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https://github.com/dolphin-emu/dolphin.git
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Video Backends: Split texture cache code out into separate files, introduce 'AbstractTexture'
This commit is contained in:
@ -9,7 +9,6 @@
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#include <string>
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#include <vector>
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#include "Common/Align.h"
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#include "Common/Assert.h"
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#include "Common/CommonFuncs.h"
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#include "Common/Logging/Log.h"
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@ -19,15 +18,16 @@
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#include "VideoBackends/Vulkan/FramebufferManager.h"
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#include "VideoBackends/Vulkan/ObjectCache.h"
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#include "VideoBackends/Vulkan/Renderer.h"
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#include "VideoBackends/Vulkan/StagingTexture2D.h"
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#include "VideoBackends/Vulkan/StateTracker.h"
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#include "VideoBackends/Vulkan/StreamBuffer.h"
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#include "VideoBackends/Vulkan/Texture2D.h"
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#include "VideoBackends/Vulkan/TextureConverter.h"
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#include "VideoBackends/Vulkan/Util.h"
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#include "VideoBackends/Vulkan/VKTexture.h"
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#include "VideoBackends/Vulkan/VulkanContext.h"
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#include "VideoCommon/ImageWrite.h"
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#include "VideoCommon/TextureConfig.h"
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namespace Vulkan
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{
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@ -42,6 +42,21 @@ TextureCache::~TextureCache()
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TextureCache::DeleteShaders();
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}
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VkShaderModule TextureCache::GetCopyShader() const
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{
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return m_copy_shader;
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}
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VkRenderPass TextureCache::GetTextureCopyRenderPass() const
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{
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return m_render_pass;
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}
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StreamBuffer* TextureCache::GetTextureUploadBuffer() const
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{
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return m_texture_upload_buffer.get();
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}
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TextureCache* TextureCache::GetInstance()
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{
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return static_cast<TextureCache*>(g_texture_cache.get());
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@ -80,19 +95,20 @@ bool TextureCache::Initialize()
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return true;
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}
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void TextureCache::ConvertTexture(TCacheEntryBase* base_entry, TCacheEntryBase* base_unconverted,
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void* palette, TlutFormat format)
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void TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source, void* palette,
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TlutFormat format)
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{
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TCacheEntry* entry = static_cast<TCacheEntry*>(base_entry);
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TCacheEntry* unconverted = static_cast<TCacheEntry*>(base_unconverted);
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m_texture_converter->ConvertTexture(entry, unconverted, m_render_pass, palette, format);
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m_texture_converter->ConvertTexture(destination, source, m_render_pass, palette, format);
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// Ensure both textures remain in the SHADER_READ_ONLY layout so they can be bound.
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unconverted->GetTexture()->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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entry->GetTexture()->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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static_cast<VKTexture*>(source->texture.get())
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->GetRawTexIdentifier()
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->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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static_cast<VKTexture*>(destination->texture.get())
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->GetRawTexIdentifier()
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->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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}
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void TextureCache::CopyEFB(u8* dst, const EFBCopyFormat& format, u32 native_width,
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@ -136,30 +152,12 @@ void TextureCache::CopyEFB(u8* dst, const EFBCopyFormat& format, u32 native_widt
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src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), original_layout);
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}
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void TextureCache::CopyRectangleFromTexture(TCacheEntry* dst_texture,
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const MathUtil::Rectangle<int>& dst_rect,
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Texture2D* src_texture,
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const MathUtil::Rectangle<int>& src_rect)
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{
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// Fast path when not scaling the image.
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if (src_rect.GetWidth() == dst_rect.GetWidth() && src_rect.GetHeight() == dst_rect.GetHeight())
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CopyTextureRectangle(dst_texture, dst_rect, src_texture, src_rect);
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else
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ScaleTextureRectangle(dst_texture, dst_rect, src_texture, src_rect);
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// Ensure both textures remain in the SHADER_READ_ONLY layout so they can be bound.
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src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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dst_texture->GetTexture()->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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}
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bool TextureCache::SupportsGPUTextureDecode(TextureFormat format, TlutFormat palette_format)
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{
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return m_texture_converter->SupportsTextureDecoding(format, palette_format);
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}
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void TextureCache::DecodeTextureOnGPU(TCacheEntryBase* entry, u32 dst_level, const u8* data,
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void TextureCache::DecodeTextureOnGPU(TCacheEntry* entry, u32 dst_level, const u8* data,
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size_t data_size, TextureFormat format, u32 width, u32 height,
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u32 aligned_width, u32 aligned_height, u32 row_stride,
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const u8* palette, TlutFormat palette_format)
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@ -167,144 +165,22 @@ void TextureCache::DecodeTextureOnGPU(TCacheEntryBase* entry, u32 dst_level, con
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// Group compute shader dispatches together in the init command buffer. That way we don't have to
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// pay a penalty for switching from graphics->compute, or end/restart our render pass.
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VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentInitCommandBuffer();
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m_texture_converter->DecodeTexture(command_buffer, static_cast<TCacheEntry*>(entry), dst_level,
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data, data_size, format, width, height, aligned_width,
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aligned_height, row_stride, palette, palette_format);
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m_texture_converter->DecodeTexture(command_buffer, entry, dst_level, data, data_size, format,
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width, height, aligned_width, aligned_height, row_stride,
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palette, palette_format);
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// Last mip level? Ensure the texture is ready for use.
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if (dst_level == (entry->config.levels - 1))
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if (dst_level == (entry->GetNumLevels() - 1))
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{
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static_cast<TCacheEntry*>(entry)->GetTexture()->TransitionToLayout(
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command_buffer, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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static_cast<VKTexture*>(entry->texture.get())
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->GetRawTexIdentifier()
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->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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}
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}
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void TextureCache::CopyTextureRectangle(TCacheEntry* dst_texture,
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const MathUtil::Rectangle<int>& dst_rect,
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Texture2D* src_texture,
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const MathUtil::Rectangle<int>& src_rect)
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std::unique_ptr<AbstractTexture> TextureCache::CreateTexture(const TextureConfig& config)
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{
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_assert_msg_(VIDEO, static_cast<u32>(src_rect.GetWidth()) <= src_texture->GetWidth() &&
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static_cast<u32>(src_rect.GetHeight()) <= src_texture->GetHeight(),
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"Source rect is too large for CopyRectangleFromTexture");
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_assert_msg_(VIDEO, static_cast<u32>(dst_rect.GetWidth()) <= dst_texture->config.width &&
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static_cast<u32>(dst_rect.GetHeight()) <= dst_texture->config.height,
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"Dest rect is too large for CopyRectangleFromTexture");
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VkImageCopy image_copy = {
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{VK_IMAGE_ASPECT_COLOR_BIT, 0, 0,
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src_texture->GetLayers()}, // VkImageSubresourceLayers srcSubresource
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{src_rect.left, src_rect.top, 0}, // VkOffset3D srcOffset
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{VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, // VkImageSubresourceLayers dstSubresource
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dst_texture->config.layers},
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{dst_rect.left, dst_rect.top, 0}, // VkOffset3D dstOffset
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{static_cast<uint32_t>(src_rect.GetWidth()), static_cast<uint32_t>(src_rect.GetHeight()),
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1} // VkExtent3D extent
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};
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// Must be called outside of a render pass.
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StateTracker::GetInstance()->EndRenderPass();
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src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
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dst_texture->GetTexture()->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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vkCmdCopyImage(g_command_buffer_mgr->GetCurrentCommandBuffer(), src_texture->GetImage(),
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VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, dst_texture->GetTexture()->GetImage(),
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &image_copy);
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}
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void TextureCache::ScaleTextureRectangle(TCacheEntry* dst_texture,
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const MathUtil::Rectangle<int>& dst_rect,
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Texture2D* src_texture,
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const MathUtil::Rectangle<int>& src_rect)
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{
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// Can't do this within a game render pass.
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StateTracker::GetInstance()->EndRenderPass();
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StateTracker::GetInstance()->SetPendingRebind();
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// Can't render to a non-rendertarget (no framebuffer).
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_assert_msg_(VIDEO, dst_texture->config.rendertarget,
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"Destination texture for partial copy is not a rendertarget");
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// Render pass expects dst_texture to be in COLOR_ATTACHMENT_OPTIMAL state.
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// src_texture should already be in SHADER_READ_ONLY state, but transition in case (XFB).
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src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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dst_texture->GetTexture()->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD), m_render_pass,
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g_object_cache->GetPassthroughVertexShader(),
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g_object_cache->GetPassthroughGeometryShader(), m_copy_shader);
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VkRect2D region = {
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{dst_rect.left, dst_rect.top},
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{static_cast<u32>(dst_rect.GetWidth()), static_cast<u32>(dst_rect.GetHeight())}};
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draw.BeginRenderPass(dst_texture->GetFramebuffer(), region);
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draw.SetPSSampler(0, src_texture->GetView(), g_object_cache->GetLinearSampler());
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draw.DrawQuad(dst_rect.left, dst_rect.top, dst_rect.GetWidth(), dst_rect.GetHeight(),
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src_rect.left, src_rect.top, 0, src_rect.GetWidth(), src_rect.GetHeight(),
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static_cast<int>(src_texture->GetWidth()),
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static_cast<int>(src_texture->GetHeight()));
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draw.EndRenderPass();
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}
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TextureCacheBase::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntryConfig& config)
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{
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// Determine image usage, we need to flag as an attachment if it can be used as a rendertarget.
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VkImageUsageFlags usage = VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT |
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VK_IMAGE_USAGE_SAMPLED_BIT;
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if (config.rendertarget)
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usage |= VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
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// Allocate texture object
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VkFormat vk_format = Util::GetVkFormatForHostTextureFormat(config.format);
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std::unique_ptr<Texture2D> texture = Texture2D::Create(
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config.width, config.height, config.levels, config.layers, vk_format, VK_SAMPLE_COUNT_1_BIT,
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VK_IMAGE_VIEW_TYPE_2D_ARRAY, VK_IMAGE_TILING_OPTIMAL, usage);
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if (!texture)
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return nullptr;
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// If this is a render target (for efb copies), allocate a framebuffer
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VkFramebuffer framebuffer = VK_NULL_HANDLE;
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if (config.rendertarget)
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{
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VkImageView framebuffer_attachments[] = {texture->GetView()};
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VkFramebufferCreateInfo framebuffer_info = {
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VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO,
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nullptr,
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0,
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m_render_pass,
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static_cast<u32>(ArraySize(framebuffer_attachments)),
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framebuffer_attachments,
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texture->GetWidth(),
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texture->GetHeight(),
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texture->GetLayers()};
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VkResult res = vkCreateFramebuffer(g_vulkan_context->GetDevice(), &framebuffer_info, nullptr,
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&framebuffer);
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if (res != VK_SUCCESS)
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{
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LOG_VULKAN_ERROR(res, "vkCreateFramebuffer failed: ");
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return nullptr;
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}
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// Clear render targets before use to prevent reading uninitialized memory.
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VkClearColorValue clear_value = {{0.0f, 0.0f, 0.0f, 1.0f}};
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VkImageSubresourceRange clear_range = {VK_IMAGE_ASPECT_COLOR_BIT, 0, config.levels, 0,
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config.layers};
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texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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vkCmdClearColorImage(g_command_buffer_mgr->GetCurrentInitCommandBuffer(), texture->GetImage(),
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texture->GetLayout(), &clear_value, 1, &clear_range);
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}
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return new TCacheEntry(config, std::move(texture), framebuffer);
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return VKTexture::Create(config);
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}
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bool TextureCache::CreateRenderPasses()
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@ -351,264 +227,6 @@ bool TextureCache::CreateRenderPasses()
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return true;
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}
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TextureCache::TCacheEntry::TCacheEntry(const TCacheEntryConfig& config_,
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std::unique_ptr<Texture2D> texture,
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VkFramebuffer framebuffer)
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: TCacheEntryBase(config_), m_texture(std::move(texture)), m_framebuffer(framebuffer)
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{
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}
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TextureCache::TCacheEntry::~TCacheEntry()
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{
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// Texture is automatically cleaned up, however, we don't want to leave it bound.
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StateTracker::GetInstance()->UnbindTexture(m_texture->GetView());
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if (m_framebuffer != VK_NULL_HANDLE)
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g_command_buffer_mgr->DeferFramebufferDestruction(m_framebuffer);
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}
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void TextureCache::TCacheEntry::Load(u32 level, u32 width, u32 height, u32 row_length,
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const u8* buffer, size_t buffer_size)
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{
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// Can't copy data larger than the texture extents.
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width = std::max(1u, std::min(width, m_texture->GetWidth() >> level));
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height = std::max(1u, std::min(height, m_texture->GetHeight() >> level));
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// We don't care about the existing contents of the texture, so we could the image layout to
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// VK_IMAGE_LAYOUT_UNDEFINED here. However, under section 2.2.1, Queue Operation of the Vulkan
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// specification, it states:
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//
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// Command buffer submissions to a single queue must always adhere to command order and
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// API order, but otherwise may overlap or execute out of order.
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//
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// Therefore, if a previous frame's command buffer is still sampling from this texture, and we
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// overwrite it without a pipeline barrier, a texture sample could occur in parallel with the
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// texture upload/copy. I'm not sure if any drivers currently take advantage of this, but we
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// should insert an explicit pipeline barrier just in case (done by TransitionToLayout).
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//
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// We transition to TRANSFER_DST, ready for the image copy, and leave the texture in this state.
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// When the last mip level is uploaded, we transition to SHADER_READ_ONLY, ready for use. This is
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// because we can't transition in a render pass, and we don't necessarily know when this texture
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// is going to be used.
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m_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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// For unaligned textures, we can save some memory in the transfer buffer by skipping the rows
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// that lie outside of the texture's dimensions.
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u32 upload_alignment = static_cast<u32>(g_vulkan_context->GetBufferImageGranularity());
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u32 block_size = Util::GetBlockSize(m_texture->GetFormat());
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u32 num_rows = Common::AlignUp(height, block_size) / block_size;
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size_t source_pitch = CalculateHostTextureLevelPitch(config.format, row_length);
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size_t upload_size = source_pitch * num_rows;
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std::unique_ptr<StagingBuffer> temp_buffer;
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VkBuffer upload_buffer;
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VkDeviceSize upload_buffer_offset;
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// Does this texture data fit within the streaming buffer?
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if (upload_size <= STAGING_TEXTURE_UPLOAD_THRESHOLD &&
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upload_size <= MAXIMUM_TEXTURE_UPLOAD_BUFFER_SIZE)
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{
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StreamBuffer* stream_buffer = TextureCache::GetInstance()->m_texture_upload_buffer.get();
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if (!stream_buffer->ReserveMemory(upload_size, upload_alignment))
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{
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// Execute the command buffer first.
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WARN_LOG(VIDEO, "Executing command list while waiting for space in texture upload buffer");
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Util::ExecuteCurrentCommandsAndRestoreState(false);
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// Try allocating again. This may cause a fence wait.
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if (!stream_buffer->ReserveMemory(upload_size, upload_alignment))
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PanicAlert("Failed to allocate space in texture upload buffer");
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}
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// Copy to the streaming buffer.
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upload_buffer = stream_buffer->GetBuffer();
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upload_buffer_offset = stream_buffer->GetCurrentOffset();
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std::memcpy(stream_buffer->GetCurrentHostPointer(), buffer, upload_size);
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stream_buffer->CommitMemory(upload_size);
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}
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else
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{
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// Create a temporary staging buffer that is destroyed after the image is copied.
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temp_buffer = StagingBuffer::Create(STAGING_BUFFER_TYPE_UPLOAD, upload_size,
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VK_BUFFER_USAGE_TRANSFER_SRC_BIT);
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if (!temp_buffer || !temp_buffer->Map())
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{
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PanicAlert("Failed to allocate staging texture for large texture upload.");
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return;
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}
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upload_buffer = temp_buffer->GetBuffer();
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upload_buffer_offset = 0;
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temp_buffer->Write(0, buffer, upload_size, true);
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temp_buffer->Unmap();
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}
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// Copy from the streaming buffer to the actual image.
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VkBufferImageCopy image_copy = {
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upload_buffer_offset, // VkDeviceSize bufferOffset
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row_length, // uint32_t bufferRowLength
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0, // uint32_t bufferImageHeight
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{VK_IMAGE_ASPECT_COLOR_BIT, level, 0, 1}, // VkImageSubresourceLayers imageSubresource
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{0, 0, 0}, // VkOffset3D imageOffset
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{width, height, 1} // VkExtent3D imageExtent
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};
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vkCmdCopyBufferToImage(g_command_buffer_mgr->GetCurrentInitCommandBuffer(), upload_buffer,
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m_texture->GetImage(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1,
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&image_copy);
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// Last mip level? We shouldn't be doing any further uploads now, so transition for rendering.
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if (level == (config.levels - 1))
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{
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m_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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}
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}
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|
||||
void TextureCache::TCacheEntry::FromRenderTarget(bool is_depth_copy, const EFBRectangle& src_rect,
|
||||
bool scale_by_half, unsigned int cbufid,
|
||||
const float* colmat)
|
||||
{
|
||||
// A better way of doing this would be nice.
|
||||
FramebufferManager* framebuffer_mgr =
|
||||
static_cast<FramebufferManager*>(g_framebuffer_manager.get());
|
||||
TargetRectangle scaled_src_rect = g_renderer->ConvertEFBRectangle(src_rect);
|
||||
|
||||
// Flush EFB pokes first, as they're expected to be included.
|
||||
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!
|
||||
VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
|
||||
StateTracker::GetInstance()->EndRenderPass();
|
||||
|
||||
// Transition EFB to shader resource before binding.
|
||||
// An out-of-bounds source region is valid here, and fine for the draw (since it is converted
|
||||
// to texture coordinates), but it's not valid to resolve an out-of-range rectangle.
|
||||
VkRect2D region = {{scaled_src_rect.left, scaled_src_rect.top},
|
||||
{static_cast<u32>(scaled_src_rect.GetWidth()),
|
||||
static_cast<u32>(scaled_src_rect.GetHeight())}};
|
||||
region = Util::ClampRect2D(region, FramebufferManager::GetInstance()->GetEFBWidth(),
|
||||
FramebufferManager::GetInstance()->GetEFBHeight());
|
||||
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();
|
||||
src_texture->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
||||
m_texture->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
|
||||
|
||||
UtilityShaderDraw draw(
|
||||
command_buffer, g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_PUSH_CONSTANT),
|
||||
TextureCache::GetInstance()->m_render_pass, g_object_cache->GetPassthroughVertexShader(),
|
||||
g_object_cache->GetPassthroughGeometryShader(),
|
||||
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);
|
||||
|
||||
VkRect2D dest_region = {{0, 0}, {m_texture->GetWidth(), m_texture->GetHeight()}};
|
||||
|
||||
draw.BeginRenderPass(m_framebuffer, dest_region);
|
||||
|
||||
draw.DrawQuad(0, 0, config.width, config.height, scaled_src_rect.left, scaled_src_rect.top, 0,
|
||||
scaled_src_rect.GetWidth(), scaled_src_rect.GetHeight(),
|
||||
framebuffer_mgr->GetEFBWidth(), framebuffer_mgr->GetEFBHeight());
|
||||
|
||||
draw.EndRenderPass();
|
||||
|
||||
// We touched everything, so put it back.
|
||||
StateTracker::GetInstance()->SetPendingRebind();
|
||||
|
||||
// Transition the EFB back to its original layout.
|
||||
src_texture->TransitionToLayout(command_buffer, original_layout);
|
||||
|
||||
// Ensure texture is in SHADER_READ_ONLY layout, ready for usage.
|
||||
m_texture->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
||||
}
|
||||
|
||||
void TextureCache::TCacheEntry::CopyRectangleFromTexture(const TCacheEntryBase* source,
|
||||
const MathUtil::Rectangle<int>& src_rect,
|
||||
const MathUtil::Rectangle<int>& dst_rect)
|
||||
{
|
||||
const TCacheEntry* source_vk = static_cast<const TCacheEntry*>(source);
|
||||
TextureCache::GetInstance()->CopyRectangleFromTexture(this, dst_rect, source_vk->GetTexture(),
|
||||
src_rect);
|
||||
|
||||
// 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)
|
||||
{
|
||||
// Texture should always be in SHADER_READ_ONLY layout prior to use.
|
||||
// This is so we don't need to transition during render passes.
|
||||
_assert_(m_texture->GetLayout() == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
||||
StateTracker::GetInstance()->SetTexture(stage, m_texture->GetView());
|
||||
}
|
||||
|
||||
bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int level)
|
||||
{
|
||||
_assert_(level < config.levels);
|
||||
|
||||
// We can't dump compressed textures currently (it would mean drawing them to a RGBA8
|
||||
// framebuffer, and saving that). TextureCache does not call Save for custom textures
|
||||
// anyway, so this is fine for now.
|
||||
_assert_(config.format == HostTextureFormat::RGBA8);
|
||||
|
||||
// Determine dimensions of image we want to save.
|
||||
u32 level_width = std::max(1u, config.width >> level);
|
||||
u32 level_height = std::max(1u, config.height >> level);
|
||||
|
||||
// Use a temporary staging texture for the download. Certainly not optimal,
|
||||
// but since we have to idle the GPU anyway it doesn't really matter.
|
||||
std::unique_ptr<StagingTexture2D> staging_texture = StagingTexture2D::Create(
|
||||
STAGING_BUFFER_TYPE_READBACK, level_width, level_height, TEXTURECACHE_TEXTURE_FORMAT);
|
||||
|
||||
// Transition image to transfer source, and invalidate the current state,
|
||||
// since we'll be executing the command buffer.
|
||||
m_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
||||
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
|
||||
StateTracker::GetInstance()->EndRenderPass();
|
||||
|
||||
// Copy to download buffer.
|
||||
staging_texture->CopyFromImage(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
||||
m_texture->GetImage(), VK_IMAGE_ASPECT_COLOR_BIT, 0, 0,
|
||||
level_width, level_height, level, 0);
|
||||
|
||||
// Restore original state of texture.
|
||||
m_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
||||
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
||||
|
||||
// Block until the GPU has finished copying to the staging texture.
|
||||
Util::ExecuteCurrentCommandsAndRestoreState(false, true);
|
||||
|
||||
// Map the staging texture so we can copy the contents out.
|
||||
if (!staging_texture->Map())
|
||||
{
|
||||
PanicAlert("Failed to map staging texture");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Write texture out to file.
|
||||
// It's okay to throw this texture away immediately, since we're done with it, and
|
||||
// we blocked until the copy completed on the GPU anyway.
|
||||
bool result = TextureToPng(reinterpret_cast<u8*>(staging_texture->GetMapPointer()),
|
||||
static_cast<u32>(staging_texture->GetRowStride()), filename,
|
||||
level_width, level_height);
|
||||
|
||||
staging_texture->Unmap();
|
||||
return result;
|
||||
}
|
||||
|
||||
bool TextureCache::CompileShaders()
|
||||
{
|
||||
static const char COPY_SHADER_SOURCE[] = R"(
|
||||
@ -723,4 +341,76 @@ void TextureCache::DeleteShaders()
|
||||
}
|
||||
}
|
||||
|
||||
void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
|
||||
const EFBRectangle& src_rect, bool scale_by_half,
|
||||
unsigned int cbuf_id, const float* colmat)
|
||||
{
|
||||
VKTexture* texture = static_cast<VKTexture*>(entry->texture.get());
|
||||
|
||||
// A better way of doing this would be nice.
|
||||
FramebufferManager* framebuffer_mgr =
|
||||
static_cast<FramebufferManager*>(g_framebuffer_manager.get());
|
||||
TargetRectangle scaled_src_rect = g_renderer->ConvertEFBRectangle(src_rect);
|
||||
|
||||
// Flush EFB pokes first, as they're expected to be included.
|
||||
framebuffer_mgr->FlushEFBPokes();
|
||||
|
||||
// Has to be flagged as a render target.
|
||||
_assert_(texture->GetFramebuffer() != VK_NULL_HANDLE);
|
||||
|
||||
// Can't be done in a render pass, since we're doing our own render pass!
|
||||
VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
|
||||
StateTracker::GetInstance()->EndRenderPass();
|
||||
|
||||
// Transition EFB to shader resource before binding.
|
||||
// An out-of-bounds source region is valid here, and fine for the draw (since it is converted
|
||||
// to texture coordinates), but it's not valid to resolve an out-of-range rectangle.
|
||||
VkRect2D region = {{scaled_src_rect.left, scaled_src_rect.top},
|
||||
{static_cast<u32>(scaled_src_rect.GetWidth()),
|
||||
static_cast<u32>(scaled_src_rect.GetHeight())}};
|
||||
region = Util::ClampRect2D(region, FramebufferManager::GetInstance()->GetEFBWidth(),
|
||||
FramebufferManager::GetInstance()->GetEFBHeight());
|
||||
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();
|
||||
src_texture->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
||||
texture->GetRawTexIdentifier()->TransitionToLayout(command_buffer,
|
||||
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
|
||||
|
||||
UtilityShaderDraw draw(command_buffer,
|
||||
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_PUSH_CONSTANT),
|
||||
m_render_pass, g_object_cache->GetPassthroughVertexShader(),
|
||||
g_object_cache->GetPassthroughGeometryShader(),
|
||||
is_depth_copy ? m_efb_depth_to_tex_shader : 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);
|
||||
|
||||
VkRect2D dest_region = {{0, 0}, {texture->GetConfig().width, texture->GetConfig().height}};
|
||||
|
||||
draw.BeginRenderPass(texture->GetFramebuffer(), dest_region);
|
||||
|
||||
draw.DrawQuad(0, 0, texture->GetConfig().width, texture->GetConfig().height, scaled_src_rect.left,
|
||||
scaled_src_rect.top, 0, scaled_src_rect.GetWidth(), scaled_src_rect.GetHeight(),
|
||||
framebuffer_mgr->GetEFBWidth(), framebuffer_mgr->GetEFBHeight());
|
||||
|
||||
draw.EndRenderPass();
|
||||
|
||||
// We touched everything, so put it back.
|
||||
StateTracker::GetInstance()->SetPendingRebind();
|
||||
|
||||
// Transition the EFB back to its original layout.
|
||||
src_texture->TransitionToLayout(command_buffer, original_layout);
|
||||
|
||||
// Ensure texture is in SHADER_READ_ONLY layout, ready for usage.
|
||||
texture->GetRawTexIdentifier()->TransitionToLayout(command_buffer,
|
||||
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
||||
}
|
||||
|
||||
} // namespace Vulkan
|
||||
|
Reference in New Issue
Block a user