Crafter.Graphics/interfaces/Crafter.Graphics-RenderPass.cppm

105 lines
5.4 KiB
C++

//SPDX-License-Identifier: LGPL-3.0-only
//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
module;
#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
#include "vulkan/vulkan.h"
#endif // !CRAFTER_GRAPHICS_WINDOW_DOM
export module Crafter.Graphics:RenderPass;
import std;
import :GraphicsTypes;
export namespace Crafter {
struct Window;
#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
// Conservative union of every pipeline stage that can write the swapchain
// storage image: a compute pass via COMPUTE_SHADER, a ray-tracing pass via
// RAY_TRACING_SHADER, plus TRANSFER for any blit/copy writer. Used as the
// RenderPass default (a pass that doesn't narrow its own stage) and as the
// fallback when there are no passes to derive a real union from. Far tighter
// than ALL_COMMANDS, but never under-synchronises a polymorphic pass.
inline constexpr VkPipelineStageFlags kSwapchainWriterStages =
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT
| VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR
| VK_PIPELINE_STAGE_TRANSFER_BIT;
#endif // !CRAFTER_GRAPHICS_WINDOW_DOM
struct RenderPass {
virtual void Record(GraphicsCommandBuffer cmd, std::uint32_t frameIdx, Window& window) = 0;
virtual ~RenderPass() = default;
#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
// Pipeline stage at which this pass reads and writes the swapchain
// storage image. The frame loop uses this to scope the inter-pass and
// frame-edge barriers to the stages that actually touch the image
// instead of ALL_COMMANDS. A subclass MUST narrow this to its real
// stage (RTPass -> RAY_TRACING_SHADER, a compute pass -> COMPUTE_SHADER):
// the default is the conservative writer union so an un-overridden pass
// can never be under-synchronised, only over-synchronised.
virtual VkPipelineStageFlags SwapchainStage() const { return kSwapchainWriterStages; }
#endif // !CRAFTER_GRAPHICS_WINDOW_DOM
};
#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
// Union of the swapchain-access stages declared by `passes` — the "real"
// per-pass stage union the frame-edge barriers (acquire dst / present src)
// narrow to: an all-compute frame yields COMPUTE_SHADER only, a frame with
// any RT pass folds in RAY_TRACING_SHADER, and so on. Falls back to the
// conservative writer union when there are no passes (the image is still
// transitioned, just never written), so the barrier is always well-formed.
inline VkPipelineStageFlags SwapchainStageUnion(std::span<RenderPass* const> passes) {
if (passes.empty()) return kSwapchainWriterStages;
VkPipelineStageFlags stages = 0;
for (RenderPass* pass : passes) stages |= pass->SwapchainStage();
return stages;
}
// The access mask matching a swapchain-writer stage union, for the
// frame-edge barriers (acquire dst / present src). A barrier's access mask
// must only contain access flags supported by its accompanying stage mask
// (VUID-vkCmdPipelineBarrier-pImageMemoryBarriers-02820): TRANSFER_WRITE is
// not a valid access for COMPUTE/RAY_TRACING stages, so hardcoding both
// SHADER_WRITE and TRANSFER_WRITE fires the VUID every frame on an
// all-compute frame. The swapchain image is written as a storage image by
// compute/RT passes (SHADER_WRITE) and only via TRANSFER_WRITE when a
// transfer-stage pass is present, so derive the access bits from the same
// per-pass stage union the barrier's stage mask uses instead of hardcoding.
inline VkAccessFlags SwapchainWriterAccess(VkPipelineStageFlags stages) {
VkAccessFlags access = 0;
if (stages & (VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT
| VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR))
access |= VK_ACCESS_SHADER_WRITE_BIT;
if (stages & VK_PIPELINE_STAGE_TRANSFER_BIT)
access |= VK_ACCESS_TRANSFER_WRITE_BIT;
return access;
}
// The inter-pass swapchain barrier (replacing the old queue-wide
// VkMemoryBarrier at the #115 location). Scoped to the swapchain image's
// single colour subresource so only that image's shader caches round-trip —
// unrelated buffers/images stay resident — exactly as the intra-pass UI
// barrier already does. The image is bound as a storage image and stays in
// VK_IMAGE_LAYOUT_GENERAL, so this is a pure memory dependency (no layout
// transition). The execution scope (stage masks) is supplied per pass pair
// by the caller via vkCmdPipelineBarrier.
inline VkImageMemoryBarrier BuildSwapchainInterPassBarrier(VkImage image) {
return {
.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER,
.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT,
.dstAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT,
.oldLayout = VK_IMAGE_LAYOUT_GENERAL,
.newLayout = VK_IMAGE_LAYOUT_GENERAL,
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.image = image,
.subresourceRange = {
.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
.baseMipLevel = 0,
.levelCount = 1,
.baseArrayLayer = 0,
.layerCount = 1,
},
};
}
#endif // !CRAFTER_GRAPHICS_WINDOW_DOM
}