BsVulkanFramebuffer.h 5.9 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsVulkanPrerequisites.h"
  5. #include "BsVulkanResource.h"
  6. namespace bs
  7. {
  8. /** @addtogroup Vulkan
  9. * @{
  10. */
  11. /** Represents a single attachment in a Vulkan frame-buffer. */
  12. struct VULKAN_ATTACHMENT_DESC
  13. {
  14. /** Image to attach or null if none. */
  15. VulkanImage* image;
  16. /** View of the image to attach or VK_NULL_HANDLE if none. */
  17. VkImageView view;
  18. /** Format of the attached image. */
  19. VkFormat format;
  20. /** Initial layer of the surface as pointed to by the provided image view. */
  21. UINT32 baseLayer;
  22. };
  23. /** Contains parameters used for initializing VulkanFrameBuffer object. */
  24. struct VULKAN_FRAMEBUFFER_DESC
  25. {
  26. /** Images describing the color attachments. */
  27. VULKAN_ATTACHMENT_DESC color[BS_MAX_MULTIPLE_RENDER_TARGETS];
  28. /** Image describing the depth attachment. */
  29. VULKAN_ATTACHMENT_DESC depth;
  30. /** Width of the images, in pixels. All images must be the same size. */
  31. UINT32 width;
  32. /** Height of the images, in pixels. All images must be the same size. */
  33. UINT32 height;
  34. /** Number of image layers to render to. This value is used for all provided surfaces. */
  35. UINT32 layers;
  36. /** Number of samples in the attached images. All attachments must have the same number of samples. */
  37. UINT32 numSamples;
  38. /** Set to true if framebuffer represents an offscreen surface that will not be presented. */
  39. bool offscreen;
  40. };
  41. /** Information about a single framebuffer attachment. */
  42. struct VulkanFramebufferAttachment
  43. {
  44. VulkanImage* image = nullptr;
  45. UINT32 baseLayer = 0;
  46. VkImageLayout finalLayout = VK_IMAGE_LAYOUT_UNDEFINED;
  47. };
  48. /** Vulkan frame buffer containing one or multiple color surfaces, and an optional depth surface. */
  49. class VulkanFramebuffer : public VulkanResource
  50. {
  51. public:
  52. /** Creates a new frame buffer with the specified image views attached.
  53. *
  54. * @param[in] owner Resource manager that allocated this resource.
  55. * @param[in] desc Description of the frame buffer.
  56. */
  57. VulkanFramebuffer(VulkanResourceManager* owner, const VULKAN_FRAMEBUFFER_DESC& desc);
  58. ~VulkanFramebuffer();
  59. /** Returns a unique ID of this framebuffer. */
  60. UINT32 getId() const { return mId; }
  61. /**
  62. * Gets internal Vulkan render pass object.
  63. *
  64. * @param[in] loadMask Mask that control which render target surface contents should be preserved on load.
  65. * @param[in] readMask Mask that controls which render targets can be read by shaders while they're bound.
  66. */
  67. VkRenderPass getRenderPass(RenderSurfaceMask loadMask, RenderSurfaceMask readMask) const;
  68. /**
  69. * Gets internal Vulkan framebuffer object.
  70. *
  71. * @param[in] loadMask Mask that control which render target surface contents should be preserved on load.
  72. * @param[in] readMask Mask that controls which render targets can be read by shaders while they're bound.
  73. */
  74. VkFramebuffer getFramebuffer(RenderSurfaceMask loadMask, RenderSurfaceMask readMask) const;
  75. /**
  76. * Gets the number of layers in each framebuffer surface. A layer is an element in a texture array, or a depth
  77. * slice in a 3D texture).
  78. */
  79. UINT32 getNumLayers() const { return mNumLayers; }
  80. /** Returns information about a color attachment at the specified index. */
  81. const VulkanFramebufferAttachment& getColorAttachment(UINT32 colorIdx) const { return mColorAttachments[colorIdx]; }
  82. /** Returns information about a depth-stencil attachment. */
  83. const VulkanFramebufferAttachment& getDepthStencilAttachment() const { return mDepthStencilAttachment; }
  84. /** Gets the total number of frame-buffer attachments, including both color and depth. */
  85. UINT32 getNumAttachments() const { return mNumAttachments; }
  86. /** Gets the number of color frame-buffer attachments. */
  87. UINT32 getNumColorAttachments() const { return mNumColorAttachments; }
  88. /** Returns true if the framebuffer has a depth attachment. */
  89. bool hasDepthAttachment() const { return mHasDepth; }
  90. /** Returns sample flags that determine if the framebuffer supports multi-sampling, and for how many samples. */
  91. VkSampleCountFlagBits getSampleFlags() const { return mSampleFlags; }
  92. private:
  93. /** Information about a single frame-buffer variant. */
  94. struct Variant
  95. {
  96. VkRenderPass renderPass;
  97. VkFramebuffer framebuffer;
  98. };
  99. /** Key used for identifying different types of frame-buffer variants. */
  100. struct VariantKey
  101. {
  102. VariantKey(RenderSurfaceMask loadMask, RenderSurfaceMask readMask);
  103. class HashFunction
  104. {
  105. public:
  106. size_t operator()(const VariantKey& key) const;
  107. };
  108. class EqualFunction
  109. {
  110. public:
  111. bool operator()(const VariantKey& lhs, const VariantKey& rhs) const;
  112. };
  113. RenderSurfaceMask loadMask;
  114. RenderSurfaceMask readMask;
  115. };
  116. /** Creates a new variant of the framebuffer. */
  117. Variant createVariant(RenderSurfaceMask loadMask, RenderSurfaceMask readMask) const;
  118. UINT32 mId;
  119. Variant mDefault;
  120. mutable UnorderedMap<VariantKey, Variant, VariantKey::HashFunction, VariantKey::EqualFunction> mVariants;
  121. UINT32 mNumAttachments;
  122. UINT32 mNumColorAttachments;
  123. UINT32 mNumLayers;
  124. VulkanFramebufferAttachment mColorAttachments[BS_MAX_MULTIPLE_RENDER_TARGETS];
  125. VulkanFramebufferAttachment mDepthStencilAttachment;
  126. bool mHasDepth;
  127. VkSampleCountFlagBits mSampleFlags;
  128. mutable VkAttachmentDescription mAttachments[BS_MAX_MULTIPLE_RENDER_TARGETS + 1];
  129. mutable VkImageView mAttachmentViews[BS_MAX_MULTIPLE_RENDER_TARGETS + 1];
  130. mutable VkAttachmentReference mColorReferences[BS_MAX_MULTIPLE_RENDER_TARGETS];
  131. mutable VkAttachmentReference mDepthReference;
  132. mutable VkSubpassDescription mSubpassDesc;
  133. mutable VkSubpassDependency mDependencies[2];
  134. mutable VkRenderPassCreateInfo mRenderPassCI;
  135. mutable VkFramebufferCreateInfo mFramebufferCI;
  136. static UINT32 sNextValidId;
  137. };
  138. /** @} */
  139. }