Merge pull request #4374 from stenzek/vulkan-xfb

Vulkan: Cleanup and implement XFB support
This commit is contained in:
Stenzek 2016-11-04 23:11:10 +10:00 committed by GitHub
commit ac2971b30e
22 changed files with 1001 additions and 517 deletions

View file

@ -10,6 +10,7 @@
#include "VideoBackends/Vulkan/BoundingBox.h"
#include "VideoBackends/Vulkan/CommandBufferManager.h"
#include "VideoBackends/Vulkan/ObjectCache.h"
#include "VideoBackends/Vulkan/Renderer.h"
#include "VideoBackends/Vulkan/StagingBuffer.h"
#include "VideoBackends/Vulkan/StateTracker.h"
#include "VideoBackends/Vulkan/Util.h"
@ -47,7 +48,7 @@ bool BoundingBox::Initialize()
return true;
}
void BoundingBox::Flush(StateTracker* state_tracker)
void BoundingBox::Flush()
{
if (m_gpu_buffer == VK_NULL_HANDLE)
return;
@ -75,7 +76,7 @@ void BoundingBox::Flush(StateTracker* state_tracker)
// However, the writes must be serialized, so we can't put it in the init buffer.
if (!updated_buffer)
{
state_tracker->EndRenderPass();
StateTracker::GetInstance()->EndRenderPass();
// Ensure GPU buffer is in a state where it can be transferred to.
Util::BufferMemoryBarrier(
@ -104,7 +105,7 @@ void BoundingBox::Flush(StateTracker* state_tracker)
m_valid = true;
}
void BoundingBox::Invalidate(StateTracker* state_tracker)
void BoundingBox::Invalidate()
{
if (m_gpu_buffer == VK_NULL_HANDLE)
return;
@ -112,19 +113,19 @@ void BoundingBox::Invalidate(StateTracker* state_tracker)
m_valid = false;
}
s32 BoundingBox::Get(StateTracker* state_tracker, size_t index)
s32 BoundingBox::Get(size_t index)
{
_assert_(index < NUM_VALUES);
if (!m_valid)
Readback(state_tracker);
Readback();
s32 value;
m_readback_buffer->Read(index * sizeof(s32), &value, sizeof(value), false);
return value;
}
void BoundingBox::Set(StateTracker* state_tracker, size_t index, s32 value)
void BoundingBox::Set(size_t index, s32 value)
{
_assert_(index < NUM_VALUES);
@ -212,10 +213,10 @@ bool BoundingBox::CreateReadbackBuffer()
return true;
}
void BoundingBox::Readback(StateTracker* state_tracker)
void BoundingBox::Readback()
{
// Can't be done within a render pass.
state_tracker->EndRenderPass();
StateTracker::GetInstance()->EndRenderPass();
// Ensure all writes are completed to the GPU buffer prior to the transfer.
Util::BufferMemoryBarrier(
@ -240,7 +241,7 @@ void BoundingBox::Readback(StateTracker* state_tracker)
VK_ACCESS_TRANSFER_WRITE_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT);
// Wait until these commands complete.
Util::ExecuteCurrentCommandsAndRestoreState(state_tracker, false, true);
Util::ExecuteCurrentCommandsAndRestoreState(false, true);
// Cache is now valid.
m_readback_buffer->InvalidateCPUCache();

View file

@ -15,7 +15,6 @@
namespace Vulkan
{
class StagingBuffer;
class StateTracker;
class BoundingBox
{
@ -28,16 +27,16 @@ public:
VkBuffer GetGPUBuffer() const { return m_gpu_buffer; }
VkDeviceSize GetGPUBufferOffset() const { return 0; }
VkDeviceSize GetGPUBufferSize() const { return BUFFER_SIZE; }
s32 Get(StateTracker* state_tracker, size_t index);
void Set(StateTracker* state_tracker, size_t index, s32 value);
s32 Get(size_t index);
void Set(size_t index, s32 value);
void Invalidate(StateTracker* state_tracker);
void Flush(StateTracker* state_tracker);
void Invalidate();
void Flush();
private:
bool CreateGPUBuffer();
bool CreateReadbackBuffer();
void Readback(StateTracker* state_tracker);
void Readback();
VkBuffer m_gpu_buffer = VK_NULL_HANDLE;
VkDeviceMemory m_gpu_memory = VK_NULL_HANDLE;

View file

@ -10,6 +10,8 @@
#include "Common/CommonFuncs.h"
#include "Common/Logging/Log.h"
#include "Core/HW/Memmap.h"
#include "VideoBackends/Vulkan/CommandBufferManager.h"
#include "VideoBackends/Vulkan/ObjectCache.h"
#include "VideoBackends/Vulkan/StagingTexture2D.h"
@ -49,6 +51,11 @@ FramebufferManager::~FramebufferManager()
DestroyPokeShaders();
}
FramebufferManager* FramebufferManager::GetInstance()
{
return static_cast<FramebufferManager*>(g_framebuffer_manager.get());
}
bool FramebufferManager::Initialize()
{
if (!CreateEFBRenderPass())
@ -450,15 +457,14 @@ void FramebufferManager::ReinterpretPixelData(int convtype)
std::swap(m_efb_framebuffer, m_efb_convert_framebuffer);
}
Texture2D* FramebufferManager::ResolveEFBColorTexture(StateTracker* state_tracker,
const VkRect2D& region)
Texture2D* FramebufferManager::ResolveEFBColorTexture(const VkRect2D& region)
{
// Return the normal EFB texture if multisampling is off.
if (m_efb_samples == VK_SAMPLE_COUNT_1_BIT)
return m_efb_color_texture.get();
// Can't resolve within a render pass.
state_tracker->EndRenderPass();
StateTracker::GetInstance()->EndRenderPass();
// Resolving is considered to be a transfer operation.
m_efb_color_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
@ -485,15 +491,14 @@ Texture2D* FramebufferManager::ResolveEFBColorTexture(StateTracker* state_tracke
return m_efb_resolve_color_texture.get();
}
Texture2D* FramebufferManager::ResolveEFBDepthTexture(StateTracker* state_tracker,
const VkRect2D& region)
Texture2D* FramebufferManager::ResolveEFBDepthTexture(const VkRect2D& region)
{
// Return the normal EFB texture if multisampling is off.
if (m_efb_samples == VK_SAMPLE_COUNT_1_BIT)
return m_efb_depth_texture.get();
// Can't resolve within a render pass.
state_tracker->EndRenderPass();
StateTracker::GetInstance()->EndRenderPass();
m_efb_depth_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
@ -659,9 +664,9 @@ void FramebufferManager::DestroyConversionShaders()
DestroyShader(m_ps_depth_resolve);
}
u32 FramebufferManager::PeekEFBColor(StateTracker* state_tracker, u32 x, u32 y)
u32 FramebufferManager::PeekEFBColor(u32 x, u32 y)
{
if (!m_color_readback_texture_valid && !PopulateColorReadbackTexture(state_tracker))
if (!m_color_readback_texture_valid && !PopulateColorReadbackTexture())
return 0;
u32 value;
@ -669,18 +674,18 @@ u32 FramebufferManager::PeekEFBColor(StateTracker* state_tracker, u32 x, u32 y)
return value;
}
bool FramebufferManager::PopulateColorReadbackTexture(StateTracker* state_tracker)
bool FramebufferManager::PopulateColorReadbackTexture()
{
// Can't be in our normal render pass.
state_tracker->EndRenderPass();
state_tracker->OnReadback();
StateTracker::GetInstance()->EndRenderPass();
StateTracker::GetInstance()->OnReadback();
// Issue a copy from framebuffer -> copy texture if we have >1xIR or MSAA on.
VkRect2D src_region = {{0, 0}, {m_efb_width, m_efb_height}};
Texture2D* src_texture = m_efb_color_texture.get();
VkImageAspectFlags src_aspect = VK_IMAGE_ASPECT_COLOR_BIT;
if (m_efb_samples > 1)
src_texture = ResolveEFBColorTexture(state_tracker, src_region);
src_texture = ResolveEFBColorTexture(src_region);
if (m_efb_width != EFB_WIDTH || m_efb_height != EFB_HEIGHT)
{
@ -728,8 +733,8 @@ bool FramebufferManager::PopulateColorReadbackTexture(StateTracker* state_tracke
// Wait until the copy is complete.
g_command_buffer_mgr->ExecuteCommandBuffer(false, true);
state_tracker->InvalidateDescriptorSets();
state_tracker->SetPendingRebind();
StateTracker::GetInstance()->InvalidateDescriptorSets();
StateTracker::GetInstance()->SetPendingRebind();
// Map to host memory.
if (!m_color_readback_texture->IsMapped() && !m_color_readback_texture->Map())
@ -739,9 +744,9 @@ bool FramebufferManager::PopulateColorReadbackTexture(StateTracker* state_tracke
return true;
}
float FramebufferManager::PeekEFBDepth(StateTracker* state_tracker, u32 x, u32 y)
float FramebufferManager::PeekEFBDepth(u32 x, u32 y)
{
if (!m_depth_readback_texture_valid && !PopulateDepthReadbackTexture(state_tracker))
if (!m_depth_readback_texture_valid && !PopulateDepthReadbackTexture())
return 0.0f;
float value;
@ -749,11 +754,11 @@ float FramebufferManager::PeekEFBDepth(StateTracker* state_tracker, u32 x, u32 y
return value;
}
bool FramebufferManager::PopulateDepthReadbackTexture(StateTracker* state_tracker)
bool FramebufferManager::PopulateDepthReadbackTexture()
{
// Can't be in our normal render pass.
state_tracker->EndRenderPass();
state_tracker->OnReadback();
StateTracker::GetInstance()->EndRenderPass();
StateTracker::GetInstance()->OnReadback();
// Issue a copy from framebuffer -> copy texture if we have >1xIR or MSAA on.
VkRect2D src_region = {{0, 0}, {m_efb_width, m_efb_height}};
@ -762,7 +767,7 @@ bool FramebufferManager::PopulateDepthReadbackTexture(StateTracker* state_tracke
if (m_efb_samples > 1)
{
// EFB depth resolves are written out as color textures
src_texture = ResolveEFBDepthTexture(state_tracker, src_region);
src_texture = ResolveEFBDepthTexture(src_region);
src_aspect = VK_IMAGE_ASPECT_COLOR_BIT;
}
if (m_efb_width != EFB_WIDTH || m_efb_height != EFB_HEIGHT)
@ -812,8 +817,8 @@ bool FramebufferManager::PopulateDepthReadbackTexture(StateTracker* state_tracke
// Wait until the copy is complete.
g_command_buffer_mgr->ExecuteCommandBuffer(false, true);
state_tracker->InvalidateDescriptorSets();
state_tracker->SetPendingRebind();
StateTracker::GetInstance()->InvalidateDescriptorSets();
StateTracker::GetInstance()->SetPendingRebind();
// Map to host memory.
if (!m_depth_readback_texture->IsMapped() && !m_depth_readback_texture->Map())
@ -1086,11 +1091,11 @@ void FramebufferManager::DestroyReadbackFramebuffer()
}
}
void FramebufferManager::PokeEFBColor(StateTracker* state_tracker, u32 x, u32 y, u32 color)
void FramebufferManager::PokeEFBColor(u32 x, u32 y, u32 color)
{
// Flush if we exceeded the number of vertices per batch.
if ((m_color_poke_vertices.size() + 6) > MAX_POKE_VERTICES)
FlushEFBPokes(state_tracker);
FlushEFBPokes();
CreatePokeVertices(&m_color_poke_vertices, x, y, 0.0f, color);
@ -1099,11 +1104,11 @@ void FramebufferManager::PokeEFBColor(StateTracker* state_tracker, u32 x, u32 y,
m_color_readback_texture->WriteTexel(x, y, &color, sizeof(color));
}
void FramebufferManager::PokeEFBDepth(StateTracker* state_tracker, u32 x, u32 y, float depth)
void FramebufferManager::PokeEFBDepth(u32 x, u32 y, float depth)
{
// Flush if we exceeded the number of vertices per batch.
if ((m_color_poke_vertices.size() + 6) > MAX_POKE_VERTICES)
FlushEFBPokes(state_tracker);
FlushEFBPokes();
CreatePokeVertices(&m_depth_poke_vertices, x, y, depth, 0);
@ -1140,27 +1145,22 @@ void FramebufferManager::CreatePokeVertices(std::vector<EFBPokeVertex>* destinat
}
}
void FramebufferManager::FlushEFBPokes(StateTracker* state_tracker)
void FramebufferManager::FlushEFBPokes()
{
if (!m_color_poke_vertices.empty())
{
DrawPokeVertices(state_tracker, m_color_poke_vertices.data(), m_color_poke_vertices.size(),
true, false);
DrawPokeVertices(m_color_poke_vertices.data(), m_color_poke_vertices.size(), true, false);
m_color_poke_vertices.clear();
}
if (!m_depth_poke_vertices.empty())
{
DrawPokeVertices(state_tracker, m_depth_poke_vertices.data(), m_depth_poke_vertices.size(),
false, true);
DrawPokeVertices(m_depth_poke_vertices.data(), m_depth_poke_vertices.size(), false, true);
m_depth_poke_vertices.clear();
}
}
void FramebufferManager::DrawPokeVertices(StateTracker* state_tracker,
const EFBPokeVertex* vertices, size_t vertex_count,
void FramebufferManager::DrawPokeVertices(const EFBPokeVertex* vertices, size_t vertex_count,
bool write_color, bool write_depth)
{
// Relatively simple since we don't have any bindings.
@ -1205,7 +1205,7 @@ void FramebufferManager::DrawPokeVertices(StateTracker* state_tracker,
{
// Kick a command buffer first.
WARN_LOG(VIDEO, "Kicking command buffer due to no EFB poke space.");
Util::ExecuteCurrentCommandsAndRestoreState(state_tracker, true);
Util::ExecuteCurrentCommandsAndRestoreState(true);
command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
if (!m_poke_vertex_stream_buffer->ReserveMemory(vertices_size, sizeof(EfbPokeData), true, true,
@ -1221,9 +1221,9 @@ void FramebufferManager::DrawPokeVertices(StateTracker* state_tracker,
m_poke_vertex_stream_buffer->CommitMemory(vertices_size);
// Set up state.
state_tracker->EndClearRenderPass();
state_tracker->BeginRenderPass();
state_tracker->SetPendingRebind();
StateTracker::GetInstance()->EndClearRenderPass();
StateTracker::GetInstance()->BeginRenderPass();
StateTracker::GetInstance()->SetPendingRebind();
Util::SetViewportAndScissor(command_buffer, 0, 0, m_efb_width, m_efb_height);
vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
vkCmdBindVertexBuffers(command_buffer, 0, 1, &vb_buffer, &vb_offset);
@ -1367,4 +1367,96 @@ void FramebufferManager::DestroyPokeShaders()
}
}
std::unique_ptr<XFBSourceBase> FramebufferManager::CreateXFBSource(unsigned int target_width,
unsigned int target_height,
unsigned int layers)
{
TextureCacheBase::TCacheEntryConfig config;
config.width = target_width;
config.height = target_height;
config.layers = layers;
config.rendertarget = true;
auto* base_texture = TextureCache::GetInstance()->CreateTexture(config);
auto* texture = static_cast<TextureCache::TCacheEntry*>(base_texture);
if (!texture)
{
PanicAlert("Failed to create texture for XFB source");
return nullptr;
}
return std::make_unique<XFBSource>(std::unique_ptr<TextureCache::TCacheEntry>(texture));
}
void FramebufferManager::CopyToRealXFB(u32 xfb_addr, u32 fb_stride, u32 fb_height,
const EFBRectangle& source_rc, float gamma)
{
// Pending/batched EFB pokes should be included in the copied image.
FlushEFBPokes();
// Schedule early command-buffer execution.
StateTracker::GetInstance()->EndRenderPass();
StateTracker::GetInstance()->OnReadback();
// GPU EFB textures -> Guest memory
u8* xfb_ptr = Memory::GetPointer(xfb_addr);
_assert_(xfb_ptr);
// source_rc is in native coordinates, so scale it to the internal resolution.
TargetRectangle scaled_rc = g_renderer->ConvertEFBRectangle(source_rc);
VkRect2D scaled_rc_vk = {
{scaled_rc.left, scaled_rc.top},
{static_cast<u32>(scaled_rc.GetWidth()), static_cast<u32>(scaled_rc.GetHeight())}};
Texture2D* src_texture = ResolveEFBColorTexture(scaled_rc_vk);
// 2 bytes per pixel, so divide fb_stride by 2 to get the width.
TextureCache::GetInstance()->EncodeYUYVTextureToMemory(xfb_ptr, fb_stride / 2, fb_stride,
fb_height, src_texture, scaled_rc);
// If we sourced directly from the EFB framebuffer, restore it to a color attachment.
if (src_texture == m_efb_color_texture.get())
{
src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
}
}
XFBSource::XFBSource(std::unique_ptr<TextureCache::TCacheEntry> texture)
: XFBSourceBase(), m_texture(std::move(texture))
{
}
XFBSource::~XFBSource()
{
}
void XFBSource::DecodeToTexture(u32 xfb_addr, u32 fb_width, u32 fb_height)
{
// Guest memory -> GPU EFB Textures
const u8* src_ptr = Memory::GetPointer(xfb_addr);
_assert_(src_ptr);
TextureCache::GetInstance()->DecodeYUYVTextureFromMemory(m_texture.get(), src_ptr, fb_width,
fb_width * 2, fb_height);
}
void XFBSource::CopyEFB(float gamma)
{
// Pending/batched EFB pokes should be included in the copied image.
FramebufferManager::GetInstance()->FlushEFBPokes();
// Virtual XFB, copy EFB at native resolution to m_texture
MathUtil::Rectangle<int> rect(0, 0, static_cast<int>(texWidth), static_cast<int>(texHeight));
VkRect2D vk_rect = {{rect.left, rect.top},
{static_cast<u32>(rect.GetWidth()), static_cast<u32>(rect.GetHeight())}};
Texture2D* src_texture = FramebufferManager::GetInstance()->ResolveEFBColorTexture(vk_rect);
TextureCache::GetInstance()->CopyRectangleFromTexture(m_texture.get(), rect, src_texture, rect);
// If we sourced directly from the EFB framebuffer, restore it to a color attachment.
if (src_texture == FramebufferManager::GetInstance()->GetEFBColorTexture())
{
src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
}
}
} // namespace Vulkan

View file

@ -8,6 +8,7 @@
#include "Common/CommonTypes.h"
#include "VideoBackends/Vulkan/Constants.h"
#include "VideoBackends/Vulkan/TextureCache.h"
#include "VideoCommon/FramebufferManagerBase.h"
namespace Vulkan
@ -17,12 +18,7 @@ class StateTracker;
class StreamBuffer;
class Texture2D;
class VertexFormat;
class XFBSource : public XFBSourceBase
{
void DecodeToTexture(u32 xfb_addr, u32 fb_width, u32 fb_height) override {}
void CopyEFB(float gamma) override {}
};
class XFBSource;
class FramebufferManager : public FramebufferManagerBase
{
@ -30,6 +26,8 @@ public:
FramebufferManager();
~FramebufferManager();
static FramebufferManager* GetInstance();
bool Initialize();
VkRenderPass GetEFBLoadRenderPass() const { return m_efb_load_render_pass; }
@ -45,15 +43,11 @@ public:
std::unique_ptr<XFBSourceBase> CreateXFBSource(unsigned int target_width,
unsigned int target_height,
unsigned int layers) override
{
return std::make_unique<XFBSource>();
}
unsigned int layers) override;
// GPU EFB textures -> Guest
void CopyToRealXFB(u32 xfb_addr, u32 fb_stride, u32 fb_height, const EFBRectangle& source_rc,
float gamma = 1.0f) override
{
}
float gamma = 1.0f) override;
void ResizeEFBTextures();
@ -69,18 +63,18 @@ public:
// This render pass can be used for other readback operations.
VkRenderPass GetColorCopyForReadbackRenderPass() const { return m_copy_color_render_pass; }
// Resolve color/depth textures to a non-msaa texture, and return it.
Texture2D* ResolveEFBColorTexture(StateTracker* state_tracker, const VkRect2D& region);
Texture2D* ResolveEFBDepthTexture(StateTracker* state_tracker, const VkRect2D& region);
Texture2D* ResolveEFBColorTexture(const VkRect2D& region);
Texture2D* ResolveEFBDepthTexture(const VkRect2D& region);
// Reads a framebuffer value back from the GPU. This may block if the cache is not current.
u32 PeekEFBColor(StateTracker* state_tracker, u32 x, u32 y);
float PeekEFBDepth(StateTracker* state_tracker, u32 x, u32 y);
u32 PeekEFBColor(u32 x, u32 y);
float PeekEFBDepth(u32 x, u32 y);
void InvalidatePeekCache();
// Writes a value to the framebuffer. This will never block, and writes will be batched.
void PokeEFBColor(StateTracker* state_tracker, u32 x, u32 y, u32 color);
void PokeEFBDepth(StateTracker* state_tracker, u32 x, u32 y, float depth);
void FlushEFBPokes(StateTracker* state_tracker);
void PokeEFBColor(u32 x, u32 y, u32 color);
void PokeEFBDepth(u32 x, u32 y, float depth);
void FlushEFBPokes();
private:
struct EFBPokeVertex
@ -112,14 +106,14 @@ private:
bool CompilePokeShaders();
void DestroyPokeShaders();
bool PopulateColorReadbackTexture(StateTracker* state_tracker);
bool PopulateDepthReadbackTexture(StateTracker* state_tracker);
bool PopulateColorReadbackTexture();
bool PopulateDepthReadbackTexture();
void CreatePokeVertices(std::vector<EFBPokeVertex>* destination_list, u32 x, u32 y, float z,
u32 color);
void DrawPokeVertices(StateTracker* state_tracker, const EFBPokeVertex* vertices,
size_t vertex_count, bool write_color, bool write_depth);
void DrawPokeVertices(const EFBPokeVertex* vertices, size_t vertex_count, bool write_color,
bool write_depth);
VkRenderPass m_efb_load_render_pass = VK_NULL_HANDLE;
VkRenderPass m_efb_clear_render_pass = VK_NULL_HANDLE;
@ -173,4 +167,24 @@ private:
VkShaderModule m_poke_fragment_shader = VK_NULL_HANDLE;
};
// The XFB source class simply wraps a texture cache entry.
// All the required functionality is provided by TextureCache.
class XFBSource final : public XFBSourceBase
{
public:
explicit XFBSource(std::unique_ptr<TextureCache::TCacheEntry> texture);
~XFBSource();
TextureCache::TCacheEntry* GetTexture() const { return m_texture.get(); }
// Guest -> GPU EFB Textures
void DecodeToTexture(u32 xfb_addr, u32 fb_width, u32 fb_height) override;
// Used for virtual XFB
void CopyEFB(float gamma) override;
private:
std::unique_ptr<TextureCache::TCacheEntry> m_texture;
VkFramebuffer m_framebuffer;
};
} // namespace Vulkan

View file

@ -899,12 +899,12 @@ bool operator<(const SamplerState& lhs, const SamplerState& rhs)
bool ObjectCache::CompileSharedShaders()
{
static const char PASSTHROUGH_VERTEX_SHADER_SOURCE[] = R"(
layout(location = 0) in float4 ipos;
layout(location = 5) in float4 icol0;
layout(location = 8) in float3 itex0;
layout(location = 0) in vec4 ipos;
layout(location = 5) in vec4 icol0;
layout(location = 8) in vec3 itex0;
layout(location = 0) out float3 uv0;
layout(location = 1) out float4 col0;
layout(location = 0) out vec3 uv0;
layout(location = 1) out vec4 col0;
void main()
{
@ -918,17 +918,11 @@ bool ObjectCache::CompileSharedShaders()
layout(triangles) in;
layout(triangle_strip, max_vertices = EFB_LAYERS * 3) out;
in VertexData
{
float3 uv0;
float4 col0;
} in_data[];
layout(location = 0) in vec3 in_uv0[];
layout(location = 1) in vec4 in_col0[];
out VertexData
{
float3 uv0;
float4 col0;
} out_data;
layout(location = 0) out vec3 out_uv0;
layout(location = 1) out vec4 out_col0;
void main()
{
@ -938,8 +932,8 @@ bool ObjectCache::CompileSharedShaders()
{
gl_Layer = j;
gl_Position = gl_in[i].gl_Position;
out_data.uv0 = float3(in_data[i].uv0.xy, float(j));
out_data.col0 = in_data[i].col0;
out_uv0 = vec3(in_uv0[i].xy, float(j));
out_col0 = in_col0[i];
EmitVertex();
}
EndPrimitive();
@ -948,7 +942,7 @@ bool ObjectCache::CompileSharedShaders()
)";
static const char SCREEN_QUAD_VERTEX_SHADER_SOURCE[] = R"(
layout(location = 0) out float3 uv0;
layout(location = 0) out vec3 uv0;
void main()
{
@ -959,9 +953,9 @@ bool ObjectCache::CompileSharedShaders()
* 2 0,2 0,1 -1,1 BL
* 3 1,2 1,1 1,1 BR
*/
vec2 rawpos = float2(float(gl_VertexID & 1), clamp(float(gl_VertexID & 2), 0.0f, 1.0f));
gl_Position = float4(rawpos * 2.0f - 1.0f, 0.0f, 1.0f);
uv0 = float3(rawpos, 0.0f);
vec2 rawpos = vec2(float(gl_VertexID & 1), clamp(float(gl_VertexID & 2), 0.0f, 1.0f));
gl_Position = vec4(rawpos * 2.0f - 1.0f, 0.0f, 1.0f);
uv0 = vec3(rawpos, 0.0f);
}
)";
@ -969,15 +963,9 @@ bool ObjectCache::CompileSharedShaders()
layout(triangles) in;
layout(triangle_strip, max_vertices = EFB_LAYERS * 3) out;
in VertexData
{
float3 uv0;
} in_data[];
layout(location = 0) in vec3 in_uv0[];
out VertexData
{
float3 uv0;
} out_data;
layout(location = 0) out vec3 out_uv0;
void main()
{
@ -987,7 +975,7 @@ bool ObjectCache::CompileSharedShaders()
{
gl_Layer = j;
gl_Position = gl_in[i].gl_Position;
out_data.uv0 = float3(in_data[i].uv0.xy, float(j));
out_uv0 = vec3(in_uv0[i].xy, float(j));
EmitVertex();
}
EndPrimitive();

View file

@ -62,8 +62,7 @@ bool PaletteTextureConverter::Initialize()
return true;
}
void PaletteTextureConverter::ConvertTexture(StateTracker* state_tracker,
VkCommandBuffer command_buffer,
void PaletteTextureConverter::ConvertTexture(VkCommandBuffer command_buffer,
VkRenderPass render_pass,
VkFramebuffer dst_framebuffer, Texture2D* src_texture,
u32 width, u32 height, void* palette,
@ -89,7 +88,7 @@ void PaletteTextureConverter::ConvertTexture(StateTracker* state_tracker,
g_command_buffer_mgr->AllocateDescriptorSet(m_palette_set_layout)) == VK_NULL_HANDLE)
{
WARN_LOG(VIDEO, "Executing command list while waiting for space in palette buffer");
Util::ExecuteCurrentCommandsAndRestoreState(state_tracker, false);
Util::ExecuteCurrentCommandsAndRestoreState(false);
if (!m_palette_stream_buffer->ReserveMemory(palette_size,
g_vulkan_context->GetTexelBufferAlignment()) ||

View file

@ -13,7 +13,6 @@
namespace Vulkan
{
class StateTracker;
class Texture2D;
// Since this converter uses a uniform texel buffer, we can't use the general pipeline generators.
@ -26,10 +25,9 @@ public:
bool Initialize();
void ConvertTexture(StateTracker* state_tracker, VkCommandBuffer command_buffer,
VkRenderPass render_pass, VkFramebuffer dst_framebuffer,
Texture2D* src_texture, u32 width, u32 height, void* palette,
TlutFormat format, u32 src_format);
void ConvertTexture(VkCommandBuffer command_buffer, VkRenderPass render_pass,
VkFramebuffer dst_framebuffer, Texture2D* src_texture, u32 width, u32 height,
void* palette, TlutFormat format, u32 src_format);
private:
static const size_t NUM_PALETTE_CONVERSION_SHADERS = 3;

View file

@ -32,10 +32,13 @@ PerfQuery::~PerfQuery()
vkDestroyQueryPool(g_vulkan_context->GetDevice(), m_query_pool, nullptr);
}
bool PerfQuery::Initialize(StateTracker* state_tracker)
Vulkan::PerfQuery* PerfQuery::GetInstance()
{
m_state_tracker = state_tracker;
return static_cast<PerfQuery*>(g_perf_query.get());
}
bool PerfQuery::Initialize()
{
if (!CreateQueryPool())
{
PanicAlert("Failed to create query pool");
@ -86,11 +89,11 @@ void PerfQuery::EnableQuery(PerfQueryGroup type)
// Ensure the query starts within a render pass.
// TODO: Is this needed?
m_state_tracker->BeginRenderPass();
StateTracker::GetInstance()->BeginRenderPass();
vkCmdBeginQuery(g_command_buffer_mgr->GetCurrentCommandBuffer(), m_query_pool, index, flags);
// Prevent background command buffer submission while the query is active.
m_state_tracker->SetBackgroundCommandBufferExecution(false);
StateTracker::GetInstance()->SetBackgroundCommandBufferExecution(false);
}
}
@ -101,7 +104,7 @@ void PerfQuery::DisableQuery(PerfQueryGroup type)
// DisableQuery should be called for each EnableQuery, so subtract one to get the previous one.
u32 index = (m_query_read_pos + m_query_count - 1) % PERF_QUERY_BUFFER_SIZE;
vkCmdEndQuery(g_command_buffer_mgr->GetCurrentCommandBuffer(), m_query_pool, index);
m_state_tracker->SetBackgroundCommandBufferExecution(true);
StateTracker::GetInstance()->SetBackgroundCommandBufferExecution(true);
DEBUG_LOG(VIDEO, "end query %u", index);
}
}
@ -113,7 +116,7 @@ void PerfQuery::ResetQuery()
std::fill_n(m_results, ArraySize(m_results), 0);
// Reset entire query pool, ensuring all queries are ready to write to.
m_state_tracker->EndRenderPass();
StateTracker::GetInstance()->EndRenderPass();
vkCmdResetQueryPool(g_command_buffer_mgr->GetCurrentCommandBuffer(), m_query_pool, 0,
PERF_QUERY_BUFFER_SIZE);
@ -346,7 +349,7 @@ void PerfQuery::NonBlockingPartialFlush()
// Submit a command buffer in the background if the front query is not bound to one.
// Ideally this will complete before the buffer fills.
if (m_query_buffer[m_query_read_pos].pending_fence == VK_NULL_HANDLE)
Util::ExecuteCurrentCommandsAndRestoreState(m_state_tracker, true, false);
Util::ExecuteCurrentCommandsAndRestoreState(true, false);
}
void PerfQuery::BlockingPartialFlush()
@ -360,7 +363,7 @@ void PerfQuery::BlockingPartialFlush()
{
// This will callback OnCommandBufferQueued which will set the fence on the entry.
// We wait for completion, which will also call OnCommandBufferExecuted, and clear the fence.
Util::ExecuteCurrentCommandsAndRestoreState(m_state_tracker, false, true);
Util::ExecuteCurrentCommandsAndRestoreState(false, true);
}
else
{

View file

@ -14,7 +14,6 @@
namespace Vulkan
{
class StagingBuffer;
class StateTracker;
class PerfQuery : public PerfQueryBase
{
@ -22,7 +21,9 @@ public:
PerfQuery();
~PerfQuery();
bool Initialize(StateTracker* state_tracker);
static PerfQuery* GetInstance();
bool Initialize();
void EnableQuery(PerfQueryGroup type) override;
void DisableQuery(PerfQueryGroup type) override;
@ -52,8 +53,6 @@ private:
void NonBlockingPartialFlush();
void BlockingPartialFlush();
StateTracker* m_state_tracker = nullptr;
// when testing in SMS: 64 was too small, 128 was ok
// TODO: This should be size_t, but the base class uses u32s
using PerfQueryDataType = u32;

View file

@ -13,6 +13,7 @@
#include "Common/MsgHandler.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "VideoBackends/Vulkan/BoundingBox.h"
#include "VideoBackends/Vulkan/CommandBufferManager.h"
@ -63,15 +64,18 @@ Renderer::~Renderer()
{
g_Config.bRunning = false;
UpdateActiveConfig();
DestroyScreenshotResources();
DestroyFrameDumpResources();
DestroyShaders();
DestroySemaphores();
}
bool Renderer::Initialize(FramebufferManager* framebuffer_mgr)
Renderer* Renderer::GetInstance()
{
return static_cast<Renderer*>(g_renderer.get());
}
bool Renderer::Initialize()
{
m_framebuffer_mgr = framebuffer_mgr;
m_state_tracker = std::make_unique<StateTracker>();
BindEFBToStateTracker();
if (!CreateSemaphores())
@ -103,9 +107,9 @@ bool Renderer::Initialize(FramebufferManager* framebuffer_mgr)
if (g_vulkan_context->SupportsBoundingBox())
{
// Bind bounding box to state tracker
m_state_tracker->SetBBoxBuffer(m_bounding_box->GetGPUBuffer(),
m_bounding_box->GetGPUBufferOffset(),
m_bounding_box->GetGPUBufferSize());
StateTracker::GetInstance()->SetBBoxBuffer(m_bounding_box->GetGPUBuffer(),
m_bounding_box->GetGPUBufferOffset(),
m_bounding_box->GetGPUBufferSize());
}
// Various initialization routines will have executed commands on the command buffer.
@ -170,7 +174,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
{
if (type == PEEK_COLOR)
{
u32 color = m_framebuffer_mgr->PeekEFBColor(m_state_tracker.get(), x, y);
u32 color = FramebufferManager::GetInstance()->PeekEFBColor(x, y);
// a little-endian value is expected to be returned
color = ((color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000));
@ -207,7 +211,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
else // if (type == PEEK_Z)
{
// Depth buffer is inverted for improved precision near far plane
float depth = 1.0f - m_framebuffer_mgr->PeekEFBDepth(m_state_tracker.get(), x, y);
float depth = 1.0f - FramebufferManager::GetInstance()->PeekEFBDepth(x, y);
u32 ret = 0;
if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
@ -235,7 +239,7 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num
const EfbPokeData& point = points[i];
u32 color = ((point.data & 0xFF00FF00) | ((point.data >> 16) & 0xFF) |
((point.data << 16) & 0xFF0000));
m_framebuffer_mgr->PokeEFBColor(m_state_tracker.get(), point.x, point.y, color);
FramebufferManager::GetInstance()->PokeEFBColor(point.x, point.y, color);
}
}
else // if (type == POKE_Z)
@ -245,14 +249,14 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num
// Convert to floating-point depth.
const EfbPokeData& point = points[i];
float depth = (1.0f - float(point.data & 0xFFFFFF) / 16777216.0f);
m_framebuffer_mgr->PokeEFBDepth(m_state_tracker.get(), point.x, point.y, depth);
FramebufferManager::GetInstance()->PokeEFBDepth(point.x, point.y, depth);
}
}
}
u16 Renderer::BBoxRead(int index)
{
s32 value = m_bounding_box->Get(m_state_tracker.get(), static_cast<size_t>(index));
s32 value = m_bounding_box->Get(static_cast<size_t>(index));
// Here we get the min/max value of the truncated position of the upscaled framebuffer.
// So we have to correct them to the unscaled EFB sizes.
@ -294,7 +298,7 @@ void Renderer::BBoxWrite(int index, u16 value)
scaled_value = scaled_value * s_target_height / EFB_HEIGHT;
}
m_bounding_box->Set(m_state_tracker.get(), static_cast<size_t>(index), scaled_value);
m_bounding_box->Set(static_cast<size_t>(index), scaled_value);
}
TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
@ -314,8 +318,8 @@ void Renderer::BeginFrame()
// Ensure that the state tracker rebinds everything, and allocates a new set
// of descriptors out of the next pool.
m_state_tracker->InvalidateDescriptorSets();
m_state_tracker->SetPendingRebind();
StateTracker::GetInstance()->InvalidateDescriptorSets();
StateTracker::GetInstance()->SetPendingRebind();
}
void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha_enable,
@ -327,15 +331,6 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha
{target_rc.left, target_rc.top},
{static_cast<uint32_t>(target_rc.GetWidth()), static_cast<uint32_t>(target_rc.GetHeight())}};
// Convert RGBA8 -> floating-point values.
VkClearValue clear_color_value = {};
VkClearValue clear_depth_value = {};
clear_color_value.color.float32[0] = static_cast<float>((color >> 16) & 0xFF) / 255.0f;
clear_color_value.color.float32[1] = static_cast<float>((color >> 8) & 0xFF) / 255.0f;
clear_color_value.color.float32[2] = static_cast<float>((color >> 0) & 0xFF) / 255.0f;
clear_color_value.color.float32[3] = static_cast<float>((color >> 24) & 0xFF) / 255.0f;
clear_depth_value.depthStencil.depth = (1.0f - (static_cast<float>(z & 0xFFFFFF) / 16777216.0f));
// Determine whether the EFB has an alpha channel. If it doesn't, we can clear the alpha
// channel to 0xFF. This hopefully allows us to use the fast path in most cases.
if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16 ||
@ -347,10 +342,19 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha
color |= 0xFF000000;
}
// Convert RGBA8 -> floating-point values.
VkClearValue clear_color_value = {};
VkClearValue clear_depth_value = {};
clear_color_value.color.float32[0] = static_cast<float>((color >> 16) & 0xFF) / 255.0f;
clear_color_value.color.float32[1] = static_cast<float>((color >> 8) & 0xFF) / 255.0f;
clear_color_value.color.float32[2] = static_cast<float>((color >> 0) & 0xFF) / 255.0f;
clear_color_value.color.float32[3] = static_cast<float>((color >> 24) & 0xFF) / 255.0f;
clear_depth_value.depthStencil.depth = (1.0f - (static_cast<float>(z & 0xFFFFFF) / 16777216.0f));
// If we're not in a render pass (start of the frame), we can use a clear render pass
// to discard the data, rather than loading and then clearing.
bool use_clear_render_pass = (color_enable && alpha_enable && z_enable);
if (m_state_tracker->InRenderPass())
if (StateTracker::GetInstance()->InRenderPass())
{
// Prefer not to end a render pass just to do a clear.
use_clear_render_pass = false;
@ -360,7 +364,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha
if (use_clear_render_pass)
{
VkClearValue clear_values[2] = {clear_color_value, clear_depth_value};
m_state_tracker->BeginClearRenderPass(target_vk_rc, clear_values);
StateTracker::GetInstance()->BeginClearRenderPass(target_vk_rc, clear_values);
return;
}
@ -388,17 +392,17 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha
}
if (num_clear_attachments > 0)
{
VkClearRect clear_rect = {target_vk_rc, 0, m_framebuffer_mgr->GetEFBLayers()};
if (!m_state_tracker->IsWithinRenderArea(target_vk_rc.offset.x, target_vk_rc.offset.y,
target_vk_rc.extent.width,
target_vk_rc.extent.height))
VkClearRect vk_rect = {target_vk_rc, 0, FramebufferManager::GetInstance()->GetEFBLayers()};
if (!StateTracker::GetInstance()->IsWithinRenderArea(
target_vk_rc.offset.x, target_vk_rc.offset.y, target_vk_rc.extent.width,
target_vk_rc.extent.height))
{
m_state_tracker->EndClearRenderPass();
StateTracker::GetInstance()->EndClearRenderPass();
}
m_state_tracker->BeginRenderPass();
StateTracker::GetInstance()->BeginRenderPass();
vkCmdClearAttachments(g_command_buffer_mgr->GetCurrentCommandBuffer(), num_clear_attachments,
clear_attachments, 1, &clear_rect);
clear_attachments, 1, &vk_rect);
}
}
@ -407,13 +411,14 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha
return;
// Clearing must occur within a render pass.
if (!m_state_tracker->IsWithinRenderArea(target_vk_rc.offset.x, target_vk_rc.offset.y,
target_vk_rc.extent.width, target_vk_rc.extent.height))
if (!StateTracker::GetInstance()->IsWithinRenderArea(target_vk_rc.offset.x, target_vk_rc.offset.y,
target_vk_rc.extent.width,
target_vk_rc.extent.height))
{
m_state_tracker->EndClearRenderPass();
StateTracker::GetInstance()->EndClearRenderPass();
}
m_state_tracker->BeginRenderPass();
m_state_tracker->SetPendingRebind();
StateTracker::GetInstance()->BeginRenderPass();
StateTracker::GetInstance()->SetPendingRebind();
// Mask away the appropriate colors and use a shader
BlendState blend_state = Util::GetNoBlendingBlendState();
@ -431,13 +436,14 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha
RasterizationState rs_state = Util::GetNoCullRasterizationState();
rs_state.per_sample_shading = g_ActiveConfig.bSSAA ? VK_TRUE : VK_FALSE;
rs_state.samples = m_framebuffer_mgr->GetEFBSamples();
rs_state.samples = FramebufferManager::GetInstance()->GetEFBSamples();
// No need to start a new render pass, but we do need to restore viewport state
UtilityShaderDraw draw(
g_command_buffer_mgr->GetCurrentCommandBuffer(), g_object_cache->GetStandardPipelineLayout(),
m_framebuffer_mgr->GetEFBLoadRenderPass(), g_object_cache->GetPassthroughVertexShader(),
g_object_cache->GetPassthroughGeometryShader(), m_clear_fragment_shader);
UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
g_object_cache->GetStandardPipelineLayout(),
FramebufferManager::GetInstance()->GetEFBLoadRenderPass(),
g_object_cache->GetPassthroughVertexShader(),
g_object_cache->GetPassthroughGeometryShader(), m_clear_fragment_shader);
draw.SetRasterizationState(rs_state);
draw.SetDepthStencilState(depth_state);
@ -451,9 +457,9 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha
void Renderer::ReinterpretPixelData(unsigned int convtype)
{
m_state_tracker->EndRenderPass();
m_state_tracker->SetPendingRebind();
m_framebuffer_mgr->ReinterpretPixelData(convtype);
StateTracker::GetInstance()->EndRenderPass();
StateTracker::GetInstance()->SetPendingRebind();
FramebufferManager::GetInstance()->ReinterpretPixelData(convtype);
// EFB framebuffer has now changed, so update accordingly.
BindEFBToStateTracker();
@ -462,37 +468,38 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height,
const EFBRectangle& rc, u64 ticks, float gamma)
{
// Flush any pending EFB pokes.
m_framebuffer_mgr->FlushEFBPokes(m_state_tracker.get());
// Pending/batched EFB pokes should be included in the final image.
FramebufferManager::GetInstance()->FlushEFBPokes();
// End the current render pass.
m_state_tracker->EndRenderPass();
m_state_tracker->OnEndFrame();
// Scale the source rectangle to the selected internal resolution.
TargetRectangle source_rc = Renderer::ConvertEFBRectangle(rc);
// Transition the EFB render target to a shader resource.
VkRect2D src_region = {{0, 0},
{m_framebuffer_mgr->GetEFBWidth(), m_framebuffer_mgr->GetEFBHeight()}};
Texture2D* efb_color_texture =
m_framebuffer_mgr->ResolveEFBColorTexture(m_state_tracker.get(), src_region);
efb_color_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
// Draw to the screenshot buffer if needed.
if (IsFrameDumping() && DrawScreenshot(source_rc, efb_color_texture))
// Check that we actually have an image to render in XFB-on modes.
if ((!XFBWrited && !g_ActiveConfig.RealXFBEnabled()) || !fb_width || !fb_height)
{
DumpFrameData(reinterpret_cast<const u8*>(m_screenshot_readback_texture->GetMapPointer()),
static_cast<int>(m_screenshot_render_texture->GetWidth()),
static_cast<int>(m_screenshot_render_texture->GetHeight()),
static_cast<int>(m_screenshot_readback_texture->GetRowStride()), ticks);
FinishFrameData();
Core::Callback_VideoCopiedToXFB(false);
return;
}
u32 xfb_count = 0;
const XFBSourceBase* const* xfb_sources =
FramebufferManager::GetXFBSource(xfb_addr, fb_stride, fb_height, &xfb_count);
if (g_ActiveConfig.VirtualXFBEnabled() && (!xfb_sources || xfb_count == 0))
{
Core::Callback_VideoCopiedToXFB(false);
return;
}
// Restore the EFB color texture to color attachment ready for rendering the next frame.
m_framebuffer_mgr->GetEFBColorTexture()->TransitionToLayout(
g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
// End the current render pass.
StateTracker::GetInstance()->EndRenderPass();
StateTracker::GetInstance()->OnEndFrame();
// Draw to the screenshot buffer if needed.
// We don't actually copy it to the frame dump here, instead we submit the present to the screen
// and the readback in one command buffer, wait for it, and then dump the frame. This allows us
// to render to the screen and dump the frame in one command buffer instead of two.
VkFence frame_dump_fence = g_command_buffer_mgr->GetCurrentCommandBufferFence();
bool dump_this_frame = IsFrameDumping() && DrawFrameDump(rc, xfb_addr, xfb_sources, xfb_count,
fb_width, fb_stride, fb_height);
// If we're dumping frames, don't bother waking the worker thread, since we have to wait anyway.
bool submit_on_background_thread = !dump_this_frame;
// Ensure the worker thread is not still submitting a previous command buffer.
// In other words, the last frame has been submitted (otherwise the next call would
@ -502,20 +509,30 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
// Draw to the screen if we have a swap chain.
if (m_swap_chain)
{
DrawScreen(source_rc, efb_color_texture);
DrawScreen(rc, xfb_addr, xfb_sources, xfb_count, fb_width, fb_stride, fb_height);
// Submit the current command buffer, signaling rendering finished semaphore when it's done
// Because this final command buffer is rendering to the swap chain, we need to wait for
// the available semaphore to be signaled before executing the buffer. This final submission
// can happen off-thread in the background while we're preparing the next frame.
g_command_buffer_mgr->SubmitCommandBuffer(
true, m_image_available_semaphore, m_rendering_finished_semaphore,
submit_on_background_thread, m_image_available_semaphore, m_rendering_finished_semaphore,
m_swap_chain->GetSwapChain(), m_swap_chain->GetCurrentImageIndex());
}
else
{
// No swap chain, just execute command buffer.
g_command_buffer_mgr->SubmitCommandBuffer(true);
g_command_buffer_mgr->SubmitCommandBuffer(submit_on_background_thread);
}
// If we're dumping frames, wait for the GPU to complete these commands, and then copy the image.
// NOTE: This call must come immediately after submitting the command buffer. Placing any other
// function calls between the submit and wait could cause another command buffer to be submitted,
// making frame_dump_fence refer to an incorrect fence.
if (dump_this_frame)
{
g_command_buffer_mgr->WaitForFence(frame_dump_fence);
DumpFrame(ticks);
}
// NOTE: It is important that no rendering calls are made to the EFB between submitting the
@ -542,7 +559,97 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
TextureCacheBase::Cleanup(frameCount);
}
void Renderer::DrawScreen(const TargetRectangle& src_rect, const Texture2D* src_tex)
void Renderer::DrawFrame(VkRenderPass render_pass, const EFBRectangle& rc, u32 xfb_addr,
const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width,
u32 fb_stride, u32 fb_height)
{
if (!g_ActiveConfig.bUseXFB)
DrawEFB(render_pass, rc);
else if (!g_ActiveConfig.bUseRealXFB)
DrawVirtualXFB(render_pass, xfb_addr, xfb_sources, xfb_count, fb_width, fb_stride, fb_height);
else
DrawRealXFB(render_pass, xfb_sources, xfb_count, fb_width, fb_stride, fb_height);
}
void Renderer::DrawEFB(VkRenderPass render_pass, const EFBRectangle& rc)
{
// Scale the source rectangle to the selected internal resolution.
TargetRectangle scaled_rc = Renderer::ConvertEFBRectangle(rc);
scaled_rc.left = std::max(scaled_rc.left, 0);
scaled_rc.right = std::max(scaled_rc.right, 0);
scaled_rc.top = std::max(scaled_rc.top, 0);
scaled_rc.bottom = std::max(scaled_rc.bottom, 0);
// Transition the EFB render target to a shader resource.
VkRect2D src_region = {
{0, 0}, {static_cast<u32>(scaled_rc.GetWidth()), static_cast<u32>(scaled_rc.GetHeight())}};
Texture2D* efb_color_texture =
FramebufferManager::GetInstance()->ResolveEFBColorTexture(src_region);
efb_color_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
// Copy EFB -> backbuffer
BlitScreen(render_pass, GetTargetRectangle(), scaled_rc, efb_color_texture, true);
// Restore the EFB color texture to color attachment ready for rendering the next frame.
if (efb_color_texture == FramebufferManager::GetInstance()->GetEFBColorTexture())
{
FramebufferManager::GetInstance()->GetEFBColorTexture()->TransitionToLayout(
g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
}
}
void Renderer::DrawVirtualXFB(VkRenderPass render_pass, u32 xfb_addr,
const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width,
u32 fb_stride, u32 fb_height)
{
const TargetRectangle& target_rect = GetTargetRectangle();
for (u32 i = 0; i < xfb_count; ++i)
{
const XFBSource* xfb_source = static_cast<const XFBSource*>(xfb_sources[i]);
TargetRectangle source_rect = xfb_source->sourceRc;
TargetRectangle draw_rect;
int xfb_width = static_cast<int>(xfb_source->srcWidth);
int xfb_height = static_cast<int>(xfb_source->srcHeight);
int h_offset = (static_cast<s32>(xfb_source->srcAddr) - static_cast<s32>(xfb_addr)) /
(static_cast<s32>(fb_stride) * 2);
draw_rect.top =
target_rect.top + h_offset * target_rect.GetHeight() / static_cast<s32>(fb_height);
draw_rect.bottom =
target_rect.top +
(h_offset + xfb_height) * target_rect.GetHeight() / static_cast<s32>(fb_height);
draw_rect.left = target_rect.left +
(target_rect.GetWidth() -
xfb_width * target_rect.GetWidth() / static_cast<s32>(fb_stride)) /
2;
draw_rect.right = target_rect.left +
(target_rect.GetWidth() +
xfb_width * target_rect.GetWidth() / static_cast<s32>(fb_stride)) /
2;
source_rect.right -= Renderer::EFBToScaledX(fb_stride - fb_width);
BlitScreen(render_pass, draw_rect, source_rect, xfb_source->GetTexture()->GetTexture(), true);
}
}
void Renderer::DrawRealXFB(VkRenderPass render_pass, const XFBSourceBase* const* xfb_sources,
u32 xfb_count, u32 fb_width, u32 fb_stride, u32 fb_height)
{
const TargetRectangle& target_rect = GetTargetRectangle();
for (u32 i = 0; i < xfb_count; ++i)
{
const XFBSource* xfb_source = static_cast<const XFBSource*>(xfb_sources[i]);
TargetRectangle source_rect = xfb_source->sourceRc;
TargetRectangle draw_rect = target_rect;
source_rect.right -= fb_stride - fb_width;
BlitScreen(render_pass, draw_rect, source_rect, xfb_source->GetTexture()->GetTexture(), true);
}
}
void Renderer::DrawScreen(const EFBRectangle& rc, u32 xfb_addr,
const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width,
u32 fb_stride, u32 fb_height)
{
// Grab the next image from the swap chain in preparation for drawing the window.
VkResult res = m_swap_chain->AcquireNextImage(m_image_available_semaphore);
@ -563,32 +670,31 @@ void Renderer::DrawScreen(const TargetRectangle& src_rect, const Texture2D* src_
backbuffer->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
// Blit the EFB to the back buffer (Swap chain)
UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
g_object_cache->GetStandardPipelineLayout(), m_swap_chain->GetRenderPass(),
g_object_cache->GetPassthroughVertexShader(), VK_NULL_HANDLE,
m_blit_fragment_shader);
// Begin the present render pass
// Begin render pass for rendering to the swap chain.
VkClearValue clear_value = {{{0.0f, 0.0f, 0.0f, 1.0f}}};
VkRect2D target_region = {{0, 0}, {backbuffer->GetWidth(), backbuffer->GetHeight()}};
draw.BeginRenderPass(m_swap_chain->GetCurrentFramebuffer(), target_region, &clear_value);
VkRenderPassBeginInfo info = {VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO,
nullptr,
m_swap_chain->GetRenderPass(),
m_swap_chain->GetCurrentFramebuffer(),
{{0, 0}, {backbuffer->GetWidth(), backbuffer->GetHeight()}},
1,
&clear_value};
vkCmdBeginRenderPass(g_command_buffer_mgr->GetCurrentCommandBuffer(), &info,
VK_SUBPASS_CONTENTS_INLINE);
// Copy EFB -> backbuffer
const TargetRectangle& dst_rect = GetTargetRectangle();
BlitScreen(m_swap_chain->GetRenderPass(), dst_rect, src_rect, src_tex, true);
// Draw guest buffers (EFB or XFB)
DrawFrame(m_swap_chain->GetRenderPass(), rc, xfb_addr, xfb_sources, xfb_count, fb_width,
fb_stride, fb_height);
// OSD stuff
// Draw OSD
Util::SetViewportAndScissor(g_command_buffer_mgr->GetCurrentCommandBuffer(), 0, 0,
backbuffer->GetWidth(), backbuffer->GetHeight());
DrawDebugText();
// Do our OSD callbacks
OSD::DoCallbacks(OSD::CallbackType::OnFrame);
OSD::DrawMessages();
// End drawing to backbuffer
draw.EndRenderPass();
vkCmdEndRenderPass(g_command_buffer_mgr->GetCurrentCommandBuffer());
// Transition the backbuffer to PRESENT_SRC to ensure all commands drawing
// to it have finished before present.
@ -596,7 +702,9 @@ void Renderer::DrawScreen(const TargetRectangle& src_rect, const Texture2D* src_
VK_IMAGE_LAYOUT_PRESENT_SRC_KHR);
}
bool Renderer::DrawScreenshot(const TargetRectangle& src_rect, const Texture2D* src_tex)
bool Renderer::DrawFrameDump(const EFBRectangle& rc, u32 xfb_addr,
const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width,
u32 fb_stride, u32 fb_height)
{
// Draw the screenshot to an image containing only the active screen area, removing any
// borders as a result of the game rendering in a different aspect ratio.
@ -607,37 +715,45 @@ bool Renderer::DrawScreenshot(const TargetRectangle& src_rect, const Texture2D*
target_rect.top = 0;
u32 width = std::max(1u, static_cast<u32>(target_rect.GetWidth()));
u32 height = std::max(1u, static_cast<u32>(target_rect.GetHeight()));
if (!ResizeScreenshotBuffer(width, height))
if (!ResizeFrameDumpBuffer(width, height))
return false;
VkClearValue clear_value = {{{0.0f, 0.0f, 0.0f, 1.0f}}};
VkClearRect clear_rect = {{{0, 0}, {width, height}}, 0, 1};
VkClearAttachment clear_attachment = {VK_IMAGE_ASPECT_COLOR_BIT, 0, clear_value};
VkRenderPassBeginInfo info = {VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO,
nullptr,
m_framebuffer_mgr->GetColorCopyForReadbackRenderPass(),
m_screenshot_framebuffer,
{{0, 0}, {width, height}},
1,
&clear_value};
VkRenderPassBeginInfo info = {
VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO,
nullptr,
FramebufferManager::GetInstance()->GetColorCopyForReadbackRenderPass(),
m_frame_dump_framebuffer,
{{0, 0}, {width, height}},
1,
&clear_value};
vkCmdBeginRenderPass(g_command_buffer_mgr->GetCurrentCommandBuffer(), &info,
VK_SUBPASS_CONTENTS_INLINE);
vkCmdClearAttachments(g_command_buffer_mgr->GetCurrentCommandBuffer(), 1, &clear_attachment, 1,
&clear_rect);
BlitScreen(m_framebuffer_mgr->GetColorCopyForReadbackRenderPass(), target_rect, src_rect, src_tex,
true);
DrawFrame(FramebufferManager::GetInstance()->GetColorCopyForReadbackRenderPass(), rc, xfb_addr,
xfb_sources, xfb_count, fb_width, fb_stride, fb_height);
vkCmdEndRenderPass(g_command_buffer_mgr->GetCurrentCommandBuffer());
// Copy to the readback texture.
m_screenshot_readback_texture->CopyFromImage(
g_command_buffer_mgr->GetCurrentCommandBuffer(), m_screenshot_render_texture->GetImage(),
m_frame_dump_readback_texture->CopyFromImage(
g_command_buffer_mgr->GetCurrentCommandBuffer(), m_frame_dump_render_texture->GetImage(),
VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, width, height, 0, 0);
// Wait for the command buffer to complete.
g_command_buffer_mgr->ExecuteCommandBuffer(false, true);
return true;
}
void Renderer::DumpFrame(u64 ticks)
{
DumpFrameData(reinterpret_cast<const u8*>(m_frame_dump_readback_texture->GetMapPointer()),
static_cast<int>(m_frame_dump_render_texture->GetWidth()),
static_cast<int>(m_frame_dump_render_texture->GetHeight()),
static_cast<int>(m_frame_dump_readback_texture->GetRowStride()), ticks);
FinishFrameData();
}
void Renderer::BlitScreen(VkRenderPass render_pass, const TargetRectangle& dst_rect,
const TargetRectangle& src_rect, const Texture2D* src_tex,
bool linear_filter)
@ -658,10 +774,7 @@ void Renderer::BlitScreen(VkRenderPass render_pass, const TargetRectangle& dst_r
{
TargetRectangle left_rect;
TargetRectangle right_rect;
if (g_ActiveConfig.iStereoMode == STEREO_TAB)
ConvertStereoRectangle(dst_rect, right_rect, left_rect);
else
ConvertStereoRectangle(dst_rect, left_rect, right_rect);
ConvertStereoRectangle(dst_rect, left_rect, right_rect);
draw.DrawQuad(left_rect.left, left_rect.top, left_rect.GetWidth(), left_rect.GetHeight(),
src_rect.left, src_rect.top, 0, src_rect.GetWidth(), src_rect.GetHeight(),
@ -679,40 +792,40 @@ void Renderer::BlitScreen(VkRenderPass render_pass, const TargetRectangle& dst_r
}
}
bool Renderer::ResizeScreenshotBuffer(u32 new_width, u32 new_height)
bool Renderer::ResizeFrameDumpBuffer(u32 new_width, u32 new_height)
{
if (m_screenshot_render_texture && m_screenshot_render_texture->GetWidth() == new_width &&
m_screenshot_render_texture->GetHeight() == new_height)
if (m_frame_dump_render_texture && m_frame_dump_render_texture->GetWidth() == new_width &&
m_frame_dump_render_texture->GetHeight() == new_height)
{
return true;
}
if (m_screenshot_framebuffer != VK_NULL_HANDLE)
if (m_frame_dump_framebuffer != VK_NULL_HANDLE)
{
vkDestroyFramebuffer(g_vulkan_context->GetDevice(), m_screenshot_framebuffer, nullptr);
m_screenshot_framebuffer = VK_NULL_HANDLE;
vkDestroyFramebuffer(g_vulkan_context->GetDevice(), m_frame_dump_framebuffer, nullptr);
m_frame_dump_framebuffer = VK_NULL_HANDLE;
}
m_screenshot_render_texture =
m_frame_dump_render_texture =
Texture2D::Create(new_width, new_height, 1, 1, EFB_COLOR_TEXTURE_FORMAT,
VK_SAMPLE_COUNT_1_BIT, VK_IMAGE_VIEW_TYPE_2D, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT);
m_screenshot_readback_texture = StagingTexture2D::Create(STAGING_BUFFER_TYPE_READBACK, new_width,
m_frame_dump_readback_texture = StagingTexture2D::Create(STAGING_BUFFER_TYPE_READBACK, new_width,
new_height, EFB_COLOR_TEXTURE_FORMAT);
if (!m_screenshot_render_texture || !m_screenshot_readback_texture ||
!m_screenshot_readback_texture->Map())
if (!m_frame_dump_render_texture || !m_frame_dump_readback_texture ||
!m_frame_dump_readback_texture->Map())
{
WARN_LOG(VIDEO, "Failed to resize screenshot render texture");
m_screenshot_render_texture.reset();
m_screenshot_readback_texture.reset();
m_frame_dump_render_texture.reset();
m_frame_dump_readback_texture.reset();
return false;
}
VkImageView attachment = m_screenshot_render_texture->GetView();
VkImageView attachment = m_frame_dump_render_texture->GetView();
VkFramebufferCreateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
info.renderPass = m_framebuffer_mgr->GetColorCopyForReadbackRenderPass();
info.renderPass = FramebufferManager::GetInstance()->GetColorCopyForReadbackRenderPass();
info.attachmentCount = 1;
info.pAttachments = &attachment;
info.width = new_width;
@ -720,32 +833,32 @@ bool Renderer::ResizeScreenshotBuffer(u32 new_width, u32 new_height)
info.layers = 1;
VkResult res =
vkCreateFramebuffer(g_vulkan_context->GetDevice(), &info, nullptr, &m_screenshot_framebuffer);
vkCreateFramebuffer(g_vulkan_context->GetDevice(), &info, nullptr, &m_frame_dump_framebuffer);
if (res != VK_SUCCESS)
{
WARN_LOG(VIDEO, "Failed to resize screenshot framebuffer");
m_screenshot_render_texture.reset();
m_screenshot_readback_texture.reset();
m_frame_dump_render_texture.reset();
m_frame_dump_readback_texture.reset();
return false;
}
// Render pass expects texture is in transfer src to start with.
m_screenshot_render_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
m_frame_dump_render_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
return true;
}
void Renderer::DestroyScreenshotResources()
void Renderer::DestroyFrameDumpResources()
{
if (m_screenshot_framebuffer != VK_NULL_HANDLE)
if (m_frame_dump_framebuffer != VK_NULL_HANDLE)
{
vkDestroyFramebuffer(g_vulkan_context->GetDevice(), m_screenshot_framebuffer, nullptr);
m_screenshot_framebuffer = VK_NULL_HANDLE;
vkDestroyFramebuffer(g_vulkan_context->GetDevice(), m_frame_dump_framebuffer, nullptr);
m_frame_dump_framebuffer = VK_NULL_HANDLE;
}
m_screenshot_render_texture.reset();
m_screenshot_readback_texture.reset();
m_frame_dump_render_texture.reset();
m_frame_dump_readback_texture.reset();
}
void Renderer::CheckForTargetResize(u32 fb_width, u32 fb_stride, u32 fb_height)
@ -889,8 +1002,8 @@ void Renderer::CheckForConfigChanges()
if (msaa_changed || stereo_changed)
{
g_command_buffer_mgr->WaitForGPUIdle();
m_framebuffer_mgr->RecreateRenderPass();
m_framebuffer_mgr->ResizeEFBTextures();
FramebufferManager::GetInstance()->RecreateRenderPass();
FramebufferManager::GetInstance()->ResizeEFBTextures();
BindEFBToStateTracker();
}
@ -900,8 +1013,9 @@ void Renderer::CheckForConfigChanges()
{
g_command_buffer_mgr->WaitForGPUIdle();
RecompileShaders();
m_framebuffer_mgr->RecompileShaders();
FramebufferManager::GetInstance()->RecompileShaders();
g_object_cache->ClearPipelineCache();
g_object_cache->RecompileSharedShaders();
}
// For vsync, we need to change the present mode, which means recreating the swap chain.
@ -931,25 +1045,28 @@ void Renderer::OnSwapChainResized()
void Renderer::BindEFBToStateTracker()
{
// Update framebuffer in state tracker
VkRect2D framebuffer_size = {
{0, 0}, {m_framebuffer_mgr->GetEFBWidth(), m_framebuffer_mgr->GetEFBHeight()}};
m_state_tracker->SetRenderPass(m_framebuffer_mgr->GetEFBLoadRenderPass(),
m_framebuffer_mgr->GetEFBClearRenderPass());
m_state_tracker->SetFramebuffer(m_framebuffer_mgr->GetEFBFramebuffer(), framebuffer_size);
VkRect2D framebuffer_size = {{0, 0},
{FramebufferManager::GetInstance()->GetEFBWidth(),
FramebufferManager::GetInstance()->GetEFBHeight()}};
StateTracker::GetInstance()->SetRenderPass(
FramebufferManager::GetInstance()->GetEFBLoadRenderPass(),
FramebufferManager::GetInstance()->GetEFBClearRenderPass());
StateTracker::GetInstance()->SetFramebuffer(
FramebufferManager::GetInstance()->GetEFBFramebuffer(), framebuffer_size);
// Update rasterization state with MSAA info
RasterizationState rs_state = {};
rs_state.bits = m_state_tracker->GetRasterizationState().bits;
rs_state.samples = m_framebuffer_mgr->GetEFBSamples();
rs_state.bits = StateTracker::GetInstance()->GetRasterizationState().bits;
rs_state.samples = FramebufferManager::GetInstance()->GetEFBSamples();
rs_state.per_sample_shading = g_ActiveConfig.bSSAA ? VK_TRUE : VK_FALSE;
m_state_tracker->SetRasterizationState(rs_state);
StateTracker::GetInstance()->SetRasterizationState(rs_state);
}
void Renderer::ResizeEFBTextures()
{
// Ensure the GPU is finished with the current EFB textures.
g_command_buffer_mgr->WaitForGPUIdle();
m_framebuffer_mgr->ResizeEFBTextures();
FramebufferManager::GetInstance()->ResizeEFBTextures();
BindEFBToStateTracker();
// Viewport and scissor rect have to be reset since they will be scaled differently.
@ -976,19 +1093,19 @@ void Renderer::ApplyState(bool bUseDstAlpha)
void Renderer::ResetAPIState()
{
// End the EFB render pass if active
m_state_tracker->EndRenderPass();
StateTracker::GetInstance()->EndRenderPass();
}
void Renderer::RestoreAPIState()
{
// Instruct the state tracker to re-bind everything before the next draw
m_state_tracker->SetPendingRebind();
StateTracker::GetInstance()->SetPendingRebind();
}
void Renderer::SetGenerationMode()
{
RasterizationState new_rs_state = {};
new_rs_state.bits = m_state_tracker->GetRasterizationState().bits;
new_rs_state.bits = StateTracker::GetInstance()->GetRasterizationState().bits;
switch (bpmem.genMode.cullmode)
{
@ -1009,7 +1126,7 @@ void Renderer::SetGenerationMode()
break;
}
m_state_tracker->SetRasterizationState(new_rs_state);
StateTracker::GetInstance()->SetRasterizationState(new_rs_state);
}
void Renderer::SetDepthMode()
@ -1050,7 +1167,7 @@ void Renderer::SetDepthMode()
break;
}
m_state_tracker->SetDepthStencilState(new_ds_state);
StateTracker::GetInstance()->SetDepthStencilState(new_ds_state);
}
void Renderer::SetColorMask()
@ -1066,16 +1183,16 @@ void Renderer::SetColorMask()
}
BlendState new_blend_state = {};
new_blend_state.bits = m_state_tracker->GetBlendState().bits;
new_blend_state.bits = StateTracker::GetInstance()->GetBlendState().bits;
new_blend_state.write_mask = color_mask;
m_state_tracker->SetBlendState(new_blend_state);
StateTracker::GetInstance()->SetBlendState(new_blend_state);
}
void Renderer::SetBlendMode(bool force_update)
{
BlendState new_blend_state = {};
new_blend_state.bits = m_state_tracker->GetBlendState().bits;
new_blend_state.bits = StateTracker::GetInstance()->GetBlendState().bits;
// Fast path for blending disabled
if (!bpmem.blendmode.blendenable)
@ -1087,7 +1204,7 @@ void Renderer::SetBlendMode(bool force_update)
new_blend_state.alpha_blend_op = VK_BLEND_OP_ADD;
new_blend_state.src_alpha_blend = VK_BLEND_FACTOR_ONE;
new_blend_state.dst_alpha_blend = VK_BLEND_FACTOR_ZERO;
m_state_tracker->SetBlendState(new_blend_state);
StateTracker::GetInstance()->SetBlendState(new_blend_state);
return;
}
// Fast path for subtract blending
@ -1100,7 +1217,7 @@ void Renderer::SetBlendMode(bool force_update)
new_blend_state.alpha_blend_op = VK_BLEND_OP_REVERSE_SUBTRACT;
new_blend_state.src_alpha_blend = VK_BLEND_FACTOR_ONE;
new_blend_state.dst_alpha_blend = VK_BLEND_FACTOR_ONE;
m_state_tracker->SetBlendState(new_blend_state);
StateTracker::GetInstance()->SetBlendState(new_blend_state);
return;
}
@ -1195,13 +1312,13 @@ void Renderer::SetBlendMode(bool force_update)
new_blend_state.dst_alpha_blend = Util::GetAlphaBlendFactor(new_blend_state.dst_blend);
}
m_state_tracker->SetBlendState(new_blend_state);
StateTracker::GetInstance()->SetBlendState(new_blend_state);
}
void Renderer::SetLogicOpMode()
{
BlendState new_blend_state = {};
new_blend_state.bits = m_state_tracker->GetBlendState().bits;
new_blend_state.bits = StateTracker::GetInstance()->GetBlendState().bits;
// Does our device support logic ops?
bool logic_op_enable = bpmem.blendmode.logicopenable && !bpmem.blendmode.blendenable;
@ -1224,7 +1341,7 @@ void Renderer::SetLogicOpMode()
new_blend_state.logic_op = VK_LOGIC_OP_CLEAR;
}
m_state_tracker->SetBlendState(new_blend_state);
StateTracker::GetInstance()->SetBlendState(new_blend_state);
}
else
{
@ -1269,7 +1386,7 @@ void Renderer::SetLogicOpMode()
new_blend_state.src_alpha_blend = Util::GetAlphaBlendFactor(new_blend_state.src_blend);
new_blend_state.dst_alpha_blend = Util::GetAlphaBlendFactor(new_blend_state.dst_blend);
m_state_tracker->SetBlendState(new_blend_state);
StateTracker::GetInstance()->SetBlendState(new_blend_state);
}
else
{
@ -1338,7 +1455,7 @@ void Renderer::SetSamplerState(int stage, int texindex, bool custom_tex)
sampler = g_object_cache->GetPointSampler();
}
m_state_tracker->SetSampler(bind_index, sampler);
StateTracker::GetInstance()->SetSampler(bind_index, sampler);
m_sampler_states[bind_index].bits = new_state.bits;
}
@ -1352,7 +1469,7 @@ void Renderer::ResetSamplerStates()
for (size_t i = 0; i < m_sampler_states.size(); i++)
{
m_sampler_states[i].bits = std::numeric_limits<decltype(m_sampler_states[i].bits)>::max();
m_state_tracker->SetSampler(i, g_object_cache->GetPointSampler());
StateTracker::GetInstance()->SetSampler(i, g_object_cache->GetPointSampler());
}
// Invalidate all sampler objects (some will be unused now).
@ -1375,7 +1492,7 @@ void Renderer::SetScissorRect(const EFBRectangle& rc)
{target_rc.left, target_rc.top},
{static_cast<uint32_t>(target_rc.GetWidth()), static_cast<uint32_t>(target_rc.GetHeight())}};
m_state_tracker->SetScissor(scissor);
StateTracker::GetInstance()->SetScissor(scissor);
}
void Renderer::SetViewport()
@ -1420,7 +1537,7 @@ void Renderer::SetViewport()
}
VkViewport viewport = {x, y, width, height, min_depth, max_depth};
m_state_tracker->SetViewport(viewport);
StateTracker::GetInstance()->SetViewport(viewport);
}
void Renderer::ChangeSurface(void* new_surface_handle)

View file

@ -12,13 +12,14 @@
#include "VideoBackends/Vulkan/Constants.h"
#include "VideoCommon/RenderBase.h"
struct XFBSourceBase;
namespace Vulkan
{
class BoundingBox;
class FramebufferManager;
class SwapChain;
class StagingTexture2D;
class StateTracker;
class Texture2D;
class RasterFont;
@ -28,10 +29,11 @@ public:
Renderer(std::unique_ptr<SwapChain> swap_chain);
~Renderer();
static Renderer* GetInstance();
SwapChain* GetSwapChain() const { return m_swap_chain.get(); }
StateTracker* GetStateTracker() const { return m_state_tracker.get(); }
BoundingBox* GetBoundingBox() const { return m_bounding_box.get(); }
bool Initialize(FramebufferManager* framebuffer_mgr);
bool Initialize();
void RenderText(const std::string& pstr, int left, int top, u32 color) override;
u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) override;
@ -88,19 +90,41 @@ private:
bool CompileShaders();
void DestroyShaders();
void DrawScreen(const TargetRectangle& src_rect, const Texture2D* src_tex);
bool DrawScreenshot(const TargetRectangle& src_rect, const Texture2D* src_tex);
// Draw either the EFB, or specified XFB sources to the currently-bound framebuffer.
void DrawFrame(VkRenderPass render_pass, const EFBRectangle& rc, u32 xfb_addr,
const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width,
u32 fb_stride, u32 fb_height);
void DrawEFB(VkRenderPass render_pass, const EFBRectangle& rc);
void DrawVirtualXFB(VkRenderPass render_pass, u32 xfb_addr,
const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width,
u32 fb_stride, u32 fb_height);
void DrawRealXFB(VkRenderPass render_pass, const XFBSourceBase* const* xfb_sources, u32 xfb_count,
u32 fb_width, u32 fb_stride, u32 fb_height);
// Draw the frame, as well as the OSD to the swap chain.
void DrawScreen(const EFBRectangle& rc, u32 xfb_addr, const XFBSourceBase* const* xfb_sources,
u32 xfb_count, u32 fb_width, u32 fb_stride, u32 fb_height);
// Draw the frame only to the screenshot buffer.
bool DrawFrameDump(const EFBRectangle& rc, u32 xfb_addr, const XFBSourceBase* const* xfb_sources,
u32 xfb_count, u32 fb_width, u32 fb_stride, u32 fb_height);
// Copies the screenshot readback texture to the frame dumping buffer.
// NOTE: This assumes that DrawScreenshot has been called prior, and the fence associated
// with the command buffer where the readback buffer was populated has been reached.
void DumpFrame(u64 ticks);
// Copies/scales an image to the currently-bound framebuffer.
void BlitScreen(VkRenderPass render_pass, const TargetRectangle& dst_rect,
const TargetRectangle& src_rect, const Texture2D* src_tex, bool linear_filter);
bool ResizeScreenshotBuffer(u32 new_width, u32 new_height);
void DestroyScreenshotResources();
FramebufferManager* m_framebuffer_mgr = nullptr;
bool ResizeFrameDumpBuffer(u32 new_width, u32 new_height);
void DestroyFrameDumpResources();
VkSemaphore m_image_available_semaphore = VK_NULL_HANDLE;
VkSemaphore m_rendering_finished_semaphore = VK_NULL_HANDLE;
std::unique_ptr<SwapChain> m_swap_chain;
std::unique_ptr<StateTracker> m_state_tracker;
std::unique_ptr<BoundingBox> m_bounding_box;
std::unique_ptr<RasterFont> m_raster_font;
@ -116,8 +140,8 @@ private:
VkShaderModule m_blit_fragment_shader = VK_NULL_HANDLE;
// Texture used for screenshot/frame dumping
std::unique_ptr<Texture2D> m_screenshot_render_texture;
std::unique_ptr<StagingTexture2D> m_screenshot_readback_texture;
VkFramebuffer m_screenshot_framebuffer = VK_NULL_HANDLE;
std::unique_ptr<Texture2D> m_frame_dump_render_texture;
std::unique_ptr<StagingTexture2D> m_frame_dump_readback_texture;
VkFramebuffer m_frame_dump_framebuffer = VK_NULL_HANDLE;
};
}

View file

@ -24,10 +24,33 @@
namespace Vulkan
{
StateTracker::StateTracker()
static std::unique_ptr<StateTracker> s_state_tracker;
StateTracker* StateTracker::GetInstance()
{
return s_state_tracker.get();
}
bool StateTracker::CreateInstance()
{
_assert_(!s_state_tracker);
s_state_tracker = std::make_unique<StateTracker>();
if (!s_state_tracker->Initialize())
{
s_state_tracker.reset();
return false;
}
return true;
}
void StateTracker::DestroyInstance()
{
s_state_tracker.reset();
}
bool StateTracker::Initialize()
{
// Set some sensible defaults
m_pipeline_state.pipeline_layout = g_object_cache->GetStandardPipelineLayout();
m_pipeline_state.rasterization_state.cull_mode = VK_CULL_MODE_NONE;
m_pipeline_state.rasterization_state.per_sample_shading = VK_FALSE;
m_pipeline_state.rasterization_state.depth_clamp = VK_FALSE;
@ -68,7 +91,10 @@ StateTracker::StateTracker()
StreamBuffer::Create(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, INITIAL_UNIFORM_STREAM_BUFFER_SIZE,
MAXIMUM_UNIFORM_STREAM_BUFFER_SIZE);
if (!m_uniform_stream_buffer)
{
PanicAlert("Failed to create uniform stream buffer");
return false;
}
// The validation layer complains if max(offsets) + max(ubo_ranges) >= ubo_size.
// To work around this we reserve the maximum buffer size at all times, but only commit
@ -87,10 +113,7 @@ StateTracker::StateTracker()
// Set default constants
UploadAllConstants();
}
StateTracker::~StateTracker()
{
return true;
}
void StateTracker::SetVertexBuffer(VkBuffer buffer, VkDeviceSize offset)
@ -372,7 +395,7 @@ void StateTracker::UploadAllConstants()
// If this fails, wait until the GPU has caught up.
// The only places that call constant updates are safe to have state restored.
WARN_LOG(VIDEO, "Executing command list while waiting for space in uniform buffer");
Util::ExecuteCurrentCommandsAndRestoreState(this, false);
Util::ExecuteCurrentCommandsAndRestoreState(false);
if (!m_uniform_stream_buffer->ReserveMemory(total_allocation_size,
g_vulkan_context->GetUniformBufferAlignment(), true,
true, false))

View file

@ -24,8 +24,12 @@ class VertexFormat;
class StateTracker
{
public:
StateTracker();
~StateTracker();
StateTracker() = default;
~StateTracker() = default;
static StateTracker* GetInstance();
static bool CreateInstance();
static void DestroyInstance();
const RasterizationState& GetRasterizationState() const
{
@ -108,6 +112,8 @@ public:
bool IsWithinRenderArea(s32 x, s32 y, u32 width, u32 height) const;
private:
bool Initialize();
// Check that the specified viewport is within the render area.
// If not, ends the render pass if it is a clear render pass.
bool IsViewportWithinRenderArea() const;

View file

@ -44,9 +44,13 @@ TextureCache::~TextureCache()
TextureCache::DeleteShaders();
}
bool TextureCache::Initialize(StateTracker* state_tracker)
TextureCache* TextureCache::GetInstance()
{
return static_cast<TextureCache*>(g_texture_cache.get());
}
bool TextureCache::Initialize()
{
m_state_tracker = state_tracker;
m_texture_upload_buffer =
StreamBuffer::Create(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, INITIAL_TEXTURE_UPLOAD_BUFFER_SIZE,
MAXIMUM_TEXTURE_UPLOAD_BUFFER_SIZE);
@ -99,8 +103,8 @@ void TextureCache::ConvertTexture(TCacheEntryBase* base_entry, TCacheEntryBase*
if (unconverted->IsEfbCopy())
{
command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
m_state_tracker->EndRenderPass();
m_state_tracker->SetPendingRebind();
StateTracker::GetInstance()->EndRenderPass();
StateTracker::GetInstance()->SetPendingRebind();
}
else
{
@ -109,24 +113,25 @@ void TextureCache::ConvertTexture(TCacheEntryBase* base_entry, TCacheEntryBase*
}
m_palette_texture_converter->ConvertTexture(
m_state_tracker, command_buffer, GetRenderPassForTextureUpdate(entry->GetTexture()),
entry->GetFramebuffer(), unconverted->GetTexture(), entry->config.width, entry->config.height,
palette, format, unconverted->format);
command_buffer, GetRenderPassForTextureUpdate(entry->GetTexture()), entry->GetFramebuffer(),
unconverted->GetTexture(), entry->config.width, entry->config.height, palette, format,
unconverted->format);
// Render pass transitions to SHADER_READ_ONLY.
entry->GetTexture()->OverrideImageLayout(VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
}
static bool IsDepthCopyFormat(PEControl::PixelFormat format)
{
return format == PEControl::Z24;
}
void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row,
u32 num_blocks_y, u32 memory_stride, PEControl::PixelFormat src_format,
const EFBRectangle& src_rect, bool is_intensity, bool scale_by_half)
{
// A better way of doing this would be nice.
FramebufferManager* framebuffer_mgr =
static_cast<FramebufferManager*>(g_framebuffer_manager.get());
// Flush EFB pokes first, as they're expected to be included.
framebuffer_mgr->FlushEFBPokes(m_state_tracker);
FramebufferManager::GetInstance()->FlushEFBPokes();
// MSAA case where we need to resolve first.
// TODO: Do in one pass.
@ -134,29 +139,120 @@ void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_
VkRect2D region = {{scaled_src_rect.left, scaled_src_rect.top},
{static_cast<u32>(scaled_src_rect.GetWidth()),
static_cast<u32>(scaled_src_rect.GetHeight())}};
Texture2D* src_texture = (src_format == PEControl::Z24) ?
framebuffer_mgr->ResolveEFBDepthTexture(m_state_tracker, region) :
framebuffer_mgr->ResolveEFBColorTexture(m_state_tracker, region);
Texture2D* src_texture;
if (IsDepthCopyFormat(src_format))
src_texture = FramebufferManager::GetInstance()->ResolveEFBDepthTexture(region);
else
src_texture = FramebufferManager::GetInstance()->ResolveEFBColorTexture(region);
// End render pass before barrier (since we have no self-dependencies)
m_state_tracker->EndRenderPass();
m_state_tracker->SetPendingRebind();
m_state_tracker->InvalidateDescriptorSets();
m_state_tracker->OnReadback();
StateTracker::GetInstance()->EndRenderPass();
StateTracker::GetInstance()->SetPendingRebind();
StateTracker::GetInstance()->InvalidateDescriptorSets();
StateTracker::GetInstance()->OnReadback();
// Transition to shader resource before reading.
VkImageLayout original_layout = src_texture->GetLayout();
src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
m_texture_encoder->EncodeTextureToRam(m_state_tracker, src_texture->GetView(), dst, format,
native_width, bytes_per_row, num_blocks_y, memory_stride,
src_format, is_intensity, scale_by_half, src_rect);
m_texture_encoder->EncodeTextureToRam(src_texture->GetView(), dst, format, native_width,
bytes_per_row, num_blocks_y, memory_stride, src_format,
is_intensity, scale_by_half, src_rect);
// Transition back to original state
src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), original_layout);
}
void TextureCache::CopyRectangleFromTexture(TCacheEntry* dst_texture,
const MathUtil::Rectangle<int>& dst_rect,
Texture2D* src_texture,
const MathUtil::Rectangle<int>& src_rect)
{
// Fast path when not scaling the image.
if (src_rect.GetWidth() == dst_rect.GetWidth() && src_rect.GetHeight() == dst_rect.GetHeight())
CopyTextureRectangle(dst_texture, dst_rect, src_texture, src_rect);
else
ScaleTextureRectangle(dst_texture, dst_rect, src_texture, src_rect);
}
void TextureCache::CopyTextureRectangle(TCacheEntry* dst_texture,
const MathUtil::Rectangle<int>& dst_rect,
Texture2D* src_texture,
const MathUtil::Rectangle<int>& src_rect)
{
_assert_msg_(VIDEO, static_cast<u32>(src_rect.GetWidth()) <= src_texture->GetWidth() &&
static_cast<u32>(src_rect.GetHeight()) <= src_texture->GetHeight(),
"Source rect is too large for CopyRectangleFromTexture");
_assert_msg_(VIDEO, static_cast<u32>(dst_rect.GetWidth()) <= dst_texture->config.width &&
static_cast<u32>(dst_rect.GetHeight()) <= dst_texture->config.height,
"Dest rect is too large for CopyRectangleFromTexture");
VkImageCopy image_copy = {
{VK_IMAGE_ASPECT_COLOR_BIT, 0, 0,
src_texture->GetLayers()}, // VkImageSubresourceLayers srcSubresource
{src_rect.left, src_rect.top, 0}, // VkOffset3D srcOffset
{VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, // VkImageSubresourceLayers dstSubresource
dst_texture->config.layers},
{dst_rect.left, dst_rect.top, 0}, // VkOffset3D dstOffset
{static_cast<uint32_t>(src_rect.GetWidth()), static_cast<uint32_t>(src_rect.GetHeight()),
1} // VkExtent3D extent
};
// Must be called outside of a render pass.
StateTracker::GetInstance()->EndRenderPass();
src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
dst_texture->GetTexture()->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
vkCmdCopyImage(g_command_buffer_mgr->GetCurrentCommandBuffer(), src_texture->GetImage(),
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, dst_texture->GetTexture()->GetImage(),
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &image_copy);
}
void TextureCache::ScaleTextureRectangle(TCacheEntry* dst_texture,
const MathUtil::Rectangle<int>& dst_rect,
Texture2D* src_texture,
const MathUtil::Rectangle<int>& src_rect)
{
// Can't do this within a game render pass.
StateTracker::GetInstance()->EndRenderPass();
StateTracker::GetInstance()->SetPendingRebind();
// Can't render to a non-rendertarget (no framebuffer).
_assert_msg_(VIDEO, dst_texture->config.rendertarget,
"Destination texture for partial copy is not a rendertarget");
// Render pass expects dst_texture to be in SHADER_READ_ONLY state.
src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
dst_texture->GetTexture()->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
g_object_cache->GetStandardPipelineLayout(),
GetRenderPassForTextureUpdate(dst_texture->GetTexture()),
g_object_cache->GetPassthroughVertexShader(),
g_object_cache->GetPassthroughGeometryShader(), m_copy_shader);
VkRect2D region = {
{dst_rect.left, dst_rect.top},
{static_cast<u32>(dst_rect.GetWidth()), static_cast<u32>(dst_rect.GetHeight())}};
draw.BeginRenderPass(dst_texture->GetFramebuffer(), region);
draw.SetPSSampler(0, src_texture->GetView(), g_object_cache->GetLinearSampler());
draw.DrawQuad(dst_rect.left, dst_rect.top, dst_rect.GetWidth(), dst_rect.GetHeight(),
src_rect.left, src_rect.top, 0, src_rect.GetWidth(), src_rect.GetHeight(),
static_cast<int>(src_texture->GetWidth()),
static_cast<int>(src_texture->GetHeight()));
draw.EndRenderPass();
// Render pass transitions destination texture to SHADER_READ_ONLY.
dst_texture->GetTexture()->OverrideImageLayout(VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
}
TextureCacheBase::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntryConfig& config)
{
// Determine image usage, we need to flag as an attachment if it can be used as a rendertarget.
@ -207,7 +303,7 @@ TextureCacheBase::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntry
texture->GetLayout(), &clear_value, 1, &clear_range);
}
return new TCacheEntry(config, this, std::move(texture), framebuffer);
return new TCacheEntry(config, std::move(texture), framebuffer);
}
bool TextureCache::CreateRenderPasses()
@ -319,20 +415,17 @@ VkRenderPass TextureCache::GetRenderPassForTextureUpdate(const Texture2D* textur
return m_update_render_pass;
}
TextureCache::TCacheEntry::TCacheEntry(const TCacheEntryConfig& config_, TextureCache* parent,
TextureCache::TCacheEntry::TCacheEntry(const TCacheEntryConfig& config_,
std::unique_ptr<Texture2D> texture,
VkFramebuffer framebuffer)
: TCacheEntryBase(config_), m_parent(parent), m_texture(std::move(texture)),
m_framebuffer(framebuffer)
: TCacheEntryBase(config_), m_texture(std::move(texture)), m_framebuffer(framebuffer)
{
}
TextureCache::TCacheEntry::~TCacheEntry()
{
// Texture is automatically cleaned up, however, we don't want to leave it bound to the state
// tracker.
m_parent->m_state_tracker->UnbindTexture(m_texture->GetView());
// Texture is automatically cleaned up, however, we don't want to leave it bound.
StateTracker::GetInstance()->UnbindTexture(m_texture->GetView());
if (m_framebuffer != VK_NULL_HANDLE)
g_command_buffer_mgr->DeferFramebufferDestruction(m_framebuffer);
}
@ -376,14 +469,14 @@ void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
(upload_size + upload_alignment) <= MAXIMUM_TEXTURE_UPLOAD_BUFFER_SIZE)
{
// Assume tightly packed rows, with no padding as the buffer source.
StreamBuffer* upload_buffer = m_parent->m_texture_upload_buffer.get();
StreamBuffer* upload_buffer = TextureCache::GetInstance()->m_texture_upload_buffer.get();
// Allocate memory from the streaming buffer for the texture data.
if (!upload_buffer->ReserveMemory(upload_size, g_vulkan_context->GetBufferImageGranularity()))
{
// Execute the command buffer first.
WARN_LOG(VIDEO, "Executing command list while waiting for space in texture upload buffer");
Util::ExecuteCurrentCommandsAndRestoreState(m_parent->m_state_tracker, false);
Util::ExecuteCurrentCommandsAndRestoreState(false);
// Try allocating again. This may cause a fence wait.
if (!upload_buffer->ReserveMemory(upload_size, g_vulkan_context->GetBufferImageGranularity()))
@ -467,26 +560,28 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat
FramebufferManager* framebuffer_mgr =
static_cast<FramebufferManager*>(g_framebuffer_manager.get());
TargetRectangle scaled_src_rect = g_renderer->ConvertEFBRectangle(src_rect);
bool is_depth_copy = (src_format == PEControl::Z24);
bool is_depth_copy = IsDepthCopyFormat(src_format);
// Flush EFB pokes first, as they're expected to be included.
framebuffer_mgr->FlushEFBPokes(m_parent->m_state_tracker);
framebuffer_mgr->FlushEFBPokes();
// Has to be flagged as a render target.
_assert_(m_framebuffer != VK_NULL_HANDLE);
// Can't be done in a render pass, since we're doing our own render pass!
StateTracker* state_tracker = m_parent->m_state_tracker;
VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
state_tracker->EndRenderPass();
StateTracker::GetInstance()->EndRenderPass();
// Transition EFB to shader resource before binding
VkRect2D region = {{scaled_src_rect.left, scaled_src_rect.top},
{static_cast<u32>(scaled_src_rect.GetWidth()),
static_cast<u32>(scaled_src_rect.GetHeight())}};
Texture2D* src_texture = is_depth_copy ?
framebuffer_mgr->ResolveEFBDepthTexture(state_tracker, region) :
framebuffer_mgr->ResolveEFBColorTexture(state_tracker, region);
Texture2D* src_texture;
if (is_depth_copy)
src_texture = FramebufferManager::GetInstance()->ResolveEFBDepthTexture(region);
else
src_texture = FramebufferManager::GetInstance()->ResolveEFBColorTexture(region);
VkSampler src_sampler =
scale_by_half ? g_object_cache->GetLinearSampler() : g_object_cache->GetPointSampler();
VkImageLayout original_layout = src_texture->GetLayout();
@ -494,9 +589,10 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat
UtilityShaderDraw draw(
command_buffer, g_object_cache->GetPushConstantPipelineLayout(),
m_parent->GetRenderPassForTextureUpdate(m_texture.get()),
TextureCache::GetInstance()->GetRenderPassForTextureUpdate(m_texture.get()),
g_object_cache->GetPassthroughVertexShader(), g_object_cache->GetPassthroughGeometryShader(),
is_depth_copy ? m_parent->m_efb_depth_to_tex_shader : m_parent->m_efb_color_to_tex_shader);
is_depth_copy ? TextureCache::GetInstance()->m_efb_depth_to_tex_shader :
TextureCache::GetInstance()->m_efb_color_to_tex_shader);
draw.SetPushConstants(colmat, (is_depth_copy ? sizeof(float) * 20 : sizeof(float) * 28));
draw.SetPSSampler(0, src_texture->GetView(), src_sampler);
@ -512,7 +608,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat
draw.EndRenderPass();
// We touched everything, so put it back.
state_tracker->SetPendingRebind();
StateTracker::GetInstance()->SetPendingRebind();
// Transition the EFB back to its original layout.
src_texture->TransitionToLayout(command_buffer, original_layout);
@ -526,78 +622,19 @@ void TextureCache::TCacheEntry::CopyRectangleFromTexture(const TCacheEntryBase*
const MathUtil::Rectangle<int>& dst_rect)
{
const TCacheEntry* source_vk = static_cast<const TCacheEntry*>(source);
VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
TextureCache::GetInstance()->CopyRectangleFromTexture(this, dst_rect, source_vk->GetTexture(),
src_rect);
// Fast path when not scaling the image.
if (src_rect.GetWidth() == dst_rect.GetWidth() && src_rect.GetHeight() == dst_rect.GetHeight())
{
// These assertions should hold true unless the base code is passing us sizes too large, in
// which case it should be fixed instead.
_assert_msg_(VIDEO, static_cast<u32>(src_rect.GetWidth()) <= source->config.width &&
static_cast<u32>(src_rect.GetHeight()) <= source->config.height,
"Source rect is too large for CopyRectangleFromTexture");
_assert_msg_(VIDEO, static_cast<u32>(dst_rect.GetWidth()) <= config.width &&
static_cast<u32>(dst_rect.GetHeight()) <= config.height,
"Dest rect is too large for CopyRectangleFromTexture");
VkImageCopy image_copy = {
{VK_IMAGE_ASPECT_COLOR_BIT, 0, 0,
source->config.layers}, // VkImageSubresourceLayers srcSubresource
{src_rect.left, src_rect.top, 0}, // VkOffset3D srcOffset
{VK_IMAGE_ASPECT_COLOR_BIT, 0, 0,
config.layers}, // VkImageSubresourceLayers dstSubresource
{dst_rect.left, dst_rect.top, 0}, // VkOffset3D dstOffset
{static_cast<uint32_t>(src_rect.GetWidth()), static_cast<uint32_t>(src_rect.GetHeight()),
1} // VkExtent3D extent
};
// Must be called outside of a render pass.
m_parent->m_state_tracker->EndRenderPass();
source_vk->m_texture->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
m_texture->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
vkCmdCopyImage(command_buffer, source_vk->m_texture->GetImage(),
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, m_texture->GetImage(),
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &image_copy);
m_texture->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
source_vk->m_texture->TransitionToLayout(command_buffer,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
return;
}
// Can't do this within a game render pass.
m_parent->m_state_tracker->EndRenderPass();
m_parent->m_state_tracker->SetPendingRebind();
// Can't render to a non-rendertarget (no framebuffer).
_assert_msg_(VIDEO, config.rendertarget,
"Destination texture for partial copy is not a rendertarget");
UtilityShaderDraw draw(
g_command_buffer_mgr->GetCurrentCommandBuffer(), g_object_cache->GetStandardPipelineLayout(),
m_parent->GetRenderPassForTextureUpdate(m_texture.get()),
g_object_cache->GetPassthroughVertexShader(), VK_NULL_HANDLE, m_parent->m_copy_shader);
VkRect2D region = {
{dst_rect.left, dst_rect.top},
{static_cast<u32>(dst_rect.GetWidth()), static_cast<u32>(dst_rect.GetHeight())}};
draw.BeginRenderPass(m_framebuffer, region);
draw.SetPSSampler(0, source_vk->GetTexture()->GetView(), g_object_cache->GetLinearSampler());
draw.DrawQuad(dst_rect.left, dst_rect.top, dst_rect.GetWidth(), dst_rect.GetHeight(),
src_rect.left, src_rect.top, 0, src_rect.GetWidth(), src_rect.GetHeight(),
source->config.width, source->config.height);
draw.EndRenderPass();
// Render pass transitions texture to SHADER_READ_ONLY.
m_texture->OverrideImageLayout(VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
// Ensure textures are ready for use again.
m_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
source_vk->GetTexture()->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
}
void TextureCache::TCacheEntry::Bind(unsigned int stage)
{
m_parent->m_state_tracker->SetTexture(stage, m_texture->GetView());
StateTracker::GetInstance()->SetTexture(stage, m_texture->GetView());
}
bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int level)
@ -617,7 +654,7 @@ bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int l
// since we'll be executing the command buffer.
m_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
m_parent->m_state_tracker->EndRenderPass();
StateTracker::GetInstance()->EndRenderPass();
// Copy to download buffer.
staging_texture->CopyFromImage(g_command_buffer_mgr->GetCurrentCommandBuffer(),
@ -630,8 +667,8 @@ bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int l
// Block until the GPU has finished copying to the staging texture.
g_command_buffer_mgr->ExecuteCommandBuffer(false, true);
m_parent->m_state_tracker->InvalidateDescriptorSets();
m_parent->m_state_tracker->SetPendingRebind();
StateTracker::GetInstance()->InvalidateDescriptorSets();
StateTracker::GetInstance()->SetPendingRebind();
// Map the staging texture so we can copy the contents out.
if (staging_texture->Map())
@ -722,6 +759,52 @@ bool TextureCache::CompileShaders()
}
)";
static const char RGB_TO_YUYV_SHADER_SOURCE[] = R"(
SAMPLER_BINDING(0) uniform sampler2DArray source;
layout(location = 0) in vec3 uv0;
layout(location = 0) out vec4 ocol0;
const vec3 y_const = vec3(0.257,0.504,0.098);
const vec3 u_const = vec3(-0.148,-0.291,0.439);
const vec3 v_const = vec3(0.439,-0.368,-0.071);
const vec4 const3 = vec4(0.0625,0.5,0.0625,0.5);
void main()
{
vec3 c0 = texture(source, vec3(uv0.xy - dFdx(uv0.xy) * 0.25, 0.0)).rgb;
vec3 c1 = texture(source, vec3(uv0.xy + dFdx(uv0.xy) * 0.25, 0.0)).rgb;
vec3 c01 = (c0 + c1) * 0.5;
ocol0 = vec4(dot(c1, y_const),
dot(c01,u_const),
dot(c0,y_const),
dot(c01, v_const)) + const3;
}
)";
static const char YUYV_TO_RGB_SHADER_SOURCE[] = R"(
SAMPLER_BINDING(0) uniform sampler2D source;
layout(location = 0) in vec3 uv0;
layout(location = 0) out vec4 ocol0;
void main()
{
ivec2 uv = ivec2(gl_FragCoord.xy);
vec4 c0 = texelFetch(source, ivec2(uv.x / 2, uv.y), 0);
// The texture used to stage the upload is in BGRA order.
c0 = c0.zyxw;
float y = mix(c0.r, c0.b, (uv.x & 1) == 1);
float yComp = 1.164 * (y - 0.0625);
float uComp = c0.g - 0.5;
float vComp = c0.a - 0.5;
ocol0 = vec4(yComp + (1.596 * vComp),
yComp - (0.813 * vComp) - (0.391 * uComp),
yComp + (2.018 * uComp),
1.0);
}
)";
std::string header = g_object_cache->GetUtilityShaderHeader();
std::string source;
@ -737,8 +820,14 @@ bool TextureCache::CompileShaders()
source = header + EFB_DEPTH_TO_TEX_SOURCE;
m_efb_depth_to_tex_shader = Util::CompileAndCreateFragmentShader(source);
source = header + RGB_TO_YUYV_SHADER_SOURCE;
m_rgb_to_yuyv_shader = Util::CompileAndCreateFragmentShader(source);
source = header + YUYV_TO_RGB_SHADER_SOURCE;
m_yuyv_to_rgb_shader = Util::CompileAndCreateFragmentShader(source);
return (m_copy_shader != VK_NULL_HANDLE && m_efb_color_to_tex_shader != VK_NULL_HANDLE &&
m_efb_depth_to_tex_shader != VK_NULL_HANDLE);
m_efb_depth_to_tex_shader != VK_NULL_HANDLE && m_rgb_to_yuyv_shader != VK_NULL_HANDLE &&
m_yuyv_to_rgb_shader != VK_NULL_HANDLE);
}
void TextureCache::DeleteShaders()
@ -762,6 +851,120 @@ void TextureCache::DeleteShaders()
vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_efb_depth_to_tex_shader, nullptr);
m_efb_depth_to_tex_shader = VK_NULL_HANDLE;
}
if (m_rgb_to_yuyv_shader != VK_NULL_HANDLE)
{
vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_rgb_to_yuyv_shader, nullptr);
m_rgb_to_yuyv_shader = VK_NULL_HANDLE;
}
if (m_yuyv_to_rgb_shader != VK_NULL_HANDLE)
{
vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_yuyv_to_rgb_shader, nullptr);
m_yuyv_to_rgb_shader = VK_NULL_HANDLE;
}
}
void TextureCache::EncodeYUYVTextureToMemory(void* dst_ptr, u32 dst_width, u32 dst_stride,
u32 dst_height, Texture2D* src_texture,
const MathUtil::Rectangle<int>& src_rect)
{
StateTracker::GetInstance()->EndRenderPass();
VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
src_texture->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
// Borrow framebuffer from EFB2RAM encoder.
Texture2D* encoding_texture = m_texture_encoder->GetEncodingTexture();
StagingTexture2D* download_texture = m_texture_encoder->GetDownloadTexture();
encoding_texture->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
// Use fragment shader to convert RGBA to YUYV.
// Use linear sampler for downscaling. This texture is in BGRA order, so the data is already in
// the order the guest is expecting and we don't have to swap it at readback time. The width
// is halved because we're using an RGBA8 texture, but the YUYV data is two bytes per pixel.
u32 output_width = dst_width / 2;
UtilityShaderDraw draw(command_buffer, g_object_cache->GetStandardPipelineLayout(),
m_texture_encoder->GetEncodingRenderPass(),
g_object_cache->GetPassthroughVertexShader(), VK_NULL_HANDLE,
m_rgb_to_yuyv_shader);
VkRect2D region = {{0, 0}, {output_width, dst_height}};
draw.BeginRenderPass(m_texture_encoder->GetEncodingTextureFramebuffer(), region);
draw.SetPSSampler(0, src_texture->GetView(), g_object_cache->GetPointSampler());
draw.DrawQuad(0, 0, static_cast<int>(output_width), static_cast<int>(dst_height), src_rect.left,
src_rect.top, 0, src_rect.GetWidth(), src_rect.GetHeight(),
static_cast<int>(src_texture->GetWidth()),
static_cast<int>(src_texture->GetHeight()));
draw.EndRenderPass();
// Render pass transitions to TRANSFER_SRC.
encoding_texture->OverrideImageLayout(VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
// Copy from encoding texture to download buffer.
download_texture->CopyFromImage(command_buffer, encoding_texture->GetImage(),
VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, output_width, dst_height, 0, 0);
Util::ExecuteCurrentCommandsAndRestoreState(false, true);
// Finally, copy to guest memory. This may have a different stride.
download_texture->ReadTexels(0, 0, output_width, dst_height, dst_ptr, dst_stride);
}
void TextureCache::DecodeYUYVTextureFromMemory(TCacheEntry* dst_texture, const void* src_ptr,
u32 src_width, u32 src_stride, u32 src_height)
{
// Copies (and our decoding step) cannot be done inside a render pass.
StateTracker::GetInstance()->EndRenderPass();
// We share the upload buffer with normal textures here, since the XFB buffers aren't very large.
u32 upload_size = src_stride * src_height;
if (!m_texture_upload_buffer->ReserveMemory(upload_size,
g_vulkan_context->GetBufferImageGranularity()))
{
// Execute the command buffer first.
WARN_LOG(VIDEO, "Executing command list while waiting for space in texture upload buffer");
Util::ExecuteCurrentCommandsAndRestoreState(false);
if (!m_texture_upload_buffer->ReserveMemory(upload_size,
g_vulkan_context->GetBufferImageGranularity()))
PanicAlert("Failed to allocate space in texture upload buffer");
}
// Assume that each source row is not padded.
_assert_(src_stride == (src_width * sizeof(u16)));
VkDeviceSize image_upload_buffer_offset = m_texture_upload_buffer->GetCurrentOffset();
std::memcpy(m_texture_upload_buffer->GetCurrentHostPointer(), src_ptr, upload_size);
m_texture_upload_buffer->CommitMemory(upload_size);
// Copy from the upload buffer to the intermediate texture. We borrow this from the encoder.
// The width is specified as half here because we have two pixels packed in each RGBA texel.
// In the future this could be skipped by reading the upload buffer as a uniform texel buffer.
VkBufferImageCopy image_copy = {
image_upload_buffer_offset, // VkDeviceSize bufferOffset
0, // uint32_t bufferRowLength
0, // uint32_t bufferImageHeight
{VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1}, // VkImageSubresourceLayers imageSubresource
{0, 0, 0}, // VkOffset3D imageOffset
{src_width / 2, src_height, 1} // VkExtent3D imageExtent
};
VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
Texture2D* intermediate_texture = m_texture_encoder->GetEncodingTexture();
intermediate_texture->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
vkCmdCopyBufferToImage(command_buffer, m_texture_upload_buffer->GetBuffer(),
intermediate_texture->GetImage(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1,
&image_copy);
intermediate_texture->TransitionToLayout(command_buffer,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
dst_texture->GetTexture()->TransitionToLayout(command_buffer,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
// Convert from the YUYV data now in the intermediate texture to RGBA in the destination.
UtilityShaderDraw draw(command_buffer, g_object_cache->GetStandardPipelineLayout(),
m_texture_encoder->GetEncodingRenderPass(),
g_object_cache->GetScreenQuadVertexShader(), VK_NULL_HANDLE,
m_yuyv_to_rgb_shader);
VkRect2D region = {{0, 0}, {src_width, src_height}};
draw.BeginRenderPass(dst_texture->GetFramebuffer(), region);
draw.SetViewportAndScissor(0, 0, static_cast<int>(src_width), static_cast<int>(src_height));
draw.SetPSSampler(0, intermediate_texture->GetView(), g_object_cache->GetPointSampler());
draw.DrawWithoutVertexBuffer(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, 4);
draw.EndRenderPass();
}
} // namespace Vulkan

View file

@ -20,25 +20,10 @@ class TextureEncoder;
class TextureCache : public TextureCacheBase
{
public:
TextureCache();
~TextureCache();
bool Initialize(StateTracker* state_tracker);
bool CompileShaders() override;
void DeleteShaders() override;
void ConvertTexture(TCacheEntryBase* base_entry, TCacheEntryBase* base_unconverted, void* palette,
TlutFormat format) override;
void CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
u32 memory_stride, PEControl::PixelFormat src_format, const EFBRectangle& src_rect,
bool is_intensity, bool scale_by_half) override;
private:
struct TCacheEntry : TCacheEntryBase
{
TCacheEntry(const TCacheEntryConfig& config_, TextureCache* parent,
std::unique_ptr<Texture2D> texture, VkFramebuffer framebuffer);
TCacheEntry(const TCacheEntryConfig& config_, std::unique_ptr<Texture2D> texture,
VkFramebuffer framebuffer);
~TCacheEntry();
Texture2D* GetTexture() const { return m_texture.get(); }
@ -55,20 +40,51 @@ private:
bool Save(const std::string& filename, unsigned int level) override;
private:
TextureCache* m_parent;
std::unique_ptr<Texture2D> m_texture;
// If we're an EFB copy, framebuffer for drawing into.
VkFramebuffer m_framebuffer;
};
TextureCache();
~TextureCache();
static TextureCache* GetInstance();
bool Initialize();
bool CompileShaders() override;
void DeleteShaders() override;
TCacheEntryBase* CreateTexture(const TCacheEntryConfig& config) override;
bool CreateRenderPasses();
void ConvertTexture(TCacheEntryBase* base_entry, TCacheEntryBase* base_unconverted, void* palette,
TlutFormat format) override;
void CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
u32 memory_stride, PEControl::PixelFormat src_format, const EFBRectangle& src_rect,
bool is_intensity, bool scale_by_half) override;
void CopyRectangleFromTexture(TCacheEntry* dst_texture, const MathUtil::Rectangle<int>& dst_rect,
Texture2D* src_texture, const MathUtil::Rectangle<int>& src_rect);
// Encodes texture to guest memory in XFB (YUYV) format.
void EncodeYUYVTextureToMemory(void* dst_ptr, u32 dst_width, u32 dst_stride, u32 dst_height,
Texture2D* src_texture, const MathUtil::Rectangle<int>& src_rect);
// Decodes data from guest memory in XFB (YUYV) format to a RGBA format texture on the GPU.
void DecodeYUYVTextureFromMemory(TCacheEntry* dst_texture, const void* src_ptr, u32 src_width,
u32 src_stride, u32 src_height);
private:
bool CreateRenderPasses();
VkRenderPass GetRenderPassForTextureUpdate(const Texture2D* texture) const;
StateTracker* m_state_tracker = nullptr;
// Copies the contents of a texture using vkCmdCopyImage
void CopyTextureRectangle(TCacheEntry* dst_texture, const MathUtil::Rectangle<int>& dst_rect,
Texture2D* src_texture, const MathUtil::Rectangle<int>& src_rect);
// Copies (and optionally scales) the contents of a texture using a framgent shader.
void ScaleTextureRectangle(TCacheEntry* dst_texture, const MathUtil::Rectangle<int>& dst_rect,
Texture2D* src_texture, const MathUtil::Rectangle<int>& src_rect);
VkRenderPass m_initialize_render_pass = VK_NULL_HANDLE;
VkRenderPass m_update_render_pass = VK_NULL_HANDLE;
@ -82,6 +98,8 @@ private:
VkShaderModule m_copy_shader = VK_NULL_HANDLE;
VkShaderModule m_efb_color_to_tex_shader = VK_NULL_HANDLE;
VkShaderModule m_efb_depth_to_tex_shader = VK_NULL_HANDLE;
VkShaderModule m_rgb_to_yuyv_shader = VK_NULL_HANDLE;
VkShaderModule m_yuyv_to_rgb_shader = VK_NULL_HANDLE;
};
} // namespace Vulkan

View file

@ -73,11 +73,11 @@ bool TextureEncoder::Initialize()
return true;
}
void TextureEncoder::EncodeTextureToRam(StateTracker* state_tracker, VkImageView src_texture,
u8* dest_ptr, u32 format, u32 native_width,
u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
PEControl::PixelFormat src_format, bool is_intensity,
int scale_by_half, const EFBRectangle& src_rect)
void TextureEncoder::EncodeTextureToRam(VkImageView src_texture, u8* dest_ptr, u32 format,
u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
u32 memory_stride, PEControl::PixelFormat src_format,
bool is_intensity, int scale_by_half,
const EFBRectangle& src_rect)
{
if (m_texture_encoding_shaders[format] == VK_NULL_HANDLE)
{
@ -86,7 +86,7 @@ void TextureEncoder::EncodeTextureToRam(StateTracker* state_tracker, VkImageView
}
// Can't do our own draw within a render pass.
state_tracker->EndRenderPass();
StateTracker::GetInstance()->EndRenderPass();
UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
g_object_cache->GetPushConstantPipelineLayout(), m_encoding_render_pass,
@ -122,8 +122,8 @@ void TextureEncoder::EncodeTextureToRam(StateTracker* state_tracker, VkImageView
// Block until the GPU has finished copying to the staging texture.
g_command_buffer_mgr->ExecuteCommandBuffer(false, true);
state_tracker->InvalidateDescriptorSets();
state_tracker->SetPendingRebind();
StateTracker::GetInstance()->InvalidateDescriptorSets();
StateTracker::GetInstance()->SetPendingRebind();
// Copy from staging texture to the final destination, adjusting pitch if necessary.
m_download_texture->ReadTexels(0, 0, render_width, render_height, dest_ptr, memory_stride);
@ -197,7 +197,8 @@ bool TextureEncoder::CreateEncodingTexture()
m_encoding_texture = Texture2D::Create(
ENCODING_TEXTURE_WIDTH, ENCODING_TEXTURE_HEIGHT, 1, 1, ENCODING_TEXTURE_FORMAT,
VK_SAMPLE_COUNT_1_BIT, VK_IMAGE_VIEW_TYPE_2D, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT);
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT |
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT);
if (!m_encoding_texture)
return false;

View file

@ -15,7 +15,6 @@
namespace Vulkan
{
class StagingTexture2D;
class StateTracker;
class Texture2D;
class TextureEncoder
@ -24,15 +23,19 @@ public:
TextureEncoder();
~TextureEncoder();
VkRenderPass GetEncodingRenderPass() const { return m_encoding_render_pass; }
Texture2D* GetEncodingTexture() const { return m_encoding_texture.get(); }
VkFramebuffer GetEncodingTextureFramebuffer() const { return m_encoding_texture_framebuffer; }
StagingTexture2D* GetDownloadTexture() const { return m_download_texture.get(); }
bool Initialize();
// Uses an encoding shader to copy src_texture to dest_ptr.
// Assumes that no render pass is currently in progress.
// WARNING: Executes the current command buffer.
void EncodeTextureToRam(StateTracker* state_tracker, VkImageView src_texture, u8* dest_ptr,
u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
u32 memory_stride, PEControl::PixelFormat src_format, bool is_intensity,
int scale_by_half, const EFBRectangle& source);
void EncodeTextureToRam(VkImageView src_texture, u8* dest_ptr, u32 format, u32 native_width,
u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
PEControl::PixelFormat src_format, bool is_intensity, int scale_by_half,
const EFBRectangle& source);
private:
// From OGL.

View file

@ -195,13 +195,12 @@ void BufferMemoryBarrier(VkCommandBuffer command_buffer, VkBuffer buffer,
&buffer_info, 0, nullptr);
}
void ExecuteCurrentCommandsAndRestoreState(StateTracker* state_tracker, bool execute_off_thread,
bool wait_for_completion)
void ExecuteCurrentCommandsAndRestoreState(bool execute_off_thread, bool wait_for_completion)
{
state_tracker->EndRenderPass();
StateTracker::GetInstance()->EndRenderPass();
g_command_buffer_mgr->ExecuteCommandBuffer(execute_off_thread, wait_for_completion);
state_tracker->InvalidateDescriptorSets();
state_tracker->SetPendingRebind();
StateTracker::GetInstance()->InvalidateDescriptorSets();
StateTracker::GetInstance()->SetPendingRebind();
}
VkShaderModule CreateShaderModule(const u32* spv, size_t spv_word_count)

View file

@ -47,7 +47,7 @@ void BufferMemoryBarrier(VkCommandBuffer command_buffer, VkBuffer buffer,
// Completes the current render pass, executes the command buffer, and restores state ready for next
// render. Use when you want to kick the current buffer to make room for new data.
void ExecuteCurrentCommandsAndRestoreState(StateTracker* state_tracker, bool execute_off_thread,
void ExecuteCurrentCommandsAndRestoreState(bool execute_off_thread,
bool wait_for_completion = false);
// Create a shader module from the specified SPIR-V.

View file

@ -36,10 +36,13 @@ VertexManager::~VertexManager()
{
}
bool VertexManager::Initialize(StateTracker* state_tracker)
VertexManager* VertexManager::GetInstance()
{
m_state_tracker = state_tracker;
return static_cast<VertexManager*>(g_vertex_manager.get());
}
bool VertexManager::Initialize()
{
m_vertex_stream_buffer = StreamBuffer::Create(VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
INITIAL_VERTEX_BUFFER_SIZE, MAX_VERTEX_BUFFER_SIZE);
@ -72,8 +75,9 @@ void VertexManager::PrepareDrawBuffers(u32 stride)
ADDSTAT(stats.thisFrame.bytesVertexStreamed, static_cast<int>(vertex_data_size));
ADDSTAT(stats.thisFrame.bytesIndexStreamed, static_cast<int>(index_data_size));
m_state_tracker->SetVertexBuffer(m_vertex_stream_buffer->GetBuffer(), 0);
m_state_tracker->SetIndexBuffer(m_index_stream_buffer->GetBuffer(), 0, VK_INDEX_TYPE_UINT16);
StateTracker::GetInstance()->SetVertexBuffer(m_vertex_stream_buffer->GetBuffer(), 0);
StateTracker::GetInstance()->SetIndexBuffer(m_index_stream_buffer->GetBuffer(), 0,
VK_INDEX_TYPE_UINT16);
}
void VertexManager::ResetBuffer(u32 stride)
@ -94,7 +98,7 @@ void VertexManager::ResetBuffer(u32 stride)
{
// Flush any pending commands first, so that we can wait on the fences
WARN_LOG(VIDEO, "Executing command list while waiting for space in vertex/index buffer");
Util::ExecuteCurrentCommandsAndRestoreState(m_state_tracker, false);
Util::ExecuteCurrentCommandsAndRestoreState(false);
// Attempt to allocate again, this may cause a fence wait
if (!has_vbuffer_allocation)
@ -133,21 +137,21 @@ void VertexManager::vFlush(bool use_dst_alpha)
u32 index_count = IndexGenerator::GetIndexLen();
// Update assembly state
m_state_tracker->SetVertexFormat(vertex_format);
StateTracker::GetInstance()->SetVertexFormat(vertex_format);
switch (m_current_primitive_type)
{
case PRIMITIVE_POINTS:
m_state_tracker->SetPrimitiveTopology(VK_PRIMITIVE_TOPOLOGY_POINT_LIST);
m_state_tracker->DisableBackFaceCulling();
StateTracker::GetInstance()->SetPrimitiveTopology(VK_PRIMITIVE_TOPOLOGY_POINT_LIST);
StateTracker::GetInstance()->DisableBackFaceCulling();
break;
case PRIMITIVE_LINES:
m_state_tracker->SetPrimitiveTopology(VK_PRIMITIVE_TOPOLOGY_LINE_LIST);
m_state_tracker->DisableBackFaceCulling();
StateTracker::GetInstance()->SetPrimitiveTopology(VK_PRIMITIVE_TOPOLOGY_LINE_LIST);
StateTracker::GetInstance()->DisableBackFaceCulling();
break;
case PRIMITIVE_TRIANGLES:
m_state_tracker->SetPrimitiveTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP);
StateTracker::GetInstance()->SetPrimitiveTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP);
g_renderer->SetGenerationMode();
break;
}
@ -158,37 +162,34 @@ void VertexManager::vFlush(bool use_dst_alpha)
dstalpha_mode = DSTALPHA_DUAL_SOURCE_BLEND;
// Check for any shader stage changes
m_state_tracker->CheckForShaderChanges(m_current_primitive_type, dstalpha_mode);
StateTracker::GetInstance()->CheckForShaderChanges(m_current_primitive_type, dstalpha_mode);
// Update any changed constants
m_state_tracker->UpdateVertexShaderConstants();
m_state_tracker->UpdateGeometryShaderConstants();
m_state_tracker->UpdatePixelShaderConstants();
StateTracker::GetInstance()->UpdateVertexShaderConstants();
StateTracker::GetInstance()->UpdateGeometryShaderConstants();
StateTracker::GetInstance()->UpdatePixelShaderConstants();
// Flush all EFB pokes and invalidate the peek cache.
// TODO: Cleaner way without the cast.
FramebufferManager* framebuffer_mgr =
static_cast<FramebufferManager*>(g_framebuffer_manager.get());
framebuffer_mgr->InvalidatePeekCache();
framebuffer_mgr->FlushEFBPokes(m_state_tracker);
FramebufferManager::GetInstance()->InvalidatePeekCache();
FramebufferManager::GetInstance()->FlushEFBPokes();
// If bounding box is enabled, we need to flush any changes first, then invalidate what we have.
if (g_vulkan_context->SupportsBoundingBox())
{
BoundingBox* bounding_box = static_cast<Renderer*>(g_renderer.get())->GetBoundingBox();
BoundingBox* bounding_box = Renderer::GetInstance()->GetBoundingBox();
bool bounding_box_enabled = (::BoundingBox::active && g_ActiveConfig.bBBoxEnable);
if (bounding_box_enabled)
{
bounding_box->Flush(m_state_tracker);
bounding_box->Invalidate(m_state_tracker);
bounding_box->Flush();
bounding_box->Invalidate();
}
// Update which descriptor set/pipeline layout to use.
m_state_tracker->SetBBoxEnable(bounding_box_enabled);
StateTracker::GetInstance()->SetBBoxEnable(bounding_box_enabled);
}
// Bind all pending state to the command buffer
if (!m_state_tracker->Bind())
if (!StateTracker::GetInstance()->Bind())
{
WARN_LOG(VIDEO, "Skipped draw of %u indices", index_count);
return;
@ -207,8 +208,9 @@ void VertexManager::vFlush(bool use_dst_alpha)
bool logic_op_enabled = bpmem.blendmode.logicopenable && !bpmem.blendmode.blendenable;
if (use_dst_alpha && (!g_vulkan_context->SupportsDualSourceBlend() || logic_op_enabled))
{
m_state_tracker->CheckForShaderChanges(m_current_primitive_type, DSTALPHA_ALPHA_PASS);
if (!m_state_tracker->Bind())
StateTracker::GetInstance()->CheckForShaderChanges(m_current_primitive_type,
DSTALPHA_ALPHA_PASS);
if (!StateTracker::GetInstance()->Bind())
{
WARN_LOG(VIDEO, "Skipped draw of %u indices (alpha pass)", index_count);
return;
@ -218,7 +220,7 @@ void VertexManager::vFlush(bool use_dst_alpha)
m_current_draw_base_index, m_current_draw_base_vertex, 0);
}
m_state_tracker->OnDraw();
StateTracker::GetInstance()->OnDraw();
}
} // namespace Vulkan

View file

@ -12,7 +12,6 @@
namespace Vulkan
{
class StateTracker;
class StreamBuffer;
class VertexManager : public VertexManagerBase
@ -21,7 +20,9 @@ public:
VertexManager();
~VertexManager();
bool Initialize(StateTracker* state_tracker);
static VertexManager* GetInstance();
bool Initialize();
NativeVertexFormat* CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override;
@ -32,8 +33,6 @@ protected:
private:
void vFlush(bool use_dst_alpha) override;
StateTracker* m_state_tracker = nullptr;
std::vector<u8> m_cpu_vertex_buffer;
std::vector<u16> m_cpu_index_buffer;

View file

@ -194,19 +194,16 @@ bool VideoBackend::Initialize(void* window_handle)
g_framebuffer_manager = std::make_unique<FramebufferManager>();
g_renderer = std::make_unique<Renderer>(std::move(swap_chain));
// Cast to our wrapper classes, so we can call the init methods.
Renderer* renderer = static_cast<Renderer*>(g_renderer.get());
FramebufferManager* framebuffer_mgr =
static_cast<FramebufferManager*>(g_framebuffer_manager.get());
// Invoke init methods on main wrapper classes.
// These have to be done before the others because the destructors
// for the remaining classes may call methods on these.
if (!g_object_cache->Initialize() || !framebuffer_mgr->Initialize() ||
!renderer->Initialize(framebuffer_mgr))
if (!g_object_cache->Initialize() || !FramebufferManager::GetInstance()->Initialize() ||
!StateTracker::CreateInstance() || !Renderer::GetInstance()->Initialize())
{
PanicAlert("Failed to initialize Vulkan classes.");
g_renderer.reset();
StateTracker::DestroyInstance();
g_framebuffer_manager.reset();
g_object_cache.reset();
g_command_buffer_mgr.reset();
g_vulkan_context.reset();
@ -219,18 +216,16 @@ bool VideoBackend::Initialize(void* window_handle)
g_vertex_manager = std::make_unique<VertexManager>();
g_texture_cache = std::make_unique<TextureCache>();
g_perf_query = std::make_unique<PerfQuery>();
VertexManager* vertex_manager = static_cast<VertexManager*>(g_vertex_manager.get());
TextureCache* texture_cache = static_cast<TextureCache*>(g_texture_cache.get());
PerfQuery* perf_query = static_cast<PerfQuery*>(g_perf_query.get());
if (!vertex_manager->Initialize(renderer->GetStateTracker()) ||
!texture_cache->Initialize(renderer->GetStateTracker()) ||
!perf_query->Initialize(renderer->GetStateTracker()))
if (!VertexManager::GetInstance()->Initialize() || !TextureCache::GetInstance()->Initialize() ||
!PerfQuery::GetInstance()->Initialize())
{
PanicAlert("Failed to initialize Vulkan classes.");
g_perf_query.reset();
g_texture_cache.reset();
g_vertex_manager.reset();
g_renderer.reset();
StateTracker::DestroyInstance();
g_framebuffer_manager.reset();
g_object_cache.reset();
g_command_buffer_mgr.reset();
g_vulkan_context.reset();
@ -273,11 +268,12 @@ void VideoBackend::Video_Cleanup()
// Save all cached pipelines out to disk for next time.
g_object_cache->SavePipelineCache();
g_texture_cache.reset();
g_perf_query.reset();
g_texture_cache.reset();
g_vertex_manager.reset();
g_renderer.reset();
g_framebuffer_manager.reset();
StateTracker::DestroyInstance();
g_renderer.reset();
CleanupShared();
}