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mirror of https://github.com/EduApps-CDG/OpenDX synced 2024-12-30 09:45:37 +01:00
OpenDX/src/dxvk/dxvk_renderpass.cpp
Philip Rebohle 7fa26f1c87
[d3d11] Implement render pass spilling for UAV rendering
Spilling the render pass should make shader storage buffer/image writes
visible due to how external subpass dependencies are defined. For UAV
rendering, we need to do this when changing the UAVs, even if the render
targets themselves do not change.
2018-06-15 20:49:24 +02:00

232 lines
8.3 KiB
C++

#include <algorithm>
#include "dxvk_renderpass.h"
namespace dxvk {
bool DxvkRenderPassFormat::matches(const DxvkRenderPassFormat& fmt) const {
bool eq = sampleCount == fmt.sampleCount;
for (uint32_t i = 0; i < MaxNumRenderTargets && eq; i++) {
eq &= color[i].format == fmt.color[i].format
&& color[i].layout == fmt.color[i].layout;
}
eq &= depth.format == fmt.depth.format
&& depth.layout == fmt.depth.layout;
return eq;
}
DxvkRenderPass::DxvkRenderPass(
const Rc<vk::DeviceFn>& vkd,
const DxvkRenderPassFormat& fmt)
: m_vkd(vkd), m_format(fmt),
m_default(createRenderPass(DxvkRenderPassOps())) {
}
DxvkRenderPass::~DxvkRenderPass() {
m_vkd->vkDestroyRenderPass(m_vkd->device(), m_default, nullptr);
for (const auto& i : m_instances) {
m_vkd->vkDestroyRenderPass(
m_vkd->device(), i.handle, nullptr);
}
}
bool DxvkRenderPass::hasCompatibleFormat(const DxvkRenderPassFormat& fmt) const {
return m_format.matches(fmt);
}
VkRenderPass DxvkRenderPass::getHandle(const DxvkRenderPassOps& ops) {
std::lock_guard<sync::Spinlock> lock(m_mutex);
for (const auto& i : m_instances) {
if (compareOps(i.ops, ops))
return i.handle;
}
VkRenderPass handle = this->createRenderPass(ops);
m_instances.push_back({ ops, handle });
return handle;
}
VkRenderPass DxvkRenderPass::createRenderPass(const DxvkRenderPassOps& ops) {
std::vector<VkAttachmentDescription> attachments;
VkAttachmentReference depthRef;
std::array<VkAttachmentReference, MaxNumRenderTargets> colorRef;
// Render passes may not require the previous
// contents of the attachments to be preserved.
for (uint32_t i = 0; i < MaxNumRenderTargets; i++) {
colorRef[i].attachment = VK_ATTACHMENT_UNUSED;
colorRef[i].layout = VK_IMAGE_LAYOUT_UNDEFINED;
if (m_format.color[i].format != VK_FORMAT_UNDEFINED) {
VkAttachmentDescription desc;
desc.flags = 0;
desc.format = m_format.color[i].format;
desc.samples = m_format.sampleCount;
desc.loadOp = ops.colorOps[i].loadOp;
desc.storeOp = ops.colorOps[i].storeOp;
desc.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
desc.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
desc.initialLayout = ops.colorOps[i].loadLayout;
desc.finalLayout = ops.colorOps[i].storeLayout;
colorRef[i].attachment = attachments.size();
colorRef[i].layout = m_format.color[i].layout;
attachments.push_back(desc);
}
}
if (m_format.depth.format != VK_FORMAT_UNDEFINED) {
VkAttachmentDescription desc;
desc.flags = 0;
desc.format = m_format.depth.format;
desc.samples = m_format.sampleCount;
desc.loadOp = ops.depthOps.loadOpD;
desc.storeOp = ops.depthOps.storeOpD;
desc.stencilLoadOp = ops.depthOps.loadOpS;
desc.stencilStoreOp = ops.depthOps.storeOpS;
desc.initialLayout = ops.depthOps.loadLayout;
desc.finalLayout = ops.depthOps.storeLayout;
depthRef.attachment = attachments.size();
depthRef.layout = m_format.depth.layout;
attachments.push_back(desc);
}
VkSubpassDescription subpass;
subpass.flags = 0;
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.inputAttachmentCount = 0;
subpass.pInputAttachments = nullptr;
subpass.colorAttachmentCount = colorRef.size();
subpass.pColorAttachments = colorRef.data();
subpass.pResolveAttachments = nullptr;
subpass.pDepthStencilAttachment = &depthRef;
subpass.preserveAttachmentCount = 0;
subpass.pPreserveAttachments = nullptr;
if (m_format.depth.format == VK_FORMAT_UNDEFINED)
subpass.pDepthStencilAttachment = nullptr;
const std::array<VkSubpassDependency, 2> subpassDeps = {{
{ VK_SUBPASS_EXTERNAL, 0,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT |
VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT |
VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
VK_ACCESS_SHADER_READ_BIT |
VK_ACCESS_SHADER_WRITE_BIT |
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT |
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT |
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT |
VK_ACCESS_TRANSFER_READ_BIT |
VK_ACCESS_TRANSFER_WRITE_BIT,
VK_ACCESS_SHADER_READ_BIT |
VK_ACCESS_SHADER_WRITE_BIT |
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT |
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT |
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, 0 },
{ 0, VK_SUBPASS_EXTERNAL,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT |
VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT |
VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
VK_ACCESS_SHADER_READ_BIT |
VK_ACCESS_SHADER_WRITE_BIT |
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT |
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT |
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
VK_ACCESS_SHADER_READ_BIT |
VK_ACCESS_SHADER_WRITE_BIT |
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT |
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT |
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT |
VK_ACCESS_TRANSFER_READ_BIT |
VK_ACCESS_TRANSFER_WRITE_BIT, 0 },
}};
VkRenderPassCreateInfo info;
info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
info.pNext = nullptr;
info.flags = 0;
info.attachmentCount = attachments.size();
info.pAttachments = attachments.data();
info.subpassCount = 1;
info.pSubpasses = &subpass;
info.dependencyCount = subpassDeps.size();
info.pDependencies = subpassDeps.data();
VkRenderPass renderPass = VK_NULL_HANDLE;
if (m_vkd->vkCreateRenderPass(m_vkd->device(), &info, nullptr, &renderPass) != VK_SUCCESS) {
Logger::err("DxvkRenderPass: Failed to create render pass object");
return VK_NULL_HANDLE;
}
return renderPass;
}
bool DxvkRenderPass::compareOps(
const DxvkRenderPassOps& a,
const DxvkRenderPassOps& b) {
bool eq = a.depthOps.loadOpD == b.depthOps.loadOpD
&& a.depthOps.loadOpS == b.depthOps.loadOpS
&& a.depthOps.loadLayout == b.depthOps.loadLayout
&& a.depthOps.storeOpD == b.depthOps.storeOpD
&& a.depthOps.storeOpS == b.depthOps.storeOpS
&& a.depthOps.storeLayout == b.depthOps.storeLayout;
for (uint32_t i = 0; i < MaxNumRenderTargets && eq; i++) {
eq &= a.colorOps[i].loadOp == b.colorOps[i].loadOp
&& a.colorOps[i].loadLayout == b.colorOps[i].loadLayout
&& a.colorOps[i].storeOp == b.colorOps[i].storeOp
&& a.colorOps[i].storeLayout == b.colorOps[i].storeLayout;
}
return eq;
}
DxvkRenderPassPool::DxvkRenderPassPool(const Rc<vk::DeviceFn>& vkd)
: m_vkd(vkd) {
}
DxvkRenderPassPool::~DxvkRenderPassPool() {
}
Rc<DxvkRenderPass> DxvkRenderPassPool::getRenderPass(const DxvkRenderPassFormat& fmt) {
std::lock_guard<std::mutex> lock(m_mutex);
for (const auto& r : m_renderPasses) {
if (r->hasCompatibleFormat(fmt))
return r;
}
Rc<DxvkRenderPass> rp = new DxvkRenderPass(m_vkd, fmt);
m_renderPasses.push_back(rp);
return rp;
}
}