mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 22:09:19 -07:00
e60268bd42
Greatly simplifies the overall interface when it comes to compiling shaders. Also allows getting rid of a std::string overload of the same name. Now std::string and const char* both go through the same function.
613 lines
21 KiB
C++
613 lines
21 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 <cstddef>
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#include <cstdio>
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#include <limits>
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#include <string>
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#include <tuple>
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#include "Common/Assert.h"
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#include "Common/CommonTypes.h"
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.h"
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#include "Core/Core.h"
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#include "VideoBackends/Vulkan/BoundingBox.h"
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#include "VideoBackends/Vulkan/CommandBufferManager.h"
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#include "VideoBackends/Vulkan/ObjectCache.h"
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#include "VideoBackends/Vulkan/PerfQuery.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/SwapChain.h"
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#include "VideoBackends/Vulkan/VKPipeline.h"
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#include "VideoBackends/Vulkan/VKShader.h"
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#include "VideoBackends/Vulkan/VKTexture.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/DriverDetails.h"
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#include "VideoCommon/FramebufferManager.h"
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#include "VideoCommon/RenderState.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VideoBackendBase.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h"
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namespace Vulkan
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{
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Renderer::Renderer(std::unique_ptr<SwapChain> swap_chain, float backbuffer_scale)
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: ::Renderer(swap_chain ? static_cast<int>(swap_chain->GetWidth()) : 1,
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swap_chain ? static_cast<int>(swap_chain->GetHeight()) : 0, backbuffer_scale,
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swap_chain ? swap_chain->GetTextureFormat() : AbstractTextureFormat::Undefined),
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m_swap_chain(std::move(swap_chain))
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{
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UpdateActiveConfig();
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for (size_t i = 0; i < m_sampler_states.size(); i++)
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m_sampler_states[i].hex = RenderState::GetPointSamplerState().hex;
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}
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Renderer::~Renderer() = default;
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bool Renderer::IsHeadless() const
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{
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return m_swap_chain == nullptr;
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}
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bool Renderer::Initialize()
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{
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if (!::Renderer::Initialize())
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return false;
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m_bounding_box = std::make_unique<BoundingBox>();
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if (!m_bounding_box->Initialize())
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{
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PanicAlert("Failed to initialize bounding box.");
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return false;
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}
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// Various initialization routines will have executed commands on the command buffer.
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// Execute what we have done before beginning the first frame.
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ExecuteCommandBuffer(true, false);
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return true;
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}
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void Renderer::Shutdown()
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{
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::Renderer::Shutdown();
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m_swap_chain.reset();
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}
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std::unique_ptr<AbstractTexture> Renderer::CreateTexture(const TextureConfig& config)
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{
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return VKTexture::Create(config);
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}
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std::unique_ptr<AbstractStagingTexture> Renderer::CreateStagingTexture(StagingTextureType type,
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const TextureConfig& config)
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{
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return VKStagingTexture::Create(type, config);
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}
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std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
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std::string_view source)
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{
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return VKShader::CreateFromSource(stage, source);
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}
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std::unique_ptr<AbstractShader> Renderer::CreateShaderFromBinary(ShaderStage stage,
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const void* data, size_t length)
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{
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return VKShader::CreateFromBinary(stage, data, length);
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}
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std::unique_ptr<NativeVertexFormat>
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Renderer::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
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{
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return std::make_unique<VertexFormat>(vtx_decl);
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}
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std::unique_ptr<AbstractPipeline> Renderer::CreatePipeline(const AbstractPipelineConfig& config,
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const void* cache_data,
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size_t cache_data_length)
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{
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return VKPipeline::Create(config);
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}
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std::unique_ptr<AbstractFramebuffer> Renderer::CreateFramebuffer(AbstractTexture* color_attachment,
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AbstractTexture* depth_attachment)
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{
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return VKFramebuffer::Create(static_cast<VKTexture*>(color_attachment),
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static_cast<VKTexture*>(depth_attachment));
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}
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void Renderer::SetPipeline(const AbstractPipeline* pipeline)
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{
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StateTracker::GetInstance()->SetPipeline(static_cast<const VKPipeline*>(pipeline));
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}
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u16 Renderer::BBoxRead(int index)
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{
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return static_cast<u16>(m_bounding_box->Get(index));
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}
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void Renderer::BBoxWrite(int index, u16 value)
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{
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m_bounding_box->Set(index, value);
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}
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void Renderer::BBoxFlush()
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{
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m_bounding_box->Flush();
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m_bounding_box->Invalidate();
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}
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void Renderer::ClearScreen(const MathUtil::Rectangle<int>& rc, bool color_enable, bool alpha_enable,
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bool z_enable, u32 color, u32 z)
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{
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g_framebuffer_manager->FlushEFBPokes();
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g_framebuffer_manager->FlagPeekCacheAsOutOfDate();
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// Native -> EFB coordinates
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MathUtil::Rectangle<int> target_rc = Renderer::ConvertEFBRectangle(rc);
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// Size we pass this size to vkBeginRenderPass, it has to be clamped to the framebuffer
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// dimensions. The other backends just silently ignore this case.
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target_rc.ClampUL(0, 0, m_target_width, m_target_height);
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VkRect2D target_vk_rc = {
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{target_rc.left, target_rc.top},
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{static_cast<uint32_t>(target_rc.GetWidth()), static_cast<uint32_t>(target_rc.GetHeight())}};
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// Determine whether the EFB has an alpha channel. If it doesn't, we can clear the alpha
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// channel to 0xFF. This hopefully allows us to use the fast path in most cases.
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if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16 ||
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bpmem.zcontrol.pixel_format == PEControl::RGB8_Z24 ||
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bpmem.zcontrol.pixel_format == PEControl::Z24)
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{
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// Force alpha writes, and clear the alpha channel. This is different to the other backends,
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// where the existing values of the alpha channel are preserved.
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alpha_enable = true;
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color &= 0x00FFFFFF;
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}
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// Convert RGBA8 -> floating-point values.
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VkClearValue clear_color_value = {};
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VkClearValue clear_depth_value = {};
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clear_color_value.color.float32[0] = static_cast<float>((color >> 16) & 0xFF) / 255.0f;
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clear_color_value.color.float32[1] = static_cast<float>((color >> 8) & 0xFF) / 255.0f;
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clear_color_value.color.float32[2] = static_cast<float>((color >> 0) & 0xFF) / 255.0f;
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clear_color_value.color.float32[3] = static_cast<float>((color >> 24) & 0xFF) / 255.0f;
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clear_depth_value.depthStencil.depth = static_cast<float>(z & 0xFFFFFF) / 16777216.0f;
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if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
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clear_depth_value.depthStencil.depth = 1.0f - clear_depth_value.depthStencil.depth;
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// If we're not in a render pass (start of the frame), we can use a clear render pass
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// to discard the data, rather than loading and then clearing.
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bool use_clear_attachments = (color_enable && alpha_enable) || z_enable;
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bool use_clear_render_pass =
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!StateTracker::GetInstance()->InRenderPass() && color_enable && alpha_enable && z_enable;
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// The NVIDIA Vulkan driver causes the GPU to lock up, or throw exceptions if MSAA is enabled,
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// a non-full clear rect is specified, and a clear loadop or vkCmdClearAttachments is used.
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if (g_ActiveConfig.iMultisamples > 1 &&
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DriverDetails::HasBug(DriverDetails::BUG_BROKEN_MSAA_CLEAR))
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{
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use_clear_render_pass = false;
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use_clear_attachments = false;
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}
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// This path cannot be used if the driver implementation doesn't guarantee pixels with no drawn
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// geometry in "this" renderpass won't be cleared
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if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_CLEAR_LOADOP_RENDERPASS))
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use_clear_render_pass = false;
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// Fastest path: Use a render pass to clear the buffers.
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if (use_clear_render_pass)
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{
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const std::array<VkClearValue, 2> clear_values = {{clear_color_value, clear_depth_value}};
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StateTracker::GetInstance()->BeginClearRenderPass(target_vk_rc, clear_values.data(),
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static_cast<u32>(clear_values.size()));
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return;
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}
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// Fast path: Use vkCmdClearAttachments to clear the buffers within a render path
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// We can't use this when preserving alpha but clearing color.
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if (use_clear_attachments)
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{
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VkClearAttachment clear_attachments[2];
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uint32_t num_clear_attachments = 0;
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if (color_enable && alpha_enable)
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{
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clear_attachments[num_clear_attachments].aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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clear_attachments[num_clear_attachments].colorAttachment = 0;
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clear_attachments[num_clear_attachments].clearValue = clear_color_value;
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num_clear_attachments++;
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color_enable = false;
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alpha_enable = false;
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}
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if (z_enable)
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{
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clear_attachments[num_clear_attachments].aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
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clear_attachments[num_clear_attachments].colorAttachment = 0;
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clear_attachments[num_clear_attachments].clearValue = clear_depth_value;
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num_clear_attachments++;
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z_enable = false;
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}
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if (num_clear_attachments > 0)
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{
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VkClearRect vk_rect = {target_vk_rc, 0, g_framebuffer_manager->GetEFBLayers()};
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if (!StateTracker::GetInstance()->IsWithinRenderArea(
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target_vk_rc.offset.x, target_vk_rc.offset.y, target_vk_rc.extent.width,
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target_vk_rc.extent.height))
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{
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StateTracker::GetInstance()->EndClearRenderPass();
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}
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StateTracker::GetInstance()->BeginRenderPass();
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vkCmdClearAttachments(g_command_buffer_mgr->GetCurrentCommandBuffer(), num_clear_attachments,
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clear_attachments, 1, &vk_rect);
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}
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}
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// Anything left over for the slow path?
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if (!color_enable && !alpha_enable && !z_enable)
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return;
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g_framebuffer_manager->ClearEFB(rc, color_enable, alpha_enable, z_enable, color, z);
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}
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void Renderer::Flush()
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{
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ExecuteCommandBuffer(true, false);
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}
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void Renderer::WaitForGPUIdle()
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{
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ExecuteCommandBuffer(false, true);
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}
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void Renderer::BindBackbuffer(const ClearColor& clear_color)
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{
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StateTracker::GetInstance()->EndRenderPass();
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// Handle host window resizes.
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CheckForSurfaceChange();
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CheckForSurfaceResize();
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VkResult res = g_command_buffer_mgr->CheckLastPresentFail() ? VK_ERROR_OUT_OF_DATE_KHR :
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m_swap_chain->AcquireNextImage();
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if (res == VK_SUBOPTIMAL_KHR || res == VK_ERROR_OUT_OF_DATE_KHR)
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{
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// Execute cmdbuffer before resizing, as the last frame could still be presenting.
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ExecuteCommandBuffer(false, true);
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m_swap_chain->ResizeSwapChain();
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res = m_swap_chain->AcquireNextImage();
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}
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if (res != VK_SUCCESS)
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PanicAlert("Failed to grab image from swap chain");
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// Transition from undefined (or present src, but it can be substituted) to
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// color attachment ready for writing. These transitions must occur outside
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// a render pass, unless the render pass declares a self-dependency.
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m_swap_chain->GetCurrentTexture()->OverrideImageLayout(VK_IMAGE_LAYOUT_UNDEFINED);
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m_swap_chain->GetCurrentTexture()->TransitionToLayout(
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g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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SetAndClearFramebuffer(m_swap_chain->GetCurrentFramebuffer(),
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ClearColor{{0.0f, 0.0f, 0.0f, 1.0f}});
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}
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void Renderer::PresentBackbuffer()
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{
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// End drawing to backbuffer
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StateTracker::GetInstance()->EndRenderPass();
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// Transition the backbuffer to PRESENT_SRC to ensure all commands drawing
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// to it have finished before present.
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m_swap_chain->GetCurrentTexture()->TransitionToLayout(
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g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_PRESENT_SRC_KHR);
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// Submit the current command buffer, signaling rendering finished semaphore when it's done
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// Because this final command buffer is rendering to the swap chain, we need to wait for
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// the available semaphore to be signaled before executing the buffer. This final submission
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// can happen off-thread in the background while we're preparing the next frame.
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g_command_buffer_mgr->SubmitCommandBuffer(true, false, m_swap_chain->GetSwapChain(),
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m_swap_chain->GetCurrentImageIndex());
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// New cmdbuffer, so invalidate state.
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StateTracker::GetInstance()->InvalidateCachedState();
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}
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void Renderer::ExecuteCommandBuffer(bool submit_off_thread, bool wait_for_completion)
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{
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StateTracker::GetInstance()->EndRenderPass();
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g_command_buffer_mgr->SubmitCommandBuffer(submit_off_thread, wait_for_completion);
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StateTracker::GetInstance()->InvalidateCachedState();
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}
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void Renderer::CheckForSurfaceChange()
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{
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if (!m_surface_changed.TestAndClear() || !m_swap_chain)
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return;
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// Submit the current draws up until rendering the XFB.
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ExecuteCommandBuffer(false, true);
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// Clear the present failed flag, since we don't want to resize after recreating.
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g_command_buffer_mgr->CheckLastPresentFail();
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// Recreate the surface. If this fails we're in trouble.
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if (!m_swap_chain->RecreateSurface(m_new_surface_handle))
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PanicAlert("Failed to recreate Vulkan surface. Cannot continue.");
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m_new_surface_handle = nullptr;
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// Handle case where the dimensions are now different.
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OnSwapChainResized();
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}
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void Renderer::CheckForSurfaceResize()
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{
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if (!m_surface_resized.TestAndClear())
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return;
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// If we don't have a surface, how can we resize the swap chain?
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// CheckForSurfaceChange should handle this case.
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if (!m_swap_chain)
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{
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WARN_LOG(VIDEO, "Surface resize event received without active surface, ignoring");
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return;
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}
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// Wait for the GPU to catch up since we're going to destroy the swap chain.
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ExecuteCommandBuffer(false, true);
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// Clear the present failed flag, since we don't want to resize after recreating.
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g_command_buffer_mgr->CheckLastPresentFail();
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// Resize the swap chain.
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m_swap_chain->RecreateSwapChain();
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OnSwapChainResized();
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}
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void Renderer::OnConfigChanged(u32 bits)
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{
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if (bits & CONFIG_CHANGE_BIT_HOST_CONFIG)
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g_object_cache->ReloadPipelineCache();
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// For vsync, we need to change the present mode, which means recreating the swap chain.
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if (m_swap_chain && bits & CONFIG_CHANGE_BIT_VSYNC)
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{
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ExecuteCommandBuffer(false, true);
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m_swap_chain->SetVSync(g_ActiveConfig.bVSyncActive);
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}
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// For quad-buffered stereo we need to change the layer count, so recreate the swap chain.
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if (m_swap_chain && bits & CONFIG_CHANGE_BIT_STEREO_MODE)
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{
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ExecuteCommandBuffer(false, true);
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m_swap_chain->RecreateSwapChain();
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}
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// Wipe sampler cache if force texture filtering or anisotropy changes.
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if (bits & (CONFIG_CHANGE_BIT_ANISOTROPY | CONFIG_CHANGE_BIT_FORCE_TEXTURE_FILTERING))
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{
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ExecuteCommandBuffer(false, true);
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ResetSamplerStates();
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}
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}
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void Renderer::OnSwapChainResized()
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{
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m_backbuffer_width = m_swap_chain->GetWidth();
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m_backbuffer_height = m_swap_chain->GetHeight();
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}
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void Renderer::BindFramebuffer(VKFramebuffer* fb)
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{
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StateTracker::GetInstance()->EndRenderPass();
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// Shouldn't be bound as a texture.
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if (fb->GetColorAttachment())
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{
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StateTracker::GetInstance()->UnbindTexture(
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static_cast<VKTexture*>(fb->GetColorAttachment())->GetView());
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}
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if (fb->GetDepthAttachment())
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{
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StateTracker::GetInstance()->UnbindTexture(
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static_cast<VKTexture*>(fb->GetDepthAttachment())->GetView());
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}
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fb->TransitionForRender();
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StateTracker::GetInstance()->SetFramebuffer(fb);
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m_current_framebuffer = fb;
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}
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void Renderer::SetFramebuffer(AbstractFramebuffer* framebuffer)
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{
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if (m_current_framebuffer == framebuffer)
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return;
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VKFramebuffer* vkfb = static_cast<VKFramebuffer*>(framebuffer);
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BindFramebuffer(vkfb);
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}
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void Renderer::SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer)
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{
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if (m_current_framebuffer == framebuffer)
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return;
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VKFramebuffer* vkfb = static_cast<VKFramebuffer*>(framebuffer);
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BindFramebuffer(vkfb);
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// If we're discarding, begin the discard pass, then switch to a load pass.
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// This way if the command buffer is flushed, we don't start another discard pass.
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StateTracker::GetInstance()->BeginDiscardRenderPass();
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}
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void Renderer::SetAndClearFramebuffer(AbstractFramebuffer* framebuffer,
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const ClearColor& color_value, float depth_value)
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{
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VKFramebuffer* vkfb = static_cast<VKFramebuffer*>(framebuffer);
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BindFramebuffer(vkfb);
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std::array<VkClearValue, 2> clear_values;
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u32 num_clear_values = 0;
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if (vkfb->GetColorFormat() != AbstractTextureFormat::Undefined)
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{
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std::memcpy(clear_values[num_clear_values].color.float32, color_value.data(),
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sizeof(clear_values[num_clear_values].color.float32));
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num_clear_values++;
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}
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if (vkfb->GetDepthFormat() != AbstractTextureFormat::Undefined)
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{
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clear_values[num_clear_values].depthStencil.depth = depth_value;
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|
clear_values[num_clear_values].depthStencil.stencil = 0;
|
|
num_clear_values++;
|
|
}
|
|
StateTracker::GetInstance()->BeginClearRenderPass(vkfb->GetRect(), clear_values.data(),
|
|
num_clear_values);
|
|
}
|
|
|
|
void Renderer::SetTexture(u32 index, const AbstractTexture* texture)
|
|
{
|
|
// Texture should always be in SHADER_READ_ONLY layout prior to use.
|
|
// This is so we don't need to transition during render passes.
|
|
const VKTexture* tex = static_cast<const VKTexture*>(texture);
|
|
if (tex)
|
|
{
|
|
if (tex->GetLayout() != VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
|
|
{
|
|
if (StateTracker::GetInstance()->InRenderPass())
|
|
{
|
|
WARN_LOG(VIDEO, "Transitioning image in render pass in Renderer::SetTexture()");
|
|
StateTracker::GetInstance()->EndRenderPass();
|
|
}
|
|
|
|
tex->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
|
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
|
}
|
|
|
|
StateTracker::GetInstance()->SetTexture(index, tex->GetView());
|
|
}
|
|
else
|
|
{
|
|
StateTracker::GetInstance()->SetTexture(0, VK_NULL_HANDLE);
|
|
}
|
|
}
|
|
|
|
void Renderer::SetSamplerState(u32 index, const SamplerState& state)
|
|
{
|
|
// Skip lookup if the state hasn't changed.
|
|
if (m_sampler_states[index].hex == state.hex)
|
|
return;
|
|
|
|
// Look up new state and replace in state tracker.
|
|
VkSampler sampler = g_object_cache->GetSampler(state);
|
|
if (sampler == VK_NULL_HANDLE)
|
|
{
|
|
ERROR_LOG(VIDEO, "Failed to create sampler");
|
|
sampler = g_object_cache->GetPointSampler();
|
|
}
|
|
|
|
StateTracker::GetInstance()->SetSampler(index, sampler);
|
|
m_sampler_states[index].hex = state.hex;
|
|
}
|
|
|
|
void Renderer::SetComputeImageTexture(AbstractTexture* texture, bool read, bool write)
|
|
{
|
|
VKTexture* vk_texture = static_cast<VKTexture*>(texture);
|
|
if (vk_texture)
|
|
{
|
|
StateTracker::GetInstance()->EndRenderPass();
|
|
StateTracker::GetInstance()->SetImageTexture(vk_texture->GetView());
|
|
vk_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
|
read ? (write ? VKTexture::ComputeImageLayout::ReadWrite :
|
|
VKTexture::ComputeImageLayout::ReadOnly) :
|
|
VKTexture::ComputeImageLayout::WriteOnly);
|
|
}
|
|
else
|
|
{
|
|
StateTracker::GetInstance()->SetImageTexture(VK_NULL_HANDLE);
|
|
}
|
|
}
|
|
|
|
void Renderer::UnbindTexture(const AbstractTexture* texture)
|
|
{
|
|
StateTracker::GetInstance()->UnbindTexture(static_cast<const VKTexture*>(texture)->GetView());
|
|
}
|
|
|
|
void Renderer::ResetSamplerStates()
|
|
{
|
|
// Invalidate all sampler states, next draw will re-initialize them.
|
|
for (u32 i = 0; i < m_sampler_states.size(); i++)
|
|
{
|
|
m_sampler_states[i].hex = RenderState::GetPointSamplerState().hex;
|
|
StateTracker::GetInstance()->SetSampler(i, g_object_cache->GetPointSampler());
|
|
}
|
|
|
|
// Invalidate all sampler objects (some will be unused now).
|
|
g_object_cache->ClearSamplerCache();
|
|
}
|
|
|
|
void Renderer::SetScissorRect(const MathUtil::Rectangle<int>& rc)
|
|
{
|
|
VkRect2D scissor = {{rc.left, rc.top},
|
|
{static_cast<u32>(rc.GetWidth()), static_cast<u32>(rc.GetHeight())}};
|
|
|
|
// See Vulkan spec for vkCmdSetScissor:
|
|
// The x and y members of offset must be greater than or equal to 0.
|
|
if (scissor.offset.x < 0)
|
|
{
|
|
scissor.extent.width -= -scissor.offset.x;
|
|
scissor.offset.x = 0;
|
|
}
|
|
if (scissor.offset.y < 0)
|
|
{
|
|
scissor.extent.height -= -scissor.offset.y;
|
|
scissor.offset.y = 0;
|
|
}
|
|
StateTracker::GetInstance()->SetScissor(scissor);
|
|
}
|
|
|
|
void Renderer::SetViewport(float x, float y, float width, float height, float near_depth,
|
|
float far_depth)
|
|
{
|
|
VkViewport viewport = {x, y, width, height, near_depth, far_depth};
|
|
StateTracker::GetInstance()->SetViewport(viewport);
|
|
}
|
|
|
|
void Renderer::Draw(u32 base_vertex, u32 num_vertices)
|
|
{
|
|
if (!StateTracker::GetInstance()->Bind())
|
|
return;
|
|
|
|
vkCmdDraw(g_command_buffer_mgr->GetCurrentCommandBuffer(), num_vertices, 1, base_vertex, 0);
|
|
}
|
|
|
|
void Renderer::DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex)
|
|
{
|
|
if (!StateTracker::GetInstance()->Bind())
|
|
return;
|
|
|
|
vkCmdDrawIndexed(g_command_buffer_mgr->GetCurrentCommandBuffer(), num_indices, 1, base_index,
|
|
base_vertex, 0);
|
|
}
|
|
|
|
void Renderer::DispatchComputeShader(const AbstractShader* shader, u32 groups_x, u32 groups_y,
|
|
u32 groups_z)
|
|
{
|
|
StateTracker::GetInstance()->SetComputeShader(static_cast<const VKShader*>(shader));
|
|
if (StateTracker::GetInstance()->BindCompute())
|
|
vkCmdDispatch(g_command_buffer_mgr->GetCurrentCommandBuffer(), groups_x, groups_y, groups_z);
|
|
}
|
|
|
|
} // namespace Vulkan
|