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1078 lines
48 KiB
C++
1078 lines
48 KiB
C++
// SPDX-FileCopyrightText: 2024 Joshua Goins <josh@redstrate.com>
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// SPDX-License-Identifier: GPL-3.0-or-later
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#include "gamerenderer.h"
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#include <array>
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#include <QDebug>
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#include <glm/ext/matrix_clip_space.hpp>
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#include <physis.hpp>
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#include <spirv_glsl.hpp>
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#include "camera.h"
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#include "dxbc_module.h"
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#include "dxbc_reader.h"
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#include "rendermanager.h"
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#include "swapchain.h"
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// TODO: maybe need UV?
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// 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
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const std::vector<glm::vec4> planeVertices = {
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{-1.0f, -1.0f, 0.0f, 1.0f},
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{1.0f, -1.0f, 0.0f, 1.0f},
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{1.0f, 1.0f, 0.0f, 1.0f},
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{-1.0f, 1.0f, 0.0f, 1.0f},
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{-1.0f, -1.0f, 0.0f, 1.0f},
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{1.0f, 1.0f, 0.0f, 1.0f},
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};
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dxvk::Logger dxvk::Logger::s_instance("dxbc.log");
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const std::array<std::string, 14> passes = {
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// Shadows?
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"PASS_0",
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// Z "prepass"
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"PASS_Z_OPAQUE",
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// computes and stores normals (TODO: denote how these normals are special)
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"PASS_G_OPAQUE",
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// g run for each light
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// takes view pos, then unknown texture and normal
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"PASS_LIGHTING_OPAQUE",
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"PASS_G_SEMITRANSPARENCY",
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"PASS_COMPOSITE_OPAQUE",
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"PASS_7",
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"PASS_WATER",
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"PASS_WATER_Z",
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"PASS_SEMITRANSPARENCY",
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"PASS_COMPOSITE_SEMITRANSPARENCY",
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"PASS_10",
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"PASS_12",
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"PASS_14"};
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const int INVALID_PASS = 255;
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GameRenderer::GameRenderer(Device &device, GameData *data)
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: m_device(device)
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, m_data(data)
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{
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m_dummyTex = m_device.createDummyTexture();
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m_dummyBuffer = m_device.createDummyBuffer();
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size_t vertexSize = planeVertices.size() * sizeof(glm::vec4);
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m_planeVertexBuffer = m_device.createBuffer(vertexSize, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT);
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m_device.copyToBuffer(m_planeVertexBuffer, (void *)planeVertices.data(), vertexSize);
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directionalLightningShpk = physis_parse_shpk(physis_gamedata_extract_file(m_data, "shader/sm5/shpk/directionallighting.shpk"));
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createViewPositionShpk = physis_parse_shpk(physis_gamedata_extract_file(m_data, "shader/sm5/shpk/createviewposition.shpk"));
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// camera data
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{
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g_CameraParameter = m_device.createBuffer(sizeof(CameraParameter), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT);
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}
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// instance data
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{
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g_InstanceParameter = m_device.createBuffer(sizeof(InstanceParameter), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT);
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InstanceParameter instanceParameter{};
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m_device.copyToBuffer(g_InstanceParameter, &instanceParameter, sizeof(InstanceParameter));
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}
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// model data
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{
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g_ModelParameter = m_device.createBuffer(sizeof(ModelParameter), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT);
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ModelParameter modelParameter{};
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m_device.copyToBuffer(g_ModelParameter, &modelParameter, sizeof(ModelParameter));
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}
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// material data
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{
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g_MaterialParameter = m_device.createBuffer(sizeof(MaterialParameter), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT);
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MaterialParameter materialParameter{};
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materialParameter.g_AlphaThreshold = 0.0f;
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materialParameter.g_DiffuseColor = glm::vec3(1.0f);
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m_device.copyToBuffer(g_MaterialParameter, &materialParameter, sizeof(MaterialParameter));
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}
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// light data
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{
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g_LightParam = m_device.createBuffer(sizeof(LightParam), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT);
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LightParam lightParam{};
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lightParam.m_Position = glm::vec4(-5);
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lightParam.m_Direction = glm::normalize(glm::vec4(0) - lightParam.m_Position);
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lightParam.m_DiffuseColor = glm::vec4(1);
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lightParam.m_SpecularColor = glm::vec4(1);
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lightParam.m_Attenuation = glm::vec4(5.0f);
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/*lightParam.m_ClipMin = glm::vec4(0.0f);
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lightParam.m_ClipMax = glm::vec4(5.0f);*/
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m_device.copyToBuffer(g_LightParam, &lightParam, sizeof(LightParam));
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}
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// common data
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{
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g_CommonParameter = m_device.createBuffer(sizeof(CommonParameter), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT);
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}
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VkSamplerCreateInfo samplerInfo = {};
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samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
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samplerInfo.magFilter = VK_FILTER_LINEAR;
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samplerInfo.minFilter = VK_FILTER_LINEAR;
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samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
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samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
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samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
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samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
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samplerInfo.maxLod = 1.0f;
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vkCreateSampler(m_device.device, &samplerInfo, nullptr, &m_sampler);
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createImageResources();
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}
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void GameRenderer::render(VkCommandBuffer commandBuffer, uint32_t imageIndex, Camera &camera, const std::vector<DrawObject> &models)
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{
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// TODO: this shouldn't be here
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CameraParameter cameraParameter{};
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const glm::mat4 viewProjectionMatrix = camera.perspective * camera.view;
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cameraParameter.m_ViewMatrix = glm::transpose(camera.view);
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cameraParameter.m_InverseViewMatrix = glm::transpose(glm::inverse(camera.view));
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cameraParameter.m_ViewProjectionMatrix = glm::transpose(viewProjectionMatrix);
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cameraParameter.m_InverseViewProjectionMatrix = glm::transpose(glm::inverse(viewProjectionMatrix));
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// known params
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cameraParameter.m_InverseProjectionMatrix = glm::transpose(glm::inverse(viewProjectionMatrix));
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cameraParameter.m_ProjectionMatrix = glm::transpose(viewProjectionMatrix);
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cameraParameter.m_MainViewToProjectionMatrix = glm::transpose(glm::inverse(camera.perspective));
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cameraParameter.m_EyePosition = glm::vec3(5.0f); // placeholder
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cameraParameter.m_LookAtVector = glm::vec3(0.0f); // placeholder
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m_device.copyToBuffer(g_CameraParameter, &cameraParameter, sizeof(CameraParameter));
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int i = 0;
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for (const auto pass : passes) {
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// hardcoded to the known pass for now
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if (pass == "PASS_G_OPAQUE" || pass == "PASS_Z_OPAQUE") {
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beginPass(imageIndex, commandBuffer, pass);
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for (auto &model : models) {
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// copy bone data
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{
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const size_t bufferSize = sizeof(glm::mat3x4) * 64;
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void *mapped_data = nullptr;
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vkMapMemory(m_device.device, model.boneInfoBuffer.memory, 0, bufferSize, 0, &mapped_data);
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std::vector<glm::mat3x4> newBoneData(model.boneData.size());
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for (int i = 0; i < 64; i++) {
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newBoneData[i] = glm::transpose(model.boneData[i]);
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}
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memcpy(mapped_data, newBoneData.data(), bufferSize);
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VkMappedMemoryRange range = {};
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range.sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
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range.memory = model.boneInfoBuffer.memory;
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range.size = bufferSize;
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vkFlushMappedMemoryRanges(m_device.device, 1, &range);
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vkUnmapMemory(m_device.device, model.boneInfoBuffer.memory);
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}
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for (const auto &part : model.parts) {
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auto &renderMaterial = model.materials[part.materialIndex];
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if (renderMaterial.shaderPackage.p_ptr == nullptr) {
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qWarning() << "Invalid shader package!";
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}
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std::vector<uint32_t> systemKeys;
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std::vector<uint32_t> sceneKeys = {
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physis_shpk_crc("TransformViewSkin"),
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physis_shpk_crc("GetAmbientLight_SH"),
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physis_shpk_crc("GetReflectColor_Texture"),
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physis_shpk_crc("GetAmbientOcclusion_None"),
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physis_shpk_crc("ApplyDitherClipOff"),
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};
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std::vector<uint32_t> materialKeys;
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for (int j = 0; j < renderMaterial.shaderPackage.num_material_keys; j++) {
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auto value = renderMaterial.shaderPackage.material_keys[j].default_value;
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// Replace MODE_DEFAULT with MODE_SIMPLE for now
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if (value != 0x5CC605B5) {
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materialKeys.push_back(renderMaterial.shaderPackage.material_keys[j].default_value);
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} else {
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materialKeys.push_back(0x22A4AABF);
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}
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}
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std::vector<uint32_t> subviewKeys = {physis_shpk_crc("Default"), physis_shpk_crc("SUB_VIEW_MAIN")};
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const u_int32_t selector = physis_shpk_build_selector_from_all_keys(systemKeys.data(),
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systemKeys.size(),
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sceneKeys.data(),
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sceneKeys.size(),
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materialKeys.data(),
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materialKeys.size(),
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subviewKeys.data(),
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subviewKeys.size());
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const physis_SHPKNode node = physis_shpk_get_node(&renderMaterial.shaderPackage, selector);
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// check if invalid
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if (node.pass_count == 0) {
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continue;
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}
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// this is an index into the node's pass array, not to get confused with the global one we always follow.
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const int passIndice = node.pass_indices[i];
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if (passIndice != INVALID_PASS) {
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const Pass currentPass = node.passes[passIndice];
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const uint32_t vertexShaderIndice = currentPass.vertex_shader;
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const uint32_t pixelShaderIndice = currentPass.pixel_shader;
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physis_Shader vertexShader = renderMaterial.shaderPackage.vertex_shaders[vertexShaderIndice];
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physis_Shader pixelShader = renderMaterial.shaderPackage.pixel_shaders[pixelShaderIndice];
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auto &pipeline = bindPipeline(commandBuffer, pass, vertexShader, pixelShader);
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bindDescriptorSets(commandBuffer, pipeline, &model);
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VkDeviceSize offsets[] = {0};
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vkCmdBindVertexBuffers(commandBuffer, 0, 1, &part.vertexBuffer.buffer, offsets);
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vkCmdBindIndexBuffer(commandBuffer, part.indexBuffer.buffer, 0, VK_INDEX_TYPE_UINT16);
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vkCmdDrawIndexed(commandBuffer, part.numIndices, 1, 0, 0, 0);
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}
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}
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}
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endPass(commandBuffer, pass);
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} else if (pass == "PASS_LIGHTING_OPAQUE") {
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// first we need to generate the view positions with createviewpositions
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beginPass(imageIndex, commandBuffer, "PASS_LIGHTING_OPAQUE_VIEWPOSITION");
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{
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std::vector<uint32_t> systemKeys = {
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physis_shpk_crc("DecodeDepthBuffer_RAWZ"),
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};
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std::vector<uint32_t> subviewKeys = {
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physis_shpk_crc("Default"),
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physis_shpk_crc("SUB_VIEW_MAIN"),
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};
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const u_int32_t selector = physis_shpk_build_selector_from_all_keys(systemKeys.data(),
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systemKeys.size(),
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nullptr,
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0,
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nullptr,
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0,
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subviewKeys.data(),
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subviewKeys.size());
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const physis_SHPKNode node = physis_shpk_get_node(&createViewPositionShpk, selector);
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// check if invalid
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if (node.pass_count == 0) {
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continue;
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}
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const int passIndice = node.pass_indices[i];
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if (passIndice != INVALID_PASS) {
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const Pass currentPass = node.passes[passIndice];
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const uint32_t vertexShaderIndice = currentPass.vertex_shader;
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const uint32_t pixelShaderIndice = currentPass.pixel_shader;
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physis_Shader vertexShader = createViewPositionShpk.vertex_shaders[vertexShaderIndice];
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physis_Shader pixelShader = createViewPositionShpk.pixel_shaders[pixelShaderIndice];
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auto &pipeline = bindPipeline(commandBuffer, "PASS_LIGHTING_OPAQUE_VIEWPOSITION", vertexShader, pixelShader);
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bindDescriptorSets(commandBuffer, pipeline, nullptr);
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VkDeviceSize offsets[] = {0};
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vkCmdBindVertexBuffers(commandBuffer, 0, 1, &m_planeVertexBuffer.buffer, offsets);
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vkCmdDraw(commandBuffer, 6, 1, 0, 0);
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}
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}
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endPass(commandBuffer, pass);
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beginPass(imageIndex, commandBuffer, pass);
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// then run the directionallighting shader
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{
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std::vector<uint32_t> systemKeys = {
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physis_shpk_crc("DecodeDepthBuffer_RAWZ"),
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};
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std::vector<uint32_t> sceneKeys = {
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physis_shpk_crc("GetDirectionalLight_Enable"),
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physis_shpk_crc("GetFakeSpecular_Disable"),
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physis_shpk_crc("GetUnderWaterLighting_Disable"),
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};
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std::vector<uint32_t> subviewKeys = {
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physis_shpk_crc("Default"),
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physis_shpk_crc("SUB_VIEW_MAIN"),
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};
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const u_int32_t selector = physis_shpk_build_selector_from_all_keys(systemKeys.data(),
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systemKeys.size(),
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sceneKeys.data(),
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sceneKeys.size(),
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nullptr,
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0,
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subviewKeys.data(),
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subviewKeys.size());
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const physis_SHPKNode node = physis_shpk_get_node(&directionalLightningShpk, selector);
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// check if invalid
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if (node.pass_count == 0) {
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continue;
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}
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const int passIndice = node.pass_indices[i];
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if (passIndice != INVALID_PASS) {
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const Pass currentPass = node.passes[passIndice];
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const uint32_t vertexShaderIndice = currentPass.vertex_shader;
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const uint32_t pixelShaderIndice = currentPass.pixel_shader;
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physis_Shader vertexShader = directionalLightningShpk.vertex_shaders[vertexShaderIndice];
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physis_Shader pixelShader = directionalLightningShpk.pixel_shaders[pixelShaderIndice];
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auto &pipeline = bindPipeline(commandBuffer, pass, vertexShader, pixelShader);
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bindDescriptorSets(commandBuffer, pipeline, nullptr);
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VkDeviceSize offsets[] = {0};
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vkCmdBindVertexBuffers(commandBuffer, 0, 1, &m_planeVertexBuffer.buffer, offsets);
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vkCmdDraw(commandBuffer, 6, 1, 0, 0);
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}
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}
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endPass(commandBuffer, pass);
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}
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i++;
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}
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}
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void GameRenderer::resize()
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{
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// TODO: this is because of our terrible resource handling. an image referenced in these may be gone due to resizing, for example
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for (auto &[hash, cachedPipeline] : m_cachedPipelines) {
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cachedPipeline.cachedDescriptors.clear();
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}
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createImageResources();
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}
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void GameRenderer::beginPass(uint32_t imageIndex, VkCommandBuffer commandBuffer, const std::string_view passName)
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{
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VkRenderingInfo renderingInfo{VK_STRUCTURE_TYPE_RENDERING_INFO};
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renderingInfo.renderArea.extent = m_device.swapChain->extent;
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std::vector<VkRenderingAttachmentInfo> colorAttachments;
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VkRenderingAttachmentInfo depthStencilAttachment{};
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if (passName == "PASS_G_OPAQUE") {
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// normals, it seems like
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{
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VkRenderingAttachmentInfo attachmentInfo{VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO};
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attachmentInfo.imageView = m_normalGBuffer.imageView;
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attachmentInfo.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; // VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL
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attachmentInfo.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attachmentInfo.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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attachmentInfo.clearValue.color.float32[0] = 0.24;
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attachmentInfo.clearValue.color.float32[1] = 0.24;
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attachmentInfo.clearValue.color.float32[2] = 0.24;
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attachmentInfo.clearValue.color.float32[3] = 1.0;
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colorAttachments.push_back(attachmentInfo);
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}
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// unknown, seems to be background?
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{
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VkRenderingAttachmentInfo attachmentInfo{VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO};
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attachmentInfo.imageView = VK_NULL_HANDLE;
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attachmentInfo.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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attachmentInfo.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
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attachmentInfo.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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colorAttachments.push_back(attachmentInfo);
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}
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// unknown, seems to be background?
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{
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VkRenderingAttachmentInfo attachmentInfo{VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO};
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attachmentInfo.imageView = VK_NULL_HANDLE;
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attachmentInfo.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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attachmentInfo.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
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attachmentInfo.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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colorAttachments.push_back(attachmentInfo);
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}
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// depth
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{
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VkRenderingAttachmentInfo attachmentInfo{VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO};
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attachmentInfo.imageView = m_depthBuffer.imageView;
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attachmentInfo.imageLayout = VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL;
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attachmentInfo.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attachmentInfo.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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attachmentInfo.clearValue.depthStencil.depth = 1.0f;
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depthStencilAttachment = attachmentInfo;
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}
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} else if (passName == "PASS_LIGHTING_OPAQUE") {
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// normals, it seems like
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{
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VkRenderingAttachmentInfo attachmentInfo{VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO};
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attachmentInfo.imageView = m_compositeBuffer.imageView;
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attachmentInfo.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; // VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL
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attachmentInfo.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attachmentInfo.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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attachmentInfo.clearValue.color.float32[0] = 0.24;
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attachmentInfo.clearValue.color.float32[1] = 0.24;
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attachmentInfo.clearValue.color.float32[2] = 0.24;
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attachmentInfo.clearValue.color.float32[3] = 1.0;
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|
|
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 DrawObject *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->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 DrawObject *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++;
|
|
}
|
|
}
|