refactored RenderTarget

This commit is contained in:
2025-01-26 23:21:53 +08:00
parent 02ac76e5bd
commit 11ca8e7fdf
8 changed files with 290 additions and 176 deletions

View File

@@ -54,7 +54,7 @@ protected:
protected:
GPUDevice * device =nullptr;
RTSwapchain * sc_render_target =nullptr;
SwapchainRenderTarget * sc_render_target =nullptr;
protected:
@@ -225,8 +225,10 @@ public:
{
if(!ri)return(false);
return BuildCommandBuffer(sc_render_target->GetRenderCmdBuffer(index),
sc_render_target->GetFramebuffer(index),
IRenderTarget *rt=sc_render_target->GetCurrentFrameRenderTarget();
return BuildCommandBuffer(rt->GetRenderCmdBuffer(),
rt->GetFramebuffer(),
ri);
}
@@ -234,7 +236,7 @@ public:
{
if(!ri)return(false);
for(uint32_t i=0;i<sc_render_target->GetImageCount();i++)
for(uint32_t i=0;i<sc_render_target->GetFrameCount();i++)
BuildCommandBuffer(i,ri);
return(true);
@@ -264,7 +266,7 @@ public:
void BuildCommandBuffer(RenderList *rl)
{
for(uint32_t i=0;i<sc_render_target->GetImageCount();i++)
for(uint32_t i=0;i<sc_render_target->GetFrameCount();i++)
BuildCommandBuffer(i,rl);
}
@@ -298,11 +300,9 @@ public:
return sc_render_target->AcquireNextImage();
}
virtual void SubmitDraw(int index)
virtual void SubmitDraw()
{
VkCommandBuffer cb=*(sc_render_target->GetRenderCmdBuffer(index));
sc_render_target->Submit(cb);
sc_render_target->Submit();
sc_render_target->PresentBackbuffer();
sc_render_target->WaitQueue();
sc_render_target->WaitFence();
@@ -312,9 +312,9 @@ public:
{
int index=AcquireNextImage();
if(index<0||index>=sc_render_target->GetImageCount())return;
if(index<0||index>=sc_render_target->GetFrameCount())return;
SubmitDraw(index);
SubmitDraw();
}
bool Run()
@@ -545,7 +545,7 @@ public:
BuildCommandBuffer(index);
SubmitDraw(index);
SubmitDraw();
ckc->Update();
cmc->Update();

View File

@@ -37,7 +37,7 @@ class ImageView;
class Framebuffer;
struct Swapchain;
class RenderTarget;
class RTSwapchain;
class SwapchainRenderTarget;
class Texture;
class Texture1D;

View File

@@ -39,9 +39,9 @@ private:
DeviceRenderPassManage *render_pass_manage;
RTSwapchain *sc_rt;
SwapchainRenderTarget *sc_rt;
RTSwapchain *CreateSwapchainRenderTarget();
SwapchainRenderTarget *CreateSwapchainRenderTarget();
void InitRenderPassManage();
void ClearRenderPassManage();
@@ -80,7 +80,7 @@ public:
RenderPass * GetRenderPass () {return sc_rt->GetRenderPass();}
RTSwapchain * GetSwapchainRT () {return sc_rt;}
SwapchainRenderTarget * GetSwapchainRT () {return sc_rt;}
const VkExtent2D & GetSwapchainSize ()const {return sc_rt->GetExtent();}

View File

@@ -1,5 +1,4 @@
#ifndef HGL_GRAPH_VULKAN_RENDER_TARGET_INCLUDE
#define HGL_GRAPH_VULKAN_RENDER_TARGET_INCLUDE
#pragma once
#include<hgl/graph/VK.h>
#include<hgl/graph/VKRenderPass.h>
@@ -7,61 +6,216 @@
#include<hgl/graph/VKSwapchain.h>
#include<hgl/graph/VKQueue.h>
#include<hgl/graph/VKPipeline.h>
VK_NAMESPACE_BEGIN
/**
* 渲染目标
*/
class RenderTarget
* RenderTarget 存在几种情况:
*
* 1.正常单帧渲染目标,即只有一帧的数据,每次渲染都是当前帧
*
* 2.多帧渲染目标即有多帧数据每次渲染都是指定帧典型的是Swapchain
*
* 所以RenderTarget的其实是一个多态类根据不同的情况有不同的实现
*/
class IRenderTarget
{
protected:
DeviceQueue *queue;
Framebuffer *fbo;
VkExtent2D extent;
Semaphore *render_complete_semaphore =nullptr;
public:
protected:
const VkExtent2D &GetExtent ()const{return extent;}
uint32_t color_count; ///<颜色成分数量
Texture2D **color_textures; ///<颜色成分纹理列表
Texture2D *depth_texture; ///<深度成分纹理
virtual uint32_t GetColorCount ()=0;
virtual bool hasDepth ()=0;
public:
IRenderTarget(const VkExtent2D &ext){extent=ext;}
virtual ~IRenderTarget()=default;
virtual Framebuffer * GetFramebuffer ()=0;
virtual RenderPass * GetRenderPass ()=0;
virtual Texture2D * GetColorTexture (const int index=0)=0;
virtual Texture2D * GetDepthTexture ()=0;
public: // Command Buffer
virtual DeviceQueue * GetQueue ()=0;
virtual Semaphore * GetRenderCompleteSemaphore()=0;
virtual RenderCmdBuffer * GetRenderCmdBuffer ()=0;
virtual bool Submit (Semaphore *wait_sem)=0;
virtual bool Submit (){return Submit(nullptr);}
virtual bool WaitQueue ()=0;
virtual bool WaitFence ()=0;
};//class IRenderTarget
struct RenderTargetData
{
Framebuffer * fbo;
DeviceQueue * queue;
Semaphore * render_complete_semaphore;
RenderCmdBuffer * cmd_buf;
uint32_t color_count; ///<颜色成分数量
Texture2D ** color_textures; ///<颜色成分纹理列表
Texture2D * depth_texture; ///<深度成分纹理
public:
Texture2D *GetColorTexture(const uint32_t index)
{
if(index>=color_count)
return(nullptr);
return color_textures[index];
}
virtual void Clear();
};//struct RenderTargetData
/**
* 单帧渲染目标
*/
class RenderTarget:public IRenderTarget
{
RenderTargetData *data;
protected:
friend class GPUDevice;
RenderTarget(DeviceQueue *,Semaphore *);
RenderTarget(DeviceQueue *,Semaphore *,Framebuffer *_fb,Texture2D **color_texture_list,const uint32_t color_count,Texture2D *depth_texture);
RenderTarget(RenderTargetData *rtd):IRenderTarget(rtd->fbo->GetExtent())
{
data=rtd;
}
public:
virtual ~RenderTarget();
virtual ~RenderTarget()
{
if(data)
{
data->Clear();
delete data;
}
}
Framebuffer * GetFramebuffer ()override{return data->fbo;}
RenderPass * GetRenderPass ()override{return data->fbo->GetRenderPass();}
uint32_t GetColorCount ()override{return data->color_count;}
DeviceQueue * GetQueue () {return queue;}
const VkExtent2D & GetExtent ()const {return extent;}
virtual RenderPass * GetRenderPass () {return GetFramebuffer()->GetRenderPass();}
virtual uint32_t GetColorCount () {return GetFramebuffer()->GetColorCount();}
bool hasDepth ()override{return data->depth_texture;}
virtual Framebuffer * GetFramebuffer () {return fbo;}
virtual Texture2D * GetColorTexture (const int index=0){return color_textures[index];}
virtual Texture2D * GetDepthTexture () {return depth_texture;}
Texture2D * GetColorTexture (const int index=0) override{return data->GetColorTexture(index);}
Texture2D * GetDepthTexture () override{return data->depth_texture;}
public: // command buffer
public: // Command Buffer
Semaphore * GetRenderCompleteSemaphore (){return render_complete_semaphore;}
virtual bool Submit (RenderCmdBuffer *,Semaphore *present_complete_semaphore=nullptr);
DeviceQueue * GetQueue ()override{return data->queue;}
Semaphore * GetRenderCompleteSemaphore()override{return data->render_complete_semaphore;}
bool WaitQueue(){return queue->WaitQueue();}
bool WaitFence(){return queue->WaitFence();}
RenderCmdBuffer * GetRenderCmdBuffer ()override{return data->cmd_buf;}
virtual bool Submit (Semaphore *wait_sem)override
{
if(!data)
return(false);
return data->queue->Submit(*data->cmd_buf,wait_sem,data->render_complete_semaphore);
}
bool WaitQueue ()override{return data->queue->WaitQueue();}
bool WaitFence ()override{return data->queue->WaitFence();}
};//class RenderTarget
/**
* 多帧渲染目标
*/
class MFRenderTarget:public IRenderTarget
{
protected:
uint32_t frame_number;
uint32_t current_frame;
RenderTarget **rt_list;
protected:
friend class GPUDevice;
MFRenderTarget(const uint32_t fn,RenderTarget **rtl):IRenderTarget(rtl[0]->GetFramebuffer()->GetExtent())
{
frame_number=fn;
current_frame=0;
rt_list=rtl;
}
public:
virtual ~MFRenderTarget()
{
SAFE_CLEAR_OBJECT_ARRAY_OBJECT(rt_list,frame_number);
}
virtual void NextFrame()
{
++current_frame;
if(current_frame>=frame_number)
current_frame=0;
}
uint32_t GetCurrentFrameIndices ()const{return current_frame;}
uint32_t GetFrameCount ()const{return frame_number;}
RenderTarget * GetCurrentFrameRenderTarget (){return rt_list[current_frame];}
public:
Framebuffer * GetFramebuffer ()override{return rt_list[current_frame]->GetFramebuffer();}
RenderPass * GetRenderPass ()override{return rt_list[current_frame]->GetRenderPass();}
uint32_t GetColorCount ()override{return rt_list[current_frame]->GetColorCount();}
Texture2D * GetColorTexture (const int index=0) override{return rt_list[current_frame]->GetColorTexture(index);}
Texture2D * GetDepthTexture () override{return rt_list[current_frame]->GetDepthTexture();}
bool hasDepth ()override{return rt_list[current_frame]->hasDepth();}
public: // Command Buffer
DeviceQueue * GetQueue ()override{return rt_list[current_frame]->GetQueue();}
Semaphore * GetRenderCompleteSemaphore()override{return rt_list[current_frame]->GetRenderCompleteSemaphore();}
RenderCmdBuffer * GetRenderCmdBuffer ()override{return rt_list[current_frame]->GetRenderCmdBuffer();}
Framebuffer * GetFramebuffer (const uint32_t index){return rt_list[index]->GetFramebuffer();}
RenderCmdBuffer * GetRenderCmdBuffer (const uint32_t index){return rt_list[index]->GetRenderCmdBuffer();}
virtual bool Submit ()override{return rt_list[current_frame]->Submit(nullptr);}
virtual bool Submit (Semaphore *wait_sem) override
{
return rt_list[current_frame]->Submit(wait_sem);
}
bool WaitQueue ()override{return rt_list[current_frame]->WaitQueue();}
bool WaitFence ()override{return rt_list[current_frame]->WaitFence();}
};//class MFRenderTarget
/**
* 交换链专用渲染目标
*/
class RTSwapchain:public RenderTarget
class SwapchainRenderTarget:public MFRenderTarget
{
VkDevice device;
Swapchain *swapchain;
@@ -69,47 +223,25 @@ class RTSwapchain:public RenderTarget
Semaphore *present_complete_semaphore=nullptr;
uint32_t current_frame;
private:
SwapchainRenderTarget(VkDevice dev,Swapchain *sc,Semaphore *pcs,RenderTarget **rtl);
friend class GPUDevice;
public:
RTSwapchain(VkDevice dev,Swapchain *sc,DeviceQueue *q,Semaphore *rcs,Semaphore *pcs);
~RTSwapchain();
uint32_t GetColorCount () override {return 1;}
uint32_t GetImageCount ()const {return swapchain->image_count;}
uint32_t GetCurrentFrameIndices ()const {return current_frame;}
Framebuffer * GetFramebuffer ()override {return swapchain->sc_image[current_frame].fbo;}
Framebuffer * GetFramebuffer (int index) {return swapchain->sc_image[index].fbo;}
virtual Texture2D * GetColorTexture (const int index=0) override{return swapchain->sc_image[current_frame].color;}
virtual Texture2D * GetDepthTexture () override{return swapchain->sc_image[current_frame].depth;}
RenderCmdBuffer * GetRenderCmdBuffer (int index) {return swapchain->sc_image[index].cmd_buf;}
~SwapchainRenderTarget();
public:
Semaphore * GetPresentSemaphore () {return present_complete_semaphore;}
int AcquireNextImage(); ///<获取下一帧的索引
public:
bool PresentBackbuffer(); ///<推送后台画面到前台
/**
* 请求下一帧画面的索引
* @param present_complete_semaphore 推送完成信号
*/
int AcquireNextImage();
/**
* 推送后台画面到前台
* @param render_complete_semaphore 渲染完成信号
*/
bool PresentBackbuffer(VkSemaphore *wait_semaphores,const uint32_t wait_semaphore_count);
bool PresentBackbuffer();
bool Submit(VkCommandBuffer);
bool Submit(VkCommandBuffer,Semaphore *);
bool Submit()override
{
return rt_list[current_frame]->Submit(present_complete_semaphore);
}
};//class RTSwapchain:public RenderTarget
VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_RENDER_TARGET_INCLUDE

View File

@@ -1,5 +1,6 @@
#include<hgl/graph/VKDevice.h>
#include<hgl/graph/VKDeviceRenderPassManage.h>
#include<hgl/graph/VKSemaphore.h>
VK_NAMESPACE_BEGIN
RenderTarget *GPUDevice::CreateRT(const FramebufferInfo *fbi,RenderPass *rp,const uint32_t fence_count)
@@ -34,13 +35,21 @@ RenderTarget *GPUDevice::CreateRT(const FramebufferInfo *fbi,RenderPass *rp,cons
if(fb)
{
DeviceQueue *q=CreateQueue(fence_count,false);
Semaphore *render_complete_semaphore=CreateGPUSemaphore();
RenderTargetData *rtd=new RenderTargetData{};
RenderTarget *rt=new RenderTarget(q,render_complete_semaphore,fb,color_texture_list,color_count,depth_texture);
rtd->fbo =fb;
rtd->queue =CreateQueue(fence_count,false);
rtd->render_complete_semaphore =CreateGPUSemaphore();
rtd->cmd_buf =CreateRenderCommandBuffer("");
rtd->color_count =color_count;
rtd->color_textures =hgl_new_copy<Texture2D *>(color_texture_list,color_count);
rtd->depth_texture =depth_texture;
color_texture_list.DiscardObject();
return rt;
return(new RenderTarget(rtd));
}
SAFE_CLEAR(depth_texture);
@@ -58,23 +67,56 @@ RenderTarget *GPUDevice::CreateRT(const FramebufferInfo *fbi,const uint32_t fenc
return CreateRT(fbi,rp,fence_count);
}
RTSwapchain *GPUDevice::CreateSwapchainRenderTarget()
namespace
{
struct SwapchainRenderTargetData:public RenderTargetData
{
void Clear() override
{
delete render_complete_semaphore;
delete queue;
delete[] color_textures;
}
};//
}//namespace
SwapchainRenderTarget *GPUDevice::CreateSwapchainRenderTarget()
{
Swapchain *sc=CreateSwapchain(attr->surface_caps.currentExtent);
if(!sc)
return(nullptr);
DeviceQueue *q=CreateQueue(sc->image_count,false);
Semaphore *render_complete_semaphore=CreateGPUSemaphore();
Semaphore *present_complete_semaphore=CreateGPUSemaphore();
RenderTarget **rt_list=new RenderTarget*[sc->image_count];
RTSwapchain *srt=new RTSwapchain( attr->device,
sc,
q,
render_complete_semaphore,
present_complete_semaphore
);
SwapchainImage *sc_image=sc->sc_image;
for(uint32_t i=0;i<sc->image_count;i++)
{
RenderTargetData *rtd=new SwapchainRenderTargetData{};
rtd->fbo =sc_image->fbo;
rtd->queue =CreateQueue(sc->image_count,false);
rtd->render_complete_semaphore =CreateGPUSemaphore();
rtd->cmd_buf =sc_image->cmd_buf;
rtd->color_count =1;
rtd->color_textures =new Texture2D*[1];
rtd->color_textures[0] =sc_image->color;
rtd->depth_texture =sc_image->depth;
rt_list[i]=new RenderTarget(rtd);
++sc_image;
}
SwapchainRenderTarget *srt=new SwapchainRenderTarget( attr->device,
sc,
CreateGPUSemaphore(),
rt_list
);
return srt;
}

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@@ -97,7 +97,6 @@ bool GPUDevice::CreateSwapchainFBO(Swapchain *swapchain)
AnsiString num_string;
for(uint32_t i=0;i<swapchain->image_count;i++)
{
swapchain->sc_image[i].color=CreateTexture2D(new SwapchainColorTextureCreateInfo(swapchain->surface_format.format,swapchain->extent,sc_images[i]));
@@ -105,7 +104,7 @@ bool GPUDevice::CreateSwapchainFBO(Swapchain *swapchain)
if(!swapchain->sc_image[i].color)
return(false);
swapchain->sc_image[i].depth =CreateTexture2D(new SwapchainDepthTextureCreateInfo(swapchain->depth_format,swapchain->extent));
swapchain->sc_image[i].depth=CreateTexture2D(new SwapchainDepthTextureCreateInfo(swapchain->depth_format,swapchain->extent));
if(!swapchain->sc_image[i].depth)
return(false);

View File

@@ -1,64 +1,17 @@
#include<hgl/graph/VKRenderTarget.h>
#include<hgl/graph/VKDevice.h>
#include<hgl/graph/VKSwapchain.h>
#include<hgl/graph/VKCommandBuffer.h>
#include<hgl/graph/VKSemaphore.h>
#include<hgl/graph/VKFramebuffer.h>
VK_NAMESPACE_BEGIN
RenderTarget::RenderTarget(DeviceQueue *q,Semaphore *s)
{
queue=q;
fbo=nullptr;
color_count=0;
color_textures=nullptr;
depth_texture=nullptr;
render_complete_semaphore=s;
}
RenderTarget::RenderTarget(DeviceQueue *q,Semaphore *s,Framebuffer *_fb,Texture2D **ctl,const uint32_t cc,Texture2D *dt)
{
queue=q;
fbo=_fb;
depth_texture=dt;
color_count=cc;
if(color_count>0)
{
color_textures=new Texture2D *[color_count];
hgl_cpy(color_textures,ctl,color_count);
extent.width=color_textures[0]->GetWidth();
extent.height=color_textures[0]->GetHeight();
}
else
{
color_textures=nullptr;
if(depth_texture)
{
extent.width=depth_texture->GetWidth();
extent.height=depth_texture->GetHeight();
}
}
render_complete_semaphore=s;
}
RenderTarget::~RenderTarget()
void RenderTargetData::Clear()
{
SAFE_CLEAR(queue);
SAFE_CLEAR(depth_texture);
SAFE_CLEAR_OBJECT_ARRAY_OBJECT(color_textures,color_count);
SAFE_CLEAR(render_complete_semaphore);
SAFE_CLEAR(fbo);
SAFE_CLEAR_OBJECT_ARRAY_OBJECT(color_textures,color_count);
SAFE_CLEAR(depth_texture);
}
bool RenderTarget::Submit(RenderCmdBuffer *command_buffer,Semaphore *present_complete_semaphore)
{
return queue->Submit(*command_buffer,present_complete_semaphore,render_complete_semaphore);
}
VK_NAMESPACE_END

View File

@@ -3,7 +3,7 @@
#include<hgl/graph/VKSemaphore.h>
VK_NAMESPACE_BEGIN
RTSwapchain::RTSwapchain(VkDevice dev,Swapchain *sc,DeviceQueue *q,Semaphore *rcs,Semaphore *pcs):RenderTarget(q,rcs)
SwapchainRenderTarget::SwapchainRenderTarget(VkDevice dev,Swapchain *sc,Semaphore *pcs,RenderTarget **rtl):MFRenderTarget(sc->image_count,rtl)
{
device=dev;
@@ -15,31 +15,36 @@ RTSwapchain::RTSwapchain(VkDevice dev,Swapchain *sc,DeviceQueue *q,Semaphore *rc
present_info.pResults = nullptr;
present_info.pSwapchains = &(swapchain->swap_chain);
extent=swapchain->extent;
current_frame=0;
present_complete_semaphore=pcs;
}
RTSwapchain::~RTSwapchain()
SwapchainRenderTarget::~SwapchainRenderTarget()
{
delete present_complete_semaphore;
delete swapchain;
}
int RTSwapchain::AcquireNextImage()
int SwapchainRenderTarget::AcquireNextImage()
{
if(vkAcquireNextImageKHR(device,swapchain->swap_chain,UINT64_MAX,*(this->present_complete_semaphore),VK_NULL_HANDLE,&current_frame)==VK_SUCCESS)
if(vkAcquireNextImageKHR(device,
swapchain->swap_chain,
UINT64_MAX,
*present_complete_semaphore,
VK_NULL_HANDLE,
&current_frame)==VK_SUCCESS)
return current_frame;
return -1;
}
bool RTSwapchain::PresentBackbuffer(VkSemaphore *wait_semaphores,const uint32_t count)
bool SwapchainRenderTarget::PresentBackbuffer()
{
present_info.waitSemaphoreCount =count;
present_info.pWaitSemaphores =wait_semaphores;
DeviceQueue *queue=GetQueue();
VkSemaphore wait_semaphores=*GetRenderCompleteSemaphore();
present_info.waitSemaphoreCount =1;
present_info.pWaitSemaphores =&wait_semaphores;
present_info.pImageIndices =&current_frame;
VkResult result=queue->Present(&present_info);
@@ -55,21 +60,4 @@ bool RTSwapchain::PresentBackbuffer(VkSemaphore *wait_semaphores,const uint32_t
return(true);
}
bool RTSwapchain::PresentBackbuffer()
{
VkSemaphore sem=*render_complete_semaphore;
return this->PresentBackbuffer(&sem,1);
}
bool RTSwapchain::Submit(VkCommandBuffer cb)
{
return queue->Submit(cb,present_complete_semaphore,render_complete_semaphore);
}
bool RTSwapchain::Submit(VkCommandBuffer cb,Semaphore *pce)
{
return queue->Submit(cb,pce,render_complete_semaphore);
}
VK_NAMESPACE_END