Пример #1
0
void PluginContainerProxy::releaseSceneTexture(const gpu::TexturePointer& texture) {
    Q_ASSERT(QThread::currentThread() == qApp->thread());
    auto& framebufferMap = qApp->_lockedFramebufferMap;
    Q_ASSERT(framebufferMap.contains(texture));
    auto framebufferPointer = framebufferMap[texture];
    framebufferMap.remove(texture);
    auto framebufferCache = DependencyManager::get<FramebufferCache>();
    framebufferCache->releaseFramebuffer(framebufferPointer);
}
Пример #2
0
void vkeGameRendererDynamic::initFramebuffer(uint32_t inWidth, uint32_t inHeight){

	/*----------------------------------------------------------
	Create the framebuffer
	----------------------------------------------------------*/


	VulkanDC *dc = VulkanDC::Get();
	VulkanDC::Device *device = dc->getDefaultDevice();
	VulkanDC::Device::Queue *queue = dc->getDefaultQueue();

	const VkFormat depthFmt = VK_FORMAT_D24_UNORM_S8_UINT;
	const VkFormat colorFmt = VK_FORMAT_R8G8B8A8_UNORM;

	/*
	If framebuffers already exist, release them.
	*/
	if (m_framebuffers[0] != VK_NULL_HANDLE){
		releaseFramebuffer();
	}

	/*
	Update the frame dimensions.
	*/
	m_width = inWidth;
	m_height = inHeight;

	/*
	Specify usage for the frame buffer attachments.
	*/
	VkImageUsageFlagBits gBufferFlags = (VkImageUsageFlagBits)(VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT);
	VkImageUsageFlagBits sBufferFlags = (VkImageUsageFlagBits)(VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT);

	/*
	Create the depth attachment image and image view.
	*/
	m_depth_attachment.format = depthFmt;
	imageCreateAndBind(&m_depth_attachment.image, &m_depth_attachment.memory, depthFmt, VK_IMAGE_TYPE_2D, m_width, m_height, 1, 1, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT, VK_IMAGE_TILING_OPTIMAL, getSamples());
	imageViewCreate(&m_depth_attachment.view, m_depth_attachment.image, VK_IMAGE_VIEW_TYPE_2D, depthFmt);

	/*
	Create the color attachment image and image view.
	*/
	m_color_attachment.format = colorFmt;
	imageCreateAndBind(&m_color_attachment.image, &m_color_attachment.memory, colorFmt, VK_IMAGE_TYPE_2D, m_width, m_height, 1, 1, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, gBufferFlags, VK_IMAGE_TILING_OPTIMAL, getSamples());
	imageViewCreate(&m_color_attachment.view, m_color_attachment.image, VK_IMAGE_VIEW_TYPE_2D, colorFmt);

	/*
	Create the resolve attachment image and image view.
	*/
	for (uint32_t i = 0; i < 2; ++i){
		m_resolve_attachment[i].format = colorFmt;
		imageCreateAndBind(&m_resolve_attachment[i].image, &m_resolve_attachment[i].memory, colorFmt, VK_IMAGE_TYPE_2D, m_width, m_height, 1, 1, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, gBufferFlags, VK_IMAGE_TILING_OPTIMAL, VK_SAMPLE_COUNT_1_BIT);
		imageViewCreate(&m_resolve_attachment[i].view, m_resolve_attachment[i].image, VK_IMAGE_VIEW_TYPE_2D, colorFmt);
	}

	/*
	Put the image views into a temporary array
	to pass to the framebuffer create info struct.
	*/

	/*
	Setup the framebuffer create info struct.
	*/
	for (uint32_t i = 0; i < 2; ++i){
		VkImageView views[] = { m_color_attachment.view, m_depth_attachment.view, m_resolve_attachment[i].view };
		VkFramebufferCreateInfo fbInfo = { VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO };
		fbInfo.renderPass = m_render_pass;
		fbInfo.attachmentCount = 3;
		fbInfo.pAttachments = views;
		fbInfo.width = m_width;
		fbInfo.height = m_height;
		fbInfo.layers = 1;

		/*
		Create 2 framebuffers for ping pong.
		*/
		VKA_CHECK_ERROR(vkCreateFramebuffer(device->getVKDevice(), &fbInfo, NULL, &m_framebuffers[i]), "Could not create framebuffer.\n");
	}
}
Пример #3
0
void GraphicsEngine::render_performFrame() {
    // Some plugins process message events, allowing paintGL to be called reentrantly.

    _renderFrameCount++;

    auto lastPaintBegin = usecTimestampNow();
    PROFILE_RANGE_EX(render, __FUNCTION__, 0xff0000ff, (uint64_t)_renderFrameCount);
    PerformanceTimer perfTimer("paintGL");

    DisplayPluginPointer displayPlugin;
    {
        PROFILE_RANGE(render, "/getActiveDisplayPlugin");
        displayPlugin = qApp->getActiveDisplayPlugin();
    }

    {
        PROFILE_RANGE(render, "/pluginBeginFrameRender");
        // If a display plugin loses it's underlying support, it
        // needs to be able to signal us to not use it
        if (!displayPlugin->beginFrameRender(_renderFrameCount)) {
            QMetaObject::invokeMethod(qApp, "updateDisplayMode");
            return;
        }
    }

    RenderArgs renderArgs;
    glm::mat4  HMDSensorPose;
    glm::mat4  eyeToWorld;
    glm::mat4  sensorToWorld;
    ViewFrustum viewFrustum;

    bool isStereo;
    glm::mat4  stereoEyeOffsets[2];
    glm::mat4  stereoEyeProjections[2];

    {
        QMutexLocker viewLocker(&_renderArgsMutex);
        renderArgs = _appRenderArgs._renderArgs;

        // don't render if there is no context.
        if (!_appRenderArgs._renderArgs._context) {
            return;
        }

        HMDSensorPose = _appRenderArgs._headPose;
        eyeToWorld = _appRenderArgs._eyeToWorld;
        sensorToWorld = _appRenderArgs._sensorToWorld;
        isStereo = _appRenderArgs._isStereo;
        for_each_eye([&](Eye eye) {
            stereoEyeOffsets[eye] = _appRenderArgs._eyeOffsets[eye];
            stereoEyeProjections[eye] = _appRenderArgs._eyeProjections[eye];
        });
        viewFrustum = _appRenderArgs._renderArgs.getViewFrustum();
    }

    {
        PROFILE_RANGE(render, "/gpuContextReset");
        getGPUContext()->beginFrame(_appRenderArgs._view, HMDSensorPose);
        // Reset the gpu::Context Stages
        // Back to the default framebuffer;
        gpu::doInBatch("Application_render::gpuContextReset", getGPUContext(), [&](gpu::Batch& batch) {
            batch.resetStages();
        });

        if (isStereo) {
            renderArgs._context->enableStereo(true);
            renderArgs._context->setStereoProjections(stereoEyeProjections);
            renderArgs._context->setStereoViews(stereoEyeOffsets);
        }
    }

    gpu::FramebufferPointer finalFramebuffer;
    QSize finalFramebufferSize;
    {
        PROFILE_RANGE(render, "/getOutputFramebuffer");
        // Primary rendering pass
        auto framebufferCache = DependencyManager::get<FramebufferCache>();
        finalFramebufferSize = framebufferCache->getFrameBufferSize();
        // Final framebuffer that will be handed to the display-plugin
        finalFramebuffer = framebufferCache->getFramebuffer();
    }

    if (!_programsCompiled.load()) {
        gpu::doInBatch("splashFrame", _gpuContext, [&](gpu::Batch& batch) {
            batch.setFramebuffer(finalFramebuffer);
            batch.enableSkybox(true);
            batch.enableStereo(isStereo);
            batch.setViewportTransform({ 0, 0, finalFramebuffer->getSize() });
            _splashScreen->render(batch, viewFrustum);
        });
    } else {
        {
            PROFILE_RANGE(render, "/renderOverlay");
            PerformanceTimer perfTimer("renderOverlay");
            // NOTE: There is no batch associated with this renderArgs
            // the ApplicationOverlay class assumes it's viewport is setup to be the device size
            renderArgs._viewport = glm::ivec4(0, 0, qApp->getDeviceSize());
            qApp->getApplicationOverlay().renderOverlay(&renderArgs);
        }

        {
            PROFILE_RANGE(render, "/updateCompositor");
            qApp->getApplicationCompositor().setFrameInfo(_renderFrameCount, eyeToWorld, sensorToWorld);
        }

        {
            PROFILE_RANGE(render, "/runRenderFrame");
            renderArgs._hudOperator = displayPlugin->getHUDOperator();
            renderArgs._hudTexture = qApp->getApplicationOverlay().getOverlayTexture();
            renderArgs._blitFramebuffer = finalFramebuffer;
            render_runRenderFrame(&renderArgs);
        }
    }

    auto frame = getGPUContext()->endFrame();
    frame->frameIndex = _renderFrameCount;
    frame->framebuffer = finalFramebuffer;
    frame->framebufferRecycler = [](const gpu::FramebufferPointer& framebuffer) {
        auto frameBufferCache = DependencyManager::get<FramebufferCache>();
        if (frameBufferCache) {
            frameBufferCache->releaseFramebuffer(framebuffer);
        }
    };
    // deliver final scene rendering commands to the display plugin
    {
        PROFILE_RANGE(render, "/pluginOutput");
        PerformanceTimer perfTimer("pluginOutput");
        _renderLoopCounter.increment();
        displayPlugin->submitFrame(frame);
    }

    // Reset the framebuffer and stereo state
    renderArgs._blitFramebuffer.reset();
    renderArgs._context->enableStereo(false);

#if !defined(DISABLE_QML)
    {
        auto stats = Stats::getInstance();
        if (stats) {
            stats->setRenderDetails(renderArgs._details);
        }
    }
#endif

    uint64_t lastPaintDuration = usecTimestampNow() - lastPaintBegin;
    _frameTimingsScriptingInterface.addValue(lastPaintDuration);
}