Files
kaizen/external/parallel-rdp/parallel-rdp-standalone/vulkan/render_pass.cpp
T
iris 00cc9309cb Squashed 'external/ircolib/' changes from ce3cd726c..de6e324bd
de6e324bd separate emu thread
10d3daf86 Roms List improvements
95d202f37 Let's make the rom list process on a separate thread so the emulator doesnt take ages to load.
fc306967f Wow the ROM Header was just completely busted. Game list view works now
bad1691ee fuck this shit
2b59e5f46 game list in progress
d26417b83 remappable inputs in progress
ac4af8106 input
e72abc240 update readme
430139dc9 Qt6 frontend
3080d4d45 Fix this small bug too
08cd13b85 Cop0 unused functions do not actually pose a threat (as per manual). They don't do anything, so shall we.
61bb4fb44 make idle loop detection a little more specific with where the load goes
b037de4c3 SAZDFsdff
12e81e73e need to figure out why n64-systemtest loops indefinitely at some address that appears to be valid (i think it's me not invalidating the cache properly)
204f0e13b idle skipping seems to work!
cb8bb634a sdkfjlasdf
58e5c89c1 Fix compilation issue on my machine (no idea)
24fb2898e attempting more serious idle skipping
214719577 Place rsp.Step inside cached interpreter. Gains about 3 more fps
bb97dcc23 mmmmm
920b77d38 wjkhasdfjhkasdf
430ccdab4 it's a start...
4f42a673a Cached interpreter plays Mario 64. Start looking into RSP as well
c9a030787 idle skipping works!
5fbda03ce new idea
366637aba Idle skipping... maybe?
609fa2fb0 Cache instructions implemented but broken lmao. Commented out for now
e140a6d12 - Stop using inheritance for CPU, instead use composition. - Introduce KAIZEN_JIT_ENABLED optional define instead of relying on __aarch64__ and the like. - More cache work
68e613057 prep cache impl
811b4d809 fix clang format
fda755f7d idk
d5024ebbf small MI refactor in preparation of (eventually) implementing the RDRAM interface properly
694b45341 Merge commit '206dcdedf195fb320913584180edb12c7731e396' as 'external/SDL'
206dcdedf Squashed 'external/SDL/' content from commit 4d17b99d0a
4d16e1cb4 need to update sdl
848b19920 Fix compilation error
db61b5299 Merge commit 'e94a94559f28e49678fbcf72199a5258137b0fe9' as 'external/imgui'
e94a94559 Squashed 'external/imgui/' content from commit 02e9b8cac
52edb3757 need to update imgui
c1a705e86 Emulate weird JALR behaviour
4b4c32f4b Fix exception for "unusable COP1" in 4 instructions i missed accidentally (again)
df5828142 Bug putting 0s in the log everywhere
f8b580048 Make isviewer a sink to file
8241e9735 Fix exception for "unusable COP1" in 4 instructions i missed accidentally
b29715f20 small changes
d9a620bc1 make use of my new small utility library
0d1aa938e Add 'external/ircolib/' from commit 'ce3cd726c8df8388d554abf8bb55d55020eb4450'
e64eb40b3 Fuck git

git-subtree-dir: external/ircolib
git-subtree-split: de6e324bde
2026-06-15 11:56:38 +02:00

1032 lines
36 KiB
C++

/* Copyright (c) 2017-2023 Hans-Kristian Arntzen
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include "render_pass.hpp"
#include "stack_allocator.hpp"
#include "device.hpp"
#include "quirks.hpp"
#include <utility>
#include <cstring>
using namespace Util;
#define LOCK() std::lock_guard<std::mutex> holder__{lock}
namespace Vulkan
{
void RenderPass::setup_subpasses(const VkRenderPassCreateInfo2 &create_info)
{
auto *attachments = create_info.pAttachments;
// Store the important subpass information for later.
for (uint32_t i = 0; i < create_info.subpassCount; i++)
{
auto &subpass = create_info.pSubpasses[i];
SubpassInfo subpass_info = {};
subpass_info.num_color_attachments = subpass.colorAttachmentCount;
subpass_info.num_input_attachments = subpass.inputAttachmentCount;
subpass_info.depth_stencil_attachment = *subpass.pDepthStencilAttachment;
memcpy(subpass_info.color_attachments, subpass.pColorAttachments,
subpass.colorAttachmentCount * sizeof(*subpass.pColorAttachments));
memcpy(subpass_info.input_attachments, subpass.pInputAttachments,
subpass.inputAttachmentCount * sizeof(*subpass.pInputAttachments));
unsigned samples = 0;
for (unsigned att = 0; att < subpass_info.num_color_attachments; att++)
{
if (subpass_info.color_attachments[att].attachment == VK_ATTACHMENT_UNUSED)
continue;
unsigned samp = attachments[subpass_info.color_attachments[att].attachment].samples;
if (samples && (samp != samples))
VK_ASSERT(samp == samples);
samples = samp;
}
if (subpass_info.depth_stencil_attachment.attachment != VK_ATTACHMENT_UNUSED)
{
unsigned samp = attachments[subpass_info.depth_stencil_attachment.attachment].samples;
if (samples && (samp != samples))
VK_ASSERT(samp == samples);
samples = samp;
}
VK_ASSERT(samples > 0);
subpass_info.samples = samples;
subpasses_info.push_back(subpass_info);
}
}
RenderPass::RenderPass(Hash hash, Device *device_, const VkRenderPassCreateInfo2 &create_info)
: IntrusiveHashMapEnabled<RenderPass>(hash)
, device(device_)
{
auto &table = device->get_device_table();
unsigned num_color_attachments = 0;
if (create_info.attachmentCount > 0)
{
auto &att = create_info.pAttachments[create_info.attachmentCount - 1];
if (format_has_depth_or_stencil_aspect(att.format))
{
depth_stencil = att.format;
num_color_attachments = create_info.attachmentCount - 1;
}
else
num_color_attachments = create_info.attachmentCount;
}
for (unsigned i = 0; i < num_color_attachments; i++)
color_attachments[i] = create_info.pAttachments[i].format;
// Store the important subpass information for later.
setup_subpasses(create_info);
#ifdef VULKAN_DEBUG
LOGI("Creating render pass.\n");
#endif
if (table.vkCreateRenderPass2(device->get_device(), &create_info, nullptr, &render_pass) != VK_SUCCESS)
LOGE("Failed to create render pass.");
#ifdef GRANITE_VULKAN_FOSSILIZE
device->register_render_pass(render_pass, get_hash(), create_info);
#endif
}
RenderPass::RenderPass(Hash hash, Device *device_, const RenderPassInfo &info)
: IntrusiveHashMapEnabled<RenderPass>(hash)
, device(device_)
{
std::fill(std::begin(color_attachments), std::end(color_attachments), VK_FORMAT_UNDEFINED);
VK_ASSERT(info.num_color_attachments || info.depth_stencil);
// Want to make load/store to transient a very explicit thing to do, since it will kill performance.
bool enable_transient_store = (info.op_flags & RENDER_PASS_OP_ENABLE_TRANSIENT_STORE_BIT) != 0;
bool enable_transient_load = (info.op_flags & RENDER_PASS_OP_ENABLE_TRANSIENT_LOAD_BIT) != 0;
bool multiview = info.num_layers > 1;
// Set up default subpass info structure if we don't have it.
auto *subpass_infos = info.subpasses;
unsigned num_subpasses = info.num_subpasses;
RenderPassInfo::Subpass default_subpass_info;
if (!info.subpasses)
{
default_subpass_info.num_color_attachments = info.num_color_attachments;
if (info.op_flags & RENDER_PASS_OP_DEPTH_STENCIL_READ_ONLY_BIT)
default_subpass_info.depth_stencil_mode = RenderPassInfo::DepthStencil::ReadOnly;
else
default_subpass_info.depth_stencil_mode = RenderPassInfo::DepthStencil::ReadWrite;
for (unsigned i = 0; i < info.num_color_attachments; i++)
default_subpass_info.color_attachments[i] = i;
num_subpasses = 1;
subpass_infos = &default_subpass_info;
}
// First, set up attachment descriptions.
const unsigned num_attachments = info.num_color_attachments + (info.depth_stencil ? 1 : 0);
VkAttachmentDescription2 attachments[VULKAN_NUM_ATTACHMENTS + 1];
uint32_t implicit_transitions = 0;
uint32_t implicit_bottom_of_pipe = 0;
VkAttachmentLoadOp ds_load_op = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
VkAttachmentStoreOp ds_store_op = VK_ATTACHMENT_STORE_OP_DONT_CARE;
VK_ASSERT(!(info.clear_attachments & info.load_attachments));
const auto color_load_op = [&info](unsigned index) -> VkAttachmentLoadOp {
if ((info.clear_attachments & (1u << index)) != 0)
return VK_ATTACHMENT_LOAD_OP_CLEAR;
else if ((info.load_attachments & (1u << index)) != 0)
return VK_ATTACHMENT_LOAD_OP_LOAD;
else
return VK_ATTACHMENT_LOAD_OP_DONT_CARE;
};
const auto color_store_op = [&info](unsigned index) -> VkAttachmentStoreOp {
if ((info.store_attachments & (1u << index)) != 0)
return VK_ATTACHMENT_STORE_OP_STORE;
else
return VK_ATTACHMENT_STORE_OP_DONT_CARE;
};
if (info.op_flags & RENDER_PASS_OP_CLEAR_DEPTH_STENCIL_BIT)
ds_load_op = VK_ATTACHMENT_LOAD_OP_CLEAR;
else if (info.op_flags & RENDER_PASS_OP_LOAD_DEPTH_STENCIL_BIT)
ds_load_op = VK_ATTACHMENT_LOAD_OP_LOAD;
if (info.op_flags & RENDER_PASS_OP_STORE_DEPTH_STENCIL_BIT)
{
ds_store_op = VK_ATTACHMENT_STORE_OP_STORE;
}
else if (info.op_flags & RENDER_PASS_OP_PRESERVE_DEPTH_STENCIL_BIT)
{
ds_store_op = device->get_device_features().supports_store_op_none ?
VK_ATTACHMENT_STORE_OP_NONE : VK_ATTACHMENT_STORE_OP_STORE;
if (ds_load_op != VK_ATTACHMENT_LOAD_OP_LOAD)
ds_store_op = VK_ATTACHMENT_STORE_OP_STORE;
}
bool ds_read_only = (info.op_flags & RENDER_PASS_OP_DEPTH_STENCIL_READ_ONLY_BIT) != 0;
VkImageLayout depth_stencil_layout = VK_IMAGE_LAYOUT_UNDEFINED;
if (info.depth_stencil)
{
depth_stencil_layout = info.depth_stencil->get_image().get_layout(
ds_read_only ?
VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL :
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
}
for (unsigned i = 0; i < info.num_color_attachments; i++)
{
VK_ASSERT(info.color_attachments[i]);
color_attachments[i] = info.color_attachments[i]->get_format();
auto &image = info.color_attachments[i]->get_image();
auto &att = attachments[i];
att = { VK_STRUCTURE_TYPE_ATTACHMENT_DESCRIPTION_2 };
att.format = color_attachments[i];
att.samples = image.get_create_info().samples;
att.loadOp = color_load_op(i);
att.storeOp = color_store_op(i);
att.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
att.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
// Undefined final layout here for now means that we will just use the layout of the last
// subpass which uses this attachment to avoid any dummy transition at the end.
att.finalLayout = VK_IMAGE_LAYOUT_UNDEFINED;
if (image.get_create_info().domain == ImageDomain::Transient)
{
if (enable_transient_load)
{
// The transient will behave like a normal image.
att.initialLayout = info.color_attachments[i]->get_image().get_layout(VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
}
else
{
// Force a clean discard.
VK_ASSERT(att.loadOp != VK_ATTACHMENT_LOAD_OP_LOAD);
att.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
}
if (!enable_transient_store)
att.storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
implicit_transitions |= 1u << i;
}
else if (image.is_swapchain_image())
{
if (att.loadOp == VK_ATTACHMENT_LOAD_OP_LOAD)
att.initialLayout = image.get_swapchain_layout();
else
att.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
att.finalLayout = image.get_swapchain_layout();
// If we transition from PRESENT_SRC_KHR, this came from an implicit external subpass dependency
// which happens in BOTTOM_OF_PIPE. To properly transition away from it, we must wait for BOTTOM_OF_PIPE,
// without any memory barriers, since memory has been made available in the implicit barrier.
if (att.loadOp == VK_ATTACHMENT_LOAD_OP_LOAD)
implicit_bottom_of_pipe |= 1u << i;
implicit_transitions |= 1u << i;
}
else
att.initialLayout = info.color_attachments[i]->get_image().get_layout(VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
}
depth_stencil = info.depth_stencil ? info.depth_stencil->get_format() : VK_FORMAT_UNDEFINED;
if (info.depth_stencil)
{
auto &image = info.depth_stencil->get_image();
auto &att = attachments[info.num_color_attachments];
att = { VK_STRUCTURE_TYPE_ATTACHMENT_DESCRIPTION_2 };
att.format = depth_stencil;
att.samples = image.get_create_info().samples;
att.loadOp = ds_load_op;
att.storeOp = ds_store_op;
// Undefined final layout here for now means that we will just use the layout of the last
// subpass which uses this attachment to avoid any dummy transition at the end.
att.finalLayout = VK_IMAGE_LAYOUT_UNDEFINED;
if (format_to_aspect_mask(depth_stencil) & VK_IMAGE_ASPECT_STENCIL_BIT)
{
att.stencilLoadOp = ds_load_op;
att.stencilStoreOp = ds_store_op;
}
else
{
att.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
att.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
}
if (image.get_create_info().domain == ImageDomain::Transient)
{
if (enable_transient_load)
{
// The transient will behave like a normal image.
att.initialLayout = depth_stencil_layout;
}
else
{
if (att.loadOp == VK_ATTACHMENT_LOAD_OP_LOAD)
att.loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
if (att.stencilLoadOp == VK_ATTACHMENT_LOAD_OP_LOAD)
att.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
// For transient attachments we force the layouts.
att.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
}
if (!enable_transient_store)
{
att.storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
att.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
}
implicit_transitions |= 1u << info.num_color_attachments;
}
else
att.initialLayout = depth_stencil_layout;
}
Util::StackAllocator<VkAttachmentReference2, 1024> reference_allocator;
Util::StackAllocator<uint32_t, 1024> preserve_allocator;
std::vector<VkSubpassDescription2> subpasses(num_subpasses);
std::vector<VkSubpassDependency2> external_dependencies;
for (unsigned i = 0; i < num_subpasses; i++)
{
auto *colors = reference_allocator.allocate_cleared(subpass_infos[i].num_color_attachments);
auto *inputs = reference_allocator.allocate_cleared(subpass_infos[i].num_input_attachments);
auto *resolves = reference_allocator.allocate_cleared(subpass_infos[i].num_color_attachments);
auto *depth = reference_allocator.allocate_cleared(1);
auto &subpass = subpasses[i];
subpass = { VK_STRUCTURE_TYPE_SUBPASS_DESCRIPTION_2 };
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.colorAttachmentCount = subpass_infos[i].num_color_attachments;
subpass.pColorAttachments = colors;
subpass.inputAttachmentCount = subpass_infos[i].num_input_attachments;
subpass.pInputAttachments = inputs;
subpass.pDepthStencilAttachment = depth;
if (multiview && device->get_device_features().vk11_features.multiview)
subpass.viewMask = ((1u << info.num_layers) - 1u) << info.base_layer;
else if (multiview)
LOGE("Multiview not supported. Pretending render pass is not multiview.");
if (subpass_infos[i].num_resolve_attachments)
{
VK_ASSERT(subpass_infos[i].num_color_attachments == subpass_infos[i].num_resolve_attachments);
subpass.pResolveAttachments = resolves;
}
for (unsigned j = 0; j < subpass.colorAttachmentCount; j++)
{
auto att = subpass_infos[i].color_attachments[j];
VK_ASSERT(att == VK_ATTACHMENT_UNUSED || (att < num_attachments));
colors[j].sType = VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2;
colors[j].attachment = att;
// Fill in later.
colors[j].layout = VK_IMAGE_LAYOUT_UNDEFINED;
}
for (unsigned j = 0; j < subpass.inputAttachmentCount; j++)
{
auto att = subpass_infos[i].input_attachments[j];
VK_ASSERT(att == VK_ATTACHMENT_UNUSED || (att < num_attachments));
inputs[j].sType = VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2;
inputs[j].attachment = att;
if (att != VK_ATTACHMENT_UNUSED)
{
if (att < info.num_color_attachments)
inputs[j].aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
else
inputs[j].aspectMask = format_to_aspect_mask(info.depth_stencil->get_format());
}
// Fill in later.
inputs[j].layout = VK_IMAGE_LAYOUT_UNDEFINED;
}
if (subpass.pResolveAttachments)
{
for (unsigned j = 0; j < subpass.colorAttachmentCount; j++)
{
auto att = subpass_infos[i].resolve_attachments[j];
VK_ASSERT(att == VK_ATTACHMENT_UNUSED || (att < num_attachments));
resolves[j].sType = VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2;
resolves[j].attachment = att;
// Fill in later.
resolves[j].layout = VK_IMAGE_LAYOUT_UNDEFINED;
}
}
depth->sType = VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2;
if (info.depth_stencil && subpass_infos[i].depth_stencil_mode != RenderPassInfo::DepthStencil::None)
{
depth->attachment = info.num_color_attachments;
// Fill in later.
depth->layout = VK_IMAGE_LAYOUT_UNDEFINED;
}
else
{
depth->attachment = VK_ATTACHMENT_UNUSED;
depth->layout = VK_IMAGE_LAYOUT_UNDEFINED;
}
}
const auto find_color = [&](unsigned subpass, unsigned attachment) -> VkAttachmentReference2 * {
auto *colors = subpasses[subpass].pColorAttachments;
for (unsigned i = 0; i < subpasses[subpass].colorAttachmentCount; i++)
if (colors[i].attachment == attachment)
return const_cast<VkAttachmentReference2 *>(&colors[i]);
return nullptr;
};
const auto find_resolve = [&](unsigned subpass, unsigned attachment) -> VkAttachmentReference2 * {
if (!subpasses[subpass].pResolveAttachments)
return nullptr;
auto *resolves = subpasses[subpass].pResolveAttachments;
for (unsigned i = 0; i < subpasses[subpass].colorAttachmentCount; i++)
if (resolves[i].attachment == attachment)
return const_cast<VkAttachmentReference2 *>(&resolves[i]);
return nullptr;
};
const auto find_input = [&](unsigned subpass, unsigned attachment) -> VkAttachmentReference2 * {
auto *inputs = subpasses[subpass].pInputAttachments;
for (unsigned i = 0; i < subpasses[subpass].inputAttachmentCount; i++)
if (inputs[i].attachment == attachment)
return const_cast<VkAttachmentReference2 *>(&inputs[i]);
return nullptr;
};
const auto find_depth_stencil = [&](unsigned subpass, unsigned attachment) -> VkAttachmentReference2 * {
if (subpasses[subpass].pDepthStencilAttachment->attachment == attachment)
return const_cast<VkAttachmentReference2 *>(subpasses[subpass].pDepthStencilAttachment);
else
return nullptr;
};
// Now, figure out how each attachment is used throughout the subpasses.
// Either we don't care (inherit previous pass), or we need something specific.
// Start with initial layouts.
uint32_t preserve_masks[VULKAN_NUM_ATTACHMENTS + 1] = {};
// Last subpass which makes use of an attachment.
unsigned last_subpass_for_attachment[VULKAN_NUM_ATTACHMENTS + 1] = {};
VK_ASSERT(num_subpasses <= 32);
// 1 << subpass bit set if there are color attachment self-dependencies in the subpass.
uint32_t color_self_dependencies = 0;
// 1 << subpass bit set if there are depth-stencil attachment self-dependencies in the subpass.
uint32_t depth_self_dependencies = 0;
// 1 << subpass bit set if any input attachment is read in the subpass.
uint32_t input_attachment_read = 0;
uint32_t color_attachment_read_write = 0;
uint32_t depth_stencil_attachment_write = 0;
uint32_t depth_stencil_attachment_read = 0;
uint32_t external_color_dependencies = 0;
uint32_t external_depth_dependencies = 0;
uint32_t external_input_dependencies = 0;
uint32_t external_bottom_of_pipe_dependencies = 0;
for (unsigned attachment = 0; attachment < num_attachments; attachment++)
{
bool used = false;
auto current_layout = attachments[attachment].initialLayout;
for (unsigned subpass = 0; subpass < num_subpasses; subpass++)
{
auto *color = find_color(subpass, attachment);
auto *resolve = find_resolve(subpass, attachment);
auto *input = find_input(subpass, attachment);
auto *depth = find_depth_stencil(subpass, attachment);
// Sanity check.
if (color || resolve)
VK_ASSERT(!depth);
if (depth)
VK_ASSERT(!color && !resolve);
if (resolve)
VK_ASSERT(!color && !depth);
if (!color && !input && !depth && !resolve)
{
if (used)
preserve_masks[attachment] |= 1u << subpass;
continue;
}
if (!used && (implicit_transitions & (1u << attachment)))
{
// This is the first subpass we need implicit transitions.
if (color)
external_color_dependencies |= 1u << subpass;
if (depth)
external_depth_dependencies |= 1u << subpass;
if (input)
external_input_dependencies |= 1u << subpass;
}
if (!used && (implicit_bottom_of_pipe & (1u << attachment)))
external_bottom_of_pipe_dependencies |= 1u << subpass;
if (resolve && input) // If used as both resolve attachment and input attachment in same subpass, need GENERAL.
{
current_layout = VK_IMAGE_LAYOUT_GENERAL;
resolve->layout = current_layout;
input->layout = current_layout;
// If the attachment is first used as a feedback attachment, the initial layout should actually be GENERAL.
if (!used && attachments[attachment].initialLayout != VK_IMAGE_LAYOUT_UNDEFINED)
attachments[attachment].initialLayout = current_layout;
// If first subpass changes the layout, we'll need to inject an external subpass dependency.
if (!used && attachments[attachment].initialLayout != current_layout)
{
external_color_dependencies |= 1u << subpass;
external_input_dependencies |= 1u << subpass;
}
used = true;
last_subpass_for_attachment[attachment] = subpass;
color_attachment_read_write |= 1u << subpass;
input_attachment_read |= 1u << subpass;
}
else if (resolve)
{
if (current_layout != VK_IMAGE_LAYOUT_GENERAL)
current_layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
// If first subpass changes the layout, we'll need to inject an external subpass dependency.
if (!used && attachments[attachment].initialLayout != current_layout)
external_color_dependencies |= 1u << subpass;
resolve->layout = current_layout;
used = true;
last_subpass_for_attachment[attachment] = subpass;
color_attachment_read_write |= 1u << subpass;
}
else if (color && input) // If used as both input attachment and color attachment in same subpass, need GENERAL.
{
current_layout = VK_IMAGE_LAYOUT_GENERAL;
color->layout = current_layout;
input->layout = current_layout;
// If the attachment is first used as a feedback attachment, the initial layout should actually be GENERAL.
if (!used && attachments[attachment].initialLayout != VK_IMAGE_LAYOUT_UNDEFINED)
attachments[attachment].initialLayout = current_layout;
// If first subpass changes the layout, we'll need to inject an external subpass dependency.
if (!used && attachments[attachment].initialLayout != current_layout)
{
external_color_dependencies |= 1u << subpass;
external_input_dependencies |= 1u << subpass;
}
used = true;
last_subpass_for_attachment[attachment] = subpass;
color_self_dependencies |= 1u << subpass;
color_attachment_read_write |= 1u << subpass;
input_attachment_read |= 1u << subpass;
}
else if (color) // No particular preference
{
if (current_layout != VK_IMAGE_LAYOUT_GENERAL)
current_layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
color->layout = current_layout;
// If first subpass changes the layout, we'll need to inject an external subpass dependency.
if (!used && attachments[attachment].initialLayout != current_layout)
external_color_dependencies |= 1u << subpass;
used = true;
last_subpass_for_attachment[attachment] = subpass;
color_attachment_read_write |= 1u << subpass;
}
else if (depth && input) // Depends on the depth mode
{
VK_ASSERT(subpass_infos[subpass].depth_stencil_mode != RenderPassInfo::DepthStencil::None);
if (subpass_infos[subpass].depth_stencil_mode == RenderPassInfo::DepthStencil::ReadWrite)
{
depth_self_dependencies |= 1u << subpass;
current_layout = VK_IMAGE_LAYOUT_GENERAL;
depth_stencil_attachment_write |= 1u << subpass;
// If the attachment is first used as a feedback attachment, the initial layout should actually be GENERAL.
if (!used && attachments[attachment].initialLayout != VK_IMAGE_LAYOUT_UNDEFINED)
attachments[attachment].initialLayout = current_layout;
}
else
{
if (current_layout != VK_IMAGE_LAYOUT_GENERAL)
current_layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL;
}
// If first subpass changes the layout, we'll need to inject an external subpass dependency.
if (!used && attachments[attachment].initialLayout != current_layout)
{
external_input_dependencies |= 1u << subpass;
external_depth_dependencies |= 1u << subpass;
}
depth_stencil_attachment_read |= 1u << subpass;
input_attachment_read |= 1u << subpass;
depth->layout = current_layout;
input->layout = current_layout;
used = true;
last_subpass_for_attachment[attachment] = subpass;
}
else if (depth)
{
if (subpass_infos[subpass].depth_stencil_mode == RenderPassInfo::DepthStencil::ReadWrite)
{
depth_stencil_attachment_write |= 1u << subpass;
if (current_layout != VK_IMAGE_LAYOUT_GENERAL)
current_layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
}
else
{
if (current_layout != VK_IMAGE_LAYOUT_GENERAL)
current_layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL;
}
// If first subpass changes the layout, we'll need to inject an external subpass dependency.
if (!used && attachments[attachment].initialLayout != current_layout)
external_depth_dependencies |= 1u << subpass;
depth_stencil_attachment_read |= 1u << subpass;
depth->layout = current_layout;
used = true;
last_subpass_for_attachment[attachment] = subpass;
}
else if (input)
{
if (current_layout != VK_IMAGE_LAYOUT_GENERAL)
current_layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
// If the attachment is first used as an input attachment, the initial layout should actually be
// SHADER_READ_ONLY_OPTIMAL.
if (!used && attachments[attachment].initialLayout == VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL)
attachments[attachment].initialLayout = current_layout;
// If first subpass changes the layout, we'll need to inject an external subpass dependency.
if (!used && attachments[attachment].initialLayout != current_layout)
external_input_dependencies |= 1u << subpass;
input->layout = current_layout;
used = true;
last_subpass_for_attachment[attachment] = subpass;
input_attachment_read |= 1u << subpass;
}
else
{
VK_ASSERT(0 && "Unhandled attachment usage.");
}
}
// If we don't have a specific layout we need to end up in, just
// use the last one.
// Assert that we actually use all the attachments we have ...
VK_ASSERT(used);
if (attachments[attachment].finalLayout == VK_IMAGE_LAYOUT_UNDEFINED)
{
VK_ASSERT(current_layout != VK_IMAGE_LAYOUT_UNDEFINED);
attachments[attachment].finalLayout = current_layout;
}
}
// Only consider preserve masks before last subpass which uses an attachment.
for (unsigned attachment = 0; attachment < num_attachments; attachment++)
preserve_masks[attachment] &= (1u << last_subpass_for_attachment[attachment]) - 1;
// Add preserve attachments as needed.
for (unsigned subpass = 0; subpass < num_subpasses; subpass++)
{
auto &pass = subpasses[subpass];
unsigned preserve_count = 0;
for (unsigned attachment = 0; attachment < num_attachments; attachment++)
if (preserve_masks[attachment] & (1u << subpass))
preserve_count++;
auto *preserve = preserve_allocator.allocate_cleared(preserve_count);
pass.pPreserveAttachments = preserve;
pass.preserveAttachmentCount = preserve_count;
for (unsigned attachment = 0; attachment < num_attachments; attachment++)
if (preserve_masks[attachment] & (1u << subpass))
*preserve++ = attachment;
}
VK_ASSERT(num_subpasses > 0);
VkRenderPassCreateInfo2 rp_info = { VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO_2 };
rp_info.subpassCount = num_subpasses;
rp_info.pSubpasses = subpasses.data();
rp_info.pAttachments = attachments;
rp_info.attachmentCount = num_attachments;
// Add external subpass dependencies.
for_each_bit(external_color_dependencies | external_depth_dependencies | external_input_dependencies,
[&](unsigned subpass) {
external_dependencies.emplace_back();
auto &dep = external_dependencies.back();
dep = { VK_STRUCTURE_TYPE_SUBPASS_DEPENDENCY_2 };
dep.srcSubpass = VK_SUBPASS_EXTERNAL;
dep.dstSubpass = subpass;
// Could use sync2 NONE here, but we'd like to avoid letting render passes be keyed off sync2 support.
if (external_bottom_of_pipe_dependencies & (1u << subpass))
dep.srcStageMask |= VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
if (external_color_dependencies & (1u << subpass))
{
dep.srcStageMask |= VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
dep.dstStageMask |= VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
dep.srcAccessMask |= VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
dep.dstAccessMask |= VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
}
if (external_depth_dependencies & (1u << subpass))
{
dep.srcStageMask |= VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
dep.dstStageMask |= VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
dep.srcAccessMask |= VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
dep.dstAccessMask |= VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT;
}
if (external_input_dependencies & (1u << subpass))
{
dep.srcStageMask |= VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT |
VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
dep.dstStageMask |= VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
dep.srcAccessMask |= VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT |
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
dep.dstAccessMask |= VK_ACCESS_INPUT_ATTACHMENT_READ_BIT;
}
});
// Queue up self-dependencies (COLOR | DEPTH) -> INPUT.
for_each_bit(color_self_dependencies | depth_self_dependencies, [&](unsigned subpass) {
external_dependencies.emplace_back();
auto &dep = external_dependencies.back();
dep = { VK_STRUCTURE_TYPE_SUBPASS_DEPENDENCY_2 };
dep.srcSubpass = subpass;
dep.dstSubpass = subpass;
dep.dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
if (multiview)
dep.dependencyFlags |= VK_DEPENDENCY_VIEW_LOCAL_BIT;
if (color_self_dependencies & (1u << subpass))
{
dep.srcStageMask |= VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
dep.srcAccessMask |= VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
}
if (depth_self_dependencies & (1u << subpass))
{
dep.srcStageMask |= VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
dep.srcAccessMask |= VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
}
dep.dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
dep.dstAccessMask = VK_ACCESS_INPUT_ATTACHMENT_READ_BIT;
});
// Flush and invalidate caches between each subpass.
for (unsigned subpass = 1; subpass < num_subpasses; subpass++)
{
external_dependencies.emplace_back();
auto &dep = external_dependencies.back();
dep = { VK_STRUCTURE_TYPE_SUBPASS_DEPENDENCY_2 };
dep.srcSubpass = subpass - 1;
dep.dstSubpass = subpass;
dep.dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
if (multiview)
dep.dependencyFlags |= VK_DEPENDENCY_VIEW_LOCAL_BIT;
if (color_attachment_read_write & (1u << (subpass - 1)))
{
dep.srcStageMask |= VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
dep.srcAccessMask |= VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
}
if (depth_stencil_attachment_write & (1u << (subpass - 1)))
{
dep.srcStageMask |= VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
dep.srcAccessMask |= VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
}
if (color_attachment_read_write & (1u << subpass))
{
dep.dstStageMask |= VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
dep.dstAccessMask |= VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_COLOR_ATTACHMENT_READ_BIT;
}
if (depth_stencil_attachment_read & (1u << subpass))
{
dep.dstStageMask |= VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
dep.dstAccessMask |= VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT;
// The store op that comes later will need to write and storeOp accesses in WRITE_BIT.
// It's unclear if we need this barrier, but VVL complains if we don't ...
if (ds_store_op != VK_ATTACHMENT_STORE_OP_NONE &&
(depth_stencil_attachment_write & (1u << (subpass - 1))))
{
dep.dstAccessMask |= VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
}
}
if (depth_stencil_attachment_write & (1u << subpass))
{
dep.dstStageMask |= VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
dep.dstAccessMask |= VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT;
}
if (input_attachment_read & (1u << subpass))
{
dep.dstStageMask |= VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
dep.dstAccessMask |= VK_ACCESS_INPUT_ATTACHMENT_READ_BIT;
}
}
if (!external_dependencies.empty())
{
rp_info.dependencyCount = external_dependencies.size();
rp_info.pDependencies = external_dependencies.data();
}
// Store the important subpass information for later.
setup_subpasses(rp_info);
#ifdef VULKAN_DEBUG
LOGI("Creating render pass.\n");
#endif
auto &table = device->get_device_table();
if (table.vkCreateRenderPass2(device->get_device(), &rp_info, nullptr, &render_pass) != VK_SUCCESS)
LOGE("Failed to create render pass.");
#ifdef GRANITE_VULKAN_FOSSILIZE
device->register_render_pass(render_pass, get_hash(), rp_info);
#endif
}
RenderPass::~RenderPass()
{
auto &table = device->get_device_table();
if (render_pass != VK_NULL_HANDLE)
table.vkDestroyRenderPass(device->get_device(), render_pass, nullptr);
}
unsigned Framebuffer::setup_raw_views(VkImageView *views, const RenderPassInfo &info)
{
unsigned num_views = 0;
for (unsigned i = 0; i < info.num_color_attachments; i++)
{
VK_ASSERT(info.color_attachments[i]);
// For multiview, we use view indices to pick right layers.
if (info.num_layers > 1)
views[num_views++] = info.color_attachments[i]->get_view();
else
views[num_views++] = info.color_attachments[i]->get_render_target_view(info.base_layer);
}
if (info.depth_stencil)
{
// For multiview, we use view indices to pick right layers.
if (info.num_layers > 1)
views[num_views++] = info.depth_stencil->get_view();
else
views[num_views++] = info.depth_stencil->get_render_target_view(info.base_layer);
}
return num_views;
}
static const ImageView *get_image_view(const RenderPassInfo &info, unsigned index)
{
if (index < info.num_color_attachments)
return info.color_attachments[index];
else
return info.depth_stencil;
}
void Framebuffer::compute_attachment_dimensions(const RenderPassInfo &info, unsigned index,
uint32_t &width, uint32_t &height)
{
auto *view = get_image_view(info, index);
VK_ASSERT(view);
unsigned lod = view->get_create_info().base_level;
width = view->get_image().get_width(lod);
height = view->get_image().get_height(lod);
}
void Framebuffer::compute_dimensions(const RenderPassInfo &info, uint32_t &width, uint32_t &height)
{
width = UINT32_MAX;
height = UINT32_MAX;
VK_ASSERT(info.num_color_attachments || info.depth_stencil);
for (unsigned i = 0; i < info.num_color_attachments; i++)
{
VK_ASSERT(info.color_attachments[i]);
width = std::min(width, info.color_attachments[i]->get_view_width());
height = std::min(height, info.color_attachments[i]->get_view_height());
}
if (info.depth_stencil)
{
width = std::min(width, info.depth_stencil->get_view_width());
height = std::min(height, info.depth_stencil->get_view_height());
}
}
Framebuffer::Framebuffer(Device *device_, const RenderPass &rp, const RenderPassInfo &info_)
: Cookie(device_)
, device(device_)
, render_pass(rp)
, info(info_)
{
compute_dimensions(info_, width, height);
VkImageView views[VULKAN_NUM_ATTACHMENTS + 1];
unsigned num_views = 0;
num_views = setup_raw_views(views, info_);
VkFramebufferCreateInfo fb_info = { VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO };
fb_info.renderPass = rp.get_render_pass();
fb_info.attachmentCount = num_views;
fb_info.pAttachments = views;
fb_info.width = width;
fb_info.height = height;
fb_info.layers = 1; // For multiview, layers must be 1. The render pass encodes a mask.
auto &table = device->get_device_table();
if (table.vkCreateFramebuffer(device->get_device(), &fb_info, nullptr, &framebuffer) != VK_SUCCESS)
LOGE("Failed to create framebuffer.");
}
Framebuffer::~Framebuffer()
{
if (framebuffer != VK_NULL_HANDLE)
{
if (internal_sync)
device->destroy_framebuffer_nolock(framebuffer);
else
device->destroy_framebuffer(framebuffer);
}
}
FramebufferAllocator::FramebufferAllocator(Device *device_)
: device(device_)
{
}
void FramebufferAllocator::clear()
{
framebuffers.clear();
}
void FramebufferAllocator::begin_frame()
{
framebuffers.begin_frame();
}
Framebuffer &FramebufferAllocator::request_framebuffer(const RenderPassInfo &info)
{
auto &rp = device->request_render_pass(info, true);
Hasher h;
h.u64(rp.get_hash());
for (unsigned i = 0; i < info.num_color_attachments; i++)
{
VK_ASSERT(info.color_attachments[i]);
h.u64(info.color_attachments[i]->get_cookie());
}
if (info.depth_stencil)
h.u64(info.depth_stencil->get_cookie());
// For multiview we bind the whole attachment, and base layer is encoded in the render pass.
if (info.num_layers > 1)
h.u32(0);
else
h.u32(info.base_layer);
auto hash = h.get();
LOCK();
auto *node = framebuffers.request(hash);
if (node)
return *node;
return *framebuffers.emplace(hash, device, rp, info);
}
void TransientAttachmentAllocator::clear()
{
attachments.clear();
}
void TransientAttachmentAllocator::begin_frame()
{
attachments.begin_frame();
}
ImageHandle TransientAttachmentAllocator::request_attachment(unsigned width, unsigned height, VkFormat format,
unsigned index, unsigned samples, unsigned layers)
{
Hasher h;
h.u32(width);
h.u32(height);
h.u32(format);
h.u32(index);
h.u32(samples);
h.u32(layers);
auto hash = h.get();
LOCK();
auto *node = attachments.request(hash);
if (node)
return node->handle;
auto image_info = ImageCreateInfo::transient_render_target(width, height, format);
image_info.samples = static_cast<VkSampleCountFlagBits>(samples);
image_info.layers = layers;
node = attachments.emplace(hash, device->create_image(image_info, nullptr));
node->handle->set_internal_sync_object();
node->handle->get_view().set_internal_sync_object();
device->set_name(*node->handle, "AttachmentAllocator");
return node->handle;
}
}