mirror of
https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-09 13:01:29 -10:00
The Material and PerDraw descriptor sets were reallocated and fully rewritten on
essentially every draw call. model_draw_list::render_buffer rebinds ModelData with
a fresh uniform buffer offset for each queued draw, and that offset was part of the
Material set's memoization key, so the cache in VulkanDrawManager::applyMaterial
missed every time - taking a frame-pool allocation, a full template write, the
16-entry material texture resolution and a vkUpdateDescriptorSets with it.
GenericData/Matrices did the same to the PerDraw set. renderShadowDraw was worse
still: all three sets allocated and rewritten per shadow draw, with no memoization
at all.
A large asteroid field (Solaris m21) measured 2566 descriptor sets and 19107
descriptor writes per frame at 1606 model draws, and grew an extra descriptor pool
chunk every frame.
Declare the bindings whose offset moves per draw - MaterialBinding::ModelData,
MaterialBinding::ShadowMapData, PerDrawBinding::GenericData and
PerDrawBinding::Matrices - as eUniformBufferDynamic. DescriptorWriter::setBuffer
now splits a dynamic binding's offset out of the descriptor, writing
{buffer, 0, range} and stashing the offset for vkCmdBindDescriptorSets'
pDynamicOffsets, so an offset-only change leaves the set's contents identical and
the memoization caches start hitting. Shader sources are unchanged.
VulkanStateTracker::bindDescriptorSet now compares the dynamic offsets as well as
the set handle. This is required, not an optimization: the common case is now the
same set rebound with a new offset, and the old handle-only redundancy check would
have skipped that bind and fed every draw the previous draw's uniforms.
renderShadowDraw memoizes its three sets the way applyMaterial does. It does not
invalidate applyMaterial's caches - those record what a set contains, the shadow
pass allocates its own sets rather than overwriting theirs, and it binds through
the state tracker, so the next material cache hit still rebinds correctly.
Also switch allocateFrameSet to the non-allocating allocateDescriptorSets overload;
the vector-returning one heap-allocated once per set, thousands of times a frame.
MAX_SETS_PER_POOL stays at 1024 - the per-frame pool growth it used to log was a
symptom of the churn, and one chunk now covers the scene outright.
Measured on that mission in a Debug build, A/B on the same tree with and without
this change:
descriptor sets/frame @ ~1370 draws 2566 -> 250-345
descriptor writes/frame 19107 -> ~1700-2300
median frametime 92.9/83.6 ms -> 72.0/66.5 ms
Render Buffer (profiler overlay) 24.68 ms (30.8%) -> 12.73 ms (18.4%)
Build Shadow Map 5.44 ms -> off the top-5 entirely
Release builds already inlined most of this away and are unchanged, as expected.
Verified with the validation layers (sync validation enabled): no new VUIDs versus
the same build without the change.
Co-Authored-By: Claude Opus 5 <[email protected]>
945 lines
37 KiB
C++
945 lines
37 KiB
C++
#include "VulkanPostProcessing.h"
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#include <array>
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#include "cmdline/cmdline.h"
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#include "gr_vulkan.h"
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#include "VulkanRenderer.h"
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#include "VulkanBuffer.h"
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#include "VulkanPipeline.h"
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#include "VulkanState.h"
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#include "VulkanDescriptorManager.h"
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#include "graphics/util/uniform_structs.h"
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#include "graphics/post_processing.h"
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#include "graphics/grinternal.h"
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#include "graphics/shadows.h"
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#include "graphics/2d.h"
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#include "lighting/lighting_profiles.h"
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#include "lighting/lighting.h"
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#include "math/vecmat.h"
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#include "nebula/neb.h"
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#include "nebula/volumetrics.h"
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#include "mission/missionparse.h"
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extern float Sun_spot;
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extern int Game_subspace_effect;
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extern SCP_vector<light> Lights;
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extern int Num_lights;
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namespace graphics::vulkan {
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// Global post-processor pointer
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static VulkanPostProcessor* g_postProcessor = nullptr;
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VulkanPostProcessor* getPostProcessor()
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{
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return g_postProcessor;
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}
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void setPostProcessor(VulkanPostProcessor* pp)
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{
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g_postProcessor = pp;
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}
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bool VulkanPostProcessor::init(vk::Device device, vk::PhysicalDevice physDevice,
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VulkanMemoryManager* memMgr, vk::Extent2D extent,
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vk::Format depthFormat, bool hdrActive)
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{
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if (m_initialized) {
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return true;
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}
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m_ctx.device = device;
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m_ctx.memoryManager = memMgr;
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m_ctx.sceneExtent = extent;
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m_ctx.depthFormat = depthFormat;
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m_ctx.hdrActive = hdrActive;
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// In HDR the tonemapped scene must be able to exceed paper white, so use fp16.
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m_ctx.ldrFormat = hdrActive ? HDR_COLOR_FORMAT : LDR_COLOR_FORMAT;
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// Verify RGBA16F support for color attachment + sampling
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{
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vk::FormatProperties props = physDevice.getFormatProperties(HDR_COLOR_FORMAT);
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if (!(props.optimalTilingFeatures & vk::FormatFeatureFlagBits::eColorAttachment) ||
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!(props.optimalTilingFeatures & vk::FormatFeatureFlagBits::eSampledImage)) {
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nprintf(("vulkan", "VulkanPostProcessor: RGBA16F not supported for color attachment + sampling!\n"));
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return false;
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}
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}
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// Create the extent-sized scene targets (color, depth, effect, depth copy)
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if (!createSceneTargets(extent)) {
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shutdown();
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return false;
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}
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// Create HDR scene render pass
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// Attachment 0: Color (RGBA16F)
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// loadOp=eClear: clear to black each frame
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// finalLayout=eShaderReadOnlyOptimal: ready for post-processing sampling
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// Attachment 1: Depth
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// loadOp=eClear: clear to far plane
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// finalLayout=eDepthStencilAttachmentOptimal
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{
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std::array<vk::AttachmentDescription, 2> attachments;
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// Color
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attachments[0].format = HDR_COLOR_FORMAT;
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attachments[0].samples = vk::SampleCountFlagBits::e1;
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attachments[0].loadOp = vk::AttachmentLoadOp::eClear;
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attachments[0].storeOp = vk::AttachmentStoreOp::eStore;
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attachments[0].stencilLoadOp = vk::AttachmentLoadOp::eDontCare;
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attachments[0].stencilStoreOp = vk::AttachmentStoreOp::eDontCare;
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attachments[0].initialLayout = vk::ImageLayout::eUndefined;
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attachments[0].finalLayout = vk::ImageLayout::eShaderReadOnlyOptimal;
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// Depth — storeOp=eStore required for:
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// 1. copy_effect_texture mid-scene interruption (depth must survive render pass end/resume)
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// 2. lightshafts pass (samples scene depth after render pass ends)
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attachments[1].format = depthFormat;
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attachments[1].samples = vk::SampleCountFlagBits::e1;
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attachments[1].loadOp = vk::AttachmentLoadOp::eClear;
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attachments[1].storeOp = vk::AttachmentStoreOp::eStore;
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attachments[1].stencilLoadOp = vk::AttachmentLoadOp::eClear;
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attachments[1].stencilStoreOp = vk::AttachmentStoreOp::eStore;
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attachments[1].initialLayout = vk::ImageLayout::eUndefined;
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attachments[1].finalLayout = vk::ImageLayout::eDepthStencilAttachmentOptimal;
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vk::AttachmentReference colorRef;
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colorRef.attachment = 0;
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colorRef.layout = vk::ImageLayout::eColorAttachmentOptimal;
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vk::AttachmentReference depthRef;
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depthRef.attachment = 1;
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depthRef.layout = vk::ImageLayout::eDepthStencilAttachmentOptimal;
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vk::SubpassDescription subpass;
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subpass.pipelineBindPoint = vk::PipelineBindPoint::eGraphics;
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subpass.colorAttachmentCount = 1;
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subpass.pColorAttachments = &colorRef;
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subpass.pDepthStencilAttachment = &depthRef;
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// Dependency: external → subpass 0.
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// Note: render-pass compatibility (sharing m_sceneFramebuffer between this
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// pass and m_sceneRenderPassLoad, and binding pipelines across both) is
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// defined only by attachment formats/samples and subpass structure --
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// dependencies are NOT part of it. So each pass may carry the dependency it
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// actually needs; they happen to be identical here only because both begin
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// a frame's use of the same shared scene targets.
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vk::SubpassDependency dependency;
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dependency.srcSubpass = VK_SUBPASS_EXTERNAL;
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dependency.dstSubpass = 0;
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// srcAccessMask must make the PREVIOUS frame's writes to the (single-
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// instance, shared-across-frames) scene color + depth available before
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// this frame clears/loads them again -- otherwise frame N+1's
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// vkCmdBeginRenderPass races frame N's color storeOp / depth writes
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// (cross-frame WRITE_AFTER_WRITE, flagged by -gr_sync_validation). Also
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// covers the prior frame's post-processing sample (eShaderRead) and
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// copy_effect_texture transfer.
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dependency.srcStageMask = vk::PipelineStageFlagBits::eColorAttachmentOutput
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| vk::PipelineStageFlagBits::eEarlyFragmentTests
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| vk::PipelineStageFlagBits::eLateFragmentTests
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| vk::PipelineStageFlagBits::eFragmentShader
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| vk::PipelineStageFlagBits::eTransfer;
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dependency.dstStageMask = vk::PipelineStageFlagBits::eColorAttachmentOutput
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| vk::PipelineStageFlagBits::eEarlyFragmentTests;
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dependency.srcAccessMask = vk::AccessFlagBits::eColorAttachmentWrite
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| vk::AccessFlagBits::eDepthStencilAttachmentWrite
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| vk::AccessFlagBits::eShaderRead
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| vk::AccessFlagBits::eTransferRead;
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dependency.dstAccessMask = vk::AccessFlagBits::eColorAttachmentWrite
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| vk::AccessFlagBits::eDepthStencilAttachmentWrite
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| vk::AccessFlagBits::eDepthStencilAttachmentRead;
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vk::RenderPassCreateInfo rpInfo;
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rpInfo.attachmentCount = static_cast<uint32_t>(attachments.size());
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rpInfo.pAttachments = attachments.data();
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rpInfo.subpassCount = 1;
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rpInfo.pSubpasses = &subpass;
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rpInfo.dependencyCount = 1;
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rpInfo.pDependencies = &dependency;
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try {
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m_sceneRenderPass = m_ctx.device.createRenderPass(rpInfo);
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} catch (const vk::SystemError& e) {
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nprintf(("vulkan", "VulkanPostProcessor: Failed to create scene render pass: %s\n", e.what()));
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shutdown();
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return false;
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}
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}
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// Create scene render pass with loadOp=eLoad (for resuming after copy_effect_texture)
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// Compatible with m_sceneRenderPass (same formats/samples) so shares the same framebuffer
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{
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std::array<vk::AttachmentDescription, 2> attachments;
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// Color — load existing content, keep final layout for post-processing
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attachments[0].format = HDR_COLOR_FORMAT;
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attachments[0].samples = vk::SampleCountFlagBits::e1;
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attachments[0].loadOp = vk::AttachmentLoadOp::eLoad;
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attachments[0].storeOp = vk::AttachmentStoreOp::eStore;
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attachments[0].stencilLoadOp = vk::AttachmentLoadOp::eDontCare;
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attachments[0].stencilStoreOp = vk::AttachmentStoreOp::eDontCare;
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attachments[0].initialLayout = vk::ImageLayout::eColorAttachmentOptimal;
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attachments[0].finalLayout = vk::ImageLayout::eShaderReadOnlyOptimal;
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// Depth — load existing content
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attachments[1].format = depthFormat;
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attachments[1].samples = vk::SampleCountFlagBits::e1;
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attachments[1].loadOp = vk::AttachmentLoadOp::eLoad;
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attachments[1].storeOp = vk::AttachmentStoreOp::eStore;
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attachments[1].stencilLoadOp = vk::AttachmentLoadOp::eLoad;
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attachments[1].stencilStoreOp = vk::AttachmentStoreOp::eStore;
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attachments[1].initialLayout = vk::ImageLayout::eDepthStencilAttachmentOptimal;
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attachments[1].finalLayout = vk::ImageLayout::eDepthStencilAttachmentOptimal;
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vk::AttachmentReference colorRef;
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colorRef.attachment = 0;
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colorRef.layout = vk::ImageLayout::eColorAttachmentOptimal;
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vk::AttachmentReference depthRef;
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depthRef.attachment = 1;
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depthRef.layout = vk::ImageLayout::eDepthStencilAttachmentOptimal;
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vk::SubpassDescription subpass;
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subpass.pipelineBindPoint = vk::PipelineBindPoint::eGraphics;
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subpass.colorAttachmentCount = 1;
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subpass.pColorAttachments = &colorRef;
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subpass.pDepthStencilAttachment = &depthRef;
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// Kept identical to m_sceneRenderPass's dependency because both passes begin
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// a frame's use of the same shared scene targets and need the same
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// cross-frame ordering -- NOT because compatibility requires it (it does
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// not; compatibility ignores dependencies).
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vk::SubpassDependency dependency;
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dependency.srcSubpass = VK_SUBPASS_EXTERNAL;
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dependency.dstSubpass = 0;
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// srcAccessMask must make the PREVIOUS frame's writes to the (single-
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// instance, shared-across-frames) scene color + depth available before
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// this frame clears/loads them again -- otherwise frame N+1's
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// vkCmdBeginRenderPass races frame N's color storeOp / depth writes
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// (cross-frame WRITE_AFTER_WRITE, flagged by -gr_sync_validation). Also
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// covers the prior frame's post-processing sample (eShaderRead) and
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// copy_effect_texture transfer.
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dependency.srcStageMask = vk::PipelineStageFlagBits::eColorAttachmentOutput
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| vk::PipelineStageFlagBits::eEarlyFragmentTests
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| vk::PipelineStageFlagBits::eLateFragmentTests
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| vk::PipelineStageFlagBits::eFragmentShader
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| vk::PipelineStageFlagBits::eTransfer;
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dependency.dstStageMask = vk::PipelineStageFlagBits::eColorAttachmentOutput
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| vk::PipelineStageFlagBits::eEarlyFragmentTests;
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dependency.srcAccessMask = vk::AccessFlagBits::eColorAttachmentWrite
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| vk::AccessFlagBits::eDepthStencilAttachmentWrite
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| vk::AccessFlagBits::eShaderRead
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| vk::AccessFlagBits::eTransferRead;
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dependency.dstAccessMask = vk::AccessFlagBits::eColorAttachmentWrite
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| vk::AccessFlagBits::eDepthStencilAttachmentWrite
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| vk::AccessFlagBits::eDepthStencilAttachmentRead;
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vk::RenderPassCreateInfo rpInfo;
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rpInfo.attachmentCount = static_cast<uint32_t>(attachments.size());
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rpInfo.pAttachments = attachments.data();
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rpInfo.subpassCount = 1;
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rpInfo.pSubpasses = &subpass;
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rpInfo.dependencyCount = 1;
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rpInfo.pDependencies = &dependency;
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try {
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m_sceneRenderPassLoad = m_ctx.device.createRenderPass(rpInfo);
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} catch (const vk::SystemError& e) {
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nprintf(("vulkan", "VulkanPostProcessor: Failed to create scene load render pass: %s\n", e.what()));
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shutdown();
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return false;
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}
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}
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// Create scene framebuffer
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if (!createSceneFramebuffer()) {
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shutdown();
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return false;
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}
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// Create linear sampler for post-processing texture reads
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{
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vk::SamplerCreateInfo samplerInfo;
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samplerInfo.magFilter = vk::Filter::eLinear;
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samplerInfo.minFilter = vk::Filter::eLinear;
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samplerInfo.mipmapMode = vk::SamplerMipmapMode::eLinear;
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samplerInfo.addressModeU = vk::SamplerAddressMode::eClampToEdge;
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samplerInfo.addressModeV = vk::SamplerAddressMode::eClampToEdge;
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samplerInfo.addressModeW = vk::SamplerAddressMode::eClampToEdge;
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samplerInfo.mipLodBias = 0.0f;
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samplerInfo.anisotropyEnable = VK_FALSE;
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samplerInfo.compareEnable = VK_FALSE;
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samplerInfo.minLod = 0.0f;
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samplerInfo.maxLod = 0.0f;
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samplerInfo.borderColor = vk::BorderColor::eFloatOpaqueBlack;
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try {
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m_ctx.linearSampler = m_ctx.device.createSampler(samplerInfo);
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} catch (const vk::SystemError& e) {
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nprintf(("vulkan", "VulkanPostProcessor: Failed to create sampler: %s\n", e.what()));
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shutdown();
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return false;
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}
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}
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// Create mipmap sampler for bloom textures (supports textureLod)
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{
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vk::SamplerCreateInfo samplerInfo;
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samplerInfo.magFilter = vk::Filter::eLinear;
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samplerInfo.minFilter = vk::Filter::eLinear;
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samplerInfo.mipmapMode = vk::SamplerMipmapMode::eLinear;
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samplerInfo.addressModeU = vk::SamplerAddressMode::eClampToEdge;
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samplerInfo.addressModeV = vk::SamplerAddressMode::eClampToEdge;
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samplerInfo.addressModeW = vk::SamplerAddressMode::eClampToEdge;
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samplerInfo.mipLodBias = 0.0f;
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samplerInfo.anisotropyEnable = VK_FALSE;
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samplerInfo.compareEnable = VK_FALSE;
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samplerInfo.minLod = 0.0f;
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samplerInfo.maxLod = static_cast<float>(VulkanBloom::MAX_MIP_BLUR_LEVELS);
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samplerInfo.borderColor = vk::BorderColor::eFloatOpaqueBlack;
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try {
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m_ctx.mipmapSampler = m_ctx.device.createSampler(samplerInfo);
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} catch (const vk::SystemError& e) {
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nprintf(("vulkan", "VulkanPostProcessor: Failed to create mipmap sampler: %s\n", e.what()));
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shutdown();
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return false;
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}
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}
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// Tonemap (blitToSwapChain) and output-encode UBO data comes from the shared
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// per-frame scratch ring below -- no dedicated persistent UBOs. A single-
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// instance buffer would risk being rewritten every frame while a prior
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// in-flight frame's GPU work is still reading it.
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// Create the shared scratch UBO ring (used by every subsystem's drawFullscreenTriangle)
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if (!m_ctx.initScratchUBO()) {
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nprintf(("vulkan", "VulkanPostProcessor: Failed to create scratch UBO!\n"));
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shutdown();
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return false;
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}
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// Initialize bloom resources (non-fatal if it fails)
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if (!initBloom()) {
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nprintf(("vulkan", "VulkanPostProcessor: Bloom initialization failed (non-fatal)\n"));
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}
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// Initialize LDR targets for tonemapping + FXAA (non-fatal if it fails)
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if (!m_ldr.init(m_ctx, m_sceneColor, m_sceneDepth, m_bloom)) {
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nprintf(("vulkan", "VulkanPostProcessor: LDR target initialization failed (non-fatal)\n"));
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}
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// Initialize SMAA resources (non-fatal if it fails; requires LDR targets)
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if (m_ldr.isInitialized() && !m_smaa.init(m_ctx, m_ldr)) {
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nprintf(("vulkan", "VulkanPostProcessor: SMAA initialization failed (non-fatal)\n"));
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}
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// Initialize distortion ping-pong textures (non-fatal if it fails)
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m_distortion.init(m_ctx);
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// Initialize G-buffer for deferred lighting (non-fatal)
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if (!initGBuffer()) {
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nprintf(("vulkan", "VulkanPostProcessor: G-buffer initialization failed (non-fatal)\n"));
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}
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// Wire the deferred light accumulation + fog subsystems (resources are lazy).
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m_lighting.init(m_ctx, m_sceneColor, m_deferred, m_shadow);
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m_fog.init(m_ctx, m_sceneColor, m_sceneDepth, m_sceneDepthCopy, m_deferred);
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// Initialize MSAA resources if MSAA is enabled and G-buffer is ready
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if (m_deferred.isInitialized() && Cmdline_msaa_enabled > 0) {
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if (!initMSAA()) {
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nprintf(("vulkan", "VulkanPostProcessor: MSAA initialization failed (non-fatal, disabling MSAA)\n"));
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Cmdline_msaa_enabled = 0;
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}
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}
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m_initialized = true;
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nprintf(("vulkan", "VulkanPostProcessor: Initialized (%ux%u, RGBA16F scene color)\n",
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extent.width, extent.height));
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return true;
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}
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void VulkanPostProcessor::shutdown()
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{
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if (m_ctx.device) {
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m_ctx.device.waitIdle();
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m_fog.shutdown();
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shutdownShadowPass();
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shadow_cascade_params_shutdown();
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shutdownMSAA();
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m_lighting.shutdown();
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shutdownGBuffer();
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m_smaa.shutdown();
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m_ldr.shutdown();
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shutdownBloom();
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m_ctx.shutdownScratchUBO();
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if (m_ctx.mipmapSampler) {
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m_ctx.device.destroySampler(m_ctx.mipmapSampler);
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m_ctx.mipmapSampler = nullptr;
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}
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if (m_ctx.linearSampler) {
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m_ctx.device.destroySampler(m_ctx.linearSampler);
|
|
m_ctx.linearSampler = nullptr;
|
|
}
|
|
destroySceneTargets();
|
|
|
|
if (m_sceneRenderPassLoad) {
|
|
m_ctx.device.destroyRenderPass(m_sceneRenderPassLoad);
|
|
m_sceneRenderPassLoad = nullptr;
|
|
}
|
|
if (m_sceneRenderPass) {
|
|
m_ctx.device.destroyRenderPass(m_sceneRenderPass);
|
|
m_sceneRenderPass = nullptr;
|
|
}
|
|
|
|
// Destroy distortion textures
|
|
m_distortion.shutdown();
|
|
}
|
|
|
|
m_initialized = false;
|
|
}
|
|
|
|
bool VulkanPostProcessor::createSceneTargets(vk::Extent2D extent)
|
|
{
|
|
// HDR scene color target (RGBA16F)
|
|
// eTransferSrc needed for copy_effect_texture (mid-scene snapshot)
|
|
// eTransferDst needed for deferred_lighting_finish (emissive→color copy)
|
|
if (!createImage(extent.width, extent.height, HDR_COLOR_FORMAT,
|
|
vk::ImageUsageFlagBits::eColorAttachment | vk::ImageUsageFlagBits::eSampled
|
|
| vk::ImageUsageFlagBits::eTransferSrc | vk::ImageUsageFlagBits::eTransferDst,
|
|
vk::ImageAspectFlagBits::eColor,
|
|
m_sceneColor.image, m_sceneColor.view, m_sceneColor.allocation)) {
|
|
nprintf(("vulkan", "VulkanPostProcessor: Failed to create scene color image!\n"));
|
|
return false;
|
|
}
|
|
m_sceneColor.format = HDR_COLOR_FORMAT;
|
|
m_sceneColor.width = extent.width;
|
|
m_sceneColor.height = extent.height;
|
|
|
|
// Scene depth target
|
|
// eTransferDst needed for restoreSceneDepth (backup→depth copy after the cockpit render)
|
|
if (!createImage(extent.width, extent.height, m_ctx.depthFormat,
|
|
vk::ImageUsageFlagBits::eDepthStencilAttachment
|
|
| vk::ImageUsageFlagBits::eSampled
|
|
| vk::ImageUsageFlagBits::eTransferSrc
|
|
| vk::ImageUsageFlagBits::eTransferDst,
|
|
vk::ImageAspectFlagBits::eDepth, // View uses depth-only aspect
|
|
m_sceneDepth.image, m_sceneDepth.view, m_sceneDepth.allocation)) {
|
|
nprintf(("vulkan", "VulkanPostProcessor: Failed to create scene depth image!\n"));
|
|
return false;
|
|
}
|
|
m_sceneDepth.format = m_ctx.depthFormat;
|
|
m_sceneDepth.width = extent.width;
|
|
m_sceneDepth.height = extent.height;
|
|
|
|
// Effect/composite texture (RGBA16F, snapshot of scene color for distortion/soft particles)
|
|
if (!createImage(extent.width, extent.height, HDR_COLOR_FORMAT,
|
|
vk::ImageUsageFlagBits::eTransferDst | vk::ImageUsageFlagBits::eSampled,
|
|
vk::ImageAspectFlagBits::eColor,
|
|
m_sceneEffect.image, m_sceneEffect.view, m_sceneEffect.allocation)) {
|
|
nprintf(("vulkan", "VulkanPostProcessor: Failed to create scene effect image!\n"));
|
|
return false;
|
|
}
|
|
m_sceneEffect.format = HDR_COLOR_FORMAT;
|
|
m_sceneEffect.width = extent.width;
|
|
m_sceneEffect.height = extent.height;
|
|
|
|
// Scene depth copy (samplable copy for soft particles)
|
|
// Same depth format, usage: eTransferDst (copy target) + eSampled (fragment shader reads)
|
|
if (!createImage(extent.width, extent.height, m_ctx.depthFormat,
|
|
vk::ImageUsageFlagBits::eTransferDst | vk::ImageUsageFlagBits::eSampled,
|
|
vk::ImageAspectFlagBits::eDepth,
|
|
m_sceneDepthCopy.image, m_sceneDepthCopy.view, m_sceneDepthCopy.allocation)) {
|
|
nprintf(("vulkan", "VulkanPostProcessor: Failed to create scene depth copy image!\n"));
|
|
return false;
|
|
}
|
|
m_sceneDepthCopy.format = m_ctx.depthFormat;
|
|
m_sceneDepthCopy.width = extent.width;
|
|
m_sceneDepthCopy.height = extent.height;
|
|
|
|
// Scene depth backup (holds the scene's depth while the cockpit renders)
|
|
// Copy target on the way out, copy source on the way back in. No shader ever reads it,
|
|
// but eSampled stays: createImage() always builds a view, and a view needs at least one
|
|
// non-transfer usage bit (VUID-VkImageViewCreateInfo-image-04441).
|
|
if (!createImage(extent.width, extent.height, m_ctx.depthFormat,
|
|
vk::ImageUsageFlagBits::eTransferDst | vk::ImageUsageFlagBits::eTransferSrc
|
|
| vk::ImageUsageFlagBits::eSampled,
|
|
vk::ImageAspectFlagBits::eDepth,
|
|
m_sceneDepthBackup.image, m_sceneDepthBackup.view, m_sceneDepthBackup.allocation)) {
|
|
nprintf(("vulkan", "VulkanPostProcessor: Failed to create scene depth backup image!\n"));
|
|
return false;
|
|
}
|
|
m_sceneDepthBackup.format = m_ctx.depthFormat;
|
|
m_sceneDepthBackup.width = extent.width;
|
|
m_sceneDepthBackup.height = extent.height;
|
|
|
|
return true;
|
|
}
|
|
|
|
void VulkanPostProcessor::destroySceneTargets()
|
|
{
|
|
if (m_sceneFramebuffer) {
|
|
m_ctx.device.destroyFramebuffer(m_sceneFramebuffer);
|
|
m_sceneFramebuffer = nullptr;
|
|
}
|
|
m_ctx.destroyTarget(m_sceneEffect);
|
|
m_ctx.destroyTarget(m_sceneColor);
|
|
m_ctx.destroyTarget(m_sceneDepth);
|
|
m_ctx.destroyTarget(m_sceneDepthCopy);
|
|
m_ctx.destroyTarget(m_sceneDepthBackup);
|
|
}
|
|
|
|
bool VulkanPostProcessor::createSceneFramebuffer()
|
|
{
|
|
std::array<vk::ImageView, 2> fbAttachments = {m_sceneColor.view, m_sceneDepth.view};
|
|
|
|
vk::FramebufferCreateInfo fbInfo;
|
|
fbInfo.renderPass = m_sceneRenderPass;
|
|
fbInfo.attachmentCount = static_cast<uint32_t>(fbAttachments.size());
|
|
fbInfo.pAttachments = fbAttachments.data();
|
|
fbInfo.width = m_ctx.sceneExtent.width;
|
|
fbInfo.height = m_ctx.sceneExtent.height;
|
|
fbInfo.layers = 1;
|
|
|
|
try {
|
|
m_sceneFramebuffer = m_ctx.device.createFramebuffer(fbInfo);
|
|
} catch (const vk::SystemError& e) {
|
|
nprintf(("vulkan", "VulkanPostProcessor: Failed to create scene framebuffer: %s\n", e.what()));
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool VulkanPostProcessor::resize(vk::Extent2D newExtent)
|
|
{
|
|
if (!m_initialized) {
|
|
return false;
|
|
}
|
|
if (newExtent == m_ctx.sceneExtent) {
|
|
return true;
|
|
}
|
|
|
|
// Caller (recreateSwapChain) has already waited for the device to go idle.
|
|
m_ctx.sceneExtent = newExtent;
|
|
|
|
// Scene targets first: every subsystem framebuffer that wires scene
|
|
// color/depth needs the recreated views.
|
|
destroySceneTargets();
|
|
if (!createSceneTargets(newExtent) || !createSceneFramebuffer()) {
|
|
nprintf(("vulkan", "VulkanPostProcessor: Failed to recreate scene targets on resize!\n"));
|
|
return false;
|
|
}
|
|
|
|
// Subsystems recreate only their extent-sized targets/framebuffers; their
|
|
// render passes, samplers, and lookup textures are extent-independent.
|
|
// Failures are non-fatal and disable the subsystem, matching init().
|
|
if (m_bloom.isInitialized() && !m_bloom.resize()) {
|
|
nprintf(("vulkan", "VulkanPostProcessor: Bloom resize failed, disabling bloom\n"));
|
|
m_bloom.shutdown();
|
|
}
|
|
if (m_ldr.isInitialized() && !m_ldr.resize()) {
|
|
nprintf(("vulkan", "VulkanPostProcessor: LDR resize failed, disabling LDR + SMAA\n"));
|
|
m_smaa.shutdown();
|
|
m_ldr.shutdown();
|
|
}
|
|
if (m_smaa.isInitialized() && !m_smaa.resize()) {
|
|
nprintf(("vulkan", "VulkanPostProcessor: SMAA resize failed, disabling SMAA\n"));
|
|
m_smaa.shutdown();
|
|
}
|
|
if (m_deferred.isInitialized() && !m_deferred.resize()) {
|
|
nprintf(("vulkan", "VulkanPostProcessor: G-buffer resize failed, disabling deferred lighting\n"));
|
|
m_deferred.shutdownMsaa();
|
|
m_deferred.shutdown();
|
|
}
|
|
// The light-accumulation framebuffer attaches the (just recreated) G-buffer
|
|
// composite view — must come after the G-buffer resize.
|
|
if (!m_lighting.onResize()) {
|
|
nprintf(("vulkan", "VulkanPostProcessor: Deferred-lighting resize failed, disabling it\n"));
|
|
m_lighting.shutdown();
|
|
}
|
|
// The fog framebuffer attaches the (just recreated) scene color view.
|
|
if (!m_fog.onResize()) {
|
|
nprintf(("vulkan", "VulkanPostProcessor: Fog resize failed, disabling fog\n"));
|
|
m_fog.shutdown();
|
|
}
|
|
// Distortion (fixed 32x32) and the shadow map (sized from Shadow_quality)
|
|
// are extent-independent.
|
|
|
|
nprintf(("vulkan", "VulkanPostProcessor: Resized to %ux%u\n", newExtent.width, newExtent.height));
|
|
return true;
|
|
}
|
|
|
|
void VulkanPostProcessor::copyEffectTexture(vk::CommandBuffer cmd) const
|
|
{
|
|
// Called mid-scene, outside a render pass.
|
|
// Scene color is in eShaderReadOnlyOptimal (from the ended scene render pass).
|
|
// Copies scene color → effect texture so distortion/soft particle shaders can sample it.
|
|
copyImageToImage(cmd,
|
|
m_sceneColor.image, vk::ImageLayout::eShaderReadOnlyOptimal, vk::ImageLayout::eColorAttachmentOptimal,
|
|
m_sceneEffect.image, vk::ImageLayout::eUndefined, vk::ImageLayout::eShaderReadOnlyOptimal,
|
|
m_ctx.sceneExtent);
|
|
}
|
|
|
|
void VulkanPostProcessor::copySceneDepth(vk::CommandBuffer cmd) const
|
|
{
|
|
// Called mid-scene, outside a render pass.
|
|
// Copies scene depth → depth copy texture so soft particle shaders can sample it.
|
|
// Scene depth is in eDepthStencilAttachmentOptimal (from the ended scene render pass).
|
|
copyImageToImage(cmd,
|
|
m_sceneDepth.image, vk::ImageLayout::eDepthStencilAttachmentOptimal, vk::ImageLayout::eDepthStencilAttachmentOptimal,
|
|
m_sceneDepthCopy.image, vk::ImageLayout::eUndefined, vk::ImageLayout::eShaderReadOnlyOptimal,
|
|
m_ctx.sceneExtent,
|
|
imageAspectFromFormat(m_ctx.depthFormat));
|
|
}
|
|
|
|
void VulkanPostProcessor::saveSceneDepth(vk::CommandBuffer cmd) const
|
|
{
|
|
// Called outside a render pass, so scene depth is in eDepthStencilAttachmentOptimal
|
|
// (the scene/G-buffer render pass finalLayout). The backup keeps no content between
|
|
// frames, hence eUndefined: the copy overwrites every texel.
|
|
copyImageToImage(cmd,
|
|
m_sceneDepth.image, vk::ImageLayout::eDepthStencilAttachmentOptimal, vk::ImageLayout::eDepthStencilAttachmentOptimal,
|
|
m_sceneDepthBackup.image, vk::ImageLayout::eUndefined, vk::ImageLayout::eTransferSrcOptimal,
|
|
m_ctx.sceneExtent,
|
|
imageAspectFromFormat(m_ctx.depthFormat));
|
|
}
|
|
|
|
void VulkanPostProcessor::restoreSceneDepth(vk::CommandBuffer cmd) const
|
|
{
|
|
// The backup was left in eTransferSrcOptimal by saveSceneDepth() and stays there --
|
|
// the next save transitions it from eUndefined anyway.
|
|
copyImageToImage(cmd,
|
|
m_sceneDepthBackup.image, vk::ImageLayout::eTransferSrcOptimal, vk::ImageLayout::eTransferSrcOptimal,
|
|
m_sceneDepth.image, vk::ImageLayout::eDepthStencilAttachmentOptimal, vk::ImageLayout::eDepthStencilAttachmentOptimal,
|
|
m_ctx.sceneExtent,
|
|
imageAspectFromFormat(m_ctx.depthFormat));
|
|
}
|
|
|
|
void VulkanPostProcessor::blitToSwapChain(vk::CommandBuffer cmd)
|
|
{
|
|
// C8: unlike PostProcessContext::drawFullscreenTriangle (which begins and ends
|
|
// its OWN render pass), blitToSwapChain draws INTO the caller's already-active
|
|
// composition render pass — it keys the pipeline on
|
|
// stateTracker->getCurrentRenderPass() and goes through the state tracker
|
|
// (bindPipeline/setViewport) rather than raw cmd recording, because the HUD/2D
|
|
// draws that follow it in the same pass must see consistent tracker state. That
|
|
// in-pass, tracker-routed shape is why it can't be folded into the standalone
|
|
// helper.
|
|
//
|
|
// If LDR targets exist, executeTonemap()+executeFXAA() already ran.
|
|
// Blit from the latest post-processing result with passthrough settings.
|
|
// Otherwise, fall back to direct HDR→swap chain tonemapping.
|
|
bool useLdr = m_ldr.isInitialized();
|
|
|
|
auto* pipelineMgr = getPipelineManager();
|
|
auto* descriptorMgr = getDescriptorManager();
|
|
auto* stateTracker = getStateTracker();
|
|
auto* bufferMgr = getBufferManager();
|
|
|
|
if (!pipelineMgr || !descriptorMgr || !stateTracker || !bufferMgr) {
|
|
return;
|
|
}
|
|
|
|
GR_DEBUG_SCOPE("Draw scene texture");
|
|
|
|
// Build pipeline config for tonemapping (fullscreen, no depth, no blending)
|
|
PipelineConfig config;
|
|
config.shaderType = SDR_TYPE_POST_PROCESS_TONEMAPPING;
|
|
config.shaderFlags = useLdr ? SDR_FLAG_TONEMAPPING_LINEAR_OUT : 0;
|
|
config.vertexLayoutHash = 0; // Empty vertex layout
|
|
config.primitiveType = PRIM_TYPE_TRIS;
|
|
config.depthMode = ZBUFFER_TYPE_NONE;
|
|
config.blendMode = ALPHA_BLEND_NONE;
|
|
config.cullEnabled = false;
|
|
config.depthWriteEnabled = false;
|
|
config.renderPass = stateTracker->getCurrentRenderPass();
|
|
|
|
// Get or create the pipeline
|
|
vertex_layout emptyLayout; // No vertex components
|
|
vk::Pipeline pipeline = pipelineMgr->getPipeline(config, emptyLayout);
|
|
if (!pipeline) {
|
|
nprintf(("vulkan", "VulkanPostProcessor: Failed to get tonemapping pipeline!\n"));
|
|
return;
|
|
}
|
|
|
|
vk::PipelineLayout pipelineLayout = pipelineMgr->getPipelineLayout();
|
|
stateTracker->bindPipeline(pipeline, pipelineLayout);
|
|
|
|
// Set viewport (non-flipped for post-processing — textures are already
|
|
// in the correct Vulkan orientation, no Y-flip needed)
|
|
stateTracker->setViewport(0.0f, 0.0f,
|
|
static_cast<float>(m_ctx.sceneExtent.width),
|
|
static_cast<float>(m_ctx.sceneExtent.height));
|
|
|
|
stateTracker->applyDynamicState();
|
|
|
|
DescriptorWriter writer;
|
|
writer.reset(m_ctx.device, descriptorMgr->getFallbacks());
|
|
|
|
// Set 1: Material — source texture at array slot 0
|
|
vk::DescriptorSet materialSet = descriptorMgr->allocateFrameSet(DescriptorSetIndex::Material);
|
|
Assert(materialSet);
|
|
writer.writeSet(DescriptorSetIndex::Material, materialSet);
|
|
{
|
|
std::array<vk::DescriptorImageInfo, VulkanDescriptorManager::MAX_TEXTURE_BINDINGS> texArrayInfos;
|
|
texArrayInfos.fill(descriptorMgr->getFallbacks().texture2D);
|
|
texArrayInfos[0].sampler = m_ctx.linearSampler;
|
|
texArrayInfos[0].imageView = m_ldr.postEffectsApplied() ? m_ldr.luminanceView()
|
|
: useLdr ? m_ldr.ldrView()
|
|
: m_sceneColor.view;
|
|
writer.setImageArray(MaterialBinding::TextureArray, texArrayInfos);
|
|
}
|
|
|
|
// Set 2: PerDraw — tonemapping UBO (from the per-frame scratch ring)
|
|
vk::DescriptorSet perDrawSet = descriptorMgr->allocateFrameSet(DescriptorSetIndex::PerDraw);
|
|
Assert(perDrawSet);
|
|
writer.writeSet(DescriptorSetIndex::PerDraw, perDrawSet);
|
|
|
|
// LDR path: passthrough (tonemapping already ran). Fallback path: live
|
|
// parameters from the engine lighting profile.
|
|
graphics::generic_data::tonemapping_data tmData;
|
|
memset(&tmData, 0, sizeof(tmData));
|
|
if (useLdr) {
|
|
tmData.exposure = 1.0f;
|
|
tmData.tonemapper = 0; // Linear passthrough
|
|
} else {
|
|
namespace ltp = lighting_profiles;
|
|
auto ppc = ltp::current_piecewise_intermediates();
|
|
tmData.exposure = ltp::current_exposure();
|
|
tmData.tonemapper = static_cast<int>(ltp::current_tonemapper());
|
|
tmData.x0 = ppc.x0;
|
|
tmData.y0 = ppc.y0;
|
|
tmData.x1 = ppc.x1;
|
|
tmData.toe_B = ppc.toe_B;
|
|
tmData.toe_lnA = ppc.toe_lnA;
|
|
tmData.sh_B = ppc.sh_B;
|
|
tmData.sh_lnA = ppc.sh_lnA;
|
|
tmData.sh_offsetX = ppc.sh_offsetX;
|
|
tmData.sh_offsetY = ppc.sh_offsetY;
|
|
}
|
|
{
|
|
vk::DeviceSize slotOffset =
|
|
m_ctx.scratchRing.alloc(descriptorMgr->getCurrentFrame(), &tmData, sizeof(tmData));
|
|
writer.setBuffer(PerDrawBinding::GenericData,
|
|
{m_ctx.scratchRing.buffer(), slotOffset, m_ctx.scratchRing.slotSize()});
|
|
}
|
|
writer.flush();
|
|
stateTracker->bindDescriptorSet(DescriptorSetIndex::Material,
|
|
materialSet,
|
|
writer.dynamicOffsets(DescriptorSetIndex::Material));
|
|
stateTracker->bindDescriptorSet(DescriptorSetIndex::PerDraw,
|
|
perDrawSet,
|
|
writer.dynamicOffsets(DescriptorSetIndex::PerDraw));
|
|
|
|
// Draw fullscreen triangle (3 vertices from gl_VertexIndex, no vertex buffer)
|
|
cmd.draw(3, 1, 0, 0);
|
|
}
|
|
|
|
void VulkanPostProcessor::encodeToSwapChainPass(vk::CommandBuffer cmd, vk::RenderPass renderPass,
|
|
vk::Framebuffer framebuffer, vk::Extent2D extent, vk::ImageView sourceView, vk::Sampler sampler,
|
|
int shaderType, unsigned int shaderFlags, const void* uboData, size_t uboSize)
|
|
{
|
|
auto* pipelineMgr = getPipelineManager();
|
|
auto* descriptorMgr = getDescriptorManager();
|
|
if (!pipelineMgr || !descriptorMgr || !m_ctx.scratchRing.isValid()) {
|
|
return;
|
|
}
|
|
|
|
GR_DEBUG_SCOPE("Draw scene texture");
|
|
|
|
// The UBO comes from the shared per-frame scratch ring; its per-frame budget
|
|
// covers every fullscreen pass of the frame including this final encode.
|
|
PipelineConfig config;
|
|
config.shaderType = static_cast<shader_type>(shaderType);
|
|
config.shaderFlags = shaderFlags; // selects the SDR vs HDR10_OUTPUT gamma-correct variant
|
|
config.vertexLayoutHash = 0;
|
|
config.primitiveType = PRIM_TYPE_TRIS;
|
|
config.depthMode = ZBUFFER_TYPE_NONE;
|
|
config.blendMode = ALPHA_BLEND_NONE;
|
|
config.cullEnabled = false;
|
|
config.depthWriteEnabled = false;
|
|
config.renderPass = renderPass;
|
|
|
|
vertex_layout emptyLayout;
|
|
vk::Pipeline pipeline = pipelineMgr->getPipeline(config, emptyLayout);
|
|
if (!pipeline) {
|
|
mprintf(("VulkanPostProcessor: Failed to get output-encode pipeline (shaderType=%d)!\n", shaderType));
|
|
return;
|
|
}
|
|
vk::PipelineLayout pipelineLayout = pipelineMgr->getPipelineLayout();
|
|
|
|
vk::RenderPassBeginInfo rpBegin;
|
|
rpBegin.renderPass = renderPass;
|
|
rpBegin.framebuffer = framebuffer;
|
|
rpBegin.renderArea.offset = vk::Offset2D(0, 0);
|
|
rpBegin.renderArea.extent = extent;
|
|
|
|
cmd.beginRenderPass(rpBegin, vk::SubpassContents::eInline);
|
|
cmd.bindPipeline(vk::PipelineBindPoint::eGraphics, pipeline);
|
|
|
|
vk::Viewport viewport;
|
|
viewport.x = 0.0f;
|
|
viewport.y = 0.0f;
|
|
viewport.width = static_cast<float>(extent.width);
|
|
viewport.height = static_cast<float>(extent.height);
|
|
viewport.minDepth = 0.0f;
|
|
viewport.maxDepth = 1.0f;
|
|
cmd.setViewport(0, viewport);
|
|
|
|
vk::Rect2D scissor;
|
|
scissor.offset = vk::Offset2D(0, 0);
|
|
scissor.extent = extent;
|
|
cmd.setScissor(0, scissor);
|
|
|
|
DescriptorWriter writer;
|
|
writer.reset(m_ctx.device, descriptorMgr->getFallbacks());
|
|
|
|
vk::DescriptorSet materialSet = descriptorMgr->allocateFrameSet(DescriptorSetIndex::Material);
|
|
Assert(materialSet);
|
|
writer.writeSet(DescriptorSetIndex::Material, materialSet);
|
|
{
|
|
std::array<vk::DescriptorImageInfo, VulkanDescriptorManager::MAX_TEXTURE_BINDINGS> texArrayInfos;
|
|
texArrayInfos.fill(descriptorMgr->getFallbacks().texture2D);
|
|
texArrayInfos[0].sampler = sampler;
|
|
texArrayInfos[0].imageView = sourceView;
|
|
writer.setImageArray(MaterialBinding::TextureArray, texArrayInfos);
|
|
}
|
|
|
|
vk::DescriptorSet perDrawSet = descriptorMgr->allocateFrameSet(DescriptorSetIndex::PerDraw);
|
|
Assert(perDrawSet);
|
|
writer.writeSet(DescriptorSetIndex::PerDraw, perDrawSet);
|
|
{
|
|
vk::DeviceSize slotOffset =
|
|
m_ctx.scratchRing.alloc(descriptorMgr->getCurrentFrame(), uboData, uboSize);
|
|
writer.setBuffer(PerDrawBinding::GenericData,
|
|
{m_ctx.scratchRing.buffer(), slotOffset, m_ctx.scratchRing.slotSize()});
|
|
}
|
|
writer.flush();
|
|
|
|
const auto dynOffsets = writer.dynamicOffsets(DescriptorSetIndex::Material, 2);
|
|
cmd.bindDescriptorSets(vk::PipelineBindPoint::eGraphics,
|
|
pipelineLayout,
|
|
static_cast<uint32_t>(DescriptorSetIndex::Material),
|
|
{materialSet, perDrawSet},
|
|
vk::ArrayProxy<const uint32_t>(static_cast<uint32_t>(dynOffsets.size), dynOffsets.data));
|
|
|
|
cmd.draw(3, 1, 0, 0);
|
|
cmd.endRenderPass();
|
|
}
|
|
|
|
void VulkanPostProcessor::encodeOutput(vk::CommandBuffer cmd, vk::RenderPass renderPass,
|
|
vk::Framebuffer framebuffer, vk::Extent2D extent, vk::ImageView sourceView, vk::Sampler sampler,
|
|
float paperwhiteNits, float peakNits, float gamma)
|
|
{
|
|
// HDR10/PQ/BT.2020 encode leg (plus the user gamma slider): the HDR10_OUTPUT
|
|
// variant of the shared gamma-correct shader.
|
|
graphics::generic_data::gamma_encode_data encodeData;
|
|
memset(&encodeData, 0, sizeof(encodeData));
|
|
encodeData.gamma = gamma;
|
|
encodeData.hdr_paperwhite_nits = paperwhiteNits;
|
|
encodeData.hdr_peak_nits = peakNits;
|
|
encodeToSwapChainPass(cmd, renderPass, framebuffer, extent, sourceView, sampler,
|
|
SDR_TYPE_GAMMA_BLIT, SDR_FLAG_GAMMA_HDR10, &encodeData, sizeof(encodeData));
|
|
}
|
|
|
|
void VulkanPostProcessor::encodeOutputSdr(vk::CommandBuffer cmd, vk::RenderPass renderPass,
|
|
vk::Framebuffer framebuffer, vk::Extent2D extent, vk::ImageView sourceView, vk::Sampler sampler,
|
|
float gamma)
|
|
{
|
|
// SDR leg: the composition image already carries the final display-ready
|
|
// sRGB-encoded frame (3D scene + menus/HUD alike); this just applies the user
|
|
// gamma/brightness slider on the way into the swap chain image.
|
|
graphics::generic_data::gamma_encode_data blitData;
|
|
memset(&blitData, 0, sizeof(blitData));
|
|
blitData.gamma = gamma;
|
|
encodeToSwapChainPass(cmd, renderPass, framebuffer, extent, sourceView, sampler,
|
|
SDR_TYPE_GAMMA_BLIT, 0, &blitData, sizeof(blitData));
|
|
}
|
|
|
|
// No-op: In OpenGL, begin/end push/pop an FBO and run the post-processing
|
|
// pipeline. In Vulkan, this is handled by vulkan_scene_texture_begin/end
|
|
// which manage the HDR render pass and post-processing passes. These
|
|
// functions are not actively called by the engine.
|
|
void vulkan_post_process_begin() {}
|
|
void vulkan_post_process_end() {}
|
|
|
|
// Isolate the cockpit's depth from the scene's, the way OpenGL does by swapping the
|
|
// depth attachment between Scene_depth_texture and Cockpit_depth_texture. A Vulkan
|
|
// framebuffer owns its attachments, so the scene depth is parked in a backup image and
|
|
// the live depth buffer is cleared for the cockpit; the restore puts the scene back.
|
|
//
|
|
// Both halves are needed. Without the clear the ship hull the scene already drew wins
|
|
// the depth test against the cockpit around the camera. Without the restore the
|
|
// post-processing passes that sample scene depth (lightshafts) see cockpit depth.
|
|
void vulkan_post_process_save_zbuffer()
|
|
{
|
|
auto* renderer = getRendererInstance();
|
|
if (renderer != nullptr) {
|
|
renderer->saveSceneDepth();
|
|
}
|
|
|
|
// Unconditional, exactly as in OpenGL: when there is nothing to park (post-processing
|
|
// off, or no scene render pass), clearing is still what gives the cockpit a depth
|
|
// buffer of its own.
|
|
gr_zbuffer_clear(TRUE);
|
|
}
|
|
|
|
void vulkan_post_process_restore_zbuffer()
|
|
{
|
|
auto* renderer = getRendererInstance();
|
|
if (renderer != nullptr) {
|
|
renderer->restoreSceneDepth();
|
|
}
|
|
}
|
|
|
|
void vulkan_post_process_set_effect(const char* name, int value, const vec3d* rgb)
|
|
{
|
|
if (!Gr_post_processing_enabled || !graphics::Post_processing_manager) {
|
|
return;
|
|
}
|
|
if (name == nullptr) {
|
|
return;
|
|
}
|
|
|
|
auto& ls_params = graphics::Post_processing_manager->getLightshaftParams();
|
|
if (!stricmp("lightshafts", name)) {
|
|
ls_params.intensity = value / 100.0f;
|
|
ls_params.on = !!value;
|
|
return;
|
|
}
|
|
|
|
auto& postEffects = graphics::Post_processing_manager->getPostEffects();
|
|
for (auto & postEffect : postEffects) {
|
|
if (!stricmp(postEffect.name.c_str(), name)) {
|
|
postEffect.intensity = (value / postEffect.div) + postEffect.add;
|
|
if ((rgb != nullptr) && !(vmd_zero_vector == *rgb)) {
|
|
postEffect.rgb = *rgb;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void vulkan_post_process_set_defaults()
|
|
{
|
|
if (!graphics::Post_processing_manager) {
|
|
return;
|
|
}
|
|
|
|
auto& postEffects = graphics::Post_processing_manager->getPostEffects();
|
|
for (auto& effect : postEffects) {
|
|
effect.intensity = effect.default_intensity;
|
|
}
|
|
}
|
|
|
|
} // namespace graphics::vulkan
|
|
|