Vulkan: Correct logic for handling target and window size changes

Should fix a possible reference to deleted framebuffers, as well as fixing
the issues with the render area being correct if the game's source area
changes, or auto-scaling is enabled.
This commit is contained in:
Stenzek
2016-10-02 21:37:24 +10:00
parent 7d14b9b48b
commit b193282830
3 changed files with 69 additions and 59 deletions

View File

@ -42,20 +42,25 @@
namespace Vulkan
{
Renderer::Renderer()
Renderer::Renderer(std::unique_ptr<SwapChain> swap_chain) : m_swap_chain(std::move(swap_chain))
{
g_Config.bRunning = true;
UpdateActiveConfig();
// Set to something invalid, forcing all states to be re-initialized.
for (size_t i = 0; i < m_sampler_states.size(); i++)
m_sampler_states[i].bits = std::numeric_limits<decltype(m_sampler_states[i].bits)>::max();
// Set default size so a decent EFB is created initially.
s_backbuffer_width = MAX_XFB_WIDTH;
s_backbuffer_height = MAX_XFB_HEIGHT;
// These have to be initialized before FramebufferManager is created.
// If running surfaceless, assume a window size of MAX_XFB_{WIDTH,HEIGHT}.
FramebufferManagerBase::SetLastXfbWidth(MAX_XFB_WIDTH);
FramebufferManagerBase::SetLastXfbHeight(MAX_XFB_HEIGHT);
PixelShaderManager::SetEfbScaleChanged();
s_backbuffer_width = m_swap_chain ? m_swap_chain->GetWidth() : MAX_XFB_WIDTH;
s_backbuffer_height = m_swap_chain ? m_swap_chain->GetHeight() : MAX_XFB_HEIGHT;
s_last_efb_scale = g_ActiveConfig.iEFBScale;
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
CalculateTargetSize(s_backbuffer_width, s_backbuffer_height);
PixelShaderManager::SetEfbScaleChanged();
}
Renderer::~Renderer()
@ -67,14 +72,9 @@ Renderer::~Renderer()
DestroySemaphores();
}
bool Renderer::Initialize(FramebufferManager* framebuffer_mgr, void* window_handle,
VkSurfaceKHR surface)
bool Renderer::Initialize(FramebufferManager* framebuffer_mgr)
{
m_framebuffer_mgr = framebuffer_mgr;
g_Config.bRunning = true;
UpdateActiveConfig();
// Create state tracker, doesn't require any resources
m_state_tracker = std::make_unique<StateTracker>();
BindEFBToStateTracker();
@ -112,24 +112,6 @@ bool Renderer::Initialize(FramebufferManager* framebuffer_mgr, void* window_hand
m_bounding_box->GetGPUBufferSize());
}
// Initialize annoying statics
s_last_efb_scale = g_ActiveConfig.iEFBScale;
// Create swap chain
if (surface)
{
// Update backbuffer dimensions
m_swap_chain = SwapChain::Create(window_handle, surface);
if (!m_swap_chain)
{
PanicAlert("Failed to create swap chain.");
return false;
}
// Update render rectangle etc.
OnSwapChainResized();
}
// Various initialization routines will have executed commands on the command buffer.
// Execute what we have done before beginning the first frame.
g_command_buffer_mgr->PrepareToSubmitCommandBuffer();
@ -494,9 +476,6 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
// Scale the source rectangle to the selected internal resolution.
TargetRectangle source_rc = Renderer::ConvertEFBRectangle(rc);
// Target rectangle can change if the VI aspect ratio changes.
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
// Transition the EFB render target to a shader resource.
VkRect2D src_region = {{0, 0},
{m_framebuffer_mgr->GetEFBWidth(), m_framebuffer_mgr->GetEFBHeight()}};
@ -522,6 +501,10 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
StopFrameDump();
}
// Restore the EFB color texture to color attachment ready for rendering the next frame.
m_framebuffer_mgr->GetEFBColorTexture()->TransitionToLayout(
g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
// 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).
@ -546,22 +529,28 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
g_command_buffer_mgr->SubmitCommandBuffer(true);
}
// NOTE: It is important that no rendering calls are made to the EFB between submitting the
// (now-previous) frame and after the below config checks are completed. If the target size
// changes, as the resize methods to not defer the destruction of the framebuffer, the current
// command buffer will contain references to a now non-existent framebuffer.
// Prep for the next frame (get command buffer ready) before doing anything else.
BeginFrame();
// Restore the EFB color texture to color attachment ready for rendering.
m_framebuffer_mgr->GetEFBColorTexture()->TransitionToLayout(
g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
// Determine what (if anything) has changed in the config.
CheckForConfigChanges();
// Clean up stale textures
TextureCache::Cleanup(frameCount);
// Handle window resizes.
CheckForTargetResize(fb_width, fb_stride, fb_height);
// Handle host window resizes.
CheckForSurfaceChange();
// Determine what has changed in the config.
CheckForConfigChanges();
// Handle output size changes from the guest.
// There is a downside to doing this here is that if the game changes its XFB source area,
// the changes will be delayed by one frame. For the moment it has to be done here because
// this can cause a target size change, which would result in a black frame if done earlier.
CheckForTargetResize(fb_width, fb_stride, fb_height);
// Clean up stale textures.
TextureCacheBase::Cleanup(frameCount);
}
void Renderer::DrawScreen(const TargetRectangle& src_rect, const Texture2D* src_tex)
@ -832,13 +821,23 @@ void Renderer::StopFrameDump()
void Renderer::CheckForTargetResize(u32 fb_width, u32 fb_stride, u32 fb_height)
{
if (FramebufferManagerBase::LastXfbWidth() != fb_stride ||
FramebufferManagerBase::LastXfbHeight() != fb_height)
if (FramebufferManagerBase::LastXfbWidth() == fb_stride &&
FramebufferManagerBase::LastXfbHeight() == fb_height)
{
u32 last_w = (fb_stride < 1 || fb_stride > MAX_XFB_WIDTH) ? MAX_XFB_WIDTH : fb_stride;
u32 last_h = (fb_height < 1 || fb_height > MAX_XFB_HEIGHT) ? MAX_XFB_HEIGHT : fb_height;
FramebufferManagerBase::SetLastXfbWidth(last_w);
FramebufferManagerBase::SetLastXfbHeight(last_h);
return;
}
u32 new_width = (fb_stride < 1 || fb_stride > MAX_XFB_WIDTH) ? MAX_XFB_WIDTH : fb_stride;
u32 new_height = (fb_height < 1 || fb_height > MAX_XFB_HEIGHT) ? MAX_XFB_HEIGHT : fb_height;
FramebufferManagerBase::SetLastXfbWidth(new_width);
FramebufferManagerBase::SetLastXfbHeight(new_height);
// Changing the XFB source area will likely change the final drawing rectangle.
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
if (CalculateTargetSize(s_backbuffer_width, s_backbuffer_height))
{
PixelShaderManager::SetEfbScaleChanged();
ResizeEFBTextures();
}
// This call is needed for auto-resizing to work.
@ -853,9 +852,6 @@ void Renderer::CheckForSurfaceChange()
u32 old_width = m_swap_chain ? m_swap_chain->GetWidth() : 0;
u32 old_height = m_swap_chain ? m_swap_chain->GetHeight() : 0;
// Wait for the GPU to catch up since we're going to destroy the swap chain.
g_command_buffer_mgr->WaitForGPUIdle();
// Fast path, if the surface handle is the same, the window has just been resized.
if (m_swap_chain && s_new_surface_handle == m_swap_chain->GetNativeHandle())
{
@ -869,6 +865,9 @@ void Renderer::CheckForSurfaceChange()
}
else
{
// Wait for the GPU to catch up since we're going to destroy the swap chain.
g_command_buffer_mgr->WaitForGPUIdle();
// Did we previously have a swap chain?
if (m_swap_chain)
{
@ -976,13 +975,12 @@ void Renderer::OnSwapChainResized()
{
s_backbuffer_width = m_swap_chain->GetWidth();
s_backbuffer_height = m_swap_chain->GetHeight();
FramebufferManagerBase::SetLastXfbWidth(MAX_XFB_WIDTH);
FramebufferManagerBase::SetLastXfbHeight(MAX_XFB_HEIGHT);
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
if (CalculateTargetSize(s_backbuffer_width, s_backbuffer_height))
{
PixelShaderManager::SetEfbScaleChanged();
ResizeEFBTextures();
PixelShaderManager::SetEfbScaleChanged();
}
}
void Renderer::BindEFBToStateTracker()