Merge pull request #7275 from stenzek/d24s8

FramebufferManager: Use D24S8 on Adreno when using Vulkan
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Stenzek 2018-07-19 23:36:16 +10:00 committed by GitHub
commit 67872cd2d1
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GPG Key ID: 4AEE18F83AFDEB23
15 changed files with 82 additions and 18 deletions

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@ -49,6 +49,8 @@ DXGI_FORMAT GetDXGIFormatForHostFormat(AbstractTextureFormat format)
return DXGI_FORMAT_R32_FLOAT;
case AbstractTextureFormat::D16:
return DXGI_FORMAT_R16_TYPELESS;
case AbstractTextureFormat::D24_S8:
return DXGI_FORMAT_R24G8_TYPELESS;
case AbstractTextureFormat::D32F:
return DXGI_FORMAT_R32_TYPELESS;
case AbstractTextureFormat::D32F_S8:
@ -64,6 +66,8 @@ DXGI_FORMAT GetSRVFormatForHostFormat(AbstractTextureFormat format)
{
case AbstractTextureFormat::D16:
return DXGI_FORMAT_R16_UNORM;
case AbstractTextureFormat::D24_S8:
return DXGI_FORMAT_R24_UNORM_X8_TYPELESS;
case AbstractTextureFormat::D32F:
return DXGI_FORMAT_R32_FLOAT;
case AbstractTextureFormat::D32F_S8:
@ -78,6 +82,8 @@ DXGI_FORMAT GetDSVFormatForHostFormat(AbstractTextureFormat format)
{
case AbstractTextureFormat::D16:
return DXGI_FORMAT_D16_UNORM;
case AbstractTextureFormat::D24_S8:
return DXGI_FORMAT_D24_UNORM_S8_UINT;
case AbstractTextureFormat::D32F:
return DXGI_FORMAT_D32_FLOAT;
case AbstractTextureFormat::D32F_S8:

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@ -41,6 +41,8 @@ GLenum GetGLInternalFormatForTextureFormat(AbstractTextureFormat format, bool st
return GL_R32F;
case AbstractTextureFormat::D16:
return GL_DEPTH_COMPONENT16;
case AbstractTextureFormat::D24_S8:
return GL_DEPTH24_STENCIL8;
case AbstractTextureFormat::D32F:
return GL_DEPTH_COMPONENT32F;
case AbstractTextureFormat::D32F_S8:
@ -65,6 +67,7 @@ GLenum GetGLFormatForTextureFormat(AbstractTextureFormat format)
case AbstractTextureFormat::D16:
case AbstractTextureFormat::D32F:
return GL_DEPTH_COMPONENT;
case AbstractTextureFormat::D24_S8:
case AbstractTextureFormat::D32F_S8:
return GL_DEPTH_STENCIL;
// Compressed texture formats don't use this parameter.
@ -86,6 +89,8 @@ GLenum GetGLTypeForTextureFormat(AbstractTextureFormat format)
return GL_FLOAT;
case AbstractTextureFormat::D16:
return GL_UNSIGNED_SHORT;
case AbstractTextureFormat::D24_S8:
return GL_UNSIGNED_INT_24_8;
case AbstractTextureFormat::D32F:
return GL_FLOAT;
case AbstractTextureFormat::D32F_S8:

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@ -142,12 +142,12 @@ bool FramebufferManager::Initialize()
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_efb_load_render_pass = g_object_cache->GetRenderPass(
EFB_COLOR_TEXTURE_FORMAT, Util::GetVkFormatForHostTextureFormat(GetEFBDepthFormat()),
g_ActiveConfig.iMultisamples, VK_ATTACHMENT_LOAD_OP_LOAD);
m_efb_clear_render_pass = g_object_cache->GetRenderPass(
EFB_COLOR_TEXTURE_FORMAT, Util::GetVkFormatForHostTextureFormat(GetEFBDepthFormat()),
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 &&
@ -181,7 +181,8 @@ bool FramebufferManager::CreateEFBFramebuffer()
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,
efb_width, efb_height, 1, efb_layers,
Util::GetVkFormatForHostTextureFormat(GetEFBDepthFormat()), 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);

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@ -169,9 +169,8 @@ void Texture2D::TransitionToLayout(VkCommandBuffer command_buffer, VkImageLayout
VK_QUEUE_FAMILY_IGNORED, // uint32_t srcQueueFamilyIndex
VK_QUEUE_FAMILY_IGNORED, // uint32_t dstQueueFamilyIndex
m_image, // VkImage image
{static_cast<VkImageAspectFlags>(Util::IsDepthFormat(m_format) ? VK_IMAGE_ASPECT_DEPTH_BIT :
VK_IMAGE_ASPECT_COLOR_BIT),
0, m_levels, 0, m_layers} // VkImageSubresourceRange subresourceRange
{Util::GetImageAspectForFormat(m_format), 0, m_levels, 0,
m_layers} // VkImageSubresourceRange subresourceRange
};
// srcStageMask -> Stages that must complete before the barrier
@ -316,9 +315,8 @@ void Texture2D::TransitionToLayout(VkCommandBuffer command_buffer, ComputeImageL
VK_QUEUE_FAMILY_IGNORED, // uint32_t srcQueueFamilyIndex
VK_QUEUE_FAMILY_IGNORED, // uint32_t dstQueueFamilyIndex
m_image, // VkImage image
{static_cast<VkImageAspectFlags>(Util::IsDepthFormat(m_format) ? VK_IMAGE_ASPECT_DEPTH_BIT :
VK_IMAGE_ASPECT_COLOR_BIT),
0, m_levels, 0, m_layers} // VkImageSubresourceRange subresourceRange
{Util::GetImageAspectForFormat(m_format), 0, m_levels, 0,
m_layers} // VkImageSubresourceRange subresourceRange
};
VkPipelineStageFlags srcStageMask, dstStageMask;

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@ -118,6 +118,9 @@ VkFormat GetVkFormatForHostTextureFormat(AbstractTextureFormat format)
case AbstractTextureFormat::D16:
return VK_FORMAT_D16_UNORM;
case AbstractTextureFormat::D24_S8:
return VK_FORMAT_D24_UNORM_S8_UINT;
case AbstractTextureFormat::R32F:
return VK_FORMAT_R32_SFLOAT;
@ -133,6 +136,24 @@ VkFormat GetVkFormatForHostTextureFormat(AbstractTextureFormat format)
}
}
VkImageAspectFlags GetImageAspectForFormat(VkFormat format)
{
switch (format)
{
case VK_FORMAT_D16_UNORM_S8_UINT:
case VK_FORMAT_D24_UNORM_S8_UINT:
case VK_FORMAT_D32_SFLOAT_S8_UINT:
return VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
case VK_FORMAT_D16_UNORM:
case VK_FORMAT_D32_SFLOAT:
return VK_IMAGE_ASPECT_DEPTH_BIT;
default:
return VK_IMAGE_ASPECT_COLOR_BIT;
}
}
u32 GetTexelSize(VkFormat format)
{
// Only contains pixel formats we use.

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@ -29,6 +29,7 @@ bool IsDepthFormat(VkFormat format);
bool IsCompressedFormat(VkFormat format);
VkFormat GetLinearFormat(VkFormat format);
VkFormat GetVkFormatForHostTextureFormat(AbstractTextureFormat format);
VkImageAspectFlags GetImageAspectForFormat(VkFormat format);
u32 GetTexelSize(VkFormat format);
u32 GetBlockSize(VkFormat format);

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@ -94,8 +94,8 @@ std::unique_ptr<VKTexture> VKTexture::Create(const TextureConfig& tex_config)
{
// Clear render targets before use to prevent reading uninitialized memory.
VkClearDepthStencilValue clear_value = {0.0f, 0};
VkImageSubresourceRange clear_range = {VK_IMAGE_ASPECT_DEPTH_BIT, 0, tex_config.levels, 0,
tex_config.layers};
VkImageSubresourceRange clear_range = {Util::GetImageAspectForFormat(vk_format), 0,
tex_config.levels, 0, tex_config.layers};
texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
vkCmdClearDepthStencilImage(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),

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@ -69,6 +69,7 @@ bool AbstractTexture::IsDepthFormat(AbstractTextureFormat format)
switch (format)
{
case AbstractTextureFormat::D16:
case AbstractTextureFormat::D24_S8:
case AbstractTextureFormat::D32F:
case AbstractTextureFormat::D32F_S8:
return true;
@ -80,7 +81,7 @@ bool AbstractTexture::IsDepthFormat(AbstractTextureFormat format)
bool AbstractTexture::IsStencilFormat(AbstractTextureFormat format)
{
return format == AbstractTextureFormat::D32F_S8;
return format == AbstractTextureFormat::D24_S8 || format == AbstractTextureFormat::D32F_S8;
}
size_t AbstractTexture::CalculateStrideForFormat(AbstractTextureFormat format, u32 row_length)
@ -100,6 +101,7 @@ size_t AbstractTexture::CalculateStrideForFormat(AbstractTextureFormat format, u
case AbstractTextureFormat::BGRA8:
case AbstractTextureFormat::R32F:
case AbstractTextureFormat::D32F:
case AbstractTextureFormat::D24_S8:
return static_cast<size_t>(row_length) * 4;
case AbstractTextureFormat::D32F_S8:
return static_cast<size_t>(row_length) * 8;
@ -124,6 +126,7 @@ size_t AbstractTexture::GetTexelSizeForFormat(AbstractTextureFormat format)
return 2;
case AbstractTextureFormat::RGBA8:
case AbstractTextureFormat::BGRA8:
case AbstractTextureFormat::D24_S8:
case AbstractTextureFormat::R32F:
case AbstractTextureFormat::D32F:
return 4;

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@ -108,7 +108,8 @@ static BugInfo m_known_bugs[] = {
-1.0, true},
{API_VULKAN, OS_ALL, VENDOR_IMGTEC, DRIVER_IMGTEC, Family::UNKNOWN,
BUG_BROKEN_CLEAR_LOADOP_RENDERPASS, -1.0, -1.0, true},
};
{API_VULKAN, OS_ALL, VENDOR_QUALCOMM, DRIVER_QUALCOMM, Family::UNKNOWN, BUG_BROKEN_D32F_CLEAR,
-1.0, -1.0, true}};
static std::map<Bug, BugInfo> m_bugs;

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@ -269,6 +269,13 @@ enum Bug
// Started Version: 1.7
// Ended Version: 1.10
BUG_BROKEN_CLEAR_LOADOP_RENDERPASS,
// BUG: 32-bit depth clears are broken in the Adreno Vulkan driver, and have no effect.
// To work around this, we use a D24_S8 buffer instead, which results in a loss of accuracy.
// We still resolve this to a R32F texture, as there is no 24-bit format.
// Started version: -1
// Ended version: -1
BUG_BROKEN_D32F_CLEAR,
};
// Initializes our internal vendor, device family, and driver version

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@ -6,6 +6,8 @@
#include <memory>
#include "VideoCommon/AbstractTexture.h"
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/RenderBase.h"
std::unique_ptr<FramebufferManagerBase> g_framebuffer_manager;
@ -13,3 +15,14 @@ std::unique_ptr<FramebufferManagerBase> g_framebuffer_manager;
unsigned int FramebufferManagerBase::m_EFBLayers = 1;
FramebufferManagerBase::~FramebufferManagerBase() = default;
AbstractTextureFormat FramebufferManagerBase::GetEFBDepthFormat()
{
// 32-bit depth clears are broken in the Adreno Vulkan driver, and have no effect.
// To work around this, we use a D24_S8 buffer instead, which results in a loss of accuracy.
// We still resolve this to a R32F texture, as there is no 24-bit format.
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_D32F_CLEAR))
return AbstractTextureFormat::D24_S8;
else
return AbstractTextureFormat::D32F;
}

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@ -8,6 +8,8 @@
#include "Common/CommonTypes.h"
enum class AbstractTextureFormat : u32;
inline bool AddressRangesOverlap(u32 aLower, u32 aUpper, u32 bLower, u32 bUpper)
{
return !((aLower >= bUpper) || (bLower >= aUpper));
@ -19,6 +21,7 @@ public:
virtual ~FramebufferManagerBase();
static unsigned int GetEFBLayers() { return m_EFBLayers; }
static AbstractTextureFormat GetEFBDepthFormat();
protected:
static unsigned int m_EFBLayers;

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@ -10,6 +10,7 @@
#include "Core/ConfigManager.h"
#include "Core/Host.h"
#include "VideoCommon/FramebufferManagerBase.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/VertexLoaderManager.h"
@ -26,6 +27,7 @@ bool ShaderCache::Initialize()
{
m_api_type = g_ActiveConfig.backend_info.api_type;
m_host_config = ShaderHostConfig::GetCurrent();
m_efb_depth_format = FramebufferManagerBase::GetEFBDepthFormat();
m_efb_multisamples = g_ActiveConfig.iMultisamples;
// Create the async compiler, and start the worker threads.
@ -441,7 +443,7 @@ AbstractPipelineConfig ShaderCache::GetGXPipelineConfig(
config.depth_state = depth_state;
config.blending_state = blending_state;
config.framebuffer_state.color_texture_format = AbstractTextureFormat::RGBA8;
config.framebuffer_state.depth_texture_format = AbstractTextureFormat::D32F;
config.framebuffer_state.depth_texture_format = m_efb_depth_format;
config.framebuffer_state.per_sample_shading = m_host_config.ssaa;
config.framebuffer_state.samples = m_efb_multisamples;
return config;

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@ -30,6 +30,7 @@
#include "VideoCommon/VertexShaderGen.h"
class NativeVertexFormat;
enum class AbstractTextureFormat : u32;
namespace VideoCommon
{
@ -129,6 +130,7 @@ private:
// Configuration bits.
APIType m_api_type = APIType::Nothing;
ShaderHostConfig m_host_config = {};
AbstractTextureFormat m_efb_depth_format;
u32 m_efb_multisamples = 1;
std::unique_ptr<AsyncShaderCompiler> m_async_shader_compiler;

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@ -20,6 +20,7 @@ enum class AbstractTextureFormat : u32
BPTC,
R16,
D16,
D24_S8,
R32F,
D32F,
D32F_S8,