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c/util: Improve docs for renderers substantially
Part-of: <https://gitlab.freedesktop.org/monado/monado/-/merge_requests/2322>
This commit is contained in:
parent
59b8b2dbae
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@ -2,8 +2,9 @@
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// SPDX-License-Identifier: BSL-1.0
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/*!
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* @file
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* @brief Independent semaphore implementation.
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* @brief Compositor render implementation.
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* @author Jakob Bornecrantz <jakob@collabora.com>
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* @author Rylie Pavlik <rylie.pavlik@collabora.com>
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* @ingroup comp_util
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*/
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@ -22,6 +23,22 @@ extern "C" {
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struct comp_layer;
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/*!
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* @defgroup comp_render
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* @brief Renders, aka "layer squashers" and distortion application.
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*
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* Two parallel implementations of the render module exist:
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*
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* - one uses graphics shaders (aka GFX, @ref comp_render_gfx, @ref comp_render_gfx.c)
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* - the other uses compute shaders (aka CS, @ref comp_render_cs, @ref comp_render_cs.c)
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*
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* Their abilities are effectively equivalent, although the graphics version disregards depth
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* data, while the compute shader does use it somewhat.
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*
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* @note In general this module requires that swapchains in your supplied @ref comp_layer layers
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* implement @ref comp_swapchain in addition to just @ref xrt_swapchain.
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*/
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/*
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*
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* Input data struct.
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@ -29,12 +46,21 @@ struct comp_layer;
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*/
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/*!
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* The input data needed for a single view, it shared between both GFX and CS
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* paths. To fully render a single view two "rendering" might be needed, the
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* @name Input data structs
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* @{
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*/
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/*!
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* The input data needed for a single view, shared between both GFX and CS
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* paths.
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*
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* To fully render a single view two "rendering" might be needed, the
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* first being the layer squashing, and the second is the distortion step. The
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* target for the layer squashing is referred to as "layer" or "scratch" and
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* prefixed with `layer` if needs be. The other final step is referred to as
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* "distortion target" or just "target", and is prefixed with `target`.
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*
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* @ingroup comp_render
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*/
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struct comp_render_view_data
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{
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@ -99,6 +125,8 @@ struct comp_render_view_data
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/*!
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* The input data needed for a complete layer squashing distortion rendering
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* to a target. This struct is shared between GFX and CS paths.
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*
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* @ingroup comp_render
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*/
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struct comp_render_dispatch_data
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{
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@ -113,29 +141,54 @@ struct comp_render_dispatch_data
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//! Very often true, can be disabled for debugging.
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bool do_timewarp;
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//! Members used only by GFX @ref comp_render_gfx
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struct
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{
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// The resources needed for the target.
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//! The resources needed for the target.
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struct render_gfx_target_resources *rtr;
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} gfx;
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//! Members used only by CS @ref comp_render_cs
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struct
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{
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// Target image for distortion, used for barrier.
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//! Target image for distortion, used for barrier.
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VkImage target_image;
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// Target image view for distortion.
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//! Target image view for distortion.
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VkImageView target_unorm_view;
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} cs;
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};
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/*! @} */
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/*
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*
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* Gfx functions.
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*
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*/
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/*!
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*
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* @defgroup comp_render_gfx
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*
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* GFX renderer control and dispatch - uses graphics shaders.
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*
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* Depends on the common @ref comp_render_dispatch_data, as well as the resources
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* @ref render_gfx_target_resources (often called `rtr`), and @ref render_gfx.
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*
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* @ingroup comp_render
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* @{
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*/
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/*!
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* Initialize structure for use of the GFX renderer.
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*
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* @param[out] data Common render dispatch data. Will be zeroed and initialized.
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* @param rtr GFX-specific resources for the entire frameedg. Must be populated before call.
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* @param fast_path Whether we will use the "fast path" avoiding layer squashing.
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* @param do_timewarp Whether timewarp (reprojection) will be performed.
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*/
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static inline void
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comp_render_gfx_initial_init(struct comp_render_dispatch_data *data,
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struct render_gfx_target_resources *rtr,
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@ -149,6 +202,30 @@ comp_render_gfx_initial_init(struct comp_render_dispatch_data *data,
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data->gfx.rtr = rtr;
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}
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/*!
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* Add view to the common data, as required by the GFX renderer.
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*
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* @param[in,out] data Common render dispatch data, will be updated
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* @param world_pose New world pose of this view.
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* Populates @ref comp_render_view_data::world_pose
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* @param eye_pose New eye pose of this view
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* Populates @ref comp_render_view_data::eye_pose
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* @param fov Assigned to fov in the view data, and used to
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* compute @ref comp_render_view_data::target_pre_transform - also
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* populates @ref comp_render_view_data::fov
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* @param rtr Will be associated with this view. GFX-specific
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* @param layer_viewport_data Where in the image to render the view
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* Populates @ref comp_render_view_data::layer_viewport_data
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* @param layer_norm_rect How to transform when sampling from the scratch image.
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* Populates @ref comp_render_view_data::layer_norm_rect
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* @param image Scratch image for this view
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* Populates @ref comp_render_view_data::image
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* @param srgb_view SRGB image view into the scratch image
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* Populates @ref comp_render_view_data::srgb_view
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* @param vertex_rot
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* @param target_viewport_data Distortion target viewport data (aka target)
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* Populates @ref comp_render_view_data::target_viewport_data
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*/
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static inline void
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comp_render_gfx_add_view(struct comp_render_dispatch_data *data,
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const struct xrt_pose *world_pose,
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@ -184,7 +261,9 @@ comp_render_gfx_add_view(struct comp_render_dispatch_data *data,
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}
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/*!
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* Helper function that takes a set of layers, new device poses, a scratch
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* Writes the needed commands to the @ref render_gfx to do a full composition with distortion.
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*
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* Takes a set of layers, new device poses, scratch
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* images with associated @ref render_gfx_target_resources and writes the needed
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* commands to the @ref render_gfx to do a full composition with distortion.
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* The scratch images are optionally used to squash layers should it not be
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@ -192,20 +271,28 @@ comp_render_gfx_add_view(struct comp_render_dispatch_data *data,
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* passes of the targets which set the layout.
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*
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* The render passes of @p comp_render_dispatch_data::views::rtr must be created
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* with a final_layout of VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL or there will
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* with a final_layout of `VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL` or there will
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* be validation errors.
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*
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* Expected layouts:
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* * Layer images: VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
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* * Scratch images: Any (as per the @ref render_gfx_render_pass)
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* * Target image: Any (as per the @ref render_gfx_render_pass)
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*
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* - Layer images: `VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL`
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* - Scratch images: Any (as per the @ref render_gfx_render_pass)
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* - Target image: Any (as per the @ref render_gfx_render_pass)
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*
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* After call layouts:
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* * Layer images: VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
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* * Scratch images: VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
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* * Target image: What the render pass of @p rtr specifies.
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*
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* @ingroup comp_util
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* - Layer images: `VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL`
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* - Scratch images: `VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL`
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* - Target image: What the render pass of @p rtr specifies.
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*
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* @note Swapchains in the @p layers must implement @ref comp_swapchain in
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* addition to just @ref xrt_swapchain, as this function downcasts to @ref comp_swapchain !
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*
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* @param rr GFX render object
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* @param[in] layers Layers to render, see note.
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* @param[in] layer_count Number of elements in @p layers array.
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* @param[in] d Common render dispatch data
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*/
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void
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comp_render_gfx_dispatch(struct render_gfx *rr,
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@ -213,6 +300,10 @@ comp_render_gfx_dispatch(struct render_gfx *rr,
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const uint32_t layer_count,
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const struct comp_render_dispatch_data *d);
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/* end of comp_render_gfx group */
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/*! @} */
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/*
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*
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@ -220,6 +311,27 @@ comp_render_gfx_dispatch(struct render_gfx *rr,
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*
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*/
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/*!
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*
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* @defgroup comp_render_cs
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*
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* CS renderer control and dispatch - uses compute shaders
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*
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* Depends on @ref render_compute (often called `crc`)
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*
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* @ingroup comp_render
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* @{
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*/
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/*!
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* Initialize structure for use of the CS renderer.
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*
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* @param data Common render dispatch data. Will be zeroed and initialized.
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* @param target_image Image to render into
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* @param target_unorm_view Corresponding image view
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* @param fast_path Whether we will use the "fast path" avoiding layer squashing.
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* @param do_timewarp Whether timewarp (reprojection) will be performed.
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*/
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static inline void
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comp_render_cs_initial_init(struct comp_render_dispatch_data *data,
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VkImage target_image,
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@ -236,6 +348,28 @@ comp_render_cs_initial_init(struct comp_render_dispatch_data *data,
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data->cs.target_unorm_view = target_unorm_view;
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}
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/*!
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* Add view to the common data, as required by the CS renderer.
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*
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* @param[in,out] data Common render dispatch data, will be updated
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* @param world_pose New world pose of this view.
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* Populates @ref comp_render_view_data::world_pose
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* @param eye_pose New eye pose of this view
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* Populates @ref comp_render_view_data::eye_pose
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* @param fov Assigned to fov in the view data, and used to compute @ref comp_render_view_data::target_pre_transform
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* Populates @ref comp_render_view_data::fov
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* @param layer_viewport_data Where in the image to render the view
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* Populates @ref comp_render_view_data::layer_viewport_data
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* @param layer_norm_rect How to transform when sampling from the scratch image.
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* Populates @ref comp_render_view_data::layer_norm_rect
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* @param image Scratch image for this view
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* Populates @ref comp_render_view_data::image
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* @param srgb_view SRGB image view into the scratch image
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* Populates @ref comp_render_view_data::srgb_view
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* @param unorm_view UNORM image view into the scratch image, CS specific
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* @param target_viewport_data Distortion target viewport data (aka target)
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* Populates @ref comp_render_view_data::target_viewport_data
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*/
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static inline void
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comp_render_cs_add_view(struct comp_render_dispatch_data *data,
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const struct xrt_pose *world_pose,
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@ -269,7 +403,7 @@ comp_render_cs_add_view(struct comp_render_dispatch_data *data,
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}
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/*!
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* Helper to dispatch the layer squasher for a single view.
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* Dispatch the layer squasher for a single view.
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*
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* All source layer images and target image needs to be in the correct image
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* layout, no barrier is inserted at all. The @p view_index argument is needed
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@ -277,8 +411,24 @@ comp_render_cs_add_view(struct comp_render_dispatch_data *data,
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* select left/right data from various layers.
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*
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* Expected layouts:
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* * Layer images: VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
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* * Target images: VK_IMAGE_LAYOUT_GENERAL
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*
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* - Layer images: `VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL`
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* - Target images: `VK_IMAGE_LAYOUT_GENERAL`
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*
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* @note Swapchains in the @p layers must implement @ref comp_swapchain in
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* addition to just @ref xrt_swapchain, as this function downcasts to @ref comp_swapchain !
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*
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* @param crc Compute renderer object
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* @param view_index Index of the view
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* @param layers Layers to render, see note.
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* @param layer_count Number of elements in @p layers array.
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* @param pre_transform
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* @param world_pose
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* @param eye_pose
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* @param target_image
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* @param target_image_view
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* @param target_view
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* @param do_timewarp
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*/
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void
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comp_render_cs_layer(struct render_compute *crc,
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bool do_timewarp);
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/*!
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* Helper function to dispatch the layer squasher, works on any number of views.
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* Dispatch the layer squasher, on any number of views.
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*
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* All source layer images needs to be in the correct image layout, no barrier
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* is inserted for them. The target images are barried from undefined to general
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* is inserted for them. The target images are barriered from undefined to general
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* so they can be written to, then to the laying defined by @p transition_to.
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*
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* Expected layouts:
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* * Layer images: VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
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* * Target images: Any
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*
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* - Layer images: `VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL`
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* - Target images: Any
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*
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* After call layouts:
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* * Layer images: VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
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* * Target images: @p transition_to
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*
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* @ingroup comp_util
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* - Layer images: `VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL`
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* - Target images: @p transition_to
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*
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* @note Swapchains in the @p layers must implement @ref comp_swapchain in
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* addition to just @ref xrt_swapchain, as this function downcasts to @ref comp_swapchain !
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*
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* @param crc Compute renderer object
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* @param[in] layers Layers to render, see note.
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* @param[in] layer_count Number of elements in @p layers array.
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* @param[in] d Common render dispatch data
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* @param[in] transition_to Desired image layout for target images
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*/
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void
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comp_render_cs_layers(struct render_compute *crc,
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VkImageLayout transition_to);
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/*!
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* Write commands to @p crc to do a full composition with distortion.
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*
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* Helper function that takes a set of layers, new device poses, a scratch
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* images and writes the needed commands to the @ref render_compute to do a full
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* composition with distortion. The scratch images are optionally used to squash
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@ -326,16 +487,25 @@ comp_render_cs_layers(struct render_compute *crc,
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*
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*
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* Expected layouts:
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* * Layer images: VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
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* * Scratch images: Any
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* * Target image: Any
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*
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* - Layer images: `VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL`
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* - Scratch images: Any
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* - Target image: Any
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*
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* After call layouts:
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* * Layer images: VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
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* * Scratch images: VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
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* * Target image: VK_IMAGE_LAYOUT_PRESENT_SRC_KHR
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*
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* @ingroup comp_util
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* - Layer images: `VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL`
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* - Scratch images: `VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL`
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* - Target image: `VK_IMAGE_LAYOUT_PRESENT_SRC_KHR`
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*
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* @note Swapchains in the @p layers must implement @ref comp_swapchain in
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* addition to just @ref xrt_swapchain, as this function downcasts to @ref comp_swapchain !
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*
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* @param crc Compute renderer object
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* @param[in] layers Layers to render, see note.
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* @param[in] layer_count Number of elements in @p layers array.
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* @param[in] d Common render dispatch data
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*
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*/
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void
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comp_render_cs_dispatch(struct render_compute *crc,
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@ -343,6 +513,8 @@ comp_render_cs_dispatch(struct render_compute *crc,
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const uint32_t layer_count,
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const struct comp_render_dispatch_data *d);
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/* end of comp_render_cs group */
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/*! @} */
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#ifdef __cplusplus
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}
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