mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-27 23:40:39 +00:00
654 lines
23 KiB
C++
654 lines
23 KiB
C++
// Copyright (c) 2015- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <set>
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#include <algorithm>
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#include "profiler/profiler.h"
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#include "base/timeutil.h"
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#include "math/lin/matrix4x4.h"
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#include "math/dataconv.h"
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#include "i18n/i18n.h"
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#include "ext/native/file/vfs.h"
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#include "ext/native/thin3d/thin3d.h"
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#include "Common/Vulkan/VulkanContext.h"
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#include "Common/Vulkan/VulkanMemory.h"
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#include "Common/Vulkan/VulkanImage.h"
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#include "thin3d/VulkanRenderManager.h"
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#include "Common/ColorConv.h"
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#include "Core/Host.h"
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#include "Core/MemMap.h"
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#include "Core/Config.h"
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#include "Core/System.h"
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#include "Core/Reporting.h"
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#include "Core/HLE/sceDisplay.h"
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#include "GPU/ge_constants.h"
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#include "GPU/GPUState.h"
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#include "GPU/Common/ShaderTranslation.h"
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#include "GPU/Common/PostShader.h"
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#include "GPU/Common/TextureDecoder.h"
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#include "GPU/Common/FramebufferCommon.h"
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#include "GPU/Debugger/Stepping.h"
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#include "GPU/GPUInterface.h"
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#include "GPU/GPUState.h"
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#include "Common/Vulkan/VulkanImage.h"
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#include "GPU/Vulkan/FramebufferVulkan.h"
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#include "GPU/Vulkan/DrawEngineVulkan.h"
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#include "GPU/Vulkan/TextureCacheVulkan.h"
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#include "GPU/Vulkan/ShaderManagerVulkan.h"
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#include "GPU/Vulkan/VulkanUtil.h"
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static const char tex_fs[] = R"(#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 0) uniform sampler2D sampler0;
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layout (location = 0) in vec2 v_texcoord0;
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layout (location = 0) out vec4 fragColor;
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void main() {
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fragColor = texture(sampler0, v_texcoord0);
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}
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)";
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static const char tex_vs[] = R"(#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec3 a_position;
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layout (location = 1) in vec2 a_texcoord0;
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layout (location = 0) out vec2 v_texcoord0;
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out gl_PerVertex { vec4 gl_Position; };
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void main() {
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v_texcoord0 = a_texcoord0;
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gl_Position = vec4(a_position, 1.0);
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}
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)";
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FramebufferManagerVulkan::FramebufferManagerVulkan(Draw::DrawContext *draw, VulkanContext *vulkan) :
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FramebufferManagerCommon(draw),
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vulkan_(vulkan) {
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InitDeviceObjects();
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// After a blit we do need to rebind for the VulkanRenderManager to know what to do.
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needGLESRebinds_ = true;
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}
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FramebufferManagerVulkan::~FramebufferManagerVulkan() {
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delete[] convBuf_;
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DestroyDeviceObjects();
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}
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void FramebufferManagerVulkan::SetTextureCache(TextureCacheVulkan *tc) {
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textureCacheVulkan_ = tc;
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textureCache_ = tc;
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}
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void FramebufferManagerVulkan::SetShaderManager(ShaderManagerVulkan *sm) {
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shaderManagerVulkan_ = sm;
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shaderManager_ = sm;
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}
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void FramebufferManagerVulkan::SetDrawEngine(DrawEngineVulkan *td) {
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drawEngineVulkan_ = td;
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drawEngine_ = td;
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}
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void FramebufferManagerVulkan::InitDeviceObjects() {
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std::string fs_errors, vs_errors;
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fsBasicTex_ = CompileShaderModule(vulkan_, VK_SHADER_STAGE_FRAGMENT_BIT, tex_fs, &fs_errors);
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vsBasicTex_ = CompileShaderModule(vulkan_, VK_SHADER_STAGE_VERTEX_BIT, tex_vs, &vs_errors);
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assert(fsBasicTex_ != VK_NULL_HANDLE);
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assert(vsBasicTex_ != VK_NULL_HANDLE);
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VkSamplerCreateInfo samp = { VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO };
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samp.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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samp.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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samp.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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samp.magFilter = VK_FILTER_NEAREST;
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samp.minFilter = VK_FILTER_NEAREST;
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VkResult res = vkCreateSampler(vulkan_->GetDevice(), &samp, nullptr, &nearestSampler_);
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assert(res == VK_SUCCESS);
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samp.magFilter = VK_FILTER_LINEAR;
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samp.minFilter = VK_FILTER_LINEAR;
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res = vkCreateSampler(vulkan_->GetDevice(), &samp, nullptr, &linearSampler_);
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assert(res == VK_SUCCESS);
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}
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void FramebufferManagerVulkan::DestroyDeviceObjects() {
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delete drawPixelsTex_;
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drawPixelsTex_ = nullptr;
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if (fsBasicTex_ != VK_NULL_HANDLE)
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vulkan_->Delete().QueueDeleteShaderModule(fsBasicTex_);
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if (vsBasicTex_ != VK_NULL_HANDLE)
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vulkan_->Delete().QueueDeleteShaderModule(vsBasicTex_);
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if (stencilFs_ != VK_NULL_HANDLE)
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vulkan_->Delete().QueueDeleteShaderModule(stencilFs_);
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if (stencilVs_ != VK_NULL_HANDLE)
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vulkan_->Delete().QueueDeleteShaderModule(stencilVs_);
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if (linearSampler_ != VK_NULL_HANDLE)
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vulkan_->Delete().QueueDeleteSampler(linearSampler_);
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if (nearestSampler_ != VK_NULL_HANDLE)
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vulkan_->Delete().QueueDeleteSampler(nearestSampler_);
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if (postVs_)
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vulkan_->Delete().QueueDeleteShaderModule(postVs_);
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if (postFs_)
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vulkan_->Delete().QueueDeleteShaderModule(postFs_);
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pipelinePostShader_ = VK_NULL_HANDLE; // actual pipeline should get destroyed by vulkan2d.
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}
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void FramebufferManagerVulkan::NotifyClear(bool clearColor, bool clearAlpha, bool clearDepth, uint32_t color, float depth) {
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int mask = 0;
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// The Clear detection takes care of doing a regular draw instead if separate masking
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// of color and alpha is needed, so we can just treat them as the same.
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if (clearColor || clearAlpha)
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mask |= Draw::FBChannel::FB_COLOR_BIT;
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if (clearDepth)
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mask |= Draw::FBChannel::FB_DEPTH_BIT;
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if (clearAlpha)
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mask |= Draw::FBChannel::FB_STENCIL_BIT;
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// Note that since the alpha channel and the stencil channel are shared on the PSP,
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// when we clear alpha, we also clear stencil to the same value.
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draw_->Clear(mask, color, depth, color >> 24);
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if (clearColor || clearAlpha) {
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SetColorUpdated(gstate_c.skipDrawReason);
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}
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if (clearDepth) {
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SetDepthUpdated();
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}
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}
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void FramebufferManagerVulkan::Init() {
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FramebufferManagerCommon::Init();
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// Workaround for upscaling shaders where we force x1 resolution without saving it
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Resized();
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}
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void FramebufferManagerVulkan::MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height, float &u1, float &v1) {
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if (drawPixelsTex_) {
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delete drawPixelsTex_;
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drawPixelsTex_ = nullptr;
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}
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VkCommandBuffer initCmd = (VkCommandBuffer)draw_->GetNativeObject(Draw::NativeObject::INIT_COMMANDBUFFER);
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// There's only ever a few of these alive, don't need to stress the allocator with these big ones.
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drawPixelsTex_ = new VulkanTexture(vulkan_, nullptr);
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drawPixelsTex_->SetTag("DrawPixels");
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if (!drawPixelsTex_->CreateDirect(initCmd, width, height, 1, VK_FORMAT_R8G8B8A8_UNORM, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT)) {
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// out of memory?
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delete drawPixelsTex_;
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drawPixelsTex_ = nullptr;
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overrideImageView_ = VK_NULL_HANDLE;
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return;
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}
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// Initialize backbuffer texture for DrawPixels
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drawPixelsTexFormat_ = srcPixelFormat;
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// TODO: We can just change the texture format and flip some bits around instead of this.
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// Could share code with the texture cache perhaps.
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// TODO: Could also convert directly into the pushbuffer easily.
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const uint8_t *data = srcPixels;
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if (srcPixelFormat != GE_FORMAT_8888 || srcStride != width) {
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u32 neededSize = width * height * 4;
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if (!convBuf_ || convBufSize_ < neededSize) {
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delete[] convBuf_;
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convBuf_ = new u8[neededSize];
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convBufSize_ = neededSize;
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}
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data = convBuf_;
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for (int y = 0; y < height; y++) {
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const u16_le *src16 = (const u16_le *)srcPixels + srcStride * y;
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const u32_le *src32 = (const u32_le *)srcPixels + srcStride * y;
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u32 *dst = (u32 *)convBuf_ + width * y;
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switch (srcPixelFormat) {
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case GE_FORMAT_565:
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ConvertRGBA565ToRGBA8888((u32 *)dst, src16, width);
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break;
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case GE_FORMAT_5551:
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ConvertRGBA5551ToRGBA8888((u32 *)dst, src16, width);
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break;
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case GE_FORMAT_4444:
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ConvertRGBA4444ToRGBA8888((u32 *)dst, src16, width);
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break;
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case GE_FORMAT_8888:
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memcpy(dst, src32, 4 * width);
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break;
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case GE_FORMAT_INVALID:
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_dbg_assert_msg_(G3D, false, "Invalid pixelFormat passed to DrawPixels().");
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break;
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}
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}
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}
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VkBuffer buffer;
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size_t offset = push_->Push(data, width * height * 4, &buffer);
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drawPixelsTex_->UploadMip(initCmd, 0, width, height, buffer, (uint32_t)offset, width);
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drawPixelsTex_->EndCreate(initCmd);
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overrideImageView_ = drawPixelsTex_->GetImageView();
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}
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void FramebufferManagerVulkan::SetViewport2D(int x, int y, int w, int h) {
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Draw::Viewport vp;
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vp.MinDepth = 0.0;
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vp.MaxDepth = 1.0;
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vp.TopLeftX = (float)x;
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vp.TopLeftY = (float)y;
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vp.Width = (float)w;
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vp.Height = (float)h;
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// Since we're about to override it.
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draw_->SetViewports(1, &vp);
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}
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void FramebufferManagerVulkan::DrawActiveTexture(float x, float y, float w, float h, float destW, float destH, float u0, float v0, float u1, float v1, int uvRotation, int flags) {
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float texCoords[8] = {
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u0,v0,
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u1,v0,
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u1,v1,
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u0,v1,
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};
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if (uvRotation != ROTATION_LOCKED_HORIZONTAL) {
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float temp[8];
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int rotation = 0;
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switch (uvRotation) {
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case ROTATION_LOCKED_HORIZONTAL180: rotation = 4; break;
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case ROTATION_LOCKED_VERTICAL: rotation = 2; break;
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case ROTATION_LOCKED_VERTICAL180: rotation = 6; break;
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}
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for (int i = 0; i < 8; i++) {
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temp[i] = texCoords[(i + rotation) & 7];
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}
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memcpy(texCoords, temp, sizeof(temp));
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}
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Vulkan2D::Vertex vtx[4] = {
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{x, y, 0, texCoords[0], texCoords[1]},
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{x + w, y, 0, texCoords[2], texCoords[3]},
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{x, y + h, 0, texCoords[6], texCoords[7]},
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{x + w, y + h, 0, texCoords[4], texCoords[5]},
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};
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float invDestW = 1.0f / (destW * 0.5f);
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float invDestH = 1.0f / (destH * 0.5f);
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for (int i = 0; i < 4; i++) {
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vtx[i].x = vtx[i].x * invDestW - 1.0f;
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vtx[i].y = vtx[i].y * invDestH - 1.0f;
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}
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draw_->FlushState();
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// TODO: Should probably use draw_ directly and not go low level
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VulkanRenderManager *renderManager = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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VkImageView view = overrideImageView_ ? overrideImageView_ : (VkImageView)draw_->GetNativeObject(Draw::NativeObject::BOUND_TEXTURE0_IMAGEVIEW);
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if ((flags & DRAWTEX_KEEP_TEX) == 0)
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overrideImageView_ = VK_NULL_HANDLE;
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VkDescriptorSet descSet = vulkan2D_->GetDescriptorSet(view, (flags & DRAWTEX_LINEAR) ? linearSampler_ : nearestSampler_, VK_NULL_HANDLE, VK_NULL_HANDLE);
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VkBuffer vbuffer;
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VkDeviceSize offset = push_->Push(vtx, sizeof(vtx), &vbuffer);
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renderManager->BindPipeline(cur2DPipeline_);
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if (cur2DPipeline_ == pipelinePostShader_) {
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renderManager->PushConstants(vulkan2D_->GetPipelineLayout(), VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_VERTEX_BIT, 0, (int)sizeof(postShaderUniforms_), &postShaderUniforms_);
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}
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renderManager->Draw(vulkan2D_->GetPipelineLayout(), descSet, 0, nullptr, vbuffer, offset, 4);
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}
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void FramebufferManagerVulkan::Bind2DShader() {
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VkRenderPass rp = (VkRenderPass)draw_->GetNativeObject(Draw::NativeObject::COMPATIBLE_RENDERPASS);
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cur2DPipeline_ = vulkan2D_->GetPipeline(rp, vsBasicTex_, fsBasicTex_);
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}
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void FramebufferManagerVulkan::BindPostShader(const PostShaderUniforms &uniforms) {
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if (!pipelinePostShader_) {
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if (usePostShader_) {
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CompilePostShader();
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}
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if (!usePostShader_) {
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SetNumExtraFBOs(0);
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Bind2DShader();
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return;
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} else {
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SetNumExtraFBOs(1);
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}
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}
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postShaderUniforms_ = uniforms;
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cur2DPipeline_ = pipelinePostShader_;
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gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE);
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}
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int FramebufferManagerVulkan::GetLineWidth() {
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if (g_Config.iInternalResolution == 0) {
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return std::max(1, (int)(renderWidth_ / 480));
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} else {
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return g_Config.iInternalResolution;
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}
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}
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// This also binds vfb as the current render target.
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void FramebufferManagerVulkan::ReformatFramebufferFrom(VirtualFramebuffer *vfb, GEBufferFormat old) {
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if (!useBufferedRendering_ || !vfb->fbo) {
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return;
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}
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// Technically, we should at this point re-interpret the bytes of the old format to the new.
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// That might get tricky, and could cause unnecessary slowness in some games.
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// For now, we just clear alpha/stencil from 565, which fixes shadow issues in Kingdom Hearts.
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// (it uses 565 to write zeros to the buffer, than 4444 to actually render the shadow.)
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//
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// The best way to do this may ultimately be to create a new FBO (combine with any resize?)
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// and blit with a shader to that, then replace the FBO on vfb. Stencil would still be complex
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// to exactly reproduce in 4444 and 8888 formats.
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if (old == GE_FORMAT_565) {
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draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR });
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} else {
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draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP });
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}
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}
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// Except for a missing rebind and silly scissor enables, identical copy of the same function in GPU_GLES - tricky parts are in thin3d.
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void FramebufferManagerVulkan::BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst) {
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if (g_Config.bDisableSlowFramebufEffects) {
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return;
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}
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bool matchingDepthBuffer = src->z_address == dst->z_address && src->z_stride != 0 && dst->z_stride != 0;
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bool matchingSize = src->width == dst->width && src->height == dst->height;
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bool matchingRenderSize = src->renderWidth == dst->renderWidth && src->renderHeight == dst->renderHeight;
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if (matchingDepthBuffer && matchingRenderSize && matchingSize) {
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// TODO: Currently, this copies depth AND stencil, which is a problem. See #9740.
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draw_->CopyFramebufferImage(src->fbo, 0, 0, 0, 0, dst->fbo, 0, 0, 0, 0, src->renderWidth, src->renderHeight, 1, Draw::FB_DEPTH_BIT);
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dst->last_frame_depth_updated = gpuStats.numFlips;
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} else if (matchingDepthBuffer && matchingSize) {
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/*
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int w = std::min(src->renderWidth, dst->renderWidth);
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int h = std::min(src->renderHeight, dst->renderHeight);
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draw_->BlitFramebuffer(src->fbo, 0, 0, w, h, dst->fbo, 0, 0, w, h, Draw::FB_DEPTH_BIT, Draw::FB_BLIT_NEAREST);
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*/
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}
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}
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VkImageView FramebufferManagerVulkan::BindFramebufferAsColorTexture(int stage, VirtualFramebuffer *framebuffer, int flags) {
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if (!framebuffer->fbo || !useBufferedRendering_) {
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gstate_c.skipDrawReason |= SKIPDRAW_BAD_FB_TEXTURE;
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return VK_NULL_HANDLE;
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}
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// currentRenderVfb_ will always be set when this is called, except from the GE debugger.
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// Let's just not bother with the copy in that case.
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bool skipCopy = (flags & BINDFBCOLOR_MAY_COPY) == 0;
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if (GPUStepping::IsStepping() || g_Config.bDisableSlowFramebufEffects) {
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skipCopy = true;
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}
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// Currently rendering to this framebuffer. Need to make a copy.
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if (!skipCopy && framebuffer == currentRenderVfb_) {
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// TODO: Maybe merge with bvfbs_? Not sure if those could be packing, and they're created at a different size.
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Draw::Framebuffer *renderCopy = GetTempFBO(TempFBO::COPY, framebuffer->renderWidth, framebuffer->renderHeight, (Draw::FBColorDepth)framebuffer->colorDepth);
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if (renderCopy) {
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VirtualFramebuffer copyInfo = *framebuffer;
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copyInfo.fbo = renderCopy;
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CopyFramebufferForColorTexture(©Info, framebuffer, flags);
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RebindFramebuffer();
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draw_->BindFramebufferAsTexture(renderCopy, stage, Draw::FB_COLOR_BIT, 0);
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} else {
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draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0);
|
|
}
|
|
return (VkImageView)draw_->GetNativeObject(Draw::NativeObject::BOUND_TEXTURE0_IMAGEVIEW);
|
|
} else if (framebuffer != currentRenderVfb_) {
|
|
draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0);
|
|
return (VkImageView)draw_->GetNativeObject(Draw::NativeObject::BOUND_TEXTURE0_IMAGEVIEW);
|
|
} else {
|
|
ERROR_LOG_REPORT_ONCE(vulkanSelfTexture, G3D, "Attempting to texture from target (src=%08x / target=%08x / flags=%d)", framebuffer->fb_address, currentRenderVfb_->fb_address, flags);
|
|
// To do this safely in Vulkan, we need to use input attachments.
|
|
return VK_NULL_HANDLE;
|
|
}
|
|
}
|
|
|
|
bool FramebufferManagerVulkan::CreateDownloadTempBuffer(VirtualFramebuffer *nvfb) {
|
|
nvfb->colorDepth = Draw::FBO_8888;
|
|
|
|
nvfb->fbo = draw_->CreateFramebuffer({ nvfb->bufferWidth, nvfb->bufferHeight, 1, 1, true, (Draw::FBColorDepth)nvfb->colorDepth });
|
|
if (!(nvfb->fbo)) {
|
|
ERROR_LOG(FRAMEBUF, "Error creating FBO! %i x %i", nvfb->renderWidth, nvfb->renderHeight);
|
|
return false;
|
|
}
|
|
|
|
draw_->BindFramebufferAsRenderTarget(nvfb->fbo, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR });
|
|
return true;
|
|
}
|
|
|
|
void FramebufferManagerVulkan::UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb) {
|
|
// Nothing to do here.
|
|
}
|
|
|
|
void FramebufferManagerVulkan::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp) {
|
|
if (!dst->fbo || !src->fbo || !useBufferedRendering_) {
|
|
// This can happen if they recently switched from non-buffered.
|
|
if (useBufferedRendering_)
|
|
draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP });
|
|
return;
|
|
}
|
|
|
|
// Perform a little bit of clipping first.
|
|
// Block transfer coords are unsigned so I don't think we need to clip on the left side..
|
|
if (dstX + w > dst->bufferWidth) {
|
|
w -= dstX + w - dst->bufferWidth;
|
|
}
|
|
if (dstY + h > dst->bufferHeight) {
|
|
h -= dstY + h - dst->bufferHeight;
|
|
}
|
|
if (w == 0 || h == 0)
|
|
return;
|
|
|
|
float srcXFactor = (float)src->renderWidth / (float)src->bufferWidth;
|
|
float srcYFactor = (float)src->renderHeight / (float)src->bufferHeight;
|
|
const int srcBpp = src->format == GE_FORMAT_8888 ? 4 : 2;
|
|
if (srcBpp != bpp && bpp != 0) {
|
|
srcXFactor = (srcXFactor * bpp) / srcBpp;
|
|
}
|
|
int srcX1 = srcX * srcXFactor;
|
|
int srcX2 = (srcX + w) * srcXFactor;
|
|
int srcY1 = srcY * srcYFactor;
|
|
int srcY2 = (srcY + h) * srcYFactor;
|
|
|
|
float dstXFactor = (float)dst->renderWidth / (float)dst->bufferWidth;
|
|
float dstYFactor = (float)dst->renderHeight / (float)dst->bufferHeight;
|
|
const int dstBpp = dst->format == GE_FORMAT_8888 ? 4 : 2;
|
|
if (dstBpp != bpp && bpp != 0) {
|
|
dstXFactor = (dstXFactor * bpp) / dstBpp;
|
|
}
|
|
int dstX1 = dstX * dstXFactor;
|
|
int dstX2 = (dstX + w) * dstXFactor;
|
|
int dstY1 = dstY * dstYFactor;
|
|
int dstY2 = (dstY + h) * dstYFactor;
|
|
|
|
if (src == dst && srcX == dstX && srcY == dstY) {
|
|
// Let's just skip a copy where the destination is equal to the source.
|
|
WARN_LOG_REPORT_ONCE(blitSame, G3D, "Skipped blit with equal dst and src");
|
|
return;
|
|
}
|
|
|
|
// BlitFramebuffer can clip, but CopyFramebufferImage is more restricted.
|
|
// In case the src goes outside, we just skip the optimization in that case.
|
|
const bool sameSize = dstX2 - dstX1 == srcX2 - srcX1 && dstY2 - dstY1 == srcY2 - srcY1;
|
|
const bool sameDepth = dst->colorDepth == src->colorDepth;
|
|
const bool srcInsideBounds = srcX2 <= src->renderWidth && srcY2 <= src->renderHeight;
|
|
const bool dstInsideBounds = dstX2 <= dst->renderWidth && dstY2 <= dst->renderHeight;
|
|
const bool xOverlap = src == dst && srcX2 > dstX1 && srcX1 < dstX2;
|
|
const bool yOverlap = src == dst && srcY2 > dstY1 && srcY1 < dstY2;
|
|
if (sameSize && sameDepth && srcInsideBounds && dstInsideBounds && !(xOverlap && yOverlap)) {
|
|
draw_->CopyFramebufferImage(src->fbo, 0, srcX1, srcY1, 0, dst->fbo, 0, dstX1, dstY1, 0, dstX2 - dstX1, dstY2 - dstY1, 1, Draw::FB_COLOR_BIT);
|
|
} else {
|
|
draw_->BlitFramebuffer(src->fbo, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2, Draw::FB_COLOR_BIT, Draw::FB_BLIT_NEAREST);
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerVulkan::BeginFrameVulkan() {
|
|
BeginFrame();
|
|
}
|
|
|
|
void FramebufferManagerVulkan::EndFrame() {
|
|
}
|
|
|
|
void FramebufferManagerVulkan::DeviceLost() {
|
|
DestroyAllFBOs();
|
|
DestroyDeviceObjects();
|
|
}
|
|
|
|
void FramebufferManagerVulkan::DeviceRestore(VulkanContext *vulkan, Draw::DrawContext *draw) {
|
|
vulkan_ = vulkan;
|
|
draw_ = draw;
|
|
|
|
InitDeviceObjects();
|
|
}
|
|
|
|
void FramebufferManagerVulkan::DestroyAllFBOs() {
|
|
currentRenderVfb_ = 0;
|
|
displayFramebuf_ = 0;
|
|
prevDisplayFramebuf_ = 0;
|
|
prevPrevDisplayFramebuf_ = 0;
|
|
|
|
for (size_t i = 0; i < vfbs_.size(); ++i) {
|
|
VirtualFramebuffer *vfb = vfbs_[i];
|
|
INFO_LOG(FRAMEBUF, "Destroying FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->format);
|
|
DestroyFramebuf(vfb);
|
|
}
|
|
vfbs_.clear();
|
|
|
|
for (size_t i = 0; i < bvfbs_.size(); ++i) {
|
|
VirtualFramebuffer *vfb = bvfbs_[i];
|
|
DestroyFramebuf(vfb);
|
|
}
|
|
bvfbs_.clear();
|
|
|
|
for (auto &tempFB : tempFBOs_) {
|
|
tempFB.second.fbo->Release();
|
|
}
|
|
tempFBOs_.clear();
|
|
|
|
SetNumExtraFBOs(0);
|
|
}
|
|
|
|
void FramebufferManagerVulkan::Resized() {
|
|
FramebufferManagerCommon::Resized();
|
|
|
|
if (UpdateSize()) {
|
|
DestroyAllFBOs();
|
|
}
|
|
|
|
// Might have a new post shader - let's compile it.
|
|
CompilePostShader();
|
|
}
|
|
|
|
void FramebufferManagerVulkan::CompilePostShader() {
|
|
if (postVs_) {
|
|
vulkan_->Delete().QueueDeleteShaderModule(postVs_);
|
|
}
|
|
if (postFs_) {
|
|
vulkan_->Delete().QueueDeleteShaderModule(postFs_);
|
|
}
|
|
|
|
const ShaderInfo *shaderInfo = nullptr;
|
|
if (g_Config.sPostShaderName == "Off") {
|
|
usePostShader_ = false;
|
|
return;
|
|
}
|
|
|
|
usePostShader_ = false;
|
|
|
|
ReloadAllPostShaderInfo();
|
|
shaderInfo = GetPostShaderInfo(g_Config.sPostShaderName);
|
|
std::string errorVSX, errorFSX;
|
|
std::string vsSource;
|
|
std::string fsSource;
|
|
if (shaderInfo) {
|
|
postShaderAtOutputResolution_ = shaderInfo->outputResolution;
|
|
size_t sz;
|
|
char *vs = (char *)VFSReadFile(shaderInfo->vertexShaderFile.c_str(), &sz);
|
|
if (!vs)
|
|
return;
|
|
char *fs = (char *)VFSReadFile(shaderInfo->fragmentShaderFile.c_str(), &sz);
|
|
if (!fs) {
|
|
free(vs);
|
|
return;
|
|
}
|
|
std::string vsSourceGLSL = vs;
|
|
std::string fsSourceGLSL = fs;
|
|
free(vs);
|
|
free(fs);
|
|
TranslatedShaderMetadata metaVS, metaFS;
|
|
if (!TranslateShader(&vsSource, GLSL_VULKAN, &metaVS, vsSourceGLSL, GLSL_140, Draw::ShaderStage::VERTEX, &errorVSX))
|
|
return;
|
|
if (!TranslateShader(&fsSource, GLSL_VULKAN, &metaFS, fsSourceGLSL, GLSL_140, Draw::ShaderStage::FRAGMENT, &errorFSX))
|
|
return;
|
|
} else {
|
|
return;
|
|
}
|
|
I18NCategory *gr = GetI18NCategory("Graphics");
|
|
|
|
// TODO: Delete the old pipeline?
|
|
|
|
std::string errorVS;
|
|
std::string errorFS;
|
|
postVs_ = CompileShaderModule(vulkan_, VK_SHADER_STAGE_VERTEX_BIT, vsSource.c_str(), &errorVS);
|
|
postFs_ = CompileShaderModule(vulkan_, VK_SHADER_STAGE_FRAGMENT_BIT, fsSource.c_str(), &errorFS);
|
|
|
|
VkRenderPass backbufferRP = (VkRenderPass)draw_->GetNativeObject(Draw::NativeObject::BACKBUFFER_RENDERPASS);
|
|
|
|
if (postVs_ && postFs_) {
|
|
pipelinePostShader_ = vulkan2D_->GetPipeline(backbufferRP, postVs_, postFs_, true, Vulkan2D::VK2DDepthStencilMode::NONE);
|
|
usePostShader_ = true;
|
|
} else {
|
|
ELOG("Failed to compile.");
|
|
pipelinePostShader_ = VK_NULL_HANDLE;
|
|
usePostShader_ = false;
|
|
|
|
std::string firstLine;
|
|
std::string errorString = errorVS + "\n" + errorFS;
|
|
size_t start = 0;
|
|
for (size_t i = 0; i < errorString.size(); i++) {
|
|
if (errorString[i] == '\n' && i == start) {
|
|
start = i + 1;
|
|
} else if (errorString[i] == '\n') {
|
|
firstLine = errorString.substr(start, i - start);
|
|
break;
|
|
}
|
|
}
|
|
if (!firstLine.empty()) {
|
|
host->NotifyUserMessage("Post-shader error: " + firstLine + "...", 10.0f, 0xFF3090FF);
|
|
} else {
|
|
host->NotifyUserMessage("Post-shader error, see log for details", 10.0f, 0xFF3090FF);
|
|
}
|
|
}
|
|
}
|