1 /*
2 * Copyright (c) 2024 Huawei Device Co., Ltd.
3 * Licensed under the Apache License, Version 2.0 (the "License");
4 * you may not use this file except in compliance with the License.
5 * You may obtain a copy of the License at
6 *
7 * http://www.apache.org/licenses/LICENSE-2.0
8 *
9 * Unless required by applicable law or agreed to in writing, software
10 * distributed under the License is distributed on an "AS IS" BASIS,
11 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 * See the License for the specific language governing permissions and
13 * limitations under the License.
14 */
15
16 #include "render_copy_helper.h"
17
18 #include <render/device/intf_gpu_resource_manager.h>
19 #include <render/device/intf_shader_manager.h>
20 #include <render/device/pipeline_layout_desc.h>
21 #include <render/device/pipeline_state_desc.h>
22 #include <render/nodecontext/intf_node_context_descriptor_set_manager.h>
23 #include <render/nodecontext/intf_node_context_pso_manager.h>
24 #include <render/nodecontext/intf_pipeline_descriptor_set_binder.h>
25 #include <render/nodecontext/intf_render_command_list.h>
26 #include <render/nodecontext/intf_render_node_context_manager.h>
27 #include <render/nodecontext/intf_render_node_util.h>
28
29 using namespace BASE_NS;
30 using namespace RENDER_NS;
31
32 CORE3D_BEGIN_NAMESPACE()
33 namespace {
34 constexpr DynamicStateEnum DYNAMIC_STATES[] = { CORE_DYNAMIC_STATE_ENUM_VIEWPORT, CORE_DYNAMIC_STATE_ENUM_SCISSOR };
35
CreateRenderPass(const IRenderNodeGpuResourceManager & gpuResourceMgr,const RenderHandle input)36 RenderPass CreateRenderPass(const IRenderNodeGpuResourceManager& gpuResourceMgr, const RenderHandle input)
37 {
38 const GpuImageDesc desc = gpuResourceMgr.GetImageDescriptor(input);
39 RenderPass rp;
40 rp.renderPassDesc.attachmentCount = 1u;
41 rp.renderPassDesc.attachmentHandles[0u] = input;
42 rp.renderPassDesc.attachments[0u].loadOp = AttachmentLoadOp::CORE_ATTACHMENT_LOAD_OP_DONT_CARE;
43 rp.renderPassDesc.attachments[0u].storeOp = AttachmentStoreOp::CORE_ATTACHMENT_STORE_OP_STORE;
44 rp.renderPassDesc.renderArea = { 0, 0, desc.width, desc.height };
45
46 rp.renderPassDesc.subpassCount = 1u;
47 rp.subpassDesc.colorAttachmentCount = 1u;
48 rp.subpassDesc.colorAttachmentIndices[0u] = 0u;
49 rp.subpassStartIndex = 0u;
50 return rp;
51 }
52 } // namespace
53
Init(IRenderNodeContextManager & renderNodeContextMgr,const CopyInfo & copyInfo)54 void RenderCopyHelper::Init(IRenderNodeContextManager& renderNodeContextMgr, const CopyInfo& copyInfo)
55 {
56 copyInfo_ = copyInfo;
57 {
58 const IRenderNodeShaderManager& shaderMgr = renderNodeContextMgr.GetShaderManager();
59 renderData_ = {};
60 renderData_.shader = shaderMgr.GetShaderHandle("rendershaders://shader/fullscreen_copy.shader");
61 renderData_.pipelineLayout = shaderMgr.GetReflectionPipelineLayout(renderData_.shader);
62 renderData_.sampler =
63 renderNodeContextMgr.GetGpuResourceManager().GetSamplerHandle("CORE_DEFAULT_SAMPLER_LINEAR_CLAMP");
64 }
65 {
66 INodeContextDescriptorSetManager& descriptorSetMgr = renderNodeContextMgr.GetDescriptorSetManager();
67 const auto& bindings = renderData_.pipelineLayout.descriptorSetLayouts[0U].bindings;
68 const RenderHandle descHandle = descriptorSetMgr.CreateDescriptorSet(bindings);
69 binder_ = descriptorSetMgr.CreateDescriptorSetBinder(descHandle, bindings);
70 }
71 }
72
PreExecute(IRenderNodeContextManager & renderNodeContextMgr,const CopyInfo & copyInfo)73 void RenderCopyHelper::PreExecute(IRenderNodeContextManager& renderNodeContextMgr, const CopyInfo& copyInfo)
74 {
75 copyInfo_ = copyInfo;
76 }
77
Execute(IRenderNodeContextManager & renderNodeContextMgr,IRenderCommandList & cmdList)78 void RenderCopyHelper::Execute(IRenderNodeContextManager& renderNodeContextMgr, IRenderCommandList& cmdList)
79 {
80 // extra copy from input to ouput
81 if ((RenderHandleUtil::GetHandleType(copyInfo_.input) == RenderHandleType::GPU_IMAGE) &&
82 (RenderHandleUtil::GetHandleType(copyInfo_.output) == RenderHandleType::GPU_IMAGE) && binder_) {
83 auto& gpuResourceMgr = renderNodeContextMgr.GetGpuResourceManager();
84 auto renderPass = CreateRenderPass(gpuResourceMgr, copyInfo_.output);
85 if (!RenderHandleUtil::IsValid(renderData_.pso)) {
86 auto& psoMgr = renderNodeContextMgr.GetPsoManager();
87 const auto& shaderMgr = renderNodeContextMgr.GetShaderManager();
88 const RenderHandle graphicsStateHandle = shaderMgr.GetGraphicsStateHandleByShaderHandle(renderData_.shader);
89 renderData_.pso = psoMgr.GetGraphicsPsoHandle(renderData_.shader, graphicsStateHandle,
90 renderData_.pipelineLayout, {}, {}, { DYNAMIC_STATES, countof(DYNAMIC_STATES) });
91 }
92
93 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc);
94 cmdList.BindPipeline(renderData_.pso);
95
96 {
97 auto& binder = *binder_;
98 binder.ClearBindings();
99 uint32_t binding = 0u;
100 binder.BindSampler(
101 binding, RenderHandleUtil::IsValid(copyInfo_.sampler) ? copyInfo_.sampler : renderData_.sampler);
102 binder.BindImage(++binding, copyInfo_.input);
103 cmdList.UpdateDescriptorSet(
104 binder.GetDescriptorSetHandle(), binder.GetDescriptorSetLayoutBindingResources());
105 cmdList.BindDescriptorSet(0u, binder.GetDescriptorSetHandle());
106 }
107
108 // dynamic state
109 const IRenderNodeUtil& renderNodeUtil = renderNodeContextMgr.GetRenderNodeUtil();
110 const ViewportDesc viewportDesc = renderNodeUtil.CreateDefaultViewport(renderPass);
111 const ScissorDesc scissorDesc = renderNodeUtil.CreateDefaultScissor(renderPass);
112 cmdList.SetDynamicStateViewport(viewportDesc);
113 cmdList.SetDynamicStateScissor(scissorDesc);
114
115 cmdList.Draw(3u, 1u, 0u, 0u);
116 cmdList.EndRenderPass();
117 }
118 }
119
GetDescriptorCounts() const120 DescriptorCounts RenderCopyHelper::GetDescriptorCounts() const
121 {
122 // expected high max mip count
123 return DescriptorCounts { {
124 { CORE_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1U },
125 { CORE_DESCRIPTOR_TYPE_SAMPLER, 1U },
126 } };
127 }
128 CORE3D_END_NAMESPACE()
129