refactored RenderTarget

This commit is contained in:
hyzboy 2025-01-26 23:22:25 +08:00
parent 2576675265
commit 74a5847bbc
9 changed files with 273 additions and 178 deletions

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@ -55,7 +55,7 @@ protected:
GPUDevice * device =nullptr;
RenderPass * device_render_pass =nullptr;
RTSwapchain * sc_render_target =nullptr;
SwapchainRenderTarget * sc_render_target =nullptr;
protected:
@ -617,4 +617,4 @@ template<typename T> int RunApp(uint w,uint h)
while(app.Run());
return 0;
}
}

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@ -55,7 +55,7 @@ public:
RenderTargetManager * GetRenderTargetManager (){return rt_manager;}
SwapchainModule * GetSwapchainModule (){return sc_module;}
RTSwapchain * GetSwapchainRenderTarget(){return sc_module?sc_module->GetRenderTarget():nullptr;}
SwapchainRenderTarget * GetSwapchainRenderTarget(){return sc_module?sc_module->GetRenderTarget():nullptr;}
public:

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@ -37,7 +37,7 @@ class ImageView;
class Framebuffer;
struct Swapchain;
class RenderTarget;
class RTSwapchain;
class SwapchainRenderTarget;
class Texture;
class Texture1D;

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@ -1,5 +1,4 @@
#ifndef HGL_GRAPH_VULKAN_RENDER_TARGET_INCLUDE
#define HGL_GRAPH_VULKAN_RENDER_TARGET_INCLUDE
#pragma once
#include<hgl/graph/VK.h>
#include<hgl/graph/VKRenderPass.h>
@ -7,8 +6,9 @@
#include<hgl/graph/VKSwapchain.h>
#include<hgl/graph/VKQueue.h>
#include<hgl/graph/VKPipeline.h>
VK_NAMESPACE_BEGIN
#include<hgl/graph/VKCommandBuffer.h>
VK_NAMESPACE_BEGIN
/**
* RenderTarget
*
@ -21,67 +21,203 @@ VK_NAMESPACE_BEGIN
class IRenderTarget
{
VkExtent2D extent;
public:
IRenderTarget(DeviceQueue *,Semaphore *);
const VkExtent2D &GetExtent ()const{return extent;}
virtual uint32_t GetColorCount ()=0;
virtual bool hasDepth ()=0;
public:
IRenderTarget(const VkExtent2D &ext){extent=ext;}
virtual ~IRenderTarget()=default;
virtual Framebuffer * GetFramebuffer ()=0;
virtual RenderPass * GetRenderPass ()=0;
virtual Texture2D * GetColorTexture (const int index=0)=0;
virtual Texture2D * GetDepthTexture ()=0;
public: // Command Buffer
virtual DeviceQueue * GetQueue ()=0;
virtual Semaphore * GetRenderCompleteSemaphore()=0;
virtual RenderCmdBuffer * GetRenderCmdBuffer ()=0;
virtual bool Submit (Semaphore *wait_sem)=0;
virtual bool Submit (){return Submit(nullptr);}
virtual bool WaitQueue ()=0;
virtual bool WaitFence ()=0;
};//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
class RenderTarget:public IRenderTarget
{
RenderTargetData *data;
protected:
friend class SwapchainModule;
friend class RenderTargetManager;
RenderTarget(RenderTargetData *rtd):IRenderTarget(rtd->fbo->GetExtent())
{
data=rtd;
}
public:
virtual ~RenderTarget()
{
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();}
};//class RenderTarget
/**
*
*/
class MFRenderTarget:public IRenderTarget
{
protected:
DeviceQueue *queue;
uint32_t frame_number;
uint32_t current_frame;
Framebuffer *fbo;
VkExtent2D extent;
Semaphore *render_complete_semaphore =nullptr;
protected:
uint32_t color_count;
Texture2D **color_textures;
Texture2D *depth_texture;
RenderTarget **rt_list;
protected:
friend class RenderTargetManager;
RenderTarget(DeviceQueue *,Semaphore *);
RenderTarget(DeviceQueue *,Semaphore *,Framebuffer *_fb,Texture2D **color_texture_list,const uint32_t color_count,Texture2D *depth_texture);
MFRenderTarget(const uint32_t fn,RenderTarget **rtl):IRenderTarget(rtl[0]->GetFramebuffer()->GetExtent())
{
frame_number=fn;
current_frame=0;
rt_list=rtl;
}
public:
virtual ~RenderTarget();
virtual ~MFRenderTarget()
{
SAFE_CLEAR_OBJECT_ARRAY_OBJECT(rt_list,frame_number);
}
virtual void NextFrame()
{
++current_frame;
if(current_frame>=frame_number)
current_frame=0;
}
DeviceQueue * GetQueue () {return queue;}
const VkExtent2D & GetExtent ()const {return extent;}
virtual RenderPass * GetRenderPass () {return GetFramebuffer()->GetRenderPass();}
virtual uint32_t GetColorCount () {return GetFramebuffer()->GetColorCount();}
uint32_t GetCurrentFrameIndices ()const{return current_frame;}
uint32_t GetFrameCount ()const{return frame_number;}
RenderTarget * GetCurrentFrameRenderTarget (){return rt_list[current_frame];}
virtual Framebuffer * GetFramebuffer () {return fbo;}
virtual Texture2D * GetColorTexture (const int index=0){return color_textures[index];}
virtual Texture2D * GetDepthTexture (){return depth_texture;}
public:
public: // command buffer
Framebuffer * GetFramebuffer ()override{return rt_list[current_frame]->GetFramebuffer();}
RenderPass * GetRenderPass ()override{return rt_list[current_frame]->GetRenderPass();}
Semaphore * GetRenderCompleteSemaphore (){return render_complete_semaphore;}
virtual bool Submit (RenderCmdBuffer *,Semaphore *present_complete_semaphore=nullptr);
uint32_t GetColorCount ()override{return rt_list[current_frame]->GetColorCount();}
bool WaitQueue(){return queue->WaitQueue();}
bool WaitFence(){return queue->WaitFence();}
};//class RenderTarget
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();}
};//class MFRenderTarget
/**
*
*/
class RTSwapchain:public RenderTarget
class SwapchainRenderTarget:public MFRenderTarget
{
VkDevice device;
Swapchain *swapchain;
@ -89,47 +225,26 @@ class RTSwapchain:public RenderTarget
Semaphore *present_complete_semaphore=nullptr;
uint32_t current_frame;
private:
SwapchainRenderTarget(VkDevice dev,Swapchain *sc,Semaphore *pcs,RenderTarget **rtl);
friend class SwapchainModule;
friend class RenderTargetManager;
public:
RTSwapchain(VkDevice dev,Swapchain *sc,DeviceQueue *q,Semaphore *rcs,Semaphore *pcs);
~RTSwapchain();
uint32_t GetColorCount () override {return 1;}
uint32_t GetImageCount ()const {return swapchain->image_count;}
uint32_t GetCurrentFrameIndices ()const {return current_frame;}
Framebuffer * GetFramebuffer ()override {return swapchain->sc_image[current_frame].fbo;}
Framebuffer * GetFramebuffer (int index) {return swapchain->sc_image[index].fbo;}
virtual Texture2D * GetColorTexture (const int index=0) override{return swapchain->sc_image[current_frame].color;}
virtual Texture2D * GetDepthTexture () override{return swapchain->sc_image[current_frame].depth;}
RenderCmdBuffer * GetRenderCmdBuffer (int index) {return swapchain->sc_image[index].cmd_buf;}
~SwapchainRenderTarget();
public:
Semaphore * GetPresentSemaphore () {return present_complete_semaphore;}
int AcquireNextImage(); ///<获取下一帧的索引
public:
bool PresentBackbuffer(); ///<推送后台画面到前台
/**
*
* @param present_complete_semaphore
*/
int AcquireNextImage();
/**
*
* @param render_complete_semaphore
*/
bool PresentBackbuffer(VkSemaphore *wait_semaphores,const uint32_t wait_semaphore_count);
bool PresentBackbuffer();
bool Submit(VkCommandBuffer);
bool Submit(VkCommandBuffer,Semaphore *);
};//class RTSwapchain:public RenderTarget
bool Submit()override
{
return rt_list[current_frame]->Submit(present_complete_semaphore);
}
};//class SwapchainRenderTarget:public RenderTarget
VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_RENDER_TARGET_INCLUDE

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@ -18,7 +18,7 @@ GRAPH_MODULE_CLASS(SwapchainModule)
RenderPass * sc_render_pass =nullptr;
RTSwapchain * sc_render_target=nullptr;
SwapchainRenderTarget * sc_render_target=nullptr;
SwapchainImage * current_sc_image=nullptr;
@ -43,11 +43,11 @@ public:
public:
RenderPass * GetRenderPass ()const{return sc_render_pass;}
RenderPass * GetRenderPass ()const{return sc_render_pass;}
const VkExtent2D & GetSwapchainSize()const{return sc_render_target->GetExtent();}
const VkExtent2D & GetSwapchainSize()const{return sc_render_target->GetExtent();}
RTSwapchain * GetRenderTarget ()const{return sc_render_target;}
SwapchainRenderTarget * GetRenderTarget ()const{return sc_render_target;}
};//class SwapchainModule:public GraphModule
VK_NAMESPACE_END

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@ -1,64 +1,17 @@
#include<hgl/graph/VKRenderTarget.h>
#include<hgl/graph/VKDevice.h>
#include<hgl/graph/VKSwapchain.h>
#include<hgl/graph/VKCommandBuffer.h>
#include<hgl/graph/VKSemaphore.h>
#include<hgl/graph/VKFramebuffer.h>
VK_NAMESPACE_BEGIN
RenderTarget::RenderTarget(DeviceQueue *q,Semaphore *s)
{
queue=q;
fbo=nullptr;
color_count=0;
color_textures=nullptr;
depth_texture=nullptr;
render_complete_semaphore=s;
}
RenderTarget::RenderTarget(DeviceQueue *q,Semaphore *s,Framebuffer *_fb,Texture2D **ctl,const uint32_t cc,Texture2D *dt)
{
queue=q;
fbo=_fb;
depth_texture=dt;
color_count=cc;
if(color_count>0)
{
color_textures=new Texture2D *[color_count];
hgl_cpy(color_textures,ctl,color_count);
extent.width=color_textures[0]->GetWidth();
extent.height=color_textures[0]->GetHeight();
}
else
{
color_textures=nullptr;
if(depth_texture)
{
extent.width=depth_texture->GetWidth();
extent.height=depth_texture->GetHeight();
}
}
render_complete_semaphore=s;
}
RenderTarget::~RenderTarget()
void RenderTargetData::Clear()
{
SAFE_CLEAR(queue);
SAFE_CLEAR(depth_texture);
SAFE_CLEAR_OBJECT_ARRAY_OBJECT(color_textures,color_count);
SAFE_CLEAR(render_complete_semaphore);
SAFE_CLEAR(fbo);
SAFE_CLEAR_OBJECT_ARRAY_OBJECT(color_textures,color_count);
SAFE_CLEAR(depth_texture);
}
bool RenderTarget::Submit(RenderCmdBuffer *command_buffer,Semaphore *present_complete_semaphore)
{
return queue->Submit(*command_buffer,present_complete_semaphore,render_complete_semaphore);
}
VK_NAMESPACE_END

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@ -3,7 +3,7 @@
#include<hgl/graph/VKSemaphore.h>
VK_NAMESPACE_BEGIN
RTSwapchain::RTSwapchain(VkDevice dev,Swapchain *sc,DeviceQueue *q,Semaphore *rcs,Semaphore *pcs):RenderTarget(q,rcs)
SwapchainRenderTarget::SwapchainRenderTarget(VkDevice dev,Swapchain *sc,Semaphore *pcs,RenderTarget **rtl):MFRenderTarget(sc->image_count,rtl)
{
device=dev;
@ -14,32 +14,37 @@ RTSwapchain::RTSwapchain(VkDevice dev,Swapchain *sc,DeviceQueue *q,Semaphore *rc
present_info.swapchainCount = 1;
present_info.pResults = nullptr;
present_info.pSwapchains = &(swapchain->swap_chain);
extent=swapchain->extent;
current_frame=0;
present_complete_semaphore=pcs;
}
RTSwapchain::~RTSwapchain()
SwapchainRenderTarget::~SwapchainRenderTarget()
{
delete present_complete_semaphore;
delete swapchain;
}
int RTSwapchain::AcquireNextImage()
int SwapchainRenderTarget::AcquireNextImage()
{
if(vkAcquireNextImageKHR(device,swapchain->swap_chain,UINT64_MAX,*(this->present_complete_semaphore),VK_NULL_HANDLE,&current_frame)==VK_SUCCESS)
if(vkAcquireNextImageKHR(device,
swapchain->swap_chain,
UINT64_MAX,
*present_complete_semaphore,
VK_NULL_HANDLE,
&current_frame)==VK_SUCCESS)
return current_frame;
return -1;
}
bool RTSwapchain::PresentBackbuffer(VkSemaphore *wait_semaphores,const uint32_t count)
bool SwapchainRenderTarget::PresentBackbuffer()
{
present_info.waitSemaphoreCount =count;
present_info.pWaitSemaphores =wait_semaphores;
DeviceQueue *queue=GetQueue();
VkSemaphore wait_semaphores=*GetRenderCompleteSemaphore();
present_info.waitSemaphoreCount =1;
present_info.pWaitSemaphores =&wait_semaphores;
present_info.pImageIndices =&current_frame;
VkResult result=queue->Present(&present_info);
@ -55,21 +60,4 @@ bool RTSwapchain::PresentBackbuffer(VkSemaphore *wait_semaphores,const uint32_t
return(true);
}
bool RTSwapchain::PresentBackbuffer()
{
VkSemaphore sem=*render_complete_semaphore;
return this->PresentBackbuffer(&sem,1);
}
bool RTSwapchain::Submit(VkCommandBuffer cb)
{
return queue->Submit(cb,present_complete_semaphore,render_complete_semaphore);
}
bool RTSwapchain::Submit(VkCommandBuffer cb,Semaphore *pce)
{
return queue->Submit(cb,pce,render_complete_semaphore);
}
VK_NAMESPACE_END

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@ -15,12 +15,12 @@ RenderTarget *RenderTargetManager::CreateRT(const FramebufferInfo *fbi,RenderPas
if(!fbi)return(nullptr);
if(!rp)return(nullptr);
const uint32_t image_count=fbi->GetColorCount();
const uint32_t color_count=fbi->GetColorCount();
const VkExtent2D extent=fbi->GetExtent();
const VkFormat depth_format=fbi->GetDepthFormat();
AutoDeleteObjectArray<Texture2D> color_texture_list(image_count);
AutoDeleteArray<ImageView *> color_iv_list(image_count); //iv只是从Texture2D中取出来的无需一个个delete
AutoDeleteObjectArray<Texture2D> color_texture_list(color_count);
AutoDeleteArray<ImageView *> color_iv_list(color_count); //iv只是从Texture2D中取出来的无需一个个delete
Texture2D **tp=color_texture_list;
ImageView **iv=color_iv_list;
@ -38,19 +38,27 @@ RenderTarget *RenderTargetManager::CreateRT(const FramebufferInfo *fbi,RenderPas
Texture2D *depth_texture=(depth_format!=PF_UNDEFINED)?tex_manager->CreateTexture2D(new DepthAttachmentTextureCreateInfo(depth_format,extent)):nullptr;
Framebuffer *fb=CreateFBO(rp,color_iv_list,image_count,depth_texture?depth_texture->GetImageView():nullptr);
Framebuffer *fb=CreateFBO(rp,color_iv_list,color_count,depth_texture?depth_texture->GetImageView():nullptr);
if(fb)
{
auto *dev=GetDevice();
RenderTargetData *rtd=new RenderTargetData{};
DeviceQueue *q=dev->CreateQueue(fence_count,false);
Semaphore *render_complete_semaphore=dev->CreateGPUSemaphore();
GPUDevice *dev=GetDevice();
RenderTarget *rt=new RenderTarget(q,render_complete_semaphore,fb,color_texture_list,image_count,depth_texture);
rtd->fbo =fb;
rtd->queue =dev->CreateQueue(fence_count,false);
rtd->render_complete_semaphore =dev->CreateGPUSemaphore();
rtd->cmd_buf =dev->CreateRenderCommandBuffer("");
rtd->color_count =color_count;
rtd->color_textures =hgl_new_copy<Texture2D *>(color_texture_list,color_count);
rtd->depth_texture =depth_texture;
color_texture_list.DiscardObject();
return rt;
return(new RenderTarget(rtd));
}
SAFE_CLEAR(depth_texture);
@ -60,7 +68,6 @@ RenderTarget *RenderTargetManager::CreateRT(const FramebufferInfo *fbi,RenderPas
RenderTarget *RenderTargetManager::CreateRT(const FramebufferInfo *fbi,const uint32_t fence_count)
{
if(!fbi)return(nullptr);
if(!rp_manager)return(nullptr); //这个判断理论上不可能成立
RenderPass *rp=rp_manager->AcquireRenderPass(fbi);

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@ -174,6 +174,20 @@ bool SwapchainModule::CreateSwapchain()
return(false);
}
namespace
{
struct SwapchainRenderTargetData:public RenderTargetData
{
void Clear() override
{
delete render_complete_semaphore;
delete queue;
delete[] color_textures;
}
};//
}//namespace
bool SwapchainModule::CreateSwapchainRenderTarget()
{
if(!CreateSwapchain())
@ -181,17 +195,35 @@ bool SwapchainModule::CreateSwapchainRenderTarget()
GPUDevice *device=GetDevice();
DeviceQueue *q=device->CreateQueue(swapchain->image_count,false);
Semaphore *render_complete_semaphore=device->CreateGPUSemaphore();
RenderTarget **rt_list=new RenderTarget*[swapchain->image_count];
Semaphore *present_complete_semaphore=device->CreateGPUSemaphore();
SwapchainImage *sc_image=swapchain->sc_image;
sc_render_target=new RTSwapchain( device->GetDevice(),
swapchain,
q,
render_complete_semaphore,
present_complete_semaphore
);
for(uint32_t i=0;i<swapchain->image_count;i++)
{
RenderTargetData *rtd=new SwapchainRenderTargetData{};
rtd->fbo =sc_image->fbo;
rtd->queue =device->CreateQueue(swapchain->image_count,false);
rtd->render_complete_semaphore =device->CreateGPUSemaphore();
rtd->cmd_buf =sc_image->cmd_buf;
rtd->color_count =1;
rtd->color_textures =new Texture2D*[1];
rtd->color_textures[0] =sc_image->color;
rtd->depth_texture =sc_image->depth;
rt_list[i]=new RenderTarget(rtd);
++sc_image;
}
sc_render_target=new SwapchainRenderTarget( device->GetDevice(),
swapchain,
device->CreateGPUSemaphore(),
rt_list
);
return true;
}
@ -255,7 +287,7 @@ void SwapchainModule::EndRender()
return;
current_sc_image->cmd_buf->End();
sc_render_target->Submit(*(current_sc_image->cmd_buf));
sc_render_target->Submit();
sc_render_target->PresentBackbuffer();
sc_render_target->WaitQueue();
sc_render_target->WaitFence();