ULRE/src/RenderDevice/Vulkan/VKDeviceRenderPass.cpp

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#include<hgl/graph/vulkan/VKDevice.h>
#include<hgl/graph/vulkan/VKPhysicalDevice.h>
#include<hgl/graph/vulkan/VKRenderPass.h>
VK_NAMESPACE_BEGIN
void Device::CreateSubpassDependency(List<VkSubpassDependency> &subpass_dependency_list,const uint32_t count) const
{
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if(count<=0)return;
subpass_dependency_list.SetCount(count);
VkSubpassDependency *dependency=subpass_dependency_list.GetData();
dependency->srcSubpass = VK_SUBPASS_EXTERNAL;
dependency->dstSubpass = 0;
dependency->srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
dependency->srcAccessMask = VK_ACCESS_MEMORY_READ_BIT;
dependency->dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
if(count==1)
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{
dependency->dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
dependency->dstAccessMask = VK_ACCESS_MEMORY_READ_BIT;
}
else
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{
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dependency->dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
dependency->dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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++dependency;
for(uint32_t i=1;i<count;i++)
{
dependency->srcSubpass = i-1;
dependency->srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
if(i==count-1)
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{
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dependency->dstSubpass = VK_SUBPASS_EXTERNAL;
dependency->dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
dependency->srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
dependency->dstAccessMask = VK_ACCESS_MEMORY_READ_BIT;
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}
else
{
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dependency->dstSubpass = i;
dependency->dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
dependency->srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
dependency->dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
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}
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dependency->dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
++dependency;
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}
}
}
bool Device::CreateAttachment(List<VkAttachmentReference> &ref_list,List<VkAttachmentDescription> &desc_list,const List<VkFormat> &color_format,const VkFormat depth_format,VkImageLayout color_final_layout,VkImageLayout depth_final_layout) const
{
uint atta_count=color_format.GetCount();
desc_list.SetCount(atta_count+1);
VkAttachmentDescription *desc=desc_list.GetData();
ref_list.SetCount(atta_count+1);
VkAttachmentReference *ref=ref_list.GetData();
for(uint i=0;i<atta_count+1;i++)
{
desc[i].flags = 0;
desc[i].samples = VK_SAMPLE_COUNT_1_BIT;
desc[i].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; //LOAD_OP_CLEAR代表LOAD时清空内容
desc[i].storeOp = VK_ATTACHMENT_STORE_OP_STORE; //STORE_OP_STROE代表SOTRE时储存内容
desc[i].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; //DONT CARE表示不在意
desc[i].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
desc[i].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; //代表不关心初始布局
}
const VkFormat *cf=color_format.GetData();
for(uint i=0;i<atta_count;i++)
{
desc[i].finalLayout = color_final_layout;
desc[i].format = *cf;
++cf;
ref[i].attachment = i;
ref[i].layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
}
desc[atta_count].finalLayout = depth_final_layout;
desc[atta_count].format = depth_format;
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desc[atta_count].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; //深度缓冲区不用于显示也不用于下一帧,所以结束后不用保存
ref[atta_count].attachment = atta_count;
ref[atta_count].layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
return(true);
}
bool Device::CreateColorAttachment( List<VkAttachmentReference> &ref_list,List<VkAttachmentDescription> &desc_list,const List<VkFormat> &color_format,const VkImageLayout color_final_layout) const
{
const VkFormat *cf=color_format.GetData();
for(int i=0;i<color_format.GetCount();i++)
{
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if(!attr->physical_device->IsColorAttachmentOptimal(*cf))
return(false);
++cf;
}
ref_list.SetCount(color_format.GetCount());
VkAttachmentReference *ref=ref_list.GetData();
desc_list.SetCount(color_format.GetCount());
VkAttachmentDescription *desc=desc_list.GetData();
for(int i=0;i<color_format.GetCount();i++)
{
desc->flags = 0;
desc->samples = VK_SAMPLE_COUNT_1_BIT;
desc->loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; //LOAD_OP_CLEAR代表LOAD时清空内容
desc->storeOp = VK_ATTACHMENT_STORE_OP_STORE; //STORE_OP_STROE代表SOTRE时储存内容
desc->stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; //DONT CARE表示不在意
desc->stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
desc->initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; //代表不关心初始布局
desc->finalLayout = color_final_layout;
++desc;
ref->attachment = i;
ref->layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
++ref;
}
return(true);
}
bool Device::CreateDepthAttachment( List<VkAttachmentReference> &ref_list,List<VkAttachmentDescription> &desc_list,const VkFormat &depth_format,const VkImageLayout depth_final_layout) const
{
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if(!attr->physical_device->IsDepthAttachmentOptimal(depth_format))
return(false);
{
ref_list.SetCount(1);
VkAttachmentReference *ref=ref_list.GetData();
ref->attachment=0;
ref->layout=VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
}
{
desc_list.SetCount(1);
VkAttachmentDescription *desc=desc_list.GetData();
desc->flags = 0;
desc->samples = VK_SAMPLE_COUNT_1_BIT;
desc->loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; //LOAD_OP_CLEAR代表LOAD时清空内容
desc->storeOp = VK_ATTACHMENT_STORE_OP_STORE; //STORE_OP_STROE代表SOTRE时储存内容
desc->stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; //DONT CARE表示不在意
desc->stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
desc->initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; //代表不关心初始布局
desc->finalLayout = depth_final_layout;
}
return(true);
}
void Device::CreateSubpassDescription(VkSubpassDescription &sd,const List<VkAttachmentReference> &ref_list) const
{
const VkAttachmentReference *end_ref=ref_list.GetPointer(ref_list.GetCount()-1);
if(end_ref->layout==VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL) //最后一个是深度
{
sd.colorAttachmentCount =ref_list.GetCount()-1;
sd.pDepthStencilAttachment =end_ref;
}
else
{
sd.colorAttachmentCount =ref_list.GetCount();
sd.pDepthStencilAttachment =nullptr;
}
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sd.flags =0;
sd.pipelineBindPoint =VK_PIPELINE_BIND_POINT_GRAPHICS;
sd.inputAttachmentCount =0;
sd.pInputAttachments =nullptr;
sd.pColorAttachments =ref_list.GetData();
sd.pResolveAttachments =nullptr;
sd.preserveAttachmentCount =0;
sd.pPreserveAttachments =nullptr;
}
RenderPass *Device::CreateRenderPass( const List<VkAttachmentDescription> &desc_list,
const List<VkSubpassDescription> &subpass,
const List<VkSubpassDependency> &dependency,
const List<VkFormat> &color_format,
const VkFormat depth_format,
const VkImageLayout color_final_layout,
const VkImageLayout depth_final_layout) const
{
{
const VkFormat *cf=color_format.GetData();
for(int i=0;i<color_format.GetCount();i++)
{
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if(!attr->physical_device->IsColorAttachmentOptimal(*cf)
&&!attr->physical_device->IsColorAttachmentLinear(*cf))
return(false);
++cf;
}
}
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if(!attr->physical_device->IsDepthAttachmentOptimal(depth_format)
&&!attr->physical_device->IsDepthAttachmentLinear(depth_format))
return(false);
VkRenderPassCreateInfo rp_info;
rp_info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
rp_info.pNext = nullptr;
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rp_info.flags = 0;
rp_info.attachmentCount = desc_list.GetCount();
rp_info.pAttachments = desc_list.GetData();
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rp_info.subpassCount = subpass.GetCount();
rp_info.pSubpasses = subpass.GetData();
rp_info.dependencyCount = dependency.GetCount();
rp_info.pDependencies = dependency.GetData();
VkRenderPass render_pass;
if(vkCreateRenderPass(attr->device,&rp_info,nullptr,&render_pass)!=VK_SUCCESS)
return(nullptr);
return(new RenderPass(attr->device,render_pass,color_format,depth_format));
}
RenderPass *Device::CreateRenderPass(VkFormat color_format,VkFormat depth_format,VkImageLayout color_final_layout,VkImageLayout depth_final_layout) const
{
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if(!attr->physical_device->IsColorAttachmentOptimal(color_format))
return(false);
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if(!attr->physical_device->IsDepthAttachmentOptimal(depth_format))
return(false);
List<VkAttachmentReference> ref_list;
List<VkAttachmentDescription> desc_list;
List<VkFormat> color_format_list;
color_format_list.Add(color_format);
CreateAttachment(ref_list,desc_list,color_format_list,depth_format,color_final_layout,depth_final_layout);
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List<VkSubpassDescription> subpass_desc_list;
VkSubpassDescription subpass;
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subpass.flags = 0;
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.inputAttachmentCount = 0;
subpass.pInputAttachments = nullptr;
subpass.colorAttachmentCount = 1;
subpass.pColorAttachments = ref_list.GetData();
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subpass.pResolveAttachments = nullptr;
subpass.pDepthStencilAttachment = ref_list.GetData()+1;
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subpass.preserveAttachmentCount = 0;
subpass.pPreserveAttachments = nullptr;
subpass_desc_list.Add(subpass);
List<VkSubpassDependency> subpass_dependency_list;
CreateSubpassDependency(subpass_dependency_list,1);
return CreateRenderPass(desc_list,subpass_desc_list,subpass_dependency_list,color_format_list,depth_format,color_final_layout,depth_final_layout);
}
VK_NAMESPACE_END