Track VkRenderPass and Subpass Index for Subpass Function Nodes

We require a handle to the current renderpass and the index of the subpass in certain cases, this is now tracked by the `CommandExecutor` and passed in as a parameter to `NextSubpassFunctionNode` and the newly-introduced `SubpassFunctionNode`.
This commit is contained in:
PixelyIon 2021-12-07 02:48:42 +05:30
parent cb7f68b98d
commit 56b3a01a59
5 changed files with 30 additions and 16 deletions

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@ -43,7 +43,7 @@ namespace skyline::gpu::interconnect {
} }
} }
void CommandExecutor::AddSubpass(const std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &)> &function, vk::Rect2D renderArea, span<TextureView *> inputAttachments, span<TextureView *> colorAttachments, TextureView *depthStencilAttachment) { void CommandExecutor::AddSubpass(std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &, vk::RenderPass, u32)> &&function, vk::Rect2D renderArea, span<TextureView *> inputAttachments, span<TextureView *> colorAttachments, TextureView *depthStencilAttachment) {
for (const auto &attachments : {inputAttachments, colorAttachments}) for (const auto &attachments : {inputAttachments, colorAttachments})
for (const auto &attachment : attachments) for (const auto &attachment : attachments)
AttachTexture(attachment->texture); AttachTexture(attachment->texture);
@ -53,9 +53,9 @@ namespace skyline::gpu::interconnect {
bool newRenderPass{CreateRenderPass(renderArea)}; bool newRenderPass{CreateRenderPass(renderArea)};
renderPass->AddSubpass(inputAttachments, colorAttachments, depthStencilAttachment ? &*depthStencilAttachment : nullptr); renderPass->AddSubpass(inputAttachments, colorAttachments, depthStencilAttachment ? &*depthStencilAttachment : nullptr);
if (newRenderPass) if (newRenderPass)
nodes.emplace_back(std::in_place_type_t<node::FunctionNode>(), function); nodes.emplace_back(std::in_place_type_t<node::SubpassFunctionNode>(), std::forward<std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &, vk::RenderPass, u32)>>(function));
else else
nodes.emplace_back(std::in_place_type_t<node::NextSubpassFunctionNode>(), function); nodes.emplace_back(std::in_place_type_t<node::NextSubpassFunctionNode>(), std::forward<std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &, vk::RenderPass, u32)>>(function));
} }
void CommandExecutor::AddClearColorSubpass(TextureView *attachment, const vk::ClearColorValue &value) { void CommandExecutor::AddClearColorSubpass(TextureView *attachment, const vk::ClearColorValue &value) {
@ -83,7 +83,7 @@ namespace skyline::gpu::interconnect {
}}; }};
if (newRenderPass) if (newRenderPass)
nodes.emplace_back(std::in_place_type_t<node::FunctionNode>(), function); nodes.emplace_back(std::in_place_type_t<node::SubpassFunctionNode>(), function);
else else
nodes.emplace_back(std::in_place_type_t<node::NextSubpassFunctionNode>(), function); nodes.emplace_back(std::in_place_type_t<node::NextSubpassFunctionNode>(), function);
} }
@ -110,14 +110,24 @@ namespace skyline::gpu::interconnect {
for (auto buffer : syncBuffers) for (auto buffer : syncBuffers)
buffer->SynchronizeHostWithCycle(cycle); buffer->SynchronizeHostWithCycle(cycle);
vk::RenderPass lRenderPass;
u32 subpassIndex;
using namespace node; using namespace node;
for (NodeVariant &node : nodes) { for (NodeVariant &node : nodes) {
#define NODE(name) [&](name& node) { node(commandBuffer, cycle, gpu); } #define NODE(name) [&](name& node) { node(commandBuffer, cycle, gpu); }
std::visit(VariantVisitor{ std::visit(VariantVisitor{
NODE(FunctionNode), NODE(FunctionNode),
NODE(RenderPassNode),
[&](RenderPassNode &node) {
lRenderPass = node(commandBuffer, cycle, gpu);
subpassIndex = 0;
},
NODE(NextSubpassNode), NODE(NextSubpassNode),
NODE(NextSubpassFunctionNode), [&](SubpassFunctionNode &node) { node(commandBuffer, cycle, gpu, lRenderPass, subpassIndex); },
[&](NextSubpassFunctionNode &node) { node(commandBuffer, cycle, gpu, lRenderPass, ++subpassIndex); },
NODE(RenderPassEndNode), NODE(RenderPassEndNode),
}, node); }, node);
#undef NODE #undef NODE

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@ -49,7 +49,7 @@ namespace skyline::gpu::interconnect {
* @note Any texture supplied to this **must** be locked by the calling thread, it should also undergo no persistent layout transitions till execution * @note Any texture supplied to this **must** be locked by the calling thread, it should also undergo no persistent layout transitions till execution
* @note All attachments will automatically be attached and aren't required to be attached prior * @note All attachments will automatically be attached and aren't required to be attached prior
*/ */
void AddSubpass(const std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &)> &&function, vk::Rect2D renderArea, span<TextureView *> inputAttachments = {}, span<TextureView *> colorAttachments = {}, TextureView *depthStencilAttachment = {}); void AddSubpass(std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &, vk::RenderPass, u32)> &&function, vk::Rect2D renderArea, span<TextureView *> inputAttachments = {}, span<TextureView *> colorAttachments = {}, TextureView *depthStencilAttachment = {});
/** /**
* @brief Adds a subpass that clears the entirety of the specified attachment with a value, it may utilize VK_ATTACHMENT_LOAD_OP_CLEAR for a more efficient clear when possible * @brief Adds a subpass that clears the entirety of the specified attachment with a value, it may utilize VK_ATTACHMENT_LOAD_OP_CLEAR for a more efficient clear when possible

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@ -160,7 +160,7 @@ namespace skyline::gpu::interconnect::node {
return false; return false;
} }
void RenderPassNode::operator()(vk::raii::CommandBuffer &commandBuffer, const std::shared_ptr<FenceCycle> &cycle, GPU &gpu) { vk::RenderPass RenderPassNode::operator()(vk::raii::CommandBuffer &commandBuffer, const std::shared_ptr<FenceCycle> &cycle, GPU &gpu) {
storage->device = &gpu.vkDevice; storage->device = &gpu.vkDevice;
auto preserveAttachmentIt{preserveAttachmentReferences.begin()}; auto preserveAttachmentIt{preserveAttachmentReferences.begin()};
@ -220,5 +220,7 @@ namespace skyline::gpu::interconnect::node {
texture->unlock(); texture->unlock();
texture->cycle = cycle; texture->cycle = cycle;
} }
return renderPass;
} }
} }

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@ -13,7 +13,7 @@ namespace skyline::gpu::interconnect::node {
struct FunctionNodeBase { struct FunctionNodeBase {
std::function<FunctionSignature> function; std::function<FunctionSignature> function;
FunctionNodeBase(std::function<FunctionSignature> function) : function(function) {} FunctionNodeBase(std::function<FunctionSignature> &&function) : function(function) {}
template<class... Args> template<class... Args>
void operator()(Args &&... args) { void operator()(Args &&... args) {
@ -86,7 +86,7 @@ namespace skyline::gpu::interconnect::node {
*/ */
bool ClearColorAttachment(u32 colorAttachment, const vk::ClearColorValue &value); bool ClearColorAttachment(u32 colorAttachment, const vk::ClearColorValue &value);
void operator()(vk::raii::CommandBuffer &commandBuffer, const std::shared_ptr<FenceCycle> &cycle, GPU &gpu); vk::RenderPass operator()(vk::raii::CommandBuffer &commandBuffer, const std::shared_ptr<FenceCycle> &cycle, GPU &gpu);
}; };
/** /**
@ -98,15 +98,17 @@ namespace skyline::gpu::interconnect::node {
} }
}; };
using SubpassFunctionNode = FunctionNodeBase<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &, vk::RenderPass, u32)>;
/** /**
* @brief A FunctionNode which progresses to the next subpass prior to calling the function * @brief A FunctionNode which progresses to the next subpass prior to calling the function
*/ */
struct NextSubpassFunctionNode : private FunctionNode { struct NextSubpassFunctionNode : private SubpassFunctionNode {
using FunctionNode::FunctionNode; using SubpassFunctionNode::SubpassFunctionNode;
void operator()(vk::raii::CommandBuffer &commandBuffer, const std::shared_ptr<FenceCycle> &cycle, GPU &gpu) { void operator()(vk::raii::CommandBuffer &commandBuffer, const std::shared_ptr<FenceCycle> &cycle, GPU &gpu, vk::RenderPass renderPass, u32 subpassIndex) {
commandBuffer.nextSubpass(vk::SubpassContents::eInline); commandBuffer.nextSubpass(vk::SubpassContents::eInline);
FunctionNode::operator()(commandBuffer, cycle, gpu); SubpassFunctionNode::operator()(commandBuffer, cycle, gpu, renderPass, subpassIndex);
} }
}; };
@ -119,5 +121,5 @@ namespace skyline::gpu::interconnect::node {
} }
}; };
using NodeVariant = std::variant<FunctionNode, RenderPassNode, NextSubpassNode, NextSubpassFunctionNode, RenderPassEndNode>; //!< A variant encompassing all command nodes types using NodeVariant = std::variant<FunctionNode, RenderPassNode, NextSubpassNode, SubpassFunctionNode, NextSubpassFunctionNode, RenderPassEndNode>; //!< A variant encompassing all command nodes types
} }

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@ -361,7 +361,7 @@ namespace skyline::gpu::interconnect {
if (scissor.extent.width == renderTarget->texture->dimensions.width && scissor.extent.height == renderTarget->texture->dimensions.height && renderTarget->range.baseArrayLayer == 0 && renderTarget->range.layerCount == 1 && clear.layerId == 0) { if (scissor.extent.width == renderTarget->texture->dimensions.width && scissor.extent.height == renderTarget->texture->dimensions.height && renderTarget->range.baseArrayLayer == 0 && renderTarget->range.layerCount == 1 && clear.layerId == 0) {
executor.AddClearColorSubpass(renderTarget, clearColorValue); executor.AddClearColorSubpass(renderTarget, clearColorValue);
} else { } else {
executor.AddSubpass([aspect, clearColorValue = clearColorValue, layerId = clear.layerId, scissor](vk::raii::CommandBuffer &commandBuffer, const std::shared_ptr<FenceCycle> &, GPU &) { executor.AddSubpass([aspect, clearColorValue = clearColorValue, layerId = clear.layerId, scissor](vk::raii::CommandBuffer &commandBuffer, const std::shared_ptr<FenceCycle> &, GPU &, vk::RenderPass, u32) {
commandBuffer.clearAttachments(vk::ClearAttachment{ commandBuffer.clearAttachments(vk::ClearAttachment{
.aspectMask = aspect, .aspectMask = aspect,
.colorAttachment = 0, .colorAttachment = 0,