monado/src/xrt/compositor/render/comp_render.h

626 lines
14 KiB
C

// Copyright 2019-2020, Collabora, Ltd.
// SPDX-License-Identifier: BSL-1.0
/*!
* @file
* @brief The NEW compositor rendering code header.
* @author Lubosz Sarnecki <lubosz.sarnecki@collabora.com>
* @author Jakob Bornecrantz <jakob@collabora.com>
* @ingroup comp_render
*/
#pragma once
#include "xrt/xrt_compiler.h"
#include "xrt/xrt_defines.h"
#include "vk/vk_helpers.h"
#ifdef __cplusplus
extern "C" {
#endif
/*!
* @defgroup comp_render Compositor render code
* @ingroup comp
*
* @brief Rendering helper that is used by the compositor to render.
*/
/*!
* @addtogroup comp_render
* @{
*/
/*
*
* Defines
*
*/
//! How large in pixels the distortion image is.
#define COMP_DISTORTION_IMAGE_DIMENSIONS (128)
//! How many distortion images we have, one for each channel (3 rgb) and per view, total 6.
#define COMP_DISTORTION_NUM_IMAGES (6)
/*
*
* Util functions.
*
*/
/*!
* Calculates a timewarp matrix which takes in NDC coords and gives out results
* in [-1, 1] space that needs a perspective divide.
*/
void
render_calc_time_warp_matrix(const struct xrt_pose *src_pose,
const struct xrt_fov *src_fov,
const struct xrt_pose *new_pose,
struct xrt_matrix_4x4 *matrix);
/*
*
* Shaders.
*
*/
/*!
* Holds all shaders.
*/
struct render_shaders
{
VkShaderModule clear_comp;
VkShaderModule distortion_comp;
VkShaderModule distortion_timewarp_comp;
VkShaderModule mesh_vert;
VkShaderModule mesh_frag;
VkShaderModule equirect1_vert;
VkShaderModule equirect1_frag;
VkShaderModule equirect2_vert;
VkShaderModule equirect2_frag;
VkShaderModule layer_vert;
VkShaderModule layer_frag;
};
/*!
* Loads all of the shaders that the compositor uses.
*/
bool
render_shaders_load(struct render_shaders *s, struct vk_bundle *vk);
/*!
* Unload and cleanup shaders.
*/
void
render_shaders_close(struct render_shaders *s, struct vk_bundle *vk);
/*
*
* Buffer
*
*/
/*!
* Helper struct holding a buffer and its memory.
*/
struct render_buffer
{
//! Backing memory.
VkDeviceMemory memory;
//! Buffer.
VkBuffer buffer;
//! Size requested for the buffer.
VkDeviceSize size;
//! Size of the memory allocation.
VkDeviceSize allocation_size;
//! Alignment of the buffer.
VkDeviceSize alignment;
void *mapped;
};
/*!
* Initialize a buffer.
*/
VkResult
render_buffer_init(struct vk_bundle *vk,
struct render_buffer *buffer,
VkBufferUsageFlags usage_flags,
VkMemoryPropertyFlags memory_property_flags,
VkDeviceSize size);
/*!
* Initialize a buffer, making it exportable.
*/
VkResult
render_buffer_init_exportable(struct vk_bundle *vk,
struct render_buffer *buffer,
VkBufferUsageFlags usage_flags,
VkMemoryPropertyFlags memory_property_flags,
VkDeviceSize size);
/*!
* Frees all resources that this buffer has, but does not free the buffer itself.
*/
void
render_buffer_close(struct vk_bundle *vk, struct render_buffer *buffer);
/*!
* Maps the memory, sets render_buffer::mapped to the memory.
*/
VkResult
render_buffer_map(struct vk_bundle *vk, struct render_buffer *buffer);
/*!
* Unmaps the memory.
*/
void
render_buffer_unmap(struct vk_bundle *vk, struct render_buffer *buffer);
/*!
* Maps the buffer, and copies the given data to the buffer.
*/
VkResult
render_buffer_map_and_write(struct vk_bundle *vk, struct render_buffer *buffer, void *data, VkDeviceSize size);
/*!
* Writes the given data to the buffer, will map it temporarily if not mapped.
*/
VkResult
render_buffer_write(struct vk_bundle *vk, struct render_buffer *buffer, void *data, VkDeviceSize size);
/*
*
* Resources
*
*/
/*!
* Holds all pools and static resources for rendering.
*/
struct render_resources
{
//! Vulkan resources.
struct vk_bundle *vk;
/*
* Loaded resources.
*/
//! All shaders loaded.
struct render_shaders *shaders;
/*
* Shared pools and caches.
*/
//! Shared for all rendering.
VkPipelineCache pipeline_cache;
/*
* Static
*/
struct
{
//! The binding index for the source texture.
uint32_t src_binding;
//! The binding index for the UBO.
uint32_t ubo_binding;
//! Descriptor set layout for mesh distortion.
VkDescriptorSetLayout descriptor_set_layout;
//! Pipeline layout used for mesh.
VkPipelineLayout pipeline_layout;
struct render_buffer vbo;
struct render_buffer ibo;
uint32_t vertex_count;
uint32_t index_counts[2];
uint32_t stride;
uint32_t index_offsets[2];
uint32_t index_count_total;
//! Descriptor pool for mesh shaders.
VkDescriptorPool descriptor_pool;
//! Info ubos, only supports two views currently.
struct render_buffer ubos[2];
} mesh;
struct
{
struct
{
VkImage image;
VkImageView image_view;
VkDeviceMemory memory;
} color;
} dummy;
struct
{
//! Descriptor pool for compute work.
VkDescriptorPool descriptor_pool;
//! The source projection view binding point.
uint32_t src_binding;
//! Image storing the distortion.
uint32_t distortion_binding;
//! Writing the image out too.
uint32_t target_binding;
//! Uniform data binding.
uint32_t ubo_binding;
//! Dummy sampler for null images.
VkSampler default_sampler;
//! Descriptor set layout for compute distortion.
VkDescriptorSetLayout descriptor_set_layout;
//! Pipeline layout used for compute distortion.
VkPipelineLayout pipeline_layout;
//! Doesn't depend on target so is static.
VkPipeline clear_pipeline;
//! Doesn't depend on target so is static.
VkPipeline distortion_pipeline;
//! Doesn't depend on target so is static.
VkPipeline distortion_timewarp_pipeline;
//! Target info.
struct render_buffer ubo;
} compute;
struct
{
//! Transform to go from UV to tangle angles.
struct xrt_normalized_rect uv_to_tanangle[2];
//! Backing memory to distortion images.
VkDeviceMemory device_memories[COMP_DISTORTION_NUM_IMAGES];
//! Distortion images.
VkImage images[COMP_DISTORTION_NUM_IMAGES];
//! The views into the distortion images.
VkImageView image_views[COMP_DISTORTION_NUM_IMAGES];
} distortion;
};
/*!
* Allocate pools and static resources.
*
* @ingroup comp_main
*/
bool
render_resources_init(struct render_resources *r,
struct render_shaders *shaders,
struct vk_bundle *vk,
struct xrt_device *xdev);
/*!
* Free all pools and static resources, does not free the struct itself.
*/
void
render_resources_close(struct render_resources *r);
/*
*
* Shared between both gfx and compute.
*
*/
/*!
* The pure data information about a view that the renderer is rendering to.
*/
struct render_viewport_data
{
uint32_t x, y;
uint32_t w, h;
};
/*
*
* Rendering target
*
*/
/*!
* Each rendering (@ref render_gfx
) render to one or more targets
* (@ref render_gfx_target_resources), each target can have one or more
* views (@ref render_gfx_view), this struct holds all the data that is
* specific to the target.
*/
struct render_gfx_target_data
{
// The format that should be used to read from the target.
VkFormat format;
// Is this target a external target.
bool is_external;
//! Total height and width of the target.
uint32_t width, height;
};
/*!
* Each rendering (@ref render_gfx) render to one or more targets
* (@ref render_gfx_target_resources), each target can have one or more
* views (@ref render_gfx_view), this struct holds all the vulkan resources
* that is specific to the target.
*
* Technically the framebuffer could be moved out of this struct and all of this
* state be turned into a CSO object that depends only only the format and
* external status of the target, but is combined to reduce the number of
* objects needed to render.
*/
struct render_gfx_target_resources
{
//! Collections of static resources.
struct render_resources *r;
//! The data for this target.
struct render_gfx_target_data data;
//! Render pass used for rendering, does not depend on framebuffer.
VkRenderPass render_pass;
struct
{
//! Pipeline layout used for mesh, does not depend on framebuffer.
VkPipeline pipeline;
} mesh;
//! Framebuffer for this target, depends on given VkImageView.
VkFramebuffer framebuffer;
};
/*!
* Init a target resource struct, caller has to keep target alive until closed.
*/
bool
render_gfx_target_resources_init(struct render_gfx_target_resources *rtr,
struct render_resources *r,
VkImageView target,
struct render_gfx_target_data *data);
/*!
* Frees all resources held by the target, does not free the struct itself.
*/
void
render_gfx_target_resources_close(struct render_gfx_target_resources *rtr);
/*
*
* Rendering
*
*/
/*!
* Each rendering (@ref render_gfx) render to one or more targets
* (@ref render_gfx_target_resources), each target can have one or more
* views (@ref render_gfx_view), this struct holds all the vulkan resources
* that is specific to the view.
*/
struct render_gfx_view
{
struct
{
VkDescriptorSet descriptor_set;
} mesh;
};
/*!
* A rendering is used to create command buffers needed to do one frame of
* compositor rendering, it holds onto resources used by the command buffer.
*/
struct render_gfx
{
//! Resources that we are based on.
struct render_resources *r;
//! The current target we are rendering too, can change during command building.
struct render_gfx_target_resources *rtr;
//! Command buffer where all commands are recorded.
VkCommandBuffer cmd;
//! Holds per view data.
struct render_gfx_view views[2];
//! The current view we are rendering to.
uint32_t current_view;
};
/*!
* Init struct and create resources needed for rendering.
*/
bool
render_gfx_init(struct render_gfx *rr, struct render_resources *r);
/*!
* Frees any unneeded resources and ends the command buffer so it can be used.
*/
void
render_gfx_finalize(struct render_gfx *rr);
/*!
* Frees all resources held by the rendering, does not free the struct itself.
*/
void
render_gfx_close(struct render_gfx *rr);
/*
*
* Drawing
*
*/
/*!
* UBO data that is sent to the mesh shaders.
*/
struct render_gfx_mesh_ubo_data
{
struct xrt_matrix_2x2 vertex_rot;
struct xrt_normalized_rect post_transform;
};
/*!
* This function allocates everything to start a single rendering. This is the
* first function you call when you start rendering, you follow up with a call
* to render_gfx_begin_view.
*/
bool
render_gfx_begin_target(struct render_gfx *rr, struct render_gfx_target_resources *rtr);
void
render_gfx_end_target(struct render_gfx *rr);
void
render_gfx_begin_view(struct render_gfx *rr, uint32_t view, struct render_viewport_data *viewport_data);
void
render_gfx_end_view(struct render_gfx *rr);
void
render_gfx_distortion(struct render_gfx *rr);
/*
*
* Update functions.
*
*/
void
render_gfx_update_distortion(struct render_gfx *rr,
uint32_t view,
VkSampler sampler,
VkImageView image_view,
struct render_gfx_mesh_ubo_data *data);
/*
*
* Compute distortion.
*
*/
/*!
* A compute rendering is used to create command buffers needed to do one frame
* of compositor rendering using compute shaders, it holds onto resources used
* by the command buffer.
*/
struct render_compute
{
//! Shared resources.
struct render_resources *r;
//! Command buffer where all commands are recorded.
VkCommandBuffer cmd;
//! Shared descriptor set between clear, projection and timewarp.
VkDescriptorSet descriptor_set;
};
/*!
* UBO data that is sent to the compute distortion shaders.
*/
struct render_compute_distortion_ubo_data
{
struct render_viewport_data views[2];
struct xrt_normalized_rect pre_transforms[2];
struct xrt_normalized_rect post_transforms[2];
struct xrt_matrix_4x4 transforms[2];
};
/*!
* Init struct and create resources needed for compute rendering.
*/
bool
render_compute_init(struct render_compute *crc, struct render_resources *r);
/*!
* Frees all resources held by the compute rendering, does not free the struct itself.
*/
void
render_compute_close(struct render_compute *crc);
bool
render_compute_begin(struct render_compute *crc);
void
render_compute_projection_timewarp(struct render_compute *crc,
VkSampler src_samplers[2],
VkImageView src_image_views[2],
const struct xrt_normalized_rect src_rects[2],
const struct xrt_pose src_poses[2],
const struct xrt_fov src_fovs[2],
const struct xrt_pose new_poses[2],
VkImage target_image,
VkImageView target_image_view,
const struct render_viewport_data views[2]);
void
render_compute_projection(struct render_compute *crc, //
VkSampler src_samplers[2], //
VkImageView src_image_views[2], //
const struct xrt_normalized_rect src_rects[2], //
VkImage target_image, //
VkImageView target_image_view, //
const struct render_viewport_data views[2]); //
void
render_compute_clear(struct render_compute *crc, //
VkImage target_image, //
VkImageView target_image_view, //
const struct render_viewport_data views[2]); //
bool
render_compute_end(struct render_compute *crc);
/*!
* @}
*/
#ifdef __cplusplus
}
#endif