mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 22:09:19 -07:00
1343 lines
52 KiB
C++
1343 lines
52 KiB
C++
// Copyright 2016 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <cassert>
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#include "Common/CommonFuncs.h"
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#include "VideoBackends/Vulkan/CommandBufferManager.h"
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#include "VideoBackends/Vulkan/FramebufferManager.h"
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#include "VideoBackends/Vulkan/ObjectCache.h"
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#include "VideoBackends/Vulkan/StagingTexture2D.h"
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#include "VideoBackends/Vulkan/StateTracker.h"
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#include "VideoBackends/Vulkan/StreamBuffer.h"
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#include "VideoBackends/Vulkan/Texture2D.h"
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#include "VideoBackends/Vulkan/Util.h"
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#include "VideoBackends/Vulkan/VertexFormat.h"
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#include "VideoBackends/Vulkan/VulkanContext.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/VideoConfig.h"
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namespace Vulkan
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{
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// Maximum number of pixels poked in one batch * 6
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constexpr size_t MAX_POKE_VERTICES = 8192;
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constexpr size_t POKE_VERTEX_BUFFER_SIZE = 8 * 1024 * 1024;
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FramebufferManager::FramebufferManager()
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{
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}
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FramebufferManager::~FramebufferManager()
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{
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DestroyEFBFramebuffer();
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DestroyEFBRenderPass();
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DestroyConversionShaders();
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DestroyReadbackFramebuffer();
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DestroyReadbackTextures();
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DestroyReadbackShaders();
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DestroyReadbackRenderPasses();
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DestroyPokeVertexBuffer();
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}
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bool FramebufferManager::Initialize()
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{
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if (!CreateEFBRenderPass())
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{
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PanicAlert("Failed to create EFB render pass");
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return false;
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}
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if (!CreateEFBFramebuffer())
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{
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PanicAlert("Failed to create EFB textures");
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return false;
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}
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if (!CompileConversionShaders())
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{
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PanicAlert("Failed to compile EFB shaders");
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return false;
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}
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if (!CreateReadbackRenderPasses())
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{
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PanicAlert("Failed to create readback render passes");
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return false;
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}
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if (!CompileReadbackShaders())
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{
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PanicAlert("Failed to compile readback shaders");
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return false;
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}
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if (!CreateReadbackTextures())
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{
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PanicAlert("Failed to create readback textures");
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return false;
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}
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if (!CreateReadbackFramebuffer())
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{
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PanicAlert("Failed to create readback framebuffer");
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return false;
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}
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CreatePokeVertexFormat();
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if (!CreatePokeVertexBuffer())
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{
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PanicAlert("Failed to create poke vertex buffer");
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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 FramebufferManager::GetTargetSize(unsigned int* width, unsigned int* height)
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{
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*width = m_efb_width;
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*height = m_efb_height;
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}
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bool FramebufferManager::CreateEFBRenderPass()
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{
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m_efb_samples = static_cast<VkSampleCountFlagBits>(g_ActiveConfig.iMultisamples);
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// render pass for rendering to the efb
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VkAttachmentDescription attachments[] = {
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{0, EFB_COLOR_TEXTURE_FORMAT, m_efb_samples, VK_ATTACHMENT_LOAD_OP_LOAD,
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VK_ATTACHMENT_STORE_OP_STORE, VK_ATTACHMENT_LOAD_OP_DONT_CARE,
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VK_ATTACHMENT_STORE_OP_DONT_CARE, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL},
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{0, EFB_DEPTH_TEXTURE_FORMAT, m_efb_samples, VK_ATTACHMENT_LOAD_OP_LOAD,
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VK_ATTACHMENT_STORE_OP_STORE, VK_ATTACHMENT_LOAD_OP_DONT_CARE,
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VK_ATTACHMENT_STORE_OP_DONT_CARE, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
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VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL}};
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VkAttachmentReference color_attachment_references[] = {
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{0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL}};
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VkAttachmentReference depth_attachment_reference = {
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1, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL};
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VkSubpassDescription subpass_description = {
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0, VK_PIPELINE_BIND_POINT_GRAPHICS, 0, nullptr, 1, color_attachment_references,
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nullptr, &depth_attachment_reference, 0, nullptr};
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VkRenderPassCreateInfo pass_info = {VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO,
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nullptr,
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0,
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static_cast<u32>(ArraySize(attachments)),
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attachments,
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1,
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&subpass_description,
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0,
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nullptr};
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VkResult res = vkCreateRenderPass(g_vulkan_context->GetDevice(), &pass_info, nullptr,
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&m_efb_load_render_pass);
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if (res != VK_SUCCESS)
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{
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LOG_VULKAN_ERROR(res, "vkCreateRenderPass (EFB) failed: ");
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return false;
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}
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// render pass for clearing color/depth on load, as opposed to loading it
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attachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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res = vkCreateRenderPass(g_vulkan_context->GetDevice(), &pass_info, nullptr,
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&m_efb_clear_render_pass);
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if (res != VK_SUCCESS)
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{
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LOG_VULKAN_ERROR(res, "vkCreateRenderPass (EFB) failed: ");
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return false;
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}
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// render pass for resolving depth, since we can't do it with vkCmdResolveImage
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if (m_efb_samples != VK_SAMPLE_COUNT_1_BIT)
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{
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VkAttachmentDescription resolve_attachment = {0,
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EFB_DEPTH_AS_COLOR_TEXTURE_FORMAT,
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VK_SAMPLE_COUNT_1_BIT,
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VK_ATTACHMENT_LOAD_OP_DONT_CARE,
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VK_ATTACHMENT_STORE_OP_STORE,
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VK_ATTACHMENT_LOAD_OP_DONT_CARE,
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VK_ATTACHMENT_STORE_OP_DONT_CARE,
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VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL};
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// Ensure all reads have finished from the resolved texture before overwriting it.
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VkSubpassDependency dependencies[] = {
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{VK_SUBPASS_EXTERNAL, 0, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
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VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_ACCESS_SHADER_READ_BIT,
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VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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VK_DEPENDENCY_BY_REGION_BIT},
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{0, VK_SUBPASS_EXTERNAL, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
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VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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VK_ACCESS_SHADER_READ_BIT, VK_DEPENDENCY_BY_REGION_BIT}};
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subpass_description.pDepthStencilAttachment = nullptr;
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pass_info.pAttachments = &resolve_attachment;
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pass_info.attachmentCount = 1;
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pass_info.dependencyCount = static_cast<u32>(ArraySize(dependencies));
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pass_info.pDependencies = dependencies;
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res = vkCreateRenderPass(g_vulkan_context->GetDevice(), &pass_info, nullptr,
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&m_depth_resolve_render_pass);
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if (res != VK_SUCCESS)
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{
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LOG_VULKAN_ERROR(res, "vkCreateRenderPass (EFB depth resolve) failed: ");
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return false;
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}
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}
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return true;
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}
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void FramebufferManager::DestroyEFBRenderPass()
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{
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if (m_efb_load_render_pass != VK_NULL_HANDLE)
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{
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vkDestroyRenderPass(g_vulkan_context->GetDevice(), m_efb_load_render_pass, nullptr);
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m_efb_load_render_pass = VK_NULL_HANDLE;
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}
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if (m_depth_resolve_render_pass != VK_NULL_HANDLE)
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{
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vkDestroyRenderPass(g_vulkan_context->GetDevice(), m_depth_resolve_render_pass, nullptr);
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m_depth_resolve_render_pass = VK_NULL_HANDLE;
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}
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}
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bool FramebufferManager::CreateEFBFramebuffer()
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{
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m_efb_width = static_cast<u32>(std::max(Renderer::GetTargetWidth(), 1));
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m_efb_height = static_cast<u32>(std::max(Renderer::GetTargetHeight(), 1));
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m_efb_layers = (g_ActiveConfig.iStereoMode != STEREO_OFF) ? 2 : 1;
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INFO_LOG(VIDEO, "EFB size: %ux%ux%u", m_efb_width, m_efb_height, m_efb_layers);
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// Update the static variable in the base class. Why does this even exist?
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FramebufferManagerBase::m_EFBLayers = m_efb_layers;
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// Allocate EFB render targets
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m_efb_color_texture =
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Texture2D::Create(m_efb_width, m_efb_height, 1, m_efb_layers, EFB_COLOR_TEXTURE_FORMAT,
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m_efb_samples, VK_IMAGE_VIEW_TYPE_2D_ARRAY, VK_IMAGE_TILING_OPTIMAL,
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VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT |
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VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
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// We need a second texture to swap with for changing pixel formats
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m_efb_convert_color_texture =
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Texture2D::Create(m_efb_width, m_efb_height, 1, m_efb_layers, EFB_COLOR_TEXTURE_FORMAT,
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m_efb_samples, VK_IMAGE_VIEW_TYPE_2D_ARRAY, VK_IMAGE_TILING_OPTIMAL,
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VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT |
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VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
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m_efb_depth_texture = Texture2D::Create(
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m_efb_width, m_efb_height, 1, m_efb_layers, EFB_DEPTH_TEXTURE_FORMAT, m_efb_samples,
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VK_IMAGE_VIEW_TYPE_2D_ARRAY, VK_IMAGE_TILING_OPTIMAL,
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VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT |
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VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
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if (!m_efb_color_texture || !m_efb_convert_color_texture || !m_efb_depth_texture)
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return false;
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// Create resolved textures if MSAA is on
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if (m_efb_samples != VK_SAMPLE_COUNT_1_BIT)
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{
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m_efb_resolve_color_texture = Texture2D::Create(
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m_efb_width, m_efb_height, 1, m_efb_layers, EFB_COLOR_TEXTURE_FORMAT, VK_SAMPLE_COUNT_1_BIT,
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VK_IMAGE_VIEW_TYPE_2D_ARRAY, VK_IMAGE_TILING_OPTIMAL,
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VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT |
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VK_IMAGE_USAGE_SAMPLED_BIT);
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m_efb_resolve_depth_texture = Texture2D::Create(
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m_efb_width, m_efb_height, 1, m_efb_layers, EFB_DEPTH_AS_COLOR_TEXTURE_FORMAT,
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VK_SAMPLE_COUNT_1_BIT, VK_IMAGE_VIEW_TYPE_2D_ARRAY, VK_IMAGE_TILING_OPTIMAL,
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VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT |
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VK_IMAGE_USAGE_SAMPLED_BIT);
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if (!m_efb_resolve_color_texture || !m_efb_resolve_depth_texture)
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return false;
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VkImageView attachment = m_efb_resolve_depth_texture->GetView();
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VkFramebufferCreateInfo framebuffer_info = {VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO,
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nullptr,
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0,
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m_depth_resolve_render_pass,
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1,
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&attachment,
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m_efb_width,
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m_efb_height,
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m_efb_layers};
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VkResult res = vkCreateFramebuffer(g_vulkan_context->GetDevice(), &framebuffer_info, nullptr,
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&m_depth_resolve_framebuffer);
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if (res != VK_SUCCESS)
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{
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LOG_VULKAN_ERROR(res, "vkCreateFramebuffer failed: ");
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return false;
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}
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}
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VkImageView framebuffer_attachments[] = {
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m_efb_color_texture->GetView(), m_efb_depth_texture->GetView(),
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};
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VkFramebufferCreateInfo framebuffer_info = {VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO,
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nullptr,
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0,
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m_efb_load_render_pass,
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static_cast<u32>(ArraySize(framebuffer_attachments)),
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framebuffer_attachments,
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m_efb_width,
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m_efb_height,
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m_efb_layers};
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VkResult res = vkCreateFramebuffer(g_vulkan_context->GetDevice(), &framebuffer_info, nullptr,
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&m_efb_framebuffer);
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if (res != VK_SUCCESS)
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{
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LOG_VULKAN_ERROR(res, "vkCreateFramebuffer failed: ");
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return false;
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}
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// Create second framebuffer for format conversions
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framebuffer_attachments[0] = m_efb_convert_color_texture->GetView();
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res = vkCreateFramebuffer(g_vulkan_context->GetDevice(), &framebuffer_info, nullptr,
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&m_efb_convert_framebuffer);
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if (res != VK_SUCCESS)
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{
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LOG_VULKAN_ERROR(res, "vkCreateFramebuffer failed: ");
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return false;
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}
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// Transition to state that can be used to clear
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m_efb_color_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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m_efb_depth_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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// Clear the contents of the buffers.
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static const VkClearColorValue clear_color = {{0.0f, 0.0f, 0.0f, 1.0f}};
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static const VkClearDepthStencilValue clear_depth = {0.0f, 0};
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VkImageSubresourceRange clear_color_range = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, m_efb_layers};
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VkImageSubresourceRange clear_depth_range = {VK_IMAGE_ASPECT_DEPTH_BIT, 0, 1, 0, m_efb_layers};
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vkCmdClearColorImage(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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m_efb_color_texture->GetImage(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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&clear_color, 1, &clear_color_range);
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vkCmdClearDepthStencilImage(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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m_efb_depth_texture->GetImage(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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&clear_depth, 1, &clear_depth_range);
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// Transition to color attachment state ready for rendering.
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m_efb_color_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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m_efb_depth_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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return true;
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}
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void FramebufferManager::DestroyEFBFramebuffer()
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{
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if (m_efb_framebuffer != VK_NULL_HANDLE)
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{
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vkDestroyFramebuffer(g_vulkan_context->GetDevice(), m_efb_framebuffer, nullptr);
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m_efb_framebuffer = VK_NULL_HANDLE;
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}
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m_efb_color_texture.reset();
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m_efb_convert_color_texture.reset();
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m_efb_depth_texture.reset();
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m_efb_resolve_color_texture.reset();
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m_efb_resolve_depth_texture.reset();
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}
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void FramebufferManager::ResizeEFBTextures()
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{
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DestroyEFBFramebuffer();
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if (!CreateEFBFramebuffer())
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PanicAlert("Failed to create EFB textures");
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}
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void FramebufferManager::RecreateRenderPass()
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{
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DestroyEFBRenderPass();
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if (!CreateEFBRenderPass())
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PanicAlert("Failed to create EFB render pass");
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}
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void FramebufferManager::RecompileShaders()
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{
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DestroyConversionShaders();
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if (!CompileConversionShaders())
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PanicAlert("Failed to compile EFB shaders");
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DestroyReadbackShaders();
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if (!CompileReadbackShaders())
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PanicAlert("Failed to compile readback shaders");
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}
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void FramebufferManager::ReinterpretPixelData(int convtype)
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{
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VkShaderModule pixel_shader = VK_NULL_HANDLE;
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if (convtype == 0)
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{
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pixel_shader = m_ps_rgb8_to_rgba6;
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}
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else if (convtype == 2)
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{
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pixel_shader = m_ps_rgba6_to_rgb8;
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}
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else
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{
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ERROR_LOG(VIDEO, "Unhandled reinterpret pixel data %d", convtype);
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return;
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}
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// Transition EFB color buffer to shader resource, and the convert buffer to color attachment.
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m_efb_color_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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m_efb_convert_color_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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g_object_cache->GetStandardPipelineLayout(), m_efb_load_render_pass,
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g_object_cache->GetScreenQuadVertexShader(),
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g_object_cache->GetScreenQuadGeometryShader(), pixel_shader);
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RasterizationState rs_state = Util::GetNoCullRasterizationState();
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rs_state.samples = m_efb_samples;
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rs_state.per_sample_shading = g_ActiveConfig.bSSAA ? VK_TRUE : VK_FALSE;
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draw.SetRasterizationState(rs_state);
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VkRect2D region = {{0, 0}, {m_efb_width, m_efb_height}};
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draw.BeginRenderPass(m_efb_convert_framebuffer, region);
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draw.SetPSSampler(0, m_efb_color_texture->GetView(), g_object_cache->GetPointSampler());
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draw.SetViewportAndScissor(0, 0, m_efb_width, m_efb_height);
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draw.DrawWithoutVertexBuffer(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, 4);
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draw.EndRenderPass();
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// Swap EFB texture pointers
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std::swap(m_efb_color_texture, m_efb_convert_color_texture);
|
|
std::swap(m_efb_framebuffer, m_efb_convert_framebuffer);
|
|
}
|
|
|
|
Texture2D* FramebufferManager::ResolveEFBColorTexture(StateTracker* state_tracker,
|
|
const VkRect2D& region)
|
|
{
|
|
// Return the normal EFB texture if multisampling is off.
|
|
if (m_efb_samples == VK_SAMPLE_COUNT_1_BIT)
|
|
return m_efb_color_texture.get();
|
|
|
|
// Can't resolve within a render pass.
|
|
state_tracker->EndRenderPass();
|
|
|
|
// Resolving is considered to be a transfer operation.
|
|
m_efb_color_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
|
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
|
|
m_efb_resolve_color_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
|
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
|
|
|
|
// Resolve to our already-created texture.
|
|
VkImageResolve resolve = {
|
|
{VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, m_efb_layers}, // VkImageSubresourceLayers srcSubresource
|
|
{region.offset.x, region.offset.y, 0}, // VkOffset3D srcOffset
|
|
{VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, m_efb_layers}, // VkImageSubresourceLayers dstSubresource
|
|
{region.offset.x, region.offset.y, 0}, // VkOffset3D dstOffset
|
|
{region.extent.width, region.extent.height, m_efb_layers} // VkExtent3D extent
|
|
};
|
|
vkCmdResolveImage(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
|
m_efb_color_texture->GetImage(), VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
|
|
m_efb_resolve_color_texture->GetImage(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
|
|
1, &resolve);
|
|
|
|
// Restore MSAA texture ready for rendering again
|
|
m_efb_color_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
|
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
|
|
return m_efb_resolve_color_texture.get();
|
|
}
|
|
|
|
Texture2D* FramebufferManager::ResolveEFBDepthTexture(StateTracker* state_tracker,
|
|
const VkRect2D& region)
|
|
{
|
|
// Return the normal EFB texture if multisampling is off.
|
|
if (m_efb_samples == VK_SAMPLE_COUNT_1_BIT)
|
|
return m_efb_depth_texture.get();
|
|
|
|
// Can't resolve within a render pass.
|
|
state_tracker->EndRenderPass();
|
|
|
|
m_efb_depth_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
|
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
|
|
|
// Draw using resolve shader to write the minimum depth of all samples to the resolve texture.
|
|
UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
|
g_object_cache->GetStandardPipelineLayout(), m_depth_resolve_render_pass,
|
|
g_object_cache->GetScreenQuadVertexShader(),
|
|
g_object_cache->GetScreenQuadGeometryShader(), m_ps_depth_resolve);
|
|
draw.BeginRenderPass(m_depth_resolve_framebuffer, region);
|
|
draw.SetPSSampler(0, m_efb_depth_texture->GetView(), g_object_cache->GetPointSampler());
|
|
draw.SetViewportAndScissor(region.offset.x, region.offset.y, region.extent.width,
|
|
region.extent.height);
|
|
draw.DrawWithoutVertexBuffer(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, 4);
|
|
draw.EndRenderPass();
|
|
|
|
// Restore MSAA texture ready for rendering again
|
|
m_efb_depth_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
|
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
|
|
|
|
// Render pass transitions to shader resource.
|
|
m_efb_resolve_depth_texture->OverrideImageLayout(VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
|
return m_efb_resolve_depth_texture.get();
|
|
}
|
|
|
|
bool FramebufferManager::CompileConversionShaders()
|
|
{
|
|
static const char RGB8_TO_RGBA6_SHADER_SOURCE[] = R"(
|
|
#if MSAA_ENABLED
|
|
SAMPLER_BINDING(0) uniform sampler2DMSArray samp0;
|
|
#else
|
|
SAMPLER_BINDING(0) uniform sampler2DArray samp0;
|
|
#endif
|
|
layout(location = 0) in vec3 uv0;
|
|
layout(location = 0) out vec4 ocol0;
|
|
|
|
void main()
|
|
{
|
|
int layer = 0;
|
|
#if EFB_LAYERS > 1
|
|
layer = int(uv0.z);
|
|
#endif
|
|
|
|
ivec3 coords = ivec3(gl_FragCoord.xy, layer);
|
|
|
|
vec4 val;
|
|
#if !MSAA_ENABLED
|
|
// No MSAA - just load the first (and only) sample
|
|
val = texelFetch(samp0, coords, 0);
|
|
#elif SSAA_ENABLED
|
|
// Sample shading, shader runs once per sample
|
|
val = texelFetch(samp0, coords, gl_SampleID);
|
|
#else
|
|
// MSAA without sample shading, average out all samples.
|
|
val = vec4(0, 0, 0, 0);
|
|
for (int i = 0; i < MSAA_SAMPLES; i++)
|
|
val += texelFetch(samp0, coords, i);
|
|
val /= float(MSAA_SAMPLES);
|
|
#endif
|
|
|
|
ivec4 src8 = ivec4(round(val * 255.f));
|
|
ivec4 dst6;
|
|
dst6.r = src8.r >> 2;
|
|
dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);
|
|
dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);
|
|
dst6.a = src8.b & 0x3F;
|
|
|
|
ocol0 = float4(dst6) / 63.f;
|
|
}
|
|
)";
|
|
|
|
static const char RGBA6_TO_RGB8_SHADER_SOURCE[] = R"(
|
|
#if MSAA_ENABLED
|
|
SAMPLER_BINDING(0) uniform sampler2DMSArray samp0;
|
|
#else
|
|
SAMPLER_BINDING(0) uniform sampler2DArray samp0;
|
|
#endif
|
|
layout(location = 0) in vec3 uv0;
|
|
layout(location = 0) out vec4 ocol0;
|
|
|
|
void main()
|
|
{
|
|
int layer = 0;
|
|
#if EFB_LAYERS > 1
|
|
layer = int(uv0.z);
|
|
#endif
|
|
|
|
ivec3 coords = ivec3(gl_FragCoord.xy, layer);
|
|
|
|
vec4 val;
|
|
#if !MSAA_ENABLED
|
|
// No MSAA - just load the first (and only) sample
|
|
val = texelFetch(samp0, coords, 0);
|
|
#elif SSAA_ENABLED
|
|
// Sample shading, shader runs once per sample
|
|
val = texelFetch(samp0, coords, gl_SampleID);
|
|
#else
|
|
// MSAA without sample shading, average out all samples.
|
|
val = vec4(0, 0, 0, 0);
|
|
for (int i = 0; i < MSAA_SAMPLES; i++)
|
|
val += texelFetch(samp0, coords, i);
|
|
val /= float(MSAA_SAMPLES);
|
|
#endif
|
|
|
|
ivec4 src6 = ivec4(round(val * 63.f));
|
|
ivec4 dst8;
|
|
dst8.r = (src6.r << 2) | (src6.g >> 4);
|
|
dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);
|
|
dst8.b = ((src6.b & 0x3) << 6) | src6.a;
|
|
dst8.a = 255;
|
|
|
|
ocol0 = float4(dst8) / 255.f;
|
|
}
|
|
)";
|
|
|
|
static const char DEPTH_RESOLVE_SHADER_SOURCE[] = R"(
|
|
SAMPLER_BINDING(0) uniform sampler2DMSArray samp0;
|
|
layout(location = 0) in vec3 uv0;
|
|
layout(location = 0) out float ocol0;
|
|
|
|
void main()
|
|
{
|
|
int layer = 0;
|
|
#if EFB_LAYERS > 1
|
|
layer = int(uv0.z);
|
|
#endif
|
|
|
|
// gl_FragCoord is in window coordinates, and we're rendering to
|
|
// the same rectangle in the resolve texture.
|
|
ivec3 coords = ivec3(gl_FragCoord.xy, layer);
|
|
|
|
// Take the minimum of all depth samples.
|
|
ocol0 = texelFetch(samp0, coords, 0).r;
|
|
for (int i = 1; i < MSAA_SAMPLES; i++)
|
|
ocol0 = min(ocol0, texelFetch(samp0, coords, i).r);
|
|
}
|
|
)";
|
|
|
|
std::string header = g_object_cache->GetUtilityShaderHeader();
|
|
DestroyConversionShaders();
|
|
|
|
m_ps_rgb8_to_rgba6 = Util::CompileAndCreateFragmentShader(header + RGB8_TO_RGBA6_SHADER_SOURCE);
|
|
m_ps_rgba6_to_rgb8 = Util::CompileAndCreateFragmentShader(header + RGBA6_TO_RGB8_SHADER_SOURCE);
|
|
if (m_efb_samples != VK_SAMPLE_COUNT_1_BIT)
|
|
m_ps_depth_resolve = Util::CompileAndCreateFragmentShader(header + DEPTH_RESOLVE_SHADER_SOURCE);
|
|
|
|
return (m_ps_rgba6_to_rgb8 != VK_NULL_HANDLE && m_ps_rgb8_to_rgba6 != VK_NULL_HANDLE &&
|
|
(m_efb_samples == VK_SAMPLE_COUNT_1_BIT || m_ps_depth_resolve != VK_NULL_HANDLE));
|
|
}
|
|
|
|
void FramebufferManager::DestroyConversionShaders()
|
|
{
|
|
auto DestroyShader = [this](VkShaderModule& shader) {
|
|
if (shader != VK_NULL_HANDLE)
|
|
{
|
|
vkDestroyShaderModule(g_vulkan_context->GetDevice(), shader, nullptr);
|
|
shader = VK_NULL_HANDLE;
|
|
}
|
|
};
|
|
|
|
DestroyShader(m_ps_rgb8_to_rgba6);
|
|
DestroyShader(m_ps_rgba6_to_rgb8);
|
|
DestroyShader(m_ps_depth_resolve);
|
|
}
|
|
|
|
u32 FramebufferManager::PeekEFBColor(StateTracker* state_tracker, u32 x, u32 y)
|
|
{
|
|
if (!m_color_readback_texture_valid && !PopulateColorReadbackTexture(state_tracker))
|
|
return 0;
|
|
|
|
u32 value;
|
|
m_color_readback_texture->ReadTexel(x, y, &value, sizeof(value));
|
|
return value;
|
|
}
|
|
|
|
bool FramebufferManager::PopulateColorReadbackTexture(StateTracker* state_tracker)
|
|
{
|
|
// Can't be in our normal render pass.
|
|
state_tracker->EndRenderPass();
|
|
state_tracker->OnReadback();
|
|
|
|
// Issue a copy from framebuffer -> copy texture if we have >1xIR or MSAA on.
|
|
VkRect2D src_region = {{0, 0}, {m_efb_width, m_efb_height}};
|
|
Texture2D* src_texture = m_efb_color_texture.get();
|
|
VkImageAspectFlags src_aspect = VK_IMAGE_ASPECT_COLOR_BIT;
|
|
if (m_efb_samples > 1)
|
|
src_texture = ResolveEFBColorTexture(state_tracker, src_region);
|
|
|
|
if (m_efb_width != EFB_WIDTH || m_efb_height != EFB_HEIGHT)
|
|
{
|
|
UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
|
g_object_cache->GetStandardPipelineLayout(), m_copy_color_render_pass,
|
|
g_object_cache->GetScreenQuadVertexShader(), VK_NULL_HANDLE,
|
|
m_copy_color_shader);
|
|
|
|
VkRect2D rect = {{0, 0}, {EFB_WIDTH, EFB_HEIGHT}};
|
|
draw.BeginRenderPass(m_color_copy_framebuffer, rect);
|
|
|
|
// Transition EFB to shader read before drawing.
|
|
src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
|
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
|
draw.SetPSSampler(0, src_texture->GetView(), g_object_cache->GetPointSampler());
|
|
draw.SetViewportAndScissor(0, 0, EFB_WIDTH, EFB_HEIGHT);
|
|
draw.DrawWithoutVertexBuffer(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, 4);
|
|
draw.EndRenderPass();
|
|
|
|
// Restore EFB to color attachment, since we're done with it.
|
|
if (src_texture == m_efb_color_texture.get())
|
|
{
|
|
src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
|
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
|
|
}
|
|
|
|
// Use this as a source texture now.
|
|
m_color_copy_texture->OverrideImageLayout(VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
|
|
src_texture = m_color_copy_texture.get();
|
|
}
|
|
|
|
// Copy from EFB or copy texture to staging texture.
|
|
src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
|
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
|
|
m_color_readback_texture->CopyFromImage(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
|
src_texture->GetImage(), src_aspect, 0, 0, EFB_WIDTH,
|
|
EFB_HEIGHT, 0, 0);
|
|
|
|
// Restore original layout if we used the EFB as a source.
|
|
if (src_texture == m_efb_color_texture.get())
|
|
{
|
|
src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
|
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
|
|
}
|
|
|
|
// Wait until the copy is complete.
|
|
g_command_buffer_mgr->ExecuteCommandBuffer(false, true);
|
|
state_tracker->InvalidateDescriptorSets();
|
|
state_tracker->SetPendingRebind();
|
|
|
|
// Map to host memory.
|
|
if (!m_color_readback_texture->IsMapped() && !m_color_readback_texture->Map())
|
|
return false;
|
|
|
|
m_color_readback_texture_valid = true;
|
|
return true;
|
|
}
|
|
|
|
float FramebufferManager::PeekEFBDepth(StateTracker* state_tracker, u32 x, u32 y)
|
|
{
|
|
if (!m_depth_readback_texture_valid && !PopulateDepthReadbackTexture(state_tracker))
|
|
return 0.0f;
|
|
|
|
float value;
|
|
m_depth_readback_texture->ReadTexel(x, y, &value, sizeof(value));
|
|
return value;
|
|
}
|
|
|
|
bool FramebufferManager::PopulateDepthReadbackTexture(StateTracker* state_tracker)
|
|
{
|
|
// Can't be in our normal render pass.
|
|
state_tracker->EndRenderPass();
|
|
state_tracker->OnReadback();
|
|
|
|
// Issue a copy from framebuffer -> copy texture if we have >1xIR or MSAA on.
|
|
VkRect2D src_region = {{0, 0}, {m_efb_width, m_efb_height}};
|
|
Texture2D* src_texture = m_efb_depth_texture.get();
|
|
VkImageAspectFlags src_aspect = VK_IMAGE_ASPECT_DEPTH_BIT;
|
|
if (m_efb_samples > 1)
|
|
{
|
|
// EFB depth resolves are written out as color textures
|
|
src_texture = ResolveEFBDepthTexture(state_tracker, src_region);
|
|
src_aspect = VK_IMAGE_ASPECT_COLOR_BIT;
|
|
}
|
|
if (m_efb_width != EFB_WIDTH || m_efb_height != EFB_HEIGHT)
|
|
{
|
|
UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
|
g_object_cache->GetStandardPipelineLayout(), m_copy_depth_render_pass,
|
|
g_object_cache->GetScreenQuadVertexShader(), VK_NULL_HANDLE,
|
|
m_copy_depth_shader);
|
|
|
|
VkRect2D rect = {{0, 0}, {EFB_WIDTH, EFB_HEIGHT}};
|
|
draw.BeginRenderPass(m_depth_copy_framebuffer, rect);
|
|
|
|
// Transition EFB to shader read before drawing.
|
|
src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
|
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
|
draw.SetPSSampler(0, src_texture->GetView(), g_object_cache->GetPointSampler());
|
|
draw.SetViewportAndScissor(0, 0, EFB_WIDTH, EFB_HEIGHT);
|
|
draw.DrawWithoutVertexBuffer(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, 4);
|
|
draw.EndRenderPass();
|
|
|
|
// Restore EFB to depth attachment, since we're done with it.
|
|
if (src_texture == m_efb_depth_texture.get())
|
|
{
|
|
src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
|
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
|
|
}
|
|
|
|
// Use this as a source texture now.
|
|
m_depth_copy_texture->OverrideImageLayout(VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
|
|
src_texture = m_depth_copy_texture.get();
|
|
src_aspect = VK_IMAGE_ASPECT_COLOR_BIT;
|
|
}
|
|
|
|
// Copy from EFB or copy texture to staging texture.
|
|
src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
|
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
|
|
m_depth_readback_texture->CopyFromImage(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
|
src_texture->GetImage(), src_aspect, 0, 0, EFB_WIDTH,
|
|
EFB_HEIGHT, 0, 0);
|
|
|
|
// Restore original layout if we used the EFB as a source.
|
|
if (src_texture == m_efb_depth_texture.get())
|
|
{
|
|
src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
|
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
|
|
}
|
|
|
|
// Wait until the copy is complete.
|
|
g_command_buffer_mgr->ExecuteCommandBuffer(false, true);
|
|
state_tracker->InvalidateDescriptorSets();
|
|
state_tracker->SetPendingRebind();
|
|
|
|
// Map to host memory.
|
|
if (!m_depth_readback_texture->IsMapped() && !m_depth_readback_texture->Map())
|
|
return false;
|
|
|
|
m_depth_readback_texture_valid = true;
|
|
return true;
|
|
}
|
|
|
|
void FramebufferManager::InvalidatePeekCache()
|
|
{
|
|
m_color_readback_texture_valid = false;
|
|
m_depth_readback_texture_valid = false;
|
|
}
|
|
|
|
bool FramebufferManager::CreateReadbackRenderPasses()
|
|
{
|
|
VkAttachmentDescription copy_attachment = {
|
|
0, // VkAttachmentDescriptionFlags flags
|
|
EFB_COLOR_TEXTURE_FORMAT, // VkFormat format
|
|
VK_SAMPLE_COUNT_1_BIT, // VkSampleCountFlagBits samples
|
|
VK_ATTACHMENT_LOAD_OP_DONT_CARE, // VkAttachmentLoadOp loadOp
|
|
VK_ATTACHMENT_STORE_OP_STORE, // VkAttachmentStoreOp storeOp
|
|
VK_ATTACHMENT_LOAD_OP_DONT_CARE, // VkAttachmentLoadOp stencilLoadOp
|
|
VK_ATTACHMENT_STORE_OP_DONT_CARE, // VkAttachmentStoreOp stencilStoreOp
|
|
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, // VkImageLayout initialLayout
|
|
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL // VkImageLayout finalLayout
|
|
};
|
|
VkAttachmentReference copy_attachment_ref = {
|
|
0, // uint32_t attachment
|
|
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL // VkImageLayout layout
|
|
};
|
|
VkSubpassDescription copy_subpass = {
|
|
0, // VkSubpassDescriptionFlags flags
|
|
VK_PIPELINE_BIND_POINT_GRAPHICS, // VkPipelineBindPoint pipelineBindPoint
|
|
0, // uint32_t inputAttachmentCount
|
|
nullptr, // const VkAttachmentReference* pInputAttachments
|
|
1, // uint32_t colorAttachmentCount
|
|
©_attachment_ref, // const VkAttachmentReference* pColorAttachments
|
|
nullptr, // const VkAttachmentReference* pResolveAttachments
|
|
nullptr, // const VkAttachmentReference* pDepthStencilAttachment
|
|
0, // uint32_t preserveAttachmentCount
|
|
nullptr // const uint32_t* pPreserveAttachments
|
|
};
|
|
VkSubpassDependency copy_dependency = {
|
|
0,
|
|
VK_SUBPASS_EXTERNAL,
|
|
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
|
|
VK_PIPELINE_STAGE_TRANSFER_BIT,
|
|
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
|
|
VK_ACCESS_TRANSFER_READ_BIT,
|
|
VK_DEPENDENCY_BY_REGION_BIT};
|
|
VkRenderPassCreateInfo copy_pass = {
|
|
VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO, // VkStructureType sType
|
|
nullptr, // const void* pNext
|
|
0, // VkRenderPassCreateFlags flags
|
|
1, // uint32_t attachmentCount
|
|
©_attachment, // const VkAttachmentDescription* pAttachments
|
|
1, // uint32_t subpassCount
|
|
©_subpass, // const VkSubpassDescription* pSubpasses
|
|
1, // uint32_t dependencyCount
|
|
©_dependency // const VkSubpassDependency* pDependencies
|
|
};
|
|
|
|
VkResult res = vkCreateRenderPass(g_vulkan_context->GetDevice(), ©_pass, nullptr,
|
|
&m_copy_color_render_pass);
|
|
if (res != VK_SUCCESS)
|
|
{
|
|
LOG_VULKAN_ERROR(res, "vkCreateRenderPass failed: ");
|
|
return false;
|
|
}
|
|
|
|
// Depth is similar to copy, just a different format.
|
|
copy_attachment.format = EFB_DEPTH_AS_COLOR_TEXTURE_FORMAT;
|
|
res = vkCreateRenderPass(g_vulkan_context->GetDevice(), ©_pass, nullptr,
|
|
&m_copy_depth_render_pass);
|
|
if (res != VK_SUCCESS)
|
|
{
|
|
LOG_VULKAN_ERROR(res, "vkCreateRenderPass failed: ");
|
|
return false;
|
|
}
|
|
|
|
// Some devices don't support point sizes >1 (e.g. Adreno).
|
|
// If we can't use a point size above our maximum IR, use triangles instead.
|
|
// This means a 6x increase in the size of the vertices, though.
|
|
if (!g_vulkan_context->GetDeviceFeatures().largePoints ||
|
|
g_vulkan_context->GetDeviceLimits().pointSizeGranularity > 1 ||
|
|
g_vulkan_context->GetDeviceLimits().pointSizeRange[0] > 1 ||
|
|
g_vulkan_context->GetDeviceLimits().pointSizeRange[1] < 16)
|
|
{
|
|
m_poke_primitive_topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP;
|
|
}
|
|
else
|
|
{
|
|
// Points should be okay.
|
|
m_poke_primitive_topology = VK_PRIMITIVE_TOPOLOGY_POINT_LIST;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void FramebufferManager::DestroyReadbackRenderPasses()
|
|
{
|
|
if (m_copy_color_render_pass != VK_NULL_HANDLE)
|
|
vkDestroyRenderPass(g_vulkan_context->GetDevice(), m_copy_color_render_pass, nullptr);
|
|
if (m_copy_depth_render_pass != VK_NULL_HANDLE)
|
|
vkDestroyRenderPass(g_vulkan_context->GetDevice(), m_copy_depth_render_pass, nullptr);
|
|
}
|
|
|
|
bool FramebufferManager::CompileReadbackShaders()
|
|
{
|
|
std::string source;
|
|
|
|
// TODO: Use input attachment here instead?
|
|
// TODO: MSAA resolve in shader.
|
|
static const char COPY_COLOR_SHADER_SOURCE[] = R"(
|
|
SAMPLER_BINDING(0) uniform sampler2DArray samp0;
|
|
layout(location = 0) in vec3 uv0;
|
|
layout(location = 0) out vec4 ocol0;
|
|
void main()
|
|
{
|
|
ocol0 = texture(samp0, uv0);
|
|
}
|
|
)";
|
|
|
|
static const char COPY_DEPTH_SHADER_SOURCE[] = R"(
|
|
SAMPLER_BINDING(0) uniform sampler2DArray samp0;
|
|
layout(location = 0) in vec3 uv0;
|
|
layout(location = 0) out float ocol0;
|
|
void main()
|
|
{
|
|
ocol0 = texture(samp0, uv0).r;
|
|
}
|
|
)";
|
|
|
|
source = g_object_cache->GetUtilityShaderHeader() + COPY_COLOR_SHADER_SOURCE;
|
|
m_copy_color_shader = Util::CompileAndCreateFragmentShader(source);
|
|
|
|
source = g_object_cache->GetUtilityShaderHeader() + COPY_DEPTH_SHADER_SOURCE;
|
|
m_copy_depth_shader = Util::CompileAndCreateFragmentShader(source);
|
|
|
|
return m_copy_color_shader != VK_NULL_HANDLE && m_copy_depth_shader != VK_NULL_HANDLE;
|
|
}
|
|
|
|
void FramebufferManager::DestroyReadbackShaders()
|
|
{
|
|
if (m_copy_color_shader != VK_NULL_HANDLE)
|
|
{
|
|
vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_copy_color_shader, nullptr);
|
|
m_copy_color_shader = VK_NULL_HANDLE;
|
|
}
|
|
if (m_copy_depth_shader != VK_NULL_HANDLE)
|
|
{
|
|
vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_copy_depth_shader, nullptr);
|
|
m_copy_depth_shader = VK_NULL_HANDLE;
|
|
}
|
|
}
|
|
|
|
bool FramebufferManager::CreateReadbackTextures()
|
|
{
|
|
m_color_copy_texture =
|
|
Texture2D::Create(EFB_WIDTH, EFB_HEIGHT, 1, 1, EFB_COLOR_TEXTURE_FORMAT,
|
|
VK_SAMPLE_COUNT_1_BIT, VK_IMAGE_VIEW_TYPE_2D, VK_IMAGE_TILING_OPTIMAL,
|
|
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT |
|
|
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT);
|
|
|
|
m_color_readback_texture = StagingTexture2D::Create(STAGING_BUFFER_TYPE_READBACK, EFB_WIDTH,
|
|
EFB_HEIGHT, EFB_COLOR_TEXTURE_FORMAT);
|
|
if (!m_color_copy_texture || !m_color_readback_texture)
|
|
{
|
|
ERROR_LOG(VIDEO, "Failed to create EFB color readback texture");
|
|
return false;
|
|
}
|
|
|
|
m_depth_copy_texture =
|
|
Texture2D::Create(EFB_WIDTH, EFB_HEIGHT, 1, 1, EFB_DEPTH_AS_COLOR_TEXTURE_FORMAT,
|
|
VK_SAMPLE_COUNT_1_BIT, VK_IMAGE_VIEW_TYPE_2D, VK_IMAGE_TILING_OPTIMAL,
|
|
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT |
|
|
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT);
|
|
|
|
// We can't copy to/from color<->depth formats, so using a linear texture is not an option here.
|
|
// TODO: Investigate if vkCmdBlitImage can be used. The documentation isn't that clear.
|
|
m_depth_readback_texture = StagingTexture2DBuffer::Create(STAGING_BUFFER_TYPE_READBACK, EFB_WIDTH,
|
|
EFB_HEIGHT, EFB_DEPTH_TEXTURE_FORMAT);
|
|
if (!m_depth_copy_texture || !m_depth_readback_texture)
|
|
{
|
|
ERROR_LOG(VIDEO, "Failed to create EFB depth readback texture");
|
|
return false;
|
|
}
|
|
|
|
// With Vulkan, we can leave these textures mapped and use invalidate/flush calls instead.
|
|
if (!m_color_readback_texture->Map() || !m_depth_readback_texture->Map())
|
|
{
|
|
ERROR_LOG(VIDEO, "Failed to map EFB readback textures");
|
|
return false;
|
|
}
|
|
|
|
// Transition to TRANSFER_SRC, as this is expected by the render pass.
|
|
m_color_copy_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),
|
|
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
|
|
m_depth_copy_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),
|
|
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
|
|
|
|
return true;
|
|
}
|
|
|
|
void FramebufferManager::DestroyReadbackTextures()
|
|
{
|
|
m_color_copy_texture.reset();
|
|
m_color_readback_texture.reset();
|
|
m_color_readback_texture_valid = false;
|
|
m_depth_copy_texture.reset();
|
|
m_depth_readback_texture.reset();
|
|
m_depth_readback_texture_valid = false;
|
|
}
|
|
|
|
bool FramebufferManager::CreateReadbackFramebuffer()
|
|
{
|
|
VkImageView framebuffer_attachment = m_color_copy_texture->GetView();
|
|
VkFramebufferCreateInfo framebuffer_info = {
|
|
VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO, // VkStructureType sType
|
|
nullptr, // const void* pNext
|
|
0, // VkFramebufferCreateFlags flags
|
|
m_copy_color_render_pass, // VkRenderPass renderPass
|
|
1, // uint32_t attachmentCount
|
|
&framebuffer_attachment, // const VkImageView* pAttachments
|
|
EFB_WIDTH, // uint32_t width
|
|
EFB_HEIGHT, // uint32_t height
|
|
1 // uint32_t layers
|
|
};
|
|
VkResult res = vkCreateFramebuffer(g_vulkan_context->GetDevice(), &framebuffer_info, nullptr,
|
|
&m_color_copy_framebuffer);
|
|
if (res != VK_SUCCESS)
|
|
{
|
|
LOG_VULKAN_ERROR(res, "vkCreateFramebuffer failed: ");
|
|
return false;
|
|
}
|
|
|
|
// Swap for depth
|
|
framebuffer_info.renderPass = m_copy_depth_render_pass;
|
|
framebuffer_attachment = m_depth_copy_texture->GetView();
|
|
res = vkCreateFramebuffer(g_vulkan_context->GetDevice(), &framebuffer_info, nullptr,
|
|
&m_depth_copy_framebuffer);
|
|
if (res != VK_SUCCESS)
|
|
{
|
|
LOG_VULKAN_ERROR(res, "vkCreateFramebuffer failed: ");
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void FramebufferManager::DestroyReadbackFramebuffer()
|
|
{
|
|
if (m_color_copy_framebuffer != VK_NULL_HANDLE)
|
|
{
|
|
vkDestroyFramebuffer(g_vulkan_context->GetDevice(), m_color_copy_framebuffer, nullptr);
|
|
m_color_copy_framebuffer = VK_NULL_HANDLE;
|
|
}
|
|
if (m_depth_copy_framebuffer != VK_NULL_HANDLE)
|
|
{
|
|
vkDestroyFramebuffer(g_vulkan_context->GetDevice(), m_depth_copy_framebuffer, nullptr);
|
|
m_depth_copy_framebuffer = VK_NULL_HANDLE;
|
|
}
|
|
}
|
|
|
|
void FramebufferManager::PokeEFBColor(StateTracker* state_tracker, u32 x, u32 y, u32 color)
|
|
{
|
|
// Flush if we exceeded the number of vertices per batch.
|
|
if ((m_color_poke_vertices.size() + 6) > MAX_POKE_VERTICES)
|
|
FlushEFBPokes(state_tracker);
|
|
|
|
CreatePokeVertices(&m_color_poke_vertices, x, y, 0.0f, color);
|
|
|
|
// Update the peek cache if it's valid, since we know the color of the pixel now.
|
|
if (m_color_readback_texture_valid)
|
|
m_color_readback_texture->WriteTexel(x, y, &color, sizeof(color));
|
|
}
|
|
|
|
void FramebufferManager::PokeEFBDepth(StateTracker* state_tracker, u32 x, u32 y, float depth)
|
|
{
|
|
// Flush if we exceeded the number of vertices per batch.
|
|
if ((m_color_poke_vertices.size() + 6) > MAX_POKE_VERTICES)
|
|
FlushEFBPokes(state_tracker);
|
|
|
|
CreatePokeVertices(&m_depth_poke_vertices, x, y, depth, 0);
|
|
|
|
// Update the peek cache if it's valid, since we know the color of the pixel now.
|
|
if (m_depth_readback_texture_valid)
|
|
m_depth_readback_texture->WriteTexel(x, y, &depth, sizeof(depth));
|
|
}
|
|
|
|
void FramebufferManager::CreatePokeVertices(std::vector<EFBPokeVertex>* destination_list, u32 x,
|
|
u32 y, float z, u32 color)
|
|
{
|
|
// Some devices don't support point sizes >1 (e.g. Adreno).
|
|
if (m_poke_primitive_topology == VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP)
|
|
{
|
|
// generate quad from the single point (clip-space coordinates)
|
|
float x1 = float(x) * 2.0f / EFB_WIDTH - 1.0f;
|
|
float y1 = float(y) * 2.0f / EFB_HEIGHT - 1.0f;
|
|
float x2 = float(x + 1) * 2.0f / EFB_WIDTH - 1.0f;
|
|
float y2 = float(y + 1) * 2.0f / EFB_HEIGHT - 1.0f;
|
|
destination_list->push_back({{x1, y1, z, 1.0f}, color});
|
|
destination_list->push_back({{x2, y1, z, 1.0f}, color});
|
|
destination_list->push_back({{x1, y2, z, 1.0f}, color});
|
|
destination_list->push_back({{x1, y2, z, 1.0f}, color});
|
|
destination_list->push_back({{x2, y1, z, 1.0f}, color});
|
|
destination_list->push_back({{x2, y2, z, 1.0f}, color});
|
|
}
|
|
else
|
|
{
|
|
// GPU will expand the point to a quad.
|
|
float cs_x = float(x) * 2.0f / EFB_WIDTH - 1.0f;
|
|
float cs_y = float(y) * 2.0f / EFB_HEIGHT - 1.0f;
|
|
float point_size = m_efb_width / static_cast<float>(EFB_WIDTH);
|
|
destination_list->push_back({{cs_x, cs_y, z, point_size}, color});
|
|
}
|
|
}
|
|
|
|
void FramebufferManager::FlushEFBPokes(StateTracker* state_tracker)
|
|
{
|
|
if (!m_color_poke_vertices.empty())
|
|
{
|
|
DrawPokeVertices(state_tracker, m_color_poke_vertices.data(), m_color_poke_vertices.size(),
|
|
true, false);
|
|
|
|
m_color_poke_vertices.clear();
|
|
}
|
|
|
|
if (!m_depth_poke_vertices.empty())
|
|
{
|
|
DrawPokeVertices(state_tracker, m_depth_poke_vertices.data(), m_depth_poke_vertices.size(),
|
|
false, true);
|
|
|
|
m_depth_poke_vertices.clear();
|
|
}
|
|
}
|
|
|
|
void FramebufferManager::DrawPokeVertices(StateTracker* state_tracker,
|
|
const EFBPokeVertex* vertices, size_t vertex_count,
|
|
bool write_color, bool write_depth)
|
|
{
|
|
// Relatively simple since we don't have any bindings.
|
|
VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
|
|
|
|
// We don't use the utility shader in order to keep the vertices compact.
|
|
PipelineInfo pipeline_info = {};
|
|
pipeline_info.vertex_format = m_poke_vertex_format.get();
|
|
pipeline_info.pipeline_layout = g_object_cache->GetStandardPipelineLayout();
|
|
pipeline_info.vs = m_poke_vertex_shader;
|
|
pipeline_info.gs = (m_efb_layers > 1) ? m_poke_geometry_shader : VK_NULL_HANDLE;
|
|
pipeline_info.ps = m_poke_fragment_shader;
|
|
pipeline_info.render_pass = m_efb_load_render_pass;
|
|
pipeline_info.rasterization_state.bits = Util::GetNoCullRasterizationState().bits;
|
|
pipeline_info.depth_stencil_state.bits = Util::GetNoDepthTestingDepthStencilState().bits;
|
|
pipeline_info.blend_state.bits = Util::GetNoBlendingBlendState().bits;
|
|
pipeline_info.blend_state.write_mask = 0;
|
|
pipeline_info.primitive_topology = m_poke_primitive_topology;
|
|
if (write_color)
|
|
{
|
|
pipeline_info.blend_state.write_mask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT |
|
|
VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
|
|
}
|
|
if (write_depth)
|
|
{
|
|
pipeline_info.depth_stencil_state.test_enable = VK_TRUE;
|
|
pipeline_info.depth_stencil_state.write_enable = VK_TRUE;
|
|
pipeline_info.depth_stencil_state.compare_op = VK_COMPARE_OP_ALWAYS;
|
|
}
|
|
|
|
VkPipeline pipeline = g_object_cache->GetPipeline(pipeline_info);
|
|
if (pipeline == VK_NULL_HANDLE)
|
|
{
|
|
PanicAlert("Failed to get pipeline for EFB poke draw");
|
|
return;
|
|
}
|
|
|
|
// Populate vertex buffer.
|
|
size_t vertices_size = sizeof(EFBPokeVertex) * m_color_poke_vertices.size();
|
|
if (!m_poke_vertex_stream_buffer->ReserveMemory(vertices_size, sizeof(EfbPokeData), true, true,
|
|
false))
|
|
{
|
|
// Kick a command buffer first.
|
|
WARN_LOG(VIDEO, "Kicking command buffer due to no EFB poke space.");
|
|
Util::ExecuteCurrentCommandsAndRestoreState(state_tracker, true);
|
|
command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
|
|
|
|
if (!m_poke_vertex_stream_buffer->ReserveMemory(vertices_size, sizeof(EfbPokeData), true, true,
|
|
false))
|
|
{
|
|
PanicAlert("Failed to get space for EFB poke vertices");
|
|
return;
|
|
}
|
|
}
|
|
VkBuffer vb_buffer = m_poke_vertex_stream_buffer->GetBuffer();
|
|
VkDeviceSize vb_offset = m_poke_vertex_stream_buffer->GetCurrentOffset();
|
|
memcpy(m_poke_vertex_stream_buffer->GetCurrentHostPointer(), vertices, vertices_size);
|
|
m_poke_vertex_stream_buffer->CommitMemory(vertices_size);
|
|
|
|
// Set up state.
|
|
state_tracker->EndClearRenderPass();
|
|
state_tracker->BeginRenderPass();
|
|
state_tracker->SetPendingRebind();
|
|
Util::SetViewportAndScissor(command_buffer, 0, 0, m_efb_width, m_efb_height);
|
|
vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
|
|
vkCmdBindVertexBuffers(command_buffer, 0, 1, &vb_buffer, &vb_offset);
|
|
vkCmdDraw(command_buffer, static_cast<u32>(vertex_count), 1, 0, 0);
|
|
}
|
|
|
|
void FramebufferManager::CreatePokeVertexFormat()
|
|
{
|
|
PortableVertexDeclaration vtx_decl = {};
|
|
vtx_decl.position.enable = true;
|
|
vtx_decl.position.type = VAR_FLOAT;
|
|
vtx_decl.position.components = 4;
|
|
vtx_decl.position.integer = false;
|
|
vtx_decl.position.offset = offsetof(EFBPokeVertex, position);
|
|
vtx_decl.colors[0].enable = true;
|
|
vtx_decl.colors[0].type = VAR_UNSIGNED_BYTE;
|
|
vtx_decl.colors[0].components = 4;
|
|
vtx_decl.colors[0].integer = false;
|
|
vtx_decl.colors[0].offset = offsetof(EFBPokeVertex, color);
|
|
vtx_decl.stride = sizeof(EFBPokeVertex);
|
|
|
|
m_poke_vertex_format = std::make_unique<VertexFormat>(vtx_decl);
|
|
}
|
|
|
|
bool FramebufferManager::CreatePokeVertexBuffer()
|
|
{
|
|
m_poke_vertex_stream_buffer = StreamBuffer::Create(
|
|
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT, POKE_VERTEX_BUFFER_SIZE, POKE_VERTEX_BUFFER_SIZE);
|
|
if (!m_poke_vertex_stream_buffer)
|
|
{
|
|
ERROR_LOG(VIDEO, "Failed to create EFB poke vertex buffer");
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void FramebufferManager::DestroyPokeVertexBuffer()
|
|
{
|
|
}
|
|
|
|
bool FramebufferManager::CompilePokeShaders()
|
|
{
|
|
static const char POKE_VERTEX_SHADER_SOURCE[] = R"(
|
|
layout(location = 0) in vec4 ipos;
|
|
layout(location = 5) in vec4 icol0;
|
|
|
|
layout(location = 0) out vec4 col0;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = vec4(ipos.xyz, 1.0f);
|
|
#if USE_POINT_SIZE
|
|
gl_PointSize = ipos.w;
|
|
#endif
|
|
col0 = icol0;
|
|
}
|
|
|
|
)";
|
|
|
|
static const char POKE_GEOMETRY_SHADER_SOURCE[] = R"(
|
|
layout(triangles) in;
|
|
layout(triangle_strip, max_vertices = EFB_LAYERS * 3) out;
|
|
|
|
in VertexData
|
|
{
|
|
vec4 col0;
|
|
} in_data[];
|
|
|
|
out VertexData
|
|
{
|
|
vec4 col0;
|
|
} out_data;
|
|
|
|
void main()
|
|
{
|
|
for (int j = 0; j < EFB_LAYERS; j++)
|
|
{
|
|
for (int i = 0; i < 3; i++)
|
|
{
|
|
gl_Layer = j;
|
|
gl_Position = gl_in[i].gl_Position;
|
|
out_data.col0 = in_data[i].col0;
|
|
EmitVertex();
|
|
}
|
|
EndPrimitive();
|
|
}
|
|
}
|
|
)";
|
|
|
|
static const char POKE_PIXEL_SHADER_SOURCE[] = R"(
|
|
layout(location = 0) in vec4 col0;
|
|
layout(location = 0) out vec4 ocol0;
|
|
void main()
|
|
{
|
|
ocol0 = col0;
|
|
}
|
|
)";
|
|
|
|
std::string source = g_object_cache->GetUtilityShaderHeader();
|
|
if (m_poke_primitive_topology == VK_PRIMITIVE_TOPOLOGY_POINT_LIST)
|
|
source += "#define USE_POINT_SIZE 1\n";
|
|
source += POKE_VERTEX_SHADER_SOURCE;
|
|
m_poke_vertex_shader = Util::CompileAndCreateVertexShader(source);
|
|
if (m_poke_vertex_shader == VK_NULL_HANDLE)
|
|
return false;
|
|
|
|
if (g_vulkan_context->SupportsGeometryShaders())
|
|
{
|
|
source = g_object_cache->GetUtilityShaderHeader() + POKE_GEOMETRY_SHADER_SOURCE;
|
|
m_poke_geometry_shader = Util::CompileAndCreateGeometryShader(source);
|
|
if (m_poke_geometry_shader == VK_NULL_HANDLE)
|
|
return false;
|
|
}
|
|
|
|
source = g_object_cache->GetUtilityShaderHeader() + POKE_PIXEL_SHADER_SOURCE;
|
|
m_poke_fragment_shader = Util::CompileAndCreateFragmentShader(source);
|
|
if (m_poke_fragment_shader == VK_NULL_HANDLE)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
void FramebufferManager::DestroyPokeShaders()
|
|
{
|
|
if (m_poke_vertex_shader != VK_NULL_HANDLE)
|
|
{
|
|
vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_poke_vertex_shader, nullptr);
|
|
m_poke_vertex_shader = VK_NULL_HANDLE;
|
|
}
|
|
if (m_poke_geometry_shader != VK_NULL_HANDLE)
|
|
{
|
|
vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_poke_geometry_shader, nullptr);
|
|
m_poke_geometry_shader = VK_NULL_HANDLE;
|
|
}
|
|
if (m_poke_fragment_shader != VK_NULL_HANDLE)
|
|
{
|
|
vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_poke_fragment_shader, nullptr);
|
|
m_poke_vertex_shader = VK_NULL_HANDLE;
|
|
}
|
|
}
|
|
|
|
} // namespace Vulkan
|