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684 lines
28 KiB
C++
684 lines
28 KiB
C++
// Copyright 2016 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "VideoBackends/Vulkan/TextureCache.h"
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#include <algorithm>
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#include <cstring>
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#include <string>
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#include <vector>
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#include "Common/Assert.h"
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#include "Common/CommonFuncs.h"
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.h"
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#include "VideoBackends/Vulkan/CommandBufferManager.h"
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#include "VideoBackends/Vulkan/FramebufferManager.h"
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#include "VideoBackends/Vulkan/ObjectCache.h"
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#include "VideoBackends/Vulkan/Renderer.h"
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#include "VideoBackends/Vulkan/StagingTexture2D.h"
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#include "VideoBackends/Vulkan/StateTracker.h"
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#include "VideoBackends/Vulkan/StreamBuffer.h"
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#include "VideoBackends/Vulkan/Texture2D.h"
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#include "VideoBackends/Vulkan/TextureConverter.h"
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#include "VideoBackends/Vulkan/Util.h"
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#include "VideoBackends/Vulkan/VulkanContext.h"
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#include "VideoCommon/ImageWrite.h"
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namespace Vulkan
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{
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TextureCache::TextureCache()
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{
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}
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TextureCache::~TextureCache()
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{
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if (m_render_pass != VK_NULL_HANDLE)
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vkDestroyRenderPass(g_vulkan_context->GetDevice(), m_render_pass, nullptr);
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TextureCache::DeleteShaders();
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}
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TextureCache* TextureCache::GetInstance()
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{
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return static_cast<TextureCache*>(g_texture_cache.get());
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}
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bool TextureCache::Initialize()
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{
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m_texture_upload_buffer =
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StreamBuffer::Create(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, INITIAL_TEXTURE_UPLOAD_BUFFER_SIZE,
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MAXIMUM_TEXTURE_UPLOAD_BUFFER_SIZE);
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if (!m_texture_upload_buffer)
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{
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PanicAlert("Failed to create texture upload buffer");
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return false;
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}
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if (!CreateRenderPasses())
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{
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PanicAlert("Failed to create copy render pass");
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return false;
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}
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m_texture_converter = std::make_unique<TextureConverter>();
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if (!m_texture_converter->Initialize())
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{
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PanicAlert("Failed to initialize texture converter");
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return false;
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}
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if (!CompileShaders())
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{
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PanicAlert("Failed to compile one or more shaders");
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return false;
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}
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return true;
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}
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void TextureCache::ConvertTexture(TCacheEntryBase* base_entry, TCacheEntryBase* base_unconverted,
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void* palette, TlutFormat format)
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{
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TCacheEntry* entry = static_cast<TCacheEntry*>(base_entry);
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TCacheEntry* unconverted = static_cast<TCacheEntry*>(base_unconverted);
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m_texture_converter->ConvertTexture(entry, unconverted, m_render_pass, palette, format);
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}
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void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row,
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u32 num_blocks_y, u32 memory_stride, bool is_depth_copy,
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const EFBRectangle& src_rect, bool is_intensity, bool scale_by_half)
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{
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// Flush EFB pokes first, as they're expected to be included.
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FramebufferManager::GetInstance()->FlushEFBPokes();
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// MSAA case where we need to resolve first.
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// TODO: Do in one pass.
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TargetRectangle scaled_src_rect = g_renderer->ConvertEFBRectangle(src_rect);
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VkRect2D region = {{scaled_src_rect.left, scaled_src_rect.top},
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{static_cast<u32>(scaled_src_rect.GetWidth()),
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static_cast<u32>(scaled_src_rect.GetHeight())}};
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Texture2D* src_texture;
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if (is_depth_copy)
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src_texture = FramebufferManager::GetInstance()->ResolveEFBDepthTexture(region);
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else
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src_texture = FramebufferManager::GetInstance()->ResolveEFBColorTexture(region);
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// End render pass before barrier (since we have no self-dependencies).
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// The barrier has to happen after the render pass, not inside it, as we are going to be
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// reading from the texture immediately afterwards.
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StateTracker::GetInstance()->EndRenderPass();
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StateTracker::GetInstance()->OnReadback();
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// Transition to shader resource before reading.
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VkImageLayout original_layout = src_texture->GetLayout();
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src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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m_texture_converter->EncodeTextureToMemory(src_texture->GetView(), dst, format, native_width,
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bytes_per_row, num_blocks_y, memory_stride,
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is_depth_copy, is_intensity, scale_by_half, src_rect);
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// Transition back to original state
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src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), original_layout);
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}
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void TextureCache::CopyRectangleFromTexture(TCacheEntry* dst_texture,
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const MathUtil::Rectangle<int>& dst_rect,
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Texture2D* src_texture,
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const MathUtil::Rectangle<int>& src_rect)
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{
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// Fast path when not scaling the image.
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if (src_rect.GetWidth() == dst_rect.GetWidth() && src_rect.GetHeight() == dst_rect.GetHeight())
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CopyTextureRectangle(dst_texture, dst_rect, src_texture, src_rect);
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else
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ScaleTextureRectangle(dst_texture, dst_rect, src_texture, src_rect);
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}
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void TextureCache::CopyTextureRectangle(TCacheEntry* dst_texture,
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const MathUtil::Rectangle<int>& dst_rect,
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Texture2D* src_texture,
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const MathUtil::Rectangle<int>& src_rect)
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{
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_assert_msg_(VIDEO, static_cast<u32>(src_rect.GetWidth()) <= src_texture->GetWidth() &&
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static_cast<u32>(src_rect.GetHeight()) <= src_texture->GetHeight(),
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"Source rect is too large for CopyRectangleFromTexture");
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_assert_msg_(VIDEO, static_cast<u32>(dst_rect.GetWidth()) <= dst_texture->config.width &&
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static_cast<u32>(dst_rect.GetHeight()) <= dst_texture->config.height,
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"Dest rect is too large for CopyRectangleFromTexture");
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VkImageCopy image_copy = {
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{VK_IMAGE_ASPECT_COLOR_BIT, 0, 0,
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src_texture->GetLayers()}, // VkImageSubresourceLayers srcSubresource
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{src_rect.left, src_rect.top, 0}, // VkOffset3D srcOffset
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{VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, // VkImageSubresourceLayers dstSubresource
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dst_texture->config.layers},
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{dst_rect.left, dst_rect.top, 0}, // VkOffset3D dstOffset
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{static_cast<uint32_t>(src_rect.GetWidth()), static_cast<uint32_t>(src_rect.GetHeight()),
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1} // VkExtent3D extent
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};
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// Must be called outside of a render pass.
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StateTracker::GetInstance()->EndRenderPass();
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src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
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dst_texture->GetTexture()->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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vkCmdCopyImage(g_command_buffer_mgr->GetCurrentCommandBuffer(), src_texture->GetImage(),
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VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, dst_texture->GetTexture()->GetImage(),
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &image_copy);
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}
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void TextureCache::ScaleTextureRectangle(TCacheEntry* dst_texture,
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const MathUtil::Rectangle<int>& dst_rect,
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Texture2D* src_texture,
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const MathUtil::Rectangle<int>& src_rect)
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{
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// Can't do this within a game render pass.
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StateTracker::GetInstance()->EndRenderPass();
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StateTracker::GetInstance()->SetPendingRebind();
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// Can't render to a non-rendertarget (no framebuffer).
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_assert_msg_(VIDEO, dst_texture->config.rendertarget,
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"Destination texture for partial copy is not a rendertarget");
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// Render pass expects dst_texture to be in SHADER_READ_ONLY state.
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src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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dst_texture->GetTexture()->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD), m_render_pass,
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g_object_cache->GetPassthroughVertexShader(),
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g_object_cache->GetPassthroughGeometryShader(), m_copy_shader);
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VkRect2D region = {
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{dst_rect.left, dst_rect.top},
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{static_cast<u32>(dst_rect.GetWidth()), static_cast<u32>(dst_rect.GetHeight())}};
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draw.BeginRenderPass(dst_texture->GetFramebuffer(), region);
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draw.SetPSSampler(0, src_texture->GetView(), g_object_cache->GetLinearSampler());
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draw.DrawQuad(dst_rect.left, dst_rect.top, dst_rect.GetWidth(), dst_rect.GetHeight(),
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src_rect.left, src_rect.top, 0, src_rect.GetWidth(), src_rect.GetHeight(),
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static_cast<int>(src_texture->GetWidth()),
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static_cast<int>(src_texture->GetHeight()));
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draw.EndRenderPass();
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}
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TextureCacheBase::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntryConfig& config)
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{
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// Determine image usage, we need to flag as an attachment if it can be used as a rendertarget.
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VkImageUsageFlags usage = VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT |
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VK_IMAGE_USAGE_SAMPLED_BIT;
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if (config.rendertarget)
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usage |= VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
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// Allocate texture object
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std::unique_ptr<Texture2D> texture = Texture2D::Create(
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config.width, config.height, config.levels, config.layers, TEXTURECACHE_TEXTURE_FORMAT,
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VK_SAMPLE_COUNT_1_BIT, VK_IMAGE_VIEW_TYPE_2D_ARRAY, VK_IMAGE_TILING_OPTIMAL, usage);
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if (!texture)
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return nullptr;
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// If this is a render target (for efb copies), allocate a framebuffer
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VkFramebuffer framebuffer = VK_NULL_HANDLE;
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if (config.rendertarget)
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{
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VkImageView framebuffer_attachments[] = {texture->GetView()};
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VkFramebufferCreateInfo framebuffer_info = {
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VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO,
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nullptr,
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0,
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m_render_pass,
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static_cast<u32>(ArraySize(framebuffer_attachments)),
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framebuffer_attachments,
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texture->GetWidth(),
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texture->GetHeight(),
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texture->GetLayers()};
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VkResult res = vkCreateFramebuffer(g_vulkan_context->GetDevice(), &framebuffer_info, nullptr,
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&framebuffer);
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if (res != VK_SUCCESS)
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{
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LOG_VULKAN_ERROR(res, "vkCreateFramebuffer failed: ");
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return nullptr;
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}
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// Clear render targets before use to prevent reading uninitialized memory.
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VkClearColorValue clear_value = {{0.0f, 0.0f, 0.0f, 1.0f}};
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VkImageSubresourceRange clear_range = {VK_IMAGE_ASPECT_COLOR_BIT, 0, config.levels, 0,
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config.layers};
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texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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vkCmdClearColorImage(g_command_buffer_mgr->GetCurrentInitCommandBuffer(), texture->GetImage(),
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texture->GetLayout(), &clear_value, 1, &clear_range);
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}
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return new TCacheEntry(config, std::move(texture), framebuffer);
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}
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bool TextureCache::CreateRenderPasses()
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{
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static constexpr VkAttachmentDescription update_attachment = {
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0,
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TEXTURECACHE_TEXTURE_FORMAT,
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VK_SAMPLE_COUNT_1_BIT,
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VK_ATTACHMENT_LOAD_OP_DONT_CARE,
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VK_ATTACHMENT_STORE_OP_STORE,
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VK_ATTACHMENT_LOAD_OP_DONT_CARE,
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VK_ATTACHMENT_STORE_OP_DONT_CARE,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL};
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static constexpr VkAttachmentReference color_attachment_reference = {
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0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL};
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static constexpr VkSubpassDescription subpass_description = {
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0, VK_PIPELINE_BIND_POINT_GRAPHICS,
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0, nullptr,
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1, &color_attachment_reference,
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nullptr, nullptr,
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0, nullptr};
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VkRenderPassCreateInfo update_info = {VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO,
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nullptr,
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0,
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1,
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&update_attachment,
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1,
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&subpass_description,
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0,
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nullptr};
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VkResult res =
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vkCreateRenderPass(g_vulkan_context->GetDevice(), &update_info, nullptr, &m_render_pass);
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if (res != VK_SUCCESS)
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{
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LOG_VULKAN_ERROR(res, "vkCreateRenderPass failed: ");
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return false;
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}
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return true;
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}
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TextureCache::TCacheEntry::TCacheEntry(const TCacheEntryConfig& config_,
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std::unique_ptr<Texture2D> texture,
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VkFramebuffer framebuffer)
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: TCacheEntryBase(config_), m_texture(std::move(texture)), m_framebuffer(framebuffer)
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{
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}
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TextureCache::TCacheEntry::~TCacheEntry()
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{
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// Texture is automatically cleaned up, however, we don't want to leave it bound.
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StateTracker::GetInstance()->UnbindTexture(m_texture->GetView());
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if (m_framebuffer != VK_NULL_HANDLE)
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g_command_buffer_mgr->DeferFramebufferDestruction(m_framebuffer);
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}
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void TextureCache::TCacheEntry::Load(const u8* buffer, unsigned int width, unsigned int height,
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unsigned int expanded_width, unsigned int level)
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{
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// Can't copy data larger than the texture extents.
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width = std::max(1u, std::min(width, m_texture->GetWidth() >> level));
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height = std::max(1u, std::min(height, m_texture->GetHeight() >> level));
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// We don't care about the existing contents of the texture, so we could the image layout to
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// VK_IMAGE_LAYOUT_UNDEFINED here. However, under section 2.2.1, Queue Operation of the Vulkan
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// specification, it states:
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//
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// Command buffer submissions to a single queue must always adhere to command order and
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// API order, but otherwise may overlap or execute out of order.
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//
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// Therefore, if a previous frame's command buffer is still sampling from this texture, and we
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// overwrite it without a pipeline barrier, a texture sample could occur in parallel with the
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// texture upload/copy. I'm not sure if any drivers currently take advantage of this, but we
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// should insert an explicit pipeline barrier just in case (done by TransitionToLayout).
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//
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// We transition to TRANSFER_DST, ready for the image copy, and leave the texture in this state.
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// This is so that the remaining mip levels can be uploaded without barriers, and then when the
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// texture is used, it can be transitioned to SHADER_READ_ONLY (see TCacheEntry::Bind).
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m_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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// Does this texture data fit within the streaming buffer?
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u32 upload_width = width;
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u32 upload_pitch = upload_width * sizeof(u32);
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u32 upload_size = upload_pitch * height;
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u32 upload_alignment = static_cast<u32>(g_vulkan_context->GetBufferImageGranularity());
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u32 source_pitch = expanded_width * 4;
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if ((upload_size + upload_alignment) <= STAGING_TEXTURE_UPLOAD_THRESHOLD &&
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(upload_size + upload_alignment) <= MAXIMUM_TEXTURE_UPLOAD_BUFFER_SIZE)
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{
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// Assume tightly packed rows, with no padding as the buffer source.
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StreamBuffer* upload_buffer = TextureCache::GetInstance()->m_texture_upload_buffer.get();
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// Allocate memory from the streaming buffer for the texture data.
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if (!upload_buffer->ReserveMemory(upload_size, g_vulkan_context->GetBufferImageGranularity()))
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{
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// Execute the command buffer first.
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WARN_LOG(VIDEO, "Executing command list while waiting for space in texture upload buffer");
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Util::ExecuteCurrentCommandsAndRestoreState(false);
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// Try allocating again. This may cause a fence wait.
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if (!upload_buffer->ReserveMemory(upload_size, g_vulkan_context->GetBufferImageGranularity()))
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PanicAlert("Failed to allocate space in texture upload buffer");
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}
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// Grab buffer pointers
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VkBuffer image_upload_buffer = upload_buffer->GetBuffer();
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VkDeviceSize image_upload_buffer_offset = upload_buffer->GetCurrentOffset();
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u8* image_upload_buffer_pointer = upload_buffer->GetCurrentHostPointer();
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// Copy to the buffer using the stride from the subresource layout
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const u8* source_ptr = buffer;
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if (upload_pitch != source_pitch)
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{
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VkDeviceSize copy_pitch = std::min(source_pitch, upload_pitch);
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for (unsigned int row = 0; row < height; row++)
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{
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memcpy(image_upload_buffer_pointer + row * upload_pitch, source_ptr + row * source_pitch,
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copy_pitch);
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}
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}
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else
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{
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// Can copy the whole thing in one block, the pitch matches
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memcpy(image_upload_buffer_pointer, source_ptr, upload_size);
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}
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// Flush buffer memory if necessary
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upload_buffer->CommitMemory(upload_size);
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// Copy from the streaming buffer to the actual image.
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VkBufferImageCopy image_copy = {
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image_upload_buffer_offset, // VkDeviceSize bufferOffset
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0, // uint32_t bufferRowLength
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0, // uint32_t bufferImageHeight
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{VK_IMAGE_ASPECT_COLOR_BIT, level, 0, 1}, // VkImageSubresourceLayers imageSubresource
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{0, 0, 0}, // VkOffset3D imageOffset
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{width, height, 1} // VkExtent3D imageExtent
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};
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vkCmdCopyBufferToImage(g_command_buffer_mgr->GetCurrentInitCommandBuffer(), image_upload_buffer,
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m_texture->GetImage(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1,
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&image_copy);
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}
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else
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{
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// Slow path. The data for the image is too large to fit in the streaming buffer, so we need
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// to allocate a temporary texture to store the data in, then copy to the real texture.
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std::unique_ptr<StagingTexture2D> staging_texture = StagingTexture2D::Create(
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STAGING_BUFFER_TYPE_UPLOAD, width, height, TEXTURECACHE_TEXTURE_FORMAT);
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if (!staging_texture || !staging_texture->Map())
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{
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PanicAlert("Failed to allocate staging texture for large texture upload.");
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return;
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}
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// Copy data to staging texture first, then to the "real" texture.
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staging_texture->WriteTexels(0, 0, width, height, buffer, source_pitch);
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staging_texture->CopyToImage(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),
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m_texture->GetImage(), VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, width,
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height, level, 0);
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}
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|
}
|
|
|
|
void TextureCache::TCacheEntry::FromRenderTarget(bool is_depth_copy, const EFBRectangle& src_rect,
|
|
bool scale_by_half, unsigned int cbufid,
|
|
const float* colmat)
|
|
{
|
|
// A better way of doing this would be nice.
|
|
FramebufferManager* framebuffer_mgr =
|
|
static_cast<FramebufferManager*>(g_framebuffer_manager.get());
|
|
TargetRectangle scaled_src_rect = g_renderer->ConvertEFBRectangle(src_rect);
|
|
|
|
// Flush EFB pokes first, as they're expected to be included.
|
|
framebuffer_mgr->FlushEFBPokes();
|
|
|
|
// Has to be flagged as a render target.
|
|
_assert_(m_framebuffer != VK_NULL_HANDLE);
|
|
|
|
// Can't be done in a render pass, since we're doing our own render pass!
|
|
VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
|
|
StateTracker::GetInstance()->EndRenderPass();
|
|
|
|
// Transition EFB to shader resource before binding
|
|
VkRect2D region = {{scaled_src_rect.left, scaled_src_rect.top},
|
|
{static_cast<u32>(scaled_src_rect.GetWidth()),
|
|
static_cast<u32>(scaled_src_rect.GetHeight())}};
|
|
Texture2D* src_texture;
|
|
if (is_depth_copy)
|
|
src_texture = FramebufferManager::GetInstance()->ResolveEFBDepthTexture(region);
|
|
else
|
|
src_texture = FramebufferManager::GetInstance()->ResolveEFBColorTexture(region);
|
|
|
|
VkSampler src_sampler =
|
|
scale_by_half ? g_object_cache->GetLinearSampler() : g_object_cache->GetPointSampler();
|
|
VkImageLayout original_layout = src_texture->GetLayout();
|
|
src_texture->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
|
m_texture->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
|
|
|
|
UtilityShaderDraw draw(
|
|
command_buffer, g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_PUSH_CONSTANT),
|
|
TextureCache::GetInstance()->m_render_pass, g_object_cache->GetPassthroughVertexShader(),
|
|
g_object_cache->GetPassthroughGeometryShader(),
|
|
is_depth_copy ? TextureCache::GetInstance()->m_efb_depth_to_tex_shader :
|
|
TextureCache::GetInstance()->m_efb_color_to_tex_shader);
|
|
|
|
draw.SetPushConstants(colmat, (is_depth_copy ? sizeof(float) * 20 : sizeof(float) * 28));
|
|
draw.SetPSSampler(0, src_texture->GetView(), src_sampler);
|
|
|
|
VkRect2D dest_region = {{0, 0}, {m_texture->GetWidth(), m_texture->GetHeight()}};
|
|
|
|
draw.BeginRenderPass(m_framebuffer, dest_region);
|
|
|
|
draw.DrawQuad(0, 0, config.width, config.height, scaled_src_rect.left, scaled_src_rect.top, 0,
|
|
scaled_src_rect.GetWidth(), scaled_src_rect.GetHeight(),
|
|
framebuffer_mgr->GetEFBWidth(), framebuffer_mgr->GetEFBHeight());
|
|
|
|
draw.EndRenderPass();
|
|
|
|
// We touched everything, so put it back.
|
|
StateTracker::GetInstance()->SetPendingRebind();
|
|
|
|
// Transition the EFB back to its original layout.
|
|
src_texture->TransitionToLayout(command_buffer, original_layout);
|
|
|
|
// Render pass transitions texture to SHADER_READ_ONLY.
|
|
m_texture->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
|
}
|
|
|
|
void TextureCache::TCacheEntry::CopyRectangleFromTexture(const TCacheEntryBase* source,
|
|
const MathUtil::Rectangle<int>& src_rect,
|
|
const MathUtil::Rectangle<int>& dst_rect)
|
|
{
|
|
const TCacheEntry* source_vk = static_cast<const TCacheEntry*>(source);
|
|
TextureCache::GetInstance()->CopyRectangleFromTexture(this, dst_rect, source_vk->GetTexture(),
|
|
src_rect);
|
|
|
|
// Ensure textures are ready for use again.
|
|
m_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
|
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
|
source_vk->GetTexture()->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
|
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
|
}
|
|
|
|
void TextureCache::TCacheEntry::Bind(unsigned int stage)
|
|
{
|
|
m_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
|
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
|
StateTracker::GetInstance()->SetTexture(stage, m_texture->GetView());
|
|
}
|
|
|
|
bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int level)
|
|
{
|
|
_assert_(level < config.levels);
|
|
|
|
// Determine dimensions of image we want to save.
|
|
u32 level_width = std::max(1u, config.width >> level);
|
|
u32 level_height = std::max(1u, config.height >> level);
|
|
|
|
// Use a temporary staging texture for the download. Certainly not optimal,
|
|
// but since we have to idle the GPU anyway it doesn't really matter.
|
|
std::unique_ptr<StagingTexture2D> staging_texture = StagingTexture2D::Create(
|
|
STAGING_BUFFER_TYPE_READBACK, level_width, level_height, TEXTURECACHE_TEXTURE_FORMAT);
|
|
|
|
// Transition image to transfer source, and invalidate the current state,
|
|
// since we'll be executing the command buffer.
|
|
m_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
|
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
|
|
StateTracker::GetInstance()->EndRenderPass();
|
|
|
|
// Copy to download buffer.
|
|
staging_texture->CopyFromImage(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
|
m_texture->GetImage(), VK_IMAGE_ASPECT_COLOR_BIT, 0, 0,
|
|
level_width, level_height, level, 0);
|
|
|
|
// Restore original state of texture.
|
|
m_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
|
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
|
|
|
// Block until the GPU has finished copying to the staging texture.
|
|
Util::ExecuteCurrentCommandsAndRestoreState(false, true);
|
|
|
|
// Map the staging texture so we can copy the contents out.
|
|
if (!staging_texture->Map())
|
|
{
|
|
PanicAlert("Failed to map staging texture");
|
|
return false;
|
|
}
|
|
|
|
// Write texture out to file.
|
|
// It's okay to throw this texture away immediately, since we're done with it, and
|
|
// we blocked until the copy completed on the GPU anyway.
|
|
bool result = TextureToPng(reinterpret_cast<u8*>(staging_texture->GetMapPointer()),
|
|
staging_texture->GetRowStride(), filename, level_width, level_height);
|
|
|
|
staging_texture->Unmap();
|
|
return result;
|
|
}
|
|
|
|
bool TextureCache::CompileShaders()
|
|
{
|
|
static const char COPY_SHADER_SOURCE[] = R"(
|
|
layout(set = 1, binding = 0) uniform sampler2DArray samp0;
|
|
|
|
layout(location = 0) in float3 uv0;
|
|
layout(location = 1) in float4 col0;
|
|
layout(location = 0) out float4 ocol0;
|
|
|
|
void main()
|
|
{
|
|
ocol0 = texture(samp0, uv0);
|
|
}
|
|
)";
|
|
|
|
static const char EFB_COLOR_TO_TEX_SOURCE[] = R"(
|
|
SAMPLER_BINDING(0) uniform sampler2DArray samp0;
|
|
|
|
layout(std140, push_constant) uniform PSBlock
|
|
{
|
|
vec4 colmat[7];
|
|
} C;
|
|
|
|
layout(location = 0) in vec3 uv0;
|
|
layout(location = 1) in vec4 col0;
|
|
layout(location = 0) out vec4 ocol0;
|
|
|
|
void main()
|
|
{
|
|
float4 texcol = texture(samp0, uv0);
|
|
texcol = floor(texcol * C.colmat[5]) * C.colmat[6];
|
|
ocol0 = texcol * mat4(C.colmat[0], C.colmat[1], C.colmat[2], C.colmat[3]) + C.colmat[4];
|
|
}
|
|
)";
|
|
|
|
static const char EFB_DEPTH_TO_TEX_SOURCE[] = R"(
|
|
SAMPLER_BINDING(0) uniform sampler2DArray samp0;
|
|
|
|
layout(std140, push_constant) uniform PSBlock
|
|
{
|
|
vec4 colmat[5];
|
|
} C;
|
|
|
|
layout(location = 0) in vec3 uv0;
|
|
layout(location = 1) in vec4 col0;
|
|
layout(location = 0) out vec4 ocol0;
|
|
|
|
void main()
|
|
{
|
|
#if MONO_DEPTH
|
|
vec4 texcol = texture(samp0, vec3(uv0.xy, 0.0f));
|
|
#else
|
|
vec4 texcol = texture(samp0, uv0);
|
|
#endif
|
|
int depth = int((1.0 - texcol.x) * 16777216.0);
|
|
|
|
// Convert to Z24 format
|
|
ivec4 workspace;
|
|
workspace.r = (depth >> 16) & 255;
|
|
workspace.g = (depth >> 8) & 255;
|
|
workspace.b = depth & 255;
|
|
|
|
// Convert to Z4 format
|
|
workspace.a = (depth >> 16) & 0xF0;
|
|
|
|
// Normalize components to [0.0..1.0]
|
|
texcol = vec4(workspace) / 255.0;
|
|
|
|
ocol0 = texcol * mat4(C.colmat[0], C.colmat[1], C.colmat[2], C.colmat[3]) + C.colmat[4];
|
|
}
|
|
)";
|
|
|
|
std::string header = g_object_cache->GetUtilityShaderHeader();
|
|
std::string source;
|
|
|
|
source = header + COPY_SHADER_SOURCE;
|
|
m_copy_shader = Util::CompileAndCreateFragmentShader(source);
|
|
|
|
source = header + EFB_COLOR_TO_TEX_SOURCE;
|
|
m_efb_color_to_tex_shader = Util::CompileAndCreateFragmentShader(source);
|
|
|
|
if (g_ActiveConfig.bStereoEFBMonoDepth)
|
|
source = header + "#define MONO_DEPTH 1\n" + EFB_DEPTH_TO_TEX_SOURCE;
|
|
else
|
|
source = header + EFB_DEPTH_TO_TEX_SOURCE;
|
|
m_efb_depth_to_tex_shader = Util::CompileAndCreateFragmentShader(source);
|
|
|
|
return m_copy_shader != VK_NULL_HANDLE && m_efb_color_to_tex_shader != VK_NULL_HANDLE &&
|
|
m_efb_depth_to_tex_shader != VK_NULL_HANDLE;
|
|
}
|
|
|
|
void TextureCache::DeleteShaders()
|
|
{
|
|
// It is safe to destroy shader modules after they are consumed by creating a pipeline.
|
|
// Therefore, no matter where this function is called from, it won't cause an issue due to
|
|
// pending commands, although at the time of writing should only be called at the end of
|
|
// a frame. See Vulkan spec, section 2.3.1. Object Lifetime.
|
|
if (m_copy_shader != VK_NULL_HANDLE)
|
|
{
|
|
vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_copy_shader, nullptr);
|
|
m_copy_shader = VK_NULL_HANDLE;
|
|
}
|
|
if (m_efb_color_to_tex_shader != VK_NULL_HANDLE)
|
|
{
|
|
vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_efb_color_to_tex_shader, nullptr);
|
|
m_efb_color_to_tex_shader = VK_NULL_HANDLE;
|
|
}
|
|
if (m_efb_depth_to_tex_shader != VK_NULL_HANDLE)
|
|
{
|
|
vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_efb_depth_to_tex_shader, nullptr);
|
|
m_efb_depth_to_tex_shader = VK_NULL_HANDLE;
|
|
}
|
|
}
|
|
|
|
} // namespace Vulkan
|