{-# LANGUAGE OverloadedLists #-} module Render.Pass.Offscreen ( Settings(..) , allocate , Offscreen(..) , colorTexture , colorCube , depthTexture , depthCube ) where import RIO import Control.Monad.Trans.Resource qualified as Resource import Data.Bits ((.|.)) import Data.Vector qualified as Vector import Vulkan.Core10 qualified as Vk import Vulkan.Core11.Promoted_From_VK_KHR_multiview qualified as Khr import Vulkan.CStruct.Extends (pattern (:&), pattern (::&)) import Vulkan.Utils.Debug qualified as Debug import Vulkan.Zero (zero) import Engine.Types.RefCounted (RefCounted, newRefCounted, resourceTRefCount) import Engine.Vulkan.Types (HasVulkan(..), HasRenderPass(..), RenderPass(..), MonadVulkan) import Resource.Image (AllocatedImage) import Resource.Image qualified as Image import Resource.Texture (CubeMap, Flat, Texture(..)) {- XXX: Consider spec wrt. parameters and intended use! https://www.khronos.org/registry/vulkan/specs/1.2-extensions/man/html/vkCmdBlitImage.html -} data Settings = Settings { sLabel :: Text , sExtent :: Vk.Extent2D , sFormat :: Vk.Format , sDepthFormat :: Vk.Format , sLayers :: Word32 , sMultiView :: Bool -- ^ Makes sense only for multiple layers. , sSamples :: Vk.SampleCountFlagBits -- ^ Multisample prevents mipmapping and cubes. , sMipMap :: Bool } deriving (Eq, Show) data Offscreen = Offscreen { oRenderPass :: Vk.RenderPass , oExtent :: Vk.Extent2D , oColor :: AllocatedImage , oDepth :: AllocatedImage , oLayers :: Word32 , oMipLevels :: Word32 , oFrameBuffer :: Vk.Framebuffer , oRenderArea :: Vk.Rect2D , oClear :: Vector Vk.ClearValue , oRelease :: RefCounted } instance HasRenderPass Offscreen where getRenderPass = oRenderPass getFramebuffers = Vector.replicate 10 . oFrameBuffer getClearValues = oClear getRenderArea = oRenderArea instance RenderPass Offscreen where refcountRenderpass = resourceTRefCount . oRelease colorTexture :: Offscreen -> Texture Flat colorTexture Offscreen{..} = Texture { tFormat = Image.aiFormat oColor , tMipLevels = oMipLevels , tLayers = oLayers , tAllocatedImage = oColor } colorCube :: Offscreen -> Texture CubeMap colorCube Offscreen{..} = Texture { tFormat = Image.aiFormat oColor , tMipLevels = oMipLevels , tLayers = oLayers -- TODO: get from type param , tAllocatedImage = oColor } depthTexture :: Offscreen -> Texture Flat depthTexture Offscreen{..} = Texture { tFormat = Image.aiFormat oDepth , tMipLevels = oMipLevels , tLayers = oLayers , tAllocatedImage = oDepth } depthCube :: Offscreen -> Texture CubeMap depthCube Offscreen{..} = Texture { tFormat = Image.aiFormat oDepth , tMipLevels = oMipLevels , tLayers = oLayers -- TODO: get from type param , tAllocatedImage = oDepth } allocate :: ( Resource.MonadResource m , MonadVulkan env m , HasLogFunc env ) => Settings -> m Offscreen allocate settings@Settings{..} = do logDebug $ "Allocating Offscreen resources for " <> display sLabel (_rpKey, renderPass) <- allocateRenderPass settings (refcounted, color, depth, framebuffer) <- allocateFramebuffer settings renderPass pure Offscreen { oRenderPass = renderPass , oRenderArea = fullSurface , oExtent = sExtent , oMipLevels = 1 , oLayers = sLayers , oClear = clear , oColor = color , oDepth = depth , oFrameBuffer = framebuffer , oRelease = refcounted } where fullSurface = Vk.Rect2D { Vk.offset = zero , Vk.extent = sExtent } clear = Vector.fromList [ Vk.Color $ Vk.Float32 0 0 0 1 , Vk.DepthStencil (Vk.ClearDepthStencilValue 1.0 0) ] -- ** Render pass allocateRenderPass :: ( MonadVulkan env m , Resource.MonadResource m ) => Settings -> m (Resource.ReleaseKey, Vk.RenderPass) allocateRenderPass settings = do device <- asks getDevice res <- if sMultiView settings then Vk.withRenderPass device createInfoMulti Nothing Resource.allocate else Vk.withRenderPass device createInfo Nothing Resource.allocate Debug.nameObject device (snd res) $ "Offscreen:" <> encodeUtf8 (sLabel settings) pure res where createInfo = zero { Vk.attachments = Vector.fromList [color, depth] , Vk.subpasses = Vector.fromList [subpass] , Vk.dependencies = deps } createInfoMulti = createInfo ::& Khr.RenderPassMultiviewCreateInfo { Khr.viewMasks = [2 ^ sLayers settings - 1] , Khr.viewOffsets = [] , Khr.correlationMasks = [0] } :& () color = zero { Vk.format = sFormat settings , Vk.samples = sSamples settings , Vk.initialLayout = Vk.IMAGE_LAYOUT_UNDEFINED , Vk.finalLayout = Vk.IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL , Vk.loadOp = Vk.ATTACHMENT_LOAD_OP_CLEAR , Vk.storeOp = Vk.ATTACHMENT_STORE_OP_STORE , Vk.stencilLoadOp = Vk.ATTACHMENT_LOAD_OP_DONT_CARE , Vk.stencilStoreOp = Vk.ATTACHMENT_STORE_OP_DONT_CARE } depth = zero { Vk.format = sDepthFormat settings , Vk.samples = sSamples settings , Vk.initialLayout = Vk.IMAGE_LAYOUT_UNDEFINED , Vk.finalLayout = Vk.IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL , Vk.loadOp = Vk.ATTACHMENT_LOAD_OP_CLEAR , Vk.storeOp = Vk.ATTACHMENT_STORE_OP_DONT_CARE , Vk.stencilLoadOp = Vk.ATTACHMENT_LOAD_OP_DONT_CARE , Vk.stencilStoreOp = Vk.ATTACHMENT_STORE_OP_DONT_CARE } subpass = zero { Vk.pipelineBindPoint = Vk.PIPELINE_BIND_POINT_GRAPHICS , Vk.colorAttachments = Vector.singleton zero { Vk.attachment = 0 , Vk.layout = Vk.IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL } , Vk.depthStencilAttachment = Just zero { Vk.attachment = 1 , Vk.layout = Vk.IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL } } {- BUG: Validation Error: [ SYNC-HAZARD-READ_AFTER_WRITE ] vkCmdDraw: Hazard READ_AFTER_WRITE for VkImageView 0x2c0a7b0[], in VkCommandBuffer 0x3297680[], and VkPipeline 0x3203390[Global.Render.EnvCube.Pipeline], VkDescriptorSet 0x3248050[], type: VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, imageLayout: VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, binding #3, index 5. Access info ( usage: SYNC_FRAGMENT_SHADER_SHADER_STORAGE_READ, prior_usage: SYNC_COLOR_ATTACHMENT_OUTPUT_COLOR_ATTACHMENT_WRITE, write_barriers: 0, command: vkCmdBeginRenderPass, seq_no: 26, reset_no: 1 ). -} deps = [ zero { Vk.dependencyFlags = Vk.DEPENDENCY_BY_REGION_BIT , Vk.srcSubpass = Vk.SUBPASS_EXTERNAL , Vk.dstSubpass = 0 , Vk.srcStageMask = Vk.PIPELINE_STAGE_FRAGMENT_SHADER_BIT , Vk.dstStageMask = Vk.PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT .|. Vk.PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT .|. Vk.PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT , Vk.srcAccessMask = Vk.ACCESS_SHADER_READ_BIT .|. Vk.ACCESS_SHADER_WRITE_BIT , Vk.dstAccessMask = Vk.ACCESS_COLOR_ATTACHMENT_WRITE_BIT .|. Vk.ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT } , zero { Vk.dependencyFlags = Vk.DEPENDENCY_BY_REGION_BIT , Vk.srcSubpass = 0 , Vk.dstSubpass = Vk.SUBPASS_EXTERNAL , Vk.srcStageMask = Vk.PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT .|. Vk.PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT .|. Vk.PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT , Vk.dstStageMask = Vk.PIPELINE_STAGE_FRAGMENT_SHADER_BIT , Vk.srcAccessMask = Vk.ACCESS_COLOR_ATTACHMENT_WRITE_BIT .|. Vk.ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT , Vk.dstAccessMask = Vk.ACCESS_SHADER_READ_BIT } ] -- ** Framebuffer type FramebufferOffscreen = ( RefCounted , Image.AllocatedImage , Image.AllocatedImage , Vk.Framebuffer ) allocateFramebuffer :: ( Resource.MonadResource m , MonadVulkan env m , HasLogFunc env ) => Settings -> Vk.RenderPass -> m FramebufferOffscreen allocateFramebuffer Settings{..} renderPass = do context <- ask let device = getDevice context let Vk.Extent2D{width, height} = sExtent mipLevels = extentMips sExtent (colorKey, color) <- Resource.allocate ( Image.create context (Just $ sLabel <> ".color") Vk.IMAGE_ASPECT_COLOR_BIT sExtent (if sMipMap then mipLevels else 1) sLayers sSamples sFormat ( Vk.IMAGE_USAGE_COLOR_ATTACHMENT_BIT .|. Vk.IMAGE_USAGE_SAMPLED_BIT .|. Vk.IMAGE_USAGE_TRANSFER_SRC_BIT ) ) (Image.destroy context) (depthKey, depth) <- Resource.allocate ( Image.create context (Just $ sLabel <> ".depth") Vk.IMAGE_ASPECT_DEPTH_BIT sExtent (if sMipMap then mipLevels else 1) sLayers sSamples sDepthFormat (Vk.IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT .|. Vk.IMAGE_USAGE_SAMPLED_BIT) ) (Image.destroy context) let attachments = Vector.fromList [ Image.aiImageView color , Image.aiImageView depth ] {- XXX: If the render pass uses multiview, then layers must be one and each attachment requires a number of layers that is greater than the maximum bit index set in the view mask in the subpasses in which it is used. -} fbNumLayers = if sMultiView then 1 else sLayers fbCI = zero { Vk.renderPass = renderPass , Vk.width = width , Vk.height = height , Vk.attachments = attachments , Vk.layers = fbNumLayers } (framebufferKey, framebuffer) <- Vk.withFramebuffer device fbCI Nothing Resource.allocate Debug.nameObject device framebuffer $ encodeUtf8 sLabel <> ".FB" releaseDebug <- toIO $ logDebug "Releasing Offscreen resources" release <- newRefCounted do releaseDebug Resource.release colorKey Resource.release depthKey Resource.release framebufferKey pure (release, color, depth, framebuffer) extentMips :: Num t => Vk.Extent2D -> t extentMips Vk.Extent2D{width, height} = go 1 (min width height) where go levels = \case 0 -> levels 1 -> levels side -> go (levels + 1) (side `div` 2)