Vulkan: Clearing Framebuffer + Scissors #106044

Merged
Jeroen Bakker merged 49 commits from Jeroen-Bakker/blender:vulkan-framebuffer-clear into main 2023-03-28 11:51:45 +02:00
4 changed files with 200 additions and 77 deletions
Showing only changes of commit 90263c4163 - Show all commits

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@ -114,7 +114,7 @@ void VKCommandBuffer::copy(VKBuffer &dst_buffer,
{
vkCmdCopyImageToBuffer(vk_command_buffer_,
src_texture.vk_image_handle(),
VK_IMAGE_LAYOUT_GENERAL,
src_texture.current_layout_get(),
dst_buffer.vk_handle(),
regions.size(),
regions.data());
@ -126,7 +126,7 @@ void VKCommandBuffer::copy(VKTexture &dst_texture,
vkCmdCopyBufferToImage(vk_command_buffer_,
src_buffer.vk_handle(),
dst_texture.vk_image_handle(),
VK_IMAGE_LAYOUT_GENERAL,
dst_texture.current_layout_get(),
regions.size(),
regions.data());
}

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@ -60,10 +60,23 @@ void VKFrameBuffer::bind(bool /*enabled_srgb*/)
VkRect2D VKFrameBuffer::vk_render_area_get() const
{
VkRect2D render_area = {};
render_area.offset.x = 0;
render_area.offset.y = 0;
render_area.extent.width = width_;
render_area.extent.height = height_;
int render_rect[4];
viewport_get(render_rect);
if (scissor_test_get()) {
int scissor_rect[4];
int viewport_rect[4];
copy_v4_v4_int(viewport_rect, render_rect);
scissor_get(scissor_rect);
int2 scissor_offset_delta = int2(scissor_rect) - int2(viewport_rect);
render_rect[0] = max_ii(viewport_rect[0], scissor_rect[0]);
render_rect[1] = max_ii(viewport_rect[1], scissor_rect[1]);
render_rect[2] = min_ii(viewport_rect[2] - scissor_offset_delta[0], scissor_rect[2]);
render_rect[3] = min_ii(viewport_rect[3] - scissor_offset_delta[1], scissor_rect[3]);
}
render_area.offset.x = render_rect[0];
render_area.offset.y = render_rect[1];
render_area.extent.width = render_rect[2];
render_area.extent.height = render_rect[3];
return render_area;
}
@ -106,6 +119,10 @@ void VKFrameBuffer::build_clear_attachments_color(const float (*clear_colors)[4]
}
}
/* -------------------------------------------------------------------- */
/** \name Clear
* \{ */
void VKFrameBuffer::clear(const Vector<VkClearAttachment> &attachments) const
{
VkClearRect clear_rect = {};
@ -152,12 +169,24 @@ void VKFrameBuffer::clear_attachment(GPUAttachmentType /*type*/,
BLI_assert_unreachable();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Load/Store operations
* \{ */
void VKFrameBuffer::attachment_set_loadstore_op(GPUAttachmentType /*type*/,
eGPULoadOp /*load_action*/,
eGPUStoreOp /*store_action*/)
{
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Read back
* \{ */
void VKFrameBuffer::read(eGPUFrameBufferBits /*planes*/,
eGPUDataFormat /*format*/,
const int /*area*/[4],
@ -167,6 +196,12 @@ void VKFrameBuffer::read(eGPUFrameBufferBits /*planes*/,
{
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Blit operations
* \{ */
void VKFrameBuffer::blit_to(eGPUFrameBufferBits /*planes*/,
int /*src_slot*/,
FrameBuffer * /*dst*/,
@ -176,6 +211,12 @@ void VKFrameBuffer::blit_to(eGPUFrameBufferBits /*planes*/,
{
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Update attachments
* \{ */
void VKFrameBuffer::update_attachments()
{
if (immutable_) {
@ -190,6 +231,7 @@ void VKFrameBuffer::update_attachments()
dirty_attachments_ = false;
}
void VKFrameBuffer::render_pass_create()
{
BLI_assert(!immutable_);
@ -201,75 +243,100 @@ void VKFrameBuffer::render_pass_create()
/* Track first attachment for size.*/
GPUAttachmentType first_attachment = GPU_FB_MAX_ATTACHMENT;
Vector<VkAttachmentDescription> attachment_descriptions;
Vector<VkAttachmentReference> color_attachments;
Vector<VkImageView> image_views;
std::array<VkAttachmentDescription, GPU_FB_MAX_ATTACHMENT> attachment_descriptions;
std::array<VkImageView, GPU_FB_MAX_ATTACHMENT> image_views;
std::array<VkAttachmentReference, GPU_FB_MAX_ATTACHMENT> attachment_references;
/*Vector<VkAttachmentReference> color_attachments;
VkAttachmentReference depth_attachment = {};
*/
bool has_depth_attachment = false;
bool found_attachment = false;
int depth_location = -1;
for (int type = GPU_FB_DEPTH_ATTACHMENT; type < GPU_FB_MAX_ATTACHMENT; type++) {
for (int type = GPU_FB_MAX_ATTACHMENT - 1; type >= 0; type--) {
GPUAttachment &attachment = attachments_[type];
if (attachment.tex == nullptr) {
if (attachment.tex == nullptr && !found_attachment) {
/* Move the depth texture to the next binding point after all color textures. The binding
* location of the color textures should be kept in sync between ShaderCreateInfos and the
* framebuffer attachments. The depth buffer should be the last slot. */
depth_location = max_ii(type - GPU_FB_COLOR_ATTACHMENT0, 0);
continue;
}
found_attachment |= attachment.tex != nullptr;
if (first_attachment == GPU_FB_MAX_ATTACHMENT) {
/* Keep the first attachment to the first color attachment, or to the depth buffer when there
* is no color attachment. */
if (attachment.tex != nullptr &&
(first_attachment == GPU_FB_MAX_ATTACHMENT || type >= GPU_FB_COLOR_ATTACHMENT0)) {
first_attachment = static_cast<GPUAttachmentType>(type);
}
VKTexture &texture = *static_cast<VKTexture *>(unwrap(attachment.tex));
texture.ensure_allocated();
image_views.append(texture.vk_image_view_handle());
int attachment_location = type >= GPU_FB_COLOR_ATTACHMENT0 ? type - GPU_FB_COLOR_ATTACHMENT0 :
depth_location;
VkAttachmentDescription attachment_description{};
attachment_description.format = to_vk_format(texture.format_get());
attachment_description.samples = VK_SAMPLE_COUNT_1_BIT;
attachment_description.loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachment_description.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachment_description.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachment_description.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachment_description.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attachment_description.finalLayout = VK_IMAGE_LAYOUT_GENERAL;
attachment_descriptions.append(attachment_description);
if (attachment.tex) {
/* Ensure texture is allocated to ensure the image view.*/
VKTexture &texture = *static_cast<VKTexture *>(unwrap(attachment.tex));
texture.ensure_allocated();
image_views[attachment_location] = texture.vk_image_view_handle();
/* TODO: should we also add unused attachments so the attachment reflect the internal lists.*/
int attachment_index = attachment_descriptions.size() - 1;
VkAttachmentDescription &attachment_description =
attachment_descriptions[attachment_location];
attachment_description.flags = 0;
attachment_description.format = to_vk_format(texture.format_get());
attachment_description.samples = VK_SAMPLE_COUNT_1_BIT;
attachment_description.loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachment_description.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachment_description.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachment_description.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachment_description.initialLayout = VK_IMAGE_LAYOUT_GENERAL;
attachment_description.finalLayout = VK_IMAGE_LAYOUT_GENERAL;
switch (type) {
case GPU_FB_DEPTH_ATTACHMENT:
case GPU_FB_DEPTH_STENCIL_ATTACHMENT:
BLI_assert(!has_depth_attachment);
has_depth_attachment = true;
depth_attachment.attachment = attachment_index;
depth_attachment.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
break;
/* Create the attachment reference. */
const bool is_depth_attachment = ELEM(
type, GPU_FB_DEPTH_ATTACHMENT, GPU_FB_DEPTH_STENCIL_ATTACHMENT);
case GPU_FB_COLOR_ATTACHMENT0:
case GPU_FB_COLOR_ATTACHMENT1:
case GPU_FB_COLOR_ATTACHMENT2:
case GPU_FB_COLOR_ATTACHMENT3:
case GPU_FB_COLOR_ATTACHMENT4:
case GPU_FB_COLOR_ATTACHMENT5:
case GPU_FB_COLOR_ATTACHMENT6:
case GPU_FB_COLOR_ATTACHMENT7:
VkAttachmentReference color_attachment{};
color_attachment.attachment = attachment_index;
color_attachment.layout = VK_IMAGE_LAYOUT_GENERAL;
color_attachments.append(color_attachment);
BLI_assert_msg(!is_depth_attachment || !has_depth_attachment,
"There can only be one depth/stencil attachment.");
has_depth_attachment |= is_depth_attachment;
VkAttachmentReference &attachment_reference = attachment_references[attachment_location];
attachment_reference.attachment = attachment_location;
attachment_reference.layout = is_depth_attachment ?
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL :
VK_IMAGE_LAYOUT_GENERAL;
}
}
VkSubpassDescription subpass{};
/* Update the size, viewport & scissor based on the first attachment. */
if (first_attachment != GPU_FB_MAX_ATTACHMENT) {
GPUAttachment &attachment = attachments_[first_attachment];
BLI_assert(attachment.tex);
int size[3];
GPU_texture_get_mipmap_size(attachment.tex, attachment.mip, size);
size_set(size[0], size[1]);
}
else {
this->size_set(0, 0);
}
viewport_reset();
scissor_reset();
/* Create render pass. */
const int attachment_len = has_depth_attachment ? depth_location + 1 : depth_location;
const int color_attachment_len = depth_location;
VkSubpassDescription subpass = {};
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.colorAttachmentCount = color_attachments.size();
subpass.pColorAttachments = color_attachments.data();
subpass.colorAttachmentCount = color_attachment_len;
subpass.pColorAttachments = attachment_references.begin();
if (has_depth_attachment) {
Review

In case of windows machine, this part does not pass.
attachment_references.data();
image_views.data();
No problem here.

In case of windows machine, this part does not pass. `attachment_references.data();` `image_views.data();` No problem here.
subpass.pDepthStencilAttachment = &depth_attachment;
subpass.pDepthStencilAttachment = &attachment_references[depth_location];
}
VkRenderPassCreateInfo render_pass_info = {};
render_pass_info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
render_pass_info.attachmentCount = attachment_descriptions.size();
render_pass_info.attachmentCount = attachment_len;
render_pass_info.pAttachments = attachment_descriptions.data();
render_pass_info.subpassCount = 1;
render_pass_info.pSubpasses = &subpass;
@ -278,24 +345,12 @@ void VKFrameBuffer::render_pass_create()
vkCreateRenderPass(
context.device_get(), &render_pass_info, vk_allocation_callbacks, &vk_render_pass_);
if (first_attachment != GPU_FB_MAX_ATTACHMENT) {
GPUAttachment &attachment = attachments_[first_attachment];
BLI_assert(attachment.tex);
int size[3];
GPU_texture_get_mipmap_size(attachment.tex, attachment.mip, size);
this->size_set(size[0], size[1]);
}
else {
this->size_set(0, 0);
}
/* We might want to split framebuffer and render target....*/
/* We might want to split framebuffer and render pass....*/
VkFramebufferCreateInfo framebuffer_create_info = {};
framebuffer_create_info.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
framebuffer_create_info.renderPass = vk_render_pass_;
framebuffer_create_info.attachmentCount = image_views.size();
framebuffer_create_info.pAttachments = image_views.data();
framebuffer_create_info.attachmentCount = attachment_len;
framebuffer_create_info.pAttachments = image_views.begin();
framebuffer_create_info.width = width_;
framebuffer_create_info.height = height_;
framebuffer_create_info.layers = 1;
@ -319,4 +374,6 @@ void VKFrameBuffer::render_pass_free()
vk_framebuffer_ = VK_NULL_HANDLE;
}
/** \} */
} // namespace blender::gpu

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@ -111,8 +111,11 @@ void VKTexture::mip_range_set(int /*min*/, int /*max*/)
void *VKTexture::read(int mip, eGPUDataFormat format)
{
/* Vulkan images cannot be directly mapped to host memory and requires a staging buffer. */
VKContext &context = *VKContext::get();
const VkImageLayout previous_layout = current_layout_get();
layout_ensure(context, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
/* Vulkan images cannot be directly mapped to host memory and requires a staging buffer. */
VKBuffer staging_buffer;
/* NOTE: mip_size_get() won't override any dimension that is equal to 0. */
@ -136,6 +139,7 @@ void *VKTexture::read(int mip, eGPUDataFormat format)
VKCommandBuffer &command_buffer = context.command_buffer_get();
command_buffer.copy(staging_buffer, *this, Span<VkBufferImageCopy>(&region, 1));
command_buffer.submit();
layout_ensure(context, previous_layout);
void *data = MEM_mallocN(host_memory_size, __func__);
convert_device_to_host(data, staging_buffer.mapped_memory_get(), sample_len, format, format_);
@ -310,15 +314,7 @@ bool VKTexture::allocate()
}
/* Promote image to the correct layout. */
VkImageMemoryBarrier barrier{};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
barrier.newLayout = VK_IMAGE_LAYOUT_GENERAL;
barrier.image = vk_image_;
barrier.subresourceRange.aspectMask = to_vk_image_aspect_flag_bits(format_);
barrier.subresourceRange.levelCount = VK_REMAINING_MIP_LEVELS;
barrier.subresourceRange.layerCount = VK_REMAINING_ARRAY_LAYERS;
context.command_buffer_get().pipeline_barrier(Span<VkImageMemoryBarrier>(&barrier, 1));
layout_ensure(context, VK_IMAGE_LAYOUT_GENERAL);
VK_ALLOCATION_CALLBACKS
VkImageViewCreateInfo image_view_info = {};
@ -349,4 +345,37 @@ void VKTexture::image_bind(int binding)
shader->pipeline_get().descriptor_set_get().image_bind(*this, location);
}
/* -------------------------------------------------------------------- */
/** \name Image Layout
* \{ */
VkImageLayout VKTexture::current_layout_get() const
{
return current_layout_;
}
void VKTexture::current_layout_set(const VkImageLayout new_layout)
{
current_layout_ = new_layout;
}
void VKTexture::layout_ensure(VKContext &context, const VkImageLayout requested_layout)
{
const VkImageLayout current_layout = current_layout_get();
if (current_layout == requested_layout) {
return;
}
VkImageMemoryBarrier barrier{};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.oldLayout = current_layout;
barrier.newLayout = requested_layout;
barrier.image = vk_image_;
barrier.subresourceRange.aspectMask = to_vk_image_aspect_flag_bits(format_);
barrier.subresourceRange.levelCount = VK_REMAINING_MIP_LEVELS;
barrier.subresourceRange.layerCount = VK_REMAINING_ARRAY_LAYERS;
context.command_buffer_get().pipeline_barrier(Span<VkImageMemoryBarrier>(&barrier, 1));
current_layout_set(requested_layout);
}
/** \} */
} // namespace blender::gpu

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@ -17,6 +17,12 @@ class VKTexture : public Texture {
VkImageView vk_image_view_ = VK_NULL_HANDLE;
VmaAllocation allocation_ = VK_NULL_HANDLE;
/* Last image layout of the texture. Framebuffer and barriers can alter/require the actual layout
* to be changed. During this it requires to set the current layout in order to know which
* conversion should happen. #current_layout_ keep track of the layout so the correct conversion
* can be done.*/
VkImageLayout current_layout_ = VK_IMAGE_LAYOUT_UNDEFINED;
public:
VKTexture(const char *name) : Texture(name)
{
@ -62,6 +68,7 @@ class VKTexture : public Texture {
private:
/** Is this texture already allocated on device. */
bool is_allocated() const;
/**
* Allocate the texture of the device. Result is `true` when texture is successfully allocated
* on the device.
@ -69,6 +76,36 @@ class VKTexture : public Texture {
bool allocate();
VkImageViewType vk_image_view_type() const;
/* -------------------------------------------------------------------- */
/** \name Image Layout
* \{ */
public:
/**
* Change the current layout setting, without actually changing the layout.
Jeroen-Bakker marked this conversation as resolved Outdated

Update the current layout attribute, without actually changing the layout.

Update the current layout attribute, without actually changing the layout.
*
* Vulkan can change the layout of an image, when a command is being executed.
* The start of a render pass or the end of a render pass can also alter the
* actual layout of the image. This method allows to change the last known layout
* that the image is using.
*
* NOTE: When we add command encoding, this should partly being done inside
* the command encoder, as there is more accurate determination of the transition
* of the layout. Only the final transition should then be stored inside the texture
* to be used by as initial layout for the next set of commands.
*/
void current_layout_set(VkImageLayout new_layout);
VkImageLayout current_layout_get() const;
/**
* Ensure the layout of the texture. This also performs the conversion by adding a memory
* barrier to the active command buffer to perform the conversion.
*
* When texture is already in the requested layout, nothing will be done.
*/
void layout_ensure(VKContext &context, VkImageLayout requested_layout);
/** \} */
};
static inline VKTexture *unwrap(Texture *tex)