Vulkan: Implement virtual/real XFB support

This commit is contained in:
Stenzek
2016-10-22 22:41:42 +10:00
parent 3593fa27ab
commit 5182e6b549
8 changed files with 456 additions and 56 deletions

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"
@ -467,27 +468,31 @@ 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.
// Pending/batched EFB pokes should be included in the final image.
FramebufferManager::GetInstance()->FlushEFBPokes();
// Check that we actually have an image to render in XFB-on modes.
if ((!XFBWrited && !g_ActiveConfig.RealXFBEnabled()) || !fb_width || !fb_height)
{
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;
}
// End the current render pass.
StateTracker::GetInstance()->EndRenderPass();
StateTracker::GetInstance()->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},
{FramebufferManager::GetInstance()->GetEFBWidth(),
FramebufferManager::GetInstance()->GetEFBHeight()}};
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);
// Draw to the screenshot buffer if needed.
if (IsFrameDumping() && DrawScreenshot(source_rc, efb_color_texture))
if (IsFrameDumping() &&
DrawScreenshot(rc, xfb_addr, xfb_sources, xfb_count, fb_width, fb_stride, fb_height))
{
DumpFrameData(reinterpret_cast<const u8*>(m_screenshot_readback_texture->GetMapPointer()),
static_cast<int>(m_screenshot_render_texture->GetWidth()),
@ -496,10 +501,6 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
FinishFrameData();
}
// Restore the EFB color texture to color attachment ready for rendering the next frame.
FramebufferManager::GetInstance()->GetEFBColorTexture()->TransitionToLayout(
g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
// 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
// be a race, as the image may not have been consumed yet).
@ -508,7 +509,7 @@ 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
@ -548,7 +549,97 @@ 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);
@ -569,32 +660,31 @@ 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.
@ -602,7 +692,9 @@ 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::DrawScreenshot(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.
@ -631,8 +723,8 @@ bool Renderer::DrawScreenshot(const TargetRectangle& src_rect, const Texture2D*
VK_SUBPASS_CONTENTS_INLINE);
vkCmdClearAttachments(g_command_buffer_mgr->GetCurrentCommandBuffer(), 1, &clear_attachment, 1,
&clear_rect);
BlitScreen(FramebufferManager::GetInstance()->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.