1
Fork 0
mirror of https://github.com/redstrate/Novus.git synced 2025-04-24 04:57:45 +00:00
novus/renderer/src/gamerenderer.cpp

1093 lines
48 KiB
C++
Raw Normal View History

// SPDX-FileCopyrightText: 2024 Joshua Goins <josh@redstrate.com>
// SPDX-License-Identifier: GPL-3.0-or-later
#include "gamerenderer.h"
#include <array>
#include <QDebug>
#include <glm/ext/matrix_clip_space.hpp>
#include <physis.hpp>
#include <spirv_glsl.hpp>
#include "camera.h"
#include "dxbc_module.h"
#include "dxbc_reader.h"
#include "rendermanager.h"
#include "swapchain.h"
// TODO: maybe need UV?
// note: SQEX passes the vertice positions as UV coordinates (yes, -1 to 1.) the shaders then transform them back with the g_CommonParameter.m_RenderTarget vec4
const std::vector<glm::vec4> planeVertices = {
{-1.0f, -1.0f, 0.0f, 1.0f},
{1.0f, -1.0f, 0.0f, 1.0f},
{1.0f, 1.0f, 0.0f, 1.0f},
{-1.0f, 1.0f, 0.0f, 1.0f},
{-1.0f, -1.0f, 0.0f, 1.0f},
{1.0f, 1.0f, 0.0f, 1.0f},
};
dxvk::Logger dxvk::Logger::s_instance("dxbc.log");
const std::array<std::string, 14> passes = {
// Shadows?
"PASS_0",
// Z "prepass"
"PASS_Z_OPAQUE",
// computes and stores normals (TODO: denote how these normals are special)
"PASS_G_OPAQUE",
// g run for each light
// takes view pos, then unknown texture and normal
"PASS_LIGHTING_OPAQUE",
"PASS_G_SEMITRANSPARENCY",
"PASS_COMPOSITE_OPAQUE",
"PASS_7",
"PASS_WATER",
"PASS_WATER_Z",
"PASS_SEMITRANSPARENCY",
"PASS_COMPOSITE_SEMITRANSPARENCY",
"PASS_10",
"PASS_12",
"PASS_14"};
const int INVALID_PASS = 255;
GameRenderer::GameRenderer(Device &device, GameData *data)
: m_device(device)
, m_data(data)
{
m_dummyTex = m_device.createDummyTexture();
m_dummyBuffer = m_device.createDummyBuffer();
size_t vertexSize = planeVertices.size() * sizeof(glm::vec4);
m_planeVertexBuffer = m_device.createBuffer(vertexSize, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT);
m_device.copyToBuffer(m_planeVertexBuffer, (void *)planeVertices.data(), vertexSize);
directionalLightningShpk = physis_parse_shpk(physis_gamedata_extract_file(m_data, "shader/sm5/shpk/directionallighting.shpk"));
createViewPositionShpk = physis_parse_shpk(physis_gamedata_extract_file(m_data, "shader/sm5/shpk/createviewposition.shpk"));
// camera data
{
g_CameraParameter = m_device.createBuffer(sizeof(CameraParameter), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT);
}
// instance data
{
g_InstanceParameter = m_device.createBuffer(sizeof(InstanceParameter), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT);
InstanceParameter instanceParameter{};
m_device.copyToBuffer(g_InstanceParameter, &instanceParameter, sizeof(InstanceParameter));
}
// model data
{
g_ModelParameter = m_device.createBuffer(sizeof(ModelParameter), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT);
ModelParameter modelParameter{};
m_device.copyToBuffer(g_ModelParameter, &modelParameter, sizeof(ModelParameter));
}
// material data
{
g_MaterialParameter = m_device.createBuffer(sizeof(MaterialParameter), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT);
MaterialParameter materialParameter{};
materialParameter.g_AlphaThreshold = 0.0f;
materialParameter.g_DiffuseColor = glm::vec3(1.0f);
m_device.copyToBuffer(g_MaterialParameter, &materialParameter, sizeof(MaterialParameter));
}
// light data
{
g_LightParam = m_device.createBuffer(sizeof(LightParam), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT);
LightParam lightParam{};
lightParam.m_Position = glm::vec4(-5);
lightParam.m_Direction = glm::normalize(glm::vec4(0) - lightParam.m_Position);
lightParam.m_DiffuseColor = glm::vec4(1);
lightParam.m_SpecularColor = glm::vec4(1);
lightParam.m_Attenuation = glm::vec4(5.0f);
/*lightParam.m_ClipMin = glm::vec4(0.0f);
lightParam.m_ClipMax = glm::vec4(5.0f);*/
m_device.copyToBuffer(g_LightParam, &lightParam, sizeof(LightParam));
}
// common data
{
g_CommonParameter = m_device.createBuffer(sizeof(CommonParameter), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT);
}
VkSamplerCreateInfo samplerInfo = {};
samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
samplerInfo.magFilter = VK_FILTER_LINEAR;
samplerInfo.minFilter = VK_FILTER_LINEAR;
samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
samplerInfo.maxLod = 1.0f;
vkCreateSampler(m_device.device, &samplerInfo, nullptr, &m_sampler);
createImageResources();
}
void GameRenderer::addDrawObject(const DrawObject &drawObject)
{
2024-04-21 07:02:34 -04:00
RenderModel model{.shpk = physis_parse_shpk(physis_gamedata_extract_file(m_data, "shader/sm5/shpk/character.shpk")),
.internal_model = new DrawObject(drawObject)};
m_renderModels.push_back(model);
}
void GameRenderer::render(VkCommandBuffer commandBuffer, uint32_t imageIndex, Camera &camera, const std::vector<DrawObject> &models)
{
// TODO: this shouldn't be here
CameraParameter cameraParameter{};
const glm::mat4 viewProjectionMatrix = camera.perspective * camera.view;
cameraParameter.m_ViewMatrix = glm::transpose(camera.view);
cameraParameter.m_InverseViewMatrix = glm::transpose(glm::inverse(camera.view));
cameraParameter.m_ViewProjectionMatrix = glm::transpose(viewProjectionMatrix);
2024-04-21 13:29:30 -04:00
cameraParameter.m_InverseViewProjectionMatrix = glm::transpose(glm::inverse(viewProjectionMatrix));
// known params
cameraParameter.m_InverseProjectionMatrix = glm::transpose(glm::inverse(viewProjectionMatrix));
cameraParameter.m_ProjectionMatrix = glm::transpose(viewProjectionMatrix);
cameraParameter.m_MainViewToProjectionMatrix = glm::transpose(glm::inverse(camera.perspective));
cameraParameter.m_EyePosition = glm::vec3(5.0f); // placeholder
2024-04-21 13:29:30 -04:00
cameraParameter.m_LookAtVector = glm::vec3(0.0f); // placeholder
m_device.copyToBuffer(g_CameraParameter, &cameraParameter, sizeof(CameraParameter));
int i = 0;
for (const auto pass : passes) {
// hardcoded to the known pass for now
if (pass == "PASS_G_OPAQUE" || pass == "PASS_Z_OPAQUE") {
beginPass(imageIndex, commandBuffer, pass);
for (auto &model : models) {
std::optional<GameRenderer::RenderModel> renderModel;
// FIXME: this is terrible
auto it = std::find_if(m_renderModels.begin(), m_renderModels.end(), [&model](const RenderModel &a_model) {
return model.model.p_ptr == a_model.internal_model->model.p_ptr;
});
if (it != m_renderModels.end()) {
renderModel = *it;
}
if (!renderModel.has_value()) {
continue;
}
// copy bone data
{
const size_t bufferSize = sizeof(glm::mat3x4) * 64;
void *mapped_data = nullptr;
vkMapMemory(m_device.device, model.boneInfoBuffer.memory, 0, bufferSize, 0, &mapped_data);
std::vector<glm::mat3x4> newBoneData(model.boneData.size());
for (int i = 0; i < 64; i++) {
newBoneData[i] = model.boneData[i];
}
memcpy(mapped_data, newBoneData.data(), bufferSize);
VkMappedMemoryRange range = {};
range.sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
range.memory = model.boneInfoBuffer.memory;
range.size = bufferSize;
vkFlushMappedMemoryRanges(m_device.device, 1, &range);
vkUnmapMemory(m_device.device, model.boneInfoBuffer.memory);
}
std::vector<uint32_t> systemKeys;
std::vector<uint32_t> sceneKeys = {
physis_shpk_crc("TransformViewSkin"),
physis_shpk_crc("GetAmbientLight_SH"),
physis_shpk_crc("GetReflectColor_Texture"),
physis_shpk_crc("GetAmbientOcclusion_None"),
physis_shpk_crc("ApplyDitherClipOff"),
};
std::vector<uint32_t> materialKeys;
for (int j = 0; j < renderModel->shpk.num_material_keys; j++) {
auto value = renderModel->shpk.material_keys[j].default_value;
// Replace MODE_DEFAULT with MODE_SIMPLE for now
if (value != 0x5CC605B5) {
materialKeys.push_back(renderModel->shpk.material_keys[j].default_value);
} else {
materialKeys.push_back(0x22A4AABF);
}
}
std::vector<uint32_t> subviewKeys = {physis_shpk_crc("Default"), physis_shpk_crc("SUB_VIEW_MAIN")};
const u_int32_t selector = physis_shpk_build_selector_from_all_keys(systemKeys.data(),
systemKeys.size(),
sceneKeys.data(),
sceneKeys.size(),
materialKeys.data(),
materialKeys.size(),
subviewKeys.data(),
subviewKeys.size());
const physis_SHPKNode node = physis_shpk_get_node(&renderModel->shpk, selector);
// check if invalid
if (node.pass_count == 0) {
continue;
}
// this is an index into the node's pass array, not to get confused with the global one we always follow.
const int passIndice = node.pass_indices[i];
if (passIndice != INVALID_PASS) {
const Pass currentPass = node.passes[passIndice];
const uint32_t vertexShaderIndice = currentPass.vertex_shader;
const uint32_t pixelShaderIndice = currentPass.pixel_shader;
physis_Shader vertexShader = renderModel->shpk.vertex_shaders[vertexShaderIndice];
physis_Shader pixelShader = renderModel->shpk.pixel_shaders[pixelShaderIndice];
auto &pipeline = bindPipeline(commandBuffer, pass, vertexShader, pixelShader);
bindDescriptorSets(commandBuffer, pipeline, &renderModel.value());
for (const auto &part : renderModel->internal_model->parts) {
VkDeviceSize offsets[] = {0};
vkCmdBindVertexBuffers(commandBuffer, 0, 1, &part.vertexBuffer.buffer, offsets);
vkCmdBindIndexBuffer(commandBuffer, part.indexBuffer.buffer, 0, VK_INDEX_TYPE_UINT16);
vkCmdDrawIndexed(commandBuffer, part.numIndices, 1, 0, 0, 0);
}
}
}
endPass(commandBuffer, pass);
} else if (pass == "PASS_LIGHTING_OPAQUE") {
// first we need to generate the view positions with createviewpositions
beginPass(imageIndex, commandBuffer, "PASS_LIGHTING_OPAQUE_VIEWPOSITION");
{
std::vector<uint32_t> systemKeys = {
physis_shpk_crc("DecodeDepthBuffer_RAWZ"),
};
std::vector<uint32_t> subviewKeys = {
physis_shpk_crc("Default"),
physis_shpk_crc("SUB_VIEW_MAIN"),
};
const u_int32_t selector = physis_shpk_build_selector_from_all_keys(systemKeys.data(),
systemKeys.size(),
nullptr,
0,
nullptr,
0,
subviewKeys.data(),
subviewKeys.size());
const physis_SHPKNode node = physis_shpk_get_node(&createViewPositionShpk, selector);
// check if invalid
if (node.pass_count == 0) {
continue;
}
const int passIndice = node.pass_indices[i];
if (passIndice != INVALID_PASS) {
const Pass currentPass = node.passes[passIndice];
const uint32_t vertexShaderIndice = currentPass.vertex_shader;
const uint32_t pixelShaderIndice = currentPass.pixel_shader;
physis_Shader vertexShader = createViewPositionShpk.vertex_shaders[vertexShaderIndice];
physis_Shader pixelShader = createViewPositionShpk.pixel_shaders[pixelShaderIndice];
auto &pipeline = bindPipeline(commandBuffer, "PASS_LIGHTING_OPAQUE_VIEWPOSITION", vertexShader, pixelShader);
bindDescriptorSets(commandBuffer, pipeline, nullptr);
VkDeviceSize offsets[] = {0};
vkCmdBindVertexBuffers(commandBuffer, 0, 1, &m_planeVertexBuffer.buffer, offsets);
vkCmdDraw(commandBuffer, 6, 1, 0, 0);
}
}
endPass(commandBuffer, pass);
beginPass(imageIndex, commandBuffer, pass);
// then run the directionallighting shader
{
std::vector<uint32_t> systemKeys = {
physis_shpk_crc("DecodeDepthBuffer_RAWZ"),
};
std::vector<uint32_t> sceneKeys = {
physis_shpk_crc("GetDirectionalLight_Enable"),
physis_shpk_crc("GetFakeSpecular_Disable"),
physis_shpk_crc("GetUnderWaterLighting_Disable"),
};
std::vector<uint32_t> subviewKeys = {
physis_shpk_crc("Default"),
physis_shpk_crc("SUB_VIEW_MAIN"),
};
const u_int32_t selector = physis_shpk_build_selector_from_all_keys(systemKeys.data(),
systemKeys.size(),
sceneKeys.data(),
sceneKeys.size(),
nullptr,
0,
subviewKeys.data(),
subviewKeys.size());
const physis_SHPKNode node = physis_shpk_get_node(&directionalLightningShpk, selector);
// check if invalid
if (node.pass_count == 0) {
continue;
}
const int passIndice = node.pass_indices[i];
if (passIndice != INVALID_PASS) {
const Pass currentPass = node.passes[passIndice];
const uint32_t vertexShaderIndice = currentPass.vertex_shader;
const uint32_t pixelShaderIndice = currentPass.pixel_shader;
physis_Shader vertexShader = directionalLightningShpk.vertex_shaders[vertexShaderIndice];
physis_Shader pixelShader = directionalLightningShpk.pixel_shaders[pixelShaderIndice];
auto &pipeline = bindPipeline(commandBuffer, pass, vertexShader, pixelShader);
bindDescriptorSets(commandBuffer, pipeline, nullptr);
VkDeviceSize offsets[] = {0};
vkCmdBindVertexBuffers(commandBuffer, 0, 1, &m_planeVertexBuffer.buffer, offsets);
vkCmdDraw(commandBuffer, 6, 1, 0, 0);
}
}
endPass(commandBuffer, pass);
}
i++;
}
}
void GameRenderer::resize()
{
// TODO: this is because of our terrible resource handling. an image referenced in these may be gone due to resizing, for example
for (auto &[hash, cachedPipeline] : m_cachedPipelines) {
cachedPipeline.cachedDescriptors.clear();
}
createImageResources();
}
void GameRenderer::beginPass(uint32_t imageIndex, VkCommandBuffer commandBuffer, const std::string_view passName)
{
VkRenderingInfo renderingInfo{VK_STRUCTURE_TYPE_RENDERING_INFO};
renderingInfo.renderArea.extent = m_device.swapChain->extent;
std::vector<VkRenderingAttachmentInfo> colorAttachments;
VkRenderingAttachmentInfo depthStencilAttachment{};
if (passName == "PASS_G_OPAQUE") {
// normals, it seems like
{
VkRenderingAttachmentInfo attachmentInfo{VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO};
attachmentInfo.imageView = m_normalGBuffer.imageView;
attachmentInfo.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; // VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL
attachmentInfo.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachmentInfo.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachmentInfo.clearValue.color.float32[0] = 0.24;
attachmentInfo.clearValue.color.float32[1] = 0.24;
attachmentInfo.clearValue.color.float32[2] = 0.24;
attachmentInfo.clearValue.color.float32[3] = 1.0;
colorAttachments.push_back(attachmentInfo);
}
// unknown, seems to be background?
{
VkRenderingAttachmentInfo attachmentInfo{VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO};
attachmentInfo.imageView = VK_NULL_HANDLE;
attachmentInfo.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
attachmentInfo.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
attachmentInfo.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
colorAttachments.push_back(attachmentInfo);
}
// unknown, seems to be background?
{
VkRenderingAttachmentInfo attachmentInfo{VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO};
attachmentInfo.imageView = VK_NULL_HANDLE;
attachmentInfo.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
attachmentInfo.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
attachmentInfo.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
colorAttachments.push_back(attachmentInfo);
}
// depth
{
VkRenderingAttachmentInfo attachmentInfo{VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO};
attachmentInfo.imageView = m_depthBuffer.imageView;
attachmentInfo.imageLayout = VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL;
attachmentInfo.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachmentInfo.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachmentInfo.clearValue.depthStencil.depth = 1.0f;
depthStencilAttachment = attachmentInfo;
}
} else if (passName == "PASS_LIGHTING_OPAQUE") {
// normals, it seems like
{
VkRenderingAttachmentInfo attachmentInfo{VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO};
attachmentInfo.imageView = m_compositeBuffer.imageView;
attachmentInfo.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; // VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL
attachmentInfo.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachmentInfo.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachmentInfo.clearValue.color.float32[0] = 0.24;
attachmentInfo.clearValue.color.float32[1] = 0.24;
attachmentInfo.clearValue.color.float32[2] = 0.24;
attachmentInfo.clearValue.color.float32[3] = 1.0;
colorAttachments.push_back(attachmentInfo);
}
// unknown
{
VkRenderingAttachmentInfo attachmentInfo{VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO};
attachmentInfo.imageView = VK_NULL_HANDLE;
attachmentInfo.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
attachmentInfo.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
attachmentInfo.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
colorAttachments.push_back(attachmentInfo);
}
} else if (passName == "PASS_LIGHTING_OPAQUE_VIEWPOSITION") {
// TODO: Hack we should not be using a special pass for this, we should just design our API better
{
VkRenderingAttachmentInfo attachmentInfo{VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO};
attachmentInfo.imageView = m_viewPositionBuffer.imageView;
attachmentInfo.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; // VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL
attachmentInfo.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachmentInfo.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachmentInfo.clearValue.color.float32[0] = 0.24;
attachmentInfo.clearValue.color.float32[1] = 0.24;
attachmentInfo.clearValue.color.float32[2] = 0.24;
attachmentInfo.clearValue.color.float32[3] = 1.0;
colorAttachments.push_back(attachmentInfo);
}
} else if (passName == "PASS_Z_OPAQUE") {
// normals, it seems like
{
VkRenderingAttachmentInfo attachmentInfo{VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO};
attachmentInfo.imageView = m_compositeBuffer.imageView;
attachmentInfo.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; // VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL
attachmentInfo.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachmentInfo.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachmentInfo.clearValue.color.float32[0] = 0.24;
attachmentInfo.clearValue.color.float32[1] = 0.24;
attachmentInfo.clearValue.color.float32[2] = 0.24;
attachmentInfo.clearValue.color.float32[3] = 1.0;
colorAttachments.push_back(attachmentInfo);
}
// unknown
{
VkRenderingAttachmentInfo attachmentInfo{VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO};
attachmentInfo.imageView = VK_NULL_HANDLE;
attachmentInfo.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
attachmentInfo.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
attachmentInfo.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
colorAttachments.push_back(attachmentInfo);
}
}
renderingInfo.layerCount = 1;
renderingInfo.pColorAttachments = colorAttachments.data();
renderingInfo.colorAttachmentCount = colorAttachments.size();
if (depthStencilAttachment.imageView != VK_NULL_HANDLE) {
renderingInfo.pDepthAttachment = &depthStencilAttachment;
}
vkCmdBeginRendering(commandBuffer, &renderingInfo);
}
void GameRenderer::endPass(VkCommandBuffer commandBuffer, std::string_view passName)
{
vkCmdEndRendering(commandBuffer);
}
GameRenderer::CachedPipeline &
GameRenderer::bindPipeline(VkCommandBuffer commandBuffer, std::string_view passName, physis_Shader &vertexShader, physis_Shader &pixelShader)
{
const uint32_t hash = vertexShader.len + pixelShader.len + physis_shpk_crc(passName.data());
if (!m_cachedPipelines.contains(hash)) {
auto vertexShaderModule = convertShaderModule(vertexShader, spv::ExecutionModelVertex);
auto fragmentShaderModule = convertShaderModule(pixelShader, spv::ExecutionModelFragment);
VkPipelineShaderStageCreateInfo vertexShaderStageInfo = {};
vertexShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
vertexShaderStageInfo.stage = VK_SHADER_STAGE_VERTEX_BIT;
vertexShaderStageInfo.module = vertexShaderModule;
vertexShaderStageInfo.pName = "main";
VkPipelineShaderStageCreateInfo fragmentShaderStageInfo = {};
fragmentShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
fragmentShaderStageInfo.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
fragmentShaderStageInfo.module = fragmentShaderModule; // m_renderer.loadShaderFromDisk(":/shaders/dummy.frag.spv");
fragmentShaderStageInfo.pName = "main";
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages = {vertexShaderStageInfo, fragmentShaderStageInfo};
VkVertexInputBindingDescription binding = {};
// TODO: temporary
if (passName == "PASS_G_OPAQUE" || passName == "PASS_Z_OPAQUE") {
binding.stride = sizeof(Vertex);
} else if (passName == "PASS_LIGHTING_OPAQUE" || passName == "PASS_LIGHTING_OPAQUE_VIEWPOSITION") {
binding.stride = sizeof(glm::vec4);
}
auto vertex_glsl = getShaderModuleResources(vertexShader);
auto vertex_resources = vertex_glsl.get_shader_resources();
auto fragment_glsl = getShaderModuleResources(pixelShader);
auto fragment_resources = fragment_glsl.get_shader_resources();
std::vector<RequestedSet> requestedSets;
const auto &collectResources = [&requestedSets](const spirv_cross::CompilerGLSL &glsl,
const spirv_cross::SmallVector<spirv_cross::Resource> &resources,
const VkShaderStageFlagBits stageFlagBit) {
for (auto resource : resources) {
unsigned set = glsl.get_decoration(resource.id, spv::DecorationDescriptorSet);
unsigned binding = glsl.get_decoration(resource.id, spv::DecorationBinding);
if (requestedSets.size() <= set) {
requestedSets.resize(set + 1);
}
auto &requestSet = requestedSets[set];
requestSet.used = true;
if (requestSet.bindings.size() <= binding) {
requestSet.bindings.resize(binding + 1);
}
auto type = glsl.get_type(resource.type_id);
if (type.basetype == spirv_cross::SPIRType::Image) {
requestSet.bindings[binding].type = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
} else if (type.basetype == spirv_cross::SPIRType::Struct) {
requestSet.bindings[binding].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
} else if (type.basetype == spirv_cross::SPIRType::Sampler) {
requestSet.bindings[binding].type = VK_DESCRIPTOR_TYPE_SAMPLER;
}
requestSet.bindings[binding].used = true;
requestSet.bindings[binding].stageFlags |= stageFlagBit;
qInfo() << "Requesting set" << set << "at" << binding;
}
};
collectResources(vertex_glsl, vertex_resources.uniform_buffers, VK_SHADER_STAGE_VERTEX_BIT);
collectResources(vertex_glsl, vertex_resources.separate_images, VK_SHADER_STAGE_VERTEX_BIT);
collectResources(vertex_glsl, vertex_resources.separate_samplers, VK_SHADER_STAGE_VERTEX_BIT);
collectResources(fragment_glsl, fragment_resources.uniform_buffers, VK_SHADER_STAGE_FRAGMENT_BIT);
collectResources(fragment_glsl, fragment_resources.separate_images, VK_SHADER_STAGE_FRAGMENT_BIT);
collectResources(fragment_glsl, fragment_resources.separate_samplers, VK_SHADER_STAGE_FRAGMENT_BIT);
for (auto &set : requestedSets) {
if (set.used) {
int j = 0;
std::vector<VkDescriptorSetLayoutBinding> bindings;
for (auto &binding : set.bindings) {
if (binding.used) {
VkDescriptorSetLayoutBinding boneInfoBufferBinding = {};
boneInfoBufferBinding.descriptorType = binding.type;
boneInfoBufferBinding.descriptorCount = 1;
boneInfoBufferBinding.stageFlags = binding.stageFlags;
boneInfoBufferBinding.binding = j;
bindings.push_back(boneInfoBufferBinding);
}
j++;
}
VkDescriptorSetLayoutCreateInfo layoutInfo = {};
layoutInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
layoutInfo.bindingCount = bindings.size();
layoutInfo.pBindings = bindings.data();
vkCreateDescriptorSetLayout(m_device.device, &layoutInfo, nullptr, &set.layout);
}
}
std::vector<VkVertexInputAttributeDescription> attributeDescs;
for (auto texture : vertex_resources.stage_inputs) {
unsigned binding = vertex_glsl.get_decoration(texture.id, spv::DecorationLocation);
auto name = vertex_glsl.get_name(texture.id);
VkVertexInputAttributeDescription uv0Attribute = {};
auto type = vertex_glsl.get_type(texture.type_id);
if (type.basetype == spirv_cross::SPIRType::Int) {
switch (type.vecsize) {
case 1:
uv0Attribute.format = VK_FORMAT_R32_SINT;
break;
case 2:
uv0Attribute.format = VK_FORMAT_R32G32_SINT;
break;
case 3:
uv0Attribute.format = VK_FORMAT_R32G32B32_SINT;
break;
case 4:
uv0Attribute.format = VK_FORMAT_R8G8B8A8_UINT; // supposed to be VK_FORMAT_R32G32B32A32_SINT, but our bone_id is uint8_t currently
break;
}
} else {
switch (type.vecsize) {
case 1:
uv0Attribute.format = VK_FORMAT_R32_SFLOAT;
break;
case 2:
uv0Attribute.format = VK_FORMAT_R32G32_SFLOAT;
break;
case 3:
uv0Attribute.format = VK_FORMAT_R32G32B32_SFLOAT;
break;
case 4:
uv0Attribute.format = VK_FORMAT_R32G32B32A32_SFLOAT;
break;
}
}
uv0Attribute.location = binding;
// TODO: temporary
if (name == "v0") {
uv0Attribute.offset = offsetof(Vertex, position);
} else if (name == "v1") {
uv0Attribute.offset = offsetof(Vertex, color);
} else if (name == "v2") {
uv0Attribute.offset = offsetof(Vertex, normal);
} else if (name == "v3") {
uv0Attribute.offset = offsetof(Vertex, uv0);
} else if (name == "v4") {
uv0Attribute.offset = offsetof(Vertex, bitangent); // FIXME: should be tangent
} else if (name == "v5") {
uv0Attribute.offset = offsetof(Vertex, bitangent);
} else if (name == "v6") {
uv0Attribute.offset = offsetof(Vertex, bone_weight);
} else if (name == "v7") {
uv0Attribute.offset = offsetof(Vertex, bone_id);
}
attributeDescs.push_back(uv0Attribute);
}
VkPipelineVertexInputStateCreateInfo vertexInputState = {};
vertexInputState.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
vertexInputState.vertexBindingDescriptionCount = 1;
vertexInputState.pVertexBindingDescriptions = &binding;
vertexInputState.vertexAttributeDescriptionCount = attributeDescs.size();
vertexInputState.pVertexAttributeDescriptions = attributeDescs.data();
VkPipelineInputAssemblyStateCreateInfo inputAssembly = {};
inputAssembly.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
inputAssembly.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
VkPipelineViewportStateCreateInfo viewportState = {};
viewportState.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
viewportState.viewportCount = 1;
viewportState.scissorCount = 1;
VkPipelineRasterizationStateCreateInfo rasterizer = {};
rasterizer.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
rasterizer.lineWidth = 1.0f;
rasterizer.cullMode = VK_CULL_MODE_NONE; // TODO: implement cull mode
rasterizer.frontFace = VK_FRONT_FACE_CLOCKWISE;
VkPipelineMultisampleStateCreateInfo multisampling = {};
multisampling.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
multisampling.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
VkPipelineColorBlendAttachmentState colorBlendAttachment = {};
colorBlendAttachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
std::vector<VkPipelineColorBlendAttachmentState> colorBlendAttachments;
int colorAttachmentCount = 1;
// TODO: hardcoded, should be a reusable function to get the color attachments
if (passName == "PASS_G_OPAQUE") {
colorAttachmentCount = 3;
} else if (passName == "PASS_LIGHTING_OPAQUE") {
colorAttachmentCount = 2;
}
for (int i = 0; i < colorAttachmentCount; i++) {
colorBlendAttachments.push_back(colorBlendAttachment);
}
VkPipelineColorBlendStateCreateInfo colorBlending = {};
colorBlending.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
colorBlending.attachmentCount = colorBlendAttachments.size();
colorBlending.pAttachments = colorBlendAttachments.data();
std::vector<VkDynamicState> dynamicStates = {VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR};
VkPipelineDynamicStateCreateInfo dynamicState = {};
dynamicState.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
dynamicState.dynamicStateCount = dynamicStates.size();
dynamicState.pDynamicStates = dynamicStates.data();
VkPipelineLayoutCreateInfo pipelineLayoutInfo{};
pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
// pipelineLayoutInfo.pushConstantRangeCount = 1;
// pipelineLayoutInfo.pPushConstantRanges = &pushConstantRange;
std::vector<VkDescriptorSetLayout> setLayouts;
for (auto &set : requestedSets) {
if (set.used) {
setLayouts.push_back(set.layout);
}
}
pipelineLayoutInfo.setLayoutCount = setLayouts.size();
pipelineLayoutInfo.pSetLayouts = setLayouts.data();
VkPipelineLayout pipelineLayout = VK_NULL_HANDLE;
vkCreatePipelineLayout(m_device.device, &pipelineLayoutInfo, nullptr, &pipelineLayout);
VkPipelineDepthStencilStateCreateInfo depthStencil = {};
depthStencil.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
depthStencil.depthTestEnable = VK_TRUE;
depthStencil.depthWriteEnable = VK_TRUE;
depthStencil.depthCompareOp = VK_COMPARE_OP_LESS;
depthStencil.maxDepthBounds = 1.0f;
std::array<VkFormat, 3> colorAttachmentFormats = {VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_UNDEFINED, VK_FORMAT_UNDEFINED};
VkPipelineRenderingCreateInfo pipelineRenderingCreateInfo = {};
pipelineRenderingCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO;
pipelineRenderingCreateInfo.colorAttachmentCount = 3; // TODO: hardcoded
pipelineRenderingCreateInfo.pColorAttachmentFormats = colorAttachmentFormats.data();
pipelineRenderingCreateInfo.depthAttachmentFormat = VK_FORMAT_D32_SFLOAT; // TODO: hardcoded
VkGraphicsPipelineCreateInfo createInfo = {};
createInfo.pNext = &pipelineRenderingCreateInfo;
createInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
createInfo.stageCount = shaderStages.size();
createInfo.pStages = shaderStages.data();
createInfo.pVertexInputState = &vertexInputState;
createInfo.pInputAssemblyState = &inputAssembly;
createInfo.pViewportState = &viewportState;
createInfo.pRasterizationState = &rasterizer;
createInfo.pMultisampleState = &multisampling;
createInfo.pColorBlendState = &colorBlending;
createInfo.pDynamicState = &dynamicState;
createInfo.pDepthStencilState = &depthStencil;
createInfo.layout = pipelineLayout;
// createInfo.renderPass = m_renderer.renderPass;
VkPipeline pipeline = VK_NULL_HANDLE;
vkCreateGraphicsPipelines(m_device.device, VK_NULL_HANDLE, 1, &createInfo, nullptr, &pipeline);
qInfo() << "Created" << pipeline << "for hash" << hash;
m_cachedPipelines[hash] = CachedPipeline{.pipeline = pipeline,
.pipelineLayout = pipelineLayout,
.setLayouts = setLayouts,
.requestedSets = requestedSets,
.vertexShader = vertexShader,
.pixelShader = pixelShader};
}
auto &pipeline = m_cachedPipelines[hash];
vkCmdBindPipeline(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline.pipeline);
VkViewport viewport = {};
viewport.width = m_device.swapChain->extent.width;
viewport.height = m_device.swapChain->extent.height;
viewport.maxDepth = 1.0f;
VkRect2D scissor = {};
scissor.extent = m_device.swapChain->extent;
vkCmdSetViewport(commandBuffer, 0, 1, &viewport);
vkCmdSetScissor(commandBuffer, 0, 1, &scissor);
return pipeline;
}
VkShaderModule GameRenderer::convertShaderModule(const physis_Shader &shader, spv::ExecutionModel executionModel)
{
dxvk::DxbcReader reader(reinterpret_cast<const char *>(shader.bytecode), shader.len);
dxvk::DxbcModule module(reader);
dxvk::DxbcModuleInfo info;
auto result = module.compile(info, "test");
VkShaderModuleCreateInfo createInfo = {};
createInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
createInfo.codeSize = result.code.size();
createInfo.pCode = reinterpret_cast<const uint32_t *>(result.code.data());
VkShaderModule shaderModule;
vkCreateShaderModule(m_device.device, &createInfo, nullptr, &shaderModule);
// TODO: for debug only
spirv_cross::CompilerGLSL glsl(result.code.data(), result.code.dwords());
auto resources = glsl.get_shader_resources();
int i = 0;
for (auto texture : resources.stage_inputs) {
// glsl.set_name(texture.id, shader.)
// qInfo() << shader.resource_parameters[i].name << texture.id;
// qInfo() << "stage input" << i << texture.name << glsl.get_type(texture.type_id).width;
i++;
// glsl.set_name(remap.combined_id, "SPIRV_Cross_Combined");
}
// Here you can also set up decorations if you want (binding = #N).
i = 0;
for (auto texture : resources.separate_images) {
glsl.set_name(texture.id, shader.resource_parameters[i].name);
i++;
}
i = 0;
for (auto buffer : resources.uniform_buffers) {
glsl.set_name(buffer.id, shader.scalar_parameters[i].name);
i++;
}
spirv_cross::CompilerGLSL::Options options;
options.vulkan_semantics = true;
options.enable_420pack_extension = false;
glsl.set_common_options(options);
glsl.set_entry_point("main", executionModel);
qInfo() << "Compiled GLSL:" << glsl.compile().c_str();
return shaderModule;
}
spirv_cross::CompilerGLSL GameRenderer::getShaderModuleResources(const physis_Shader &shader)
{
dxvk::DxbcReader reader(reinterpret_cast<const char *>(shader.bytecode), shader.len);
dxvk::DxbcModule module(reader);
dxvk::DxbcModuleInfo info;
auto result = module.compile(info, "test");
// glsl.build_combined_image_samplers();
return spirv_cross::CompilerGLSL(result.code.data(), result.code.dwords());
}
VkDescriptorSet GameRenderer::createDescriptorFor(const RenderModel *object, const CachedPipeline &pipeline, int i)
{
VkDescriptorSet set;
VkDescriptorSetAllocateInfo allocateInfo = {};
allocateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
allocateInfo.descriptorPool = m_device.descriptorPool;
allocateInfo.descriptorSetCount = 1;
allocateInfo.pSetLayouts = &pipeline.setLayouts[i];
vkAllocateDescriptorSets(m_device.device, &allocateInfo, &set);
if (set == VK_NULL_HANDLE) {
// qFatal("Failed to create descriptor set!");
return VK_NULL_HANDLE;
}
// TODO: way too eager
std::vector<VkWriteDescriptorSet> writes;
std::vector<VkDescriptorBufferInfo> bufferInfo;
std::vector<VkDescriptorImageInfo> imageInfo;
writes.reserve(pipeline.requestedSets[i].bindings.size());
bufferInfo.reserve(pipeline.requestedSets[i].bindings.size());
imageInfo.reserve(pipeline.requestedSets[i].bindings.size());
int j = 0;
int z = 0;
int p = 0;
VkShaderStageFlags currentStageFlags;
for (auto binding : pipeline.requestedSets[i].bindings) {
if (binding.used) {
// a giant hack
if (currentStageFlags != binding.stageFlags) {
z = 0;
p = 0;
currentStageFlags = binding.stageFlags;
}
VkWriteDescriptorSet &descriptorWrite = writes.emplace_back();
descriptorWrite.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
descriptorWrite.descriptorType = binding.type;
descriptorWrite.dstSet = set;
descriptorWrite.descriptorCount = 1;
descriptorWrite.dstBinding = j;
switch (binding.type) {
case VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE: {
auto info = &imageInfo.emplace_back();
descriptorWrite.pImageInfo = info;
if (binding.stageFlags == VK_SHADER_STAGE_FRAGMENT_BIT && p < 4) {
auto name = pipeline.pixelShader.resource_parameters[p].name;
qInfo() << "Requesting image" << name << "at" << j;
if (strcmp(name, "g_SamplerGBuffer") == 0) {
info->imageView = m_normalGBuffer.imageView;
} else if (strcmp(name, "g_SamplerViewPosition") == 0) {
info->imageView = m_viewPositionBuffer.imageView;
} else if (strcmp(name, "g_SamplerDepth") == 0) {
info->imageView = m_depthBuffer.imageView;
} else {
info->imageView = m_dummyTex.imageView;
}
p++;
} else {
info->imageView = m_dummyTex.imageView;
}
info->imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
} break;
case VK_DESCRIPTOR_TYPE_SAMPLER: {
auto info = &imageInfo.emplace_back();
descriptorWrite.pImageInfo = info;
info->sampler = m_sampler;
} break;
case VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER: {
auto info = &bufferInfo.emplace_back();
descriptorWrite.pBufferInfo = info;
auto useUniformBuffer = [&info](const Buffer &buffer) {
info->buffer = buffer.buffer;
info->range = buffer.size;
};
auto bindBuffer = [this, &useUniformBuffer, &info, j, &object](const char *name) {
qInfo() << "Requesting" << name << "at" << j;
if (strcmp(name, "g_CameraParameter") == 0) {
useUniformBuffer(g_CameraParameter);
} else if (strcmp(name, "g_JointMatrixArray") == 0) {
Q_ASSERT(object != nullptr);
useUniformBuffer(object->internal_model->boneInfoBuffer);
} else if (strcmp(name, "g_InstanceParameter") == 0) {
useUniformBuffer(g_InstanceParameter);
} else if (strcmp(name, "g_ModelParameter") == 0) {
useUniformBuffer(g_ModelParameter);
} else if (strcmp(name, "g_MaterialParameter") == 0) {
useUniformBuffer(g_MaterialParameter);
} else if (strcmp(name, "g_LightParam") == 0) {
useUniformBuffer(g_LightParam);
} else if (strcmp(name, "g_CommonParameter") == 0) {
useUniformBuffer(g_CommonParameter);
} else {
qInfo() << "Unknown resource:" << name;
info->buffer = m_dummyBuffer.buffer;
info->range = 655360;
}
};
if (binding.stageFlags == VK_SHADER_STAGE_VERTEX_BIT) {
auto name = pipeline.vertexShader.scalar_parameters[z].name;
bindBuffer(name);
z++;
} else if (binding.stageFlags == VK_SHADER_STAGE_FRAGMENT_BIT) {
auto name = pipeline.pixelShader.scalar_parameters[z].name;
bindBuffer(name);
z++;
} else {
// placeholder buffer so it at least doesn't crash
info->buffer = m_dummyBuffer.buffer;
info->range = 655360;
}
} break;
}
}
j++;
}
vkUpdateDescriptorSets(m_device.device, writes.size(), writes.data(), 0, nullptr);
return set;
}
void GameRenderer::createImageResources()
{
m_normalGBuffer = m_device.createTexture(m_device.swapChain->extent.width,
m_device.swapChain->extent.height,
VK_FORMAT_R8G8B8A8_UNORM,
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT);
m_viewPositionBuffer = m_device.createTexture(m_device.swapChain->extent.width,
m_device.swapChain->extent.height,
VK_FORMAT_R8G8B8A8_UNORM,
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT);
m_compositeBuffer = m_device.createTexture(m_device.swapChain->extent.width,
m_device.swapChain->extent.height,
VK_FORMAT_R8G8B8A8_UNORM,
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT);
m_depthBuffer = m_device.createTexture(m_device.swapChain->extent.width,
m_device.swapChain->extent.height,
VK_FORMAT_D32_SFLOAT,
VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT);
CommonParameter commonParam{};
commonParam.m_RenderTarget = {1.0f / m_device.swapChain->extent.width,
1.0f / m_device.swapChain->extent.height,
0.0f,
0.0f}; // used to convert screen-space coordinates back into 0.0-1.0
m_device.copyToBuffer(g_CommonParameter, &commonParam, sizeof(CommonParameter));
}
Texture &GameRenderer::getCompositeTexture()
{
return m_compositeBuffer;
}
void GameRenderer::bindDescriptorSets(VkCommandBuffer commandBuffer, GameRenderer::CachedPipeline &pipeline, const RenderModel *object)
{
int i = 0;
for (auto setLayout : pipeline.setLayouts) {
if (!pipeline.cachedDescriptors.count(i)) {
if (auto descriptor = createDescriptorFor(object, pipeline, i); descriptor != VK_NULL_HANDLE) {
pipeline.cachedDescriptors[i] = descriptor;
} else {
continue;
}
}
// TODO: we can pass all descriptors in one function call
vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline.pipelineLayout, i, 1, &pipeline.cachedDescriptors[i], 0, nullptr);
i++;
}
}