moved CreatePipeline functions to RenderPass class.

This commit is contained in:
hyzboy 2021-09-22 17:15:17 +08:00
parent fa47bc552c
commit 2753f95999
17 changed files with 140 additions and 154 deletions

@ -1 +1 @@
Subproject commit ea88b9fa13b816293530be9232f9ce5a529944ae
Subproject commit cbc6cda17afa4985025f588e7801654d9a8d4d1b

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@ -44,7 +44,7 @@ private:
bool RecreatePipeline()
{
// pipeline=db->CreatePipeline(material_instance,sc_render_target,OS_TEXT("res/pipeline/solid2d"));
pipeline=CreatePipeline(material_instance,InlinePipeline::Solid2D); //等同上一行为Framework重载默认使用swapchain的render target
pipeline=CreatePipeline(material_instance,InlinePipeline::Solid2D,Prim::Triangles); //等同上一行为Framework重载默认使用swapchain的render target
return pipeline;
}

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@ -48,6 +48,7 @@ protected:
protected:
GPUDevice * device =nullptr;
RenderPass * device_render_pass =nullptr;
SwapchainRenderTarget * sc_render_target =nullptr;
protected:
@ -118,6 +119,8 @@ public:
if(!device)
return(false);
device_render_pass=device->GetRenderPass();
db=new RenderResource(device);
InitCommandBuffer();
@ -258,7 +261,7 @@ public:
}
template<typename ...ARGS>
Pipeline *CreatePipeline(ARGS...args){return sc_render_target->CreatePipeline(args...);}
Pipeline *CreatePipeline(ARGS...args){return device_render_pass->CreatePipeline(args...);}
public:

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@ -240,11 +240,6 @@ public:
RenderTarget *CreateRenderTarget( const FramebufferInfo *fbi,RenderPass *,const uint32_t fence_count=1);
RenderTarget *CreateRenderTarget( const FramebufferInfo *fbi,const uint32_t fence_count=1);
public:
Pipeline *CreatePipeline( PipelineData *, const Material *,const RenderTarget *);
Pipeline *CreatePipeline(const InlinePipeline &,const Material *,const RenderTarget *);
public:

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@ -11,6 +11,7 @@ using RenderPassHASHCode=util::HashCodeSHA1LE;
class DeviceRenderPassManage
{
VkDevice device;
VkPipelineCache pipeline_cache;
util::Hash *hash;
@ -20,7 +21,7 @@ private:
friend class GPUDevice;
DeviceRenderPassManage(VkDevice);
DeviceRenderPassManage(VkDevice,VkPipelineCache);
~DeviceRenderPassManage();
private:

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@ -17,7 +17,7 @@ class Pipeline
private:
friend class GPUDevice;
friend class RenderPass;
Pipeline(VkDevice dev,VkPipeline p,PipelineData *pd)
{
@ -35,8 +35,6 @@ public:
operator VkPipeline(){return pipeline;}
const PipelineData *GetData()const{return data;}
const bool IsAlphaTest()const{return data->alpha_test>0;}
const bool IsAlphaBlend()const{return data->alpha_blend;}
};//class GraphicsPipeline

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@ -2,6 +2,8 @@
#define HGL_GRAPH_VULKAN_RENDER_PASS_INCLUDE
#include<hgl/graph/VK.h>
#include<hgl/graph/VKPipeline.h>
#include<hgl/type/List.h>
VK_NAMESPACE_BEGIN
/**
* RenderPass功能封装<br>
@ -11,36 +13,35 @@ VK_NAMESPACE_BEGIN
class RenderPass
{
VkDevice device;
VkPipelineCache pipeline_cache;
VkRenderPass render_pass;
List<VkFormat> color_formats;
VkFormat depth_format;
protected:
ObjectList<Pipeline> pipeline_list;
private:
friend class DeviceRenderPassManage;
RenderPass(VkDevice d,VkRenderPass rp,const List<VkFormat> &cf,VkFormat df)
RenderPass(VkDevice d,VkPipelineCache pc,VkRenderPass rp,const List<VkFormat> &cf,VkFormat df)
{
device=d;
pipeline_cache=pc;
render_pass=rp;
color_formats=cf;
depth_format=df;
}
RenderPass(VkDevice d,VkRenderPass rp,VkFormat cf,VkFormat df)
{
device=d;
render_pass=rp;
color_formats.Add(cf);
depth_format=df;
}
public:
virtual ~RenderPass();
operator VkRenderPass(){return render_pass;}
VkRenderPass GetVkRenderPass(){return render_pass;}
VkPipelineCache GetPipelineCache(){return pipeline_cache;}
const uint GetColorCount()const{return color_formats.GetCount();}
const List<VkFormat> & GetColorFormat()const{return color_formats;}
@ -51,6 +52,20 @@ public:
return color_formats.GetData()[index];
}
const VkFormat GetDepthFormat()const{return depth_format;}
public:
Pipeline *CreatePipeline(const Material *, PipelineData *);
Pipeline *CreatePipeline(const Material *,const InlinePipeline &);
public:
Pipeline *CreatePipeline(Material *, const InlinePipeline &, const Prim &prim,const bool prim_restart=false);
Pipeline *CreatePipeline(MaterialInstance *, const InlinePipeline &, const Prim &prim,const bool prim_restart=false);
Pipeline *CreatePipeline(Material *, PipelineData *, const Prim &prim,const bool prim_restart=false);
Pipeline *CreatePipeline(MaterialInstance *, PipelineData *, const Prim &prim,const bool prim_restart=false);
Pipeline *CreatePipeline(Material *, const OSString &, const Prim &prim,const bool prim_restart=false);
Pipeline *CreatePipeline(MaterialInstance *, const OSString &, const Prim &prim,const bool prim_restart=false);
};//class RenderPass
VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_RENDER_PASS_INCLUDE

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@ -28,10 +28,6 @@ protected:
Texture2D **color_textures;
Texture2D *depth_texture;
protected:
ObjectList<Pipeline> pipeline_list;
protected:
friend class GPUDevice;
@ -45,22 +41,13 @@ public:
const VkExtent2D & GetExtent ()const {return extent;}
virtual RenderPass * GetRenderPass () {return render_pass;}
virtual const VkRenderPass GetVkRenderPass ()const {return *render_pass;}
virtual const VkRenderPass GetVkRenderPass ()const {return render_pass->GetVkRenderPass();}
virtual const uint32_t GetColorCount ()const {return fbo->GetColorCount();}
virtual Framebuffer * GetFramebuffer () {return fbo;}
virtual Texture2D * GetColorTexture (const int index=0){return color_textures[index];}
virtual Texture2D * GetDepthTexture (){return depth_texture;}
public: //pipeline
Pipeline *CreatePipeline(Material *, const InlinePipeline &, const Prim &prim=Prim::Triangles,const bool prim_restart=false);
Pipeline *CreatePipeline(MaterialInstance *, const InlinePipeline &, const Prim &prim=Prim::Triangles,const bool prim_restart=false);
Pipeline *CreatePipeline(Material *, PipelineData *, const Prim &prim=Prim::Triangles,const bool prim_restart=false);
Pipeline *CreatePipeline(MaterialInstance *, PipelineData *, const Prim &prim=Prim::Triangles,const bool prim_restart=false);
Pipeline *CreatePipeline(Material *, const OSString &, const Prim &prim=Prim::Triangles,const bool prim_restart=false);
Pipeline *CreatePipeline(MaterialInstance *, const OSString &, const Prim &prim=Prim::Triangles,const bool prim_restart=false);
public: // command buffer
GPUSemaphore * GetRenderCompleteSemaphore (){return render_complete_semaphore;}

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@ -119,7 +119,6 @@ SET(VK_DEVICE_SOURCE ${SG_INCLUDE_PATH}/VKDevice.h
Vulkan/VKDeviceImage.cpp
Vulkan/VKDeviceTexture.cpp
Vulkan/VKDeviceMaterial.cpp
Vulkan/VKDevicePipeline.cpp
Vulkan/VKDeviceFramebuffer.cpp
Vulkan/VKDeviceSwapchain.cpp
Vulkan/VKDeviceRenderPass.cpp
@ -183,7 +182,6 @@ SET(VK_RENDER_PASS_SOURCE ${SG_INCLUDE_PATH}/VKFramebuffer.h
Vulkan/VKPipelineCache.cpp
Vulkan/VKRenderPass.cpp
Vulkan/VKRenderTarget.cpp
Vulkan/VKRenderTargetPipeline.cpp
Vulkan/VKSwapchainRenderTarget.cpp
Vulkan/VKSwapchain.cpp
)

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@ -72,7 +72,7 @@ bool RenderCmdBuffer::BindFramebuffer(RenderPass *rp,Framebuffer *fb)
render_area.offset.y=0;
render_area.extent=fb->GetExtent();
rp_begin.renderPass = *rp;
rp_begin.renderPass = rp->GetVkRenderPass();
rp_begin.framebuffer = *fb;
rp_begin.renderArea = render_area;
rp_begin.clearValueCount = cv_count;

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@ -5,7 +5,7 @@ VkFramebuffer CreateVulkanFramebuffer(VkDevice device,RenderPass *rp,const VkExt
{
FramebufferCreateInfo fb_info;
fb_info.renderPass = *rp;
fb_info.renderPass = rp->GetVkRenderPass();
fb_info.attachmentCount = attachmentCount;
fb_info.pAttachments = attachments;
fb_info.width = extent.width;
@ -75,7 +75,7 @@ Framebuffer *GPUDevice::CreateFramebuffer(RenderPass *rp,ImageView **color_list,
if(!fbo)
return(nullptr);
return(new Framebuffer(GetDevice(),fbo,extent,*rp,color_count,depth));
return(new Framebuffer(GetDevice(),fbo,extent,rp->GetVkRenderPass(),color_count,depth));
}
//
//Framebuffer *GPUDevice::CreateFramebuffer(RenderPass *rp,List<ImageView *> &color,ImageView *depth)

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@ -1,48 +0,0 @@
#include<hgl/graph/VKPipeline.h>
#include<hgl/graph/VKDevice.h>
#include<hgl/graph/VKMaterial.h>
#include<hgl/graph/VKRenderPass.h>
#include<hgl/graph/VKRenderTarget.h>
#include<hgl/graph/VKFramebuffer.h>
VK_NAMESPACE_BEGIN
Pipeline *GPUDevice::CreatePipeline(PipelineData *data,const Material *material,const RenderTarget *rt)
{
VkPipeline graphicsPipeline;
data->InitVertexInputState( material->GetStageCount(),
material->GetStages(),
material->GetVertexAttrCount(),
material->GetVertexBindingList(),
material->GetVertexAttributeList());
data->InitViewportState(rt->GetExtent());
data->SetColorAttachments(rt->GetColorCount());
data->pipeline_info.layout = material->GetPipelineLayout();
{
data->pipeline_info.renderPass = rt->GetVkRenderPass();
data->pipeline_info.subpass = 0; //subpass由于还不知道有什么用所以暂时写0待知道功用后需改进
}
if (vkCreateGraphicsPipelines( attr->device,
attr->pipeline_cache,
1,&data->pipeline_info,
nullptr,
&graphicsPipeline) != VK_SUCCESS)
return(nullptr);
return(new Pipeline(attr->device,graphicsPipeline,data));
}
Pipeline *GPUDevice::CreatePipeline(const InlinePipeline &ip,const Material *mtl,const RenderTarget *rt)
{
PipelineData *pd=GetPipelineData(ip);
if(!pd)return(nullptr);
return this->CreatePipeline(pd,mtl,rt);
}
VK_NAMESPACE_END

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@ -6,7 +6,7 @@
VK_NAMESPACE_BEGIN
void GPUDevice::InitRenderPassManage()
{
render_pass_manage=new DeviceRenderPassManage(attr->device);
render_pass_manage=new DeviceRenderPassManage(attr->device,attr->pipeline_cache);
SwapchainRenderbufferInfo rbi(attr->format,attr->physical_device->GetDepthFormat());

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@ -210,9 +210,10 @@ bool CreateDepthAttachment( List<VkAttachmentReference> &ref_list,List<VkAttachm
return(true);
}
DeviceRenderPassManage::DeviceRenderPassManage(VkDevice dev)
DeviceRenderPassManage::DeviceRenderPassManage(VkDevice dev,VkPipelineCache pc)
{
device=dev;
pipeline_cache=pc;
hash=util::CreateSHA1LEHash();
}
@ -298,7 +299,7 @@ RenderPass *DeviceRenderPassManage::CreateRenderPass( const List<VkAttachmentD
if(vkCreateRenderPass(device,&rp_info,nullptr,&render_pass)!=VK_SUCCESS)
return(nullptr);
return(new RenderPass(device,render_pass,rbi->GetColorFormatList(),depth_format));
return(new RenderPass(device,pipeline_cache,render_pass,rbi->GetColorFormatList(),depth_format));
}
RenderPass *DeviceRenderPassManage::AcquireRenderPass(const RenderbufferInfo *rbi)

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@ -1,8 +1,106 @@
#include<hgl/graph/VKRenderPass.h>
#include<hgl/graph/VKDevice.h>
#include<hgl/graph/VKInlinePipeline.h>
#include<hgl/graph/VKPipelineData.h>
#include<hgl/graph/VKMaterial.h>
#include<hgl/graph/VKMaterialInstance.h>
VK_NAMESPACE_BEGIN
RenderPass::~RenderPass()
{
pipeline_list.Clear();
vkDestroyRenderPass(device,render_pass,nullptr);
}
Pipeline *RenderPass::CreatePipeline(const Material *material,PipelineData *data)
{
VkPipeline graphicsPipeline;
data->InitVertexInputState( material->GetStageCount(),
material->GetStages(),
material->GetVertexAttrCount(),
material->GetVertexBindingList(),
material->GetVertexAttributeList());
data->SetColorAttachments(color_formats.GetCount());
data->pipeline_info.layout = material->GetPipelineLayout();
{
data->pipeline_info.renderPass = render_pass;
data->pipeline_info.subpass = 0; //subpass由于还不知道有什么用所以暂时写0待知道功用后需改进
}
if (vkCreateGraphicsPipelines( device,
pipeline_cache,
1,&data->pipeline_info,
nullptr,
&graphicsPipeline) != VK_SUCCESS)
return(nullptr);
return(new Pipeline(device,graphicsPipeline,data));
}
Pipeline *RenderPass::CreatePipeline(const Material *mtl,const InlinePipeline &ip)
{
PipelineData *pd=GetPipelineData(ip);
if(!pd)return(nullptr);
return CreatePipeline(mtl,pd);
}
Pipeline *RenderPass::CreatePipeline(Material *mtl,const InlinePipeline &ip,const Prim &prim,const bool prim_restart)
{
if(!mtl)return(nullptr);
PipelineData *pd=GetPipelineData(ip);
pd->Set(prim,prim_restart);
Pipeline *p=CreatePipeline(mtl,pd);
if(p)
pipeline_list.Add(p);
return p;
}
Pipeline *RenderPass::CreatePipeline(MaterialInstance *mi,const InlinePipeline &ip,const Prim &prim,const bool prim_restart)
{
if(!mi)return(nullptr);
return CreatePipeline(mi->GetMaterial(),ip,prim,prim_restart);
}
Pipeline *RenderPass::CreatePipeline(Material *mtl,PipelineData *pd,const Prim &prim,const bool prim_restart)
{
pd->Set(prim,prim_restart);
Pipeline *p=CreatePipeline(mtl,pd);
if(p)
pipeline_list.Add(p);
return(p);
}
Pipeline *RenderPass::CreatePipeline(MaterialInstance *mi,PipelineData *pd,const Prim &prim,const bool prim_restart)
{
return CreatePipeline(mi->GetMaterial(),pd,prim,prim_restart);
}
Pipeline *RenderPass::CreatePipeline(Material *mtl,const OSString &pipeline_filename,const Prim &prim,const bool prim_restart)
{
PipelineData *pd=GetPipelineData(pipeline_filename);
if(!pd)return(nullptr);
return CreatePipeline(mtl,pd,prim,prim_restart);
}
Pipeline *RenderPass::CreatePipeline(MaterialInstance *mi,const OSString &filename,const Prim &prim,const bool prim_restart)
{
return CreatePipeline(mi->GetMaterial(),filename,prim,prim_restart);
}
VK_NAMESPACE_END

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@ -53,7 +53,6 @@ RenderTarget::RenderTarget(GPUDevice *dev,RenderPass *_rp,Framebuffer *_fb,Textu
RenderTarget::~RenderTarget()
{
pipeline_list.Clear();
SAFE_CLEAR(depth_texture);
SAFE_CLEAR_OBJECT_ARRAY(color_textures,color_count);

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@ -1,61 +0,0 @@
#include<hgl/graph/VKRenderTarget.h>
#include<hgl/graph/VKMaterialInstance.h>
#include<hgl/graph/VKDevice.h>
#include<hgl/graph/VKInlinePipeline.h>
#include<hgl/graph/VKPipelineData.h>
VK_NAMESPACE_BEGIN
Pipeline *RenderTarget::CreatePipeline(Material *mtl,const InlinePipeline &ip,const Prim &prim,const bool prim_restart)
{
if(!mtl)return(nullptr);
PipelineData *pd=GetPipelineData(ip);
pd->Set(prim,prim_restart);
Pipeline *p=device->CreatePipeline(pd,mtl,this);
if(p)
pipeline_list.Add(p);
return p;
}
Pipeline *RenderTarget::CreatePipeline(MaterialInstance *mi,const InlinePipeline &ip,const Prim &prim,const bool prim_restart)
{
if(!mi)return(nullptr);
return CreatePipeline(mi->GetMaterial(),ip,prim,prim_restart);
}
Pipeline *RenderTarget::CreatePipeline(Material *mtl,PipelineData *pd,const Prim &prim,const bool prim_restart)
{
pd->Set(prim,prim_restart);
Pipeline *p=device->CreatePipeline(pd,mtl,this);
if(p)
pipeline_list.Add(p);
return(p);
}
Pipeline *RenderTarget::CreatePipeline(MaterialInstance *mi,PipelineData *pd,const Prim &prim,const bool prim_restart)
{
return CreatePipeline(mi->GetMaterial(),pd,prim,prim_restart);
}
Pipeline *RenderTarget::CreatePipeline(Material *mtl,const OSString &pipeline_filename,const Prim &prim,const bool prim_restart)
{
PipelineData *pd=GetPipelineData(pipeline_filename);
if(!pd)return(nullptr);
return CreatePipeline(mtl,pd,prim,prim_restart);
}
Pipeline *RenderTarget::CreatePipeline(MaterialInstance *mi,const OSString &filename,const Prim &prim,const bool prim_restart)
{
return CreatePipeline(mi->GetMaterial(),filename,prim,prim_restart);
}
VK_NAMESPACE_END