Vulkan: Implement 1-subpass renderpasses
Also adds some missing asserts for empty serial queues in the fenced deleter service.
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3a11684e05
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@ -301,6 +301,8 @@ if (NXT_ENABLE_VULKAN)
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${VULKAN_DIR}/MemoryAllocator.h
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${VULKAN_DIR}/PipelineLayoutVk.cpp
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${VULKAN_DIR}/PipelineLayoutVk.h
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${VULKAN_DIR}/RenderPassVk.cpp
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${VULKAN_DIR}/RenderPassVk.h
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${VULKAN_DIR}/TextureVk.cpp
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${VULKAN_DIR}/TextureVk.h
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${VULKAN_DIR}/VulkanBackend.cpp
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@ -23,7 +23,10 @@ namespace backend { namespace vulkan {
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FencedDeleter::~FencedDeleter() {
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ASSERT(mBuffersToDelete.Empty());
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ASSERT(mImagesToDelete.Empty());
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ASSERT(mMemoriesToDelete.Empty());
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ASSERT(mPipelineLayoutsToDelete.Empty());
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ASSERT(mRenderPassesToDelete.Empty());
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}
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void FencedDeleter::DeleteWhenUnused(VkBuffer buffer) {
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@ -42,6 +45,10 @@ namespace backend { namespace vulkan {
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mPipelineLayoutsToDelete.Enqueue(layout, mDevice->GetSerial());
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}
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void FencedDeleter::DeleteWhenUnused(VkRenderPass renderPass) {
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mRenderPassesToDelete.Enqueue(renderPass, mDevice->GetSerial());
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}
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void FencedDeleter::Tick(Serial completedSerial) {
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VkDevice vkDevice = mDevice->GetVkDevice();
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@ -65,6 +72,11 @@ namespace backend { namespace vulkan {
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mDevice->fn.DestroyPipelineLayout(vkDevice, layout, nullptr);
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}
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mPipelineLayoutsToDelete.ClearUpTo(completedSerial);
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for (VkRenderPass renderPass : mRenderPassesToDelete.IterateUpTo(completedSerial)) {
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mDevice->fn.DestroyRenderPass(vkDevice, renderPass, nullptr);
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}
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mRenderPassesToDelete.ClearUpTo(completedSerial);
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}
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}} // namespace backend::vulkan
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@ -31,6 +31,7 @@ namespace backend { namespace vulkan {
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void DeleteWhenUnused(VkDeviceMemory memory);
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void DeleteWhenUnused(VkImage image);
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void DeleteWhenUnused(VkPipelineLayout layout);
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void DeleteWhenUnused(VkRenderPass renderPass);
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void Tick(Serial completedSerial);
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@ -40,6 +41,7 @@ namespace backend { namespace vulkan {
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SerialQueue<VkDeviceMemory> mMemoriesToDelete;
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SerialQueue<VkImage> mImagesToDelete;
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SerialQueue<VkPipelineLayout> mPipelineLayoutsToDelete;
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SerialQueue<VkRenderPass> mRenderPassesToDelete;
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};
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}} // namespace backend::vulkan
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@ -15,5 +15,6 @@
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#include "backend/vulkan/BufferVk.h"
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#include "backend/vulkan/CommandBufferVk.h"
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#include "backend/vulkan/PipelineLayoutVk.h"
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#include "backend/vulkan/RenderPassVk.h"
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#include "backend/vulkan/TextureVk.h"
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#include "backend/vulkan/VulkanBackend.h"
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@ -0,0 +1,111 @@
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// Copyright 2018 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "backend/vulkan/RenderPassVk.h"
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#include "backend/vulkan/FencedDeleter.h"
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#include "backend/vulkan/TextureVk.h"
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#include "backend/vulkan/VulkanBackend.h"
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namespace backend { namespace vulkan {
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RenderPass::RenderPass(RenderPassBuilder* builder)
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: RenderPassBase(builder), mDevice(ToBackend(builder->GetDevice())) {
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// For now we only support single pass render passes.
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ASSERT(GetSubpassCount() == 1);
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ASSERT(GetAttachmentCount() <= kMaxColorAttachments + 1);
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const auto& subpass = GetSubpassInfo(0);
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// The Vulkan subpasses want to know the layout of the attachments with VkAttachmentRef.
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// Precompute them as they must be pointer-chained in VkSubpassDescription
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std::array<VkAttachmentReference, kMaxColorAttachments + 1> attachmentRefs;
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attachmentRefs.fill(VkAttachmentReference{VK_ATTACHMENT_UNUSED, VK_IMAGE_LAYOUT_UNDEFINED});
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for (uint32_t i : IterateBitSet(subpass.colorAttachmentsSet)) {
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attachmentRefs[i].attachment = subpass.colorAttachments[i];
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attachmentRefs[i].layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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}
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if (subpass.depthStencilAttachment) {
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attachmentRefs[kMaxColorAttachments].attachment = subpass.depthStencilAttachment;
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attachmentRefs[kMaxColorAttachments].layout =
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VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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}
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// Create the VkSubpassDescription that will be chained in the VkRenderPassCreateInfo
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VkSubpassDescription subpassDesc;
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subpassDesc.flags = 0;
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subpassDesc.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
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subpassDesc.inputAttachmentCount = 0;
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subpassDesc.pInputAttachments = nullptr;
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subpassDesc.colorAttachmentCount = kMaxColorAttachments;
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subpassDesc.pColorAttachments = attachmentRefs.data();
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subpassDesc.pResolveAttachments = nullptr;
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subpassDesc.pDepthStencilAttachment = &attachmentRefs[kMaxColorAttachments];
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subpassDesc.preserveAttachmentCount = 0;
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subpassDesc.pPreserveAttachments = nullptr;
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// Create the VkAttachmentDescriptions that will be chained in the VkRenderPassCreateInfo
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std::array<VkAttachmentDescription, kMaxColorAttachments + 1> attachmentDescs = {};
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for (uint32_t i = 0; i < GetAttachmentCount(); ++i) {
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const auto& attachment = GetAttachmentInfo(i);
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auto& attachmentDesc = attachmentDescs[i];
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attachmentDesc.flags = 0;
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attachmentDesc.format = VulkanImageFormat(attachment.format);
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attachmentDesc.samples = VK_SAMPLE_COUNT_1_BIT;
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attachmentDesc.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attachmentDesc.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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attachmentDesc.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attachmentDesc.stencilStoreOp = VK_ATTACHMENT_STORE_OP_STORE;
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if (TextureFormatHasDepthOrStencil(attachment.format)) {
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attachmentDesc.initialLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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attachmentDesc.finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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} else {
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attachmentDesc.initialLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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attachmentDesc.finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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}
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}
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// Chain everything in VkRenderPassCreateInfo
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VkRenderPassCreateInfo createInfo;
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createInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
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createInfo.pNext = nullptr;
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createInfo.flags = 0;
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createInfo.attachmentCount = GetAttachmentCount();
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createInfo.pAttachments = attachmentDescs.data();
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createInfo.subpassCount = 1;
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createInfo.pSubpasses = &subpassDesc;
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createInfo.dependencyCount = 0;
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createInfo.pDependencies = nullptr;
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// Create the render pass from the zillion parameters
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if (mDevice->fn.CreateRenderPass(mDevice->GetVkDevice(), &createInfo, nullptr, &mHandle) !=
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VK_SUCCESS) {
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ASSERT(false);
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}
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}
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RenderPass::~RenderPass() {
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if (mHandle != VK_NULL_HANDLE) {
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mDevice->GetFencedDeleter()->DeleteWhenUnused(mHandle);
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mHandle = VK_NULL_HANDLE;
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}
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}
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VkRenderPass RenderPass::GetHandle() const {
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return mHandle;
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}
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}} // namespace backend::vulkan
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@ -0,0 +1,43 @@
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// Copyright 2018 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#ifndef BACKEND_VULKAN_RENDERPASSVK_H_
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#define BACKEND_VULKAN_RENDERPASSVK_H_
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#include "backend/RenderPass.h"
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#include "backend/vulkan/vulkan_platform.h"
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namespace backend { namespace vulkan {
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class Device;
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class RenderPass : public RenderPassBase {
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public:
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RenderPass(RenderPassBuilder* builder);
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~RenderPass();
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// TODO(cwallez@chromium.org): We need a way to ask for a compatible VkRenderPass with the
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// given load an store operations. Also they should be cached. For now this is hardcoded to
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// have Load = Clear and Store = Write
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VkRenderPass GetHandle() const;
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private:
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VkRenderPass mHandle = VK_NULL_HANDLE;
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Device* mDevice = nullptr;
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};
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}} // namespace backend::vulkan
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#endif // BACKEND_VULKAN_PIPELINELAYOUTVK_H_
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@ -32,22 +32,6 @@ namespace backend { namespace vulkan {
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}
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}
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// Converts NXT texture format to Vulkan formats.
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VkFormat VulkanImageFormat(nxt::TextureFormat format) {
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switch (format) {
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case nxt::TextureFormat::R8G8B8A8Unorm:
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return VK_FORMAT_R8G8B8A8_UNORM;
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case nxt::TextureFormat::R8G8B8A8Uint:
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return VK_FORMAT_R8G8B8A8_UINT;
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case nxt::TextureFormat::B8G8R8A8Unorm:
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return VK_FORMAT_B8G8R8A8_UNORM;
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case nxt::TextureFormat::D32FloatS8Uint:
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return VK_FORMAT_D32_SFLOAT_S8_UINT;
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default:
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UNREACHABLE();
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}
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}
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// Converts the NXT usage flags to Vulkan usage flags. Also needs the format to choose
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// between color and depth attachment usages.
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VkImageUsageFlags VulkanImageUsage(nxt::TextureUsageBit usage, nxt::TextureFormat format) {
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@ -200,6 +184,22 @@ namespace backend { namespace vulkan {
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} // namespace
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// Converts NXT texture format to Vulkan formats.
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VkFormat VulkanImageFormat(nxt::TextureFormat format) {
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switch (format) {
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case nxt::TextureFormat::R8G8B8A8Unorm:
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return VK_FORMAT_R8G8B8A8_UNORM;
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case nxt::TextureFormat::R8G8B8A8Uint:
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return VK_FORMAT_R8G8B8A8_UINT;
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case nxt::TextureFormat::B8G8R8A8Unorm:
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return VK_FORMAT_B8G8R8A8_UNORM;
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case nxt::TextureFormat::D32FloatS8Uint:
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return VK_FORMAT_D32_SFLOAT_S8_UINT;
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default:
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UNREACHABLE();
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}
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}
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Texture::Texture(TextureBuilder* builder) : TextureBase(builder) {
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Device* device = ToBackend(GetDevice());
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@ -22,6 +22,8 @@
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namespace backend { namespace vulkan {
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VkFormat VulkanImageFormat(nxt::TextureFormat format);
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class Texture : public TextureBase {
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public:
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Texture(TextureBuilder* builder);
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@ -20,6 +20,7 @@
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#include "backend/vulkan/CommandBufferVk.h"
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#include "backend/vulkan/FencedDeleter.h"
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#include "backend/vulkan/PipelineLayoutVk.h"
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#include "backend/vulkan/RenderPassVk.h"
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#include "backend/vulkan/TextureVk.h"
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#include "common/Platform.h"
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@ -26,7 +26,6 @@
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#include "backend/Framebuffer.h"
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#include "backend/InputState.h"
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#include "backend/Queue.h"
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#include "backend/RenderPass.h"
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#include "backend/RenderPipeline.h"
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#include "backend/Sampler.h"
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#include "backend/ShaderModule.h"
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@ -55,7 +54,7 @@ namespace backend { namespace vulkan {
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using InputState = InputStateBase;
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class PipelineLayout;
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class Queue;
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using RenderPass = RenderPassBase;
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class RenderPass;
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using RenderPipeline = RenderPipelineBase;
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using Sampler = SamplerBase;
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using ShaderModule = ShaderModuleBase;
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