// Copyright (c) 2015- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #pragma once // The Descriptor Set used for the majority of PSP rendering looks like this: // // * binding 0: Texture/Sampler (the PSP texture) // * binding 1: Secondary texture sampler for shader blending // * binding 2: Depal palette // * binding 3: Base Uniform Buffer (includes fragment state) // * binding 4: Light uniform buffer // * binding 5: Bone uniform buffer // * binding 6: Tess data storage buffer // // All shaders conform to this layout, so they are all compatible with the same descriptor set. // The format of the various uniform buffers may vary though - vertex shaders that don't skin // won't get any bone data, etc. #include "Common/Data/Collections/Hashmaps.h" #include "Common/GPU/Vulkan/VulkanMemory.h" #include "GPU/Vulkan/VulkanUtil.h" #include "GPU/GPUState.h" #include "GPU/Common/GPUDebugInterface.h" #include "GPU/Common/IndexGenerator.h" #include "GPU/Common/VertexDecoderCommon.h" #include "GPU/Common/DrawEngineCommon.h" #include "GPU/Common/GPUStateUtils.h" #include "GPU/Vulkan/StateMappingVulkan.h" struct DecVtxFormat; struct UVScale; class ShaderManagerVulkan; class PipelineManagerVulkan; class TextureCacheVulkan; class FramebufferManagerVulkan; class VulkanContext; class VulkanPushBuffer; struct VulkanPipeline; struct DrawEngineVulkanStats { int pushUBOSpaceUsed; int pushVertexSpaceUsed; int pushIndexSpaceUsed; }; enum { VAIVULKAN_FLAG_VERTEXFULLALPHA = 1, }; // Try to keep this POD. class VertexArrayInfoVulkan { public: VertexArrayInfoVulkan() { lastFrame = gpuStats.numFlips; } // No destructor needed - we always fully wipe. enum VAIStatus : uint8_t { VAI_NEW, VAI_HASHING, VAI_RELIABLE, // cache, don't hash VAI_UNRELIABLE, // never cache }; uint64_t hash = 0; u32 minihash = 0; // These will probably always be the same, but whatever. VkBuffer vb = VK_NULL_HANDLE; VkBuffer ib = VK_NULL_HANDLE; // Offsets into the cache buffer. uint32_t vbOffset = 0; uint32_t ibOffset = 0; // Precalculated parameter for vkDrawIndexed u16 numVerts = 0; u16 maxIndex = 0; s8 prim = GE_PRIM_INVALID; VAIStatus status = VAI_NEW; // ID information int numDraws = 0; int numFrames = 0; int lastFrame; // So that we can forget. u16 drawsUntilNextFullHash = 0; u8 flags = 0; }; class VulkanRenderManager; class TessellationDataTransferVulkan : public TessellationDataTransfer { public: TessellationDataTransferVulkan(VulkanContext *vulkan) : vulkan_(vulkan) {} void SetPushBuffer(VulkanPushBuffer *push) { push_ = push; } // Send spline/bezier's control points and weights to vertex shader through structured shader buffer. void SendDataToShader(const SimpleVertex *const *points, int size_u, int size_v, u32 vertType, const Spline::Weight2D &weights) override; const VkDescriptorBufferInfo *GetBufferInfo() { return bufInfo_; } private: VulkanContext *vulkan_; VulkanPushBuffer *push_; // Updated each frame. VkDescriptorBufferInfo bufInfo_[3]{}; }; // Handles transform, lighting and drawing. class DrawEngineVulkan : public DrawEngineCommon { public: DrawEngineVulkan(Draw::DrawContext *draw); virtual ~DrawEngineVulkan(); // We reference feature flags, so this is called after construction. void InitDeviceObjects(); void SetShaderManager(ShaderManagerVulkan *shaderManager) { shaderManager_ = shaderManager; } void SetPipelineManager(PipelineManagerVulkan *pipelineManager) { pipelineManager_ = pipelineManager; } void SetTextureCache(TextureCacheVulkan *textureCache) { textureCache_ = textureCache; } void SetFramebufferManager(FramebufferManagerVulkan *fbManager) { framebufferManager_ = fbManager; } void DeviceLost(); void DeviceRestore(Draw::DrawContext *draw); // So that this can be inlined void Flush() { if (!numDrawCalls) return; DoFlush(); } void FinishDeferred() { if (!numDrawCalls) return; // Decode any pending vertices. And also flush while we're at it, for simplicity. // It might be possible to only decode like in the other backends, but meh, it can't matter. // Issue #10095 has a nice example of where this is required. DoFlush(); } void DispatchFlush() override { Flush(); } VkPipelineLayout GetPipelineLayout() const { return pipelineLayout_; } void BeginFrame(); void EndFrame(); void DirtyAllUBOs(); void DirtyPipeline() { lastPipeline_ = nullptr; } VulkanPushBuffer *GetPushBufferForTextureData() { return GetCurFrame().pushUBO; } const DrawEngineVulkanStats &GetStats() const { return stats_; } void SetDepalTexture(VkImageView depal, bool smooth) { if (boundDepal_ != depal) { boundDepal_ = depal; boundDepalSmoothed_ = smooth; gstate_c.Dirty(DIRTY_FRAGMENTSHADER_STATE); } } private: struct FrameData; void ApplyDrawStateLate(VulkanRenderManager *renderManager, bool applyStencilRef, uint8_t stencilRef, bool useBlendConstant); void ConvertStateToVulkanKey(FramebufferManagerVulkan &fbManager, ShaderManagerVulkan *shaderManager, int prim, VulkanPipelineRasterStateKey &key, VulkanDynamicState &dynState); void BindShaderBlendTex(); void DestroyDeviceObjects(); void DecodeVertsToPushBuffer(VulkanPushBuffer *push, uint32_t *bindOffset, VkBuffer *vkbuf); void DoFlush(); void UpdateUBOs(FrameData *frame); FrameData &GetCurFrame(); VkDescriptorSet GetOrCreateDescriptorSet(VkImageView imageView, VkSampler sampler, VkBuffer base, VkBuffer light, VkBuffer bone, bool tess); Draw::DrawContext *draw_; // We use a shared descriptor set layouts for all PSP draws. // Descriptors created from descriptorSetLayout_ is rebound all the time at set 1. VkDescriptorSetLayout descriptorSetLayout_; VkPipelineLayout pipelineLayout_; VulkanPipeline *lastPipeline_; VkDescriptorSet lastDs_ = VK_NULL_HANDLE; // Secondary texture for shader blending VkImageView boundSecondary_ = VK_NULL_HANDLE; bool boundSecondaryIsInputAttachment_ = false; // CLUT texture for shader depal VkImageView boundDepal_ = VK_NULL_HANDLE; bool boundDepalSmoothed_ = false; VkSampler samplerSecondaryLinear_ = VK_NULL_HANDLE; VkSampler samplerSecondaryNearest_ = VK_NULL_HANDLE; PrehashMap vai_; VulkanPushBuffer *vertexCache_; int descDecimationCounter_ = 0; struct DescriptorSetKey { VkImageView imageView_; VkImageView secondaryImageView_; VkImageView depalImageView_; VkSampler sampler_; VkBuffer base_, light_, bone_; // All three UBO slots will be set to this. This will usually be identical // for all draws in a frame, except when the buffer has to grow. bool secondaryIsInputAttachment; }; // We alternate between these. struct FrameData { FrameData() : descSets(512), descPool("DrawEngine", true) { descPool.Setup([this] { descSets.Clear(); }); } VulkanDescSetPool descPool; VulkanPushBuffer *pushUBO = nullptr; VulkanPushBuffer *pushVertex = nullptr; VulkanPushBuffer *pushIndex = nullptr; bool frameDescSetUpdated = false; // We do rolling allocation and reset instead of caching across frames. That we might do later. DenseHashMap descSets; void Destroy(VulkanContext *vulkan); }; GEPrimitiveType lastPrim_ = GE_PRIM_INVALID; FrameData frame_[VulkanContext::MAX_INFLIGHT_FRAMES]; // Other ShaderManagerVulkan *shaderManager_ = nullptr; PipelineManagerVulkan *pipelineManager_ = nullptr; TextureCacheVulkan *textureCache_ = nullptr; FramebufferManagerVulkan *framebufferManager_ = nullptr; // State cache uint64_t dirtyUniforms_; uint32_t baseUBOOffset; uint32_t lightUBOOffset; uint32_t boneUBOOffset; VkBuffer baseBuf, lightBuf, boneBuf; VkImageView imageView = VK_NULL_HANDLE; VkSampler sampler = VK_NULL_HANDLE; // For null texture VkSampler nullSampler_ = VK_NULL_HANDLE; DrawEngineVulkanStats stats_{}; VulkanPipelineRasterStateKey pipelineKey_{}; VulkanDynamicState dynState_{}; int tessOffset_ = 0; FBOTexState fboTexBindState_ = FBO_TEX_NONE; // Hardware tessellation TessellationDataTransferVulkan *tessDataTransferVulkan; int lastRenderStepId_ = -1; };