WIP: Vulkan: Workbench #107886

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Jeroen Bakker wants to merge 88 commits from Jeroen-Bakker:vulkan-draw-manager-workbench into main

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4 changed files with 51 additions and 16 deletions
Showing only changes of commit 2afb3f1169 - Show all commits

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@ -423,8 +423,8 @@ void VKFrameBuffer::render_pass_create()
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;
attachment_description.initialLayout = texture.current_layout_get();
attachment_description.finalLayout = texture.current_layout_get();
/* Create the attachment reference. */
const bool is_depth_attachment = ELEM(

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@ -177,7 +177,8 @@ void VKPipeline::finalize(VKContext &context,
pipeline_create_info.pMultisampleState = &multisample_state;
/* States from the state manager. */
const VKPipelineStateManager &state_manager = state_manager_get();
VKPipelineStateManager &state_manager = state_manager_get();
state_manager.finalize_color_blend_state(framebuffer);
pipeline_create_info.pColorBlendState = &state_manager.pipeline_color_blend_state;
pipeline_create_info.pRasterizationState = &state_manager.rasterization_state;
pipeline_create_info.pDepthStencilState = &state_manager.depth_stencil_state;

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@ -6,6 +6,8 @@
*/
#include "vk_pipeline_state.hh"
#include "vk_framebuffer.hh"
#include "vk_texture.hh"
namespace blender::gpu {
VKPipelineStateManager::VKPipelineStateManager()
@ -22,12 +24,12 @@ VKPipelineStateManager::VKPipelineStateManager()
/* TODO should be extracted from current framebuffer and should not be done here and now. */
/* When the attachments differ the state should be forced. */
VkPipelineColorBlendAttachmentState color_blend_attachment = {};
color_blend_attachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT |
VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
color_blend_attachments.append(color_blend_attachment);
pipeline_color_blend_state.attachmentCount = color_blend_attachments.size();
pipeline_color_blend_state.pAttachments = color_blend_attachments.data();
color_blend_attachment_template = {};
color_blend_attachment_template.colorWriteMask = VK_COLOR_COMPONENT_R_BIT |
VK_COLOR_COMPONENT_G_BIT |
VK_COLOR_COMPONENT_B_BIT |
VK_COLOR_COMPONENT_A_BIT;
color_blend_attachment_int_template = color_blend_attachment_template;
}
void VKPipelineStateManager::set_state(const GPUState &state, const GPUStateMutable &mutable_state)
@ -74,10 +76,34 @@ void VKPipelineStateManager::force_state(const GPUState &state,
set_state(state, mutable_state);
}
void VKPipelineStateManager::finalize_color_blend_state(const VKFrameBuffer &framebuffer)
{
color_blend_attachments.clear();
for (int color_slot = 0; color_slot < GPU_FB_MAX_COLOR_ATTACHMENT; color_slot++) {
VKTexture *texture = unwrap(unwrap(framebuffer.color_tex(color_slot)));
if (texture) {
eGPUTextureFormatFlag format_flag = texture->format_flag_get();
if (format_flag & GPU_FORMAT_INTEGER) {
color_blend_attachments.append(color_blend_attachment_int_template);
}
else {
color_blend_attachments.append(color_blend_attachment_template);
}
}
else {
color_blend_attachments.append(color_blend_attachment_template);
}
}
pipeline_color_blend_state.attachmentCount = color_blend_attachments.size();
pipeline_color_blend_state.pAttachments = color_blend_attachments.data();
}
void VKPipelineStateManager::set_blend(const eGPUBlend blend)
{
VkPipelineColorBlendStateCreateInfo &cb = pipeline_color_blend_state;
VkPipelineColorBlendAttachmentState &att_state = color_blend_attachments.last();
VkPipelineColorBlendAttachmentState &att_state = color_blend_attachment_template;
att_state.blendEnable = VK_TRUE;
att_state.alphaBlendOp = VK_BLEND_OP_ADD;
@ -186,20 +212,19 @@ void VKPipelineStateManager::set_write_mask(const eGPUWriteMask write_mask)
{
depth_stencil_state.depthWriteEnable = (write_mask & GPU_WRITE_DEPTH) ? VK_TRUE : VK_FALSE;
VkPipelineColorBlendAttachmentState &att_state = color_blend_attachments.last();
att_state.colorWriteMask = 0;
color_blend_attachment_template.colorWriteMask = 0;
if ((write_mask & GPU_WRITE_RED) != 0) {
att_state.colorWriteMask |= VK_COLOR_COMPONENT_R_BIT;
color_blend_attachment_template.colorWriteMask |= VK_COLOR_COMPONENT_R_BIT;
}
if ((write_mask & GPU_WRITE_GREEN) != 0) {
att_state.colorWriteMask |= VK_COLOR_COMPONENT_G_BIT;
color_blend_attachment_template.colorWriteMask |= VK_COLOR_COMPONENT_G_BIT;
}
if ((write_mask & GPU_WRITE_BLUE) != 0) {
att_state.colorWriteMask |= VK_COLOR_COMPONENT_B_BIT;
color_blend_attachment_template.colorWriteMask |= VK_COLOR_COMPONENT_B_BIT;
}
if ((write_mask & GPU_WRITE_ALPHA) != 0) {
att_state.colorWriteMask |= VK_COLOR_COMPONENT_A_BIT;
color_blend_attachment_template.colorWriteMask |= VK_COLOR_COMPONENT_A_BIT;
}
}

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@ -12,14 +12,21 @@
#include "BLI_vector.hh"
namespace blender::gpu {
class VKFrameBuffer;
class VKPipelineStateManager {
private:
GPUState current_;
GPUStateMutable current_mutable_;
public:
VkPipelineColorBlendStateCreateInfo pipeline_color_blend_state;
/* Template of the color blending for color attachments.
* Blending is not supported on Integer based textures.
*/
VkPipelineColorBlendAttachmentState color_blend_attachment_template;
VkPipelineColorBlendAttachmentState color_blend_attachment_int_template;
Vector<VkPipelineColorBlendAttachmentState> color_blend_attachments;
VkPipelineRasterizationStateCreateInfo rasterization_state;
VkPipelineDepthStencilStateCreateInfo depth_stencil_state;
@ -29,6 +36,8 @@ class VKPipelineStateManager {
void set_state(const GPUState &state, const GPUStateMutable &mutable_state);
void force_state(const GPUState &state, const GPUStateMutable &mutable_state);
void finalize_color_blend_state(const VKFrameBuffer &framebuffer);
private:
void set_blend(eGPUBlend blend);
void set_write_mask(eGPUWriteMask write_mask);