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https://github.com/dolphin-emu/dolphin.git
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330 lines
13 KiB
C++
330 lines
13 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 "VideoBackends/Vulkan/TextureCache.h"
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#include <algorithm>
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#include <cstring>
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#include <string>
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#include <vector>
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#include "Common/Assert.h"
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#include "Common/CommonFuncs.h"
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.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/Renderer.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/TextureConverter.h"
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#include "VideoBackends/Vulkan/Util.h"
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#include "VideoBackends/Vulkan/VKTexture.h"
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#include "VideoBackends/Vulkan/VulkanContext.h"
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#include "VideoCommon/ImageWrite.h"
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#include "VideoCommon/TextureConfig.h"
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namespace Vulkan
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{
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TextureCache::TextureCache()
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{
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}
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TextureCache::~TextureCache()
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{
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TextureCache::DeleteShaders();
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}
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VkShaderModule TextureCache::GetCopyShader() const
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{
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return m_copy_shader;
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}
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StreamBuffer* TextureCache::GetTextureUploadBuffer() const
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{
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return m_texture_upload_buffer.get();
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}
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TextureCache* TextureCache::GetInstance()
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{
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return static_cast<TextureCache*>(g_texture_cache.get());
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}
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bool TextureCache::Initialize()
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{
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m_texture_upload_buffer =
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StreamBuffer::Create(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, INITIAL_TEXTURE_UPLOAD_BUFFER_SIZE,
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MAXIMUM_TEXTURE_UPLOAD_BUFFER_SIZE);
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if (!m_texture_upload_buffer)
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{
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PanicAlert("Failed to create texture upload buffer");
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return false;
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}
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m_texture_converter = std::make_unique<TextureConverter>();
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if (!m_texture_converter->Initialize())
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{
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PanicAlert("Failed to initialize texture converter");
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return false;
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}
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if (!CompileShaders())
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{
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PanicAlert("Failed to compile one or more shaders");
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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 TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source,
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const void* palette, TLUTFormat format)
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{
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m_texture_converter->ConvertTexture(destination, source, palette, format);
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// Ensure both textures remain in the SHADER_READ_ONLY layout so they can be bound.
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static_cast<VKTexture*>(source->texture.get())
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->GetRawTexIdentifier()
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->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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static_cast<VKTexture*>(destination->texture.get())
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->GetRawTexIdentifier()
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->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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}
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void TextureCache::CopyEFB(AbstractStagingTexture* dst, const EFBCopyParams& params,
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u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
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const EFBRectangle& src_rect, bool scale_by_half, float y_scale,
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float gamma, bool clamp_top, bool clamp_bottom,
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const CopyFilterCoefficientArray& filter_coefficients)
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{
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// Flush EFB pokes first, as they're expected to be included.
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FramebufferManager::GetInstance()->FlushEFBPokes();
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// MSAA case where we need to resolve first.
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// An out-of-bounds source region is valid here, and fine for the draw (since it is converted
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// to texture coordinates), but it's not valid to resolve an out-of-range rectangle.
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TargetRectangle scaled_src_rect = g_renderer->ConvertEFBRectangle(src_rect);
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VkRect2D region = {{scaled_src_rect.left, scaled_src_rect.top},
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{static_cast<u32>(scaled_src_rect.GetWidth()),
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static_cast<u32>(scaled_src_rect.GetHeight())}};
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region = Util::ClampRect2D(region, FramebufferManager::GetInstance()->GetEFBWidth(),
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FramebufferManager::GetInstance()->GetEFBHeight());
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Texture2D* src_texture;
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if (params.depth)
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src_texture = FramebufferManager::GetInstance()->ResolveEFBDepthTexture(region);
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else
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src_texture = FramebufferManager::GetInstance()->ResolveEFBColorTexture(region);
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// End render pass before barrier (since we have no self-dependencies).
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// The barrier has to happen after the render pass, not inside it, as we are going to be
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// reading from the texture immediately afterwards.
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StateTracker::GetInstance()->EndRenderPass();
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StateTracker::GetInstance()->OnReadback();
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// Transition to shader resource before reading.
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VkImageLayout original_layout = src_texture->GetLayout();
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src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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m_texture_converter->EncodeTextureToMemory(
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src_texture->GetView(), dst, params, native_width, bytes_per_row, num_blocks_y, memory_stride,
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src_rect, scale_by_half, y_scale, gamma, clamp_top, clamp_bottom, filter_coefficients);
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// Transition back to original state
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src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), original_layout);
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}
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bool TextureCache::SupportsGPUTextureDecode(TextureFormat format, TLUTFormat palette_format)
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{
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return m_texture_converter->SupportsTextureDecoding(format, palette_format);
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}
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void TextureCache::DecodeTextureOnGPU(TCacheEntry* entry, u32 dst_level, const u8* data,
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size_t data_size, TextureFormat format, u32 width, u32 height,
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u32 aligned_width, u32 aligned_height, u32 row_stride,
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const u8* palette, TLUTFormat palette_format)
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{
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// Group compute shader dispatches together in the init command buffer. That way we don't have to
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// pay a penalty for switching from graphics->compute, or end/restart our render pass.
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VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentInitCommandBuffer();
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m_texture_converter->DecodeTexture(command_buffer, entry, dst_level, data, data_size, format,
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width, height, aligned_width, aligned_height, row_stride,
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palette, palette_format);
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// Last mip level? Ensure the texture is ready for use.
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if (dst_level == (entry->GetNumLevels() - 1))
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{
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static_cast<VKTexture*>(entry->texture.get())
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->GetRawTexIdentifier()
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->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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}
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}
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bool TextureCache::CompileShaders()
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{
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static const char COPY_SHADER_SOURCE[] = R"(
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layout(set = 1, binding = 0) uniform sampler2DArray samp0;
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layout(location = 0) in float3 uv0;
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layout(location = 1) in float4 col0;
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layout(location = 0) out float4 ocol0;
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void main()
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{
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ocol0 = texture(samp0, uv0);
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}
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)";
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std::string header = g_shader_cache->GetUtilityShaderHeader();
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std::string source = header + COPY_SHADER_SOURCE;
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m_copy_shader = Util::CompileAndCreateFragmentShader(source);
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return m_copy_shader != VK_NULL_HANDLE;
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}
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void TextureCache::DeleteShaders()
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{
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// It is safe to destroy shader modules after they are consumed by creating a pipeline.
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// Therefore, no matter where this function is called from, it won't cause an issue due to
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// pending commands, although at the time of writing should only be called at the end of
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// a frame. See Vulkan spec, section 2.3.1. Object Lifetime.
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if (m_copy_shader != VK_NULL_HANDLE)
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{
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vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_copy_shader, nullptr);
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m_copy_shader = VK_NULL_HANDLE;
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}
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for (auto& shader : m_efb_copy_to_tex_shaders)
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{
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vkDestroyShaderModule(g_vulkan_context->GetDevice(), shader.second, nullptr);
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}
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m_efb_copy_to_tex_shaders.clear();
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}
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void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
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const EFBRectangle& src_rect, bool scale_by_half,
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EFBCopyFormat dst_format, bool is_intensity, float gamma,
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bool clamp_top, bool clamp_bottom,
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const CopyFilterCoefficientArray& filter_coefficients)
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{
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VKTexture* texture = static_cast<VKTexture*>(entry->texture.get());
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// A better way of doing this would be nice.
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FramebufferManager* framebuffer_mgr =
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static_cast<FramebufferManager*>(g_framebuffer_manager.get());
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TargetRectangle scaled_src_rect = g_renderer->ConvertEFBRectangle(src_rect);
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// Flush EFB pokes first, as they're expected to be included.
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framebuffer_mgr->FlushEFBPokes();
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// Has to be flagged as a render target.
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ASSERT(texture->GetFramebuffer() != VK_NULL_HANDLE);
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// Can't be done in a render pass, since we're doing our own render pass!
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VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
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StateTracker::GetInstance()->EndRenderPass();
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// Fill uniform buffer.
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struct PixelUniforms
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{
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float filter_coefficients[3];
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float gamma_rcp;
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float clamp_top;
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float clamp_bottom;
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float pixel_height;
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u32 padding;
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};
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PixelUniforms uniforms;
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for (size_t i = 0; i < filter_coefficients.size(); i++)
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uniforms.filter_coefficients[i] = filter_coefficients[i];
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uniforms.gamma_rcp = 1.0f / gamma;
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uniforms.clamp_top = clamp_top ? src_rect.top / float(EFB_HEIGHT) : 0.0f;
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uniforms.clamp_bottom = clamp_bottom ? src_rect.bottom / float(EFB_HEIGHT) : 1.0f;
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uniforms.pixel_height =
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g_ActiveConfig.bCopyEFBScaled ? 1.0f / g_renderer->GetTargetHeight() : 1.0f / EFB_HEIGHT;
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uniforms.padding = 0;
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// Transition EFB to shader resource before binding.
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// An out-of-bounds source region is valid here, and fine for the draw (since it is converted
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// to texture coordinates), but it's not valid to resolve an out-of-range rectangle.
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VkRect2D region = {{scaled_src_rect.left, scaled_src_rect.top},
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{static_cast<u32>(scaled_src_rect.GetWidth()),
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static_cast<u32>(scaled_src_rect.GetHeight())}};
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region = Util::ClampRect2D(region, FramebufferManager::GetInstance()->GetEFBWidth(),
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FramebufferManager::GetInstance()->GetEFBHeight());
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Texture2D* src_texture;
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if (is_depth_copy)
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src_texture = FramebufferManager::GetInstance()->ResolveEFBDepthTexture(region);
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else
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src_texture = FramebufferManager::GetInstance()->ResolveEFBColorTexture(region);
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VkSampler src_sampler =
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scale_by_half ? g_object_cache->GetLinearSampler() : g_object_cache->GetPointSampler();
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VkImageLayout original_layout = src_texture->GetLayout();
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src_texture->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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texture->GetRawTexIdentifier()->TransitionToLayout(command_buffer,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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auto uid = TextureConversionShaderGen::GetShaderUid(dst_format, is_depth_copy, is_intensity,
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scale_by_half,
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NeedsCopyFilterInShader(filter_coefficients));
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auto it = m_efb_copy_to_tex_shaders.emplace(uid, VkShaderModule(VK_NULL_HANDLE));
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VkShaderModule& shader = it.first->second;
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bool created = it.second;
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if (created)
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{
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std::string source = g_shader_cache->GetUtilityShaderHeader();
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source +=
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TextureConversionShaderGen::GenerateShader(APIType::Vulkan, uid.GetUidData()).GetBuffer();
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shader = Util::CompileAndCreateFragmentShader(source);
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}
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VkRenderPass render_pass = g_object_cache->GetRenderPass(
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texture->GetRawTexIdentifier()->GetFormat(), VK_FORMAT_UNDEFINED,
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texture->GetRawTexIdentifier()->GetSamples(), VK_ATTACHMENT_LOAD_OP_DONT_CARE);
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UtilityShaderDraw draw(command_buffer,
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g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD), render_pass,
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g_shader_cache->GetPassthroughVertexShader(),
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g_shader_cache->GetPassthroughGeometryShader(), shader);
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u8* ubo_ptr = draw.AllocatePSUniforms(sizeof(PixelUniforms));
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std::memcpy(ubo_ptr, &uniforms, sizeof(PixelUniforms));
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draw.CommitPSUniforms(sizeof(PixelUniforms));
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draw.SetPSSampler(0, src_texture->GetView(), src_sampler);
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VkRect2D dest_region = {{0, 0}, {texture->GetConfig().width, texture->GetConfig().height}};
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draw.BeginRenderPass(texture->GetFramebuffer(), dest_region);
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draw.DrawQuad(0, 0, texture->GetConfig().width, texture->GetConfig().height, scaled_src_rect.left,
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scaled_src_rect.top, 0, scaled_src_rect.GetWidth(), scaled_src_rect.GetHeight(),
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framebuffer_mgr->GetEFBWidth(), framebuffer_mgr->GetEFBHeight());
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draw.EndRenderPass();
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// We touched everything, so put it back.
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StateTracker::GetInstance()->SetPendingRebind();
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// Transition the EFB back to its original layout.
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src_texture->TransitionToLayout(command_buffer, original_layout);
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// Ensure texture is in SHADER_READ_ONLY layout, ready for usage.
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texture->GetRawTexIdentifier()->TransitionToLayout(command_buffer,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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}
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} // namespace Vulkan
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