dolphin/Source/Core/VideoBackends/Vulkan/FramebufferManager.cpp
Stenzek 4997fbce44 Vulkan: Fix possible mismatch between EFB framebuffer and render pass
This could happen when changing MSAA settings or internal resolution at
runtime.
2018-01-11 16:02:31 +10:00

1196 lines
44 KiB
C++

// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/Vulkan/FramebufferManager.h"
#include <algorithm>
#include <cstddef>
#include "Common/Assert.h"
#include "Common/CommonFuncs.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "Core/HW/Memmap.h"
#include "VideoBackends/Vulkan/CommandBufferManager.h"
#include "VideoBackends/Vulkan/ObjectCache.h"
#include "VideoBackends/Vulkan/StateTracker.h"
#include "VideoBackends/Vulkan/StreamBuffer.h"
#include "VideoBackends/Vulkan/Texture2D.h"
#include "VideoBackends/Vulkan/Util.h"
#include "VideoBackends/Vulkan/VKTexture.h"
#include "VideoBackends/Vulkan/VertexFormat.h"
#include "VideoBackends/Vulkan/VulkanContext.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/VideoConfig.h"
namespace Vulkan
{
// Maximum number of pixels poked in one batch * 6
constexpr size_t MAX_POKE_VERTICES = 8192;
constexpr size_t POKE_VERTEX_BUFFER_SIZE = 8 * 1024 * 1024;
FramebufferManager::FramebufferManager()
{
}
FramebufferManager::~FramebufferManager()
{
DestroyEFBFramebuffer();
DestroyConversionShaders();
DestroyReadbackFramebuffer();
DestroyReadbackTextures();
DestroyReadbackShaders();
DestroyPokeVertexBuffer();
DestroyPokeShaders();
}
FramebufferManager* FramebufferManager::GetInstance()
{
return static_cast<FramebufferManager*>(g_framebuffer_manager.get());
}
u32 FramebufferManager::GetEFBWidth() const
{
return m_efb_color_texture->GetWidth();
}
u32 FramebufferManager::GetEFBHeight() const
{
return m_efb_color_texture->GetHeight();
}
u32 FramebufferManager::GetEFBLayers() const
{
return m_efb_color_texture->GetLayers();
}
VkSampleCountFlagBits FramebufferManager::GetEFBSamples() const
{
return m_efb_color_texture->GetSamples();
}
MultisamplingState FramebufferManager::GetEFBMultisamplingState() const
{
MultisamplingState ms = {};
ms.per_sample_shading = g_ActiveConfig.MultisamplingEnabled() && g_ActiveConfig.bSSAA;
ms.samples = static_cast<u32>(GetEFBSamples());
return ms;
}
bool FramebufferManager::Initialize()
{
if (!CreateEFBRenderPasses())
{
PanicAlert("Failed to create EFB render pass");
return false;
}
if (!CreateEFBFramebuffer())
{
PanicAlert("Failed to create EFB textures");
return false;
}
if (!CompileConversionShaders())
{
PanicAlert("Failed to compile EFB shaders");
return false;
}
if (!CreateReadbackRenderPasses())
{
PanicAlert("Failed to create readback render passes");
return false;
}
if (!CompileReadbackShaders())
{
PanicAlert("Failed to compile readback shaders");
return false;
}
if (!CreateReadbackTextures())
{
PanicAlert("Failed to create readback textures");
return false;
}
if (!CreateReadbackFramebuffer())
{
PanicAlert("Failed to create readback framebuffer");
return false;
}
CreatePokeVertexFormat();
if (!CreatePokeVertexBuffer())
{
PanicAlert("Failed to create poke vertex buffer");
return false;
}
if (!CompilePokeShaders())
{
PanicAlert("Failed to compile poke shaders");
return false;
}
return true;
}
bool FramebufferManager::CreateEFBRenderPasses()
{
m_efb_load_render_pass =
g_object_cache->GetRenderPass(EFB_COLOR_TEXTURE_FORMAT, EFB_DEPTH_TEXTURE_FORMAT,
g_ActiveConfig.iMultisamples, VK_ATTACHMENT_LOAD_OP_LOAD);
m_efb_clear_render_pass =
g_object_cache->GetRenderPass(EFB_COLOR_TEXTURE_FORMAT, EFB_DEPTH_TEXTURE_FORMAT,
g_ActiveConfig.iMultisamples, VK_ATTACHMENT_LOAD_OP_CLEAR);
m_depth_resolve_render_pass = g_object_cache->GetRenderPass(
EFB_DEPTH_AS_COLOR_TEXTURE_FORMAT, VK_FORMAT_UNDEFINED, 1, VK_ATTACHMENT_LOAD_OP_DONT_CARE);
return m_efb_load_render_pass != VK_NULL_HANDLE && m_efb_clear_render_pass != VK_NULL_HANDLE &&
m_depth_resolve_render_pass != VK_NULL_HANDLE;
}
bool FramebufferManager::CreateEFBFramebuffer()
{
u32 efb_width = static_cast<u32>(std::max(g_renderer->GetTargetWidth(), 1));
u32 efb_height = static_cast<u32>(std::max(g_renderer->GetTargetHeight(), 1));
u32 efb_layers = (g_ActiveConfig.stereo_mode != StereoMode::Off) ? 2 : 1;
VkSampleCountFlagBits efb_samples =
static_cast<VkSampleCountFlagBits>(g_ActiveConfig.iMultisamples);
INFO_LOG(VIDEO, "EFB size: %ux%ux%u", efb_width, efb_height, efb_layers);
// Update the static variable in the base class. Why does this even exist?
FramebufferManagerBase::m_EFBLayers = efb_layers;
// Allocate EFB render targets
m_efb_color_texture =
Texture2D::Create(efb_width, efb_height, 1, efb_layers, EFB_COLOR_TEXTURE_FORMAT, efb_samples,
VK_IMAGE_VIEW_TYPE_2D_ARRAY, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT |
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
// We need a second texture to swap with for changing pixel formats
m_efb_convert_color_texture =
Texture2D::Create(efb_width, efb_height, 1, efb_layers, EFB_COLOR_TEXTURE_FORMAT, efb_samples,
VK_IMAGE_VIEW_TYPE_2D_ARRAY, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT |
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
m_efb_depth_texture = Texture2D::Create(
efb_width, efb_height, 1, efb_layers, EFB_DEPTH_TEXTURE_FORMAT, efb_samples,
VK_IMAGE_VIEW_TYPE_2D_ARRAY, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT |
VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
if (!m_efb_color_texture || !m_efb_convert_color_texture || !m_efb_depth_texture)
return false;
// Create resolved textures if MSAA is on
if (g_ActiveConfig.MultisamplingEnabled())
{
m_efb_resolve_color_texture = Texture2D::Create(
efb_width, efb_height, 1, efb_layers, EFB_COLOR_TEXTURE_FORMAT, VK_SAMPLE_COUNT_1_BIT,
VK_IMAGE_VIEW_TYPE_2D_ARRAY, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT |
VK_IMAGE_USAGE_SAMPLED_BIT);
m_efb_resolve_depth_texture = Texture2D::Create(
efb_width, efb_height, 1, efb_layers, EFB_DEPTH_AS_COLOR_TEXTURE_FORMAT,
VK_SAMPLE_COUNT_1_BIT, VK_IMAGE_VIEW_TYPE_2D_ARRAY, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT |
VK_IMAGE_USAGE_SAMPLED_BIT);
if (!m_efb_resolve_color_texture || !m_efb_resolve_depth_texture)
return false;
VkImageView attachment = m_efb_resolve_depth_texture->GetView();
VkFramebufferCreateInfo framebuffer_info = {VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO,
nullptr,
0,
m_depth_resolve_render_pass,
1,
&attachment,
efb_width,
efb_height,
efb_layers};
VkResult res = vkCreateFramebuffer(g_vulkan_context->GetDevice(), &framebuffer_info, nullptr,
&m_depth_resolve_framebuffer);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkCreateFramebuffer failed: ");
return false;
}
}
VkImageView framebuffer_attachments[] = {
m_efb_color_texture->GetView(), m_efb_depth_texture->GetView(),
};
VkFramebufferCreateInfo framebuffer_info = {VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO,
nullptr,
0,
m_efb_load_render_pass,
static_cast<u32>(ArraySize(framebuffer_attachments)),
framebuffer_attachments,
efb_width,
efb_height,
efb_layers};
VkResult res = vkCreateFramebuffer(g_vulkan_context->GetDevice(), &framebuffer_info, nullptr,
&m_efb_framebuffer);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkCreateFramebuffer failed: ");
return false;
}
// Create second framebuffer for format conversions
framebuffer_attachments[0] = m_efb_convert_color_texture->GetView();
res = vkCreateFramebuffer(g_vulkan_context->GetDevice(), &framebuffer_info, nullptr,
&m_efb_convert_framebuffer);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkCreateFramebuffer failed: ");
return false;
}
// Transition to state that can be used to clear
m_efb_color_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
m_efb_convert_color_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
m_efb_depth_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
// Clear the contents of the buffers.
static const VkClearColorValue clear_color = {{0.0f, 0.0f, 0.0f, 0.0f}};
static const VkClearDepthStencilValue clear_depth = {0.0f, 0};
VkImageSubresourceRange clear_color_range = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, efb_layers};
VkImageSubresourceRange clear_depth_range = {VK_IMAGE_ASPECT_DEPTH_BIT, 0, 1, 0, efb_layers};
vkCmdClearColorImage(g_command_buffer_mgr->GetCurrentCommandBuffer(),
m_efb_color_texture->GetImage(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
&clear_color, 1, &clear_color_range);
vkCmdClearColorImage(g_command_buffer_mgr->GetCurrentCommandBuffer(),
m_efb_convert_color_texture->GetImage(),
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, &clear_color, 1, &clear_color_range);
vkCmdClearDepthStencilImage(g_command_buffer_mgr->GetCurrentCommandBuffer(),
m_efb_depth_texture->GetImage(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
&clear_depth, 1, &clear_depth_range);
// Transition to color attachment state ready for rendering.
m_efb_color_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
m_efb_depth_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
return true;
}
void FramebufferManager::DestroyEFBFramebuffer()
{
if (m_efb_framebuffer != VK_NULL_HANDLE)
{
vkDestroyFramebuffer(g_vulkan_context->GetDevice(), m_efb_framebuffer, nullptr);
m_efb_framebuffer = VK_NULL_HANDLE;
}
if (m_efb_convert_framebuffer != VK_NULL_HANDLE)
{
vkDestroyFramebuffer(g_vulkan_context->GetDevice(), m_efb_convert_framebuffer, nullptr);
m_efb_convert_framebuffer = VK_NULL_HANDLE;
}
if (m_depth_resolve_framebuffer != VK_NULL_HANDLE)
{
vkDestroyFramebuffer(g_vulkan_context->GetDevice(), m_depth_resolve_framebuffer, nullptr);
m_depth_resolve_framebuffer = VK_NULL_HANDLE;
}
m_efb_color_texture.reset();
m_efb_convert_color_texture.reset();
m_efb_depth_texture.reset();
m_efb_resolve_color_texture.reset();
m_efb_resolve_depth_texture.reset();
}
void FramebufferManager::RecreateEFBFramebuffer()
{
DestroyEFBFramebuffer();
if (!CreateEFBRenderPasses())
PanicAlert("Failed to create EFB render pass");
if (!CreateEFBFramebuffer())
PanicAlert("Failed to create EFB textures");
}
void FramebufferManager::RecompileShaders()
{
DestroyConversionShaders();
if (!CompileConversionShaders())
PanicAlert("Failed to compile EFB shaders");
DestroyReadbackShaders();
if (!CompileReadbackShaders())
PanicAlert("Failed to compile readback shaders");
}
void FramebufferManager::ReinterpretPixelData(int convtype)
{
VkShaderModule pixel_shader = VK_NULL_HANDLE;
if (convtype == 0)
{
pixel_shader = m_ps_rgb8_to_rgba6;
}
else if (convtype == 2)
{
pixel_shader = m_ps_rgba6_to_rgb8;
}
else
{
ERROR_LOG(VIDEO, "Unhandled reinterpret pixel data %d", convtype);
return;
}
// Transition EFB color buffer to shader resource, and the convert buffer to color attachment.
m_efb_color_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
m_efb_convert_color_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD),
m_efb_load_render_pass, g_shader_cache->GetScreenQuadVertexShader(),
g_shader_cache->GetScreenQuadGeometryShader(), pixel_shader);
VkRect2D region = {{0, 0}, {GetEFBWidth(), GetEFBHeight()}};
draw.SetMultisamplingState(GetEFBMultisamplingState());
draw.BeginRenderPass(m_efb_convert_framebuffer, region);
draw.SetPSSampler(0, m_efb_color_texture->GetView(), g_object_cache->GetPointSampler());
draw.SetViewportAndScissor(0, 0, GetEFBWidth(), GetEFBHeight());
draw.DrawWithoutVertexBuffer(4);
draw.EndRenderPass();
// Swap EFB texture pointers
std::swap(m_efb_color_texture, m_efb_convert_color_texture);
std::swap(m_efb_framebuffer, m_efb_convert_framebuffer);
}
Texture2D* FramebufferManager::ResolveEFBColorTexture(const VkRect2D& region)
{
// Return the normal EFB texture if multisampling is off.
if (GetEFBSamples() == VK_SAMPLE_COUNT_1_BIT)
return m_efb_color_texture.get();
// Can't resolve within a render pass.
StateTracker::GetInstance()->EndRenderPass();
// It's not valid to resolve out-of-bounds coordinates.
// Ensuring the region is within the image is the caller's responsibility.
_assert_(region.offset.x >= 0 && region.offset.y >= 0 &&
(static_cast<u32>(region.offset.x) + region.extent.width) <= GetEFBWidth() &&
(static_cast<u32>(region.offset.y) + region.extent.height) <= GetEFBHeight());
// Resolving is considered to be a transfer operation.
m_efb_color_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
m_efb_resolve_color_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
// Resolve to our already-created texture.
VkImageResolve resolve = {
{VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, GetEFBLayers()}, // VkImageSubresourceLayers srcSubresource
{region.offset.x, region.offset.y, 0}, // VkOffset3D srcOffset
{VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, GetEFBLayers()}, // VkImageSubresourceLayers dstSubresource
{region.offset.x, region.offset.y, 0}, // VkOffset3D dstOffset
{region.extent.width, region.extent.height, GetEFBLayers()} // VkExtent3D extent
};
vkCmdResolveImage(g_command_buffer_mgr->GetCurrentCommandBuffer(),
m_efb_color_texture->GetImage(), VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
m_efb_resolve_color_texture->GetImage(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
1, &resolve);
// Restore MSAA texture ready for rendering again
m_efb_color_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
return m_efb_resolve_color_texture.get();
}
Texture2D* FramebufferManager::ResolveEFBDepthTexture(const VkRect2D& region)
{
// Return the normal EFB texture if multisampling is off.
if (GetEFBSamples() == VK_SAMPLE_COUNT_1_BIT)
return m_efb_depth_texture.get();
// Can't resolve within a render pass.
StateTracker::GetInstance()->EndRenderPass();
m_efb_depth_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
m_efb_resolve_depth_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
// Draw using resolve shader to write the minimum depth of all samples to the resolve texture.
UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD),
m_depth_resolve_render_pass, g_shader_cache->GetScreenQuadVertexShader(),
g_shader_cache->GetScreenQuadGeometryShader(), m_ps_depth_resolve);
draw.BeginRenderPass(m_depth_resolve_framebuffer, region);
draw.SetPSSampler(0, m_efb_depth_texture->GetView(), g_object_cache->GetPointSampler());
draw.SetViewportAndScissor(region.offset.x, region.offset.y, region.extent.width,
region.extent.height);
draw.DrawWithoutVertexBuffer(4);
draw.EndRenderPass();
// Restore MSAA texture ready for rendering again
m_efb_depth_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
return m_efb_resolve_depth_texture.get();
}
bool FramebufferManager::CompileConversionShaders()
{
static const char RGB8_TO_RGBA6_SHADER_SOURCE[] = R"(
#if MSAA_ENABLED
SAMPLER_BINDING(0) uniform sampler2DMSArray samp0;
#else
SAMPLER_BINDING(0) uniform sampler2DArray samp0;
#endif
layout(location = 0) in vec3 uv0;
layout(location = 0) out vec4 ocol0;
void main()
{
int layer = 0;
#if EFB_LAYERS > 1
layer = int(uv0.z);
#endif
ivec3 coords = ivec3(gl_FragCoord.xy, layer);
vec4 val;
#if !MSAA_ENABLED
// No MSAA - just load the first (and only) sample
val = texelFetch(samp0, coords, 0);
#elif SSAA_ENABLED
// Sample shading, shader runs once per sample
val = texelFetch(samp0, coords, gl_SampleID);
#else
// MSAA without sample shading, average out all samples.
val = vec4(0, 0, 0, 0);
for (int i = 0; i < MSAA_SAMPLES; i++)
val += texelFetch(samp0, coords, i);
val /= float(MSAA_SAMPLES);
#endif
ivec4 src8 = ivec4(round(val * 255.f));
ivec4 dst6;
dst6.r = src8.r >> 2;
dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);
dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);
dst6.a = src8.b & 0x3F;
ocol0 = float4(dst6) / 63.f;
}
)";
static const char RGBA6_TO_RGB8_SHADER_SOURCE[] = R"(
#if MSAA_ENABLED
SAMPLER_BINDING(0) uniform sampler2DMSArray samp0;
#else
SAMPLER_BINDING(0) uniform sampler2DArray samp0;
#endif
layout(location = 0) in vec3 uv0;
layout(location = 0) out vec4 ocol0;
void main()
{
int layer = 0;
#if EFB_LAYERS > 1
layer = int(uv0.z);
#endif
ivec3 coords = ivec3(gl_FragCoord.xy, layer);
vec4 val;
#if !MSAA_ENABLED
// No MSAA - just load the first (and only) sample
val = texelFetch(samp0, coords, 0);
#elif SSAA_ENABLED
// Sample shading, shader runs once per sample
val = texelFetch(samp0, coords, gl_SampleID);
#else
// MSAA without sample shading, average out all samples.
val = vec4(0, 0, 0, 0);
for (int i = 0; i < MSAA_SAMPLES; i++)
val += texelFetch(samp0, coords, i);
val /= float(MSAA_SAMPLES);
#endif
ivec4 src6 = ivec4(round(val * 63.f));
ivec4 dst8;
dst8.r = (src6.r << 2) | (src6.g >> 4);
dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);
dst8.b = ((src6.b & 0x3) << 6) | src6.a;
dst8.a = 255;
ocol0 = float4(dst8) / 255.f;
}
)";
static const char DEPTH_RESOLVE_SHADER_SOURCE[] = R"(
SAMPLER_BINDING(0) uniform sampler2DMSArray samp0;
layout(location = 0) in vec3 uv0;
layout(location = 0) out float ocol0;
void main()
{
int layer = 0;
#if EFB_LAYERS > 1
layer = int(uv0.z);
#endif
// gl_FragCoord is in window coordinates, and we're rendering to
// the same rectangle in the resolve texture.
ivec3 coords = ivec3(gl_FragCoord.xy, layer);
// Take the minimum of all depth samples.
ocol0 = texelFetch(samp0, coords, 0).r;
for (int i = 1; i < MSAA_SAMPLES; i++)
ocol0 = min(ocol0, texelFetch(samp0, coords, i).r);
}
)";
std::string header = g_shader_cache->GetUtilityShaderHeader();
DestroyConversionShaders();
m_ps_rgb8_to_rgba6 = Util::CompileAndCreateFragmentShader(header + RGB8_TO_RGBA6_SHADER_SOURCE);
m_ps_rgba6_to_rgb8 = Util::CompileAndCreateFragmentShader(header + RGBA6_TO_RGB8_SHADER_SOURCE);
if (GetEFBSamples() != VK_SAMPLE_COUNT_1_BIT)
m_ps_depth_resolve = Util::CompileAndCreateFragmentShader(header + DEPTH_RESOLVE_SHADER_SOURCE);
return (m_ps_rgba6_to_rgb8 != VK_NULL_HANDLE && m_ps_rgb8_to_rgba6 != VK_NULL_HANDLE &&
(GetEFBSamples() == VK_SAMPLE_COUNT_1_BIT || m_ps_depth_resolve != VK_NULL_HANDLE));
}
void FramebufferManager::DestroyConversionShaders()
{
auto DestroyShader = [this](VkShaderModule& shader) {
if (shader != VK_NULL_HANDLE)
{
vkDestroyShaderModule(g_vulkan_context->GetDevice(), shader, nullptr);
shader = VK_NULL_HANDLE;
}
};
DestroyShader(m_ps_rgb8_to_rgba6);
DestroyShader(m_ps_rgba6_to_rgb8);
DestroyShader(m_ps_depth_resolve);
}
u32 FramebufferManager::PeekEFBColor(u32 x, u32 y)
{
if (!m_color_readback_texture_valid && !PopulateColorReadbackTexture())
return 0;
u32 value;
m_color_readback_texture->ReadTexel(x, y, &value);
return value;
}
bool FramebufferManager::PopulateColorReadbackTexture()
{
// Can't be in our normal render pass.
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}, {GetEFBWidth(), GetEFBHeight()}};
Texture2D* src_texture = m_efb_color_texture.get();
if (GetEFBSamples() > 1)
src_texture = ResolveEFBColorTexture(src_region);
if (GetEFBWidth() != EFB_WIDTH || GetEFBHeight() != EFB_HEIGHT)
{
// Transition EFB to shader read before drawing.
src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
m_color_copy_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD),
m_copy_color_render_pass, g_shader_cache->GetScreenQuadVertexShader(),
VK_NULL_HANDLE, m_copy_color_shader);
VkRect2D rect = {{0, 0}, {EFB_WIDTH, EFB_HEIGHT}};
draw.BeginRenderPass(m_color_copy_framebuffer, rect);
draw.SetPSSampler(0, src_texture->GetView(), g_object_cache->GetPointSampler());
draw.SetViewportAndScissor(0, 0, EFB_WIDTH, EFB_HEIGHT);
draw.DrawWithoutVertexBuffer(4);
draw.EndRenderPass();
// Restore EFB to color attachment, since we're done with it.
if (src_texture == m_efb_color_texture.get())
{
src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
}
// Use this as a source texture now.
src_texture = m_color_copy_texture.get();
}
// Copy from EFB or copy texture to staging texture.
src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
static_cast<VKStagingTexture*>(m_color_readback_texture.get())
->CopyFromTexture(src_texture, m_color_readback_texture->GetConfig().GetRect(), 0, 0,
m_color_readback_texture->GetConfig().GetRect());
// Restore original layout if we used the EFB as a source.
if (src_texture == m_efb_color_texture.get())
{
src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
}
// Wait until the copy is complete.
m_color_readback_texture->Flush();
m_color_readback_texture_valid = true;
return true;
}
float FramebufferManager::PeekEFBDepth(u32 x, u32 y)
{
if (!m_depth_readback_texture_valid && !PopulateDepthReadbackTexture())
return 0.0f;
float value;
m_depth_readback_texture->ReadTexel(x, y, &value);
return value;
}
bool FramebufferManager::PopulateDepthReadbackTexture()
{
// Can't be in our normal render pass.
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}, {GetEFBWidth(), GetEFBHeight()}};
Texture2D* src_texture = m_efb_depth_texture.get();
if (GetEFBSamples() > 1)
{
// EFB depth resolves are written out as color textures
src_texture = ResolveEFBDepthTexture(src_region);
}
if (GetEFBWidth() != EFB_WIDTH || GetEFBHeight() != EFB_HEIGHT)
{
// Transition EFB to shader read before drawing.
src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
m_depth_copy_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD),
m_copy_depth_render_pass, g_shader_cache->GetScreenQuadVertexShader(),
VK_NULL_HANDLE, m_copy_depth_shader);
VkRect2D rect = {{0, 0}, {EFB_WIDTH, EFB_HEIGHT}};
draw.BeginRenderPass(m_depth_copy_framebuffer, rect);
draw.SetPSSampler(0, src_texture->GetView(), g_object_cache->GetPointSampler());
draw.SetViewportAndScissor(0, 0, EFB_WIDTH, EFB_HEIGHT);
draw.DrawWithoutVertexBuffer(4);
draw.EndRenderPass();
// Restore EFB to depth attachment, since we're done with it.
if (src_texture == m_efb_depth_texture.get())
{
src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
}
// Use this as a source texture now.
src_texture = m_depth_copy_texture.get();
}
// Copy from EFB or copy texture to staging texture.
src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
static_cast<VKStagingTexture*>(m_depth_readback_texture.get())
->CopyFromTexture(src_texture, m_depth_readback_texture->GetConfig().GetRect(), 0, 0,
m_depth_readback_texture->GetConfig().GetRect());
// Restore original layout if we used the EFB as a source.
if (src_texture == m_efb_depth_texture.get())
{
src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
}
// Wait until the copy is complete.
m_depth_readback_texture->Flush();
m_depth_readback_texture_valid = true;
return true;
}
void FramebufferManager::InvalidatePeekCache()
{
m_color_readback_texture_valid = false;
m_depth_readback_texture_valid = false;
}
bool FramebufferManager::CreateReadbackRenderPasses()
{
m_copy_color_render_pass = g_object_cache->GetRenderPass(
EFB_COLOR_TEXTURE_FORMAT, VK_FORMAT_UNDEFINED, 1, VK_ATTACHMENT_LOAD_OP_DONT_CARE);
m_copy_depth_render_pass = g_object_cache->GetRenderPass(
EFB_DEPTH_AS_COLOR_TEXTURE_FORMAT, VK_FORMAT_UNDEFINED, 1, VK_ATTACHMENT_LOAD_OP_DONT_CARE);
if (m_copy_color_render_pass == VK_NULL_HANDLE || m_copy_depth_render_pass == VK_NULL_HANDLE)
return false;
// Some devices don't support point sizes >1 (e.g. Adreno).
// If we can't use a point size above our maximum IR, use triangles instead.
// This means a 6x increase in the size of the vertices, though.
if (!g_vulkan_context->GetDeviceFeatures().largePoints ||
g_vulkan_context->GetDeviceLimits().pointSizeGranularity > 1 ||
g_vulkan_context->GetDeviceLimits().pointSizeRange[0] > 1 ||
g_vulkan_context->GetDeviceLimits().pointSizeRange[1] < 16)
{
m_poke_primitive = PrimitiveType::TriangleStrip;
}
else
{
// Points should be okay.
m_poke_primitive = PrimitiveType::Points;
}
return true;
}
bool FramebufferManager::CompileReadbackShaders()
{
std::string source;
// TODO: Use input attachment here instead?
// TODO: MSAA resolve in shader.
static const char COPY_COLOR_SHADER_SOURCE[] = R"(
SAMPLER_BINDING(0) uniform sampler2DArray samp0;
layout(location = 0) in vec3 uv0;
layout(location = 0) out vec4 ocol0;
void main()
{
ocol0 = texture(samp0, uv0);
}
)";
static const char COPY_DEPTH_SHADER_SOURCE[] = R"(
SAMPLER_BINDING(0) uniform sampler2DArray samp0;
layout(location = 0) in vec3 uv0;
layout(location = 0) out float ocol0;
void main()
{
ocol0 = texture(samp0, uv0).r;
}
)";
source = g_shader_cache->GetUtilityShaderHeader() + COPY_COLOR_SHADER_SOURCE;
m_copy_color_shader = Util::CompileAndCreateFragmentShader(source);
source = g_shader_cache->GetUtilityShaderHeader() + COPY_DEPTH_SHADER_SOURCE;
m_copy_depth_shader = Util::CompileAndCreateFragmentShader(source);
return m_copy_color_shader != VK_NULL_HANDLE && m_copy_depth_shader != VK_NULL_HANDLE;
}
void FramebufferManager::DestroyReadbackShaders()
{
if (m_copy_color_shader != VK_NULL_HANDLE)
{
vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_copy_color_shader, nullptr);
m_copy_color_shader = VK_NULL_HANDLE;
}
if (m_copy_depth_shader != VK_NULL_HANDLE)
{
vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_copy_depth_shader, nullptr);
m_copy_depth_shader = VK_NULL_HANDLE;
}
}
bool FramebufferManager::CreateReadbackTextures()
{
m_color_copy_texture =
Texture2D::Create(EFB_WIDTH, EFB_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_TRANSFER_DST_BIT |
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT);
m_depth_copy_texture =
Texture2D::Create(EFB_WIDTH, EFB_HEIGHT, 1, 1, EFB_DEPTH_AS_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_TRANSFER_DST_BIT |
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT);
if (!m_color_copy_texture || !m_depth_copy_texture)
{
ERROR_LOG(VIDEO, "Failed to create EFB copy textures");
return false;
}
TextureConfig readback_texture_config(EFB_WIDTH, EFB_HEIGHT, 1, 1, AbstractTextureFormat::RGBA8,
false);
m_color_readback_texture =
g_renderer->CreateStagingTexture(StagingTextureType::Mutable, readback_texture_config);
m_depth_readback_texture =
g_renderer->CreateStagingTexture(StagingTextureType::Mutable, readback_texture_config);
if (!m_color_readback_texture || !m_depth_readback_texture)
{
ERROR_LOG(VIDEO, "Failed to create EFB readback textures");
return false;
}
return true;
}
void FramebufferManager::DestroyReadbackTextures()
{
m_color_copy_texture.reset();
m_color_readback_texture.reset();
m_color_readback_texture_valid = false;
m_depth_copy_texture.reset();
m_depth_readback_texture.reset();
m_depth_readback_texture_valid = false;
}
bool FramebufferManager::CreateReadbackFramebuffer()
{
VkImageView framebuffer_attachment = m_color_copy_texture->GetView();
VkFramebufferCreateInfo framebuffer_info = {
VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO, // VkStructureType sType
nullptr, // const void* pNext
0, // VkFramebufferCreateFlags flags
m_copy_color_render_pass, // VkRenderPass renderPass
1, // uint32_t attachmentCount
&framebuffer_attachment, // const VkImageView* pAttachments
EFB_WIDTH, // uint32_t width
EFB_HEIGHT, // uint32_t height
1 // uint32_t layers
};
VkResult res = vkCreateFramebuffer(g_vulkan_context->GetDevice(), &framebuffer_info, nullptr,
&m_color_copy_framebuffer);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkCreateFramebuffer failed: ");
return false;
}
// Swap for depth
framebuffer_info.renderPass = m_copy_depth_render_pass;
framebuffer_attachment = m_depth_copy_texture->GetView();
res = vkCreateFramebuffer(g_vulkan_context->GetDevice(), &framebuffer_info, nullptr,
&m_depth_copy_framebuffer);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkCreateFramebuffer failed: ");
return false;
}
return true;
}
void FramebufferManager::DestroyReadbackFramebuffer()
{
if (m_color_copy_framebuffer != VK_NULL_HANDLE)
{
vkDestroyFramebuffer(g_vulkan_context->GetDevice(), m_color_copy_framebuffer, nullptr);
m_color_copy_framebuffer = VK_NULL_HANDLE;
}
if (m_depth_copy_framebuffer != VK_NULL_HANDLE)
{
vkDestroyFramebuffer(g_vulkan_context->GetDevice(), m_depth_copy_framebuffer, nullptr);
m_depth_copy_framebuffer = VK_NULL_HANDLE;
}
}
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();
CreatePokeVertices(&m_color_poke_vertices, x, y, 0.0f, color);
// Update the peek cache if it's valid, since we know the color of the pixel now.
if (m_color_readback_texture_valid)
m_color_readback_texture->WriteTexel(x, y, &color);
}
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();
CreatePokeVertices(&m_depth_poke_vertices, x, y, depth, 0);
// Update the peek cache if it's valid, since we know the color of the pixel now.
if (m_depth_readback_texture_valid)
m_depth_readback_texture->WriteTexel(x, y, &depth);
}
void FramebufferManager::CreatePokeVertices(std::vector<EFBPokeVertex>* destination_list, u32 x,
u32 y, float z, u32 color)
{
if (m_poke_primitive == PrimitiveType::Points)
{
// GPU will expand the point to a quad.
float cs_x = float(x) * 2.0f / EFB_WIDTH - 1.0f;
float cs_y = float(y) * 2.0f / EFB_HEIGHT - 1.0f;
float point_size = GetEFBWidth() / static_cast<float>(EFB_WIDTH);
destination_list->push_back({{cs_x, cs_y, z, point_size}, color});
return;
}
// Some devices don't support point sizes >1 (e.g. Adreno).
// Generate quad from the single point (clip-space coordinates).
float x1 = float(x) * 2.0f / EFB_WIDTH - 1.0f;
float y1 = float(y) * 2.0f / EFB_HEIGHT - 1.0f;
float x2 = float(x + 1) * 2.0f / EFB_WIDTH - 1.0f;
float y2 = float(y + 1) * 2.0f / EFB_HEIGHT - 1.0f;
destination_list->push_back({{x1, y1, z, 1.0f}, color});
destination_list->push_back({{x2, y1, z, 1.0f}, color});
destination_list->push_back({{x1, y2, z, 1.0f}, color});
destination_list->push_back({{x1, y2, z, 1.0f}, color});
destination_list->push_back({{x2, y1, z, 1.0f}, color});
destination_list->push_back({{x2, y2, z, 1.0f}, color});
}
void FramebufferManager::FlushEFBPokes()
{
if (!m_color_poke_vertices.empty())
{
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(m_depth_poke_vertices.data(), m_depth_poke_vertices.size(), false, true);
m_depth_poke_vertices.clear();
}
}
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.
VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
// We don't use the utility shader in order to keep the vertices compact.
PipelineInfo pipeline_info = {};
pipeline_info.vertex_format = m_poke_vertex_format.get();
pipeline_info.pipeline_layout = g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD);
pipeline_info.vs = m_poke_vertex_shader;
pipeline_info.gs = (GetEFBLayers() > 1) ? m_poke_geometry_shader : VK_NULL_HANDLE;
pipeline_info.ps = m_poke_fragment_shader;
pipeline_info.render_pass = m_efb_load_render_pass;
pipeline_info.rasterization_state.hex = RenderState::GetNoCullRasterizationState().hex;
pipeline_info.rasterization_state.primitive = m_poke_primitive;
pipeline_info.multisampling_state.hex = GetEFBMultisamplingState().hex;
pipeline_info.depth_state.hex = RenderState::GetNoDepthTestingDepthStencilState().hex;
pipeline_info.blend_state.hex = RenderState::GetNoBlendingBlendState().hex;
pipeline_info.blend_state.colorupdate = write_color;
pipeline_info.blend_state.alphaupdate = write_color;
if (write_depth)
{
pipeline_info.depth_state.testenable = true;
pipeline_info.depth_state.updateenable = true;
pipeline_info.depth_state.func = ZMode::ALWAYS;
}
VkPipeline pipeline = g_shader_cache->GetPipeline(pipeline_info);
if (pipeline == VK_NULL_HANDLE)
{
PanicAlert("Failed to get pipeline for EFB poke draw");
return;
}
// Populate vertex buffer.
size_t vertices_size = sizeof(EFBPokeVertex) * m_color_poke_vertices.size();
if (!m_poke_vertex_stream_buffer->ReserveMemory(vertices_size, sizeof(EfbPokeData), true, true,
false))
{
// Kick a command buffer first.
WARN_LOG(VIDEO, "Kicking command buffer due to no EFB poke space.");
Util::ExecuteCurrentCommandsAndRestoreState(false);
command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
if (!m_poke_vertex_stream_buffer->ReserveMemory(vertices_size, sizeof(EfbPokeData), true, true,
false))
{
PanicAlert("Failed to get space for EFB poke vertices");
return;
}
}
VkBuffer vb_buffer = m_poke_vertex_stream_buffer->GetBuffer();
VkDeviceSize vb_offset = m_poke_vertex_stream_buffer->GetCurrentOffset();
memcpy(m_poke_vertex_stream_buffer->GetCurrentHostPointer(), vertices, vertices_size);
m_poke_vertex_stream_buffer->CommitMemory(vertices_size);
// Set up state.
StateTracker::GetInstance()->EndClearRenderPass();
StateTracker::GetInstance()->BeginRenderPass();
StateTracker::GetInstance()->SetPendingRebind();
Util::SetViewportAndScissor(command_buffer, 0, 0, GetEFBWidth(), GetEFBHeight());
vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
vkCmdBindVertexBuffers(command_buffer, 0, 1, &vb_buffer, &vb_offset);
vkCmdDraw(command_buffer, static_cast<u32>(vertex_count), 1, 0, 0);
}
void FramebufferManager::CreatePokeVertexFormat()
{
PortableVertexDeclaration vtx_decl = {};
vtx_decl.position.enable = true;
vtx_decl.position.type = VAR_FLOAT;
vtx_decl.position.components = 4;
vtx_decl.position.integer = false;
vtx_decl.position.offset = offsetof(EFBPokeVertex, position);
vtx_decl.colors[0].enable = true;
vtx_decl.colors[0].type = VAR_UNSIGNED_BYTE;
vtx_decl.colors[0].components = 4;
vtx_decl.colors[0].integer = false;
vtx_decl.colors[0].offset = offsetof(EFBPokeVertex, color);
vtx_decl.stride = sizeof(EFBPokeVertex);
m_poke_vertex_format = std::make_unique<VertexFormat>(vtx_decl);
}
bool FramebufferManager::CreatePokeVertexBuffer()
{
m_poke_vertex_stream_buffer = StreamBuffer::Create(
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT, POKE_VERTEX_BUFFER_SIZE, POKE_VERTEX_BUFFER_SIZE);
if (!m_poke_vertex_stream_buffer)
{
ERROR_LOG(VIDEO, "Failed to create EFB poke vertex buffer");
return false;
}
return true;
}
void FramebufferManager::DestroyPokeVertexBuffer()
{
m_poke_vertex_stream_buffer.reset();
}
bool FramebufferManager::CompilePokeShaders()
{
static const char POKE_VERTEX_SHADER_SOURCE[] = R"(
layout(location = 0) in vec4 ipos;
layout(location = 5) in vec4 icol0;
layout(location = 0) out vec4 col0;
void main()
{
gl_Position = vec4(ipos.xyz, 1.0f);
#if USE_POINT_SIZE
gl_PointSize = ipos.w;
#endif
col0 = icol0;
}
)";
static const char POKE_GEOMETRY_SHADER_SOURCE[] = R"(
layout(triangles) in;
layout(triangle_strip, max_vertices = EFB_LAYERS * 3) out;
VARYING_LOCATION(0) in VertexData
{
vec4 col0;
} in_data[];
VARYING_LOCATION(0) out VertexData
{
vec4 col0;
} out_data;
void main()
{
for (int j = 0; j < EFB_LAYERS; j++)
{
for (int i = 0; i < 3; i++)
{
gl_Layer = j;
gl_Position = gl_in[i].gl_Position;
out_data.col0 = in_data[i].col0;
EmitVertex();
}
EndPrimitive();
}
}
)";
static const char POKE_PIXEL_SHADER_SOURCE[] = R"(
layout(location = 0) in vec4 col0;
layout(location = 0) out vec4 ocol0;
void main()
{
ocol0 = col0;
}
)";
std::string source = g_shader_cache->GetUtilityShaderHeader();
if (m_poke_primitive == PrimitiveType::Points)
source += "#define USE_POINT_SIZE 1\n";
source += POKE_VERTEX_SHADER_SOURCE;
m_poke_vertex_shader = Util::CompileAndCreateVertexShader(source);
if (m_poke_vertex_shader == VK_NULL_HANDLE)
return false;
if (g_vulkan_context->SupportsGeometryShaders())
{
source = g_shader_cache->GetUtilityShaderHeader() + POKE_GEOMETRY_SHADER_SOURCE;
m_poke_geometry_shader = Util::CompileAndCreateGeometryShader(source);
if (m_poke_geometry_shader == VK_NULL_HANDLE)
return false;
}
source = g_shader_cache->GetUtilityShaderHeader() + POKE_PIXEL_SHADER_SOURCE;
m_poke_fragment_shader = Util::CompileAndCreateFragmentShader(source);
if (m_poke_fragment_shader == VK_NULL_HANDLE)
return false;
return true;
}
void FramebufferManager::DestroyPokeShaders()
{
if (m_poke_vertex_shader != VK_NULL_HANDLE)
{
vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_poke_vertex_shader, nullptr);
m_poke_vertex_shader = VK_NULL_HANDLE;
}
if (m_poke_geometry_shader != VK_NULL_HANDLE)
{
vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_poke_geometry_shader, nullptr);
m_poke_geometry_shader = VK_NULL_HANDLE;
}
if (m_poke_fragment_shader != VK_NULL_HANDLE)
{
vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_poke_fragment_shader, nullptr);
m_poke_vertex_shader = VK_NULL_HANDLE;
}
}
} // namespace Vulkan