Files
LibretroAdmin 37b027695e Vulkan: the screen's picture is handed over whole, not by region
The raster and per-pixel renderers' render passes made the frontend's reading
of their picture wait for them by region. The frontend reads it from a render
pass of its own, or by a copy, and anywhere in it: a GPU that draws in tiles
let it read tiles whose translucent polygons were not drawn yet, a lattice of
blocks with only the opaque ones. The dependency is now on the whole picture,
for a shader, a compute upscaler or a copy reading it.

tools/rend/speckle_test.sh checks that no dependency out to what reads a
render pass's picture is by region.
2026-11-01 19:52:59 +01:00

143 lines
6.0 KiB
C++

/*
Created on: Nov 10, 2019
Copyright 2019 flyinghead
This file is part of Flycast.
Flycast 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.
Flycast 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 Flycast. If not, see <https://www.gnu.org/licenses/>.
*/
#pragma once
#include "../vulkan_context.h"
class RenderPasses
{
public:
/* @depthWrites: the colour subpass may write depth. It reads the depth
* buffer as an input, so the buffer is normally in a read-only layout
* there, which forbids writing; translucent polygons that are not
* sorted are drawn in that subpass and do write. For a frame that has
* such polygons the buffer is in the general layout instead, which
* allows both. The two kinds of render pass differ in nothing else and
* a pipeline made for one works with the other.
* @resumed: a band of a frame drawn in bands (OITDrawer::Draw()) after
* the first. The picture's attachment holds the bands drawn before, and
* is loaded, not cleared and not taken from an undefined layout, which
* would let the device drop all of it. Again a pipeline made for one
* render pass works with the other. */
vk::RenderPass GetRenderPass(bool initial, bool last, bool depthWrites = false, bool resumed = false)
{
size_t index = (initial ? 1 : 0) | (last ? 2 : 0) | (depthWrites ? 4 : 0) | (resumed ? 8 : 0);
if (!renderPasses[index])
renderPasses[index] = MakeRenderPass(initial, last, depthWrites, resumed);
return *renderPasses[index];
}
/* Every kind of render pass made now, when the renderer starts or the
* picture changes size: the ones for drawing in bands (@resumed) are
* first needed while a game runs, and nothing is made then */
void MakeAll()
{
for (size_t index = 0; index < renderPasses.size(); index++)
GetRenderPass(index & 1, index & 2, index & 4, index & 8);
}
// The layout the depth buffer is in while the colour subpass reads it
static vk::ImageLayout DepthInputLayout(bool depthWrites)
{
return depthWrites ? vk::ImageLayout::eGeneral : vk::ImageLayout::eDepthStencilReadOnlyOptimal;
}
void Reset()
{
for (auto& renderPass : renderPasses)
renderPass.reset();
}
/* SSAA's samples a pixel (1: off): the render passes made for another
* count are dropped. See MakeSsaaRenderPass(). */
void SetSamples(u32 samples)
{
if (samples != this->samples)
{
Reset();
this->samples = samples;
}
}
u32 GetSamples() const { return samples; }
/* The depth left by the frame's last render pass stored (the temporal
* upscaler reads it, rend/upscaler.h): the render passes made the
* other way are dropped */
void SetKeepDepth(bool keep)
{
if (keep != keepDepth)
{
Reset();
keepDepth = keep;
}
}
bool KeepsDepth() const { return keepDepth; }
/* The subpasses with SSAA: 0 depth and stencil, 1 colour and the
* translucent lists, 2 the translucent modifier volumes (and, in a
* render pass that is not the last, each sample put together, and the
* translucent depth for the next), 3 the picture put together and
* resolved. Without, 2 does all that 2 and 3 do. */
static constexpr int SsaaFinalSubpass = 3;
int GetFinalSubpass() const { return samples > 1 ? SsaaFinalSubpass : 2; }
virtual ~RenderPasses() = default;
protected:
VulkanContext *GetContext() const { return VulkanContext::Instance(); }
vk::UniqueRenderPass MakeRenderPass(bool initial, bool last, bool depthWrites, bool resumed);
vk::UniqueRenderPass MakeSsaaRenderPass(bool initial, bool last, bool depthWrites, bool resumed);
virtual vk::AttachmentDescription GetAttachment0Description(bool initial, bool last) const
{
return vk::AttachmentDescription(vk::AttachmentDescriptionFlags(), GetContext()->GetColorFormat(), vk::SampleCountFlagBits::e1,
vk::AttachmentLoadOp::eClear, vk::AttachmentStoreOp::eStore, vk::AttachmentLoadOp::eDontCare, vk::AttachmentStoreOp::eDontCare,
vk::ImageLayout::eUndefined, vk::ImageLayout::eShaderReadOnlyOptimal);
}
virtual vk::Format GetColorFormat() const { return GetContext()->GetColorFormat(); }
virtual std::vector<vk::SubpassDependency> GetSubpassDependencies() const
{
std::vector<vk::SubpassDependency> deps;
// (the frontend reads the picture anywhere: not by region, see drawer.cpp)
deps.emplace_back(2, VK_SUBPASS_EXTERNAL, vk::PipelineStageFlagBits::eColorAttachmentOutput,
vk::PipelineStageFlagBits::eFragmentShader | vk::PipelineStageFlagBits::eComputeShader | vk::PipelineStageFlagBits::eTransfer,
vk::AccessFlagBits::eColorAttachmentWrite, vk::AccessFlagBits::eShaderRead | vk::AccessFlagBits::eTransferRead);
return deps;
}
private:
std::array<vk::UniqueRenderPass, 16> renderPasses;
u32 samples = 1;
bool keepDepth = false;
};
class RttRenderPasses : public RenderPasses
{
protected:
virtual vk::AttachmentDescription GetAttachment0Description(bool initial, bool last) const override
{
return vk::AttachmentDescription(vk::AttachmentDescriptionFlags(), vk::Format::eR8G8B8A8Unorm, vk::SampleCountFlagBits::e1,
vk::AttachmentLoadOp::eClear, vk::AttachmentStoreOp::eStore,
vk::AttachmentLoadOp::eDontCare, vk::AttachmentStoreOp::eDontCare,
vk::ImageLayout::eUndefined,
vk::ImageLayout::eShaderReadOnlyOptimal);
}
virtual vk::Format GetColorFormat() const override { return vk::Format::eR8G8B8A8Unorm; }
virtual std::vector<vk::SubpassDependency> GetSubpassDependencies() const override
{
std::vector<vk::SubpassDependency> deps;
deps.emplace_back(2, VK_SUBPASS_EXTERNAL, vk::PipelineStageFlagBits::eColorAttachmentOutput, vk::PipelineStageFlagBits::eFragmentShader,
vk::AccessFlagBits::eColorAttachmentWrite, vk::AccessFlagBits::eShaderRead);
return deps;
}
};