#include #include #include "v3_1/shaders/gamma.hpp" #include "common/utils.hpp" #include "core/commandbuffer.hpp" #include "core/image.hpp" #include #include #include #include #include using namespace LSFG_3_1::Shaders; Gamma::Gamma(Vulkan& vk, std::array, 3> inImgs1, Core::Image inImg2, std::optional optImg) : inImgs1(std::move(inImgs1)), inImg2(std::move(inImg2)), optImg(std::move(optImg)) { // create resources this->shaderModules = {{ vk.shaders.getShader(vk.device, "gamma[0]", { { 1 , VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER }, { 2, VK_DESCRIPTOR_TYPE_SAMPLER }, { 9, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE }, { 3, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE } }), vk.shaders.getShader(vk.device, "gamma[1]", { { 1, VK_DESCRIPTOR_TYPE_SAMPLER }, { 3, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE }, { 4, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE } }), vk.shaders.getShader(vk.device, "gamma[2]", { { 1, VK_DESCRIPTOR_TYPE_SAMPLER }, { 4, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE }, { 4, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE } }), vk.shaders.getShader(vk.device, "gamma[3]", { { 1, VK_DESCRIPTOR_TYPE_SAMPLER }, { 4, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE }, { 4, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE } }), vk.shaders.getShader(vk.device, "gamma[4]", { { 1, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER }, { 2, VK_DESCRIPTOR_TYPE_SAMPLER }, { 6, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE }, { 1, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE } }) }}; this->pipelines = {{ vk.shaders.getPipeline(vk.device, "gamma[0]"), vk.shaders.getPipeline(vk.device, "gamma[1]"), vk.shaders.getPipeline(vk.device, "gamma[2]"), vk.shaders.getPipeline(vk.device, "gamma[3]"), vk.shaders.getPipeline(vk.device, "gamma[4]") }}; this->samplers.at(0) = vk.resources.getSampler(vk.device); this->samplers.at(1) = vk.resources.getSampler(vk.device, VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER, VK_COMPARE_OP_NEVER, true); this->samplers.at(2) = vk.resources.getSampler(vk.device, VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE, VK_COMPARE_OP_ALWAYS, false); // create internal images/outputs const VkExtent2D extent = this->inImgs1.at(0).at(0).getExtent(); for (size_t i = 0; i < 4; i++) { this->tempImgs1.at(i) = Core::Image(vk.device, extent); this->tempImgs2.at(i) = Core::Image(vk.device, extent); } this->outImg = Core::Image(vk.device, { extent.width, extent.height }, VK_FORMAT_R16G16B16A16_SFLOAT); // hook up shaders for (size_t pass_idx = 0; pass_idx < vk.generationCount; pass_idx++) { auto& pass = this->passes.emplace_back(); pass.buffer = vk.resources.getBuffer(vk.device, static_cast(pass_idx + 1) / static_cast(vk.generationCount + 1), !this->optImg.has_value()); for (size_t i = 0; i < 3; i++) { pass.firstDescriptorSet.at(i) = Core::DescriptorSet(vk.device, vk.descriptorPool, this->shaderModules.at(0)); pass.firstDescriptorSet.at(i).update(vk.device) .add(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, pass.buffer) .add(VK_DESCRIPTOR_TYPE_SAMPLER, this->samplers.at(1)) .add(VK_DESCRIPTOR_TYPE_SAMPLER, this->samplers.at(2)) .add(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, this->inImgs1.at((i + 2) % 3)) .add(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, this->inImgs1.at(i % 3)) .add(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, this->optImg) .add(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, this->tempImgs1.at(0)) .add(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, this->tempImgs1.at(1)) .add(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, this->tempImgs1.at(2)) .build(); } pass.descriptorSets.at(0) = Core::DescriptorSet(vk.device, vk.descriptorPool, this->shaderModules.at(1)); pass.descriptorSets.at(0).update(vk.device) .add(VK_DESCRIPTOR_TYPE_SAMPLER, this->samplers.at(0)) .add(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, this->tempImgs1.at(0)) .add(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, this->tempImgs1.at(1)) .add(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, this->tempImgs1.at(2)) .add(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, this->tempImgs2) .build(); pass.descriptorSets.at(1) = Core::DescriptorSet(vk.device, vk.descriptorPool, this->shaderModules.at(2)); pass.descriptorSets.at(1).update(vk.device) .add(VK_DESCRIPTOR_TYPE_SAMPLER, this->samplers.at(0)) .add(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, this->tempImgs2) .add(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, this->tempImgs1) .build(); pass.descriptorSets.at(2) = Core::DescriptorSet(vk.device, vk.descriptorPool, this->shaderModules.at(3)); pass.descriptorSets.at(2).update(vk.device) .add(VK_DESCRIPTOR_TYPE_SAMPLER, this->samplers.at(0)) .add(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, this->tempImgs1) .add(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, this->tempImgs2) .build(); pass.descriptorSets.at(3) = Core::DescriptorSet(vk.device, vk.descriptorPool, this->shaderModules.at(4)); pass.descriptorSets.at(3).update(vk.device) .add(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, pass.buffer) .add(VK_DESCRIPTOR_TYPE_SAMPLER, this->samplers.at(0)) .add(VK_DESCRIPTOR_TYPE_SAMPLER, this->samplers.at(2)) .add(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, this->tempImgs2) .add(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, this->optImg) .add(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, this->inImg2) .add(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, this->outImg) .build(); } } void Gamma::Dispatch(const Core::CommandBuffer& buf, uint64_t frameCount, uint64_t pass_idx) { auto& pass = this->passes.at(pass_idx); // first shader const auto extent = this->tempImgs1.at(0).getExtent(); const uint32_t threadsX = (extent.width + 7) >> 3; const uint32_t threadsY = (extent.height + 7) >> 3; Utils::BarrierBuilder(buf) .addW2R(this->inImgs1.at((frameCount + 2) % 3)) .addW2R(this->inImgs1.at(frameCount % 3)) .addW2R(this->optImg) .addR2W(this->tempImgs1.at(0)) .addR2W(this->tempImgs1.at(1)) .addR2W(this->tempImgs1.at(2)) .build(); this->pipelines.at(0).bind(buf); pass.firstDescriptorSet.at(frameCount % 3).bind(buf, this->pipelines.at(0)); buf.dispatch(threadsX, threadsY, 1); // second shader Utils::BarrierBuilder(buf) .addW2R(this->tempImgs1.at(0)) .addW2R(this->tempImgs1.at(1)) .addW2R(this->tempImgs1.at(2)) .addR2W(this->tempImgs2) .build(); this->pipelines.at(1).bind(buf); pass.descriptorSets.at(0).bind(buf, this->pipelines.at(1)); buf.dispatch(threadsX, threadsY, 1); // third shader Utils::BarrierBuilder(buf) .addW2R(this->tempImgs2) .addR2W(this->tempImgs1) .build(); this->pipelines.at(2).bind(buf); pass.descriptorSets.at(1).bind(buf, this->pipelines.at(2)); buf.dispatch(threadsX, threadsY, 1); // fourth shader Utils::BarrierBuilder(buf) .addW2R(this->tempImgs1) .addR2W(this->tempImgs2) .build(); this->pipelines.at(3).bind(buf); pass.descriptorSets.at(2).bind(buf, this->pipelines.at(3)); buf.dispatch(threadsX, threadsY, 1); // fifth shader Utils::BarrierBuilder(buf) .addW2R(this->tempImgs2) .addW2R(this->optImg) .addW2R(this->inImg2) .addR2W(this->outImg) .build(); this->pipelines.at(4).bind(buf); pass.descriptorSets.at(3).bind(buf, this->pipelines.at(4)); buf.dispatch(threadsX, threadsY, 1); }