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

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@ -160,7 +160,7 @@ namespace skyline::gpu::interconnect::node {
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;
auto preserveAttachmentIt{preserveAttachmentReferences.begin()};
@ -220,5 +220,7 @@ namespace skyline::gpu::interconnect::node {
texture->unlock();
texture->cycle = cycle;
}
return renderPass;
}
}

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@ -13,7 +13,7 @@ namespace skyline::gpu::interconnect::node {
struct FunctionNodeBase {
std::function<FunctionSignature> function;
FunctionNodeBase(std::function<FunctionSignature> function) : function(function) {}
FunctionNodeBase(std::function<FunctionSignature> &&function) : function(function) {}
template<class... Args>
void operator()(Args &&... args) {
@ -86,7 +86,7 @@ namespace skyline::gpu::interconnect::node {
*/
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
*/
struct NextSubpassFunctionNode : private FunctionNode {
using FunctionNode::FunctionNode;
struct NextSubpassFunctionNode : private SubpassFunctionNode {
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);
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) {
executor.AddClearColorSubpass(renderTarget, clearColorValue);
} 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{
.aspectMask = aspect,
.colorAttachment = 0,