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renderer_vk.cpp
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/*
* Copyright (c) 2016-2022, NVIDIA CORPORATION. All rights reserved.
*
* 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.
*
* SPDX-FileCopyrightText: Copyright (c) 2016-2022 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#include "renderer.hpp"
#include "resources_vk.hpp"
#include <algorithm>
#include <cassert>
#include "common.h"
namespace meshlettest {
//////////////////////////////////////////////////////////////////////////
class RendererVK : public Renderer
{
public:
class TypeCmd : public Renderer::Type
{
bool isAvailable(const nvvk::Context* context) const override { return true; }
[[nodiscard]] const char* name() const override { return "VK standard"; }
[[nodiscard]] Renderer* create() const override
{
auto* renderer = new RendererVK();
return renderer;
}
[[nodiscard]] unsigned int priority() const override { return 10; }
Resources* resources() override { return ResourcesVK::get(); }
};
public:
bool init(RenderList* NV_RESTRICT list, Resources* resources, const Config& config) override;
void deinit() override;
void draw(const FrameConfig& global) override;
RendererVK() = default;
private:
const RenderList* NV_RESTRICT m_list{};
ResourcesVK* NV_RESTRICT m_resources{};
Config m_config;
VkCommandPool m_cmdPool{};
VkCommandBuffer m_cmdBuffers[2]{};
size_t m_fboChangeID{};
size_t m_pipeChangeID{};
void GenerateCmdBuffers()
{
const RenderList::DrawItem* NV_RESTRICT drawItems = m_list->m_drawItems.data();
size_t numItems = m_list->m_drawItems.size();
const ResourcesVK* NV_RESTRICT res = m_resources;
const CadSceneVK& sceneVK = res->m_scene;
const ResourcesVK::DrawSetup& setup = res->m_setupStandard;
VkCommandBuffer cmd = res->createCmdBuffer(m_cmdPool, false, false, true);
res->cmdDynamicState(cmd);
int lastMaterial = -1;
int lastGeometry = -1;
int lastMatrix = -1;
int lastChunk = -1;
bool first = true;
for(size_t i = 0; i < numItems; i++)
{
const RenderList::DrawItem& di = drawItems[i];
if(first)
{
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, setup.pipeline);
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, setup.container.getPipeLayout(), DSET_SCENE, 1,
setup.container.at(DSET_SCENE).getSets(), 0, nullptr);
first = false;
}
if(lastGeometry != di.geometryIndex)
{
const CadSceneVK::Geometry& geo = sceneVK.m_geometry[di.geometryIndex];
vkCmdBindVertexBuffers(cmd, 0, 1, &geo.vbo.buffer, &geo.vbo.offset);
vkCmdBindVertexBuffers(cmd, 1, 1, &geo.abo.buffer, &geo.abo.offset);
vkCmdBindIndexBuffer(cmd, geo.ibo.buffer, geo.ibo.offset, di.shorts ? VK_INDEX_TYPE_UINT16 : VK_INDEX_TYPE_UINT32);
lastGeometry = di.geometryIndex;
}
if(lastMatrix != di.matrixIndex)
{
uint32_t offset = di.matrixIndex * res->m_alignedMatrixSize;
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, setup.container.getPipeLayout(), DSET_OBJECT, 1,
setup.container.at(DSET_OBJECT).getSets(), 1, &offset);
lastMatrix = di.matrixIndex;
}
// drawcall
size_t indexSize = di.shorts ? sizeof(uint16_t) : sizeof(uint32_t);
vkCmdDrawIndexed(cmd, di.range.count, 1, uint32_t(di.range.offset / indexSize), 0, 0);
}
vkEndCommandBuffer(cmd);
m_cmdBuffers[0] = cmd;
m_cmdBuffers[1] = res->createBoundingBoxCmdBuffer(m_cmdPool, m_list);
m_fboChangeID = res->m_fboChangeID;
m_pipeChangeID = res->m_pipeChangeID;
}
void DeleteCmdbuffers()
{
vkFreeCommandBuffers(m_resources->m_device, m_cmdPool, NV_ARRAY_SIZE(m_cmdBuffers), m_cmdBuffers);
}
};
static RendererVK::TypeCmd s_type_cmdbuffer_vk;
bool RendererVK::init(RenderList* NV_RESTRICT list, Resources* resources, const Config& config)
{
m_list = list;
m_resources = (ResourcesVK*)resources;
m_config = config;
VkResult result;
VkCommandPoolCreateInfo cmdPoolInfo = {VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO};
cmdPoolInfo.queueFamilyIndex = 0;
result = vkCreateCommandPool(m_resources->m_device, &cmdPoolInfo, nullptr, &m_cmdPool);
assert(result == VK_SUCCESS);
GenerateCmdBuffers();
return true;
}
void RendererVK::deinit()
{
DeleteCmdbuffers();
vkDestroyCommandPool(m_resources->m_device, m_cmdPool, nullptr);
}
void RendererVK::draw(const FrameConfig& global)
{
ResourcesVK* NV_RESTRICT res = m_resources;
if(m_pipeChangeID != res->m_pipeChangeID || m_fboChangeID != res->m_fboChangeID)
{
DeleteCmdbuffers();
GenerateCmdBuffers();
}
VkCommandBuffer primary = res->createTempCmdBuffer();
{
const nvvk::ProfilerVK::Section profile(res->m_profilerVK, "Render", primary);
vkCmdUpdateBuffer(primary, res->m_common.viewBuffer, 0, sizeof(SceneData), (const uint32_t*)&global.sceneUbo);
vkCmdUpdateBuffer(primary, res->m_common.statsBuffer, 0, sizeof(CullStats), (const uint32_t*)&m_list->m_stats);
res->cmdPipelineBarrier(primary);
{
VkMemoryBarrier memBarrier = {VK_STRUCTURE_TYPE_MEMORY_BARRIER};
memBarrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
memBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
vkCmdPipelineBarrier(primary, VK_PIPELINE_STAGE_TRANSFER_BIT,
(global.meshletBoxes ? VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT : 0)
| VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
VK_FALSE, 1, &memBarrier, 0, nullptr, 0, nullptr);
}
// clear via pass
res->cmdBeginRenderPass(primary, true, true);
vkCmdExecuteCommands(primary, global.meshletBoxes ? 2 : 1, m_cmdBuffers);
vkCmdEndRenderPass(primary);
res->cmdCopyStats(primary);
}
vkEndCommandBuffer(primary);
res->submissionEnqueue(primary);
}
} // namespace meshlettest