput;
|
||||
transition.dstAccessMask = MemoryAccess::ColorRead | MemoryAccess::ColorWrite;
|
||||
|
||||
transition.oldLayout = textureLayout;
|
||||
transition.newLayout = TextureLayout::ColorInput;
|
||||
}
|
||||
|
||||
textureLayout = TextureLayout::ColorInput;
|
||||
};
|
||||
|
||||
auto RegisterColorOutput = [&](const FramePass::Output& output)
|
||||
{
|
||||
std::size_t textureId = Retrieve(m_pending.attachmentToTextures, output.attachmentId);
|
||||
|
||||
TextureLayout initialLayout = TextureLayout::Undefined;
|
||||
auto layoutIt = textureLayouts.find(textureId);
|
||||
if (layoutIt != textureLayouts.end())
|
||||
{
|
||||
initialLayout = layoutIt->second;
|
||||
layoutIt->second = TextureLayout::ColorOutput;
|
||||
}
|
||||
else
|
||||
textureLayouts.emplace(textureId, TextureLayout::ColorOutput);
|
||||
|
||||
auto it = usedTextureAttachments.find(textureId);
|
||||
if (it != usedTextureAttachments.end())
|
||||
return it->second;
|
||||
|
||||
std::size_t attachmentIndex = renderPassAttachments.size();
|
||||
auto& attachment = renderPassAttachments.emplace_back();
|
||||
attachment.format = m_pending.textures[textureId].format;
|
||||
attachment.initialLayout = initialLayout;
|
||||
attachment.loadOp = (output.clearColor) ? AttachmentLoadOp::Clear : AttachmentLoadOp::Discard;
|
||||
attachment.storeOp = AttachmentStoreOp::Store;
|
||||
attachment.stencilLoadOp = AttachmentLoadOp::Discard;
|
||||
attachment.stencilStoreOp = AttachmentStoreOp::Discard;
|
||||
|
||||
usedTextureAttachments.emplace(textureId, attachmentIndex);
|
||||
return attachmentIndex;
|
||||
};
|
||||
|
||||
auto RegisterDepthStencil = [&](std::size_t attachmentId, TextureLayout textureLayout, bool* first) -> RenderPass::Attachment&
|
||||
{
|
||||
if (depthStencilAttachmentIndex)
|
||||
{
|
||||
assert(depthStencilAttachmentId == attachmentId);
|
||||
*first = false;
|
||||
|
||||
return renderPassAttachments[depthStencilAttachmentIndex.value()];
|
||||
}
|
||||
|
||||
*first = true;
|
||||
|
||||
std::size_t textureId = Retrieve(m_pending.attachmentToTextures, attachmentId);
|
||||
|
||||
TextureLayout initialLayout = TextureLayout::Undefined;
|
||||
auto layoutIt = textureLayouts.find(textureId);
|
||||
if (layoutIt != textureLayouts.end())
|
||||
{
|
||||
initialLayout = layoutIt->second;
|
||||
layoutIt->second = textureLayout;
|
||||
}
|
||||
else
|
||||
textureLayouts.emplace(textureId, textureLayout);
|
||||
|
||||
depthStencilAttachmentId = attachmentId;
|
||||
depthStencilAttachmentIndex = renderPassAttachments.size();
|
||||
|
||||
usedTextureAttachments.emplace(textureId, *depthStencilAttachmentIndex);
|
||||
|
||||
auto& depthStencilAttachment = renderPassAttachments.emplace_back();
|
||||
depthStencilAttachment.format = m_pending.textures[textureId].format;
|
||||
depthStencilAttachment.initialLayout = initialLayout;
|
||||
|
||||
return depthStencilAttachment;
|
||||
};
|
||||
|
||||
std::size_t subpassIndex = 0;
|
||||
|
||||
std::vector<RenderPass::AttachmentReference> colorAttachments;
|
||||
for (auto& subpass : physicalPass.passes)
|
||||
{
|
||||
const FramePass& framePass = m_framePasses[subpass.passIndex];
|
||||
const auto& subpassInputs = framePass.GetInputs();
|
||||
const auto& subpassOutputs = framePass.GetOutputs();
|
||||
|
||||
colorAttachments.reserve(subpassOutputs.size());
|
||||
|
||||
for (const auto& input : subpassInputs)
|
||||
RegisterColorInput(input, subpass);
|
||||
|
||||
bool hasColorWrite = false;
|
||||
for (const auto& output : subpassOutputs)
|
||||
{
|
||||
hasColorWrite = true;
|
||||
|
||||
std::size_t attachmentIndex = RegisterColorOutput(output);
|
||||
|
||||
colorAttachments.push_back({
|
||||
attachmentIndex,
|
||||
TextureLayout::ColorOutput
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
std::size_t colorAttachmentCount = renderPassAttachments.size();
|
||||
|
||||
std::optional<RenderPass::AttachmentReference> depthStencilAttachment;
|
||||
for (auto& subpass : physicalPass.passes)
|
||||
{
|
||||
const FramePass& framePass = m_framePasses[subpass.passIndex];
|
||||
std::size_t dsInputAttachment = framePass.GetDepthStencilInput();
|
||||
std::size_t dsOutputAttachement = framePass.GetDepthStencilOutput();
|
||||
bool depthRead = false;
|
||||
|
||||
if (dsInputAttachment != FramePass::InvalidAttachmentId && dsOutputAttachement != FramePass::InvalidAttachmentId)
|
||||
{
|
||||
// DS input/output
|
||||
bool first;
|
||||
auto& dsAttachment = RegisterDepthStencil(dsInputAttachment, TextureLayout::DepthStencilReadWrite, &first);
|
||||
|
||||
if (first)
|
||||
{
|
||||
dsAttachment.loadOp = AttachmentLoadOp::Load;
|
||||
dsAttachment.storeOp = AttachmentStoreOp::Store;
|
||||
}
|
||||
|
||||
depthStencilAttachment = RenderPass::AttachmentReference{
|
||||
depthStencilAttachmentIndex.value(),
|
||||
TextureLayout::DepthStencilReadWrite
|
||||
};
|
||||
}
|
||||
else if (dsInputAttachment != FramePass::InvalidAttachmentId)
|
||||
{
|
||||
// DS input-only
|
||||
bool first;
|
||||
auto& dsAttachment = RegisterDepthStencil(dsInputAttachment, TextureLayout::DepthStencilReadOnly, &first);
|
||||
|
||||
if (first)
|
||||
{
|
||||
// Check if a future pass reads from the DS buffer or if we can discard it after this pass
|
||||
if (auto readIt = m_pending.attachmentReadList.find(dsInputAttachment); readIt != m_pending.attachmentReadList.end())
|
||||
{
|
||||
for (std::size_t passIndex : readIt->second)
|
||||
{
|
||||
std::size_t readPhysicalPassIndex = Retrieve(m_pending.passIdToPhysicalPassIndex, passIndex);
|
||||
if (readPhysicalPassIndex > physicalPassIndex) //< Read in a future pass?
|
||||
{
|
||||
// Yes, store it
|
||||
dsAttachment.storeOp = AttachmentStoreOp::Store;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
depthStencilAttachment = RenderPass::AttachmentReference{
|
||||
depthStencilAttachmentIndex.value(),
|
||||
TextureLayout::DepthStencilReadOnly
|
||||
};
|
||||
}
|
||||
else if (dsOutputAttachement != FramePass::InvalidAttachmentId)
|
||||
{
|
||||
// DS output-only
|
||||
bool first;
|
||||
auto& dsAttachment = RegisterDepthStencil(dsOutputAttachement, TextureLayout::DepthStencilReadWrite, &first);
|
||||
|
||||
if (first)
|
||||
{
|
||||
dsAttachment.initialLayout = TextureLayout::Undefined; //< Don't care about initial layout
|
||||
dsAttachment.loadOp = (framePass.GetDepthStencilClear()) ? AttachmentLoadOp::Clear : AttachmentLoadOp::Discard;
|
||||
dsAttachment.storeOp = AttachmentStoreOp::Store;
|
||||
}
|
||||
|
||||
depthStencilAttachment = RenderPass::AttachmentReference{
|
||||
depthStencilAttachmentIndex.value(),
|
||||
TextureLayout::DepthStencilReadWrite
|
||||
};
|
||||
}
|
||||
|
||||
subpassesDesc.push_back({
|
||||
std::move(colorAttachments),
|
||||
{},
|
||||
{},
|
||||
std::move(depthStencilAttachment)
|
||||
});
|
||||
|
||||
subpassIndex++;
|
||||
}
|
||||
|
||||
// Assign final layout (TODO: Use this to perform layouts useful for future passes?)
|
||||
for (const auto& [textureId, attachmentIndex] : usedTextureAttachments)
|
||||
{
|
||||
auto layoutIt = textureLayouts.find(textureId);
|
||||
assert(layoutIt != textureLayouts.end());
|
||||
|
||||
auto& attachment = renderPassAttachments[attachmentIndex];
|
||||
attachment.finalLayout = layoutIt->second;
|
||||
}
|
||||
|
||||
BuildPhysicalPassDependencies(colorAttachmentCount, depthStencilAttachmentIndex.has_value(), renderPassAttachments, subpassesDesc, subpassesDeps);
|
||||
|
||||
m_pending.renderPasses.push_back(renderDevice.InstantiateRenderPass(std::move(renderPassAttachments), std::move(subpassesDesc), std::move(subpassesDeps)));
|
||||
|
||||
physicalPassIndex++;
|
||||
}
|
||||
}
|
||||
|
||||
void FrameGraph::BuildReadWriteList()
|
||||
{
|
||||
for (std::size_t passIndex = 0; passIndex < m_framePasses.size(); ++passIndex)
|
||||
{
|
||||
const FramePass& framePass = m_framePasses[passIndex];
|
||||
|
||||
for (const auto& input : framePass.GetInputs())
|
||||
UniquePushBack(m_pending.attachmentReadList[input.attachmentId], passIndex);
|
||||
|
||||
if (std::size_t depthStencilId = framePass.GetDepthStencilInput(); depthStencilId != FramePass::InvalidAttachmentId)
|
||||
UniquePushBack(m_pending.attachmentReadList[depthStencilId], passIndex);
|
||||
|
||||
for (const auto& output : framePass.GetOutputs())
|
||||
UniquePushBack(m_pending.attachmentWriteList[output.attachmentId], passIndex);
|
||||
|
||||
if (std::size_t depthStencilId = framePass.GetDepthStencilOutput(); depthStencilId != FramePass::InvalidAttachmentId)
|
||||
UniquePushBack(m_pending.attachmentWriteList[depthStencilId], passIndex);
|
||||
}
|
||||
}
|
||||
|
||||
void FrameGraph::ReorderPasses()
|
||||
{
|
||||
/* TODO */
|
||||
}
|
||||
|
||||
void FrameGraph::TraverseGraph(std::size_t passIndex)
|
||||
{
|
||||
m_pending.passList.push_back(passIndex);
|
||||
|
||||
const FramePass& framePass = m_framePasses[passIndex];
|
||||
for (const auto& input : framePass.GetInputs())
|
||||
{
|
||||
auto it = m_pending.attachmentWriteList.find(input.attachmentId);
|
||||
if (it != m_pending.attachmentWriteList.end())
|
||||
{
|
||||
const PassList& dependencyPassList = it->second;
|
||||
for (std::size_t dependencyPass : dependencyPassList)
|
||||
TraverseGraph(dependencyPass);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void FrameGraph::RemoveDuplicatePasses()
|
||||
{
|
||||
// A way to remove duplicates from a std::vector without sorting it
|
||||
std::unordered_set<std::size_t> seen;
|
||||
|
||||
auto itRead = m_pending.passList.begin();
|
||||
auto itWrite = m_pending.passList.begin();
|
||||
|
||||
while (itRead != m_pending.passList.end())
|
||||
{
|
||||
std::size_t passIndex = *itRead;
|
||||
if (seen.find(passIndex) == seen.end())
|
||||
{
|
||||
if (itRead != itWrite)
|
||||
*itWrite++ = passIndex;
|
||||
else
|
||||
++itWrite;
|
||||
}
|
||||
|
||||
++itRead;
|
||||
}
|
||||
|
||||
m_pending.passList.erase(itWrite, m_pending.passList.end());
|
||||
}
|
||||
}
|
||||
10
src/Nazara/Graphics/FramePass.cpp
Normal file
10
src/Nazara/Graphics/FramePass.cpp
Normal file
@@ -0,0 +1,10 @@
|
||||
// Copyright (C) 2017 Jérôme Leclercq
|
||||
// This file is part of the "Nazara Engine - Graphics module"
|
||||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||
|
||||
#include <Nazara/Graphics/FramePass.hpp>
|
||||
#include <Nazara/Graphics/Debug.hpp>
|
||||
|
||||
namespace Nz
|
||||
{
|
||||
}
|
||||
10
src/Nazara/Graphics/FramePassAttachment.cpp
Normal file
10
src/Nazara/Graphics/FramePassAttachment.cpp
Normal file
@@ -0,0 +1,10 @@
|
||||
// Copyright (C) 2017 Jérôme Leclercq
|
||||
// This file is part of the "Nazara Engine - Graphics module"
|
||||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||
|
||||
#include <Nazara/Graphics/FramePassAttachment.hpp>
|
||||
#include <Nazara/Graphics/Debug.hpp>
|
||||
|
||||
namespace Nz
|
||||
{
|
||||
}
|
||||
@@ -19,9 +19,9 @@ namespace Nz
|
||||
m_commandBuffer.BeginDebugRegion(regionName, color);
|
||||
}
|
||||
|
||||
void OpenGLCommandBufferBuilder::BeginRenderPass(const Framebuffer& framebuffer, const RenderPass& renderPass, Nz::Recti /*renderRect*/, std::initializer_list<ClearValues> clearValues)
|
||||
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);
|
||||
m_commandBuffer.SetFramebuffer(static_cast<const OpenGLFramebuffer&>(framebuffer), renderPass, clearValues, clearValueCount);
|
||||
}
|
||||
|
||||
void OpenGLCommandBufferBuilder::BindIndexBuffer(Nz::AbstractBuffer* indexBuffer, UInt64 offset)
|
||||
@@ -84,14 +84,22 @@ namespace Nz
|
||||
|
||||
void OpenGLCommandBufferBuilder::EndRenderPass()
|
||||
{
|
||||
/* nothing to do */
|
||||
}
|
||||
|
||||
void OpenGLCommandBufferBuilder::NextSubpass()
|
||||
{
|
||||
/* nothing to do */
|
||||
}
|
||||
|
||||
void OpenGLCommandBufferBuilder::PreTransferBarrier()
|
||||
{
|
||||
/* nothing to do */
|
||||
}
|
||||
|
||||
void OpenGLCommandBufferBuilder::PostTransferBarrier()
|
||||
{
|
||||
/* nothing to do */
|
||||
}
|
||||
|
||||
void OpenGLCommandBufferBuilder::SetScissor(Nz::Recti scissorRegion)
|
||||
@@ -103,4 +111,9 @@ namespace Nz
|
||||
{
|
||||
m_commandBuffer.SetViewport(viewportRegion);
|
||||
}
|
||||
|
||||
void OpenGLCommandBufferBuilder::TextureBarrier(PipelineStageFlags srcStageMask, PipelineStageFlags dstStageMask, MemoryAccessFlags srcAccessMask, MemoryAccessFlags dstAccessMask, TextureLayout oldLayout, TextureLayout newLayout, const Texture& texture)
|
||||
{
|
||||
/* nothing to do */
|
||||
}
|
||||
}
|
||||
|
||||
@@ -11,6 +11,7 @@
|
||||
#include <Nazara/VulkanRenderer/VulkanRenderPipelineLayout.hpp>
|
||||
#include <Nazara/VulkanRenderer/VulkanSingleFramebuffer.hpp>
|
||||
#include <Nazara/VulkanRenderer/VulkanShaderBinding.hpp>
|
||||
#include <Nazara/VulkanRenderer/VulkanTexture.hpp>
|
||||
#include <Nazara/VulkanRenderer/VulkanUploadPool.hpp>
|
||||
#include <Nazara/VulkanRenderer/Debug.hpp>
|
||||
|
||||
@@ -26,7 +27,7 @@ namespace Nz
|
||||
m_commandBuffer.BeginDebugRegion(regionNameEOS.data(), color);
|
||||
}
|
||||
|
||||
void VulkanCommandBufferBuilder::BeginRenderPass(const Framebuffer& framebuffer, const RenderPass& renderPass, Nz::Recti renderRect, std::initializer_list<ClearValues> clearValues)
|
||||
void VulkanCommandBufferBuilder::BeginRenderPass(const Framebuffer& framebuffer, const RenderPass& renderPass, Nz::Recti renderRect, const ClearValues* clearValues, std::size_t clearValueCount)
|
||||
{
|
||||
const VulkanRenderPass& vkRenderPass = static_cast<const VulkanRenderPass&>(renderPass);
|
||||
|
||||
@@ -49,14 +50,15 @@ namespace Nz
|
||||
throw std::runtime_error("Unhandled framebuffer type " + std::to_string(UnderlyingCast(vkFramebuffer.GetType())));
|
||||
}();
|
||||
|
||||
StackArray<VkClearValue> vkClearValues = NazaraStackArray(VkClearValue, clearValues.size());
|
||||
std::size_t attachmentCount = vkRenderPass.GetAttachmentCount();
|
||||
|
||||
std::size_t index = 0;
|
||||
for (const ClearValues& values : clearValues)
|
||||
StackArray<VkClearValue> vkClearValues = NazaraStackArray(VkClearValue, attachmentCount);
|
||||
for (std::size_t i = 0; i < attachmentCount; ++i)
|
||||
{
|
||||
auto& vkValues = vkClearValues[index];
|
||||
const auto& values = (i < clearValueCount) ? clearValues[i] : CommandBufferBuilder::ClearValues{};
|
||||
auto& vkValues = vkClearValues[i];
|
||||
|
||||
if (PixelFormatInfo::GetContent(vkRenderPass.GetAttachment(index).format) == PixelFormatContent_ColorRGBA)
|
||||
if (PixelFormatInfo::GetContent(vkRenderPass.GetAttachment(i).format) == PixelFormatContent_ColorRGBA)
|
||||
{
|
||||
vkValues.color.float32[0] = values.color.r / 255.f;
|
||||
vkValues.color.float32[1] = values.color.g / 255.f;
|
||||
@@ -68,8 +70,6 @@ namespace Nz
|
||||
vkValues.depthStencil.depth = values.depth;
|
||||
vkValues.depthStencil.stencil = values.stencil;
|
||||
}
|
||||
|
||||
index++;
|
||||
}
|
||||
|
||||
VkRenderPassBeginInfo beginInfo = { VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO };
|
||||
@@ -157,6 +157,11 @@ namespace Nz
|
||||
m_currentRenderPass = nullptr;
|
||||
}
|
||||
|
||||
void VulkanCommandBufferBuilder::NextSubpass()
|
||||
{
|
||||
m_commandBuffer.NextSubpass();
|
||||
}
|
||||
|
||||
void VulkanCommandBufferBuilder::PreTransferBarrier()
|
||||
{
|
||||
m_commandBuffer.MemoryBarrier(VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0U, VK_ACCESS_TRANSFER_READ_BIT);
|
||||
@@ -176,4 +181,11 @@ namespace Nz
|
||||
{
|
||||
m_commandBuffer.SetViewport(Nz::Rectf(viewportRegion), 0.f, 1.f);
|
||||
}
|
||||
|
||||
void VulkanCommandBufferBuilder::TextureBarrier(PipelineStageFlags srcStageMask, PipelineStageFlags dstStageMask, MemoryAccessFlags srcAccessMask, MemoryAccessFlags dstAccessMask, TextureLayout oldLayout, TextureLayout newLayout, const Texture& texture)
|
||||
{
|
||||
const VulkanTexture& vkTexture = static_cast<const VulkanTexture&>(texture);
|
||||
|
||||
m_commandBuffer.ImageBarrier(ToVulkan(srcStageMask), ToVulkan(dstStageMask), VkDependencyFlags(0), ToVulkan(srcAccessMask), ToVulkan(dstAccessMask), ToVulkan(oldLayout), ToVulkan(newLayout), vkTexture.GetImage(), VK_IMAGE_ASPECT_COLOR_BIT);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -40,6 +40,7 @@ namespace Nz
|
||||
}
|
||||
|
||||
StackVector<VkAttachmentReference> vkAttachmentReferences = NazaraStackVector(VkAttachmentReference, totalAttachmentReference);
|
||||
StackVector<UInt32> vkPreserveAttachments = NazaraStackVector(UInt32, attachments.size());
|
||||
|
||||
StackVector<VkSubpassDescription> vkSubpassDescs = NazaraStackVector(VkSubpassDescription, m_subpassDescriptions.size());
|
||||
for (const SubpassDescription& subpassInfo : m_subpassDescriptions)
|
||||
@@ -72,6 +73,10 @@ namespace Nz
|
||||
});
|
||||
}
|
||||
|
||||
assert(subpassInfo.preserveAttachments.size() <= vkPreserveAttachments.size());
|
||||
for (std::size_t attachmentIndex : subpassInfo.preserveAttachments)
|
||||
vkPreserveAttachments.push_back(UInt32(attachmentIndex));
|
||||
|
||||
vkSubpassDescs.push_back({
|
||||
VkSubpassDescriptionFlags(0),
|
||||
VK_PIPELINE_BIND_POINT_GRAPHICS,
|
||||
@@ -81,17 +86,25 @@ namespace Nz
|
||||
(!subpassInfo.colorAttachment.empty()) ? &vkAttachmentReferences[colorAttachmentIndex] : nullptr,
|
||||
nullptr,
|
||||
(subpassInfo.depthStencilAttachment) ? &vkAttachmentReferences[depthStencilAttachmentIndex] : nullptr,
|
||||
0,
|
||||
nullptr
|
||||
UInt32(vkPreserveAttachments.size()),
|
||||
(!vkPreserveAttachments.empty()) ? &vkPreserveAttachments[0] : nullptr
|
||||
});
|
||||
}
|
||||
|
||||
StackVector<VkSubpassDependency> vkSubpassDeps = NazaraStackVector(VkSubpassDependency, m_subpassDependencies.size());
|
||||
for (const SubpassDependency& subpassDependency : m_subpassDependencies)
|
||||
{
|
||||
auto ToSubPassIndex = [](std::size_t subpassIndex) -> UInt32
|
||||
{
|
||||
if (subpassIndex == ExternalSubpassIndex)
|
||||
return VK_SUBPASS_EXTERNAL;
|
||||
|
||||
return UInt32(subpassIndex);
|
||||
};
|
||||
|
||||
vkSubpassDeps.push_back({
|
||||
UInt32(subpassDependency.fromSubpassIndex),
|
||||
UInt32(subpassDependency.toSubpassIndex),
|
||||
ToSubPassIndex(subpassDependency.fromSubpassIndex),
|
||||
ToSubPassIndex(subpassDependency.toSubpassIndex),
|
||||
ToVulkan(subpassDependency.fromStages),
|
||||
ToVulkan(subpassDependency.toStages),
|
||||
ToVulkan(subpassDependency.fromAccessFlags),
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
|
||||
#include <Nazara/VulkanRenderer/VulkanSurface.hpp>
|
||||
#include <Nazara/VulkanRenderer/Vulkan.hpp>
|
||||
#include <vulkan/vk_sdk_platform.h>
|
||||
#include <Nazara/VulkanRenderer/Debug.hpp>
|
||||
|
||||
namespace Nz
|
||||
|
||||
Reference in New Issue
Block a user