931 lines
32 KiB
C++
931 lines
32 KiB
C++
// 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.name = std::move(physicalPass.name);
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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 it = m_pending.passList.begin() + passIndex;
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auto end = m_pending.passList.begin() + mergeEnd;
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for (; it < end; ++it)
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{
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const FramePass& pass = m_framePasses[*it];
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if (currentPass.name.empty())
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currentPass.name = pass.GetName();
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else
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currentPass.name += " + " + pass.GetName();
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auto& subpass = currentPass.passes.emplace_back();
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subpass.passIndex = *it;
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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 = m_attachments[attachmentIndex].width;
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data.height = m_attachments[attachmentIndex].height;
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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 if (it->second != textureId)
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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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invalidationBarrier.layout = TextureLayout::DepthStencilReadWrite;
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invalidationBarrier.access = MemoryAccess::DepthStencilRead | MemoryAccess::DepthStencilWrite;
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invalidationBarrier.stages = PipelineStage::FragmentTestsEarly | PipelineStage::FragmentTestsLate;
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auto& flushBarrier = GetInvalidationBarrier(dsOutputAttachement);
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flushBarrier.layout = TextureLayout::DepthStencilReadWrite;
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flushBarrier.access = MemoryAccess::DepthStencilWrite;
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flushBarrier.stages = PipelineStage::FragmentTestsLate;
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}
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else if (dsInputAttachment != FramePass::InvalidAttachmentId)
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{
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// DS input-only
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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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invalidationBarrier.layout = TextureLayout::DepthStencilReadWrite;
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invalidationBarrier.access = MemoryAccess::DepthStencilRead;
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invalidationBarrier.stages = PipelineStage::FragmentTestsEarly | PipelineStage::FragmentTestsLate;
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}
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else if (dsOutputAttachement != FramePass::InvalidAttachmentId)
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{
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// DS output-only
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auto& flushBarrier = GetInvalidationBarrier(dsOutputAttachement);
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if (flushBarrier.layout != TextureLayout::Undefined)
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throw std::runtime_error("layout mismatch");
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flushBarrier.layout = TextureLayout::DepthStencilReadWrite;
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flushBarrier.access = MemoryAccess::DepthStencilWrite;
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flushBarrier.stages = PipelineStage::FragmentTestsLate;
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}
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}
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}
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void FrameGraph::BuildPhysicalBarriers()
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{
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struct TextureStates
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{
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MemoryAccessFlags invalidatedAccesses;
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MemoryAccessFlags flushedAccesses;
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PipelineStageFlags invalidatedStages;
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PipelineStageFlags flushedStages;
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TextureLayout initialLayout = TextureLayout::Undefined;
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TextureLayout finalLayout = TextureLayout::Undefined;
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};
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std::vector<TextureStates> textureStates;
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auto barriersIt = m_pending.barrierList.begin();
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for (auto& physicalPass : m_pending.physicalPasses)
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{
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textureStates.clear();
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textureStates.resize(m_pending.textures.size());
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for (auto& subpass : physicalPass.passes)
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{
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auto& barriers = *barriersIt++;
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for (auto& invalidation : barriers.invalidationBarriers)
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{
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auto& states = textureStates[invalidation.textureId];
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if (states.initialLayout == TextureLayout::Undefined)
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{
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states.invalidatedAccesses |= invalidation.access;
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states.invalidatedStages |= invalidation.stages;
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states.initialLayout = invalidation.layout;
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}
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states.finalLayout = invalidation.layout;
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states.flushedAccesses = 0;
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states.flushedStages = 0;
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}
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for (auto& flush : barriers.flushBarriers)
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{
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auto& states = textureStates[flush.textureId];
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states.flushedAccesses |= flush.access;
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states.flushedStages |= flush.stages;
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states.finalLayout = flush.layout;
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if (states.initialLayout == TextureLayout::Undefined)
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{
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// First flush in a render pass needs a matching invalidation
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states.initialLayout = flush.layout;
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states.invalidatedAccesses = flush.access;
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states.invalidatedStages = flush.stages;
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if (states.invalidatedAccesses & MemoryAccess::ColorWrite)
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states.invalidatedAccesses |= MemoryAccess::ColorRead;
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if (states.invalidatedAccesses & MemoryAccess::DepthStencilWrite)
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states.invalidatedAccesses |= MemoryAccess::DepthStencilRead;
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if (states.invalidatedAccesses & MemoryAccess::ShaderWrite)
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states.invalidatedAccesses |= MemoryAccess::ShaderRead;
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// TODO: Discard resource
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}
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}
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}
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for (std::size_t textureId = 0; textureId < textureStates.size(); ++textureId)
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{
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const auto& state = textureStates[textureId];
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if (state.initialLayout == TextureLayout::Undefined && state.finalLayout == TextureLayout::Undefined)
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continue; //< Texture wasn't touched in this pass
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assert(state.finalLayout != TextureLayout::Undefined);
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// TODO: Register invalidation
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if (state.flushedAccesses)
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; // TODO: Register flush
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if (state.invalidatedAccesses)
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; // TODO: Register flush
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}
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}
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}
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void FrameGraph::BuildPhysicalPassDependencies(std::size_t colorAttachmentCount, bool hasDepthStencilAttachment, std::vector<RenderPass::Attachment>& renderPassAttachments, std::vector<RenderPass::SubpassDescription>& subpasses, std::vector<RenderPass::SubpassDependency>& dependencies)
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{
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if (hasDepthStencilAttachment)
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{
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auto& depthStencilAttachment = renderPassAttachments[colorAttachmentCount];
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if (PixelFormatInfo::GetContent(depthStencilAttachment.format) == PixelFormatContent::DepthStencil)
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{
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depthStencilAttachment.stencilLoadOp = depthStencilAttachment.loadOp;
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depthStencilAttachment.stencilStoreOp = depthStencilAttachment.storeOp;
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}
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else
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{
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depthStencilAttachment.stencilLoadOp = AttachmentLoadOp::Discard;
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depthStencilAttachment.stencilStoreOp = AttachmentStoreOp::Discard;
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}
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}
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struct SubpassInfo
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{
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bool hasColorWrite = false;
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bool hasDepthStencilRead = false;
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bool hasDepthStencilWrite = false;
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bool externalColorSynchronization = false;
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bool externalDepthSynchronization = false;
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};
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StackArray<SubpassInfo> subpassInfo = NazaraStackArray(SubpassInfo, subpasses.size());
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for (std::size_t attachmentIndex = 0; attachmentIndex < renderPassAttachments.size(); ++attachmentIndex)
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{
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bool used = false; //< has the attachment already been used in a previous subpass
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TextureLayout currentLayout = renderPassAttachments[attachmentIndex].initialLayout;
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auto FindColor = [&](std::size_t subpassIndex) -> RenderPass::AttachmentReference*
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{
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auto& subpassDesc = subpasses[subpassIndex];
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for (auto& colorReference : subpassDesc.colorAttachment)
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{
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if (colorReference.attachmentIndex == attachmentIndex)
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return &colorReference;
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}
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return nullptr;
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};
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auto FindDepthStencil = [&](std::size_t subpassIndex) -> RenderPass::AttachmentReference*
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{
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auto& subpassDesc = subpasses[subpassIndex];
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if (subpassDesc.depthStencilAttachment && subpassDesc.depthStencilAttachment->attachmentIndex == attachmentIndex)
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return &subpassDesc.depthStencilAttachment.value();
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return nullptr;
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};
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for (std::size_t subpassIndex = 0; subpassIndex < subpasses.size(); ++subpassIndex)
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{
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RenderPass::SubpassDescription& subpassDesc = subpasses[subpassIndex];
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RenderPass::AttachmentReference* colorAttachment = FindColor(subpassIndex);
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RenderPass::AttachmentReference* depthStencilAttachment = FindDepthStencil(subpassIndex);
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if (!colorAttachment && !depthStencilAttachment)
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{
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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()
|
|
{
|
|
const std::shared_ptr<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, bool shouldLoad)
|
|
{
|
|
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.storeOp = AttachmentStoreOp::Store;
|
|
attachment.stencilLoadOp = AttachmentLoadOp::Discard;
|
|
attachment.stencilStoreOp = AttachmentStoreOp::Discard;
|
|
|
|
if (output.clearColor)
|
|
attachment.loadOp = AttachmentLoadOp::Clear;
|
|
else if (shouldLoad)
|
|
attachment.loadOp = AttachmentLoadOp::Load;
|
|
else
|
|
attachment.loadOp = AttachmentLoadOp::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);
|
|
|
|
for (const auto& output : subpassOutputs)
|
|
{
|
|
auto inputIt = std::find_if(subpassInputs.begin(), subpassInputs.end(), [&](const auto& input) { return input.attachmentId == output.attachmentId; });
|
|
|
|
std::size_t attachmentIndex = RegisterColorOutput(output, inputIt != subpassInputs.end());
|
|
|
|
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)
|
|
{
|
|
if (dependencyPass != passIndex)
|
|
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())
|
|
{
|
|
seen.insert(passIndex);
|
|
|
|
if (itRead != itWrite)
|
|
*itWrite++ = passIndex;
|
|
else
|
|
++itWrite;
|
|
}
|
|
|
|
++itRead;
|
|
}
|
|
|
|
m_pending.passList.erase(itWrite, m_pending.passList.end());
|
|
}
|
|
}
|