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// vk-render-pass.cpp
#include "vk-render-pass.h"
#include "vk-helper-functions.h"
namespace gfx
{
using namespace Slang;
namespace vk
{
IRenderPassLayout* RenderPassLayoutImpl::getInterface(const Guid& guid)
{
if (guid == GfxGUID::IID_ISlangUnknown || guid == GfxGUID::IID_IRenderPassLayout)
return static_cast<IRenderPassLayout*>(this);
return nullptr;
}
RenderPassLayoutImpl::~RenderPassLayoutImpl()
{
m_renderer->m_api.vkDestroyRenderPass(m_renderer->m_api.m_device, m_renderPass, nullptr);
}
Result RenderPassLayoutImpl::init(DeviceImpl* renderer, const IRenderPassLayout::Desc& desc)
{
m_renderer = renderer;
// Create render pass using load/storeOp and layouts info from `desc`.
auto framebufferLayout = static_cast<FramebufferLayoutImpl*>(desc.framebufferLayout);
assert(desc.renderTargetCount == framebufferLayout->m_renderTargetCount);
// We need extra space if we have depth buffer
Array<VkAttachmentDescription, kMaxTargets> targetDescs;
targetDescs = framebufferLayout->m_targetDescs;
for (GfxIndex i = 0; i < desc.renderTargetCount; ++i)
{
VkAttachmentDescription& dst = targetDescs[i];
auto access = desc.renderTargetAccess[i];
// Fill in loadOp/storeOp and layout from desc.
dst.loadOp = translateLoadOp(access.loadOp);
dst.storeOp = translateStoreOp(access.storeOp);
dst.stencilLoadOp = translateLoadOp(access.stencilLoadOp);
dst.stencilStoreOp = translateStoreOp(access.stencilStoreOp);
dst.initialLayout = VulkanUtil::mapResourceStateToLayout(access.initialState);
dst.finalLayout = VulkanUtil::mapResourceStateToLayout(access.finalState);
}
if (framebufferLayout->m_hasDepthStencilTarget)
{
VkAttachmentDescription& dst = targetDescs[desc.renderTargetCount];
auto access = *desc.depthStencilAccess;
dst.loadOp = translateLoadOp(access.loadOp);
dst.storeOp = translateStoreOp(access.storeOp);
dst.stencilLoadOp = translateLoadOp(access.stencilLoadOp);
dst.stencilStoreOp = translateStoreOp(access.stencilStoreOp);
dst.initialLayout = VulkanUtil::mapResourceStateToLayout(access.initialState);
dst.finalLayout = VulkanUtil::mapResourceStateToLayout(access.finalState);
}
VkSubpassDescription subpassDesc = {};
subpassDesc.flags = 0;
subpassDesc.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpassDesc.inputAttachmentCount = 0u;
subpassDesc.pInputAttachments = nullptr;
subpassDesc.colorAttachmentCount = desc.renderTargetCount;
subpassDesc.pColorAttachments = framebufferLayout->m_colorReferences.getBuffer();
subpassDesc.pResolveAttachments = nullptr;
subpassDesc.pDepthStencilAttachment = framebufferLayout->m_hasDepthStencilTarget
? &framebufferLayout->m_depthReference
: nullptr;
subpassDesc.preserveAttachmentCount = 0u;
subpassDesc.pPreserveAttachments = nullptr;
VkRenderPassCreateInfo renderPassCreateInfo = {};
renderPassCreateInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
renderPassCreateInfo.attachmentCount = (uint32_t)targetDescs.getCount();
renderPassCreateInfo.pAttachments = 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;
}
} // namespace vk
} // namespace gfx
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