Files
fs2open.github.com/code/graphics/vulkan/VulkanDrawAPI.cpp
T
dustinspace217andDustinspace217 b7e7949413 Vulkan: keep the swap chain pass open when irradiance setup fails (#7938)
vulkan_calculate_irrmap ended the swap chain render pass first and then
had four early returns (pipeline, UBO create, UBO allocate, UBO map)
before resumeSwapChainPass, so any of those failures left the rest of
the frame recording draws outside a render pass. End the pass only after
the setup that can fail.

Co-authored-by: Dustinspace217 <[email protected]>
2026-11-04 18:20:02 +01:00

821 lines
28 KiB
C++

#include "VulkanDraw.h"
#include <algorithm>
#include <array>
#include "VulkanState.h"
#include "VulkanBarrier.h"
#include "VulkanBuffer.h"
#include "VulkanPipeline.h"
#include "VulkanShader.h"
#include "VulkanTexture.h"
#include "VulkanRenderer.h"
#include "VulkanPostProcessing.h"
#include "VulkanDescriptorManager.h"
#include "VulkanDeletionQueue.h"
#include "VulkanMemory.h"
#include "VulkanConstants.h"
#include "gr_vulkan.h"
#include "VulkanVertexFormat.h"
#include "bmpman/bmpman.h"
#include "ddsutils/ddsutils.h"
#include "graphics/grinternal.h"
#include "graphics/material.h"
#include "graphics/matrix.h"
#include "graphics/util/primitives.h"
#include "graphics/util/uniform_structs.h"
#include "graphics/shadows.h"
#include "lighting/lighting.h"
#include "graphics/util/UniformBuffer.h"
#define MODEL_SDR_FLAG_MODE_CPP
#include "def_files/data/effects/model_shader_flags.h"
// PostProcessing_override is defined in globalincs/systemvars.cpp
namespace graphics::vulkan {
// ========== gr_screen function pointer implementations ==========
// These free functions are assigned to gr_screen.gf_* in gr_vulkan.cpp.
namespace {
// Helper to set up GenericData uniform for default material shader
// Similar to opengl_shader_set_default_material() in gropenglshader.cpp
void vulkan_set_default_material_uniforms(material* material_info)
{
if (!material_info) {
return;
}
// Get uniform buffer for GenericData
auto buffer = gr_get_uniform_buffer(uniform_block_type::GenericData, 1, sizeof(genericData_default_material_v_sdr));
auto* data = buffer.aligner().addTypedElement<genericData_default_material_v_sdr>();
// Get base map from material
int base_map = material_info->get_texture_map(TM_BASE_TYPE);
bool textured = (base_map >= 0);
bool alpha = (material_info->get_texture_type() == TCACHE_TYPE_AABITMAP);
// Texturing flags
if (textured) {
data->noTexturing = 0;
// Get array index for animated texture arrays
auto* texSlot = getTextureManager()->getTextureSlot(base_map);
data->baseMapIndex = texSlot ? static_cast<int>(texSlot->arrayIndex) : 0;
} else {
data->noTexturing = 1;
data->baseMapIndex = 0;
}
// Alpha texture flag
data->alphaTexture = alpha ? 1 : 0;
// HDR / intensity settings
data->srgb = High_dynamic_range ? 1 : 0;
data->intensity = material_info->get_color_scale();
// Alpha threshold
data->alphaThreshold = getStateTracker()->getAlphaThreshold();
// Color from material
vec4 clr = material_info->get_color();
data->color.a1d[0] = clr.xyzw.x;
data->color.a1d[1] = clr.xyzw.y;
data->color.a1d[2] = clr.xyzw.z;
data->color.a1d[3] = clr.xyzw.w;
// Clip plane
const auto& clip_plane = material_info->get_clip_plane();
if (clip_plane.enabled) {
data->clipEnabled = 1;
data->clipEquation.a1d[0] = clip_plane.normal.xyz.x;
data->clipEquation.a1d[1] = clip_plane.normal.xyz.y;
data->clipEquation.a1d[2] = clip_plane.normal.xyz.z;
// Calculate 'd' value: d = -dot(normal, position)
data->clipEquation.a1d[3] = -((clip_plane.normal.xyz.x * clip_plane.position.xyz.x) +
(clip_plane.normal.xyz.y * clip_plane.position.xyz.y) +
(clip_plane.normal.xyz.z * clip_plane.position.xyz.z));
data->modelMatrix = gr_model_matrix_stack.get_transform();
} else {
data->clipEnabled = 0;
vm_matrix4_set_identity(&data->modelMatrix);
data->clipEquation.a1d[0] = 0.0f;
data->clipEquation.a1d[1] = 0.0f;
data->clipEquation.a1d[2] = 0.0f;
data->clipEquation.a1d[3] = 0.0f;
}
buffer.submitData();
gr_bind_uniform_buffer(uniform_block_type::GenericData, buffer.getBufferOffset(0),
sizeof(genericData_default_material_v_sdr), buffer.bufferHandle());
}
} // anonymous namespace
int vulkan_zbuffer_get()
{
auto* drawManager = getDrawManager();
return drawManager->zbufferGet();
}
int vulkan_zbuffer_set(int mode)
{
auto* drawManager = getDrawManager();
return drawManager->zbufferSet(mode);
}
void vulkan_zbuffer_clear(int mode)
{
auto* drawManager = getDrawManager();
drawManager->zbufferClear(mode);
}
int vulkan_stencil_set(int mode)
{
auto* drawManager = getDrawManager();
return drawManager->stencilSet(mode);
}
void vulkan_stencil_clear()
{
auto* drawManager = getDrawManager();
drawManager->stencilClear();
}
void vulkan_set_fill_mode(int mode)
{
auto* drawManager = getDrawManager();
// GR_FILL_MODE_WIRE = 1, GR_FILL_MODE_SOLID = 2
drawManager->setFillMode(mode);
}
void vulkan_clear()
{
auto* drawManager = getDrawManager();
drawManager->clear();
}
void vulkan_reset_clip()
{
auto* drawManager = getDrawManager();
drawManager->resetClip();
}
void vulkan_set_clear_color(int r, int g, int b)
{
graphics::vulkan::VulkanDrawManager::setClearColor(r, g, b);
}
void vulkan_set_clip(int x, int y, int w, int h, int resize_mode)
{
auto* drawManager = getDrawManager();
drawManager->setClip(x, y, w, h, resize_mode);
}
int vulkan_set_cull(int cull)
{
auto* drawManager = getDrawManager();
return drawManager->setCull(cull);
}
int vulkan_set_color_buffer(int mode)
{
auto* drawManager = getDrawManager();
return drawManager->setColorBuffer(mode);
}
void vulkan_set_texture_addressing(int mode)
{
auto* drawManager = getDrawManager();
drawManager->setTextureAddressing(mode);
}
void vulkan_set_line_width(float width)
{
auto* stateTracker = getStateTracker();
if (width <= 1.0f) {
stateTracker->setLineWidth(width);
}
gr_screen.line_width = width;
}
void vulkan_clear_states()
{
auto* drawManager = getDrawManager();
drawManager->clearStates();
}
void vulkan_scene_texture_begin()
{
GR_DEBUG_SCOPE("Begin scene texture");
auto* renderer = getRendererInstance();
// Switch to HDR scene render pass when post-processing is enabled
auto* pp = getPostProcessor();
if (pp && pp->isInitialized() && Gr_post_processing_enabled && !PostProcessing_override) {
renderer->beginSceneRendering();
High_dynamic_range = true;
} else {
// Fallback: just clear within the current swap chain pass
auto* stateTracker = getStateTracker();
auto cmdBuffer = stateTracker->getCommandBuffer();
std::array<vk::ClearAttachment, 2> clearAttachments;
clearAttachments[0].aspectMask = vk::ImageAspectFlagBits::eColor;
clearAttachments[0].colorAttachment = 0;
clearAttachments[0].clearValue.color.setFloat32({0.0f, 0.0f, 0.0f, 1.0f});
clearAttachments[1].aspectMask = vk::ImageAspectFlagBits::eDepth;
clearAttachments[1].clearValue.depthStencil = vk::ClearDepthStencilValue(1.0f, 0);
vk::ClearRect clearRect;
clearRect.rect.offset = vk::Offset2D(0, 0);
clearRect.rect.extent = vk::Extent2D(static_cast<uint32_t>(gr_screen.max_w),
static_cast<uint32_t>(gr_screen.max_h));
clearRect.rect = stateTracker->clampToRenderArea(clearRect.rect);
clearRect.baseArrayLayer = 0;
clearRect.layerCount = 1;
if (clearRect.rect.extent.width > 0 && clearRect.rect.extent.height > 0) {
cmdBuffer.clearAttachments(clearAttachments, clearRect);
}
}
}
void vulkan_scene_texture_end()
{
GR_DEBUG_SCOPE("End scene texture");
auto* renderer = getRendererInstance();
// If we were rendering to the HDR scene target, switch back to swap chain
if (renderer->isSceneRendering()) {
renderer->endSceneRendering();
}
High_dynamic_range = false;
}
void vulkan_copy_effect_texture()
{
GR_DEBUG_SCOPE("Copy effect texture");
auto* renderer = getRendererInstance();
// Only copy if we're actively rendering the HDR scene
if (!renderer->isSceneRendering()) {
return;
}
renderer->copyEffectTexture();
}
void vulkan_draw_sphere(material* material_def, float /*rad*/)
{
// Set up uniform buffers before rendering (like OpenGL does)
gr_matrix_set_uniforms();
vulkan_set_default_material_uniforms(material_def);
auto* drawManager = getDrawManager();
drawManager->drawSphere(material_def);
}
void vulkan_render_shield_impact(shield_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
gr_buffer_handle buffer_handle,
int n_verts)
{
auto* drawManager = getDrawManager();
// Compute impact projection matrices
float radius = material_info->get_impact_radius();
vec3d min_v, max_v;
min_v.xyz.x = min_v.xyz.y = min_v.xyz.z = -radius;
max_v.xyz.x = max_v.xyz.y = max_v.xyz.z = radius;
matrix4 impact_projection;
vm_matrix4_set_orthographic(&impact_projection, &max_v, &min_v);
matrix impact_orient = material_info->get_impact_orient();
vec3d impact_pos = material_info->get_impact_pos();
matrix4 impact_transform;
vm_matrix4_set_inverse_transform(&impact_transform, &impact_orient, &impact_pos);
// Set shield impact uniform data (GenericData UBO)
auto buffer = gr_get_uniform_buffer(uniform_block_type::GenericData, 1,
sizeof(graphics::generic_data::shield_impact_data));
auto* data = buffer.aligner().addTypedElement<graphics::generic_data::shield_impact_data>();
data->hitNormal = impact_orient.vec.fvec;
data->shieldProjMatrix = impact_projection;
data->shieldModelViewMatrix = impact_transform;
// Get array index for the animated shield hit texture, same as the default material path.
int shield_map = material_info->get_texture_map(TM_BASE_TYPE);
auto* texSlot = getTextureManager()->getTextureSlot(shield_map);
data->shieldMapIndex = texSlot ? static_cast<int>(texSlot->arrayIndex) : 0;
data->srgb = High_dynamic_range ? 1 : 0;
data->color = material_info->get_color();
buffer.submitData();
gr_bind_uniform_buffer(uniform_block_type::GenericData, buffer.getBufferOffset(0),
sizeof(graphics::generic_data::shield_impact_data), buffer.bufferHandle());
// Set matrix uniforms
gr_matrix_set_uniforms();
// Draw the shield mesh
drawManager->renderPrimitives(material_info, prim_type, layout, 0, n_verts, buffer_handle, 0);
}
void vulkan_render_model(model_material* material_info,
indexed_vertex_source* vert_source,
vertex_buffer* bufferp,
size_t texi)
{
// ModelData UBO (matrices, lights, material params) is already bound by the model
// rendering pipeline (model_draw_list::render_buffer) before this function is called.
// Do NOT call vulkan_set_default_material_uniforms here - that would set GenericData
// uniforms for SDR_TYPE_DEFAULT_MATERIAL, but models use SDR_TYPE_MODEL with ModelData.
auto* drawManager = getDrawManager();
drawManager->renderModel(material_info, vert_source, bufferp, texi);
}
void vulkan_render_shadow_draw(gr_buffer_handle ubo_handle, size_t ubo_offset, size_t ubo_size,
vertex_buffer* buffer, indexed_vertex_source* vert_src, size_t texi)
{
auto* drawManager = getDrawManager();
drawManager->renderShadowDraw(ubo_handle, ubo_offset, ubo_size, buffer, vert_src, texi);
}
void vulkan_render_primitives(material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle,
size_t buffer_offset)
{
// Set up uniform buffers before rendering (like OpenGL does)
gr_matrix_set_uniforms();
vulkan_set_default_material_uniforms(material_info);
auto* drawManager = getDrawManager();
drawManager->renderPrimitives(material_info, prim_type, layout, offset, n_verts, buffer_handle, buffer_offset);
}
void vulkan_render_primitives_particle(particle_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle)
{
auto* renderer = getRendererInstance();
auto* drawManager = getDrawManager();
auto* pp = getPostProcessor();
// In deferred mode, once the G-buffer pass has ended the position texture
// (view-space XYZ) is in eShaderReadOnlyOptimal and free to sample.
bool usePosTexture = light_deferred_enabled()
&& !renderer->isUsingGbufRenderPass()
&& pp && pp->deferred().isInitialized();
if (!usePosTexture) {
// Non-deferred path: copy hardware depth buffer
renderer->copySceneDepthForParticles();
}
// Set up matrices
gr_matrix_set_uniforms();
// Set effect_data GenericData UBO (matching OpenGL's opengl_tnl_set_material_particle)
{
auto buffer = gr_get_uniform_buffer(uniform_block_type::GenericData, 1,
sizeof(graphics::generic_data::effect_data));
auto* data = buffer.aligner().addTypedElement<graphics::generic_data::effect_data>();
data->window_width = static_cast<float>(gr_screen.max_w);
data->window_height = static_cast<float>(gr_screen.max_h);
data->nearZ = Min_draw_distance;
data->farZ = Max_draw_distance;
data->srgb = High_dynamic_range ? 1 : 0;
data->blend_alpha = material_info->get_blend_mode() != ALPHA_BLEND_ADDITIVE ? 1 : 0;
// In deferred mode, bind the G-buffer position texture (view-space XYZ)
// so linear_depth=1 reads .z directly (matches OpenGL behavior).
// Otherwise use the NDC conversion path with the hardware depth copy.
data->linear_depth = usePosTexture ? 1 : 0;
buffer.submitData();
gr_bind_uniform_buffer(uniform_block_type::GenericData, buffer.getBufferOffset(0),
sizeof(graphics::generic_data::effect_data), buffer.bufferHandle());
}
// Set depth texture override
if (usePosTexture) {
// Deferred path: bind G-buffer position texture directly
auto* texMgr = getTextureManager();
auto nearestSampler = texMgr->getSampler(vk::Filter::eNearest, vk::Filter::eNearest,
vk::SamplerAddressMode::eClampToEdge, false, 0.0f, false);
drawManager->setDepthTextureOverride(
{nearestSampler, pp->deferred().positionView(), vk::ImageLayout::eShaderReadOnlyOptimal});
} else if (renderer->isSceneDepthCopied() && pp) {
// Non-deferred path: bind the hardware depth copy
auto* texMgr = getTextureManager();
auto nearestSampler = texMgr->getSampler(vk::Filter::eNearest, vk::Filter::eNearest,
vk::SamplerAddressMode::eClampToEdge, false, 0.0f, false);
drawManager->setDepthTextureOverride(
{nearestSampler, pp->getSceneDepthCopyView(), vk::ImageLayout::eShaderReadOnlyOptimal});
}
drawManager->renderPrimitivesParticle(material_info, prim_type, layout, offset, n_verts, buffer_handle);
// Clear the override
drawManager->clearDepthTextureOverride();
}
void vulkan_render_primitives_distortion(distortion_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle)
{
auto* drawManager = getDrawManager();
auto* pp = getPostProcessor();
// Set up matrices
gr_matrix_set_uniforms();
// Set effect_distort_data GenericData UBO (16 bytes)
{
auto buffer = gr_get_uniform_buffer(uniform_block_type::GenericData, 1,
sizeof(graphics::generic_data::effect_distort_data));
auto* data = buffer.aligner().addTypedElement<graphics::generic_data::effect_distort_data>();
data->window_width = static_cast<float>(gr_screen.max_w);
data->window_height = static_cast<float>(gr_screen.max_h);
data->use_offset = material_info->get_thruster_rendering() ? 1.0f : 0.0f;
buffer.submitData();
gr_bind_uniform_buffer(uniform_block_type::GenericData, buffer.getBufferOffset(0),
sizeof(graphics::generic_data::effect_distort_data), buffer.bufferHandle());
}
// Set scene color override (binding 5) — snapshot of scene color for distortion sampling
if (pp) drawManager->setSceneColorOverride(pp->getSceneEffectTextureInfo());
// Set distortion map override (binding 6) — ping-pong noise texture for thrusters
if (material_info->get_thruster_rendering() && pp)
drawManager->setDistMapOverride(pp->getDistortionTextureInfo());
drawManager->renderPrimitivesDistortion(material_info, prim_type, layout, offset, n_verts, buffer_handle);
// Clear overrides so subsequent draws use fallback textures
drawManager->clearDistortionOverrides();
}
void vulkan_render_movie(movie_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int n_verts,
gr_buffer_handle buffer,
size_t buffer_offset)
{
gr_matrix_set_uniforms();
vulkan_set_default_material_uniforms(material_info);
// Movie shader reads alpha from the MovieData UBO (set 2, binding 4), not from
// GenericData - matches opengl_tnl_set_material_movie in gropengltnl.cpp.
auto uniform_buffer = gr_get_uniform_buffer(uniform_block_type::MovieData, 1);
auto& aligner = uniform_buffer.aligner();
auto movie_data = aligner.addTypedElement<movie_uniforms>();
movie_data->alpha = material_info->get_color().xyzw.w;
uniform_buffer.submitData();
gr_bind_uniform_buffer(uniform_block_type::MovieData,
uniform_buffer.getBufferOffset(0),
sizeof(movie_uniforms),
uniform_buffer.bufferHandle());
auto* drawManager = getDrawManager();
drawManager->renderMovie(material_info, prim_type, layout, n_verts, buffer, buffer_offset);
}
void vulkan_render_nanovg(nanovg_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle)
{
// NanoVG shader reads from NanoVGData UBO (set 2 binding 2), not GenericData.
// The NanoVGRenderer binds NanoVGData before calling gr_render_nanovg().
// NanoVG uses its own software scissor (scissorMat/scissorExt in the fragment shader).
// Disable hardware scissor to match nanovg_gl.h which calls glDisable(GL_SCISSOR_TEST).
// Without this, NanoVG draws get clipped by gr_set_clip's hardware scissor.
auto* stateTracker = getStateTracker();
bool savedScissorEnabled = stateTracker->isScissorEnabled();
stateTracker->setScissorEnabled(false);
auto* drawManager = getDrawManager();
drawManager->renderNanoVG(material_info, prim_type, layout, offset, n_verts, buffer_handle);
// Restore scissor state
stateTracker->setScissorEnabled(savedScissorEnabled);
}
void vulkan_render_primitives_batched(batched_bitmap_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle)
{
gr_matrix_set_uniforms();
// Set batched_data GenericData UBO (matching OpenGL's opengl_tnl_set_material_batched)
auto buffer = gr_get_uniform_buffer(uniform_block_type::GenericData, 1,
sizeof(graphics::generic_data::batched_data));
auto* data = buffer.aligner().addTypedElement<graphics::generic_data::batched_data>();
data->intensity = material_info->get_color_scale();
data->color = material_info->get_color();
buffer.submitData();
gr_bind_uniform_buffer(uniform_block_type::GenericData, buffer.getBufferOffset(0),
sizeof(graphics::generic_data::batched_data), buffer.bufferHandle());
auto* drawManager = getDrawManager();
drawManager->renderPrimitivesBatched(material_info, prim_type, layout, offset, n_verts, buffer_handle);
}
void vulkan_render_rocket_primitives(interface_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int n_indices,
gr_buffer_handle vertex_buffer,
gr_buffer_handle index_buffer)
{
// Set up 2D orthographic projection (matches OpenGL's gr_opengl_render_rocket_primitives)
gr_set_2d_matrix();
// Fill GenericData UBO with rocketui_data layout (NOT default material layout).
// The rocketui shader reads projMatrix, offset, textured, baseMapIndex, and
// horizontalSwipeOffset from GenericData — a completely different layout than
// the default material shader's genericData.
{
auto buffer = gr_get_uniform_buffer(uniform_block_type::GenericData, 1,
sizeof(graphics::generic_data::rocketui_data));
auto* data = buffer.aligner().addTypedElement<graphics::generic_data::rocketui_data>();
data->projMatrix = gr_projection_matrix;
const vec2d& offset = material_info->get_offset();
data->offset = offset;
data->textured = material_info->is_textured() ? 1 : 0;
data->baseMapIndex = 0; // Vulkan texture array: always layer 0
data->horizontalSwipeOffset = material_info->get_horizontal_swipe();
buffer.submitData();
gr_bind_uniform_buffer(uniform_block_type::GenericData, buffer.getBufferOffset(0),
sizeof(graphics::generic_data::rocketui_data), buffer.bufferHandle());
}
// Matrices UBO is still needed for descriptor set completeness
gr_matrix_set_uniforms();
auto* drawManager = getDrawManager();
drawManager->renderRocketPrimitives(material_info, prim_type, layout, n_indices, vertex_buffer, index_buffer);
gr_end_2d_matrix();
}
void vulkan_calculate_irrmap()
{
if (ENVMAP < 0 || gr_screen.irrmap_render_target < 0) {
return;
}
auto* renderer = getRendererInstance();
auto* stateTracker = getStateTracker();
auto* texManager = getTextureManager();
auto* descManager = getDescriptorManager();
auto* bufferManager = getBufferManager();
auto* pipelineManager = getPipelineManager();
if (!renderer || !stateTracker || !texManager || !descManager || !bufferManager || !pipelineManager) {
return;
}
// Get envmap cubemap view
if (!texManager->ensureCubemapUploaded(ENVMAP)) {
return;
}
auto* envSlot = bm_get_slot(ENVMAP, true);
if (!envSlot || !envSlot->gr_info) {
return;
}
auto* envTs = static_cast<tcache_slot_vulkan*>(envSlot->gr_info);
// Both the render-target and static-file cubemap upload paths store the
// cube-sampling view in imageView, so that's what must be used here regardless
// of isCubemap.
vk::ImageView envmapView = envTs->imageView;
if (!envmapView) {
return;
}
// Get irrmap render target (cubemap with per-face framebuffers)
auto* irrSlot = bm_get_slot(gr_screen.irrmap_render_target, true);
if (!irrSlot || !irrSlot->gr_info) {
return;
}
auto* irrTs = static_cast<tcache_slot_vulkan*>(irrSlot->gr_info);
if (!irrTs->isCubemap || !irrTs->renderPass) {
return;
}
vk::CommandBuffer cmd = stateTracker->getCommandBuffer();
// Create pipeline for irradiance map generation
PipelineConfig config;
config.shaderType = SDR_TYPE_IRRADIANCE_MAP_GEN;
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 = irrTs->renderPass;
vertex_layout emptyLayout;
vk::Pipeline pipeline = pipelineManager->getPipeline(config, emptyLayout);
if (!pipeline) {
nprintf(("vulkan", "vulkan_calculate_irrmap: Failed to get pipeline!\n"));
return;
}
vk::PipelineLayout pipelineLayout = pipelineManager->getPipelineLayout();
// Create a small host-visible UBO for the 6 face indices
// minUniformBufferOffsetAlignment is typically 256 bytes
const uint32_t UBO_SLOT_SIZE = 256; // Safe alignment for all GPUs
const uint32_t UBO_TOTAL_SIZE = 6 * UBO_SLOT_SIZE;
vk::Device device = bufferManager->getDevice();
auto* memManager = getMemoryManager();
vk::BufferCreateInfo uboBufInfo;
uboBufInfo.size = UBO_TOTAL_SIZE;
uboBufInfo.usage = vk::BufferUsageFlagBits::eUniformBuffer;
uboBufInfo.sharingMode = vk::SharingMode::eExclusive;
vk::Buffer faceUBO;
VulkanAllocation faceUBOAlloc;
try {
faceUBO = device.createBuffer(uboBufInfo);
} catch (const vk::SystemError& e) {
nprintf(("vulkan", "vulkan_calculate_irrmap: Failed to create face UBO: %s\n", e.what()));
return;
}
if (!memManager->allocateBufferMemory(faceUBO, MemoryUsage::CpuToGpu, faceUBOAlloc)) {
device.destroyBuffer(faceUBO);
return;
}
// Map and write face indices
auto* mapped = static_cast<uint8_t*>(memManager->mapMemory(faceUBOAlloc));
if (!mapped) {
device.destroyBuffer(faceUBO);
memManager->freeAllocation(faceUBOAlloc);
return;
}
memset(mapped, 0, UBO_TOTAL_SIZE);
for (int i = 0; i < 6; i++) {
*reinterpret_cast<int*>(mapped + (i * UBO_SLOT_SIZE)) = i;
}
// Flush before unmap — CpuToGpu memory is not guaranteed coherent, so without
// this the GPU could sample stale face indices. (No-op on coherent memory.)
memManager->flushMemory(faceUBOAlloc, 0, UBO_TOTAL_SIZE);
memManager->unmapMemory(faceUBOAlloc);
// This buffer is recreated per call (and queued for deletion at the end).
// vulkan_calculate_irrmap runs only on env-map (re)generation, not per frame,
// so the cold allocation isn't worth caching as renderer-lifetime state — and a
// function-lifetime static VkBuffer would dangle past device destruction.
vk::Extent2D irrExtent(irrTs->width, irrTs->height);
// End the swap chain pass only after the early returns above, which never resume it
cmd.endRenderPass();
for (size_t face = 0; face < irrTs->cubeFaceFramebuffers.size(); face++) {
vk::Framebuffer fb = irrTs->cubeFaceFramebuffers[face];
if (!fb) {
continue;
}
// Begin render pass for this face (loadOp=eClear, finalLayout=eShaderReadOnlyOptimal)
vk::RenderPassBeginInfo rpBegin;
rpBegin.renderPass = irrTs->renderPass;
rpBegin.framebuffer = fb;
rpBegin.renderArea.offset = vk::Offset2D(0, 0);
rpBegin.renderArea.extent = irrExtent;
vk::ClearValue clearValue;
clearValue.color.setFloat32({0.0f, 0.0f, 0.0f, 1.0f});
rpBegin.clearValueCount = 1;
rpBegin.pClearValues = &clearValue;
cmd.beginRenderPass(rpBegin, vk::SubpassContents::eInline);
cmd.bindPipeline(vk::PipelineBindPoint::eGraphics, pipeline);
// Set viewport and scissor
vk::Viewport viewport;
viewport.x = 0.0f;
viewport.y = 0.0f;
viewport.width = static_cast<float>(irrExtent.width);
viewport.height = static_cast<float>(irrExtent.height);
viewport.minDepth = 0.0f;
viewport.maxDepth = 1.0f;
cmd.setViewport(0, viewport);
vk::Rect2D scissor;
scissor.offset = vk::Offset2D(0, 0);
scissor.extent = irrExtent;
cmd.setScissor(0, scissor);
DescriptorWriter writer;
writer.reset(device, descManager->getFallbacks());
// Set 0: Global (all fallback)
vk::DescriptorSet globalSet = descManager->allocateFrameSet(DescriptorSetIndex::Global);
Assert(globalSet);
writer.writeSet(globalSet, VulkanDescriptorManager::getSetTemplate(DescriptorSetIndex::Global));
// Set 1: Material (envmap cubemap at element 0 of texture array)
vk::DescriptorSet materialSet = descManager->allocateFrameSet(DescriptorSetIndex::Material);
Assert(materialSet);
writer.writeSet(materialSet, VulkanDescriptorManager::getSetTemplate(DescriptorSetIndex::Material));
{
std::array<vk::DescriptorImageInfo, VulkanDescriptorManager::MAX_TEXTURE_BINDINGS> texImages;
texImages.fill(descManager->getFallbacks().texture2D);
texImages[0].imageView = envmapView;
writer.setImageArray(MaterialBinding::TextureArray, texImages);
}
// Set 2: PerDraw (face UBO at binding 0)
vk::DescriptorSet perDrawSet = descManager->allocateFrameSet(DescriptorSetIndex::PerDraw);
Assert(perDrawSet);
writer.writeSet(perDrawSet, VulkanDescriptorManager::getSetTemplate(DescriptorSetIndex::PerDraw));
writer.setBuffer(PerDrawBinding::GenericData, {faceUBO,
static_cast<vk::DeviceSize>(face) * UBO_SLOT_SIZE, UBO_SLOT_SIZE});
writer.flush();
// Bind all descriptor sets
cmd.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, pipelineLayout,
0, {globalSet, materialSet, perDrawSet}, {});
// Draw fullscreen triangle
cmd.draw(3, 1, 0, 0);
cmd.endRenderPass();
}
// Queue UBO for deferred destruction (safe to destroy after frame submission)
getDeletionQueue()->queueBuffer(faceUBO, faceUBOAlloc);
// This path renders each face directly rather than going through
// bm_set_render_target()/endRenderTarget(), so the mip chain that
// deferred-f.sdr's implicit-LOD `texture(sIrrmap, ...)` can reach
// (high-frequency normals/silhouettes push the derivative-based LOD up)
// would otherwise be left uninitialized above mip 0.
if (irrTs->mipLevels > 1) {
ImageBarrier2 barrier;
barrier.image = irrTs->image;
barrier.levelCount = 1;
barrier.layerCount = 6;
barrier.oldLayout = vk::ImageLayout::eShaderReadOnlyOptimal;
barrier.newLayout = vk::ImageLayout::eTransferSrcOptimal;
barrier.srcStage = vk::PipelineStageFlagBits2::eColorAttachmentOutput;
barrier.srcAccess = vk::AccessFlagBits2::eColorAttachmentWrite;
barrier.dstStage = vk::PipelineStageFlagBits2::eBlit;
barrier.dstAccess = vk::AccessFlagBits2::eTransferRead;
cmdImageBarrier(cmd, barrier);
vulkan_generate_mipmap_chain(cmd, irrTs->image, irrTs->width, irrTs->height, irrTs->mipLevels, 6);
}
// Resume the swap chain pass (irrmap is always called before scene rendering begins)
renderer->resumeSwapChainPass();
nprintf(("vulkan", "vulkan_calculate_irrmap: Generated irradiance cubemap (%ux%u)\n", irrTs->width, irrTs->height));
}
} // namespace graphics::vulkan