VideoBackends: add support to allow rendering to multiple output textures

This commit is contained in:
iwubcode
2023-05-28 20:59:02 -05:00
parent 252d3f353a
commit 834f8f7b5c
43 changed files with 713 additions and 327 deletions

View File

@ -6,10 +6,12 @@
AbstractFramebuffer::AbstractFramebuffer(AbstractTexture* color_attachment,
AbstractTexture* depth_attachment,
std::vector<AbstractTexture*> additional_color_attachments,
AbstractTextureFormat color_format,
AbstractTextureFormat depth_format, u32 width, u32 height,
u32 layers, u32 samples)
: m_color_attachment(color_attachment), m_depth_attachment(depth_attachment),
m_additional_color_attachments(std::move(additional_color_attachments)),
m_color_format(color_format), m_depth_format(depth_format), m_width(width), m_height(height),
m_layers(layers), m_samples(samples)
{
@ -17,13 +19,18 @@ AbstractFramebuffer::AbstractFramebuffer(AbstractTexture* color_attachment,
AbstractFramebuffer::~AbstractFramebuffer() = default;
bool AbstractFramebuffer::ValidateConfig(const AbstractTexture* color_attachment,
const AbstractTexture* depth_attachment)
bool AbstractFramebuffer::ValidateConfig(
const AbstractTexture* color_attachment, const AbstractTexture* depth_attachment,
const std::vector<AbstractTexture*>& additional_color_attachments)
{
// Must have at least a color or depth attachment.
if (!color_attachment && !depth_attachment)
return false;
// Must have a color attachment if additional color attachments are defined
if (!color_attachment && !additional_color_attachments.empty())
return false;
// Currently we only expose a single mip level for render target textures.
// MSAA textures are not supported with mip levels on most backends, and it simplifies our
// handling of framebuffers.
@ -36,6 +43,14 @@ bool AbstractFramebuffer::ValidateConfig(const AbstractTexture* color_attachment
return false;
}
for (auto* attachment : additional_color_attachments)
{
if (!CheckAttachment(attachment))
{
return false;
}
}
// If both color and depth are present, their attributes must match.
if (color_attachment && depth_attachment)
{
@ -48,6 +63,16 @@ bool AbstractFramebuffer::ValidateConfig(const AbstractTexture* color_attachment
}
}
for (auto* attachment : additional_color_attachments)
{
if (color_attachment->GetConfig().width != attachment->GetConfig().width ||
color_attachment->GetConfig().height != attachment->GetConfig().height ||
color_attachment->GetConfig().samples != attachment->GetConfig().samples)
{
return false;
}
}
return true;
}

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@ -3,6 +3,8 @@
#pragma once
#include <vector>
#include "Common/CommonTypes.h"
#include "Common/MathUtil.h"
#include "VideoCommon/TextureConfig.h"
@ -18,12 +20,14 @@ class AbstractFramebuffer
{
public:
AbstractFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
std::vector<AbstractTexture*> additional_color_attachments,
AbstractTextureFormat color_format, AbstractTextureFormat depth_format,
u32 width, u32 height, u32 layers, u32 samples);
virtual ~AbstractFramebuffer();
static bool ValidateConfig(const AbstractTexture* color_attachment,
const AbstractTexture* depth_attachment);
const AbstractTexture* depth_attachment,
const std::vector<AbstractTexture*>& additional_color_attachments);
AbstractTexture* GetColorAttachment() const { return m_color_attachment; }
AbstractTexture* GetDepthAttachment() const { return m_depth_attachment; }
@ -42,6 +46,7 @@ protected:
AbstractTexture* m_depth_attachment;
AbstractTextureFormat m_color_format;
AbstractTextureFormat m_depth_format;
std::vector<AbstractTexture*> m_additional_color_attachments;
u32 m_width;
u32 m_height;
u32 m_layers;

View File

@ -10,6 +10,7 @@
#include <array>
#include <memory>
#include <vector>
class AbstractFramebuffer;
class AbstractPipeline;
@ -75,7 +76,8 @@ public:
virtual std::unique_ptr<AbstractStagingTexture>
CreateStagingTexture(StagingTextureType type, const TextureConfig& config) = 0;
virtual std::unique_ptr<AbstractFramebuffer>
CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment) = 0;
CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
std::vector<AbstractTexture*> additional_color_attachments = {}) = 0;
// Framebuffer operations.
virtual void SetFramebuffer(AbstractFramebuffer* framebuffer);

View File

@ -453,6 +453,7 @@ FramebufferState GetColorFramebufferState(AbstractTextureFormat format)
state.depth_texture_format = AbstractTextureFormat::Undefined;
state.per_sample_shading = false;
state.samples = 1;
state.additional_color_attachment_count = 0;
return state;
}

View File

@ -80,6 +80,12 @@ union FramebufferState
BitField<16, 8, u32> samples;
BitField<24, 1, u32> per_sample_shading;
// Note: all additional color attachments
// have the same format as `color_texture_format`
// TODO: in the future improve this so every attachment
// can specify its own format
BitField<25, 3, u32> additional_color_attachment_count;
u32 hex = 0;
};