Files
UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanViewport.cpp
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

979 lines
34 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
VulkanViewport.cpp: Vulkan viewport RHI implementation.
=============================================================================*/
#include "VulkanRHIPrivate.h"
#include "VulkanSwapChain.h"
#include "VulkanPendingState.h"
#include "VulkanContext.h"
#include "VulkanBarriers.h"
#include "GlobalShader.h"
#include "HAL/PlatformAtomics.h"
#include "Engine/RendererSettings.h"
#include "StereoRenderUtils.h"
#include "CommonRenderResources.h"
#include "ScreenRendering.h"
#include "RHIStaticStates.h"
FVulkanBackBuffer::FVulkanBackBuffer(FVulkanDevice& Device, FVulkanViewport* InViewport, EPixelFormat Format, uint32 SizeX, uint32 SizeY, ETextureCreateFlags UEFlags)
: FVulkanTexture(Device, FRHITextureCreateDesc::Create2D(TEXT("FVulkanBackBuffer"), SizeX, SizeY, Format).SetFlags(UEFlags).SetInitialState(ERHIAccess::Present), VK_NULL_HANDLE, {})
, Viewport(InViewport)
{
}
void FVulkanBackBuffer::ReleaseAcquiredImage()
{
if (DefaultView)
{
// Do not invalidate view here, just remove a reference to it
DefaultView = nullptr;
PartialView = nullptr;
}
Image = VK_NULL_HANDLE;
}
void FVulkanBackBuffer::ReleaseViewport()
{
Viewport = nullptr;
ReleaseAcquiredImage();
}
void FVulkanBackBuffer::OnGetBackBufferImage(FRHICommandListImmediate& RHICmdList)
{
check(Viewport);
if (GVulkanDelayAcquireImage == EDelayAcquireImageType::None)
{
FVulkanCommandListContext& Context = (FVulkanCommandListContext&)RHICmdList.GetContext().GetLowestLevelContext();
AcquireBackBufferImage(Context);
}
}
void FVulkanBackBuffer::OnAdvanceBackBufferFrame(FRHICommandListImmediate& RHICmdList)
{
check(Viewport);
ReleaseAcquiredImage();
}
void FVulkanBackBuffer::AcquireBackBufferImage(FVulkanCommandListContext& Context)
{
check(Viewport);
if (Image == VK_NULL_HANDLE)
{
if (Viewport->TryAcquireImageIndex())
{
int32 AcquiredImageIndex = Viewport->AcquiredImageIndex;
check(AcquiredImageIndex >= 0 && AcquiredImageIndex < Viewport->TextureViews.Num());
FVulkanView& ImageView = Viewport->TextureViews[AcquiredImageIndex];
Image = ImageView.GetTextureView().Image;
DefaultView = &ImageView;
PartialView = &ImageView;
// Wait for semaphore signal before writing to backbuffer image
Context.AddWaitSemaphore(VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, Viewport->AcquiredSemaphore);
// :todo-jn: transition from unknown the first time
}
else
{
// fallback to a 'dummy' backbuffer
check(Viewport->RenderingBackBuffer);
FVulkanView* DummyView = Viewport->RenderingBackBuffer->DefaultView;
Image = DummyView->GetTextureView().Image;
DefaultView = DummyView;
PartialView = DummyView;
}
}
}
FVulkanBackBuffer::~FVulkanBackBuffer()
{
check(IsImageOwner() == false);
// Clear ImageOwnerType so ~FVulkanTexture2D() doesn't try to re-destroy it
ImageOwnerType = EImageOwnerType::None;
ReleaseAcquiredImage();
}
FVulkanViewport::FVulkanViewport(FVulkanDevice& InDevice, void* InWindowHandle, uint32 InSizeX, uint32 InSizeY, bool bInIsFullscreen, EPixelFormat InPreferredPixelFormat)
: Device(InDevice)
, SizeX(InSizeX)
, SizeY(InSizeY)
, bIsFullscreen(bInIsFullscreen)
, PixelFormat(InPreferredPixelFormat)
, AcquiredImageIndex(-1)
, SwapChain(nullptr)
, WindowHandle(InWindowHandle)
, PresentCount(0)
, bRenderOffscreen(false)
, AcquiredSemaphore(nullptr)
{
check(IsInGameThread());
static IConsoleVariable* CVarVsync = IConsoleManager::Get().FindConsoleVariable(TEXT("r.VSync"));
LockToVsync = CVarVsync->GetInt() != 0;
FVulkanDynamicRHI::Get().Viewports.Add(this);
// Make sure Instance is created
FVulkanDynamicRHI::Get().InitInstance();
bRenderOffscreen = FParse::Param(FCommandLine::Get(), TEXT("RenderOffScreen"));
FVulkanPlatformWindowContext WindowContext(InWindowHandle);
ENQUEUE_RENDER_COMMAND(CreateSwapchain)(
[&WindowContext, VulkanViewport = this](FRHICommandListImmediate& RHICmdList)
{
RHICmdList.EnqueueLambda([&WindowContext, VulkanViewport](FRHICommandListBase& ExecutingCmdList)
{
VulkanViewport->CreateSwapchain(FVulkanCommandListContext::Get(ExecutingCmdList), nullptr, WindowContext);
});
RHICmdList.SubmitAndBlockUntilGPUIdle();
});
FlushRenderingCommands();
if (SupportsStandardSwapchain())
{
FCoreDelegates::OnSystemResolutionChanged.AddRaw(this, &FVulkanViewport::OnSystemResolutionChanged);
}
}
FVulkanViewport::~FVulkanViewport()
{
RenderingBackBuffer = nullptr;
if (RHIBackBuffer)
{
RHIBackBuffer->ReleaseViewport();
RHIBackBuffer = nullptr;
}
if (SupportsStandardSwapchain())
{
TextureViews.Empty();
for (int32 Index = 0, NumBuffers = RenderingDoneSemaphores.Num(); Index < NumBuffers; ++Index)
{
RenderingDoneSemaphores[Index]->Release();
// FIXME: race condition on TransitionAndLayoutManager, could this be called from RT while RHIT is active?
Device.NotifyDeletedImage(BackBufferImages[Index]->Image, true);
BackBufferImages[Index] = nullptr;
}
if (SwapChain)
{
SwapChain->Destroy(nullptr);
delete SwapChain;
SwapChain = nullptr;
}
FCoreDelegates::OnSystemResolutionChanged.RemoveAll(this);
}
FVulkanDynamicRHI::Get().Viewports.Remove(this);
}
bool FVulkanViewport::DoCheckedSwapChainJob(FVulkanCommandListContext& Context)
{
FVulkanQueue* PresentQueue = Device.GetPresentQueue();
// Present the back buffer to the viewport window.
auto SwapChainJob = [PresentQueue, Viewport=this]()
{
// May happend if swapchain was recreated in DoCheckedSwapChainJob()
if (Viewport->AcquiredImageIndex == -1)
{
// Skip present silently if image has not been acquired
return (int32)FVulkanSwapChain::EStatus::Healthy;
}
return (int32)Viewport->SwapChain->Present(PresentQueue, Viewport->RenderingDoneSemaphores[Viewport->AcquiredImageIndex]);
};
int32 AttemptsPending = FVulkanPlatform::RecreateSwapchainOnFail() ? 4 : 0;
int32 Status = SwapChainJob();
while (FVulkanPlatformWindowContext::CanCreateSwapchainOnDemand() && Status < 0 && AttemptsPending > 0)
{
if (Status == (int32)FVulkanSwapChain::EStatus::OutOfDate)
{
UE_LOG(LogVulkanRHI, Verbose, TEXT("Swapchain is out of date! Trying to recreate the swapchain."));
}
else if (Status == (int32)FVulkanSwapChain::EStatus::SurfaceLost)
{
UE_LOG(LogVulkanRHI, Warning, TEXT("Swapchain surface lost! Trying to recreate the swapchain."));
}
else
{
check(0);
}
FVulkanPlatformWindowContext WindowContext(WindowHandle);
RecreateSwapchain(Context, WindowContext);
// Swapchain creation pushes some commands - flush the command buffers now to begin with a fresh state
Context.FlushCommands(EVulkanFlushFlags::WaitForCompletion);
Status = SwapChainJob();
--AttemptsPending;
}
return Status >= 0;
}
bool FVulkanViewport::TryAcquireImageIndex()
{
if (SwapChain)
{
int32 Result = SwapChain->AcquireImageIndex(&AcquiredSemaphore);
if (Result >= 0)
{
AcquiredImageIndex = Result;
return true;
}
}
return false;
}
FTextureRHIRef FVulkanViewport::GetBackBuffer(FRHICommandListImmediate& RHICmdList)
{
check(IsInRenderingThread());
// make sure we aren't in the middle of swapchain recreation (which can happen on e.g. RHI thread)
FScopeLock LockSwapchain(&RecreatingSwapchain);
if (SupportsStandardSwapchain() && GVulkanDelayAcquireImage != EDelayAcquireImageType::DelayAcquire)
{
check(RHICmdList.IsImmediate());
check(RHIBackBuffer);
RHICmdList.EnqueueLambda([this](FRHICommandListImmediate& CmdList)
{
this->RHIBackBuffer->OnGetBackBufferImage(CmdList);
});
return RHIBackBuffer.GetReference();
}
return RenderingBackBuffer.GetReference();
}
void FVulkanViewport::AdvanceBackBufferFrame(FRHICommandListImmediate& RHICmdList)
{
check(IsInRenderingThread());
if (SupportsStandardSwapchain() && GVulkanDelayAcquireImage != EDelayAcquireImageType::DelayAcquire)
{
check(RHIBackBuffer);
RHICmdList.EnqueueLambda([this](FRHICommandListImmediate& CmdList)
{
this->RHIBackBuffer->OnAdvanceBackBufferFrame(CmdList);
});
}
}
void FVulkanViewport::WaitForFrameEventCompletion()
{
if (FVulkanPlatform::RequiresWaitingForFrameCompletionEvent())
{
static FCriticalSection CS;
FScopeLock ScopeLock(&CS);
if (LastFrameSyncPoint.IsValid())
{
// If last frame's fence hasn't been signaled already, wait for it here
if (!LastFrameSyncPoint->IsComplete())
{
FVulkanDynamicRHI::Get().ProcessInterruptQueueUntil(LastFrameSyncPoint);
}
}
}
}
void FVulkanViewport::IssueFrameEvent()
{
if (FVulkanPlatform::RequiresWaitingForFrameCompletionEvent())
{
FVulkanCommandListContextImmediate& ImmediateContext = Device.GetImmediateContext();
LastFrameSyncPoint = ImmediateContext.GetContextSyncPoint();
ImmediateContext.FlushCommands();
}
}
// Tear down and recreate swapchain and related resources.
void FVulkanViewport::RecreateSwapchain(FVulkanCommandListContext& Context, FVulkanPlatformWindowContext& WindowContext)
{
// Make sure everything is submitted and submission queue is idle
Context.FlushCommands(EVulkanFlushFlags::WaitForCompletion);
FScopeLock LockSwapchain(&RecreatingSwapchain);
FVulkanSwapChainRecreateInfo RecreateInfo = { VK_NULL_HANDLE, VK_NULL_HANDLE };
DestroySwapchain(&RecreateInfo);
CreateSwapchain(Context, &RecreateInfo, WindowContext);
check(RecreateInfo.Surface == VK_NULL_HANDLE);
check(RecreateInfo.SwapChain == VK_NULL_HANDLE);
}
void FVulkanViewport::Tick(float DeltaTime)
{
check(IsInGameThread());
if (SwapChain && FPlatformAtomics::AtomicRead(&LockToVsync) != SwapChain->DoesLockToVsync())
{
FVulkanPlatformWindowContext WindowContext(WindowHandle);
ENQUEUE_RENDER_COMMAND(UpdateVsync)(
[this, &WindowContext](FRHICommandListImmediate& RHICmdList)
{
RecreateSwapchainFromRT(RHICmdList, PixelFormat, WindowContext);
});
FlushRenderingCommands();
}
}
void FVulkanViewport::Resize(FRHICommandListImmediate& RHICmdList, uint32 InSizeX, uint32 InSizeY, bool bInIsFullscreen, EPixelFormat PreferredPixelFormat, FVulkanPlatformWindowContext& WindowContext)
{
check(IsInRenderingThread());
RHICmdList.EnqueueLambda([this, InSizeX, InSizeY, bInIsFullscreen, PreferredPixelFormat](FRHICommandListBase& ExecutingCmdList)
{
SizeX = InSizeX;
SizeY = InSizeY;
bIsFullscreen = bInIsFullscreen;
PixelFormat = PreferredPixelFormat;
});
RecreateSwapchainFromRT(RHICmdList, PreferredPixelFormat, WindowContext);
}
void FVulkanViewport::RecreateSwapchainFromRT(FRHICommandListImmediate& RHICmdList, EPixelFormat PreferredPixelFormat, FVulkanPlatformWindowContext& WindowContext)
{
check(IsInRenderingThread());
RHICmdList.EnqueueLambda([this, PreferredPixelFormat, &WindowContext](FRHICommandListBase& ExecutingCmdList)
{
FVulkanSwapChainRecreateInfo RecreateInfo = { VK_NULL_HANDLE, VK_NULL_HANDLE };
DestroySwapchain(&RecreateInfo);
PixelFormat = PreferredPixelFormat;
CreateSwapchain(FVulkanCommandListContext::Get(ExecutingCmdList), &RecreateInfo, WindowContext);
check(RecreateInfo.Surface == VK_NULL_HANDLE);
check(RecreateInfo.SwapChain == VK_NULL_HANDLE);
});
RHICmdList.ImmediateFlush(EImmediateFlushType::FlushRHIThread);
}
void FVulkanViewport::InitImages(FVulkanContextCommon& Context, TConstArrayView<VkImage> Images)
{
FVulkanCommandBuffer& CommandBuffer = Context.GetCommandBuffer();
VkClearColorValue ClearColor;
FMemory::Memzero(ClearColor);
const VkImageSubresourceRange Range = FVulkanPipelineBarrier::MakeSubresourceRange(VK_IMAGE_ASPECT_COLOR_BIT);
for (int32 Index = 0; Index < Images.Num(); ++Index)
{
uint32 ImageSizeX = SizeX;
uint32 ImageSizeY = SizeY;
VkSurfaceTransformFlagBitsKHR CachedSurfaceTransform = SwapChain->GetCachedSurfaceTransform();
if (CachedSurfaceTransform == VK_SURFACE_TRANSFORM_ROTATE_90_BIT_KHR || CachedSurfaceTransform == VK_SURFACE_TRANSFORM_ROTATE_270_BIT_KHR)
{
Swap(ImageSizeX, ImageSizeY);
}
BackBufferImages[Index] = (FVulkanTexture*)FVulkanDynamicRHI::Get().RHICreateTexture2DFromResource(PixelFormat, ImageSizeX, ImageSizeY, 1, 1, Images[Index], ETextureCreateFlags::RenderTargetable | ETextureCreateFlags::Presentable).GetReference();
FVulkanTextureViewDesc ViewDesc;
ViewDesc.ViewType = VK_IMAGE_VIEW_TYPE_2D;
ViewDesc.AspectFlags = VK_IMAGE_ASPECT_COLOR_BIT;
ViewDesc.UEFormat = PixelFormat;
ViewDesc.Format = UEToVkTextureFormat(PixelFormat, false);
ViewDesc.FirstMip = 0;
ViewDesc.NumMips = 1;
ViewDesc.ArraySliceIndex = 0;
ViewDesc.NumArraySlices = 1;
FVulkanView* NewView = new FVulkanView(Device, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE);
NewView->CreateTextureView(Images[Index], ViewDesc);
TextureViews.Add(NewView);
// Clear the swapchain to avoid a validation warning, and transition to PresentSrc
{
VulkanSetImageLayout(&CommandBuffer, Images[Index], VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, Range);
VulkanRHI::vkCmdClearColorImage(CommandBuffer.GetHandle(), Images[Index], VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, &ClearColor, 1, &Range);
VulkanSetImageLayout(&CommandBuffer, Images[Index], VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_PRESENT_SRC_KHR, Range);
}
#if VULKAN_ENABLE_DRAW_MARKERS
if (Device.GetSetDebugName())
{
VulkanRHI::SetDebugName(Device.GetSetDebugName(), Device.GetHandle(), BackBufferImages[Index]->Image, "VulkanBackBuffer");
}
#endif
}
}
void FVulkanViewport::CreateSwapchain(FVulkanCommandListContext& Context, FVulkanSwapChainRecreateInfo* RecreateInfo, FVulkanPlatformWindowContext& WindowContext)
{
// Release a previous swapchain 'dummy' and a real backbuffer if any
RenderingBackBuffer = nullptr;
RHIBackBuffer = nullptr;
if (SupportsStandardSwapchain())
{
check(SwapChain == nullptr);
if (WindowContext.IsValid())
{
uint32 DesiredNumBackBuffers = NUM_BUFFERS;
TArray<VkImage> Images;
SwapChain = FVulkanSwapChain::Create(
FVulkanDynamicRHI::Get().Instance, Device,
PixelFormat, SizeX, SizeY, bIsFullscreen,
&DesiredNumBackBuffers,
Images,
LockToVsync,
WindowContext,
RecreateInfo
);
if (SwapChain)
{
checkf(Images.Num() >= NUM_BUFFERS, TEXT("We wanted at least %i images, actual Num: %i"), NUM_BUFFERS, Images.Num());
const bool bCreateSemaphores = RenderingDoneSemaphores.IsEmpty();
checkf(bCreateSemaphores || RenderingDoneSemaphores.Num() == Images.Num(),
TEXT("CreateSwapchain, image count is not expected to change: Requested=%d Actual=%d Previous=%d"),
NUM_BUFFERS, Images.Num(), RenderingDoneSemaphores.Num());
BackBufferImages.SetNum(Images.Num());
RenderingDoneSemaphores.SetNum(Images.Num());
InitImages(Context, Images);
if (bCreateSemaphores)
{
for (int32 Index = 0, NumBuffers = RenderingDoneSemaphores.Num(); Index < NumBuffers; ++Index)
{
RenderingDoneSemaphores[Index] = new FVulkanSemaphore(Device);
RenderingDoneSemaphores[Index]->AddRef();
}
}
}
}
RHIBackBuffer = new FVulkanBackBuffer(Device, this, PixelFormat, SizeX, SizeY, TexCreate_RenderTargetable | TexCreate_ShaderResource | TexCreate_ResolveTargetable);
}
else
{
PixelFormat = GetPixelFormatForNonDefaultSwapchain();
if (RecreateInfo != nullptr)
{
if (RecreateInfo->SwapChain)
{
FVulkanPlatform::DestroySwapchainKHR(Device.GetHandle(), RecreateInfo->SwapChain, VULKAN_CPU_ALLOCATOR);
RecreateInfo->SwapChain = VK_NULL_HANDLE;
}
if (RecreateInfo->Surface)
{
VulkanRHI::vkDestroySurfaceKHR(FVulkanDynamicRHI::Get().Instance, RecreateInfo->Surface, VULKAN_CPU_ALLOCATOR);
RecreateInfo->Surface = VK_NULL_HANDLE;
}
}
}
// We always create a 'dummy' backbuffer to gracefully handle SurfaceLost cases
{
const uint32 BackBufferSizeX = RequiresRenderingBackBuffer() ? SizeX : 1;
const uint32 BackBufferSizeY = RequiresRenderingBackBuffer() ? SizeY : 1;
const UE::StereoRenderUtils::FStereoShaderAspects Aspects(GMaxRHIShaderPlatform);
const int kMultiViewCount = 2; // TODO: number of subresources may change in the future
const FRHITextureCreateDesc CreateDesc = (Aspects.IsMobileMultiViewEnabled() ?
FRHITextureCreateDesc::Create2DArray(TEXT("RenderingBackBufferArr"), BackBufferSizeX, BackBufferSizeY, kMultiViewCount, PixelFormat) :
FRHITextureCreateDesc::Create2D(TEXT("RenderingBackBuffer"), BackBufferSizeX, BackBufferSizeY, PixelFormat))
.SetClearValue(FClearValueBinding::None)
.SetFlags(ETextureCreateFlags::RenderTargetable | ETextureCreateFlags::ShaderResource | ETextureCreateFlags::ResolveTargetable)
.SetInitialState(ERHIAccess::Present);
RenderingBackBuffer = FVulkanDynamicRHI::Get().CreateTextureInternal(CreateDesc, {});
FVulkanPipelineBarrier Barrier;
Barrier.AddImageLayoutTransition(RenderingBackBuffer->Image, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_PRESENT_SRC_KHR, FVulkanPipelineBarrier::MakeSubresourceRange(VK_IMAGE_ASPECT_COLOR_BIT, 0, 1));
Barrier.Execute(&Context.GetCommandBuffer());
#if VULKAN_ENABLE_DRAW_MARKERS
if (Device.GetSetDebugName())
{
VulkanRHI::SetDebugName(Device.GetSetDebugName(), Device.GetHandle(), RenderingBackBuffer->Image, "RenderingBackBuffer");
}
#endif
}
AcquiredImageIndex = -1;
}
void FVulkanViewport::DestroySwapchain(FVulkanSwapChainRecreateInfo* RecreateInfo)
{
FVulkanDynamicRHI::Get().RHIBlockUntilGPUIdle();
// Intentionally leave RenderingBackBuffer alive, so it can be used a dummy backbuffer while we don't have swapchain images
// RenderingBackBuffer = nullptr;
if (RHIBackBuffer)
{
RHIBackBuffer->ReleaseAcquiredImage();
// We release this RHIBackBuffer when we create a new swapchain
}
if (SupportsStandardSwapchain() && SwapChain)
{
TextureViews.Empty();
for (int32 Index = 0, NumBuffers = BackBufferImages.Num(); Index < NumBuffers; ++Index)
{
Device.NotifyDeletedImage(BackBufferImages[Index]->Image, true);
BackBufferImages[Index] = nullptr;
}
Device.GetDeferredDeletionQueue().ReleaseResources(true);
SwapChain->Destroy(RecreateInfo);
delete SwapChain;
SwapChain = nullptr;
Device.GetDeferredDeletionQueue().ReleaseResources(true);
}
AcquiredImageIndex = -1;
}
inline static void CopyImageToBackBuffer(FVulkanCommandListContext& Context, FVulkanTexture& SrcSurface, FVulkanTexture& DstSurface, int32 SizeX, int32 SizeY, int32 WindowSizeX, int32 WindowSizeY, VkSurfaceTransformFlagBitsKHR CachedSurfaceTransform)
{
const bool bNeedsVulkanPreTransform = CachedSurfaceTransform != VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR;
FVulkanCommandBuffer* CmdBuffer = &Context.GetCommandBuffer();
check(CmdBuffer->IsOutsideRenderPass());
const VkImageLayout SrcSurfaceLayout = bNeedsVulkanPreTransform ? VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL : VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
const VkImageLayout DstSurfaceLayout = bNeedsVulkanPreTransform ? VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL : VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
{
FVulkanPipelineBarrier Barrier;
Barrier.AddImageLayoutTransition(SrcSurface.Image, VK_IMAGE_LAYOUT_PRESENT_SRC_KHR, SrcSurfaceLayout, FVulkanPipelineBarrier::MakeSubresourceRange(VK_IMAGE_ASPECT_COLOR_BIT, 0, 1));
Barrier.AddImageLayoutTransition(DstSurface.Image, VK_IMAGE_LAYOUT_UNDEFINED, DstSurfaceLayout, FVulkanPipelineBarrier::MakeSubresourceRange(VK_IMAGE_ASPECT_COLOR_BIT, 0, 1));
Barrier.Execute(CmdBuffer);
}
VulkanRHI::DebugHeavyWeightBarrier(CmdBuffer->GetHandle(), 32);
// Copy and rotate the intermediate image to the BackBuffer with a pixel shader
if (bNeedsVulkanPreTransform)
{
FGraphicsPipelineStateInitializer GraphicsPSOInit;
// No alpha blending, no depth tests or writes, no stencil tests or writes, no backface culling.
GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI();
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<>::GetRHI();
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
TRHICommandList_RecursiveHazardous<FVulkanCommandListContext> RHICmdList(&Context);
RHICmdList.BeginRenderPass(FRHIRenderPassInfo(&DstSurface, ERenderTargetActions::DontLoad_Store), TEXT("SurfaceTransform"));
auto ShaderMap = GetGlobalShaderMap(GMaxRHIFeatureLevel);
TShaderMapRef<FImagePreTransformVS> VertexShader(ShaderMap);
TShaderMapRef<FScreenPS> PixelShader(ShaderMap);
RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = VertexShader.GetVertexShader();
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = PixelShader.GetPixelShader();
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GFilterVertexDeclaration.VertexDeclarationRHI;
GraphicsPSOInit.PrimitiveType = PT_TriangleStrip;
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit, 0);
FImagePreTransformVS::FParameters VSParameters;
FMatrix44f RenderPassTransformMatrix = FRotationMatrix44f(FRotator3f(0.0f, -180.0f * (FMath::Log2(static_cast<float>(CachedSurfaceTransform))) / 2, 0.0f));
VSParameters.PreTransform.X = RenderPassTransformMatrix.M[0][0];
VSParameters.PreTransform.Y = RenderPassTransformMatrix.M[0][1];
VSParameters.PreTransform.Z = RenderPassTransformMatrix.M[1][0];
VSParameters.PreTransform.W = RenderPassTransformMatrix.M[1][1];
SetShaderParameters(RHICmdList, VertexShader, VertexShader.GetVertexShader(), VSParameters);
SetShaderParametersLegacyPS(RHICmdList, PixelShader, TStaticSamplerState<SF_Point>::GetRHI(), &SrcSurface);
RHICmdList.DrawPrimitive(0, 2, 1);
RHICmdList.EndRenderPass();
}
else
{
if (SizeX != WindowSizeX || SizeY != WindowSizeY)
{
VkImageBlit Region;
FMemory::Memzero(Region);
Region.srcOffsets[0].x = 0;
Region.srcOffsets[0].y = 0;
Region.srcOffsets[0].z = 0;
Region.srcOffsets[1].x = SizeX;
Region.srcOffsets[1].y = SizeY;
Region.srcOffsets[1].z = 1;
Region.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
Region.srcSubresource.layerCount = 1;
Region.dstOffsets[0].x = 0;
Region.dstOffsets[0].y = 0;
Region.dstOffsets[0].z = 0;
Region.dstOffsets[1].x = WindowSizeX;
Region.dstOffsets[1].y = WindowSizeY;
Region.dstOffsets[1].z = 1;
Region.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
Region.dstSubresource.baseArrayLayer = 0;
Region.dstSubresource.layerCount = 1;
VulkanRHI::vkCmdBlitImage(CmdBuffer->GetHandle(),
SrcSurface.Image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
DstSurface.Image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
1, &Region, VK_FILTER_LINEAR);
}
else
{
VkImageCopy Region;
FMemory::Memzero(Region);
Region.extent.width = SizeX;
Region.extent.height = SizeY;
Region.extent.depth = 1;
Region.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
//Region.srcSubresource.baseArrayLayer = 0;
Region.srcSubresource.layerCount = 1;
//Region.srcSubresource.mipLevel = 0;
Region.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
//Region.dstSubresource.baseArrayLayer = 0;
Region.dstSubresource.layerCount = 1;
//Region.dstSubresource.mipLevel = 0;
VulkanRHI::vkCmdCopyImage(CmdBuffer->GetHandle(),
SrcSurface.Image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
DstSurface.Image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
1, &Region);
}
}
{
FVulkanPipelineBarrier Barrier;
Barrier.AddImageLayoutTransition(SrcSurface.Image, SrcSurfaceLayout, VK_IMAGE_LAYOUT_PRESENT_SRC_KHR, FVulkanPipelineBarrier::MakeSubresourceRange(VK_IMAGE_ASPECT_COLOR_BIT, 0, 1));
Barrier.AddImageLayoutTransition(DstSurface.Image, DstSurfaceLayout, VK_IMAGE_LAYOUT_PRESENT_SRC_KHR, FVulkanPipelineBarrier::MakeSubresourceRange(VK_IMAGE_ASPECT_COLOR_BIT, 0, 1));
Barrier.Execute(CmdBuffer);
}
}
bool FVulkanViewport::Present(FVulkanCommandListContext& Context, bool bLockToVsync)
{
check(Context.IsImmediate());
FPlatformAtomics::AtomicStore(&LockToVsync, bLockToVsync ? 1 : 0);
//Transition back buffer to presentable and submit that command
if (SupportsStandardSwapchain())
{
bool bFailedToDelayAcquireBackbuffer = false;
if (GVulkanDelayAcquireImage == EDelayAcquireImageType::DelayAcquire && RenderingBackBuffer)
{
SCOPE_CYCLE_COUNTER(STAT_VulkanAcquireBackBuffer);
// swapchain can go out of date, do not crash at this point
if (LIKELY(TryAcquireImageIndex()))
{
// Wait for semaphore signal before writing to backbuffer image
Context.AddWaitSemaphore(VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, AcquiredSemaphore);
uint32 WindowSizeX = FMath::Min(SizeX, SwapChain->InternalWidth);
uint32 WindowSizeY = FMath::Min(SizeY, SwapChain->InternalHeight);
CopyImageToBackBuffer(Context, *RenderingBackBuffer.GetReference(), *BackBufferImages[AcquiredImageIndex].GetReference(), SizeX, SizeY, WindowSizeX, WindowSizeY, SwapChain->GetCachedSurfaceTransform());
}
else
{
bFailedToDelayAcquireBackbuffer = true;
}
}
else
{
if (AcquiredImageIndex != -1)
{
FVulkanCommandBuffer& CommandBuffer = Context.GetCommandBuffer();
check(CommandBuffer.IsOutsideRenderPass());
check(RHIBackBuffer != nullptr && RHIBackBuffer->Image == BackBufferImages[AcquiredImageIndex]->Image);
VulkanSetImageLayout(&CommandBuffer, BackBufferImages[AcquiredImageIndex]->Image, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_PRESENT_SRC_KHR, FVulkanPipelineBarrier::MakeSubresourceRange(VK_IMAGE_ASPECT_COLOR_BIT));
}
else
{
// When we have failed to acquire backbuffer image we fallback to using 'dummy' backbuffer
check(RHIBackBuffer != nullptr && RHIBackBuffer->Image == RenderingBackBuffer->Image);
}
}
if (LIKELY(!bFailedToDelayAcquireBackbuffer))
{
if (AcquiredImageIndex >= 0)
{
Context.AddSignalSemaphore(RenderingDoneSemaphores[AcquiredImageIndex]);
}
}
else
{
if (FVulkanPlatformWindowContext::CanCreateSwapchainOnDemand()) // on android we dont want to attempt to recreate the window when we dont have the window lock...
{
// failing to do the delayacquire can only happen if we were in this mode to begin with
check(GVulkanDelayAcquireImage == EDelayAcquireImageType::DelayAcquire);
UE_LOG(LogVulkanRHI, Log, TEXT("AcquireNextImage() failed due to the outdated swapchain, not even attempting to present."));
FVulkanPlatformWindowContext WindowContext(GetWindowHandle());
RecreateSwapchain(Context, WindowContext);
// Swapchain creation pushes some commands - flush the command buffers now to begin with a fresh state
Context.FlushCommands(EVulkanFlushFlags::WaitForCompletion);
}
// early exit
return (int32)FVulkanSwapChain::EStatus::Healthy;
}
}
// Submit any accumulated commands or syncs, wait until they hit the queue so that we can present
Context.FlushCommands(EVulkanFlushFlags::WaitForSubmission);
//#todo-rco: Proper SyncInterval bLockToVsync ? RHIConsoleVariables::SyncInterval : 0
int32 SyncInterval = 0;
bool bNeedNativePresent = true;
const bool bHasCustomPresent = IsValidRef(CustomPresent);
if (bHasCustomPresent)
{
SCOPE_CYCLE_COUNTER(STAT_VulkanCustomPresentTime);
bNeedNativePresent = CustomPresent->Present(Context, SyncInterval);
}
bool bResult = false;
if (bNeedNativePresent && (!SupportsStandardSwapchain() || GVulkanDelayAcquireImage == EDelayAcquireImageType::DelayAcquire || RHIBackBuffer != nullptr))
{
if (SupportsStandardSwapchain() && !DoCheckedSwapChainJob(Context))
{
UE_LOG(LogVulkanRHI, Error, TEXT("Swapchain present failed!"));
bResult = false;
}
else
{
bResult = true;
}
if (bHasCustomPresent)
{
CustomPresent->PostPresent();
}
}
if (FVulkanPlatform::RequiresWaitingForFrameCompletionEvent() && !bHasCustomPresent)
{
// Wait for the GPU to finish rendering the previous frame before finishing this frame.
WaitForFrameEventCompletion();
IssueFrameEvent();
}
// If the input latency timer has been triggered, block until the GPU is completely
// finished displaying this frame and calculate the delta time.
//if (GInputLatencyTimer.RenderThreadTrigger)
//{
// WaitForFrameEventCompletion();
// uint32 EndTime = FPlatformTime::Cycles();
// GInputLatencyTimer.DeltaTime = EndTime - GInputLatencyTimer.StartTime;
// GInputLatencyTimer.RenderThreadTrigger = false;
//}
AcquiredImageIndex = -1;
++PresentCount;
++GVulkanRHI->TotalPresentCount;
return bResult;
}
bool FVulkanViewport::SupportsStandardSwapchain()
{
return !bRenderOffscreen && !FVulkanDynamicRHI::Get().bIsStandaloneStereoDevice;
}
bool FVulkanViewport::RequiresRenderingBackBuffer()
{
return !FVulkanDynamicRHI::Get().bIsStandaloneStereoDevice;
}
EPixelFormat FVulkanViewport::GetPixelFormatForNonDefaultSwapchain()
{
if (bRenderOffscreen || FVulkanDynamicRHI::Get().bIsStandaloneStereoDevice)
{
return PF_R8G8B8A8;
}
else
{
checkf(0, TEXT("Platform Requires Standard Swapchain!"));
return PF_Unknown;
}
}
void FVulkanViewport::OnSystemResolutionChanged(uint32 ResX, uint32 ResY)
{
EDeviceScreenOrientation CurrentOrientation = FPlatformMisc::GetDeviceOrientation();
// The swap chain needs to be recreated after a rotation
// Only 180-degree rotations need to be handled here because 90-degree rotations will resize the viewport and recreate the swap chain.
if ((CachedOrientation == EDeviceScreenOrientation::Portrait && CurrentOrientation == EDeviceScreenOrientation::PortraitUpsideDown)
|| (CachedOrientation == EDeviceScreenOrientation::PortraitUpsideDown && CurrentOrientation == EDeviceScreenOrientation::Portrait)
|| (CachedOrientation == EDeviceScreenOrientation::LandscapeRight && CurrentOrientation == EDeviceScreenOrientation::LandscapeLeft)
|| (CachedOrientation == EDeviceScreenOrientation::LandscapeLeft && CurrentOrientation == EDeviceScreenOrientation::LandscapeRight))
{
check(IsInGameThread());
FVulkanPlatformWindowContext WindowContext(GetWindowHandle());
ENQUEUE_RENDER_COMMAND(RecreateSwapchain)(
[this,&WindowContext](FRHICommandListImmediate& RHICmdList)
{
RecreateSwapchainFromRT(RHICmdList, WindowContext);
});
FlushRenderingCommands();
}
CachedOrientation = CurrentOrientation;
}
/*=============================================================================
* The following RHI functions must be called from the main thread.
*=============================================================================*/
FViewportRHIRef FVulkanDynamicRHI::RHICreateViewport(void* WindowHandle, uint32 SizeX, uint32 SizeY, bool bIsFullscreen, EPixelFormat PreferredPixelFormat)
{
check( IsInGameThread() );
// Use a default pixel format if none was specified
if (PreferredPixelFormat == PF_Unknown)
{
static const auto* CVarDefaultBackBufferPixelFormat = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.DefaultBackBufferPixelFormat"));
PreferredPixelFormat = EDefaultBackBufferPixelFormat::Convert2PixelFormat(EDefaultBackBufferPixelFormat::FromInt(CVarDefaultBackBufferPixelFormat->GetValueOnAnyThread()));
}
return new FVulkanViewport(*Device, WindowHandle, SizeX, SizeY, bIsFullscreen, PreferredPixelFormat);
}
void FVulkanDynamicRHI::RHIResizeViewport(FRHIViewport* ViewportRHI, uint32 SizeX, uint32 SizeY, bool bIsFullscreen, EPixelFormat PreferredPixelFormat)
{
check(IsInGameThread());
FVulkanViewport* Viewport = ResourceCast(ViewportRHI);
// Use a default pixel format if none was specified
if (PreferredPixelFormat == PF_Unknown)
{
static const auto* CVarDefaultBackBufferPixelFormat = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.DefaultBackBufferPixelFormat"));
PreferredPixelFormat = EDefaultBackBufferPixelFormat::Convert2PixelFormat(EDefaultBackBufferPixelFormat::FromInt(CVarDefaultBackBufferPixelFormat->GetValueOnAnyThread()));
}
if (Viewport->GetSizeXY() != FIntPoint(SizeX, SizeY) || Viewport->IsFullscreen() != bIsFullscreen)
{
FVulkanPlatformWindowContext WindowContext(Viewport->WindowHandle);
ENQUEUE_RENDER_COMMAND(ResizeViewport)(
[Viewport, SizeX, SizeY, bIsFullscreen, PreferredPixelFormat,&WindowContext](FRHICommandListImmediate& RHICmdList)
{
Viewport->Resize(RHICmdList, SizeX, SizeY, bIsFullscreen, PreferredPixelFormat, WindowContext);
});
FlushRenderingCommands();
}
}
void FVulkanDynamicRHI::RHIResizeViewport(FRHIViewport* ViewportRHI, uint32 SizeX, uint32 SizeY, bool bIsFullscreen)
{
check(IsInGameThread());
FVulkanViewport* Viewport = ResourceCast(ViewportRHI);
if (Viewport->GetSizeXY() != FIntPoint(SizeX, SizeY))
{
FVulkanPlatformWindowContext WindowContext(Viewport->WindowHandle);
ENQUEUE_RENDER_COMMAND(ResizeViewport)(
[Viewport, SizeX, SizeY, bIsFullscreen, &WindowContext](FRHICommandListImmediate& RHICmdList)
{
Viewport->Resize(RHICmdList, SizeX, SizeY, bIsFullscreen, PF_Unknown, WindowContext);
});
FlushRenderingCommands();
}
}
void FVulkanDynamicRHI::RHITick(float DeltaTime)
{
check(IsInGameThread());
}
FTextureRHIRef FVulkanDynamicRHI::RHIGetViewportBackBuffer(FRHIViewport* ViewportRHI)
{
FRHICommandListImmediate& RHICmdList = FRHICommandListImmediate::Get();
check(ViewportRHI);
FVulkanViewport* Viewport = ResourceCast(ViewportRHI);
if (Viewport->SwapChain)
{
Viewport->SwapChain->RenderThreadPacing();
}
return Viewport->GetBackBuffer(RHICmdList);
}
void FVulkanDynamicRHI::RHIAdvanceFrameForGetViewportBackBuffer(FRHIViewport* ViewportRHI, bool bPresent)
{
FRHICommandListImmediate& RHICmdList = FRHICommandListImmediate::Get();
check(ViewportRHI);
FVulkanViewport* Viewport = ResourceCast(ViewportRHI);
Viewport->AdvanceBackBufferFrame(RHICmdList);
}
void FVulkanCommandListContext::RHISetViewport(float MinX, float MinY, float MinZ, float MaxX, float MaxY, float MaxZ)
{
PendingGfxState->SetViewport(MinX, MinY, MinZ, MaxX, MaxY, MaxZ);
}
void FVulkanCommandListContext::RHISetStereoViewport(float LeftMinX, float RightMinX, float LeftMinY, float RightMinY, float MinZ, float LeftMaxX, float RightMaxX, float LeftMaxY, float RightMaxY, float MaxZ)
{
TStaticArray<VkViewport, 2> Viewports;
Viewports[0].x = FMath::FloorToInt(LeftMinX);
Viewports[0].y = FMath::FloorToInt(LeftMinY);
Viewports[0].width = FMath::CeilToInt(LeftMaxX - LeftMinX);
Viewports[0].height = FMath::CeilToInt(LeftMaxY - LeftMinY);
Viewports[0].minDepth = MinZ;
Viewports[0].maxDepth = MaxZ;
Viewports[1].x = FMath::FloorToInt(RightMinX);
Viewports[1].y = FMath::FloorToInt(RightMinY);
Viewports[1].width = FMath::CeilToInt(RightMaxX - RightMinX);
Viewports[1].height = FMath::CeilToInt(RightMaxY - RightMinY);
Viewports[1].minDepth = MinZ;
Viewports[1].maxDepth = MaxZ;
PendingGfxState->SetMultiViewport(Viewports);
}
void FVulkanCommandListContext::RHISetMultipleViewports(uint32 Count, const FViewportBounds* Data)
{
VULKAN_SIGNAL_UNIMPLEMENTED();
}
void FVulkanCommandListContext::RHISetScissorRect(bool bEnable, uint32 MinX, uint32 MinY, uint32 MaxX, uint32 MaxY)
{
PendingGfxState->SetScissor(bEnable, MinX, MinY, MaxX, MaxY);
}