slit RenderTarget, created VKRenderTargetData.h/.cpp, VKRenderTargetSingle.h/.cpp, VKRenderTargetMultiFrame.h, VKRenderTargetSwapchain.h

This commit is contained in:
hyzboy 2025-03-11 23:51:05 +08:00
parent 62e9d2f904
commit 0706f27354
14 changed files with 307 additions and 265 deletions

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@ -1,5 +1,4 @@
#ifndef HGL_GRAPH_VULKAN_INCLUDE
#define HGL_GRAPH_VULKAN_INCLUDE
#pragma once
#include<hgl/type/List.h>
#include<hgl/math/Math.h>
@ -49,7 +48,7 @@ class Framebuffer;
struct Swapchain;
class IRenderTarget;
class RenderTarget;
class MFRenderTarget;
class MultiFrameRenderTarget;
class SwapchainRenderTarget;
struct CopyBufferToImageInfo;
@ -192,5 +191,5 @@ inline void copy(VkExtent3D &e3d,const VkExtent2D &e2d,const uint32 depth=1)
e3d.height =e2d.height;
e3d.depth =depth;
}
VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_INCLUDE

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@ -36,8 +36,6 @@ using RenderableID =int;
using SamplerID =int;
using StaticMeshID =int;
class VertexAttribData;
using ShaderModuleMapByName=ObjectMap<AnsiString,ShaderModule>;
constexpr const size_t VK_SHADER_STAGE_TYPE_COUNT=20;//GetBitOffset((uint32_t)VK_SHADER_STAGE_CLUSTER_CULLING_BIT_HUAWEI)+1;

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@ -16,16 +16,6 @@ class RenderFramework;
using UBOViewportInfo=DeviceBufferMap<graph::ViewportInfo>;
/**
* RenderTarget
*
* 1.
*
* 2.Swapchain
*
* RenderTarget的其实是一个多态类
*/
class IRenderTarget
{
RenderFramework *render_framework;
@ -89,226 +79,4 @@ public:
}
};//class IRenderTarget
struct RenderTargetData
{
Framebuffer * fbo;
DeviceQueue * queue;
Semaphore * render_complete_semaphore;
RenderCmdBuffer * cmd_buf;
uint32_t color_count; ///<颜色成分数量
Texture2D ** color_textures; ///<颜色成分纹理列表
Texture2D * depth_texture; ///<深度成分纹理
public:
Texture2D *GetColorTexture(const uint32_t index)
{
if(index>=color_count)
return(nullptr);
return color_textures[index];
}
virtual void Clear();
};//struct RenderTargetData
/**
*
*/
class RenderTarget:public IRenderTarget
{
RenderTargetData *data;
protected:
friend class SwapchainModule;
friend class RenderTargetManager;
RenderTarget(RenderFramework *rf,RenderTargetData *rtd):IRenderTarget(rf,rtd->fbo->GetExtent())
{
data=rtd;
data->cmd_buf->SetDescriptorBinding(GetDescriptorBinding());
}
public:
virtual ~RenderTarget() override
{
if(data)
{
data->Clear();
delete data;
}
}
Framebuffer * GetFramebuffer ()override{return data->fbo;}
RenderPass * GetRenderPass ()override{return data->fbo->GetRenderPass();}
uint32_t GetColorCount ()override{return data->color_count;}
bool hasDepth ()override{return data->depth_texture;}
Texture2D * GetColorTexture (const int index=0) override{return data->GetColorTexture(index);}
Texture2D * GetDepthTexture () override{return data->depth_texture;}
public: // Command Buffer
DeviceQueue * GetQueue ()override{return data->queue;}
Semaphore * GetRenderCompleteSemaphore()override{return data->render_complete_semaphore;}
RenderCmdBuffer * GetRenderCmdBuffer ()override{return data->cmd_buf;}
virtual bool Submit (Semaphore *wait_sem)override
{
if(!data)
return(false);
return data->queue->Submit(data->cmd_buf,wait_sem,data->render_complete_semaphore);
}
bool WaitQueue ()override{return data->queue->WaitQueue();}
bool WaitFence ()override{return data->queue->WaitFence();}
public:
virtual RenderCmdBuffer *BeginRender()override
{
if(!data->cmd_buf)
return(nullptr);
data->cmd_buf->Begin();
data->cmd_buf->SetDescriptorBinding(GetDescriptorBinding());
data->cmd_buf->BindFramebuffer(data->fbo);
return data->cmd_buf;
}
virtual void EndRender() override
{
if(!data->cmd_buf)
return;
data->cmd_buf->End();
}
};//class RenderTarget
/**
*
*/
class MFRenderTarget:public IRenderTarget
{
protected:
uint32_t frame_number;
uint32_t current_frame;
RenderTarget **rt_list;
protected:
friend class RenderTargetManager;
MFRenderTarget(RenderFramework *rf,const uint32_t fn,RenderTarget **rtl):IRenderTarget(rf,rtl[0]->GetFramebuffer()->GetExtent())
{
frame_number=fn;
current_frame=0;
rt_list=rtl;
}
public:
virtual ~MFRenderTarget() override
{
SAFE_CLEAR_OBJECT_ARRAY_OBJECT(rt_list,frame_number);
}
virtual void NextFrame()
{
++current_frame;
if(current_frame>=frame_number)
current_frame=0;
}
uint32_t GetCurrentFrameIndices ()const{return current_frame;}
uint32_t GetFrameCount ()const{return frame_number;}
RenderTarget * GetCurrentFrameRenderTarget (){return rt_list[current_frame];}
public:
Framebuffer * GetFramebuffer ()override{return rt_list[current_frame]->GetFramebuffer();}
RenderPass * GetRenderPass ()override{return rt_list[current_frame]->GetRenderPass();}
uint32_t GetColorCount ()override{return rt_list[current_frame]->GetColorCount();}
Texture2D * GetColorTexture (const int index=0) override{return rt_list[current_frame]->GetColorTexture(index);}
Texture2D * GetDepthTexture () override{return rt_list[current_frame]->GetDepthTexture();}
bool hasDepth ()override{return rt_list[current_frame]->hasDepth();}
public: // Command Buffer
DeviceQueue * GetQueue ()override{return rt_list[current_frame]->GetQueue();}
Semaphore * GetRenderCompleteSemaphore()override{return rt_list[current_frame]->GetRenderCompleteSemaphore();}
RenderCmdBuffer * GetRenderCmdBuffer ()override{return rt_list[current_frame]->GetRenderCmdBuffer();}
Framebuffer * GetFramebuffer (const uint32_t index){return rt_list[index]->GetFramebuffer();}
RenderCmdBuffer * GetRenderCmdBuffer (const uint32_t index){return rt_list[index]->GetRenderCmdBuffer();}
virtual bool Submit ()override{return rt_list[current_frame]->Submit(nullptr);}
virtual bool Submit (Semaphore *wait_sem) override
{
return rt_list[current_frame]->Submit(wait_sem);
}
bool WaitQueue ()override{return rt_list[current_frame]->WaitQueue();}
bool WaitFence ()override{return rt_list[current_frame]->WaitFence();}
public:
virtual RenderCmdBuffer *BeginRender()override
{
//std::cout<<"Begin Render frame="<<current_frame<<std::endl;
return rt_list[current_frame]->BeginRender();
}
virtual void EndRender() override
{
//std::cout<<"End Render frame="<<current_frame<<std::endl;
rt_list[current_frame]->EndRender();
}
};//class MFRenderTarget
/**
*
*/
class SwapchainRenderTarget:public MFRenderTarget
{
Swapchain *swapchain;
PresentInfo present_info;
Semaphore *present_complete_semaphore=nullptr;
private:
SwapchainRenderTarget(RenderFramework *rf,Swapchain *sc,Semaphore *pcs,RenderTarget **rtl);
friend class SwapchainModule;
friend class RenderTargetManager;
public:
~SwapchainRenderTarget() override;
public:
IRenderTarget *AcquireNextImage(); ///<获取下一帧的索引
bool Submit()override; ///<提交当前帧的渲染,交推送到前台
};//class SwapchainRenderTarget:public RenderTarget
VK_NAMESPACE_END

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@ -0,0 +1,32 @@
#pragma once
#include<hgl/graph/VKFramebuffer.h>
VK_NAMESPACE_BEGIN
struct RenderTargetData
{
Framebuffer * fbo;
DeviceQueue * queue;
Semaphore * render_complete_semaphore;
RenderCmdBuffer * cmd_buf;
uint32_t color_count; ///<颜色成分数量
Texture2D ** color_textures; ///<颜色成分纹理列表
Texture2D * depth_texture; ///<深度成分纹理
public:
Texture2D *GetColorTexture(const uint32_t index)
{
if(index>=color_count)
return(nullptr);
return color_textures[index];
}
virtual void Clear();
};//struct RenderTargetData
VK_NAMESPACE_END

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@ -0,0 +1,95 @@
#pragma once
#include<hgl/graph/VKRenderTarget.h>
#include<hgl/graph/VKRenderTargetData.h>
VK_NAMESPACE_BEGIN
/**
*
*/
class MultiFrameRenderTarget:public IRenderTarget
{
protected:
uint32_t frame_number;
uint32_t current_frame;
RenderTargetData *rtd_list;
protected:
friend class RenderTargetManager;
MultiFrameRenderTarget(RenderFramework *rf,const uint32_t fn,RenderTargetData *rtl):IRenderTarget(rf,rtl[0].fbo->GetExtent())
{
frame_number=fn;
current_frame=0;
rtd_list=rtl;
}
public:
virtual ~MultiFrameRenderTarget() override;
virtual void NextFrame()
{
++current_frame;
if(current_frame>=frame_number)
current_frame=0;
}
uint32_t GetCurrentFrameIndices ()const{return current_frame;}
uint32_t GetFrameCount ()const{return frame_number;}
RenderTarget * GetCurrentFrameRenderTarget (){return rt_list[current_frame];}
public:
Framebuffer * GetFramebuffer ()override{return rt_list[current_frame]->GetFramebuffer();}
RenderPass * GetRenderPass ()override{return rt_list[current_frame]->GetRenderPass();}
uint32_t GetColorCount ()override{return rt_list[current_frame]->GetColorCount();}
Texture2D * GetColorTexture (const int index=0) override{return rt_list[current_frame]->GetColorTexture(index);}
Texture2D * GetDepthTexture () override{return rt_list[current_frame]->GetDepthTexture();}
bool hasDepth ()override{return rt_list[current_frame]->hasDepth();}
public: // Command Buffer
DeviceQueue * GetQueue ()override{return rt_list[current_frame]->GetQueue();}
Semaphore * GetRenderCompleteSemaphore()override{return rt_list[current_frame]->GetRenderCompleteSemaphore();}
RenderCmdBuffer * GetRenderCmdBuffer ()override{return rt_list[current_frame]->GetRenderCmdBuffer();}
Framebuffer * GetFramebuffer (const uint32_t index){return rt_list[index]->GetFramebuffer();}
RenderCmdBuffer * GetRenderCmdBuffer (const uint32_t index){return rt_list[index]->GetRenderCmdBuffer();}
virtual bool Submit ()override{return rt_list[current_frame]->Submit(nullptr);}
virtual bool Submit (Semaphore *wait_sem) override
{
return rt_list[current_frame]->Submit(wait_sem);
}
bool WaitQueue ()override{return rt_list[current_frame]->WaitQueue();}
bool WaitFence ()override{return rt_list[current_frame]->WaitFence();}
public:
virtual RenderCmdBuffer *BeginRender()override
{
//std::cout<<"Begin Render frame="<<current_frame<<std::endl;
return rt_list[current_frame]->BeginRender();
}
virtual void EndRender() override
{
//std::cout<<"End Render frame="<<current_frame<<std::endl;
rt_list[current_frame]->EndRender();
}
};//class MultiFrameRenderTarget
VK_NAMESPACE_END

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@ -0,0 +1,88 @@
#pragma once
#include<hgl/graph/VKRenderTarget.h>
#include<hgl/graph/VKRenderTargetData.h>
VK_NAMESPACE_BEGIN
/**
*
*/
class RenderTarget:public IRenderTarget
{
RenderTargetData *data;
protected:
friend class SwapchainModule;
friend class RenderTargetManager;
RenderTarget(RenderFramework *rf,RenderTargetData *rtd):IRenderTarget(rf,rtd->fbo->GetExtent())
{
data=rtd;
data->cmd_buf->SetDescriptorBinding(GetDescriptorBinding());
}
public:
virtual ~RenderTarget() override
{
if(data)
{
data->Clear();
delete data;
}
}
Framebuffer * GetFramebuffer ()override{return data->fbo;}
RenderPass * GetRenderPass ()override{return data->fbo->GetRenderPass();}
uint32_t GetColorCount ()override{return data->color_count;}
bool hasDepth ()override{return data->depth_texture;}
Texture2D * GetColorTexture (const int index=0) override{return data->GetColorTexture(index);}
Texture2D * GetDepthTexture () override{return data->depth_texture;}
public: // Command Buffer
DeviceQueue * GetQueue ()override{return data->queue;}
Semaphore * GetRenderCompleteSemaphore()override{return data->render_complete_semaphore;}
RenderCmdBuffer * GetRenderCmdBuffer ()override{return data->cmd_buf;}
virtual bool Submit (Semaphore *wait_sem)override
{
if(!data)
return(false);
return data->queue->Submit(data->cmd_buf,wait_sem,data->render_complete_semaphore);
}
bool WaitQueue ()override{return data->queue->WaitQueue();}
bool WaitFence ()override{return data->queue->WaitFence();}
public:
virtual RenderCmdBuffer *BeginRender()override
{
if(!data->cmd_buf)
return(nullptr);
data->cmd_buf->Begin();
data->cmd_buf->SetDescriptorBinding(GetDescriptorBinding());
data->cmd_buf->BindFramebuffer(data->fbo);
return data->cmd_buf;
}
virtual void EndRender() override
{
if(!data->cmd_buf)
return;
data->cmd_buf->End();
}
};//class RenderTarget
VK_NAMESPACE_END

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@ -0,0 +1,35 @@
#pragma once
#include<hgl/graph/VKRenderTargetMultiFrame.h>
VK_NAMESPACE_BEGIN
/**
*
*/
class SwapchainRenderTarget:public MultiFrameRenderTarget
{
Swapchain *swapchain;
PresentInfo present_info;
Semaphore *present_complete_semaphore=nullptr;
private:
SwapchainRenderTarget(RenderFramework *rf,Swapchain *sc,Semaphore *pcs,RenderTarget **rtl);
friend class SwapchainModule;
friend class RenderTargetManager;
public:
~SwapchainRenderTarget() override;
public:
IRenderTarget *AcquireNextImage(); ///<获取下一帧的索引
bool Submit()override; ///<提交当前帧的渲染,交推送到前台
};//class SwapchainRenderTarget:public MultiFrameRenderTarget
VK_NAMESPACE_END

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@ -4,4 +4,4 @@ add_subdirectory(SceneGraph)
add_subdirectory(Work)
#add_subdirectory(Tools)
#add_subdirectory(GUI)
add_subdirectory(JoltPhysics/Build)
#add_subdirectory(JoltPhysics/Build)

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@ -247,7 +247,6 @@ SET(VK_RENDER_CONTEXT_SOURCE ${SG_INCLUDE_PATH}/VKRenderContext.h
SET(VK_RENDER_PASS_SOURCE ${SG_INCLUDE_PATH}/VKFramebuffer.h
${SG_INCLUDE_PATH}/VKPipeline.h
${SG_INCLUDE_PATH}/VKRenderPass.h
${SG_INCLUDE_PATH}/VKRenderTarget.h
${SG_INCLUDE_PATH}/VKSwapchain.h
${SG_INCLUDE_PATH}/VKSemaphore.h
${SG_INCLUDE_PATH}/VKFence.h
@ -259,13 +258,23 @@ SET(VK_RENDER_PASS_SOURCE ${SG_INCLUDE_PATH}/VKFramebuffer.h
Vulkan/VKPipelineCache.cpp
#Vulkan/VKSubpass.cpp
Vulkan/VKRenderPass.cpp
Vulkan/VKRenderTarget.cpp
Vulkan/VKSwapchainRenderTarget.cpp
Vulkan/VKSwapchain.cpp
)
SOURCE_GROUP("Vulkan\\Render Pass" FILES ${VK_RENDER_PASS_SOURCE})
SET(VK_RENDER_TARGET_SOURCE ${SG_INCLUDE_PATH}/VKRenderTarget.h
${SG_INCLUDE_PATH}/VKRenderTargetData.h
${SG_INCLUDE_PATH}/VKRenderTargetSingle.h
${SG_INCLUDE_PATH}/VKRenderTargetMultiFrame.h
${SG_INCLUDE_PATH}/VKRenderTargetSwapchain.h
Vulkan/VKRenderTarget.cpp
Vulkan/VKRenderTargetData.cpp
Vulkan/VKSwapchainRenderTarget.cpp
)
SOURCE_GROUP("Vulkan\\Render Target" FILES ${VK_RENDER_TARGET_SOURCE})
SOURCE_GROUP("Vulkan\\Render Context" FILES ${VK_RENDER_CONTEXT_SOURCE})
SET(VK_CMD_BUFFER_SOURCE ${SG_INCLUDE_PATH}/VKCommandBuffer.h
@ -296,17 +305,29 @@ ENDIF(WIN32)
IF(UNIX)
IF(ANDROID)
SET(VULKAN_SURFACE_SOURCE Vulkan/Platform/AndroidVulkan.cpp)
SET(VULKAN_SURFACE_SOURCE Vulkan/platform/AndroidVulkan.cpp)
ELSE()
IF(APPLE)
IF(APPLE)
if(CMAKE_SYSTEM_NAME STREQUAL "iOS" OR CMAKE_OSX_SYSROOT MATCHES ".*iPhone.*")
message(STATUS "Targeting iOS")
set(VULKAN_SURFACE_SOURCE Vulkan/platform/iOSVulkan.cpp)
elseif(CMAKE_SYSTEM_NAME STREQUAL "Darwin" OR CMAKE_OSX_SYSROOT MATCHES ".*MacOSX.*")
message(STATUS "Targeting macOS")
set(VULKAN_SURFACE_SOURCE Vulkan/platform/MacVulkan.cpp)
else()
message(FATAL_ERROR "Unknown Apple platform")
endif()
ELSE()
SET(VULKAN_SURFACE_SOURCE Vulkan/Platform/XCBVulkan.cpp)
find_package(PkgConfig REQUIRED)
pkg_check_modules(WAYLAND_CLIENT wayland-client)
if(WAYLAND_CLIENT_FOUND)
message(STATUS "Targeting Wayland")
set(VULKAN_SURFACE_SOURCE Vulkan/platform/WaylandVulkan.cpp)
else()
message(STATUS "Targeting XCB")
set(VULKAN_SURFACE_SOURCE Vulkan/platform/XCBVulkan.cpp)
endif()
ENDIF()
ENDIF()
ENDIF(UNIX)
@ -328,6 +349,7 @@ SET(VULKAN_RENDER_SOURCE ${VK_RR_SOURCE}
${VK_TEXTURE_SOURCE}
${VK_MATERIAL_SOURCE}
${VK_RENDER_PASS_SOURCE}
${VK_RENDER_TARGET_SOURCE}
#${VK_RENDER_CONTEXT_SOURCE}
${VK_CMD_BUFFER_SOURCE}
${VK_RENDERABLE_SOURCE}

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@ -1,7 +1,4 @@
#include<hgl/graph/VKRenderTarget.h>
#include<hgl/graph/VKDevice.h>
#include<hgl/graph/VKSemaphore.h>
#include<hgl/graph/VKFramebuffer.h>
#include<hgl/graph/RenderFramework.h>
#include<hgl/graph/VKBuffer.h>
@ -37,13 +34,4 @@ void IRenderTarget::OnResize(const VkExtent2D &ext)
ubo_vp_info->Update();
}
void RenderTargetData::Clear()
{
SAFE_CLEAR(queue);
SAFE_CLEAR(render_complete_semaphore);
SAFE_CLEAR(fbo);
SAFE_CLEAR_OBJECT_ARRAY_OBJECT(color_textures,color_count);
SAFE_CLEAR(depth_texture);
}
VK_NAMESPACE_END

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@ -0,0 +1,17 @@
#include<hgl/graph/VKRenderTargetData.h>
#include<hgl/graph/VKDevice.h>
#include<hgl/graph/VKSemaphore.h>
#include<hgl/graph/VKFramebuffer.h>
VK_NAMESPACE_BEGIN
void RenderTargetData::Clear()
{
SAFE_CLEAR(queue);
SAFE_CLEAR(render_complete_semaphore);
SAFE_CLEAR(fbo);
SAFE_CLEAR_OBJECT_ARRAY_OBJECT(color_textures,color_count);
SAFE_CLEAR(depth_texture);
}
VK_NAMESPACE_END

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@ -4,7 +4,7 @@
//#include<iostream>
VK_NAMESPACE_BEGIN
SwapchainRenderTarget::SwapchainRenderTarget(RenderFramework *rf,Swapchain *sc,Semaphore *pcs,RenderTarget **rtl):MFRenderTarget(rf,sc->image_count,rtl)
SwapchainRenderTarget::SwapchainRenderTarget(RenderFramework *rf,Swapchain *sc,Semaphore *pcs,RenderTarget **rtl):MultiFrameRenderTarget(rf,sc->image_count,rtl)
{
swapchain=sc;

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@ -1,5 +1,5 @@
#include<hgl/graph/module/RenderTargetManager.h>
#include<hgl/graph/VKRenderTarget.h>
#include<hgl/graph/VKRenderTargetSingle.h>
#include<hgl/graph/VKDevice.h>
#include<hgl/graph/module/TextureManager.h>
#include<hgl/graph/module/RenderPassManager.h>

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@ -5,7 +5,7 @@
#include<hgl/graph/VKDevice.h>
#include<hgl/graph/VKSwapchain.h>
#include<hgl/graph/VKDeviceAttribute.h>
#include<hgl/graph/VKRenderTarget.h>
#include<hgl/graph/VKRenderTargetSwapchain.h>
#include<hgl/graph/VKCommandBuffer.h>
#include<hgl/graph/VKSemaphore.h>