/* Copyright (c) 2019-2025, Arm Limited and Contributors * * SPDX-License-Identifier: Apache-2.0 * * Licensed under the Apache License, Version 2.0 the "License"; * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include "pipeline_barriers.h" #include "core/device.h" #include "core/pipeline_layout.h" #include "core/shader_module.h" #include "filesystem/legacy.h" #include "gltf_loader.h" #include "gui.h" #include "rendering/subpasses/forward_subpass.h" #include "rendering/subpasses/lighting_subpass.h" #include "scene_graph/components/material.h" #include "scene_graph/components/pbr_material.h" #include "scene_graph/components/perspective_camera.h" #include "stats/stats.h" PipelineBarriers::PipelineBarriers() { auto &config = get_configuration(); config.insert(0, reinterpret_cast(dependency_type), DependencyType::BOTTOM_TO_TOP); config.insert(1, reinterpret_cast(dependency_type), DependencyType::FRAG_TO_VERT); config.insert(2, reinterpret_cast(dependency_type), DependencyType::FRAG_TO_FRAG); #if defined(PLATFORM__MACOS) && TARGET_OS_IOS && TARGET_OS_SIMULATOR // On iOS Simulator use layer setting to disable MoltenVK's Metal argument buffers - otherwise blank display add_instance_extension(VK_EXT_LAYER_SETTINGS_EXTENSION_NAME, /*optional*/ true); VkLayerSettingEXT layerSetting; layerSetting.pLayerName = "MoltenVK"; layerSetting.pSettingName = "MVK_CONFIG_USE_METAL_ARGUMENT_BUFFERS"; layerSetting.type = VK_LAYER_SETTING_TYPE_INT32_EXT; layerSetting.valueCount = 1; // Make this static so layer setting reference remains valid after leaving constructor scope static const int32_t useMetalArgumentBuffers = 0; layerSetting.pValues = &useMetalArgumentBuffers; add_layer_setting(layerSetting); #endif } bool PipelineBarriers::prepare(const vkb::ApplicationOptions &options) { if (!VulkanSample::prepare(options)) { return false; } load_scene("scenes/sponza/Sponza01.gltf"); get_scene().clear_components(); auto light_pos = glm::vec3(0.0f, 128.0f, -225.0f); auto light_color = glm::vec3(1.0, 1.0, 1.0); // Magic numbers used to offset lights in the Sponza scene for (int i = -2; i < 2; ++i) { for (int j = 0; j < 2; ++j) { glm::vec3 pos = light_pos; pos.x += i * 400; pos.z += j * (225 + 140); pos.y = 8; for (int k = 0; k < 3; ++k) { pos.y = pos.y + (k * 100); light_color.x = static_cast(rand()) / (RAND_MAX); light_color.y = static_cast(rand()) / (RAND_MAX); light_color.z = static_cast(rand()) / (RAND_MAX); vkb::sg::LightProperties props; props.color = light_color; props.intensity = 0.2f; vkb::add_point_light(get_scene(), pos, props); } } } auto &camera_node = vkb::add_free_camera(get_scene(), "main_camera", get_render_context().get_surface_extent()); camera = &camera_node.get_component(); auto geometry_vs = vkb::ShaderSource{"deferred/geometry.vert.spv"}; auto geometry_fs = vkb::ShaderSource{"deferred/geometry.frag.spv"}; auto gbuffer_pass = std::make_unique(get_render_context(), std::move(geometry_vs), std::move(geometry_fs), get_scene(), *camera); gbuffer_pass->set_output_attachments({1, 2, 3}); gbuffer_pipeline.add_subpass(std::move(gbuffer_pass)); gbuffer_pipeline.set_load_store(vkb::gbuffer::get_clear_store_all()); auto lighting_vs = vkb::ShaderSource{"deferred/lighting.vert.spv"}; auto lighting_fs = vkb::ShaderSource{"deferred/lighting.frag.spv"}; auto lighting_subpass = std::make_unique(get_render_context(), std::move(lighting_vs), std::move(lighting_fs), *camera, get_scene()); lighting_subpass->set_input_attachments({1, 2, 3}); lighting_pipeline.add_subpass(std::move(lighting_subpass)); lighting_pipeline.set_load_store(vkb::gbuffer::get_load_all_store_swapchain()); get_stats().request_stats({vkb::StatIndex::frame_times, vkb::StatIndex::gpu_vertex_cycles, vkb::StatIndex::gpu_fragment_cycles}, vkb::CounterSamplingConfig{vkb::CounterSamplingMode::Continuous}); create_gui(*window, &get_stats()); return true; } void PipelineBarriers::prepare_render_context() { get_render_context().prepare(1, [this](vkb::core::Image &&swapchain_image) { return create_render_target(std::move(swapchain_image)); }); } std::unique_ptr PipelineBarriers::create_render_target(vkb::core::Image &&swapchain_image) { auto &device = swapchain_image.get_device(); auto &extent = swapchain_image.get_extent(); vkb::core::Image depth_image{device, extent, vkb::get_suitable_depth_format(swapchain_image.get_device().get_gpu().get_handle()), VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT, VMA_MEMORY_USAGE_GPU_ONLY}; vkb::core::Image albedo_image{device, extent, VK_FORMAT_R8G8B8A8_UNORM, VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT, VMA_MEMORY_USAGE_GPU_ONLY}; vkb::core::Image normal_image{device, extent, VK_FORMAT_A2B10G10R10_UNORM_PACK32, VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT, VMA_MEMORY_USAGE_GPU_ONLY}; std::vector images; // Attachment 0 images.push_back(std::move(swapchain_image)); // Attachment 1 images.push_back(std::move(depth_image)); // Attachment 2 images.push_back(std::move(albedo_image)); // Attachment 3 images.push_back(std::move(normal_image)); return std::make_unique(std::move(images)); } void PipelineBarriers::draw(vkb::core::CommandBufferC &command_buffer, vkb::RenderTarget &render_target) { // POI // // Pipeline stages and access masks for all barriers are picked based on the sample's setting. // // The first set of barriers transitions images for the first render pass. Color images only need to be ready // at COLOR_ATTACHMENT_OUTPUT time (while the depth image needs EARLY_FRAGMENT_TESTS | LATE_FRAGMENT_TESTS). // More conservative barriers are shown, waiting for acquisition at either VERTEX_SHADER or even TOP_OF_PIPE. // auto &views = render_target.get_views(); assert(1 < views.size()); { // Image 0 is the swapchain vkb::ImageMemoryBarrier memory_barrier{}; memory_barrier.old_layout = VK_IMAGE_LAYOUT_UNDEFINED; memory_barrier.new_layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; memory_barrier.src_access_mask = 0; switch (dependency_type) { case DependencyType::BOTTOM_TO_TOP: memory_barrier.src_stage_mask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT; memory_barrier.dst_stage_mask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT; memory_barrier.dst_access_mask = 0; break; case DependencyType::FRAG_TO_VERT: memory_barrier.src_stage_mask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; memory_barrier.dst_stage_mask = VK_PIPELINE_STAGE_VERTEX_SHADER_BIT; memory_barrier.dst_access_mask = VK_ACCESS_SHADER_READ_BIT; break; case DependencyType::FRAG_TO_FRAG: default: memory_barrier.src_stage_mask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; memory_barrier.dst_stage_mask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; memory_barrier.dst_access_mask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; break; } command_buffer.image_memory_barrier(views[0], memory_barrier); // Skip 1 as it is handled later as a depth-stencil attachment for (size_t i = 2; i < views.size(); ++i) { memory_barrier.old_layout = VK_IMAGE_LAYOUT_UNDEFINED; command_buffer.image_memory_barrier(views[i], memory_barrier); } } { vkb::ImageMemoryBarrier memory_barrier{}; memory_barrier.old_layout = VK_IMAGE_LAYOUT_UNDEFINED; memory_barrier.new_layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; memory_barrier.src_stage_mask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT; memory_barrier.src_access_mask = 0; switch (dependency_type) { case DependencyType::BOTTOM_TO_TOP: memory_barrier.src_stage_mask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT; memory_barrier.dst_stage_mask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT; memory_barrier.dst_access_mask = 0; break; case DependencyType::FRAG_TO_VERT: memory_barrier.dst_stage_mask = VK_PIPELINE_STAGE_VERTEX_SHADER_BIT; memory_barrier.dst_access_mask = VK_ACCESS_SHADER_READ_BIT; break; case DependencyType::FRAG_TO_FRAG: default: memory_barrier.dst_stage_mask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT; memory_barrier.dst_access_mask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT; break; } command_buffer.image_memory_barrier(views[1], memory_barrier); } set_viewport_and_scissor(command_buffer, render_target.get_extent()); gbuffer_pipeline.draw(command_buffer, get_render_context().get_active_frame().get_render_target()); command_buffer.end_render_pass(); // POI // // The second set of barriers transitions the G-buffer images to SHADER_READ_ONLY_OPTIMAL for the second render pass. // It also ensures proper synchronization between render passes. The most optimal set of barriers is from COLOR_ATTACHMENT_OUTPUT // to FRAGMENT_SHADER, as the images only need to be ready at fragment shading time for the second render pass. // // With an optimal set of barriers, tiled GPUs would be able to run vertex shading for the second render pass in parallel with // fragment shading for the first render pass. Again, more conservative barriers are shown, waiting for VERTEX_SHADER or even TOP_OF_PIPE. // Those barriers will flush the GPU's pipeline, causing serialization between vertex and fragment work, potentially affecting performance. // for (size_t i = 1; i < render_target.get_views().size(); ++i) { auto &view = render_target.get_views()[i]; vkb::ImageMemoryBarrier barrier; if (i == 1) { barrier.old_layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; barrier.new_layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL; barrier.src_stage_mask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT; barrier.src_access_mask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT; } else { barrier.old_layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; barrier.new_layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; barrier.src_stage_mask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; barrier.src_access_mask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; } switch (dependency_type) { case DependencyType::BOTTOM_TO_TOP: barrier.src_stage_mask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT; barrier.src_access_mask = 0; barrier.dst_stage_mask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT; barrier.dst_access_mask = 0; break; case DependencyType::FRAG_TO_VERT: barrier.dst_stage_mask = VK_PIPELINE_STAGE_VERTEX_SHADER_BIT; barrier.dst_access_mask = VK_ACCESS_SHADER_READ_BIT; break; case DependencyType::FRAG_TO_FRAG: default: barrier.dst_stage_mask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT; barrier.dst_access_mask = VK_ACCESS_INPUT_ATTACHMENT_READ_BIT; break; } command_buffer.image_memory_barrier(view, barrier); } lighting_pipeline.draw(command_buffer, get_render_context().get_active_frame().get_render_target()); if (has_gui()) { get_gui().draw(command_buffer); } command_buffer.end_render_pass(); { vkb::ImageMemoryBarrier memory_barrier{}; memory_barrier.old_layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; memory_barrier.new_layout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR; memory_barrier.src_access_mask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; memory_barrier.src_stage_mask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; memory_barrier.dst_stage_mask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT; command_buffer.image_memory_barrier(views[0], memory_barrier); } } void PipelineBarriers::draw_gui() { int lines = 2; bool portrait_mode = (reinterpret_cast(camera)->get_aspect_ratio() < 1.0f); if (portrait_mode) { // In portrait, break the radio buttons into two separate lines lines++; } get_gui().show_options_window( /* body = */ [this, portrait_mode]() { ImGui::Text("Pipeline barrier stages:"); ImGui::RadioButton("Bottom to top", reinterpret_cast(&dependency_type), DependencyType::BOTTOM_TO_TOP); ImGui::SameLine(); ImGui::RadioButton("Frag to vert", reinterpret_cast(&dependency_type), DependencyType::FRAG_TO_VERT); if (!portrait_mode) { ImGui::SameLine(); } ImGui::RadioButton("Frag to frag", reinterpret_cast(&dependency_type), DependencyType::FRAG_TO_FRAG); }, /* lines = */ lines); } std::unique_ptr create_pipeline_barriers() { return std::make_unique(); }