dolphin/Source/Core/VideoBackends/Vulkan/StateTracker.h
Stenzek 836b9b9acb Renderer: Move cull mode to a rasterization state object
Also moves logic for primitive handling to VideoCommon.
2017-09-11 20:01:45 +10:00

258 lines
8.8 KiB
C++

// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <array>
#include <cstddef>
#include <memory>
#include "Common/CommonTypes.h"
#include "Common/LinearDiskCache.h"
#include "VideoBackends/Vulkan/Constants.h"
#include "VideoBackends/Vulkan/ShaderCache.h"
#include "VideoCommon/GeometryShaderGen.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/PixelShaderGen.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/UberShaderPixel.h"
#include "VideoCommon/UberShaderVertex.h"
#include "VideoCommon/VertexShaderGen.h"
namespace Vulkan
{
class StreamBuffer;
class VertexFormat;
class StateTracker
{
public:
StateTracker() = default;
~StateTracker() = default;
static StateTracker* GetInstance();
static bool CreateInstance();
static void DestroyInstance();
const RasterizationState& GetRasterizationState() const
{
return m_pipeline_state.rasterization_state;
}
const DepthState& GetDepthStencilState() const { return m_pipeline_state.depth_state; }
const BlendingState& GetBlendState() const { return m_pipeline_state.blend_state; }
void SetVertexBuffer(VkBuffer buffer, VkDeviceSize offset);
void SetIndexBuffer(VkBuffer buffer, VkDeviceSize offset, VkIndexType type);
void SetRenderPass(VkRenderPass load_render_pass, VkRenderPass clear_render_pass);
void SetFramebuffer(VkFramebuffer framebuffer, const VkRect2D& render_area);
void SetVertexFormat(const VertexFormat* vertex_format);
void SetRasterizationState(const RasterizationState& state);
void SetMultisamplingstate(const MultisamplingState& state);
void SetDepthState(const DepthState& state);
void SetBlendState(const BlendingState& state);
bool CheckForShaderChanges();
void ClearShaders();
void UpdateVertexShaderConstants();
void UpdateGeometryShaderConstants();
void UpdatePixelShaderConstants();
void SetTexture(size_t index, VkImageView view);
void SetSampler(size_t index, VkSampler sampler);
void SetBBoxEnable(bool enable);
void SetBBoxBuffer(VkBuffer buffer, VkDeviceSize offset, VkDeviceSize range);
void UnbindTexture(VkImageView view);
// When executing a command buffer, we want to recreate the descriptor set, as it will
// now be in a different pool for the new command buffer.
void InvalidateDescriptorSets();
// Same with the uniforms, as the current storage will belong to the previous command buffer.
void InvalidateConstants();
// Set dirty flags on everything to force re-bind at next draw time.
void SetPendingRebind();
// Ends a render pass if we're currently in one.
// When Bind() is next called, the pass will be restarted.
// Calling this function is allowed even if a pass has not begun.
bool InRenderPass() const { return m_current_render_pass != VK_NULL_HANDLE; }
void BeginRenderPass();
void EndRenderPass();
// Ends the current render pass if it was a clear render pass.
void BeginClearRenderPass(const VkRect2D& area, const VkClearValue clear_values[2]);
void EndClearRenderPass();
void SetViewport(const VkViewport& viewport);
void SetScissor(const VkRect2D& scissor);
bool Bind(bool rebind_all = false);
// CPU Access Tracking
// Call after a draw call is made.
void OnDraw();
// Call after CPU access is requested.
// This can be via EFBCache or EFB2RAM.
void OnReadback();
// Call at the end of a frame.
void OnEndFrame();
// Prevent/allow background command buffer execution.
// Use when queries are active.
void SetBackgroundCommandBufferExecution(bool enabled);
bool IsWithinRenderArea(s32 x, s32 y, u32 width, u32 height) const;
// Reloads the UID cache, ensuring all pipelines used by the game so far have been created.
void ReloadPipelineUIDCache();
// Clears shader pointers, ensuring that now-deleted modules are not used.
void InvalidateShaderPointers();
private:
// Serialized version of PipelineInfo, used when loading/saving the pipeline UID cache.
struct SerializedPipelineUID
{
u32 rasterizer_state_bits;
u32 depth_state_bits;
u32 blend_state_bits;
PortableVertexDeclaration vertex_decl;
VertexShaderUid vs_uid;
GeometryShaderUid gs_uid;
PixelShaderUid ps_uid;
};
// Number of descriptor sets for game draws.
enum
{
NUM_GX_DRAW_DESCRIPTOR_SETS = DESCRIPTOR_SET_BIND_POINT_PIXEL_SHADER_SAMPLERS + 1,
NUM_GX_DRAW_WITH_BBOX_DESCRIPTOR_SETS = DESCRIPTOR_SET_BIND_POINT_STORAGE_OR_TEXEL_BUFFER + 1
};
enum DITRY_FLAG : u32
{
DIRTY_FLAG_VS_UBO = (1 << 0),
DIRTY_FLAG_GS_UBO = (1 << 1),
DIRTY_FLAG_PS_UBO = (1 << 2),
DIRTY_FLAG_PS_SAMPLERS = (1 << 3),
DIRTY_FLAG_PS_SSBO = (1 << 4),
DIRTY_FLAG_DYNAMIC_OFFSETS = (1 << 5),
DIRTY_FLAG_VERTEX_BUFFER = (1 << 6),
DIRTY_FLAG_INDEX_BUFFER = (1 << 7),
DIRTY_FLAG_VIEWPORT = (1 << 8),
DIRTY_FLAG_SCISSOR = (1 << 9),
DIRTY_FLAG_PIPELINE = (1 << 10),
DIRTY_FLAG_DESCRIPTOR_SET_BINDING = (1 << 11),
DIRTY_FLAG_PIPELINE_BINDING = (1 << 12),
DIRTY_FLAG_ALL_DESCRIPTOR_SETS = DIRTY_FLAG_VS_UBO | DIRTY_FLAG_GS_UBO | DIRTY_FLAG_PS_UBO |
DIRTY_FLAG_PS_SAMPLERS | DIRTY_FLAG_PS_SSBO
};
bool Initialize();
// Appends the specified pipeline info, combined with the UIDs stored in the class.
// The info is here so that we can store variations of a UID, e.g. blend state.
void AppendToPipelineUIDCache(const PipelineInfo& info);
// Precaches a pipeline based on the UID information.
bool PrecachePipelineUID(const SerializedPipelineUID& uid);
// Check that the specified viewport is within the render area.
// If not, ends the render pass if it is a clear render pass.
bool IsViewportWithinRenderArea() const;
// Obtains a Vulkan pipeline object for the specified pipeline configuration.
// Also adds this pipeline configuration to the UID cache if it is not present already.
VkPipeline GetPipelineAndCacheUID();
// Are bounding box ubershaders enabled? If so, we need to ensure the SSBO is set up,
// since the bbox writes are determined by a uniform.
bool IsSSBODescriptorRequired() const;
bool UpdatePipeline();
void UpdatePipelineLayout();
void UpdatePipelineVertexFormat();
bool UpdateDescriptorSet();
// Allocates storage in the uniform buffer of the specified size. If this storage cannot be
// allocated immediately, the current command buffer will be submitted and all stage's
// constants will be re-uploaded. false will be returned in this case, otherwise true.
bool ReserveConstantStorage();
void UploadAllConstants();
// Which bindings/state has to be updated before the next draw.
u32 m_dirty_flags = 0;
// input assembly
VkBuffer m_vertex_buffer = VK_NULL_HANDLE;
VkDeviceSize m_vertex_buffer_offset = 0;
VkBuffer m_index_buffer = VK_NULL_HANDLE;
VkDeviceSize m_index_buffer_offset = 0;
VkIndexType m_index_type = VK_INDEX_TYPE_UINT16;
// shader state
VertexShaderUid m_vs_uid = {};
GeometryShaderUid m_gs_uid = {};
PixelShaderUid m_ps_uid = {};
UberShader::VertexShaderUid m_uber_vs_uid = {};
UberShader::PixelShaderUid m_uber_ps_uid = {};
bool m_using_ubershaders = false;
// pipeline state
PipelineInfo m_pipeline_state = {};
VkPipeline m_pipeline_object = VK_NULL_HANDLE;
const VertexFormat* m_vertex_format = nullptr;
// shader bindings
std::array<VkDescriptorSet, NUM_DESCRIPTOR_SET_BIND_POINTS> m_descriptor_sets = {};
struct
{
std::array<VkDescriptorBufferInfo, NUM_UBO_DESCRIPTOR_SET_BINDINGS> uniform_buffer_bindings =
{};
std::array<uint32_t, NUM_UBO_DESCRIPTOR_SET_BINDINGS> uniform_buffer_offsets = {};
std::array<VkDescriptorImageInfo, NUM_PIXEL_SHADER_SAMPLERS> ps_samplers = {};
VkDescriptorBufferInfo ps_ssbo = {};
} m_bindings;
u32 m_num_active_descriptor_sets = 0;
size_t m_uniform_buffer_reserve_size = 0;
// rasterization
VkViewport m_viewport = {0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f};
VkRect2D m_scissor = {{0, 0}, {1, 1}};
// uniform buffers
std::unique_ptr<StreamBuffer> m_uniform_stream_buffer;
VkFramebuffer m_framebuffer = VK_NULL_HANDLE;
VkRenderPass m_load_render_pass = VK_NULL_HANDLE;
VkRenderPass m_clear_render_pass = VK_NULL_HANDLE;
VkRenderPass m_current_render_pass = VK_NULL_HANDLE;
VkRect2D m_framebuffer_size = {};
VkRect2D m_framebuffer_render_area = {};
bool m_bbox_enabled = false;
// CPU access tracking
u32 m_draw_counter = 0;
std::vector<u32> m_cpu_accesses_this_frame;
std::vector<u32> m_scheduled_command_buffer_kicks;
bool m_allow_background_execution = true;
// Draw state cache on disk
// We don't actually use the value field here, instead we generate the shaders from the uid
// on-demand. If all goes well, it should hit the shader and Vulkan pipeline cache, therefore
// loading should be reasonably efficient.
LinearDiskCache<SerializedPipelineUID, u32> m_uid_cache;
};
}