dolphin/Source/Core/VideoBackends/Vulkan/FramebufferManager.cpp
Stenzek d1dc9d5a0c Merge pull request #5284 from stenzek/vulkan-videocommon-blending-state
Vulkan: Use BlendingState from VideoCommon
2017-04-18 22:16:32 +10:00

1448 lines
55 KiB
C++

// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/Vulkan/FramebufferManager.h"
#include <algorithm>
#include <cstddef>
#include "Common/Assert.h"
#include "Common/CommonFuncs.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "Core/HW/Memmap.h"
#include "VideoBackends/Vulkan/CommandBufferManager.h"
#include "VideoBackends/Vulkan/ObjectCache.h"
#include "VideoBackends/Vulkan/StagingTexture2D.h"
#include "VideoBackends/Vulkan/StateTracker.h"
#include "VideoBackends/Vulkan/StreamBuffer.h"
#include "VideoBackends/Vulkan/Texture2D.h"
#include "VideoBackends/Vulkan/TextureConverter.h"
#include "VideoBackends/Vulkan/Util.h"
#include "VideoBackends/Vulkan/VertexFormat.h"
#include "VideoBackends/Vulkan/VulkanContext.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/VideoConfig.h"
namespace Vulkan
{
// Maximum number of pixels poked in one batch * 6
constexpr size_t MAX_POKE_VERTICES = 8192;
constexpr size_t POKE_VERTEX_BUFFER_SIZE = 8 * 1024 * 1024;
FramebufferManager::FramebufferManager()
{
}
FramebufferManager::~FramebufferManager()
{
DestroyEFBFramebuffer();
DestroyEFBRenderPass();
DestroyConversionShaders();
DestroyReadbackFramebuffer();
DestroyReadbackTextures();
DestroyReadbackShaders();
DestroyReadbackRenderPasses();
DestroyPokeVertexBuffer();
DestroyPokeShaders();
}
FramebufferManager* FramebufferManager::GetInstance()
{
return static_cast<FramebufferManager*>(g_framebuffer_manager.get());
}
bool FramebufferManager::Initialize()
{
if (!CreateEFBRenderPass())
{
PanicAlert("Failed to create EFB render pass");
return false;
}
if (!CreateEFBFramebuffer())
{
PanicAlert("Failed to create EFB textures");
return false;
}
if (!CompileConversionShaders())
{
PanicAlert("Failed to compile EFB shaders");
return false;
}
if (!CreateReadbackRenderPasses())
{
PanicAlert("Failed to create readback render passes");
return false;
}
if (!CompileReadbackShaders())
{
PanicAlert("Failed to compile readback shaders");
return false;
}
if (!CreateReadbackTextures())
{
PanicAlert("Failed to create readback textures");
return false;
}
if (!CreateReadbackFramebuffer())
{
PanicAlert("Failed to create readback framebuffer");
return false;
}
CreatePokeVertexFormat();
if (!CreatePokeVertexBuffer())
{
PanicAlert("Failed to create poke vertex buffer");
return false;
}
if (!CompilePokeShaders())
{
PanicAlert("Failed to compile poke shaders");
return false;
}
return true;
}
std::pair<u32, u32> FramebufferManager::GetTargetSize() const
{
return std::make_pair(m_efb_width, m_efb_height);
}
bool FramebufferManager::CreateEFBRenderPass()
{
m_efb_samples = static_cast<VkSampleCountFlagBits>(g_ActiveConfig.iMultisamples);
// render pass for rendering to the efb
VkAttachmentDescription attachments[] = {
{0, EFB_COLOR_TEXTURE_FORMAT, m_efb_samples, VK_ATTACHMENT_LOAD_OP_LOAD,
VK_ATTACHMENT_STORE_OP_STORE, VK_ATTACHMENT_LOAD_OP_DONT_CARE,
VK_ATTACHMENT_STORE_OP_DONT_CARE, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL},
{0, EFB_DEPTH_TEXTURE_FORMAT, m_efb_samples, VK_ATTACHMENT_LOAD_OP_LOAD,
VK_ATTACHMENT_STORE_OP_STORE, VK_ATTACHMENT_LOAD_OP_DONT_CARE,
VK_ATTACHMENT_STORE_OP_DONT_CARE, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL}};
VkAttachmentReference color_attachment_references[] = {
{0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL}};
VkAttachmentReference depth_attachment_reference = {
1, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL};
VkSubpassDescription subpass_description = {
0, VK_PIPELINE_BIND_POINT_GRAPHICS, 0, nullptr, 1, color_attachment_references,
nullptr, &depth_attachment_reference, 0, nullptr};
VkRenderPassCreateInfo pass_info = {VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO,
nullptr,
0,
static_cast<u32>(ArraySize(attachments)),
attachments,
1,
&subpass_description,
0,
nullptr};
VkResult res = vkCreateRenderPass(g_vulkan_context->GetDevice(), &pass_info, nullptr,
&m_efb_load_render_pass);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkCreateRenderPass (EFB) failed: ");
return false;
}
// render pass for clearing color/depth on load, as opposed to loading it
attachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
res = vkCreateRenderPass(g_vulkan_context->GetDevice(), &pass_info, nullptr,
&m_efb_clear_render_pass);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkCreateRenderPass (EFB) failed: ");
return false;
}
// render pass for resolving depth, since we can't do it with vkCmdResolveImage
if (m_efb_samples != VK_SAMPLE_COUNT_1_BIT)
{
VkAttachmentDescription resolve_attachment = {0,
EFB_DEPTH_AS_COLOR_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_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL};
subpass_description.pDepthStencilAttachment = nullptr;
pass_info.pAttachments = &resolve_attachment;
pass_info.attachmentCount = 1;
res = vkCreateRenderPass(g_vulkan_context->GetDevice(), &pass_info, nullptr,
&m_depth_resolve_render_pass);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkCreateRenderPass (EFB depth resolve) failed: ");
return false;
}
}
return true;
}
void FramebufferManager::DestroyEFBRenderPass()
{
if (m_efb_load_render_pass != VK_NULL_HANDLE)
{
vkDestroyRenderPass(g_vulkan_context->GetDevice(), m_efb_load_render_pass, nullptr);
m_efb_load_render_pass = VK_NULL_HANDLE;
}
if (m_efb_clear_render_pass != VK_NULL_HANDLE)
{
vkDestroyRenderPass(g_vulkan_context->GetDevice(), m_efb_clear_render_pass, nullptr);
m_efb_clear_render_pass = VK_NULL_HANDLE;
}
if (m_depth_resolve_render_pass != VK_NULL_HANDLE)
{
vkDestroyRenderPass(g_vulkan_context->GetDevice(), m_depth_resolve_render_pass, nullptr);
m_depth_resolve_render_pass = VK_NULL_HANDLE;
}
}
bool FramebufferManager::CreateEFBFramebuffer()
{
m_efb_width = static_cast<u32>(std::max(g_renderer->GetTargetWidth(), 1));
m_efb_height = static_cast<u32>(std::max(g_renderer->GetTargetHeight(), 1));
m_efb_layers = (g_ActiveConfig.iStereoMode != STEREO_OFF) ? 2 : 1;
INFO_LOG(VIDEO, "EFB size: %ux%ux%u", m_efb_width, m_efb_height, m_efb_layers);
// Update the static variable in the base class. Why does this even exist?
FramebufferManagerBase::m_EFBLayers = m_efb_layers;
// Allocate EFB render targets
m_efb_color_texture =
Texture2D::Create(m_efb_width, m_efb_height, 1, m_efb_layers, EFB_COLOR_TEXTURE_FORMAT,
m_efb_samples, VK_IMAGE_VIEW_TYPE_2D_ARRAY, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT |
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
// We need a second texture to swap with for changing pixel formats
m_efb_convert_color_texture =
Texture2D::Create(m_efb_width, m_efb_height, 1, m_efb_layers, EFB_COLOR_TEXTURE_FORMAT,
m_efb_samples, VK_IMAGE_VIEW_TYPE_2D_ARRAY, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT |
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
m_efb_depth_texture = Texture2D::Create(
m_efb_width, m_efb_height, 1, m_efb_layers, EFB_DEPTH_TEXTURE_FORMAT, m_efb_samples,
VK_IMAGE_VIEW_TYPE_2D_ARRAY, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT |
VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
if (!m_efb_color_texture || !m_efb_convert_color_texture || !m_efb_depth_texture)
return false;
// Create resolved textures if MSAA is on
if (m_efb_samples != VK_SAMPLE_COUNT_1_BIT)
{
m_efb_resolve_color_texture = Texture2D::Create(
m_efb_width, m_efb_height, 1, m_efb_layers, EFB_COLOR_TEXTURE_FORMAT, VK_SAMPLE_COUNT_1_BIT,
VK_IMAGE_VIEW_TYPE_2D_ARRAY, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT |
VK_IMAGE_USAGE_SAMPLED_BIT);
m_efb_resolve_depth_texture = Texture2D::Create(
m_efb_width, m_efb_height, 1, m_efb_layers, EFB_DEPTH_AS_COLOR_TEXTURE_FORMAT,
VK_SAMPLE_COUNT_1_BIT, VK_IMAGE_VIEW_TYPE_2D_ARRAY, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT |
VK_IMAGE_USAGE_SAMPLED_BIT);
if (!m_efb_resolve_color_texture || !m_efb_resolve_depth_texture)
return false;
VkImageView attachment = m_efb_resolve_depth_texture->GetView();
VkFramebufferCreateInfo framebuffer_info = {VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO,
nullptr,
0,
m_depth_resolve_render_pass,
1,
&attachment,
m_efb_width,
m_efb_height,
m_efb_layers};
VkResult res = vkCreateFramebuffer(g_vulkan_context->GetDevice(), &framebuffer_info, nullptr,
&m_depth_resolve_framebuffer);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkCreateFramebuffer failed: ");
return false;
}
}
VkImageView framebuffer_attachments[] = {
m_efb_color_texture->GetView(), m_efb_depth_texture->GetView(),
};
VkFramebufferCreateInfo framebuffer_info = {VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO,
nullptr,
0,
m_efb_load_render_pass,
static_cast<u32>(ArraySize(framebuffer_attachments)),
framebuffer_attachments,
m_efb_width,
m_efb_height,
m_efb_layers};
VkResult res = vkCreateFramebuffer(g_vulkan_context->GetDevice(), &framebuffer_info, nullptr,
&m_efb_framebuffer);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkCreateFramebuffer failed: ");
return false;
}
// Create second framebuffer for format conversions
framebuffer_attachments[0] = m_efb_convert_color_texture->GetView();
res = vkCreateFramebuffer(g_vulkan_context->GetDevice(), &framebuffer_info, nullptr,
&m_efb_convert_framebuffer);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkCreateFramebuffer failed: ");
return false;
}
// Transition to state that can be used to clear
m_efb_color_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
m_efb_depth_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
// Clear the contents of the buffers.
static const VkClearColorValue clear_color = {{0.0f, 0.0f, 0.0f, 0.0f}};
static const VkClearDepthStencilValue clear_depth = {0.0f, 0};
VkImageSubresourceRange clear_color_range = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, m_efb_layers};
VkImageSubresourceRange clear_depth_range = {VK_IMAGE_ASPECT_DEPTH_BIT, 0, 1, 0, m_efb_layers};
vkCmdClearColorImage(g_command_buffer_mgr->GetCurrentCommandBuffer(),
m_efb_color_texture->GetImage(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
&clear_color, 1, &clear_color_range);
vkCmdClearDepthStencilImage(g_command_buffer_mgr->GetCurrentCommandBuffer(),
m_efb_depth_texture->GetImage(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
&clear_depth, 1, &clear_depth_range);
// Transition to color attachment state ready for rendering.
m_efb_color_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
m_efb_depth_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
return true;
}
void FramebufferManager::DestroyEFBFramebuffer()
{
if (m_efb_framebuffer != VK_NULL_HANDLE)
{
vkDestroyFramebuffer(g_vulkan_context->GetDevice(), m_efb_framebuffer, nullptr);
m_efb_framebuffer = VK_NULL_HANDLE;
}
if (m_efb_convert_framebuffer != VK_NULL_HANDLE)
{
vkDestroyFramebuffer(g_vulkan_context->GetDevice(), m_efb_convert_framebuffer, nullptr);
m_efb_convert_framebuffer = VK_NULL_HANDLE;
}
if (m_depth_resolve_framebuffer != VK_NULL_HANDLE)
{
vkDestroyFramebuffer(g_vulkan_context->GetDevice(), m_depth_resolve_framebuffer, nullptr);
m_depth_resolve_framebuffer = VK_NULL_HANDLE;
}
m_efb_color_texture.reset();
m_efb_convert_color_texture.reset();
m_efb_depth_texture.reset();
m_efb_resolve_color_texture.reset();
m_efb_resolve_depth_texture.reset();
}
void FramebufferManager::ResizeEFBTextures()
{
DestroyEFBFramebuffer();
if (!CreateEFBFramebuffer())
PanicAlert("Failed to create EFB textures");
}
void FramebufferManager::RecreateRenderPass()
{
DestroyEFBRenderPass();
if (!CreateEFBRenderPass())
PanicAlert("Failed to create EFB render pass");
}
void FramebufferManager::RecompileShaders()
{
DestroyConversionShaders();
if (!CompileConversionShaders())
PanicAlert("Failed to compile EFB shaders");
DestroyReadbackShaders();
if (!CompileReadbackShaders())
PanicAlert("Failed to compile readback shaders");
}
void FramebufferManager::ReinterpretPixelData(int convtype)
{
VkShaderModule pixel_shader = VK_NULL_HANDLE;
if (convtype == 0)
{
pixel_shader = m_ps_rgb8_to_rgba6;
}
else if (convtype == 2)
{
pixel_shader = m_ps_rgba6_to_rgb8;
}
else
{
ERROR_LOG(VIDEO, "Unhandled reinterpret pixel data %d", convtype);
return;
}
// Transition EFB color buffer to shader resource, and the convert buffer to color attachment.
m_efb_color_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
m_efb_convert_color_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD),
m_efb_load_render_pass, g_object_cache->GetScreenQuadVertexShader(),
g_object_cache->GetScreenQuadGeometryShader(), pixel_shader);
RasterizationState rs_state = Util::GetNoCullRasterizationState();
rs_state.samples = m_efb_samples;
rs_state.per_sample_shading = g_ActiveConfig.bSSAA ? VK_TRUE : VK_FALSE;
draw.SetRasterizationState(rs_state);
VkRect2D region = {{0, 0}, {m_efb_width, m_efb_height}};
draw.BeginRenderPass(m_efb_convert_framebuffer, region);
draw.SetPSSampler(0, m_efb_color_texture->GetView(), g_object_cache->GetPointSampler());
draw.SetViewportAndScissor(0, 0, m_efb_width, m_efb_height);
draw.DrawWithoutVertexBuffer(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, 4);
draw.EndRenderPass();
// Swap EFB texture pointers
std::swap(m_efb_color_texture, m_efb_convert_color_texture);
std::swap(m_efb_framebuffer, m_efb_convert_framebuffer);
}
Texture2D* FramebufferManager::ResolveEFBColorTexture(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.
StateTracker::GetInstance()->EndRenderPass();
// It's not valid to resolve out-of-bounds coordinates.
// Ensuring the region is within the image is the caller's responsibility.
_assert_(region.offset.x >= 0 && region.offset.y >= 0 &&
(static_cast<u32>(region.offset.x) + region.extent.width) <= m_efb_width &&
(static_cast<u32>(region.offset.y) + region.extent.height) <= m_efb_height);
// 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(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.
StateTracker::GetInstance()->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->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD),
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(u32 x, u32 y)
{
if (!m_color_readback_texture_valid && !PopulateColorReadbackTexture())
return 0;
u32 value;
m_color_readback_texture->ReadTexel(x, y, &value, sizeof(value));
return value;
}
bool FramebufferManager::PopulateColorReadbackTexture()
{
// Can't be in our normal render pass.
StateTracker::GetInstance()->EndRenderPass();
StateTracker::GetInstance()->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(src_region);
if (m_efb_width != EFB_WIDTH || m_efb_height != EFB_HEIGHT)
{
m_color_copy_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD),
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.
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.
Util::ExecuteCurrentCommandsAndRestoreState(false, true);
// 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(u32 x, u32 y)
{
if (!m_depth_readback_texture_valid && !PopulateDepthReadbackTexture())
return 0.0f;
float value;
m_depth_readback_texture->ReadTexel(x, y, &value, sizeof(value));
return value;
}
bool FramebufferManager::PopulateDepthReadbackTexture()
{
// Can't be in our normal render pass.
StateTracker::GetInstance()->EndRenderPass();
StateTracker::GetInstance()->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(src_region);
src_aspect = VK_IMAGE_ASPECT_COLOR_BIT;
}
if (m_efb_width != EFB_WIDTH || m_efb_height != EFB_HEIGHT)
{
m_depth_copy_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD),
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.
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.
Util::ExecuteCurrentCommandsAndRestoreState(false, true);
// 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_COLOR_ATTACHMENT_OPTIMAL, // VkImageLayout initialLayout
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_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
&copy_attachment_ref, // const VkAttachmentReference* pColorAttachments
nullptr, // const VkAttachmentReference* pResolveAttachments
nullptr, // const VkAttachmentReference* pDepthStencilAttachment
0, // uint32_t preserveAttachmentCount
nullptr // const uint32_t* pPreserveAttachments
};
VkRenderPassCreateInfo copy_pass = {
VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO, // VkStructureType sType
nullptr, // const void* pNext
0, // VkRenderPassCreateFlags flags
1, // uint32_t attachmentCount
&copy_attachment, // const VkAttachmentDescription* pAttachments
1, // uint32_t subpassCount
&copy_subpass, // const VkSubpassDescription* pSubpasses
0, // uint32_t dependencyCount
nullptr // const VkSubpassDependency* pDependencies
};
VkResult res = vkCreateRenderPass(g_vulkan_context->GetDevice(), &copy_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(), &copy_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);
m_copy_color_render_pass = VK_NULL_HANDLE;
}
if (m_copy_depth_render_pass != VK_NULL_HANDLE)
{
vkDestroyRenderPass(g_vulkan_context->GetDevice(), m_copy_depth_render_pass, nullptr);
m_copy_depth_render_pass = VK_NULL_HANDLE;
}
}
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);
m_depth_readback_texture = StagingTexture2D::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;
}
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(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();
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(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();
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()
{
if (!m_color_poke_vertices.empty())
{
DrawPokeVertices(m_color_poke_vertices.data(), m_color_poke_vertices.size(), true, false);
m_color_poke_vertices.clear();
}
if (!m_depth_poke_vertices.empty())
{
DrawPokeVertices(m_depth_poke_vertices.data(), m_depth_poke_vertices.size(), false, true);
m_depth_poke_vertices.clear();
}
}
void FramebufferManager::DrawPokeVertices(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->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD);
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.rasterization_state.samples = m_efb_samples;
pipeline_info.depth_stencil_state.bits = Util::GetNoDepthTestingDepthStencilState().bits;
pipeline_info.blend_state.hex = Util::GetNoBlendingBlendState().hex;
pipeline_info.blend_state.colorupdate = write_color;
pipeline_info.blend_state.alphaupdate = write_color;
pipeline_info.primitive_topology = m_poke_primitive_topology;
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(false);
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.
StateTracker::GetInstance()->EndClearRenderPass();
StateTracker::GetInstance()->BeginRenderPass();
StateTracker::GetInstance()->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()
{
m_poke_vertex_stream_buffer.reset();
}
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;
}
}
std::unique_ptr<XFBSourceBase> FramebufferManager::CreateXFBSource(unsigned int target_width,
unsigned int target_height,
unsigned int layers)
{
TextureCacheBase::TCacheEntryConfig config;
config.width = target_width;
config.height = target_height;
config.layers = layers;
config.rendertarget = true;
auto* base_texture = TextureCache::GetInstance()->CreateTexture(config);
auto* texture = static_cast<TextureCache::TCacheEntry*>(base_texture);
if (!texture)
{
PanicAlert("Failed to create texture for XFB source");
return nullptr;
}
return std::make_unique<XFBSource>(std::unique_ptr<TextureCache::TCacheEntry>(texture));
}
void FramebufferManager::CopyToRealXFB(u32 xfb_addr, u32 fb_stride, u32 fb_height,
const EFBRectangle& source_rc, float gamma)
{
// Pending/batched EFB pokes should be included in the copied image.
FlushEFBPokes();
// Schedule early command-buffer execution.
StateTracker::GetInstance()->EndRenderPass();
StateTracker::GetInstance()->OnReadback();
// GPU EFB textures -> Guest memory
u8* xfb_ptr = Memory::GetPointer(xfb_addr);
_assert_(xfb_ptr);
// source_rc is in native coordinates, so scale it to the internal resolution.
TargetRectangle scaled_rc = g_renderer->ConvertEFBRectangle(source_rc);
VkRect2D scaled_rc_vk = {
{scaled_rc.left, scaled_rc.top},
{static_cast<u32>(scaled_rc.GetWidth()), static_cast<u32>(scaled_rc.GetHeight())}};
Texture2D* src_texture = ResolveEFBColorTexture(scaled_rc_vk);
// The destination stride can differ from the copy region width, in which case the pixels
// outside the copy region should not be written to.
TextureCache::GetInstance()->GetTextureConverter()->EncodeTextureToMemoryYUYV(
xfb_ptr, static_cast<u32>(source_rc.GetWidth()), fb_stride, fb_height, src_texture,
scaled_rc);
// If we sourced directly from the EFB framebuffer, restore it to a color attachment.
if (src_texture == m_efb_color_texture.get())
{
src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
}
}
XFBSource::XFBSource(std::unique_ptr<TextureCache::TCacheEntry> texture)
: XFBSourceBase(), m_texture(std::move(texture))
{
}
XFBSource::~XFBSource()
{
}
void XFBSource::DecodeToTexture(u32 xfb_addr, u32 fb_width, u32 fb_height)
{
// Guest memory -> GPU EFB Textures
const u8* src_ptr = Memory::GetPointer(xfb_addr);
_assert_(src_ptr);
TextureCache::GetInstance()->GetTextureConverter()->DecodeYUYVTextureFromMemory(
m_texture.get(), src_ptr, fb_width, fb_width * 2, fb_height);
}
void XFBSource::CopyEFB(float gamma)
{
// Pending/batched EFB pokes should be included in the copied image.
FramebufferManager::GetInstance()->FlushEFBPokes();
// Virtual XFB, copy EFB at native resolution to m_texture
MathUtil::Rectangle<int> rect(0, 0, static_cast<int>(texWidth), static_cast<int>(texHeight));
VkRect2D vk_rect = {{rect.left, rect.top},
{static_cast<u32>(rect.GetWidth()), static_cast<u32>(rect.GetHeight())}};
Texture2D* src_texture = FramebufferManager::GetInstance()->ResolveEFBColorTexture(vk_rect);
TextureCache::GetInstance()->CopyRectangleFromTexture(m_texture.get(), rect, src_texture, rect);
// If we sourced directly from the EFB framebuffer, restore it to a color attachment.
if (src_texture == FramebufferManager::GetInstance()->GetEFBColorTexture())
{
src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
}
}
} // namespace Vulkan