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https://github.com/hrydgard/ppsspp.git
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Vulkan: Don't try to overlap proj with proj_through, will need a different approach.
Also, assorted bugfixes.
This commit is contained in:
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5f71b5b3ec
commit
1677697735
@ -494,6 +494,8 @@ void DrawEngineVulkan::DoFlush(VkCommandBuffer cmd) {
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uint32_t vbOffset = 0;
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if (useHWTransform) {
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// We don't detect clears in this path, so here we can switch framebuffers if necessary.
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int vertexCount = 0;
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int maxIndex = 0;
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bool useElements = true;
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@ -529,7 +531,7 @@ void DrawEngineVulkan::DoFlush(VkCommandBuffer cmd) {
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vkCmdSetBlendConstants(cmd_, bc);
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shaderManager_->UpdateUniforms();
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shaderManager_->GetShaders(prim, lastVType_, &vshader, &fshader, useHWTransform);
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VulkanPipeline *pipeline = pipelineManager_->GetOrCreatePipeline(pipelineLayout_, pipelineKey, dec_, vshader->GetModule(), fshader->GetModule(), true);
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VulkanPipeline *pipeline = pipelineManager_->GetOrCreatePipeline(pipelineLayout_, pipelineKey, dec_, vshader, fshader, true);
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vkCmdBindPipeline(cmd_, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline->pipeline); // TODO: Avoid if same as last draw.
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if (pipeline->uniformBlocks & UB_VS_FS_BASE) {
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@ -548,11 +550,11 @@ void DrawEngineVulkan::DoFlush(VkCommandBuffer cmd) {
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};
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vkCmdBindDescriptorSets(cmd_, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout_, 0, 1, &ds, 3, dynamicUBOOffsets);
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vbOffset = (uint32_t)frame->pushData->Push(decoded, vertexCount * dec_->GetDecVtxFmt().stride);
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vbOffset = (uint32_t)frame->pushData->PushAligned(decoded, vertexCount * dec_->GetDecVtxFmt().stride, 16);
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VkDeviceSize offsets[1] = { vbOffset };
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if (useElements) {
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ibOffset = (uint32_t)frame->pushData->Push(decIndex, 2 * indexGen.VertexCount());
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ibOffset = (uint32_t)frame->pushData->PushAligned(decIndex, 2 * indexGen.VertexCount(), 16);
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// TODO: Avoid rebinding vertex/index buffers if the vertex size stays the same by using the offset arguments
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// Might want to separate vertices out into a different push buffer in that case.
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vkCmdBindVertexBuffers(cmd_, 0, 1, buf, offsets);
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@ -591,6 +593,9 @@ void DrawEngineVulkan::DoFlush(VkCommandBuffer cmd) {
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dec_->VertexType(), inds, GE_VTYPE_IDX_16BIT, dec_->GetDecVtxFmt(),
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maxIndex, framebufferManager_, textureCache_, transformed, transformedExpanded, drawBuffer, numTrans, drawIndexed, &result, 1.0f);
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// Only here, where we know whether to clear or to draw primitives, should we actually set the current framebuffer! Because that gives use the opportunity
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// to use a "pre-clear" render pass, for high efficiency on tilers.
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if (result.action == SW_DRAW_PRIMITIVES) {
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VulkanPipelineRasterStateKey pipelineKey;
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VulkanDynamicState dynState;
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@ -614,7 +619,7 @@ void DrawEngineVulkan::DoFlush(VkCommandBuffer cmd) {
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vkCmdSetBlendConstants(cmd_, bc);
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shaderManager_->UpdateUniforms();
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shaderManager_->GetShaders(prim, lastVType_, &vshader, &fshader, useHWTransform);
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VulkanPipeline *pipeline = pipelineManager_->GetOrCreatePipeline(pipelineLayout_, pipelineKey, dec_, vshader->GetModule(), fshader->GetModule(), false);
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VulkanPipeline *pipeline = pipelineManager_->GetOrCreatePipeline(pipelineLayout_, pipelineKey, dec_, vshader, fshader, false);
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vkCmdBindPipeline(cmd_, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline->pipeline); // TODO: Avoid if same as last draw.
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if (pipeline->uniformBlocks & UB_VS_FS_BASE) {
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@ -320,7 +320,7 @@ static const CommandTableEntry commandTable[] = {
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{ GE_CMD_BOUNDINGBOX, FLAG_EXECUTE, 0, &GPU_Vulkan::Execute_BoundingBox }, // + FLUSHBEFORE when we implement... or not, do we need to?
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// Changing the vertex type requires us to flush.
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{ GE_CMD_VERTEXTYPE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, DIRTY_PROJMATRIX, &GPU_Vulkan::Execute_VertexType },
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{ GE_CMD_VERTEXTYPE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_Vulkan::Execute_VertexType },
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{ GE_CMD_BEZIER, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPU_Vulkan::Execute_Bezier },
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{ GE_CMD_SPLINE, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPU_Vulkan::Execute_Spline },
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@ -4,6 +4,7 @@
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#include "Common/StringUtils.h"
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#include "GPU/Vulkan/VulkanUtil.h"
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#include "GPU/Vulkan/PipelineManagerVulkan.h"
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#include "GPU/Vulkan/ShaderManagerVulkan.h"
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// #include "GPU/Vulkan/"
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#include "thin3d/VulkanContext.h"
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@ -285,12 +286,12 @@ static VulkanPipeline *CreateVulkanPipeline(VkDevice device, VkPipelineCache pip
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return vulkanPipeline;
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}
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VulkanPipeline *PipelineManagerVulkan::GetOrCreatePipeline(VkPipelineLayout layout, const VulkanPipelineRasterStateKey &rasterKey, const VertexDecoder *vtxDec, VkShaderModule vShader, VkShaderModule fShader, bool useHwTransform) {
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VulkanPipeline *PipelineManagerVulkan::GetOrCreatePipeline(VkPipelineLayout layout, const VulkanPipelineRasterStateKey &rasterKey, const VertexDecoder *vtxDec, VulkanVertexShader *vs, VulkanFragmentShader *fs, bool useHwTransform) {
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VulkanPipelineKey key;
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key.raster = rasterKey;
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key.useHWTransform = useHwTransform;
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key.vShader = vShader;
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key.fShader = fShader;
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key.vShader = vs->GetModule();
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key.fShader = fs->GetModule();
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key.vtxDec = vtxDec;
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auto iter = pipelines_.find(key);
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if (iter != pipelines_.end()) {
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@ -299,7 +300,7 @@ VulkanPipeline *PipelineManagerVulkan::GetOrCreatePipeline(VkPipelineLayout layo
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VulkanPipeline *pipeline = CreateVulkanPipeline(
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vulkan_->GetDevice(), pipelineCache_, layout, vulkan_->GetSurfaceRenderPass(),
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rasterKey, vtxDec, vShader, fShader, useHwTransform);
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rasterKey, vtxDec, key.vShader, key.fShader, useHwTransform);
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pipelines_[key] = pipeline;
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return pipeline;
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}
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@ -74,13 +74,15 @@ struct VulkanPipeline {
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};
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class VulkanContext;
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class VulkanVertexShader;
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class VulkanFragmentShader;
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class PipelineManagerVulkan {
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public:
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PipelineManagerVulkan(VulkanContext *ctx);
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~PipelineManagerVulkan();
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VulkanPipeline *GetOrCreatePipeline(VkPipelineLayout layout, const VulkanPipelineRasterStateKey &rasterKey, const VertexDecoder *vtxDec, VkShaderModule vShader, VkShaderModule fShader, bool useHwTransform);
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VulkanPipeline *GetOrCreatePipeline(VkPipelineLayout layout, const VulkanPipelineRasterStateKey &rasterKey, const VertexDecoder *vtxDec, VulkanVertexShader *vs, VulkanFragmentShader *fs, bool useHwTransform);
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int GetNumPipelines() const { return (int)pipelines_.size(); }
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void Clear();
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@ -249,7 +249,7 @@ void ShaderManagerVulkan::BaseUpdateUniforms(int dirtyUniforms) {
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Matrix4x4 proj_through;
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proj_through.setOrtho(0.0f, gstate_c.curRTWidth, 0, gstate_c.curRTHeight, 0, 1);
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ConvertProjMatrixToVulkanThrough(proj_through);
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CopyMatrix4x4(ub_base.proj, proj_through.getReadPtr());
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CopyMatrix4x4(ub_base.proj_through, proj_through.getReadPtr());
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} else {
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Matrix4x4 flippedMatrix;
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memcpy(&flippedMatrix, gstate.projMatrix, 16 * sizeof(float));
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@ -34,7 +34,7 @@ void ConvertProjMatrixToVulkan(Matrix4x4 & in);
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// Pretty much full. Will need more bits for more fine grained dirty tracking for lights.
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enum {
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DIRTY_PROJMATRIX = (1 << 0),
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// 1 << 1 is free
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DIRTY_PROJTHROUGHMATRIX = (1 << 1),
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DIRTY_FOGCOLOR = (1 << 2),
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DIRTY_FOGCOEF = (1 << 3),
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DIRTY_TEXENV = (1 << 4),
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@ -82,8 +82,10 @@ enum {
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DIRTY_ALL = 0xFFFFFFFF
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};
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// TODO: Split into two structs, one for software transform and one for hardware transform, to save space.
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struct UB_VS_FS_Base {
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float proj[16];
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float proj_through[16];
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float view[16];
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float world[16];
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float tex[16]; // not that common, may want to break out
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@ -105,6 +107,7 @@ struct UB_VS_FS_Base {
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static const char *ub_baseStr =
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R"( mat4 proj_mtx;
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mat4 proj_through_mtx;
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mat4 view_mtx;
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mat4 world_mtx;
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mat4 tex_mtx;
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@ -172,13 +172,13 @@ void ConvertStateToVulkanKey(FramebufferManagerVulkan &fbManager, ShaderManagerV
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key.depthCompareOp = VK_COMPARE_OP_ALWAYS;
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key.depthWriteEnable = gstate.isClearModeDepthMask();
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if (gstate.isClearModeDepthMask()) {
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// framebufferManager_->SetDepthUpdated();
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fbManager.SetDepthUpdated();
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}
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// Color Test
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bool colorMask = gstate.isClearModeColorMask();
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bool alphaMask = gstate.isClearModeAlphaMask();
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key.colorWriteMask = (colorMask ? (VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_A_BIT) : 0) | (alphaMask ? VK_COLOR_COMPONENT_A_BIT : 0);
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key.colorWriteMask = (colorMask ? (VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT) : 0) | (alphaMask ? VK_COLOR_COMPONENT_A_BIT : 0);
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GenericStencilFuncState stencilState;
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ConvertStencilFuncState(stencilState);
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@ -34,7 +34,7 @@ struct VulkanPipelineRasterStateKey {
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unsigned int blendOpAlpha : 3; // VkBlendOp
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bool logicOpEnable : 1;
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unsigned int logicOp : 4; // VkLogicOp
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int colorWriteMask : 4;
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unsigned int colorWriteMask : 4;
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// Depth/Stencil
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bool depthTestEnable : 1;
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@ -242,7 +242,7 @@ bool GenerateVulkanGLSLVertexShader(const ShaderID &id, char *buffer) {
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WRITE(p, " v_fogdepth = position.w;\n");
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}
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if (isModeThrough) {
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WRITE(p, " gl_Position = base.proj_mtx * vec4(position.xyz, 1.0);\n");
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WRITE(p, " gl_Position = base.proj_through_mtx * vec4(position.xyz, 1.0);\n");
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} else {
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// The viewport is used in this case, so need to compensate for that.
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if (gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) {
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