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// vk-framebuffer.cpp
#include "vk-framebuffer.h"
#include "vk-device.h"
#include "vk-helper-functions.h"
#include "vk-resource-views.h"
namespace gfx
{
using namespace Slang;
namespace vk
{
FramebufferLayoutImpl::~FramebufferLayoutImpl()
{
m_renderer->m_api.vkDestroyRenderPass(m_renderer->m_api.m_device, m_renderPass, nullptr);
}
Result FramebufferLayoutImpl::init(DeviceImpl* renderer, const IFramebufferLayout::Desc& desc)
{
m_renderer = renderer;
m_renderTargetCount = desc.renderTargetCount;
// Create render pass.
int numTargets = m_renderTargetCount;
m_hasDepthStencilTarget = (desc.depthStencil != nullptr);
if (m_hasDepthStencilTarget)
{
numTargets++;
}
// We need extra space if we have depth buffer
m_targetDescs.setCount(numTargets);
for (GfxIndex i = 0; i < desc.renderTargetCount; ++i)
{
auto& renderTarget = desc.renderTargets[i];
VkAttachmentDescription& dst = m_targetDescs[i];
dst.flags = 0;
dst.format = VulkanUtil::getVkFormat(renderTarget.format);
if (renderTarget.format == Format::Unknown)
dst.format = VK_FORMAT_R8G8B8A8_UNORM;
dst.samples = (VkSampleCountFlagBits)renderTarget.sampleCount;
// The following load/store/layout settings does not matter.
// In FramebufferLayout we just need a "compatible" render pass that
// can be used to create a framebuffer. A framebuffer created
// with this render pass setting can be used with actual render passes
// that has a different loadOp/storeOp/layout setting.
dst.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
dst.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
dst.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
dst.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
dst.initialLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
dst.finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
m_sampleCount = Math::Max(dst.samples, m_sampleCount);
}
if (desc.depthStencil)
{
VkAttachmentDescription& dst = m_targetDescs[desc.renderTargetCount];
dst.flags = 0;
dst.format = VulkanUtil::getVkFormat(desc.depthStencil->format);
dst.samples = (VkSampleCountFlagBits)desc.depthStencil->sampleCount;
dst.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
dst.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
dst.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
dst.stencilStoreOp = VK_ATTACHMENT_STORE_OP_STORE;
dst.initialLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
dst.finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
m_sampleCount = Math::Max(dst.samples, m_sampleCount);
}
Array<VkAttachmentReference, kMaxRenderTargets>& colorReferences = m_colorReferences;
colorReferences.setCount(desc.renderTargetCount);
for (GfxIndex i = 0; i < desc.renderTargetCount; ++i)
{
VkAttachmentReference& dst = colorReferences[i];
dst.attachment = i;
dst.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
}
m_depthReference = VkAttachmentReference{};
m_depthReference.attachment = desc.renderTargetCount;
m_depthReference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
VkSubpassDescription subpassDesc = {};
subpassDesc.flags = 0;
subpassDesc.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpassDesc.inputAttachmentCount = 0u;
subpassDesc.pInputAttachments = nullptr;
subpassDesc.colorAttachmentCount = desc.renderTargetCount;
subpassDesc.pColorAttachments = colorReferences.getBuffer();
subpassDesc.pResolveAttachments = nullptr;
subpassDesc.pDepthStencilAttachment = m_hasDepthStencilTarget ? &m_depthReference : nullptr;
subpassDesc.preserveAttachmentCount = 0u;
subpassDesc.pPreserveAttachments = nullptr;
VkRenderPassCreateInfo renderPassCreateInfo = {};
renderPassCreateInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
renderPassCreateInfo.attachmentCount = numTargets;
renderPassCreateInfo.pAttachments = m_targetDescs.getBuffer();
renderPassCreateInfo.subpassCount = 1;
renderPassCreateInfo.pSubpasses = &subpassDesc;
SLANG_VK_RETURN_ON_FAIL(m_renderer->m_api.vkCreateRenderPass(
m_renderer->m_api.m_device,
&renderPassCreateInfo,
nullptr,
&m_renderPass));
return SLANG_OK;
}
FramebufferImpl::~FramebufferImpl()
{
m_renderer->m_api.vkDestroyFramebuffer(m_renderer->m_api.m_device, m_handle, nullptr);
}
Result FramebufferImpl::init(DeviceImpl* renderer, const IFramebuffer::Desc& desc)
{
m_renderer = renderer;
uint32_t layerCount = 0;
auto dsv = desc.depthStencilView ? static_cast<TextureResourceViewImpl*>(desc.depthStencilView)
: nullptr;
// Get frame dimensions from attachments.
if (dsv)
{
// If we have a depth attachment, get frame size from there.
auto size = dsv->m_texture->getDesc()->size;
auto viewDesc = dsv->getViewDesc();
m_width = getMipLevelSize(viewDesc->subresourceRange.mipLevel, size.width);
m_height = getMipLevelSize(viewDesc->subresourceRange.mipLevel, size.height);
layerCount = viewDesc->subresourceRange.layerCount;
}
else if (desc.renderTargetCount)
{
// If we don't have a depth attachment, then we must have at least
// one color attachment. Get frame dimension from there.
auto viewImpl = static_cast<TextureResourceViewImpl*>(desc.renderTargetViews[0]);
auto resourceDesc = viewImpl->m_texture->getDesc();
auto viewDesc = viewImpl->getViewDesc();
auto size = resourceDesc->size;
m_width = getMipLevelSize(viewDesc->subresourceRange.mipLevel, size.width);
m_height = getMipLevelSize(viewDesc->subresourceRange.mipLevel, size.height);
layerCount = (resourceDesc->type == IResource::Type::Texture3D)
? size.depth
: viewDesc->subresourceRange.layerCount;
}
else
{
// In case we create an "empty" framebuffer, use the maximum viewport dimensions.
// This to allow arbitrary viewport sizes when rendering to the empty framebuffer.
m_width = m_renderer->m_api.m_deviceProperties.limits.maxViewportDimensions[0];
m_height = m_renderer->m_api.m_deviceProperties.limits.maxViewportDimensions[1];
layerCount = 1;
}
if (layerCount == 0)
layerCount = 1;
// Create render pass.
int numTargets = desc.renderTargetCount;
if (desc.depthStencilView)
numTargets++;
Array<VkImageView, kMaxTargets> imageViews;
imageViews.setCount(numTargets);
renderTargetViews.setCount(desc.renderTargetCount);
for (GfxIndex i = 0; i < desc.renderTargetCount; ++i)
{
auto resourceView = static_cast<TextureResourceViewImpl*>(desc.renderTargetViews[i]);
renderTargetViews[i] = resourceView;
imageViews[i] = resourceView->m_view;
if (resourceView->m_texture->getDesc()->optimalClearValue)
{
memcpy(
&m_clearValues[i],
&resourceView->m_texture->getDesc()->optimalClearValue->color,
sizeof(gfx::ColorClearValue));
}
}
if (dsv)
{
imageViews[desc.renderTargetCount] = dsv->m_view;
depthStencilView = dsv;
if (dsv->m_texture->getDesc()->optimalClearValue)
{
memcpy(
&m_clearValues[desc.renderTargetCount],
&dsv->m_texture->getDesc()->optimalClearValue->depthStencil,
sizeof(gfx::DepthStencilClearValue));
}
}
// Create framebuffer.
m_layout = static_cast<FramebufferLayoutImpl*>(desc.layout);
VkFramebufferCreateInfo framebufferInfo = {};
framebufferInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
framebufferInfo.renderPass = m_layout->m_renderPass;
framebufferInfo.attachmentCount = numTargets;
framebufferInfo.pAttachments = imageViews.getBuffer();
framebufferInfo.width = m_width;
framebufferInfo.height = m_height;
framebufferInfo.layers = layerCount;
SLANG_VK_RETURN_ON_FAIL(m_renderer->m_api.vkCreateFramebuffer(
m_renderer->m_api.m_device,
&framebufferInfo,
nullptr,
&m_handle));
return SLANG_OK;
}
} // namespace vk
} // namespace gfx
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