vulkan: use dynamic rendering

This vulkan 1.3 feature will make the code simpler when dealing
with off screen render targets (i.e. löve canvases)
This commit is contained in:
niki
2022-07-14 18:01:46 +02:00
parent 38f15ae97d
commit 0ae81091d1
8 changed files with 165 additions and 215 deletions
+15 -19
View File
@@ -85,22 +85,22 @@ namespace love {
// implementation for virtual functions
love::graphics::Texture* newTexture(const love::graphics::Texture::Settings& settings, const love::graphics::Texture::Slices* data = nullptr) override;
love::graphics::Buffer* newBuffer(const love::graphics::Buffer::Settings& settings, const std::vector<love::graphics::Buffer::DataDeclaration>& format, const void* data, size_t size, size_t arraylength) override;
void clear(OptionalColorD color, OptionalInt stencil, OptionalDouble depth) override { std::cout << "clear1 "; }
void clear(const std::vector<OptionalColorD>& colors, OptionalInt stencil, OptionalDouble depth) override { std::cout << "clear2 "; }
void clear(OptionalColorD color, OptionalInt stencil, OptionalDouble depth) override { }
void clear(const std::vector<OptionalColorD>& colors, OptionalInt stencil, OptionalDouble depth) override { }
Matrix4 computeDeviceProjection(const Matrix4& projection, bool rendertotexture) const override;
void discard(const std::vector<bool>& colorbuffers, bool depthstencil) override { std::cout << "discard "; }
void discard(const std::vector<bool>& colorbuffers, bool depthstencil) override { }
void present(void* screenshotCallbackdata) override;
void setViewportSize(int width, int height, int pixelwidth, int pixelheight) override;
bool setMode(void* context, int width, int height, int pixelwidth, int pixelheight, bool windowhasstencil, int msaa) override;
void unSetMode() override;
void setActive(bool active) override { std::cout << "setActive "; }
int getRequestedBackbufferMSAA() const override { std::cout << "getRequestedBackbufferMSAA "; return 0; }
int getBackbufferMSAA() const override { std::cout << "getBackbufferMSAA "; return 0; }
void setActive(bool active) override { }
int getRequestedBackbufferMSAA() const override { return 0; }
int getBackbufferMSAA() const override { return 0; }
void setColor(Colorf c) override;
void setScissor(const Rect& rect) override { std::cout << "setScissor "; }
void setScissor() override { std::cout << "setScissor2 "; }
void setStencilMode(StencilAction action, CompareMode compare, int value, love::uint32 readmask, love::uint32 writemask) override { std::cout << "setStencilMode "; }
void setDepthMode(CompareMode compare, bool write) override { std::cout << "setDepthMode "; }
void setScissor(const Rect& rect) override { }
void setScissor() override { }
void setStencilMode(StencilAction action, CompareMode compare, int value, love::uint32 readmask, love::uint32 writemask) override { }
void setDepthMode(CompareMode compare, bool write) override { }
void setFrontFaceWinding(Winding winding) override;
void setColorMask(ColorChannelMask mask) override;
void setBlendState(const BlendState& blend) override;
@@ -123,18 +123,16 @@ namespace love {
protected:
graphics::ShaderStage* newShaderStageInternal(ShaderStageType stage, const std::string& cachekey, const std::string& source, bool gles) override {
std::cout << "newShaderStageInternal ";
return new ShaderStage(this, stage, source, gles, cachekey);
}
graphics::Shader* newShaderInternal(StrongRef<love::graphics::ShaderStage> stages[SHADERSTAGE_MAX_ENUM]) override {
std::cout << "newShaderInternal ";
return new Shader(stages);
}
graphics::StreamBuffer* newStreamBuffer(BufferUsage type, size_t size) override;
bool dispatch(int x, int y, int z) override { std::cout << "dispatch "; return false; }
bool dispatch(int x, int y, int z) override { return false; }
void initCapabilities() override;
void getAPIStats(int& shaderswitches) const override { std::cout << "getAPIStats "; }
void setRenderTargetsInternal(const RenderTargets& rts, int pixelw, int pixelh, bool hasSRGBtexture) override { std::cout << "setRenderTargetsInternal "; }
void getAPIStats(int& shaderswitches) const override { }
void setRenderTargetsInternal(const RenderTargets& rts, int pixelw, int pixelh, bool hasSRGBtexture) override;
private:
void createVulkanInstance();
@@ -152,13 +150,11 @@ namespace love {
VkExtent2D chooseSwapExtent(const VkSurfaceCapabilitiesKHR& capabilities);
void createSwapChain();
void createImageViews();
void createRenderPass();
void createDefaultShaders();
void createDescriptorSetLayout();
void createDescriptorPool();
std::vector<VkDescriptorSet> createDescriptorSets(DecriptorSetConfiguration);
VkPipeline createGraphicsPipeline(GraphicsPipelineConfiguration);
void createFramebuffers();
void createCommandPool();
void createCommandBuffers();
void createSyncObjects();
@@ -192,11 +188,9 @@ namespace love {
std::vector<VkImageView> swapChainImageViews;
VkDescriptorSetLayout descriptorSetLayout = VK_NULL_HANDLE;
VkPipelineLayout pipelineLayout = VK_NULL_HANDLE;
VkRenderPass renderPass = VK_NULL_HANDLE;
VkPipeline currentGraphicsPipeline = VK_NULL_HANDLE;
std::vector<std::pair<GraphicsPipelineConfiguration, VkPipeline>> graphicsPipelines; // FIXME improve performance by using a hash map
std::vector<VkPipelineLayout> graphicsPipelineLayouts;
std::vector<VkFramebuffer> swapChainFramBuffers;
VkCommandPool commandPool = VK_NULL_HANDLE;
std::vector<VkCommandBuffer> commandBuffers;
VkClearValue clearColor = { {{0.0f, 0.0f, 0.0f, 1.0f}} };
@@ -218,6 +212,8 @@ namespace love {
std::vector<std::pair<graphics::Shader::BuiltinUniformData, graphics::StreamBuffer*>> uniformBufferMap;
std::vector<std::pair<DecriptorSetConfiguration, std::vector<VkDescriptorSet>>> descriptorSetsMap;
VkPolygonMode currentPolygonMode = VK_POLYGON_MODE_FILL;
VkCommandBuffer offscreenRendertargetCommandBuffer;
};
}
}