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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -06:00
Vulkan: Move swapchain related members from Renderer to SwapChain
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@ -76,35 +76,12 @@ bool Renderer::Initialize()
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BindEFBToStateTracker();
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if (!CreateSemaphores())
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{
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PanicAlert("Failed to create semaphores.");
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return false;
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}
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if (!CompileShaders())
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{
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PanicAlert("Failed to compile shaders.");
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return false;
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}
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// Swap chain render pass.
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if (m_swap_chain)
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{
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m_swap_chain_render_pass =
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g_object_cache->GetRenderPass(m_swap_chain->GetSurfaceFormat().format, VK_FORMAT_UNDEFINED,
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1, VK_ATTACHMENT_LOAD_OP_LOAD);
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m_swap_chain_clear_render_pass =
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g_object_cache->GetRenderPass(m_swap_chain->GetSurfaceFormat().format, VK_FORMAT_UNDEFINED,
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1, VK_ATTACHMENT_LOAD_OP_CLEAR);
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if (m_swap_chain_render_pass == VK_NULL_HANDLE ||
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m_swap_chain_clear_render_pass == VK_NULL_HANDLE)
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{
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PanicAlert("Failed to create swap chain render passes.");
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return false;
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}
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}
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m_bounding_box = std::make_unique<BoundingBox>();
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if (!m_bounding_box->Initialize())
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{
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@ -142,45 +119,6 @@ void Renderer::Shutdown()
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::Renderer::Shutdown();
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DestroyShaders();
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DestroySemaphores();
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}
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bool Renderer::CreateSemaphores()
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{
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// Create two semaphores, one that is triggered when the swapchain buffer is ready, another after
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// submit and before present
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VkSemaphoreCreateInfo semaphore_info = {
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VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO, // VkStructureType sType
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nullptr, // const void* pNext
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0 // VkSemaphoreCreateFlags flags
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};
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VkResult res;
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if ((res = vkCreateSemaphore(g_vulkan_context->GetDevice(), &semaphore_info, nullptr,
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&m_image_available_semaphore)) != VK_SUCCESS ||
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(res = vkCreateSemaphore(g_vulkan_context->GetDevice(), &semaphore_info, nullptr,
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&m_rendering_finished_semaphore)) != VK_SUCCESS)
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{
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LOG_VULKAN_ERROR(res, "vkCreateSemaphore failed: ");
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return false;
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}
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return true;
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}
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void Renderer::DestroySemaphores()
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{
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if (m_image_available_semaphore)
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{
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vkDestroySemaphore(g_vulkan_context->GetDevice(), m_image_available_semaphore, nullptr);
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m_image_available_semaphore = VK_NULL_HANDLE;
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}
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if (m_rendering_finished_semaphore)
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{
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vkDestroySemaphore(g_vulkan_context->GetDevice(), m_rendering_finished_semaphore, nullptr);
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m_rendering_finished_semaphore = VK_NULL_HANDLE;
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}
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}
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std::unique_ptr<AbstractTexture> Renderer::CreateTexture(const TextureConfig& config)
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@ -553,7 +491,7 @@ void Renderer::BindBackbuffer(const ClearColor& clear_color)
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if (!g_command_buffer_mgr->CheckLastPresentFail())
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{
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// Grab the next image from the swap chain in preparation for drawing the window.
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res = m_swap_chain->AcquireNextImage(m_image_available_semaphore);
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res = m_swap_chain->AcquireNextImage();
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}
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else
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{
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@ -573,7 +511,7 @@ void Renderer::BindBackbuffer(const ClearColor& clear_color)
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m_swap_chain->ResizeSwapChain();
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BeginFrame();
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g_command_buffer_mgr->PrepareToSubmitCommandBuffer();
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res = m_swap_chain->AcquireNextImage(m_image_available_semaphore);
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res = m_swap_chain->AcquireNextImage();
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}
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if (res != VK_SUCCESS)
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PanicAlert("Failed to grab image from swap chain");
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@ -591,8 +529,8 @@ void Renderer::BindBackbuffer(const ClearColor& clear_color)
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// Draw to the backbuffer.
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VkRect2D region = {{0, 0}, {backbuffer->GetWidth(), backbuffer->GetHeight()}};
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StateTracker::GetInstance()->SetRenderPass(m_swap_chain_render_pass,
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m_swap_chain_clear_render_pass);
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StateTracker::GetInstance()->SetRenderPass(m_swap_chain->GetLoadRenderPass(),
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m_swap_chain->GetClearRenderPass());
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StateTracker::GetInstance()->SetFramebuffer(m_swap_chain->GetCurrentFramebuffer(), region);
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// Begin render pass for rendering to the swap chain.
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@ -608,18 +546,17 @@ void Renderer::PresentBackbuffer()
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// Transition the backbuffer to PRESENT_SRC to ensure all commands drawing
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// to it have finished before present.
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Texture2D* backbuffer = m_swap_chain->GetCurrentTexture();
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backbuffer->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_PRESENT_SRC_KHR);
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m_swap_chain->GetCurrentTexture()->TransitionToLayout(
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g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_PRESENT_SRC_KHR);
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// Submit the current command buffer, signaling rendering finished semaphore when it's done
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// Because this final command buffer is rendering to the swap chain, we need to wait for
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// the available semaphore to be signaled before executing the buffer. This final submission
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// can happen off-thread in the background while we're preparing the next frame.
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g_command_buffer_mgr->SubmitCommandBuffer(
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true, m_image_available_semaphore, m_rendering_finished_semaphore,
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m_swap_chain->GetSwapChain(), m_swap_chain->GetCurrentImageIndex());
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g_command_buffer_mgr->SubmitCommandBuffer(true, m_swap_chain->GetImageAvailableSemaphore(),
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m_swap_chain->GetRenderingFinishedSemaphore(),
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m_swap_chain->GetSwapChain(),
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m_swap_chain->GetCurrentImageIndex());
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BeginFrame();
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}
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@ -637,22 +574,22 @@ void Renderer::RenderXFBToScreen(const AbstractTexture* texture, const EFBRectan
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post_processor->BlitFromTexture(left_rect, rc,
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static_cast<const VKTexture*>(texture)->GetRawTexIdentifier(),
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0, m_swap_chain_render_pass);
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0, m_swap_chain->GetLoadRenderPass());
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post_processor->BlitFromTexture(right_rect, rc,
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static_cast<const VKTexture*>(texture)->GetRawTexIdentifier(),
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1, m_swap_chain_render_pass);
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1, m_swap_chain->GetLoadRenderPass());
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}
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else if (g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer)
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{
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post_processor->BlitFromTexture(target_rc, rc,
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static_cast<const VKTexture*>(texture)->GetRawTexIdentifier(),
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-1, m_swap_chain_render_pass);
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-1, m_swap_chain->GetLoadRenderPass());
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}
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else
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{
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post_processor->BlitFromTexture(target_rc, rc,
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static_cast<const VKTexture*>(texture)->GetRawTexIdentifier(),
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0, m_swap_chain_render_pass);
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0, m_swap_chain->GetLoadRenderPass());
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}
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// The post-processor uses the old-style Vulkan draws, which mess with the tracked state.
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