dolphin/Source/Core/VideoBackends/Vulkan/TextureEncoder.cpp
Lioncash 9395b8efa9 Vulkan: Amend header includes
Adds headers where necessary to eliminate indirect includes.
Also adds headers to ensure certain standard constructs always
resolve correctly
2016-09-30 23:26:03 -04:00

239 lines
9.1 KiB
C++

// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/Vulkan/TextureEncoder.h"
#include <algorithm>
#include <cstring>
#include "Common/CommonFuncs.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "VideoBackends/Vulkan/CommandBufferManager.h"
#include "VideoBackends/Vulkan/ObjectCache.h"
#include "VideoBackends/Vulkan/Renderer.h"
#include "VideoBackends/Vulkan/StagingTexture2D.h"
#include "VideoBackends/Vulkan/StateTracker.h"
#include "VideoBackends/Vulkan/Texture2D.h"
#include "VideoBackends/Vulkan/Util.h"
#include "VideoBackends/Vulkan/VulkanContext.h"
#include "VideoCommon/TextureConversionShader.h"
#include "VideoCommon/TextureDecoder.h"
namespace Vulkan
{
TextureEncoder::TextureEncoder()
{
}
TextureEncoder::~TextureEncoder()
{
if (m_encoding_render_pass != VK_NULL_HANDLE)
vkDestroyRenderPass(g_vulkan_context->GetDevice(), m_encoding_render_pass, nullptr);
if (m_encoding_texture_framebuffer != VK_NULL_HANDLE)
vkDestroyFramebuffer(g_vulkan_context->GetDevice(), m_encoding_texture_framebuffer, nullptr);
for (VkShaderModule shader : m_texture_encoding_shaders)
{
if (shader != VK_NULL_HANDLE)
vkDestroyShaderModule(g_vulkan_context->GetDevice(), shader, nullptr);
}
}
bool TextureEncoder::Initialize()
{
if (!CompileShaders())
{
PanicAlert("Failed to compile shaders");
return false;
}
if (!CreateEncodingRenderPass())
{
PanicAlert("Failed to create encode render pass");
return false;
}
if (!CreateEncodingTexture())
{
PanicAlert("Failed to create encoding texture");
return false;
}
if (!CreateDownloadTexture())
{
PanicAlert("Failed to create download texture");
return false;
}
return true;
}
void TextureEncoder::EncodeTextureToRam(StateTracker* state_tracker, VkImageView src_texture,
u8* dest_ptr, u32 format, u32 native_width,
u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
PEControl::PixelFormat src_format, bool is_intensity,
int scale_by_half, const EFBRectangle& src_rect)
{
if (m_texture_encoding_shaders[format] == VK_NULL_HANDLE)
{
ERROR_LOG(VIDEO, "Missing encoding fragment shader for format %u", format);
return;
}
// Can't do our own draw within a render pass.
state_tracker->EndRenderPass();
UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
g_object_cache->GetPushConstantPipelineLayout(), m_encoding_render_pass,
g_object_cache->GetScreenQuadVertexShader(), VK_NULL_HANDLE,
m_texture_encoding_shaders[format]);
// Uniform - int4 of left,top,native_width,scale
s32 position_uniform[4] = {src_rect.left, src_rect.top, static_cast<s32>(native_width),
scale_by_half ? 2 : 1};
draw.SetPushConstants(position_uniform, sizeof(position_uniform));
// Doesn't make sense to linear filter depth values
draw.SetPSSampler(0, src_texture, (scale_by_half && src_format != PEControl::Z24) ?
g_object_cache->GetLinearSampler() :
g_object_cache->GetPointSampler());
u32 render_width = bytes_per_row / sizeof(u32);
u32 render_height = num_blocks_y;
Util::SetViewportAndScissor(g_command_buffer_mgr->GetCurrentCommandBuffer(), 0, 0, render_width,
render_height);
// TODO: We could use compute shaders here.
VkRect2D render_region = {{0, 0}, {render_width, render_height}};
draw.BeginRenderPass(m_encoding_texture_framebuffer, render_region);
draw.DrawWithoutVertexBuffer(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, 4);
draw.EndRenderPass();
// Transition the image before copying
m_encoding_texture->OverrideImageLayout(VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
m_download_texture->CopyFromImage(g_command_buffer_mgr->GetCurrentCommandBuffer(),
m_encoding_texture->GetImage(), VK_IMAGE_ASPECT_COLOR_BIT, 0, 0,
render_width, render_height, 0, 0);
// Block until the GPU has finished copying to the staging texture.
g_command_buffer_mgr->ExecuteCommandBuffer(false, true);
state_tracker->InvalidateDescriptorSets();
state_tracker->SetPendingRebind();
// Copy from staging texture to the final destination, adjusting pitch if necessary.
m_download_texture->ReadTexels(0, 0, render_width, render_height, dest_ptr, memory_stride);
}
bool TextureEncoder::CompileShaders()
{
// Texture encoding shaders
static const u32 texture_encoding_shader_formats[] = {
GX_TF_I4, GX_TF_I8, GX_TF_IA4, GX_TF_IA8, GX_TF_RGB565, GX_TF_RGB5A3, GX_TF_RGBA8,
GX_CTF_R4, GX_CTF_RA4, GX_CTF_RA8, GX_CTF_A8, GX_CTF_R8, GX_CTF_G8, GX_CTF_B8,
GX_CTF_RG8, GX_CTF_GB8, GX_CTF_Z8H, GX_TF_Z8, GX_CTF_Z16R, GX_TF_Z16, GX_TF_Z24X8,
GX_CTF_Z4, GX_CTF_Z8M, GX_CTF_Z8L, GX_CTF_Z16L};
for (u32 format : texture_encoding_shader_formats)
{
const char* shader_source =
TextureConversionShader::GenerateEncodingShader(format, APIType::Vulkan);
m_texture_encoding_shaders[format] = Util::CompileAndCreateFragmentShader(shader_source);
if (m_texture_encoding_shaders[format] == VK_NULL_HANDLE)
return false;
}
return true;
}
bool TextureEncoder::CreateEncodingRenderPass()
{
VkAttachmentDescription attachments[] = {
{0, ENCODING_TEXTURE_FORMAT, VK_SAMPLE_COUNT_1_BIT, VK_ATTACHMENT_LOAD_OP_DONT_CARE,
VK_ATTACHMENT_STORE_OP_STORE, VK_ATTACHMENT_LOAD_OP_DONT_CARE,
VK_ATTACHMENT_STORE_OP_DONT_CARE, VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL}};
VkAttachmentReference color_attachment_references[] = {
{0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL}};
VkSubpassDescription subpass_descriptions[] = {{0, VK_PIPELINE_BIND_POINT_GRAPHICS, 0, nullptr, 1,
color_attachment_references, nullptr, nullptr, 0,
nullptr}};
VkSubpassDependency dependancies[] = {
{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 pass_info = {VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO,
nullptr,
0,
static_cast<u32>(ArraySize(attachments)),
attachments,
static_cast<u32>(ArraySize(subpass_descriptions)),
subpass_descriptions,
static_cast<u32>(ArraySize(dependancies)),
dependancies};
VkResult res = vkCreateRenderPass(g_vulkan_context->GetDevice(), &pass_info, nullptr,
&m_encoding_render_pass);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkCreateRenderPass (Encode) failed: ");
return false;
}
return true;
}
bool TextureEncoder::CreateEncodingTexture()
{
// From OGL: Why do we create a 1024 height texture?
m_encoding_texture = Texture2D::Create(
ENCODING_TEXTURE_WIDTH, ENCODING_TEXTURE_HEIGHT, 1, 1, ENCODING_TEXTURE_FORMAT,
VK_SAMPLE_COUNT_1_BIT, VK_IMAGE_VIEW_TYPE_2D, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT);
if (!m_encoding_texture)
return false;
VkImageView framebuffer_attachments[] = {m_encoding_texture->GetView()};
VkFramebufferCreateInfo framebuffer_info = {VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO,
nullptr,
0,
m_encoding_render_pass,
static_cast<u32>(ArraySize(framebuffer_attachments)),
framebuffer_attachments,
m_encoding_texture->GetWidth(),
m_encoding_texture->GetHeight(),
m_encoding_texture->GetLayers()};
VkResult res = vkCreateFramebuffer(g_vulkan_context->GetDevice(), &framebuffer_info, nullptr,
&m_encoding_texture_framebuffer);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkCreateFramebuffer failed: ");
return false;
}
return true;
}
bool TextureEncoder::CreateDownloadTexture()
{
m_download_texture =
StagingTexture2D::Create(STAGING_BUFFER_TYPE_READBACK, ENCODING_TEXTURE_WIDTH,
ENCODING_TEXTURE_HEIGHT, ENCODING_TEXTURE_FORMAT);
if (!m_download_texture || !m_download_texture->Map())
return false;
return true;
}
} // namespace Vulkan