// 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/. #include #include "base/logging.h" #include "profiler/profiler.h" #include "Common/ChunkFile.h" #include "Common/GraphicsContext.h" #include "Core/Config.h" #include "Core/Debugger/Breakpoints.h" #include "Core/MemMapHelpers.h" #include "Core/Config.h" #include "Core/Reporting.h" #include "Core/System.h" #include "Core/ELF/ParamSFO.h" #include "GPU/GPUState.h" #include "GPU/ge_constants.h" #include "GPU/GeDisasm.h" #include "GPU/Common/FramebufferCommon.h" #include "GPU/Debugger/Debugger.h" #include "GPU/Vulkan/ShaderManagerVulkan.h" #include "GPU/Vulkan/GPU_Vulkan.h" #include "GPU/Vulkan/FramebufferVulkan.h" #include "GPU/Vulkan/DrawEngineVulkan.h" #include "GPU/Vulkan/TextureCacheVulkan.h" #include "thin3d/VulkanRenderManager.h" #include "thin3d/VulkanQueueRunner.h" #include "Core/MIPS/MIPS.h" #include "Core/HLE/sceKernelThread.h" #include "Core/HLE/sceKernelInterrupt.h" #include "Core/HLE/sceGe.h" GPU_Vulkan::GPU_Vulkan(GraphicsContext *gfxCtx, Draw::DrawContext *draw) : GPUCommon(gfxCtx, draw), vulkan_((VulkanContext *)gfxCtx->GetAPIContext()), drawEngine_(vulkan_, draw), depalShaderCache_(draw, vulkan_), vulkan2D_(vulkan_) { UpdateVsyncInterval(true); CheckGPUFeatures(); shaderManagerVulkan_ = new ShaderManagerVulkan(vulkan_); pipelineManager_ = new PipelineManagerVulkan(vulkan_); framebufferManagerVulkan_ = new FramebufferManagerVulkan(draw, vulkan_); framebufferManager_ = framebufferManagerVulkan_; textureCacheVulkan_ = new TextureCacheVulkan(draw, vulkan_); textureCache_ = textureCacheVulkan_; drawEngineCommon_ = &drawEngine_; shaderManager_ = shaderManagerVulkan_; drawEngine_.SetTextureCache(textureCacheVulkan_); drawEngine_.SetFramebufferManager(framebufferManagerVulkan_); drawEngine_.SetShaderManager(shaderManagerVulkan_); drawEngine_.SetPipelineManager(pipelineManager_); framebufferManagerVulkan_->SetVulkan2D(&vulkan2D_); framebufferManagerVulkan_->Init(); framebufferManagerVulkan_->SetTextureCache(textureCacheVulkan_); framebufferManagerVulkan_->SetDrawEngine(&drawEngine_); framebufferManagerVulkan_->SetShaderManager(shaderManagerVulkan_); textureCacheVulkan_->SetDepalShaderCache(&depalShaderCache_); textureCacheVulkan_->SetFramebufferManager(framebufferManagerVulkan_); textureCacheVulkan_->SetShaderManager(shaderManagerVulkan_); textureCacheVulkan_->SetDrawEngine(&drawEngine_); textureCacheVulkan_->SetVulkan2D(&vulkan2D_); InitDeviceObjects(); // Sanity check gstate if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) { ERROR_LOG(G3D, "gstate has drifted out of sync!"); } BuildReportingInfo(); // Update again after init to be sure of any silly driver problems. UpdateVsyncInterval(true); textureCacheVulkan_->NotifyConfigChanged(); if (vulkan_->GetFeaturesEnabled().wideLines) { drawEngine_.SetLineWidth(PSP_CoreParameter().renderWidth / 480.0f); } // Load shader cache. std::string discID = g_paramSFO.GetDiscID(); if (discID.size()) { File::CreateFullPath(GetSysDirectory(DIRECTORY_APP_CACHE)); shaderCachePath_ = GetSysDirectory(DIRECTORY_APP_CACHE) + "/" + discID + ".vkshadercache"; shaderCacheLoaded_ = false; std::thread th([&] { LoadCache(shaderCachePath_); shaderCacheLoaded_ = true; }); th.detach(); } } bool GPU_Vulkan::IsReady() { return shaderCacheLoaded_; } void GPU_Vulkan::LoadCache(std::string filename) { PSP_SetLoading("Loading shader cache..."); // Actually precompiled by IsReady() since we're single-threaded. FILE *f = File::OpenCFile(filename, "rb"); if (!f) return; // First compile shaders to SPIR-V, then load the pipeline cache and recreate the pipelines. // It's when recreating the pipelines that the pipeline cache is useful - in the ideal case, // it can just memcpy the finished shader binaries out of the pipeline cache file. bool result = shaderManagerVulkan_->LoadCache(f); if (result) { result = pipelineManager_->LoadCache(f, false, shaderManagerVulkan_, draw_, drawEngine_.GetPipelineLayout()); } fclose(f); if (!result) { WARN_LOG(G3D, "Bad Vulkan pipeline cache"); // Bad cache file for this GPU/Driver/etc. Delete it. File::Delete(filename); } else { INFO_LOG(G3D, "Loaded Vulkan pipeline cache."); } } void GPU_Vulkan::SaveCache(std::string filename) { if (!draw_) { // Already got the lost message, we're in shutdown. WARN_LOG(G3D, "Not saving shaders - shutting down from in-game."); return; } FILE *f = File::OpenCFile(filename, "wb"); if (!f) return; shaderManagerVulkan_->SaveCache(f); pipelineManager_->SaveCache(f, false, shaderManagerVulkan_, draw_); INFO_LOG(G3D, "Saved Vulkan pipeline cache"); fclose(f); } GPU_Vulkan::~GPU_Vulkan() { SaveCache(shaderCachePath_); // Note: We save the cache in DeviceLost DestroyDeviceObjects(); framebufferManagerVulkan_->DestroyAllFBOs(); vulkan2D_.Shutdown(); depalShaderCache_.Clear(); drawEngine_.DeviceLost(); delete textureCacheVulkan_; delete pipelineManager_; delete shaderManagerVulkan_; delete framebufferManagerVulkan_; } void GPU_Vulkan::CheckGPUFeatures() { uint32_t features = 0; features |= GPU_SUPPORTS_VS_RANGE_CULLING; switch (vulkan_->GetPhysicalDeviceProperties(vulkan_->GetCurrentPhysicalDevice()).vendorID) { case VULKAN_VENDOR_AMD: // Accurate depth is required on AMD (due to reverse-Z driver bug) so we ignore the compat flag to disable it on those. See #9545 features |= GPU_SUPPORTS_ACCURATE_DEPTH; break; case VULKAN_VENDOR_ARM: // Also required on older ARM Mali drivers, like the one on many Galaxy S7. if (!PSP_CoreParameter().compat.flags().DisableAccurateDepth || vulkan_->GetPhysicalDeviceProperties(vulkan_->GetCurrentPhysicalDevice()).driverVersion <= VK_MAKE_VERSION(428, 811, 2674)) { features |= GPU_SUPPORTS_ACCURATE_DEPTH; } break; default: if (!PSP_CoreParameter().compat.flags().DisableAccurateDepth) features |= GPU_SUPPORTS_ACCURATE_DEPTH; break; } // Mandatory features on Vulkan, which may be checked in "centralized" code features |= GPU_SUPPORTS_TEXTURE_LOD_CONTROL; features |= GPU_SUPPORTS_FBO; features |= GPU_SUPPORTS_BLEND_MINMAX; features |= GPU_SUPPORTS_ANY_COPY_IMAGE; features |= GPU_SUPPORTS_OES_TEXTURE_NPOT; features |= GPU_SUPPORTS_LARGE_VIEWPORTS; features |= GPU_SUPPORTS_16BIT_FORMATS; features |= GPU_SUPPORTS_INSTANCE_RENDERING; features |= GPU_SUPPORTS_VERTEX_TEXTURE_FETCH; features |= GPU_SUPPORTS_TEXTURE_FLOAT; if (vulkan_->GetFeaturesEnabled().wideLines) { features |= GPU_SUPPORTS_WIDE_LINES; } if (vulkan_->GetFeaturesEnabled().depthClamp) { features |= GPU_SUPPORTS_DEPTH_CLAMP; } if (vulkan_->GetFeaturesEnabled().dualSrcBlend) { switch (vulkan_->GetPhysicalDeviceProperties(vulkan_->GetCurrentPhysicalDevice()).vendorID) { // We thought we had a bug here on nVidia but turns out we accidentally #ifdef-ed out crucial // code on Android. case VULKAN_VENDOR_INTEL: // Workaround for Intel driver bug. break; case VULKAN_VENDOR_AMD: // See issue #10074, and also #10065 (AMD) and #10109 for the choice of the driver version to check for if (vulkan_->GetPhysicalDeviceProperties(vulkan_->GetCurrentPhysicalDevice()).driverVersion >= 0x00407000) features |= GPU_SUPPORTS_DUALSOURCE_BLEND; break; default: features |= GPU_SUPPORTS_DUALSOURCE_BLEND; break; } } if (vulkan_->GetFeaturesEnabled().logicOp) { features |= GPU_SUPPORTS_LOGIC_OP; } if (vulkan_->GetFeaturesEnabled().samplerAnisotropy) { features |= GPU_SUPPORTS_ANISOTROPY; } if (PSP_CoreParameter().compat.flags().ClearToRAM) { features |= GPU_USE_CLEAR_RAM_HACK; } if (!g_Config.bHighQualityDepth && (features & GPU_SUPPORTS_ACCURATE_DEPTH) != 0) { features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT; } else if (PSP_CoreParameter().compat.flags().PixelDepthRounding) { // Use fragment rounding on desktop and GLES3, most accurate. features |= GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT; } else if (PSP_CoreParameter().compat.flags().VertexDepthRounding) { features |= GPU_ROUND_DEPTH_TO_16BIT; } gstate_c.featureFlags = features; } void GPU_Vulkan::BeginHostFrame() { drawEngine_.BeginFrame(); UpdateCmdInfo(); if (resized_) { CheckGPUFeatures(); // In case the GPU changed. BuildReportingInfo(); framebufferManager_->Resized(); drawEngine_.Resized(); textureCacheVulkan_->NotifyConfigChanged(); if (vulkan_->GetFeaturesEnabled ().wideLines) { drawEngine_.SetLineWidth(PSP_CoreParameter().renderWidth / 480.0f); } } resized_ = false; textureCacheVulkan_->StartFrame(); int curFrame = vulkan_->GetCurFrame(); FrameData &frame = frameData_[curFrame]; frame.push_->Reset(); frame.push_->Begin(vulkan_); framebufferManagerVulkan_->BeginFrameVulkan(); framebufferManagerVulkan_->SetPushBuffer(frameData_[curFrame].push_); depalShaderCache_.SetPushBuffer(frameData_[curFrame].push_); textureCacheVulkan_->SetPushBuffer(frameData_[curFrame].push_); vulkan2D_.BeginFrame(); shaderManagerVulkan_->DirtyShader(); gstate_c.Dirty(DIRTY_ALL); if (dumpNextFrame_) { NOTICE_LOG(G3D, "DUMPING THIS FRAME"); dumpThisFrame_ = true; dumpNextFrame_ = false; } else if (dumpThisFrame_) { dumpThisFrame_ = false; } } void GPU_Vulkan::EndHostFrame() { int curFrame = vulkan_->GetCurFrame(); FrameData &frame = frameData_[curFrame]; frame.push_->End(); vulkan2D_.EndFrame(); drawEngine_.EndFrame(); framebufferManagerVulkan_->EndFrame(); textureCacheVulkan_->EndFrame(); } // Needs to be called on GPU thread, not reporting thread. void GPU_Vulkan::BuildReportingInfo() { const auto &props = vulkan_->GetPhysicalDeviceProperties(vulkan_->GetCurrentPhysicalDevice()); const auto &features = vulkan_->GetFeaturesAvailable(); #define CHECK_BOOL_FEATURE(n) do { if (features.n) { featureNames += ", " #n; } } while (false) std::string featureNames = ""; CHECK_BOOL_FEATURE(robustBufferAccess); CHECK_BOOL_FEATURE(fullDrawIndexUint32); CHECK_BOOL_FEATURE(imageCubeArray); CHECK_BOOL_FEATURE(independentBlend); CHECK_BOOL_FEATURE(geometryShader); CHECK_BOOL_FEATURE(tessellationShader); CHECK_BOOL_FEATURE(sampleRateShading); CHECK_BOOL_FEATURE(dualSrcBlend); CHECK_BOOL_FEATURE(logicOp); CHECK_BOOL_FEATURE(multiDrawIndirect); CHECK_BOOL_FEATURE(drawIndirectFirstInstance); CHECK_BOOL_FEATURE(depthClamp); CHECK_BOOL_FEATURE(depthBiasClamp); CHECK_BOOL_FEATURE(fillModeNonSolid); CHECK_BOOL_FEATURE(depthBounds); CHECK_BOOL_FEATURE(wideLines); CHECK_BOOL_FEATURE(largePoints); CHECK_BOOL_FEATURE(alphaToOne); CHECK_BOOL_FEATURE(multiViewport); CHECK_BOOL_FEATURE(samplerAnisotropy); CHECK_BOOL_FEATURE(textureCompressionETC2); CHECK_BOOL_FEATURE(textureCompressionASTC_LDR); CHECK_BOOL_FEATURE(textureCompressionBC); CHECK_BOOL_FEATURE(occlusionQueryPrecise); CHECK_BOOL_FEATURE(pipelineStatisticsQuery); CHECK_BOOL_FEATURE(vertexPipelineStoresAndAtomics); CHECK_BOOL_FEATURE(fragmentStoresAndAtomics); CHECK_BOOL_FEATURE(shaderTessellationAndGeometryPointSize); CHECK_BOOL_FEATURE(shaderImageGatherExtended); CHECK_BOOL_FEATURE(shaderStorageImageExtendedFormats); CHECK_BOOL_FEATURE(shaderStorageImageMultisample); CHECK_BOOL_FEATURE(shaderStorageImageReadWithoutFormat); CHECK_BOOL_FEATURE(shaderStorageImageWriteWithoutFormat); CHECK_BOOL_FEATURE(shaderUniformBufferArrayDynamicIndexing); CHECK_BOOL_FEATURE(shaderSampledImageArrayDynamicIndexing); CHECK_BOOL_FEATURE(shaderStorageBufferArrayDynamicIndexing); CHECK_BOOL_FEATURE(shaderStorageImageArrayDynamicIndexing); CHECK_BOOL_FEATURE(shaderClipDistance); CHECK_BOOL_FEATURE(shaderCullDistance); CHECK_BOOL_FEATURE(shaderFloat64); CHECK_BOOL_FEATURE(shaderInt64); CHECK_BOOL_FEATURE(shaderInt16); CHECK_BOOL_FEATURE(shaderResourceResidency); CHECK_BOOL_FEATURE(shaderResourceMinLod); CHECK_BOOL_FEATURE(sparseBinding); CHECK_BOOL_FEATURE(sparseResidencyBuffer); CHECK_BOOL_FEATURE(sparseResidencyImage2D); CHECK_BOOL_FEATURE(sparseResidencyImage3D); CHECK_BOOL_FEATURE(sparseResidency2Samples); CHECK_BOOL_FEATURE(sparseResidency4Samples); CHECK_BOOL_FEATURE(sparseResidency8Samples); CHECK_BOOL_FEATURE(sparseResidency16Samples); CHECK_BOOL_FEATURE(sparseResidencyAliased); CHECK_BOOL_FEATURE(variableMultisampleRate); CHECK_BOOL_FEATURE(inheritedQueries); #undef CHECK_BOOL_FEATURE if (!featureNames.empty()) { featureNames = featureNames.substr(2); } char temp[16384]; snprintf(temp, sizeof(temp), "v%08x driver v%08x (%s), vendorID=%d, deviceID=%d (features: %s)", props.apiVersion, props.driverVersion, props.deviceName, props.vendorID, props.deviceID, featureNames.c_str()); reportingPrimaryInfo_ = props.deviceName; reportingFullInfo_ = temp; Reporting::UpdateConfig(); } void GPU_Vulkan::Reinitialize() { GPUCommon::Reinitialize(); textureCacheVulkan_->Clear(true); depalShaderCache_.Clear(); framebufferManagerVulkan_->DestroyAllFBOs(); } void GPU_Vulkan::InitClear() { bool useNonBufferedRendering = g_Config.iRenderingMode == FB_NON_BUFFERED_MODE; if (useNonBufferedRendering) { // TODO? } } void GPU_Vulkan::UpdateVsyncInterval(bool force) { // TODO } void GPU_Vulkan::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) { GPUDebug::NotifyDisplay(framebuf, stride, format); framebufferManager_->SetDisplayFramebuffer(framebuf, stride, format); } void GPU_Vulkan::CopyDisplayToOutput() { // Flush anything left over. drawEngine_.Flush(); shaderManagerVulkan_->DirtyLastShader(); framebufferManagerVulkan_->CopyDisplayToOutput(); gstate_c.Dirty(DIRTY_TEXTURE_IMAGE); } void GPU_Vulkan::FinishDeferred() { drawEngine_.FinishDeferred(); } inline void GPU_Vulkan::CheckFlushOp(int cmd, u32 diff) { const u8 cmdFlags = cmdInfo_[cmd].flags; if (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE)) { if (dumpThisFrame_) { NOTICE_LOG(G3D, "================ FLUSH ================"); } drawEngine_.Flush(); } } void GPU_Vulkan::PreExecuteOp(u32 op, u32 diff) { CheckFlushOp(op >> 24, diff); } void GPU_Vulkan::ExecuteOp(u32 op, u32 diff) { const u8 cmd = op >> 24; const CommandInfo info = cmdInfo_[cmd]; const u8 cmdFlags = info.flags; if ((cmdFlags & FLAG_EXECUTE) || (diff && (cmdFlags & FLAG_EXECUTEONCHANGE))) { (this->*info.func)(op, diff); } else if (diff) { uint64_t dirty = info.flags >> 8; if (dirty) gstate_c.Dirty(dirty); } } void GPU_Vulkan::InitDeviceObjects() { ILOG("GPU_Vulkan::InitDeviceObjects"); // Initialize framedata for (int i = 0; i < VulkanContext::MAX_INFLIGHT_FRAMES; i++) { assert(!frameData_[i].push_); frameData_[i].push_ = new VulkanPushBuffer(vulkan_, 64 * 1024); } VulkanRenderManager *rm = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER); uint32_t hacks = 0; if (PSP_CoreParameter().compat.flags().MGS2AcidHack) hacks |= QUEUE_HACK_MGS2_ACID; if (PSP_CoreParameter().compat.flags().SonicRivalsHack) hacks |= QUEUE_HACK_SONIC; if (hacks) { rm->GetQueueRunner()->EnableHacks(hacks); } } void GPU_Vulkan::DestroyDeviceObjects() { ILOG("GPU_Vulkan::DestroyDeviceObjects"); for (int i = 0; i < VulkanContext::MAX_INFLIGHT_FRAMES; i++) { if (frameData_[i].push_) { frameData_[i].push_->Destroy(vulkan_); delete frameData_[i].push_; frameData_[i].push_ = nullptr; } } // Need to turn off hacks when shutting down the GPU. Don't want them running in the menu. if (draw_) { VulkanRenderManager *rm = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER); if (rm) rm->GetQueueRunner()->EnableHacks(0); } } void GPU_Vulkan::DeviceLost() { if (!shaderCachePath_.empty()) { SaveCache(shaderCachePath_); } DestroyDeviceObjects(); framebufferManagerVulkan_->DeviceLost(); vulkan2D_.DeviceLost(); drawEngine_.DeviceLost(); pipelineManager_->DeviceLost(); textureCacheVulkan_->DeviceLost(); depalShaderCache_.DeviceLost(); shaderManagerVulkan_->ClearShaders(); draw_ = nullptr; } void GPU_Vulkan::DeviceRestore() { vulkan_ = (VulkanContext *)PSP_CoreParameter().graphicsContext->GetAPIContext(); draw_ = (Draw::DrawContext *)PSP_CoreParameter().graphicsContext->GetDrawContext(); InitDeviceObjects(); CheckGPUFeatures(); BuildReportingInfo(); UpdateCmdInfo(); framebufferManagerVulkan_->DeviceRestore(vulkan_, draw_); vulkan2D_.DeviceRestore(vulkan_); drawEngine_.DeviceRestore(vulkan_, draw_); pipelineManager_->DeviceRestore(vulkan_); textureCacheVulkan_->DeviceRestore(vulkan_, draw_); shaderManagerVulkan_->DeviceRestore(vulkan_); depalShaderCache_.DeviceRestore(draw_, vulkan_); } void GPU_Vulkan::GetStats(char *buffer, size_t bufsize) { const DrawEngineVulkanStats &drawStats = drawEngine_.GetStats(); char texStats[256]; textureCacheVulkan_->GetStats(texStats, sizeof(texStats)); float vertexAverageCycles = gpuStats.numVertsSubmitted > 0 ? (float)gpuStats.vertexGPUCycles / (float)gpuStats.numVertsSubmitted : 0.0f; snprintf(buffer, bufsize - 1, "DL processing time: %0.2f ms\n" "Draw calls: %i, flushes %i, clears %i\n" "Cached Draw calls: %i\n" "Num Tracked Vertex Arrays: %i\n" "GPU cycles executed: %d (%f per vertex)\n" "Commands per call level: %i %i %i %i\n" "Vertices submitted: %i\n" "Cached, Uncached Vertices Drawn: %i, %i\n" "FBOs active: %i\n" "Textures active: %i, decoded: %i invalidated: %i\n" "Readbacks: %d, uploads: %d\n" "Vertex, Fragment, Pipelines loaded: %i, %i, %i\n" "Pushbuffer space used: UBO %d, Vtx %d, Idx %d\n" "%s\n", gpuStats.msProcessingDisplayLists * 1000.0f, gpuStats.numDrawCalls, gpuStats.numFlushes, gpuStats.numClears, gpuStats.numCachedDrawCalls, gpuStats.numTrackedVertexArrays, gpuStats.vertexGPUCycles + gpuStats.otherGPUCycles, vertexAverageCycles, gpuStats.gpuCommandsAtCallLevel[0], gpuStats.gpuCommandsAtCallLevel[1], gpuStats.gpuCommandsAtCallLevel[2], gpuStats.gpuCommandsAtCallLevel[3], gpuStats.numVertsSubmitted, gpuStats.numCachedVertsDrawn, gpuStats.numUncachedVertsDrawn, (int)framebufferManager_->NumVFBs(), (int)textureCacheVulkan_->NumLoadedTextures(), gpuStats.numTexturesDecoded, gpuStats.numTextureInvalidations, gpuStats.numReadbacks, gpuStats.numUploads, shaderManagerVulkan_->GetNumVertexShaders(), shaderManagerVulkan_->GetNumFragmentShaders(), pipelineManager_->GetNumPipelines(), drawStats.pushUBOSpaceUsed, drawStats.pushVertexSpaceUsed, drawStats.pushIndexSpaceUsed, texStats ); } void GPU_Vulkan::ClearCacheNextFrame() { textureCacheVulkan_->ClearNextFrame(); } void GPU_Vulkan::ClearShaderCache() { // TODO } void GPU_Vulkan::DoState(PointerWrap &p) { GPUCommon::DoState(p); // TODO: Some of these things may not be necessary. // None of these are necessary when saving. // In Freeze-Frame mode, we don't want to do any of this. if (p.mode == p.MODE_READ && !PSP_CoreParameter().frozen) { textureCacheVulkan_->Clear(true); depalShaderCache_.Clear(); gstate_c.Dirty(DIRTY_TEXTURE_IMAGE); framebufferManagerVulkan_->DestroyAllFBOs(); } } std::vector GPU_Vulkan::DebugGetShaderIDs(DebugShaderType type) { if (type == SHADER_TYPE_VERTEXLOADER) { return drawEngine_.DebugGetVertexLoaderIDs(); } else if (type == SHADER_TYPE_PIPELINE) { return pipelineManager_->DebugGetObjectIDs(type); } else if (type == SHADER_TYPE_DEPAL) { ///... return std::vector(); } else if (type == SHADER_TYPE_VERTEX || type == SHADER_TYPE_FRAGMENT) { return shaderManagerVulkan_->DebugGetShaderIDs(type); } else if (type == SHADER_TYPE_SAMPLER) { return textureCacheVulkan_->DebugGetSamplerIDs(); } else { return std::vector(); } } std::string GPU_Vulkan::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) { if (type == SHADER_TYPE_VERTEXLOADER) { return drawEngine_.DebugGetVertexLoaderString(id, stringType); } else if (type == SHADER_TYPE_PIPELINE) { return pipelineManager_->DebugGetObjectString(id, type, stringType); } else if (type == SHADER_TYPE_DEPAL) { return ""; } else if (type == SHADER_TYPE_SAMPLER) { return textureCacheVulkan_->DebugGetSamplerString(id, stringType); } else if (type == SHADER_TYPE_VERTEX || type == SHADER_TYPE_FRAGMENT) { return shaderManagerVulkan_->DebugGetShaderString(id, type, stringType); } else { return std::string(); } }