191 lines
8.2 KiB
C++
191 lines
8.2 KiB
C++
/*
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* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
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* SPDX-License-Identifier: Apache-2.0
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*/
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#include "offscreen.hpp"
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#include "nvh/fileoperations.hpp"
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#include "nvvk/commands_vk.hpp"
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#include "nvvk/descriptorsets_vk.hpp"
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#include "nvvk/images_vk.hpp"
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#include "nvvk/pipeline_vk.hpp"
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#include "nvvk/renderpasses_vk.hpp"
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extern std::vector<std::string> defaultSearchPaths;
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//////////////////////////////////////////////////////////////////////////
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// Post-processing
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//////////////////////////////////////////////////////////////////////////
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void Offscreen::setup(const VkDevice& device, const VkPhysicalDevice& physicalDevice, nvvk::ResourceAllocator* allocator, uint32_t queueFamily)
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{
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m_device = device;
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m_alloc = allocator;
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m_graphicsQueueIndex = queueFamily;
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m_debug.setup(m_device);
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m_depthFormat = nvvk::findDepthFormat(physicalDevice);
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}
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void Offscreen::destroy()
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{
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vkDestroyPipeline(m_device, m_pipeline, nullptr);
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vkDestroyPipelineLayout(m_device, m_pipelineLayout, nullptr);
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vkDestroyDescriptorPool(m_device, m_descPool, nullptr);
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vkDestroyDescriptorSetLayout(m_device, m_dsetLayout, nullptr);
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vkDestroyRenderPass(m_device, m_renderPass, nullptr);
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vkDestroyFramebuffer(m_device, m_framebuffer, nullptr);
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m_alloc->destroy(m_colorTexture);
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m_alloc->destroy(m_depthTexture);
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}
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//--------------------------------------------------------------------------------------------------
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// Creating an offscreen frame buffer and the associated render pass
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//
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void Offscreen::createFramebuffer(VkExtent2D& size)
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{
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m_alloc->destroy(m_colorTexture);
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m_alloc->destroy(m_depthTexture);
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// Creating the color image
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{
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auto colorCreateInfo = nvvk::makeImage2DCreateInfo(
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size, m_colorFormat, VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_STORAGE_BIT);
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nvvk::Image image = m_alloc->createImage(colorCreateInfo);
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VkImageViewCreateInfo ivInfo = nvvk::makeImageViewCreateInfo(image.image, colorCreateInfo);
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VkSamplerCreateInfo sampler{VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO};
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m_colorTexture = m_alloc->createTexture(image, ivInfo, sampler);
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m_colorTexture.descriptor.imageLayout = VK_IMAGE_LAYOUT_GENERAL;
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}
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// Creating the depth buffer
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{
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auto depthCreateInfo = nvvk::makeImage2DCreateInfo(size, m_depthFormat, VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT);
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nvvk::Image image = m_alloc->createImage(depthCreateInfo);
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VkImageViewCreateInfo depthStencilView{VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO};
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depthStencilView.viewType = VK_IMAGE_VIEW_TYPE_2D;
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depthStencilView.format = m_depthFormat;
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depthStencilView.subresourceRange = {VK_IMAGE_ASPECT_DEPTH_BIT, 0, 1, 0, 1};
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depthStencilView.image = image.image;
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m_depthTexture = m_alloc->createTexture(image, depthStencilView);
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}
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// Setting the image layout for both color and depth
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{
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nvvk::CommandPool genCmdBuf(m_device, m_graphicsQueueIndex);
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auto cmdBuf = genCmdBuf.createCommandBuffer();
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nvvk::cmdBarrierImageLayout(cmdBuf, m_colorTexture.image, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_GENERAL);
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nvvk::cmdBarrierImageLayout(cmdBuf, m_depthTexture.image, VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, VK_IMAGE_ASPECT_DEPTH_BIT);
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genCmdBuf.submitAndWait(cmdBuf);
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}
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// Creating a renderpass for the offscreen
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if(!m_renderPass)
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{
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m_renderPass = nvvk::createRenderPass(m_device, {m_colorFormat}, m_depthFormat, 1, true, true,
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VK_IMAGE_LAYOUT_GENERAL, VK_IMAGE_LAYOUT_GENERAL);
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}
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// Creating the frame buffer for offscreen
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std::vector<VkImageView> attachments = {m_colorTexture.descriptor.imageView, m_depthTexture.descriptor.imageView};
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vkDestroyFramebuffer(m_device, m_framebuffer, nullptr);
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VkFramebufferCreateInfo info{VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO};
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info.renderPass = m_renderPass;
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info.attachmentCount = 2;
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info.pAttachments = attachments.data();
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info.width = size.width;
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info.height = size.height;
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info.layers = 1;
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vkCreateFramebuffer(m_device, &info, nullptr, &m_framebuffer);
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}
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//--------------------------------------------------------------------------------------------------
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// The pipeline is how things are rendered, which shaders, type of primitives, depth test and more
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// The incoming render pass, is in which rendering pass it will be displayed (framebuffer)
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//
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void Offscreen::createPipeline(VkRenderPass& renderPass)
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{
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// Push constants in the fragment shader
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VkPushConstantRange pushConstantRanges = {VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(float)};
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// Creating the pipeline layout
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VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo{VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO};
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pipelineLayoutCreateInfo.setLayoutCount = 1;
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pipelineLayoutCreateInfo.pSetLayouts = &m_dsetLayout;
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pipelineLayoutCreateInfo.pushConstantRangeCount = 1;
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pipelineLayoutCreateInfo.pPushConstantRanges = &pushConstantRanges;
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vkCreatePipelineLayout(m_device, &pipelineLayoutCreateInfo, nullptr, &m_pipelineLayout);
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// Pipeline: completely generic, no vertices
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nvvk::GraphicsPipelineGeneratorCombined pipelineGenerator(m_device, m_pipelineLayout, renderPass);
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pipelineGenerator.addShader(nvh::loadFile("spv/passthrough.vert.spv", true, defaultSearchPaths, true), VK_SHADER_STAGE_VERTEX_BIT);
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pipelineGenerator.addShader(nvh::loadFile("spv/post.frag.spv", true, defaultSearchPaths, true), VK_SHADER_STAGE_FRAGMENT_BIT);
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pipelineGenerator.rasterizationState.cullMode = VK_CULL_MODE_NONE;
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m_pipeline = pipelineGenerator.createPipeline();
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m_debug.setObjectName(m_pipeline, "post");
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}
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//--------------------------------------------------------------------------------------------------
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// The descriptor layout is the description of the data that is passed to the vertex or the
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// fragment program.
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//
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void Offscreen::createDescriptor()
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{
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m_dsetLayoutBinding.addBinding(0, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
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m_dsetLayout = m_dsetLayoutBinding.createLayout(m_device);
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m_descPool = m_dsetLayoutBinding.createPool(m_device);
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m_dset = nvvk::allocateDescriptorSet(m_device, m_descPool, m_dsetLayout);
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}
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//--------------------------------------------------------------------------------------------------
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// Update the output
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//
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void Offscreen::updateDescriptorSet()
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{
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VkWriteDescriptorSet writeDescriptorSets = m_dsetLayoutBinding.makeWrite(m_dset, 0, &m_colorTexture.descriptor);
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vkUpdateDescriptorSets(m_device, 1, &writeDescriptorSets, 0, nullptr);
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}
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//--------------------------------------------------------------------------------------------------
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// Draw a full screen quad with the attached image
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//
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void Offscreen::draw(VkCommandBuffer cmdBuf, VkExtent2D& size)
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{
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m_debug.beginLabel(cmdBuf, "Post");
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VkViewport viewport{0, 0, (float)size.width, (float)size.height, 0, 1};
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vkCmdSetViewport(cmdBuf, 0, 1, &viewport);
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VkRect2D scissor{{0, 0}, {size.width, size.height}};
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vkCmdSetScissor(cmdBuf, 0, 1, &scissor);
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auto aspectRatio = static_cast<float>(size.width) / static_cast<float>(size.height);
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vkCmdPushConstants(cmdBuf, m_pipelineLayout, VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(float), &aspectRatio);
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vkCmdBindPipeline(cmdBuf, VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipeline);
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vkCmdBindDescriptorSets(cmdBuf, VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipelineLayout, 0, 1, &m_dset, 0, nullptr);
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vkCmdDraw(cmdBuf, 3, 1, 0, 0);
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m_debug.endLabel(cmdBuf);
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}
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