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

@ -10,64 +10,53 @@
#include "Common/CommonTypes.h"
#include "VideoBackends/Vulkan/Constants.h"
#include "VideoBackends/Vulkan/ShaderCache.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/RenderBase.h"
namespace Vulkan
{
class VKFramebuffer;
class VKShader;
class VKPipeline;
class VKTexture;
class StreamBuffer;
class VertexFormat;
class StateTracker
{
public:
StateTracker() = default;
~StateTracker() = default;
StateTracker();
~StateTracker();
static StateTracker* GetInstance();
static bool CreateInstance();
static void DestroyInstance();
VkFramebuffer GetFramebuffer() const { return m_framebuffer; }
VKFramebuffer* GetFramebuffer() const { return m_framebuffer; }
const VKPipeline* GetPipeline() const { return m_pipeline; }
void SetVertexBuffer(VkBuffer buffer, VkDeviceSize offset);
void SetIndexBuffer(VkBuffer buffer, VkDeviceSize offset, VkIndexType type);
void SetRenderPass(VkRenderPass load_render_pass, VkRenderPass clear_render_pass);
void SetFramebuffer(VkFramebuffer framebuffer, const VkRect2D& render_area);
void SetFramebuffer(VKFramebuffer* framebuffer);
void SetPipeline(const VKPipeline* pipeline);
void UpdateVertexShaderConstants();
void UpdateGeometryShaderConstants();
void UpdatePixelShaderConstants();
// Updates constants from external data, e.g. utility draws.
void UpdateConstants(const void* data, u32 data_size);
void SetTexture(size_t index, VkImageView view);
void SetSampler(size_t index, VkSampler sampler);
void SetBBoxBuffer(VkBuffer buffer, VkDeviceSize offset, VkDeviceSize range);
void SetComputeShader(const VKShader* shader);
void SetGXUniformBuffer(u32 index, VkBuffer buffer, u32 offset, u32 size);
void SetUtilityUniformBuffer(VkBuffer buffer, u32 offset, u32 size);
void SetTexture(u32 index, VkImageView view);
void SetSampler(u32 index, VkSampler sampler);
void SetSSBO(VkBuffer buffer, VkDeviceSize offset, VkDeviceSize range);
void SetTexelBuffer(u32 index, VkBufferView view);
void SetImageTexture(VkImageView view);
void UnbindTexture(VkImageView view);
// When executing a command buffer, we want to recreate the descriptor set, as it will
// now be in a different pool for the new command buffer.
void InvalidateDescriptorSets();
// Same with the uniforms, as the current storage will belong to the previous command buffer.
void InvalidateConstants();
// Set dirty flags on everything to force re-bind at next draw time.
void SetPendingRebind();
void InvalidateCachedState();
// Ends a render pass if we're currently in one.
// When Bind() is next called, the pass will be restarted.
// Calling this function is allowed even if a pass has not begun.
bool InRenderPass() const { return m_current_render_pass != VK_NULL_HANDLE; }
void BeginRenderPass();
void BeginDiscardRenderPass();
void EndRenderPass();
// Ends the current render pass if it was a clear render pass.
@ -78,53 +67,48 @@ public:
void SetViewport(const VkViewport& viewport);
void SetScissor(const VkRect2D& scissor);
bool Bind(bool rebind_all = false);
// Binds all dirty state to the commmand buffer.
// If this returns false, you should not issue the draw.
bool Bind();
// CPU Access Tracking
// Call after a draw call is made.
void OnDraw();
// Call after CPU access is requested.
void OnCPUEFBAccess();
// Call after an EFB copy to RAM. If true, the current command buffer should be executed.
void OnEFBCopyToRAM();
// Call at the end of a frame.
void OnEndFrame();
// Prevent/allow background command buffer execution.
// Use when queries are active.
void SetBackgroundCommandBufferExecution(bool enabled);
// Binds all dirty compute state to the command buffer.
// If this returns false, you should not dispatch the shader.
bool BindCompute();
// Returns true if the specified rectangle is inside the current render area (used for clears).
bool IsWithinRenderArea(s32 x, s32 y, u32 width, u32 height) const;
private:
// Number of descriptor sets for game draws.
enum
{
NUM_GX_DRAW_DESCRIPTOR_SETS = DESCRIPTOR_SET_BIND_POINT_PIXEL_SHADER_SAMPLERS + 1,
NUM_GX_DRAW_DESCRIPTOR_SETS_SSBO = DESCRIPTOR_SET_BIND_POINT_STORAGE_OR_TEXEL_BUFFER + 1,
NUM_UTILITY_DRAW_DESCRIPTOR_SETS = 2
NUM_GX_DESCRIPTOR_SETS = 3,
NUM_UTILITY_DESCRIPTOR_SETS = 2,
NUM_COMPUTE_DESCRIPTOR_SETS = 1
};
enum DITRY_FLAG : u32
enum DIRTY_FLAG : u32
{
DIRTY_FLAG_VS_UBO = (1 << 0),
DIRTY_FLAG_GS_UBO = (1 << 1),
DIRTY_FLAG_PS_UBO = (1 << 2),
DIRTY_FLAG_PS_SAMPLERS = (1 << 3),
DIRTY_FLAG_PS_SSBO = (1 << 4),
DIRTY_FLAG_DYNAMIC_OFFSETS = (1 << 5),
DIRTY_FLAG_VERTEX_BUFFER = (1 << 6),
DIRTY_FLAG_INDEX_BUFFER = (1 << 7),
DIRTY_FLAG_VIEWPORT = (1 << 8),
DIRTY_FLAG_SCISSOR = (1 << 9),
DIRTY_FLAG_PIPELINE = (1 << 10),
DIRTY_FLAG_DESCRIPTOR_SET_BINDING = (1 << 11),
DIRTY_FLAG_GX_UBOS = (1 << 0),
DIRTY_FLAG_GX_UBO_OFFSETS = (1 << 1),
DIRTY_FLAG_GX_SAMPLERS = (1 << 4),
DIRTY_FLAG_GX_SSBO = (1 << 5),
DIRTY_FLAG_UTILITY_UBO = (1 << 2),
DIRTY_FLAG_UTILITY_UBO_OFFSET = (1 << 3),
DIRTY_FLAG_UTILITY_BINDINGS = (1 << 6),
DIRTY_FLAG_COMPUTE_BINDINGS = (1 << 7),
DIRTY_FLAG_VERTEX_BUFFER = (1 << 8),
DIRTY_FLAG_INDEX_BUFFER = (1 << 9),
DIRTY_FLAG_VIEWPORT = (1 << 10),
DIRTY_FLAG_SCISSOR = (1 << 11),
DIRTY_FLAG_PIPELINE = (1 << 12),
DIRTY_FLAG_COMPUTE_SHADER = (1 << 13),
DIRTY_FLAG_DESCRIPTOR_SETS = (1 << 14),
DIRTY_FLAG_COMPUTE_DESCRIPTOR_SET = (1 << 15),
DIRTY_FLAG_ALL_DESCRIPTOR_SETS = DIRTY_FLAG_VS_UBO | DIRTY_FLAG_GS_UBO | DIRTY_FLAG_PS_UBO |
DIRTY_FLAG_PS_SAMPLERS | DIRTY_FLAG_PS_SSBO
DIRTY_FLAG_ALL_DESCRIPTORS = DIRTY_FLAG_GX_UBOS | DIRTY_FLAG_UTILITY_UBO |
DIRTY_FLAG_GX_SAMPLERS | DIRTY_FLAG_GX_SSBO |
DIRTY_FLAG_UTILITY_BINDINGS | DIRTY_FLAG_COMPUTE_BINDINGS
};
bool Initialize();
@ -136,12 +120,7 @@ private:
bool UpdateDescriptorSet();
bool UpdateGXDescriptorSet();
bool UpdateUtilityDescriptorSet();
// Allocates storage in the uniform buffer of the specified size. If this storage cannot be
// allocated immediately, the current command buffer will be submitted and all stage's
// constants will be re-uploaded. false will be returned in this case, otherwise true.
bool ReserveConstantStorage();
void UploadAllConstants();
bool UpdateComputeDescriptorSet();
// Which bindings/state has to be updated before the next draw.
u32 m_dirty_flags = 0;
@ -155,42 +134,33 @@ private:
// pipeline state
const VKPipeline* m_pipeline = nullptr;
const VKShader* m_compute_shader = nullptr;
// shader bindings
std::array<VkDescriptorSet, NUM_DESCRIPTOR_SET_BIND_POINTS> m_descriptor_sets = {};
struct
{
std::array<VkDescriptorBufferInfo, NUM_UBO_DESCRIPTOR_SET_BINDINGS> uniform_buffer_bindings =
{};
std::array<uint32_t, NUM_UBO_DESCRIPTOR_SET_BINDINGS> uniform_buffer_offsets = {};
std::array<VkDescriptorImageInfo, NUM_PIXEL_SHADER_SAMPLERS> ps_samplers = {};
VkDescriptorBufferInfo ps_ssbo = {};
} m_bindings;
size_t m_uniform_buffer_reserve_size = 0;
u32 m_num_active_descriptor_sets = 0;
u32 m_num_dynamic_offsets = 0;
std::array<VkDescriptorBufferInfo, NUM_UBO_DESCRIPTOR_SET_BINDINGS> gx_ubo_bindings;
std::array<u32, NUM_UBO_DESCRIPTOR_SET_BINDINGS> gx_ubo_offsets;
VkDescriptorBufferInfo utility_ubo_binding;
u32 utility_ubo_offset;
std::array<VkDescriptorImageInfo, NUM_PIXEL_SHADER_SAMPLERS> samplers;
std::array<VkBufferView, NUM_COMPUTE_TEXEL_BUFFERS> texel_buffers;
VkDescriptorBufferInfo ssbo;
VkDescriptorImageInfo image_texture;
} m_bindings = {};
std::array<VkDescriptorSet, NUM_GX_DESCRIPTOR_SETS> m_gx_descriptor_sets = {};
std::array<VkDescriptorSet, NUM_UTILITY_DESCRIPTOR_SETS> m_utility_descriptor_sets = {};
VkDescriptorSet m_compute_descriptor_set = VK_NULL_HANDLE;
// rasterization
VkViewport m_viewport = {0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f};
VkRect2D m_scissor = {{0, 0}, {1, 1}};
// uniform buffers
std::unique_ptr<StreamBuffer> m_uniform_stream_buffer;
std::unique_ptr<VKTexture> m_dummy_texture;
VkFramebuffer m_framebuffer = VK_NULL_HANDLE;
VkRenderPass m_load_render_pass = VK_NULL_HANDLE;
VkRenderPass m_clear_render_pass = VK_NULL_HANDLE;
VKFramebuffer* m_framebuffer = nullptr;
VkRenderPass m_current_render_pass = VK_NULL_HANDLE;
VkRect2D m_framebuffer_size = {};
VkRect2D m_framebuffer_render_area = {};
// CPU access tracking
u32 m_draw_counter = 0;
u32 m_last_efb_copy_draw_counter = 0;
std::vector<u32> m_cpu_accesses_this_frame;
std::vector<u32> m_scheduled_command_buffer_kicks;
bool m_allow_background_execution = true;
};
} // namespace Vulkan