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* Shadow overhaul round 2: PCSS, dynamic cascades, cockpit/instanced shadows Squashed snapshot of lafiel/shadow_overhaul_2's continuation work (d3922aa87..010f9d2d9), which has no separate upstream PR of its own. * Add Vulkan rendering backend Squashed snapshot of the Vulkan backend as vendored into this branch (ce2d1e85f..6ce539463, authored by Mara van der Laan with build/CI fixes by Taylor Richards). This work has its own upstream PR #7553 (notimaginative:vulkan-pr-new) and is not otherwise original to true-hdr. * Add true HDR output, RT shadows, and PCSS shadows for Vulkan Squashed snapshot of true-hdr's own integration work: true HDR framebuffer output, wiring the shadow overhaul into the Vulkan backend (raytraced + cascaded shadow maps), logging refactors, log filter UI, and CI/build fixes. * refactor: update Vulkan logging calls to use `nprintf` for scoped logging * fix: correct shadow cascade count in Vulkan logging calls * fix: fall back to PATH-resolved ccache when CCACHE_PATH is stale CI hardcodes /usr/local/bin/ccache, but macOS runners on Apple Silicon hosts install Homebrew (and ccache) under /opt/homebrew instead, causing all four Mac configs to fail with "No such file or directory". * Fix vulkan texture readback to correctly handle transparent pipelines * Put the pixel swizzles into a util file * OOB safety check * Fix fog handling * Fix MSAA in Vulkan * fix: enable SMAA for vulkan * adapt the post-processing AA shaders to hdr * fix clang-tidy warnings: concatenate nested namespaces, static methods pixel_swizzle.{h,cpp}: collapse `namespace graphics { namespace util {` into `namespace graphics::util {` (modernize-concat-nested-namespaces). VulkanState.h/VulkanDraw.h: getClearColor()/setClearColor() only touch gr_screen and other globals, no instance state, so make them static (readability-convert-member-functions-to-static) and drop the top-level const on getClearColor()'s return type (readability-const-return-type). * fix clang-tidy warning * Extend raytraced shadows to all directional lights RT shadows previously only shadowed the first directional light in the scene, even though multi-sun missions push more than one directional light into the engine. The TLAS raytraced shadows query against is already light-agnostic, so this extends both the deferred lighting pass and the forward MODEL shader to shadow every directional light (capped by a new Max Raytraced Shadow Lights option, configurable via the in-game Options menu or the Lab's Scene rendering options). Cascaded shadow maps are untouched: they're built for a single light only, so the deferred pass still limits itself to one shadowed directional light whenever CSM (not raytracing) is the active method. Co-Authored-By: Claude Sonnet 5 <[email protected]> Claude-Session: https://claude.ai/code/session_016DA6JHJ3twz2oHGQcZ1Udc * refactor: improve shader flag handling and render target finalization in Vulkan backend - Consolidate shader flag setup logic in VulkanPostProcessingLighting to simplify configuration. - Fix dead field usage in VulkanDraw by ensuring correct image view selection for environment maps. - Add mip chain regeneration in VulkanRenderer::endRenderTarget to ensure correct mip levels for cubemaps. * fix: ensure correct mip chain initialization in cubemap rendering - Add mip chain generation to VulkanDraw for cubemaps with multiple mip levels. - Fix potential issue with uninitialized mip levels above level 0 in deferred-f.sdr sampling paths. * fix: don't crash on startup when environment locale is unavailable std::locale("") pulls in the process's environment locale categories (LC_CTYPE, LC_MONETARY, LC_PAPER, etc.), and throws std::runtime_error if any of them names a locale not installed on the host (e.g. mismatched regional-format overrides). Since SCP_default_locale is constructed during static initialization, before main() and before any of our own exception handling exists, an uncaught throw here aborted the whole process before the game even started. Fall back to the classic "C" locale instead, which is sufficient since this locale is only ever used for ASCII case-folding (SCP_toupper/tolower/isdigit). Co-Authored-By: Claude Sonnet 5 <[email protected]> * `feat: add raytraced shadows for local lights and optimize TLAS management` * Make the Commandline authoritative for -res and -vulkan / -opengl * address BMagnu's comments on the original PR * update prebuilt version hash to 62c89ef6 * refactor: standardize graphics API handling and document Vulkan limitations in qtFRED - Updated `AboutDialogModel.cpp` to use `GraphicsAPI` enum for better clarity. - Ensured qtFRED falls back to OpenGL when Vulkan is requested. - Added detailed documentation in `qtfred/README.md` regarding Vulkan backend limitations and requirements. * chore: include cmdline library in main and mission management modules * docs: add known issue for blank render viewport under Wayland in README.md * fix CI issues * chore: add `GR_DEBUG_SCOPE` markers across Vulkan post-processing and rendering paths for improved debugging * feat: improve Vulkan HDR pipeline with separate encode paths for SDR and HDR10 - Added an HDR10-specific output encode pass in `VulkanRenderer` and `VulkanPostProcessor` that applies PQ/BT.2020 transfer. - Introduced an optimized SDR fallback path with direct blit support for devices that can skip shader draws. - Updated `m_sceneLdrCompressed` to provide [0,1]-clamped proxies for HDR edge detection. - Refactored `copyImageToImage` and added `blitImageToImage` to allow format conversions and optimized transfers. - Replaced `hdr_mode` with explicit HDR10 flags and data structures for clearer state handling. * refactor: encapsulate SMAA processing and refactor VulkanPostProcessor - Moved SMAA-specific logic into `VulkanSMAA` class for better separation of concerns. - Simplified `initSMAA`, `shutdownSMAA`, and `executeSMAA` logic by leveraging `VulkanLDR` and `PostProcessContext` abstractions. - Improved initialization and cleanup code with clearer resource lifecycle management. - Updated debug markers and messages to reference `VulkanSMAA`. - Enhanced flexibility of fullscreen triangle rendering API with additional parameters (`sampleCount`, `bindGlobalSet`). * Update Vulkan porting credits in AboutDialogModel * fix CI issues again * fix: correct Y-flip in viewport setup for Vulkan light volumes - Adjusted viewport height to negative value to account for G-buffer render pass's negative Y-axis convention. - Ensured proper alignment of point and tube light volumes with actual light positions. * feat: add user-adjustable gamma correction to SDR and HDR10 output paths - Added gamma correction to HDR10 path, applying user settings before PQ/BT.2020 encode. - Replaced the SDR blit-only path with an encode pass that applies gamma correction, ensuring consistent behavior across devices. - Refactored VulkanPostProcessor and associated shaders to support gamma slider adjustments for both SDR and HDR output. * fix: ensure proper uniform and cull mode setup for Vulkan sphere rendering - Added uniform buffer setup and default material uniforms in `vulkan_draw_sphere`. - Disabled face culling in material definition for sphere rendering to align behavior with OpenGL. * Ensure memory flushes after UBO updates and add explicit pipeline barrier for MoltenVK compatibility. * fix: add clear pass for SMAA edge detection to prevent persistent artifacts * feat: add Vulkan debug-utils messenger, opt-in sync validation, frame diagnostics Groundwork for the renderer-review fix series (.agents/plans/ vulkan-renderer-review-fixes.md, Phase 0): - Register a VK_EXT_debug_utils messenger (preferred) instead of only the deprecated VK_EXT_debug_report callback, which is kept as a fallback for loaders without debug-utils. The messenger config is also chained into instance creation so vkCreateInstance-time messages are captured. Validation errors/warnings now go to the main log via mprintf. - New -gr_sync_validation cmdline flag (implies -gr_debug): chains VkValidationFeaturesEXT with synchronization validation into instance creation when VK_LAYER_KHRONOS_validation is available. This is the regression net for the synchronization fixes in the following commits. - Frame stats now report descriptor sets/writes allocated per frame and the total pipeline count (descriptor-manager counters; DescriptorWriter::flush moved out-of-line to report into the manager). Co-Authored-By: Claude Fable 5 <[email protected]> * refactor: unify Vulkan render-pass begins, clamp in-pass clears, add per-frame UBO ring Phase 1 of the renderer-review fix series: shared helpers that the correctness fixes build on. - New VulkanRenderer::beginTrackedRenderPass(PassBeginDesc): every render-pass begin on the frame command buffer now records vkCmdBeginRenderPass and updates the state tracker (pass, color attachment count, sample count, render area, viewport) in one place. Converted: setupFrame, beginSceneRendering (both branches), resumeSceneRendering, endSceneRendering, beginRenderTarget (viewport kept for gr_set_viewport), resumeSwapChainPass, plus new resumeScenePassAfterCopy() shared by copyEffectTexture/copySceneDepthForParticles and rebeginSwapChainPassAfterReadback() shared by both readbackFramebuffer exits (~200 lines of duplicated begin/clear/viewport blocks removed). - The state tracker records the active render area; all four vkCmdClearAttachments sites clamp their rects against it and skip empty results. Previously gr_screen-sized clear rects could exceed a smaller off-screen render target's render area, which is invalid API usage. - New PerFrameUboRing utility (VulkanPerFrameUbo.h/.cpp): a persistently mapped uniform buffer with one slot region per frame in flight and a self-flushing alloc(). Used by the next commit to fix the cross-frame UBO races. Deliberate behavior deltas (all safe-direction): the helper always sets colorAttachmentCount/sampleCount (some sites previously inherited stale values), and resumeSwapChainPass/resumeSceneRendering now also reset the standard flipped viewport instead of leaving the previous one. Co-Authored-By: Claude Fable 5 <[email protected]> * fix: eliminate Vulkan cross-frame UBO/buffer races, make gr_sync honest Phase 2 of the renderer-review fix series: with two frames in flight, several host-visible resources were rewritten by the CPU while the previous frame's GPU work could still be reading them. - The post-processing scratch UBO is now a PerFrameUboRing (per-frame-in- flight slot regions, persistently mapped, self-flushing alloc). All the per-pass map/unmap/cursor bookkeeping in bloom/LDR/fog/SMAA is deleted; the cursor resets exactly once per frame via the new VulkanPostProcessor::beginFrame() hook in setupFrame. This also fixes two latent bugs: (a) fog consumed scratch slots mid-scene and bloom's later same-frame cursor reset overwrote them before submission whenever fog+bloom were both active; (b) volumetric_fog_data (288 bytes) overflowed the 256-byte slots - the memcpy spilled into the neighboring slot and the shader's bound range ended before the aspect/fov/noise fields. Slots are now 512 bytes (static_assert at the fog call site) and the per-frame budget is 32 slots. - The dedicated tonemap, output-encode, and MSAA-resolve UBOs (each a single instance rewritten per frame, i.e. racy; the MSAA one also never flushed) are deleted entirely - those passes build their structs on the stack and allocate from the scratch ring. - Static-buffer rewrites orphan instead of racing: getVkBuffer() stamps a last-used frame number, and a full-content updateBufferData() on a Static buffer used within the last MAX_FRAMES_IN_FLIGHT frames defers the old VkBuffer to the deletion queue and writes a fresh one. Offset writes (GPU-heap appends to fresh regions) and PersistentMapping buffers (the engine holds their mapped pointer and syncs via gr_sync) are exempt. - gr_sync_wait now honors its contract: VulkanRenderFrame::waitForFinish takes a timeout and reports expiry without consuming the fence; VulkanRenderer::waitForFrame returns false for fences taken during the still-recording frame (previously it waited on a stale or idle slot and reported success) and resolves the frame->slot mapping correctly. This makes UniformBufferManager's segment-fence throttling actually protective on Vulkan for the first time. Co-Authored-By: Claude Fable 5 <[email protected]> * Refactor framebuffer and target lifecycle: centralized creation/resizing logic, improved resource management across Vulkan post-processing subsystems. * Improve Vulkan cross-frame sync with explicit access masks and validation updates - Unified Vulkan validation flag handling in setup, separating engine debug output from synchronization validation. - Specified access masks and stage flags to address cross-frame WRITE_AFTER_WRITE vulnerabilities, notably in G-buffer, post-processing, and MSAA resolve paths. - Adjusted subpass dependencies and image layout transitions to prevent read-after-write and write-after-write hazards, detected using `-gr_sync_validation`. - Fixed uniform buffer and barrier transitions to ensure proper ordering in render passes across frames. * Refactor Vulkan render-pass dependencies and sync stages for clarity and future testing - Clarified dependency logic for cross-pass and cross-frame synchronization, ensuring explicit stage and access flag comments match observed behavior. - Adjusted subpass dependencies to decouple render-pass compatibility definitions from dependency assumptions. - Highlighted MoltenVK-specific issues and retained workarounds with notes for re-testing on macOS hardware. - Updated synchronization barriers and validation notes to address historical inconsistencies across platforms. * Remove transfer queue support; consolidate all operations into the graphics queue - Removed transfer queue handling, simplifying buffer and queue logic to use the graphics queue for all transfer operations. - Updated buffer sharing modes and removed related code paths and parameters for transfer queue families. - Introduced exclusive buffer access, noting async transfer and queue ownership transfers are future work. - Limited enabled device features to only those actively used by the renderer, reducing unnecessary feature requests (e.g., robustBufferAccess). * Refactor frame advancement and descriptor management in VulkanRenderer - Removed `endFrame()` from `VulkanDescriptorManager`, replacing it with `setCurrentFrame(frameIndex)` for explicit frame synchronization. - Centralized frame index advancement within `VulkanRenderer` to ensure consistency across components. - Invalidated cached descriptor set bindings at render-pass boundaries to handle raw recorder staleness correctly. - Optimized pipeline descriptor rebind logic by removing redundant clears during pipeline changes. * Refactor `PipelineConfig::hash` and Global descriptor set management for improved hashing and memoization efficiency - Replaced inefficient shift-based hashing in `PipelineConfig::hash` with a robust `hashCombine` strategy to minimize bucket collisions. - Introduced `maskBits` helper to streamline bitmask creation for boolean fields. - Implemented memoization for Global (Set 0) descriptor sets, reducing redundant rebuilds across frames and improving performance. - Added dirty state tracking (`m_globalSetDirty`) and invalidation logic for Global set updates following relevant input changes (e.g., TLAS or UBO modifications). * Refactor Vulkan post-processing output logic: extracted shared `encodeToSwapChainPass` method to streamline HDR and SDR output paths. * Optimize Vulkan descriptor set management with per-frame memoization - Added memoization for Material (Set 1) and PerDraw (Set 2) descriptor sets to reuse cached sets across frames if inputs remain unchanged. - Implemented precise input tracking for Material and PerDraw descriptor sets to detect and rebuild only when necessary. - Reduced redundant Vulkan descriptor allocations and writes, improving performance on repeated or batched draw calls. * Fix Vulkan access masks for G-buffer and scene pass transitions - Added `eColorAttachmentRead` to access masks in multiple barriers to ensure proper synchronization for load operations (e.g., `loadOp=eLoad`) across render passes. - Prevented `READ_AFTER_WRITE` synchronization validation issues in deferred and multi-pass rendering scenarios. - Updated comments to clarify the reasoning behind the access mask changes and load dependencies. * Refactor Vulkan resource management and indexed draw logic - Consolidated destruction queue methods in `VulkanDeletionQueue` using a shared `queueHandle` template to reduce redundancy. - Introduced `ModelDrawParams` structure and `computeModelDrawParams` function to unify indexed draw parameters for models and shadows. - Simplified draw logic by eliminating repeated calculation of indexed draw parameters and improving code reuse. * Add `releaseAnimationSlotRef` for ref-count handling of shared animation texture arrays - Introduced `releaseAnimationSlotRef` to manage reference counting for shared animation texture-array slots, preventing premature destruction of shared resources. - Updated `flushTextures` and related methods to integrate `releaseAnimationSlotRef` for shared slot cleanup. - Refactored staging buffer creation into `createStagingBuffer` for 3D texture uploads and shared path consistency. - Enhanced texture upload logic with improved tracking and logging for re-upload cases, aiding preloading gap analysis. - Added instrumentation for on-demand mid-frame texture uploads in `FrameStats`. * Refactor Vulkan resource and texture management, extend debug logging - Updated smart pointer usage for consistency across Vulkan resource managers (`std::make_unique`). - Removed redundant `cubeImageView` member and related cleanup logic; unified sampling view management. - Added per-instance debug log counters (avoiding static state) for Vulkan texture uploads and bindings, improving visibility during initialization and run-time. - Optimized `VulkanRenderer` property/feature getters by caching physical device properties and features during device creation. - Improved memory region flushing logic for out-of-date offsets, aligning with Vulkan Memory Allocator behavior. - Refactored render pass state tracking to reapply dynamic state reliably after mid-frame render passes. - Enhanced validation and error handling for mismatched update texture formats. * fix CI build warning * Fix on-demand YUV texture locking and set alpha uniform for movie rendering in Vulkan - Corrected bitmap lock type from `BMP_TEX_OTHER` to `BMP_AABITMAP` for YUV textures during on-demand loading. - Updated movie rendering to bind alpha from the `MovieData` UBO (set 2, binding 4) for Vulkan, aligning behavior with OpenGL implementation. * revert inadvertent changes introduced by a squash commit * address ci issues * remove wip stuff from code comments that make no sense to people who aren't me * Remove unused LD_LIBRARY_PATH export and fix shader shadow map sampling. * Refactor batched rendering uniform setup in Vulkan - Removed unused fields from `genericData` uniform block, simplifying shader definitions. - Updated Vulkan material uniform handling to align with OpenGL's batched rendering logic. - Introduced `batched_data` struct for streamlined UBO updates, improving maintainability and clarity. * Add `-hdr` command-line option for HDR nits configuration - Introduced `-hdr` parameter to set paper white and peak luminance in nits, overriding in-game HDR settings. - Added input validation with error feedback for incorrect format. * Remove unused `MODEL_SDR_FLAG_SHADOW_MAP` macro from shader flags * clean up unrelated changes * Invalidate Vulkan state tracker bindings after external command buffer modifications - Added `invalidateExternalBindings()` to `VulkanStateTracker` to handle stale pipelines, descriptors, and dynamic states caused by external Vulkan commands (e.g., ImGui renders mid-pass). - Updated ImGui rendering flow to call `invalidateExternalBindings()` post-draw, ensuring consistent pipeline state for subsequent engine renders. - Adjusted image usage flags to account for `eTransferSrc` in texture readbacks. - Fixed barrier `dstAccessMask` and pipeline stage flags to ensure proper synchronization for image transitions. * Add a few more generically useful lines to the log * Simplify Qt deployment logic and improve handling for system-installed Qt on Linux * add cmdline headers to make qtFred compile * use VK_KHR_synchronization2 for sync and barrier purposes * Simplify and clean up Qt deployment logic in CMake for qtfred * update get_bitmap_from_texture to match the new API * Enhance `-hdr` command-line option to force HDR output and support optional nits configuration with improved input validation and overrides. * Improve Vulkan robustness, add device feature checks, and refine memory/logging. - Added depth clamping support gated by device feature checks, with fallback where unsupported. - Improved deferred lighting UBO overflow handling with user-accessible warnings and buffer size adjustments. - Enhanced Vulkan logging for validation, allocation, and debugging: - Automatic logging for descriptor pool exhaustion/fragmentation. - Vertex format and resource destruction checks. - Notifications for generic layout transitions and volumetric texture uploads. - Consolidated shader logic to ensure Vulkan and OpenGL parity. * Remove HDR10 encode shader and consolidate gamma correction logic for SDR and HDR10. Replace `Verify` assertions with `Assert` * Add braces to conditional in object lighting logic for clarity * Refine Vulkan memory allocation checks with `Verification` for improved error handling and messaging. * Refine VulkanBuffer resize logic to preserve contents with CPU-side copy and add safeguards for non-coherent memory scenarios. * Add detailed comments explaining descriptor array capacity constants in VulkanDescriptorManager * Gate shadow support on depth clamp feature availability and clarify its necessity with improved comments. --------- Co-authored-by: BMagnu <[email protected]> Co-authored-by: Mara van der Laan <[email protected]> Co-authored-by: Claude <[email protected]>
374 lines
15 KiB
C++
374 lines
15 KiB
C++
#pragma once
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#include "globalincs/pstypes.h"
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#include "graphics/2d.h"
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#include "VulkanConstants.h"
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#include <array>
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#include <vulkan/vulkan.hpp>
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namespace graphics::vulkan {
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class VulkanBufferManager;
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class VulkanTextureManager;
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class VulkanRaytracingManager;
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// ========== Descriptor Set Templates ==========
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struct DescriptorBindingTemplate {
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uint32_t binding;
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vk::DescriptorType type;
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uint32_t count; // 1 for most, 16 for texture array
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vk::ShaderStageFlags stages;
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vk::ImageViewType viewType; // only meaningful for eCombinedImageSampler
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constexpr DescriptorBindingTemplate(uint32_t binding_, vk::DescriptorType type_,
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uint32_t count_, vk::ShaderStageFlags stages_,
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vk::ImageViewType viewType_ = vk::ImageViewType::e2D)
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: binding(binding_), type(type_), count(count_), stages(stages_), viewType(viewType_) {}
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};
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struct DescriptorSetTemplate : ArrayView<DescriptorBindingTemplate> {
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using ArrayView::ArrayView;
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};
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struct DescriptorFallbacks {
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vk::DescriptorBufferInfo buffer;
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vk::DescriptorImageInfo texture2D;
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vk::DescriptorImageInfo texture2DArray;
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vk::DescriptorImageInfo textureCube;
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vk::DescriptorImageInfo texture3D;
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// Unlike the fields above (fixed dummy defaults, set once by buildFallbacks()),
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// this is refreshed every frame by VulkanDescriptorManager::setCurrentShadowTlas()
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// to the live shadow TLAS -- or the permanent 0-instance fallback before the
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// first build / when raytraced shadows are disabled. Only valid/used when the
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// Global set's template actually declares GlobalBinding::Tlas. writeSet()'s
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// generic per-binding prefill is what makes every Global-set write pick this
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// up automatically, so callers never need to bind it explicitly.
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vk::AccelerationStructureKHR shadowTlas;
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const vk::DescriptorImageInfo& getImage(vk::ImageViewType t) const;
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};
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/**
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* @brief Stack-allocated batch writer for descriptor set updates.
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*
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* Usage: reset() + writeSet() (pre-fills all bindings with fallbacks)
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* + setBuffer/setImage overrides for real data + flush().
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*/
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class DescriptorWriter {
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public:
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// Fixed capacities for the stack-allocated staging arrays below — NOT Vulkan
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// hardware limits. They bound a single vkUpdateDescriptorSets batch (one
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// writeSet), sized to comfortably cover the largest descriptor set layout the
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// engine builds. Because the backing arrays live on the stack (see m_writes
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// etc.), the numbers carry no runtime cost beyond that fixed footprint; the
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// only failure mode is under-sizing, which is Assert-guarded at fill time in
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// DescriptorWriter::writeSet (e.g. `Assert(m_writeCount < MAX_WRITES)`) so an
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// oversized layout trips loudly in debug rather than silently overflowing.
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// Raise these if a future set layout legitimately needs more bindings/infos.
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static constexpr uint32_t MAX_WRITES = 32; // distinct bindings written per batch
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static constexpr uint32_t MAX_BUFFER_INFOS = 20; // buffer descriptors staged per batch
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static constexpr uint32_t MAX_IMAGE_INFOS = 24; // image/sampler descriptors staged per batch
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static constexpr uint32_t MAX_ACCEL_STRUCT_INFOS = 2; // TLAS descriptors staged per batch (RT)
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static constexpr uint32_t MAX_BINDINGS_PER_SET = 16; // highest binding number addressable in a set
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void reset(vk::Device device, const DescriptorFallbacks& fallbacks) {
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m_device = device;
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m_fallbacks = &fallbacks;
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m_writeCount = 0;
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m_bufferInfoCount = 0;
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m_imageInfoCount = 0;
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m_accelStructInfoCount = 0;
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}
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void writeSet(vk::DescriptorSet set, const DescriptorSetTemplate& tmpl);
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void setBuffer(uint32_t binding, const vk::DescriptorBufferInfo& info);
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void setImage(uint32_t binding, const vk::DescriptorImageInfo& info);
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void setImageArray(uint32_t binding, ArrayView<vk::DescriptorImageInfo> infos);
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void flush(); // defined in VulkanDescriptorManager.cpp (reports write stats to the manager)
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private:
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// Per-binding lookup for the current writeSet, indexed by binding number.
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// Populated by writeSet, used by setBuffer/setImage/setImageArray for O(1) access.
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struct BindingSlot {
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vk::DescriptorBufferInfo* bufferInfo = nullptr; // non-null for buffer bindings
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vk::DescriptorImageInfo* imageInfo = nullptr; // non-null for image bindings
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uint32_t count = 0; // descriptor count (1 or 16 for arrays)
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vk::ImageViewType viewType = vk::ImageViewType::e2D; // for fallback lookup
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};
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vk::Device m_device;
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const DescriptorFallbacks* m_fallbacks = nullptr;
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std::array<vk::WriteDescriptorSet, MAX_WRITES> m_writes;
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std::array<vk::DescriptorBufferInfo, MAX_BUFFER_INFOS> m_bufferInfos;
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std::array<vk::DescriptorImageInfo, MAX_IMAGE_INFOS> m_imageInfos;
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std::array<vk::AccelerationStructureKHR, MAX_ACCEL_STRUCT_INFOS> m_accelStructInfos;
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std::array<vk::WriteDescriptorSetAccelerationStructureKHR, MAX_ACCEL_STRUCT_INFOS> m_asWriteInfos;
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std::array<BindingSlot, MAX_BINDINGS_PER_SET> m_bindingSlots;
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uint32_t m_writeCount = 0;
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uint32_t m_bufferInfoCount = 0;
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uint32_t m_imageInfoCount = 0;
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uint32_t m_accelStructInfoCount = 0;
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};
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/**
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* @brief Descriptor set indices for the 3-tier layout
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*
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* Set 0: Global - per-frame data (lights, deferred globals, shadow maps)
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* Set 1: Material - per-material data (model data, textures)
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* Set 2: Per-Draw - per-draw-call data (generic data, matrices, etc.)
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*/
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enum class DescriptorSetIndex : uint32_t {
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Global = 0,
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Material = 1,
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PerDraw = 2,
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Count = 3
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};
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// ========== Descriptor Binding Constants ==========
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// Global Set (Set 0) bindings — per-frame data
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namespace GlobalBinding {
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static constexpr uint32_t Lights = 0; // UBO: light data
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static constexpr uint32_t DeferredData = 1; // UBO: deferred globals
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static constexpr uint32_t ShadowMap = 2; // sampler2DArrayShadow: cascaded shadow map (depth-compare)
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static constexpr uint32_t EnvMap = 3; // samplerCube: environment map
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static constexpr uint32_t IrradianceMap = 4; // samplerCube: irradiance map
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static constexpr uint32_t Tlas = 5; // accelerationStructureEXT: raytraced shadow TLAS (only present when raytraced shadows are supported)
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static constexpr uint32_t ShadowCascadeParams = 6; // UBO: shadow cascade projection matrices/distances (per-frame, shared by all consumers)
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}
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// Material Set (Set 1) bindings — per-material data
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namespace MaterialBinding {
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static constexpr uint32_t ModelData = 0; // UBO: model/material data
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static constexpr uint32_t TextureArray = 1; // sampler2D[16]: material textures
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static constexpr uint32_t DecalGlobals = 2; // UBO: decal globals
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static constexpr uint32_t TransformSSBO = 3; // SSBO: batched transforms
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static constexpr uint32_t DepthMap = 4; // sampler2D: depth (soft particles)
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static constexpr uint32_t SceneColor = 5; // sampler2D: scene color (distortion)
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static constexpr uint32_t DistortionMap = 6; // sampler2D: distortion texture
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static constexpr uint32_t ShadowMapData = 7; // UBO: shadow map generation per-draw data (shadow_render_list)
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}
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// Texture array slot indices (elements within MaterialBinding::TextureArray)
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namespace TextureSlot {
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static constexpr uint32_t BaseMap = 0;
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static constexpr uint32_t GlowMap = 1;
|
|
static constexpr uint32_t SpecMap = 2;
|
|
static constexpr uint32_t NormalMap = 3;
|
|
static constexpr uint32_t HeightMap = 4;
|
|
static constexpr uint32_t AmbientMap = 5;
|
|
static constexpr uint32_t MiscMap = 6;
|
|
}
|
|
|
|
// PerDraw Set (Set 2) bindings — per-draw-call data
|
|
namespace PerDrawBinding {
|
|
static constexpr uint32_t GenericData = 0; // UBO: generic shader data
|
|
static constexpr uint32_t Matrices = 1; // UBO: transform matrices
|
|
static constexpr uint32_t NanoVGData = 2; // UBO: NanoVG data
|
|
static constexpr uint32_t DecalInfo = 3; // UBO: per-decal info
|
|
static constexpr uint32_t MovieData = 4; // UBO: movie playback data
|
|
}
|
|
|
|
|
|
/**
|
|
* @brief Manages Vulkan descriptor sets, pools, and layouts
|
|
*
|
|
* Provides descriptor set allocation and update functionality.
|
|
* Uses per-frame pools for transient descriptors.
|
|
*/
|
|
class VulkanDescriptorManager {
|
|
public:
|
|
static constexpr uint32_t MAX_TEXTURE_BINDINGS = 16; // Texture array size
|
|
|
|
// Per-frame descriptor pool sizing. These are not hard limits: createFramePool()
|
|
// allocates one pool chunk of this size, and additional chunks are created
|
|
// automatically when a chunk is exhausted (see allocateSet's OutOfPoolMemory /
|
|
// FragmentedPool fallthrough). The number is a growth-granularity tradeoff --
|
|
// larger chunks waste memory, smaller chunks allocate pools more often.
|
|
// MAX_SETS_PER_POOL supports ~330 draw calls (3 sets each) per chunk; the per-
|
|
// type multipliers cover the worst-case bindings a single set can request.
|
|
static constexpr uint32_t MAX_SETS_PER_POOL = 1024;
|
|
static constexpr uint32_t MAX_UNIFORM_BUFFERS_PER_POOL = MAX_SETS_PER_POOL * 9; // up to 9 UBOs per draw
|
|
static constexpr uint32_t MAX_SAMPLERS_PER_POOL = MAX_SETS_PER_POOL * 16; // up to 16 samplers per material set
|
|
|
|
VulkanDescriptorManager() = default;
|
|
~VulkanDescriptorManager() = default;
|
|
|
|
// Non-copyable
|
|
VulkanDescriptorManager(const VulkanDescriptorManager&) = delete;
|
|
VulkanDescriptorManager& operator=(const VulkanDescriptorManager&) = delete;
|
|
|
|
/**
|
|
* @brief Initialize descriptor manager
|
|
* @param device Vulkan logical device
|
|
* @param raytracingSupported Whether the Global set's layout should include
|
|
* the acceleration-structure (TLAS) binding. Must reflect whether the
|
|
* raytracing manager actually finished initializing, not just whether
|
|
* the device extensions were negotiated -- a device without
|
|
* VK_KHR_acceleration_structure enabled cannot create a descriptor set
|
|
* layout containing an eAccelerationStructureKHR binding at all.
|
|
* @return true on success
|
|
*/
|
|
bool init(vk::Device device, bool raytracingSupported);
|
|
|
|
/**
|
|
* @brief Shutdown and release resources
|
|
*/
|
|
void shutdown();
|
|
|
|
/**
|
|
* @brief Build fallback descriptor values from buffer/texture/raytracing managers.
|
|
* Must be called after those managers are initialized. rtMgr may be null
|
|
* if raytraced shadows are unavailable (its fallback is unused in that case).
|
|
*/
|
|
void buildFallbacks(VulkanBufferManager* bufMgr, VulkanTextureManager* texMgr, VulkanRaytracingManager* rtMgr);
|
|
|
|
/**
|
|
* @brief Get the fallback descriptor values
|
|
*/
|
|
const DescriptorFallbacks& getFallbacks() const { return m_fallbacks; }
|
|
|
|
/**
|
|
* @brief Refresh the TLAS every Global-set write picks up automatically.
|
|
* Called once per frame (after VulkanRaytracingManager::buildTlas()) with
|
|
* that manager's getTlasForShaderBinding() -- a no-op if raytraced shadows
|
|
* aren't enabled, since the Global template has no Tlas binding to write in
|
|
* that case. See DescriptorFallbacks::shadowTlas.
|
|
*/
|
|
void setCurrentShadowTlas(vk::AccelerationStructureKHR tlas) {
|
|
if (m_raytracingEnabled) {
|
|
m_fallbacks.shadowTlas = tlas;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @brief Get the set template for a given set index
|
|
*/
|
|
static const DescriptorSetTemplate& getSetTemplate(DescriptorSetIndex setIndex);
|
|
|
|
/**
|
|
* @brief Get descriptor set layout for a given set index
|
|
*/
|
|
vk::DescriptorSetLayout getSetLayout(DescriptorSetIndex setIndex) const;
|
|
|
|
/**
|
|
* @brief Get all descriptor set layouts (for pipeline layout creation)
|
|
* @return Reference to the UniqueDescriptorSetLayout array (Global, Material, PerDraw)
|
|
*/
|
|
const auto& getAllSetLayouts() const { return m_setLayouts; }
|
|
|
|
/**
|
|
* @brief Allocate a descriptor set from the per-frame pool
|
|
* @param setIndex Which set type to allocate
|
|
* @return Allocated descriptor set, or null handle on failure
|
|
*/
|
|
vk::DescriptorSet allocateFrameSet(DescriptorSetIndex setIndex);
|
|
|
|
/**
|
|
* @brief Set the current frame-in-flight index (single source: VulkanRenderer)
|
|
*
|
|
* Replaces the manager's old self-advancing counter. The renderer advances its
|
|
* one frame index in flip() and pushes it here (alongside the buffer manager),
|
|
* so every consumer of getCurrentFrame() agrees by construction rather than by
|
|
* coincidence. Must be called exactly once per frame.
|
|
*/
|
|
void setCurrentFrame(uint32_t frameIndex);
|
|
|
|
/**
|
|
* @brief Begin a new frame - reset current frame's pool
|
|
*/
|
|
void beginFrame();
|
|
|
|
/**
|
|
* @brief Get current frame index
|
|
*/
|
|
uint32_t getCurrentFrame() const { return m_currentFrame; }
|
|
|
|
// ========== Per-frame diagnostics (reset in beginFrame) ==========
|
|
void noteDescriptorWrites(uint32_t count) { m_writesThisFrame += count; }
|
|
uint32_t getSetsAllocatedThisFrame() const { return m_setsAllocatedThisFrame; }
|
|
uint32_t getWritesThisFrame() const { return m_writesThisFrame; }
|
|
|
|
/**
|
|
* @brief Get the Vulkan device (for DescriptorWriter)
|
|
*/
|
|
vk::Device getDevice() const { return m_device; }
|
|
|
|
/**
|
|
* @brief Entry mapping a UBO binding to its uniform_block_type
|
|
*/
|
|
struct UniformBindingEntry {
|
|
uint32_t binding;
|
|
uniform_block_type blockType;
|
|
};
|
|
|
|
/**
|
|
* @brief Get the UBO bindings for a given descriptor set
|
|
*/
|
|
static ArrayView<UniformBindingEntry> getUniformBindings(DescriptorSetIndex setIndex);
|
|
|
|
private:
|
|
/**
|
|
* @brief Create all descriptor set layouts
|
|
*/
|
|
void createSetLayouts();
|
|
|
|
/**
|
|
* @brief Create descriptor pools
|
|
*/
|
|
void createDescriptorPools();
|
|
|
|
/**
|
|
* @brief Create a single descriptor set layout
|
|
*/
|
|
vk::UniqueDescriptorSetLayout createSetLayout(const DescriptorSetTemplate& tmpl);
|
|
|
|
/**
|
|
* @brief Create a new descriptor pool with standard sizes
|
|
*/
|
|
vk::UniqueDescriptorPool createFramePool();
|
|
|
|
vk::Device m_device;
|
|
|
|
// Descriptor set layouts (one per set type)
|
|
std::array<vk::UniqueDescriptorSetLayout, static_cast<size_t>(DescriptorSetIndex::Count)> m_setLayouts;
|
|
|
|
// Per-frame descriptor pools (growable - new pools added on demand)
|
|
std::array<SCP_vector<vk::UniqueDescriptorPool>, MAX_FRAMES_IN_FLIGHT> m_framePools;
|
|
|
|
// Pre-built fallback descriptor values
|
|
DescriptorFallbacks m_fallbacks{};
|
|
|
|
// The Global set's binding list, unlike the other sets', is assembled at runtime
|
|
// in createSetLayouts() (see the comment there) rather than compiled in as a
|
|
// fixed constexpr array, so it needs real per-instance storage instead of a
|
|
// constexpr template. getSetTemplate() stays a static method (all ~30 call
|
|
// sites across the renderer use it that way) by reaching these through the
|
|
// singleton (getDescriptorManager()) for the Global case only.
|
|
SCP_vector<DescriptorBindingTemplate> m_globalBindingsRuntime;
|
|
DescriptorSetTemplate m_globalTemplateRuntime;
|
|
|
|
uint32_t m_currentFrame = 0;
|
|
bool m_initialized = false;
|
|
bool m_raytracingEnabled = false;
|
|
|
|
// Per-frame diagnostic counters (see VulkanDrawManager::printFrameStats)
|
|
uint32_t m_setsAllocatedThisFrame = 0;
|
|
uint32_t m_writesThisFrame = 0;
|
|
};
|
|
|
|
// Global descriptor manager access
|
|
VulkanDescriptorManager* getDescriptorManager();
|
|
void setDescriptorManager(VulkanDescriptorManager* manager);
|
|
|
|
} // namespace graphics::vulkan
|
|
|