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