Move most backend functionality to VideoCommon

This commit is contained in:
Stenzek
2019-02-15 11:59:50 +10:00
parent 933f3ba008
commit f039149198
182 changed files with 8334 additions and 15917 deletions

View File

@ -18,27 +18,22 @@
#include "VideoBackends/Vulkan/BoundingBox.h"
#include "VideoBackends/Vulkan/CommandBufferManager.h"
#include "VideoBackends/Vulkan/FramebufferManager.h"
#include "VideoBackends/Vulkan/ObjectCache.h"
#include "VideoBackends/Vulkan/PostProcessing.h"
#include "VideoBackends/Vulkan/PerfQuery.h"
#include "VideoBackends/Vulkan/Renderer.h"
#include "VideoBackends/Vulkan/StateTracker.h"
#include "VideoBackends/Vulkan/StreamBuffer.h"
#include "VideoBackends/Vulkan/SwapChain.h"
#include "VideoBackends/Vulkan/TextureCache.h"
#include "VideoBackends/Vulkan/Util.h"
#include "VideoBackends/Vulkan/VKPipeline.h"
#include "VideoBackends/Vulkan/VKShader.h"
#include "VideoBackends/Vulkan/VKTexture.h"
#include "VideoBackends/Vulkan/VertexFormat.h"
#include "VideoBackends/Vulkan/VulkanContext.h"
#include "VideoCommon/BPFunctions.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/PixelEngine.h"
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/RenderState.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
@ -59,11 +54,6 @@ Renderer::Renderer(std::unique_ptr<SwapChain> swap_chain, float backbuffer_scale
Renderer::~Renderer() = default;
Renderer* Renderer::GetInstance()
{
return static_cast<Renderer*>(g_renderer.get());
}
bool Renderer::IsHeadless() const
{
return m_swap_chain == nullptr;
@ -74,8 +64,6 @@ bool Renderer::Initialize()
if (!::Renderer::Initialize())
return false;
BindEFBToStateTracker();
m_bounding_box = std::make_unique<BoundingBox>();
if (!m_bounding_box->Initialize())
{
@ -83,34 +71,16 @@ bool Renderer::Initialize()
return false;
}
if (g_vulkan_context->SupportsBoundingBox())
{
// Bind bounding box to state tracker
StateTracker::GetInstance()->SetBBoxBuffer(m_bounding_box->GetGPUBuffer(),
m_bounding_box->GetGPUBufferOffset(),
m_bounding_box->GetGPUBufferSize());
}
// Initialize post processing.
m_post_processor = std::make_unique<VulkanPostProcessing>();
if (!static_cast<VulkanPostProcessing*>(m_post_processor.get())->Initialize())
{
PanicAlert("failed to initialize post processor.");
return false;
}
// 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();
g_command_buffer_mgr->SubmitCommandBuffer(false);
BeginFrame();
ExecuteCommandBuffer(true, false);
return true;
}
void Renderer::Shutdown()
{
::Renderer::Shutdown();
m_swap_chain.reset();
}
std::unique_ptr<AbstractTexture> Renderer::CreateTexture(const TextureConfig& config)
@ -136,17 +106,22 @@ std::unique_ptr<AbstractShader> Renderer::CreateShaderFromBinary(ShaderStage sta
return VKShader::CreateFromBinary(stage, data, length);
}
std::unique_ptr<NativeVertexFormat>
Renderer::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
{
return std::make_unique<VertexFormat>(vtx_decl);
}
std::unique_ptr<AbstractPipeline> Renderer::CreatePipeline(const AbstractPipelineConfig& config)
{
return VKPipeline::Create(config);
}
std::unique_ptr<AbstractFramebuffer>
Renderer::CreateFramebuffer(const AbstractTexture* color_attachment,
const AbstractTexture* depth_attachment)
std::unique_ptr<AbstractFramebuffer> Renderer::CreateFramebuffer(AbstractTexture* color_attachment,
AbstractTexture* depth_attachment)
{
return VKFramebuffer::Create(static_cast<const VKTexture*>(color_attachment),
static_cast<const VKTexture*>(depth_attachment));
return VKFramebuffer::Create(static_cast<VKTexture*>(color_attachment),
static_cast<VKTexture*>(depth_attachment));
}
void Renderer::SetPipeline(const AbstractPipeline* pipeline)
@ -154,90 +129,6 @@ void Renderer::SetPipeline(const AbstractPipeline* pipeline)
StateTracker::GetInstance()->SetPipeline(static_cast<const VKPipeline*>(pipeline));
}
u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
{
if (type == EFBAccessType::PeekColor)
{
u32 color = FramebufferManager::GetInstance()->PeekEFBColor(x, y);
// a little-endian value is expected to be returned
color = ((color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000));
// check what to do with the alpha channel (GX_PokeAlphaRead)
PixelEngine::UPEAlphaReadReg alpha_read_mode = PixelEngine::GetAlphaReadMode();
if (bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24)
{
color = RGBA8ToRGBA6ToRGBA8(color);
}
else if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
{
color = RGBA8ToRGB565ToRGBA8(color);
}
if (bpmem.zcontrol.pixel_format != PEControl::RGBA6_Z24)
{
color |= 0xFF000000;
}
if (alpha_read_mode.ReadMode == 2)
{
return color; // GX_READ_NONE
}
else if (alpha_read_mode.ReadMode == 1)
{
return color | 0xFF000000; // GX_READ_FF
}
else /*if(alpha_read_mode.ReadMode == 0)*/
{
return color & 0x00FFFFFF; // GX_READ_00
}
}
else // if (type == EFBAccessType::PeekZ)
{
// Depth buffer is inverted for improved precision near far plane
float depth = 1.0f - FramebufferManager::GetInstance()->PeekEFBDepth(x, y);
u32 ret = 0;
if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
{
// if Z is in 16 bit format you must return a 16 bit integer
ret = MathUtil::Clamp<u32>(static_cast<u32>(depth * 65536.0f), 0, 0xFFFF);
}
else
{
ret = MathUtil::Clamp<u32>(static_cast<u32>(depth * 16777216.0f), 0, 0xFFFFFF);
}
return ret;
}
}
void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points)
{
if (type == EFBAccessType::PokeColor)
{
for (size_t i = 0; i < num_points; i++)
{
// Convert to expected format (BGRA->RGBA)
// TODO: Check alpha, depending on mode?
const EfbPokeData& point = points[i];
u32 color = ((point.data & 0xFF00FF00) | ((point.data >> 16) & 0xFF) |
((point.data << 16) & 0xFF0000));
FramebufferManager::GetInstance()->PokeEFBColor(point.x, point.y, color);
}
}
else // if (type == EFBAccessType::PokeZ)
{
for (size_t i = 0; i < num_points; i++)
{
// Convert to floating-point depth.
const EfbPokeData& point = points[i];
float depth = (1.0f - float(point.data & 0xFFFFFF) / 16777216.0f);
FramebufferManager::GetInstance()->PokeEFBDepth(point.x, point.y, depth);
}
}
}
u16 Renderer::BBoxRead(int index)
{
s32 value = m_bounding_box->Get(static_cast<size_t>(index));
@ -285,31 +176,18 @@ void Renderer::BBoxWrite(int index, u16 value)
m_bounding_box->Set(static_cast<size_t>(index), scaled_value);
}
TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
void Renderer::BBoxFlush()
{
TargetRectangle result;
result.left = EFBToScaledX(rc.left);
result.top = EFBToScaledY(rc.top);
result.right = EFBToScaledX(rc.right);
result.bottom = EFBToScaledY(rc.bottom);
return result;
}
void Renderer::BeginFrame()
{
// Activate a new command list, and restore state ready for the next draw
g_command_buffer_mgr->ActivateCommandBuffer();
// Ensure that the state tracker rebinds everything, and allocates a new set
// of descriptors out of the next pool.
StateTracker::GetInstance()->InvalidateDescriptorSets();
StateTracker::GetInstance()->InvalidateConstants();
StateTracker::GetInstance()->SetPendingRebind();
m_bounding_box->Flush();
m_bounding_box->Invalidate();
}
void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha_enable,
bool z_enable, u32 color, u32 z)
{
g_framebuffer_manager->FlushEFBPokes();
g_framebuffer_manager->InvalidatePeekCache();
// Native -> EFB coordinates
TargetRectangle target_rc = Renderer::ConvertEFBRectangle(rc);
@ -340,7 +218,9 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha
clear_color_value.color.float32[1] = static_cast<float>((color >> 8) & 0xFF) / 255.0f;
clear_color_value.color.float32[2] = static_cast<float>((color >> 0) & 0xFF) / 255.0f;
clear_color_value.color.float32[3] = static_cast<float>((color >> 24) & 0xFF) / 255.0f;
clear_depth_value.depthStencil.depth = (1.0f - (static_cast<float>(z & 0xFFFFFF) / 16777216.0f));
clear_depth_value.depthStencil.depth = static_cast<float>(z & 0xFFFFFF) / 16777216.0f;
if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
clear_depth_value.depthStencil.depth = 1.0f - clear_depth_value.depthStencil.depth;
// If we're not in a render pass (start of the frame), we can use a clear render pass
// to discard the data, rather than loading and then clearing.
@ -396,7 +276,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha
}
if (num_clear_attachments > 0)
{
VkClearRect vk_rect = {target_vk_rc, 0, FramebufferManager::GetInstance()->GetEFBLayers()};
VkClearRect vk_rect = {target_vk_rc, 0, g_framebuffer_manager->GetEFBLayers()};
if (!StateTracker::GetInstance()->IsWithinRenderArea(
target_vk_rc.offset.x, target_vk_rc.offset.y, target_vk_rc.extent.width,
target_vk_rc.extent.height))
@ -414,57 +294,17 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha
if (!color_enable && !alpha_enable && !z_enable)
return;
// Clearing must occur within a render pass.
if (!StateTracker::GetInstance()->IsWithinRenderArea(target_vk_rc.offset.x, target_vk_rc.offset.y,
target_vk_rc.extent.width,
target_vk_rc.extent.height))
{
StateTracker::GetInstance()->EndClearRenderPass();
}
StateTracker::GetInstance()->BeginRenderPass();
StateTracker::GetInstance()->SetPendingRebind();
// Mask away the appropriate colors and use a shader
BlendingState blend_state = RenderState::GetNoBlendingBlendState();
blend_state.colorupdate = color_enable;
blend_state.alphaupdate = alpha_enable;
DepthState depth_state = RenderState::GetNoDepthTestingDepthStencilState();
depth_state.testenable = z_enable;
depth_state.updateenable = z_enable;
depth_state.func = ZMode::ALWAYS;
// No need to start a new render pass, but we do need to restore viewport state
UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD),
FramebufferManager::GetInstance()->GetEFBLoadRenderPass(),
g_shader_cache->GetPassthroughVertexShader(),
g_shader_cache->GetPassthroughGeometryShader(),
g_shader_cache->GetClearFragmentShader());
draw.SetMultisamplingState(FramebufferManager::GetInstance()->GetEFBMultisamplingState());
draw.SetDepthState(depth_state);
draw.SetBlendState(blend_state);
draw.DrawColoredQuad(target_rc.left, target_rc.top, target_rc.GetWidth(), target_rc.GetHeight(),
clear_color_value.color.float32[0], clear_color_value.color.float32[1],
clear_color_value.color.float32[2], clear_color_value.color.float32[3],
clear_depth_value.depthStencil.depth);
}
void Renderer::ReinterpretPixelData(unsigned int convtype)
{
StateTracker::GetInstance()->EndRenderPass();
StateTracker::GetInstance()->SetPendingRebind();
FramebufferManager::GetInstance()->ReinterpretPixelData(convtype);
// EFB framebuffer has now changed, so update accordingly.
BindEFBToStateTracker();
g_framebuffer_manager->ClearEFB(rc, color_enable, alpha_enable, z_enable, color, z);
}
void Renderer::Flush()
{
Util::ExecuteCurrentCommandsAndRestoreState(true, false);
ExecuteCommandBuffer(true, false);
}
void Renderer::WaitForGPUIdle()
{
ExecuteCommandBuffer(false, true);
}
void Renderer::BindBackbuffer(const ClearColor& clear_color)
@ -475,35 +315,13 @@ void Renderer::BindBackbuffer(const ClearColor& clear_color)
CheckForSurfaceChange();
CheckForSurfaceResize();
// 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).
g_command_buffer_mgr->PrepareToSubmitCommandBuffer();
VkResult res;
if (!g_command_buffer_mgr->CheckLastPresentFail())
{
// Grab the next image from the swap chain in preparation for drawing the window.
res = m_swap_chain->AcquireNextImage();
}
else
{
// If the last present failed, we need to recreate the swap chain.
res = VK_ERROR_OUT_OF_DATE_KHR;
}
VkResult res = g_command_buffer_mgr->CheckLastPresentFail() ? VK_ERROR_OUT_OF_DATE_KHR :
m_swap_chain->AcquireNextImage();
if (res == VK_SUBOPTIMAL_KHR || res == VK_ERROR_OUT_OF_DATE_KHR)
{
// There's an issue here. We can't resize the swap chain while the GPU is still busy with it,
// but calling WaitForGPUIdle would create a deadlock as PrepareToSubmitCommandBuffer has been
// called by SwapImpl. WaitForGPUIdle waits on the semaphore, which PrepareToSubmitCommandBuffer
// has already done, so it blocks indefinitely. To work around this, we submit the current
// command buffer, resize the swap chain (which calls WaitForGPUIdle), and then finally call
// PrepareToSubmitCommandBuffer to return to the state that the caller expects.
g_command_buffer_mgr->SubmitCommandBuffer(false);
// Execute cmdbuffer before resizing, as the last frame could still be presenting.
ExecuteCommandBuffer(false, true);
m_swap_chain->ResizeSwapChain();
BeginFrame();
g_command_buffer_mgr->PrepareToSubmitCommandBuffer();
res = m_swap_chain->AcquireNextImage();
}
if (res != VK_SUCCESS)
@ -512,30 +330,18 @@ void Renderer::BindBackbuffer(const ClearColor& clear_color)
// Transition from undefined (or present src, but it can be substituted) to
// color attachment ready for writing. These transitions must occur outside
// a render pass, unless the render pass declares a self-dependency.
Texture2D* backbuffer = m_swap_chain->GetCurrentTexture();
backbuffer->OverrideImageLayout(VK_IMAGE_LAYOUT_UNDEFINED);
backbuffer->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
m_current_framebuffer = nullptr;
m_current_framebuffer_width = backbuffer->GetWidth();
m_current_framebuffer_height = backbuffer->GetHeight();
// Draw to the backbuffer.
VkRect2D region = {{0, 0}, {backbuffer->GetWidth(), backbuffer->GetHeight()}};
StateTracker::GetInstance()->SetRenderPass(m_swap_chain->GetLoadRenderPass(),
m_swap_chain->GetClearRenderPass());
StateTracker::GetInstance()->SetFramebuffer(m_swap_chain->GetCurrentFramebuffer(), region);
// Begin render pass for rendering to the swap chain.
VkClearValue clear_value = {{{0.0f, 0.0f, 0.0f, 1.0f}}};
StateTracker::GetInstance()->BeginClearRenderPass(region, &clear_value, 1);
m_swap_chain->GetCurrentTexture()->OverrideImageLayout(VK_IMAGE_LAYOUT_UNDEFINED);
m_swap_chain->GetCurrentTexture()->TransitionToLayout(
g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
SetAndClearFramebuffer(m_swap_chain->GetCurrentFramebuffer(),
ClearColor{{0.0f, 0.0f, 0.0f, 1.0f}});
}
void Renderer::PresentBackbuffer()
{
// End drawing to backbuffer
StateTracker::GetInstance()->EndRenderPass();
StateTracker::GetInstance()->OnEndFrame();
PerfQuery::GetInstance()->FlushQueries();
// Transition the backbuffer to PRESENT_SRC to ensure all commands drawing
// to it have finished before present.
@ -546,47 +352,25 @@ void Renderer::PresentBackbuffer()
// Because this final command buffer is rendering to the swap chain, we need to wait for
// the available semaphore to be signaled before executing the buffer. This final submission
// can happen off-thread in the background while we're preparing the next frame.
g_command_buffer_mgr->SubmitCommandBuffer(true, m_swap_chain->GetImageAvailableSemaphore(),
m_swap_chain->GetRenderingFinishedSemaphore(),
m_swap_chain->GetSwapChain(),
g_command_buffer_mgr->SubmitCommandBuffer(true, m_swap_chain->GetSwapChain(),
m_swap_chain->GetCurrentImageIndex());
BeginFrame();
// New cmdbuffer, so invalidate state.
StateTracker::GetInstance()->InvalidateCachedState();
}
void Renderer::RenderXFBToScreen(const AbstractTexture* texture, const EFBRectangle& rc)
void Renderer::ExecuteCommandBuffer(bool submit_off_thread, bool wait_for_completion)
{
const TargetRectangle target_rc = GetTargetRectangle();
StateTracker::GetInstance()->EndRenderPass();
PerfQuery::GetInstance()->FlushQueries();
VulkanPostProcessing* post_processor = static_cast<VulkanPostProcessing*>(m_post_processor.get());
if (g_ActiveConfig.stereo_mode == StereoMode::SBS ||
g_ActiveConfig.stereo_mode == StereoMode::TAB)
{
TargetRectangle left_rect;
TargetRectangle right_rect;
std::tie(left_rect, right_rect) = ConvertStereoRectangle(target_rc);
// If we're waiting for completion, don't bother waking the worker thread.
const VkFence pending_fence = g_command_buffer_mgr->GetCurrentCommandBufferFence();
g_command_buffer_mgr->SubmitCommandBuffer(submit_off_thread && wait_for_completion);
if (wait_for_completion)
g_command_buffer_mgr->WaitForFence(pending_fence);
post_processor->BlitFromTexture(left_rect, rc,
static_cast<const VKTexture*>(texture)->GetRawTexIdentifier(),
0, m_swap_chain->GetLoadRenderPass());
post_processor->BlitFromTexture(right_rect, rc,
static_cast<const VKTexture*>(texture)->GetRawTexIdentifier(),
1, m_swap_chain->GetLoadRenderPass());
}
else if (g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer)
{
post_processor->BlitFromTexture(target_rc, rc,
static_cast<const VKTexture*>(texture)->GetRawTexIdentifier(),
-1, m_swap_chain->GetLoadRenderPass());
}
else
{
post_processor->BlitFromTexture(target_rc, rc,
static_cast<const VKTexture*>(texture)->GetRawTexIdentifier(),
0, m_swap_chain->GetLoadRenderPass());
}
// The post-processor uses the old-style Vulkan draws, which mess with the tracked state.
StateTracker::GetInstance()->SetPendingRebind();
StateTracker::GetInstance()->InvalidateCachedState();
}
void Renderer::CheckForSurfaceChange()
@ -595,8 +379,7 @@ void Renderer::CheckForSurfaceChange()
return;
// Submit the current draws up until rendering the XFB.
g_command_buffer_mgr->ExecuteCommandBuffer(false, false);
g_command_buffer_mgr->WaitForGPUIdle();
ExecuteCommandBuffer(false, true);
// Clear the present failed flag, since we don't want to resize after recreating.
g_command_buffer_mgr->CheckLastPresentFail();
@ -624,8 +407,7 @@ void Renderer::CheckForSurfaceResize()
}
// Wait for the GPU to catch up since we're going to destroy the swap chain.
g_command_buffer_mgr->ExecuteCommandBuffer(false, false);
g_command_buffer_mgr->WaitForGPUIdle();
ExecuteCommandBuffer(false, true);
// Clear the present failed flag, since we don't want to resize after recreating.
g_command_buffer_mgr->CheckLastPresentFail();
@ -637,45 +419,29 @@ void Renderer::CheckForSurfaceResize()
void Renderer::OnConfigChanged(u32 bits)
{
// Update texture cache settings with any changed options.
TextureCache::GetInstance()->OnConfigChanged(g_ActiveConfig);
// Handle settings that can cause the EFB framebuffer to change.
if (bits & CONFIG_CHANGE_BIT_TARGET_SIZE)
RecreateEFBFramebuffer();
// MSAA samples changed, we need to recreate the EFB render pass.
// If the stereoscopy mode changed, we need to recreate the buffers as well.
// SSAA changed on/off, we have to recompile shaders.
// Changing stereoscopy from off<->on also requires shaders to be recompiled.
if (bits & (CONFIG_CHANGE_BIT_HOST_CONFIG | CONFIG_CHANGE_BIT_MULTISAMPLES))
{
RecreateEFBFramebuffer();
FramebufferManager::GetInstance()->RecompileShaders();
g_shader_cache->ReloadPipelineCache();
g_shader_cache->RecompileSharedShaders();
}
if (bits & CONFIG_CHANGE_BIT_HOST_CONFIG)
g_object_cache->ReloadPipelineCache();
// For vsync, we need to change the present mode, which means recreating the swap chain.
if (m_swap_chain && bits & CONFIG_CHANGE_BIT_VSYNC)
{
g_command_buffer_mgr->WaitForGPUIdle();
ExecuteCommandBuffer(false, true);
m_swap_chain->SetVSync(g_ActiveConfig.bVSyncActive);
}
// For quad-buffered stereo we need to change the layer count, so recreate the swap chain.
if (m_swap_chain && bits & CONFIG_CHANGE_BIT_STEREO_MODE)
{
g_command_buffer_mgr->WaitForGPUIdle();
ExecuteCommandBuffer(false, true);
m_swap_chain->RecreateSwapChain();
}
// Wipe sampler cache if force texture filtering or anisotropy changes.
if (bits & (CONFIG_CHANGE_BIT_ANISOTROPY | CONFIG_CHANGE_BIT_FORCE_TEXTURE_FILTERING))
{
ExecuteCommandBuffer(false, true);
ResetSamplerStates();
// Check for a changed post-processing shader and recompile if needed.
static_cast<VulkanPostProcessing*>(m_post_processor.get())->UpdateConfig();
}
}
void Renderer::OnSwapChainResized()
@ -684,103 +450,55 @@ void Renderer::OnSwapChainResized()
m_backbuffer_height = m_swap_chain->GetHeight();
}
void Renderer::BindEFBToStateTracker()
{
// Update framebuffer in state tracker
VkRect2D framebuffer_size = {{0, 0},
{FramebufferManager::GetInstance()->GetEFBWidth(),
FramebufferManager::GetInstance()->GetEFBHeight()}};
StateTracker::GetInstance()->SetRenderPass(
FramebufferManager::GetInstance()->GetEFBLoadRenderPass(),
FramebufferManager::GetInstance()->GetEFBClearRenderPass());
StateTracker::GetInstance()->SetFramebuffer(
FramebufferManager::GetInstance()->GetEFBFramebuffer(), framebuffer_size);
m_current_framebuffer = nullptr;
m_current_framebuffer_width = FramebufferManager::GetInstance()->GetEFBWidth();
m_current_framebuffer_height = FramebufferManager::GetInstance()->GetEFBHeight();
}
void Renderer::RecreateEFBFramebuffer()
{
// Ensure the GPU is finished with the current EFB textures.
g_command_buffer_mgr->WaitForGPUIdle();
FramebufferManager::GetInstance()->RecreateEFBFramebuffer();
BindEFBToStateTracker();
// Viewport and scissor rect have to be reset since they will be scaled differently.
BPFunctions::SetViewport();
BPFunctions::SetScissor();
}
void Renderer::ApplyState()
{
}
void Renderer::ResetAPIState()
{
// End the EFB render pass if active
StateTracker::GetInstance()->EndRenderPass();
}
void Renderer::RestoreAPIState()
void Renderer::BindFramebuffer(VKFramebuffer* fb)
{
StateTracker::GetInstance()->EndRenderPass();
if (m_current_framebuffer)
static_cast<const VKFramebuffer*>(m_current_framebuffer)->TransitionForSample();
BindEFBToStateTracker();
BPFunctions::SetViewport();
BPFunctions::SetScissor();
// Instruct the state tracker to re-bind everything before the next draw
StateTracker::GetInstance()->SetPendingRebind();
}
void Renderer::BindFramebuffer(const VKFramebuffer* fb)
{
const VkRect2D render_area = {static_cast<int>(fb->GetWidth()),
static_cast<int>(fb->GetHeight())};
StateTracker::GetInstance()->EndRenderPass();
if (m_current_framebuffer)
static_cast<const VKFramebuffer*>(m_current_framebuffer)->TransitionForSample();
// Shouldn't be bound as a texture.
if (fb->GetColorAttachment())
{
StateTracker::GetInstance()->UnbindTexture(
static_cast<VKTexture*>(fb->GetColorAttachment())->GetView());
}
if (fb->GetDepthAttachment())
{
StateTracker::GetInstance()->UnbindTexture(
static_cast<VKTexture*>(fb->GetDepthAttachment())->GetView());
}
fb->TransitionForRender();
StateTracker::GetInstance()->SetFramebuffer(fb->GetFB(), render_area);
StateTracker::GetInstance()->SetRenderPass(fb->GetLoadRenderPass(), fb->GetClearRenderPass());
StateTracker::GetInstance()->SetFramebuffer(fb);
m_current_framebuffer = fb;
m_current_framebuffer_width = fb->GetWidth();
m_current_framebuffer_height = fb->GetHeight();
}
void Renderer::SetFramebuffer(const AbstractFramebuffer* framebuffer)
void Renderer::SetFramebuffer(AbstractFramebuffer* framebuffer)
{
const VKFramebuffer* vkfb = static_cast<const VKFramebuffer*>(framebuffer);
if (m_current_framebuffer == framebuffer)
return;
VKFramebuffer* vkfb = static_cast<VKFramebuffer*>(framebuffer);
BindFramebuffer(vkfb);
StateTracker::GetInstance()->BeginRenderPass();
}
void Renderer::SetAndDiscardFramebuffer(const AbstractFramebuffer* framebuffer)
void Renderer::SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer)
{
const VKFramebuffer* vkfb = static_cast<const VKFramebuffer*>(framebuffer);
if (m_current_framebuffer == framebuffer)
return;
VKFramebuffer* vkfb = static_cast<VKFramebuffer*>(framebuffer);
BindFramebuffer(vkfb);
// If we're discarding, begin the discard pass, then switch to a load pass.
// This way if the command buffer is flushed, we don't start another discard pass.
StateTracker::GetInstance()->SetRenderPass(vkfb->GetDiscardRenderPass(),
vkfb->GetClearRenderPass());
StateTracker::GetInstance()->BeginRenderPass();
StateTracker::GetInstance()->SetRenderPass(vkfb->GetLoadRenderPass(), vkfb->GetClearRenderPass());
StateTracker::GetInstance()->BeginDiscardRenderPass();
}
void Renderer::SetAndClearFramebuffer(const AbstractFramebuffer* framebuffer,
void Renderer::SetAndClearFramebuffer(AbstractFramebuffer* framebuffer,
const ClearColor& color_value, float depth_value)
{
const VKFramebuffer* vkfb = static_cast<const VKFramebuffer*>(framebuffer);
VKFramebuffer* vkfb = static_cast<VKFramebuffer*>(framebuffer);
BindFramebuffer(vkfb);
const VkRect2D render_area = {static_cast<int>(vkfb->GetWidth()),
static_cast<int>(vkfb->GetHeight())};
std::array<VkClearValue, 2> clear_values;
u32 num_clear_values = 0;
if (vkfb->GetColorFormat() != AbstractTextureFormat::Undefined)
@ -795,7 +513,7 @@ void Renderer::SetAndClearFramebuffer(const AbstractFramebuffer* framebuffer,
clear_values[num_clear_values].depthStencil.stencil = 0;
num_clear_values++;
}
StateTracker::GetInstance()->BeginClearRenderPass(render_area, clear_values.data(),
StateTracker::GetInstance()->BeginClearRenderPass(vkfb->GetRect(), clear_values.data(),
num_clear_values);
}
@ -803,9 +521,27 @@ void Renderer::SetTexture(u32 index, const AbstractTexture* texture)
{
// Texture should always be in SHADER_READ_ONLY layout prior to use.
// This is so we don't need to transition during render passes.
auto* tex = texture ? static_cast<const VKTexture*>(texture)->GetRawTexIdentifier() : nullptr;
DEBUG_ASSERT(!tex || tex->GetLayout() == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
StateTracker::GetInstance()->SetTexture(index, tex ? tex->GetView() : VK_NULL_HANDLE);
const VKTexture* tex = static_cast<const VKTexture*>(texture);
if (tex)
{
if (tex->GetLayout() != VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
{
if (StateTracker::GetInstance()->InRenderPass())
{
WARN_LOG(VIDEO, "Transitioning image in render pass in Renderer::SetTexture()");
StateTracker::GetInstance()->EndRenderPass();
}
tex->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
}
StateTracker::GetInstance()->SetTexture(index, tex->GetView());
}
else
{
StateTracker::GetInstance()->SetTexture(0, VK_NULL_HANDLE);
}
}
void Renderer::SetSamplerState(u32 index, const SamplerState& state)
@ -826,10 +562,27 @@ void Renderer::SetSamplerState(u32 index, const SamplerState& state)
m_sampler_states[index].hex = state.hex;
}
void Renderer::SetComputeImageTexture(AbstractTexture* texture, bool read, bool write)
{
VKTexture* vk_texture = static_cast<VKTexture*>(texture);
if (vk_texture)
{
StateTracker::GetInstance()->EndRenderPass();
StateTracker::GetInstance()->SetImageTexture(vk_texture->GetView());
vk_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
read ? (write ? VKTexture::ComputeImageLayout::ReadWrite :
VKTexture::ComputeImageLayout::ReadOnly) :
VKTexture::ComputeImageLayout::WriteOnly);
}
else
{
StateTracker::GetInstance()->SetImageTexture(VK_NULL_HANDLE);
}
}
void Renderer::UnbindTexture(const AbstractTexture* texture)
{
StateTracker::GetInstance()->UnbindTexture(
static_cast<const VKTexture*>(texture)->GetRawTexIdentifier()->GetView());
StateTracker::GetInstance()->UnbindTexture(static_cast<const VKTexture*>(texture)->GetView());
}
void Renderer::ResetSamplerStates()
@ -839,7 +592,7 @@ void Renderer::ResetSamplerStates()
g_command_buffer_mgr->WaitForGPUIdle();
// Invalidate all sampler states, next draw will re-initialize them.
for (size_t i = 0; i < m_sampler_states.size(); i++)
for (u32 i = 0; i < m_sampler_states.size(); i++)
{
m_sampler_states[i].hex = RenderState::GetPointSamplerState().hex;
StateTracker::GetInstance()->SetSampler(i, g_object_cache->GetPointSampler());
@ -849,10 +602,6 @@ void Renderer::ResetSamplerStates()
g_object_cache->ClearSamplerCache();
}
void Renderer::SetInterlacingMode()
{
}
void Renderer::SetScissorRect(const MathUtil::Rectangle<int>& rc)
{
VkRect2D scissor = {{rc.left, rc.top},
@ -863,14 +612,13 @@ void Renderer::SetScissorRect(const MathUtil::Rectangle<int>& rc)
void Renderer::SetViewport(float x, float y, float width, float height, float near_depth,
float far_depth)
{
VkViewport viewport = {x, y, std::max(width, 1.0f), std::max(height, 1.0f),
near_depth, far_depth};
VkViewport viewport = {x, y, width, height, near_depth, far_depth};
StateTracker::GetInstance()->SetViewport(viewport);
}
void Renderer::Draw(u32 base_vertex, u32 num_vertices)
{
if (StateTracker::GetInstance()->Bind())
if (!StateTracker::GetInstance()->Bind())
return;
vkCmdDraw(g_command_buffer_mgr->GetCurrentCommandBuffer(), num_vertices, 1, base_vertex, 0);
@ -884,4 +632,13 @@ void Renderer::DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex)
vkCmdDrawIndexed(g_command_buffer_mgr->GetCurrentCommandBuffer(), num_indices, 1, base_index,
base_vertex, 0);
}
void Renderer::DispatchComputeShader(const AbstractShader* shader, u32 groups_x, u32 groups_y,
u32 groups_z)
{
StateTracker::GetInstance()->SetComputeShader(static_cast<const VKShader*>(shader));
if (StateTracker::GetInstance()->BindCompute())
vkCmdDispatch(g_command_buffer_mgr->GetCurrentCommandBuffer(), groups_x, groups_y, groups_z);
}
} // namespace Vulkan