0ad/source/renderer/backend/vulkan/RenderPassManager.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

200 lines
6.7 KiB
C++
Raw Blame History

This file contains invisible Unicode characters

This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

/* Copyright (C) 2023 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "RenderPassManager.h"
#include "lib/hash.h"
#include "ps/containers/StaticVector.h"
#include "renderer/backend/vulkan/Device.h"
#include "renderer/backend/vulkan/Mapping.h"
#include "renderer/backend/vulkan/Texture.h"
#include "renderer/backend/vulkan/Utilities.h"
namespace Renderer
{
namespace Backend
{
namespace Vulkan
{
size_t CRenderPassManager::DescHash::operator()(const Desc& desc) const
{
size_t seed = 0;
hash_combine(seed, desc.sampleCount);
if (desc.colorAttachment.has_value())
{
hash_combine(seed, (*desc.colorAttachment).format);
hash_combine(seed, (*desc.colorAttachment).loadOp);
hash_combine(seed, (*desc.colorAttachment).storeOp);
}
else
hash_combine(seed, VK_FORMAT_UNDEFINED);
if (desc.depthStencilAttachment.has_value())
{
hash_combine(seed, (*desc.depthStencilAttachment).format);
hash_combine(seed, (*desc.depthStencilAttachment).loadOp);
hash_combine(seed, (*desc.depthStencilAttachment).storeOp);
}
else
hash_combine(seed, VK_FORMAT_UNDEFINED);
return seed;
}
bool CRenderPassManager::DescEqual::operator()(const Desc& lhs, const Desc& rhs) const
{
auto compareAttachments = [](const std::optional<Attachment>& lhs, const std::optional<Attachment>& rhs) -> bool
{
if (lhs.has_value() != rhs.has_value())
return false;
if (!lhs.has_value())
return true;
return
(*lhs).format == (*rhs).format &&
(*lhs).loadOp == (*rhs).loadOp &&
(*lhs).storeOp == (*rhs).storeOp;
};
if (!compareAttachments(lhs.colorAttachment, rhs.colorAttachment))
return false;
if (!compareAttachments(lhs.depthStencilAttachment, rhs.depthStencilAttachment))
return false;
return lhs.sampleCount == rhs.sampleCount;
}
CRenderPassManager::CRenderPassManager(CDevice* device)
: m_Device(device)
{
}
CRenderPassManager::~CRenderPassManager()
{
for (const auto& it : m_RenderPassMap)
if (it.second != VK_NULL_HANDLE)
{
m_Device->ScheduleObjectToDestroy(
VK_OBJECT_TYPE_RENDER_PASS, it.second, VK_NULL_HANDLE);
}
m_RenderPassMap.clear();
}
VkRenderPass CRenderPassManager::GetOrCreateRenderPass(
SColorAttachment* colorAttachment,
SDepthStencilAttachment* depthStencilAttachment)
{
Desc desc{};
if (colorAttachment)
{
CTexture* colorAttachmentTexture = colorAttachment->texture->As<CTexture>();
desc.sampleCount = colorAttachmentTexture->GetSampleCount();
desc.colorAttachment.emplace(Attachment{
colorAttachmentTexture->GetVkFormat(),
colorAttachment->loadOp,
colorAttachment->storeOp});
}
if (depthStencilAttachment)
{
CTexture* depthStencilAttachmentTexture = depthStencilAttachment->texture->As<CTexture>();
desc.sampleCount = depthStencilAttachmentTexture->GetSampleCount();
desc.depthStencilAttachment.emplace(Attachment{
depthStencilAttachmentTexture->GetVkFormat(),
depthStencilAttachment->loadOp,
depthStencilAttachment->storeOp});
}
auto it = m_RenderPassMap.find(desc);
if (it != m_RenderPassMap.end())
return it->second;
uint32_t attachmentCount = 0;
PS::StaticVector<VkAttachmentDescription, 4> attachmentDescs;
std::optional<VkAttachmentReference> colorAttachmentRef;
std::optional<VkAttachmentReference> depthStencilAttachmentRef;
if (colorAttachment)
{
CTexture* colorAttachmentTexture = colorAttachment->texture->As<CTexture>();
VkAttachmentDescription colorAttachmentDesc{};
colorAttachmentDesc.format = colorAttachmentTexture->GetVkFormat();
colorAttachmentDesc.samples = Mapping::FromSampleCount(colorAttachmentTexture->GetSampleCount());
colorAttachmentDesc.loadOp = Mapping::FromAttachmentLoadOp(colorAttachment->loadOp);
colorAttachmentDesc.storeOp = Mapping::FromAttachmentStoreOp(colorAttachment->storeOp);
colorAttachmentDesc.initialLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
colorAttachmentDesc.finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
attachmentDescs.emplace_back(std::move(colorAttachmentDesc));
colorAttachmentRef.emplace(VkAttachmentReference{
attachmentCount++, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL});
}
if (depthStencilAttachment)
{
CTexture* depthStencilAttachmentTexture = depthStencilAttachment->texture->As<CTexture>();
VkAttachmentDescription depthStencilAttachmentDesc{};
depthStencilAttachmentDesc.format = depthStencilAttachmentTexture->GetVkFormat();
depthStencilAttachmentDesc.samples = Mapping::FromSampleCount(depthStencilAttachmentTexture->GetSampleCount());
depthStencilAttachmentDesc.loadOp = Mapping::FromAttachmentLoadOp(depthStencilAttachment->loadOp);
depthStencilAttachmentDesc.storeOp = Mapping::FromAttachmentStoreOp(depthStencilAttachment->storeOp);
depthStencilAttachmentDesc.stencilLoadOp = depthStencilAttachmentDesc.loadOp;
depthStencilAttachmentDesc.stencilStoreOp = depthStencilAttachmentDesc.storeOp;
depthStencilAttachmentDesc.initialLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
depthStencilAttachmentDesc.finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
attachmentDescs.emplace_back(std::move(depthStencilAttachmentDesc));
depthStencilAttachmentRef.emplace(VkAttachmentReference{
attachmentCount++, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL});
}
VkSubpassDescription subpassDesc{};
subpassDesc.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
if (colorAttachment)
{
subpassDesc.colorAttachmentCount = 1;
subpassDesc.pColorAttachments = &(*colorAttachmentRef);
}
if (depthStencilAttachment)
subpassDesc.pDepthStencilAttachment = &(*depthStencilAttachmentRef);
VkRenderPassCreateInfo renderPassCreateInfo{};
renderPassCreateInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
renderPassCreateInfo.attachmentCount = attachmentDescs.size();
renderPassCreateInfo.pAttachments = attachmentDescs.data();
renderPassCreateInfo.subpassCount = 1;
renderPassCreateInfo.pSubpasses = &subpassDesc;
VkRenderPass renderPass = VK_NULL_HANDLE;
ENSURE_VK_SUCCESS(
vkCreateRenderPass(
m_Device->GetVkDevice(), &renderPassCreateInfo, nullptr, &renderPass));
it = m_RenderPassMap.emplace(desc, renderPass).first;
return renderPass;
}
} // namespace Vulkan
} // namespace Backend
} // namespace Renderer