Vulkan: Color Blend State for Multi Attachment Framebuffer #108419
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@ -111,6 +111,18 @@ class VKFrameBuffer : public FrameBuffer {
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return vk_image_;
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}
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/**
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* Is this framebuffer immutable?
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*
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* Framebuffers that are owned by GHOST are immutable and
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* don't have any attachments assigned. It should be assumed that there is a single color texture
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* in slot 0.
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*/
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bool is_immutable() const
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{
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return immutable_;
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}
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private:
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void update_attachments();
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void render_pass_free();
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@ -177,7 +177,8 @@ void VKPipeline::finalize(VKContext &context,
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pipeline_create_info.pMultisampleState = &multisample_state;
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/* States from the state manager. */
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const VKPipelineStateManager &state_manager = state_manager_get();
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VKPipelineStateManager &state_manager = state_manager_get();
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state_manager.finalize_color_blend_state(framebuffer);
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pipeline_create_info.pColorBlendState = &state_manager.pipeline_color_blend_state;
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pipeline_create_info.pRasterizationState = &state_manager.rasterization_state;
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pipeline_create_info.pDepthStencilState = &state_manager.depth_stencil_state;
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@ -6,6 +6,8 @@
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*/
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#include "vk_pipeline_state.hh"
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#include "vk_framebuffer.hh"
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#include "vk_texture.hh"
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namespace blender::gpu {
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VKPipelineStateManager::VKPipelineStateManager()
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@ -20,14 +22,11 @@ VKPipelineStateManager::VKPipelineStateManager()
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depth_stencil_state = {};
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depth_stencil_state.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
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/* TODO should be extracted from current frame-buffer and should not be done here and now. */
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/* When the attachments differ the state should be forced. */
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VkPipelineColorBlendAttachmentState color_blend_attachment = {};
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color_blend_attachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT |
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VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
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color_blend_attachments.append(color_blend_attachment);
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pipeline_color_blend_state.attachmentCount = color_blend_attachments.size();
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pipeline_color_blend_state.pAttachments = color_blend_attachments.data();
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color_blend_attachment_template = {};
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color_blend_attachment_template.colorWriteMask = VK_COLOR_COMPONENT_R_BIT |
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VK_COLOR_COMPONENT_G_BIT |
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VK_COLOR_COMPONENT_B_BIT |
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VK_COLOR_COMPONENT_A_BIT;
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}
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void VKPipelineStateManager::set_state(const GPUState &state, const GPUStateMutable &mutable_state)
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@ -74,10 +73,42 @@ void VKPipelineStateManager::force_state(const GPUState &state,
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set_state(state, mutable_state);
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}
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void VKPipelineStateManager::finalize_color_blend_state(const VKFrameBuffer &framebuffer)
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{
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color_blend_attachments.clear();
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if (framebuffer.is_immutable()) {
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/* Immutable framebuffers are owned by GHOST and don't have any attachments assigned. In this
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* case we assume that there is a single color texture assigned.
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*/
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color_blend_attachments.append(color_blend_attachment_template);
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}
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else {
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bool is_sequential = true;
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for (int color_slot = 0; color_slot < GPU_FB_MAX_COLOR_ATTACHMENT; color_slot++) {
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VKTexture *texture = unwrap(unwrap(framebuffer.color_tex(color_slot)));
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if (texture) {
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BLI_assert(is_sequential);
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color_blend_attachments.append(color_blend_attachment_template);
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}
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else {
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/* Test to detect if all color textures are sequential attached from the first slot. We
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* assume at this moment that this is the case. Otherwise we need to rewire how attachments
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* and bindings work.*/
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is_sequential = false;
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}
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}
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UNUSED_VARS_NDEBUG(is_sequential);
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}
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pipeline_color_blend_state.attachmentCount = color_blend_attachments.size();
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pipeline_color_blend_state.pAttachments = color_blend_attachments.data();
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}
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void VKPipelineStateManager::set_blend(const eGPUBlend blend)
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{
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VkPipelineColorBlendStateCreateInfo &cb = pipeline_color_blend_state;
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VkPipelineColorBlendAttachmentState &att_state = color_blend_attachments.last();
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VkPipelineColorBlendAttachmentState &att_state = color_blend_attachment_template;
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att_state.blendEnable = VK_TRUE;
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att_state.alphaBlendOp = VK_BLEND_OP_ADD;
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@ -186,20 +217,19 @@ void VKPipelineStateManager::set_write_mask(const eGPUWriteMask write_mask)
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{
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depth_stencil_state.depthWriteEnable = (write_mask & GPU_WRITE_DEPTH) ? VK_TRUE : VK_FALSE;
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VkPipelineColorBlendAttachmentState &att_state = color_blend_attachments.last();
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att_state.colorWriteMask = 0;
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color_blend_attachment_template.colorWriteMask = 0;
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if ((write_mask & GPU_WRITE_RED) != 0) {
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att_state.colorWriteMask |= VK_COLOR_COMPONENT_R_BIT;
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color_blend_attachment_template.colorWriteMask |= VK_COLOR_COMPONENT_R_BIT;
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}
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if ((write_mask & GPU_WRITE_GREEN) != 0) {
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att_state.colorWriteMask |= VK_COLOR_COMPONENT_G_BIT;
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color_blend_attachment_template.colorWriteMask |= VK_COLOR_COMPONENT_G_BIT;
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}
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if ((write_mask & GPU_WRITE_BLUE) != 0) {
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att_state.colorWriteMask |= VK_COLOR_COMPONENT_B_BIT;
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color_blend_attachment_template.colorWriteMask |= VK_COLOR_COMPONENT_B_BIT;
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}
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if ((write_mask & GPU_WRITE_ALPHA) != 0) {
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att_state.colorWriteMask |= VK_COLOR_COMPONENT_A_BIT;
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color_blend_attachment_template.colorWriteMask |= VK_COLOR_COMPONENT_A_BIT;
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}
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}
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@ -234,8 +264,6 @@ void VKPipelineStateManager::set_depth_test(const eGPUDepthTest value)
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depth_stencil_state.depthTestEnable = VK_FALSE;
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depth_stencil_state.depthCompareOp = VK_COMPARE_OP_NEVER;
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}
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depth_stencil_state.depthBoundsTestEnable = VK_TRUE;
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}
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void VKPipelineStateManager::set_stencil_test(const eGPUStencilTest test,
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@ -12,6 +12,7 @@
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#include "BLI_vector.hh"
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namespace blender::gpu {
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class VKFrameBuffer;
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class VKPipelineStateManager {
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private:
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@ -20,6 +21,7 @@ class VKPipelineStateManager {
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public:
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VkPipelineColorBlendStateCreateInfo pipeline_color_blend_state;
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VkPipelineColorBlendAttachmentState color_blend_attachment_template;
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Vector<VkPipelineColorBlendAttachmentState> color_blend_attachments;
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VkPipelineRasterizationStateCreateInfo rasterization_state;
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VkPipelineDepthStencilStateCreateInfo depth_stencil_state;
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@ -29,6 +31,8 @@ class VKPipelineStateManager {
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void set_state(const GPUState &state, const GPUStateMutable &mutable_state);
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void force_state(const GPUState &state, const GPUStateMutable &mutable_state);
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void finalize_color_blend_state(const VKFrameBuffer &framebuffer);
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private:
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void set_blend(eGPUBlend blend);
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void set_write_mask(eGPUWriteMask write_mask);
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