mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 21:39:52 +00:00
640 lines
21 KiB
C++
640 lines
21 KiB
C++
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// 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 <thread>
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#include "Common/Profiler/Profiler.h"
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#include "Common/Log.h"
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#include "Common/File/FileUtil.h"
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#include "Common/GraphicsContext.h"
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#include "Common/Serialize/Serializer.h"
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#include "Common/TimeUtil.h"
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#include "Core/Config.h"
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#include "Core/Debugger/Breakpoints.h"
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#include "Core/MemMapHelpers.h"
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#include "Core/Reporting.h"
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#include "Core/System.h"
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#include "Core/ELF/ParamSFO.h"
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#include "GPU/GPUState.h"
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#include "GPU/ge_constants.h"
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#include "GPU/GeDisasm.h"
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#include "GPU/Common/FramebufferManagerCommon.h"
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#include "GPU/Debugger/Debugger.h"
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#include "GPU/Vulkan/ShaderManagerVulkan.h"
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#include "GPU/Vulkan/GPU_Vulkan.h"
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#include "GPU/Vulkan/FramebufferManagerVulkan.h"
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#include "GPU/Vulkan/DrawEngineVulkan.h"
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#include "GPU/Vulkan/TextureCacheVulkan.h"
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#include "Common/GPU/Vulkan/VulkanRenderManager.h"
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#include "Common/GPU/Vulkan/VulkanQueueRunner.h"
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#include "Core/MIPS/MIPS.h"
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#include "Core/HLE/sceKernelThread.h"
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#include "Core/HLE/sceKernelInterrupt.h"
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#include "Core/HLE/sceGe.h"
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GPU_Vulkan::GPU_Vulkan(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
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: GPUCommon(gfxCtx, draw),
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vulkan_((VulkanContext *)gfxCtx->GetAPIContext()),
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depalShaderCache_(draw, vulkan_),
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drawEngine_(vulkan_, draw),
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vulkan2D_(vulkan_) {
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CheckGPUFeatures();
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shaderManagerVulkan_ = new ShaderManagerVulkan(draw, vulkan_);
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pipelineManager_ = new PipelineManagerVulkan(vulkan_);
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framebufferManagerVulkan_ = new FramebufferManagerVulkan(draw, vulkan_);
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framebufferManager_ = framebufferManagerVulkan_;
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textureCacheVulkan_ = new TextureCacheVulkan(draw, vulkan_);
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textureCache_ = textureCacheVulkan_;
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drawEngineCommon_ = &drawEngine_;
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shaderManager_ = shaderManagerVulkan_;
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drawEngine_.SetTextureCache(textureCacheVulkan_);
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drawEngine_.SetFramebufferManager(framebufferManagerVulkan_);
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drawEngine_.SetShaderManager(shaderManagerVulkan_);
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drawEngine_.SetPipelineManager(pipelineManager_);
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framebufferManagerVulkan_->SetVulkan2D(&vulkan2D_);
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framebufferManagerVulkan_->SetTextureCache(textureCacheVulkan_);
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framebufferManagerVulkan_->SetDrawEngine(&drawEngine_);
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framebufferManagerVulkan_->SetShaderManager(shaderManagerVulkan_);
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framebufferManagerVulkan_->Init();
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textureCacheVulkan_->SetDepalShaderCache(&depalShaderCache_);
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textureCacheVulkan_->SetFramebufferManager(framebufferManagerVulkan_);
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textureCacheVulkan_->SetShaderManager(shaderManagerVulkan_);
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textureCacheVulkan_->SetDrawEngine(&drawEngine_);
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textureCacheVulkan_->SetVulkan2D(&vulkan2D_);
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InitDeviceObjects();
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// Sanity check gstate
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if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) {
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ERROR_LOG(G3D, "gstate has drifted out of sync!");
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}
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BuildReportingInfo();
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// Update again after init to be sure of any silly driver problems.
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UpdateVsyncInterval(true);
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textureCacheVulkan_->NotifyConfigChanged();
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if (vulkan_->GetDeviceFeatures().enabled.wideLines) {
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drawEngine_.SetLineWidth(PSP_CoreParameter().renderWidth / 480.0f);
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}
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// Load shader cache.
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std::string discID = g_paramSFO.GetDiscID();
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if (discID.size()) {
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File::CreateFullPath(GetSysDirectory(DIRECTORY_APP_CACHE));
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shaderCachePath_ = GetSysDirectory(DIRECTORY_APP_CACHE) + "/" + discID + ".vkshadercache";
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shaderCacheLoaded_ = false;
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std::thread th([&] {
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LoadCache(shaderCachePath_);
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shaderCacheLoaded_ = true;
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});
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th.detach();
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} else {
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shaderCacheLoaded_ = true;
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}
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}
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bool GPU_Vulkan::IsReady() {
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return shaderCacheLoaded_;
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}
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void GPU_Vulkan::CancelReady() {
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pipelineManager_->CancelCache();
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}
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void GPU_Vulkan::LoadCache(std::string filename) {
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PSP_SetLoading("Loading shader cache...");
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// Actually precompiled by IsReady() since we're single-threaded.
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FILE *f = File::OpenCFile(filename, "rb");
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if (!f)
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return;
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// First compile shaders to SPIR-V, then load the pipeline cache and recreate the pipelines.
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// It's when recreating the pipelines that the pipeline cache is useful - in the ideal case,
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// it can just memcpy the finished shader binaries out of the pipeline cache file.
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bool result = shaderManagerVulkan_->LoadCache(f);
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if (result) {
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// WARNING: See comment in LoadCache if you are tempted to flip the second parameter to true.
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result = pipelineManager_->LoadCache(f, false, shaderManagerVulkan_, draw_, drawEngine_.GetPipelineLayout());
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}
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fclose(f);
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if (!result) {
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WARN_LOG(G3D, "Incompatible Vulkan pipeline cache - rebuilding.");
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// Bad cache file for this GPU/Driver/etc. Delete it.
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File::Delete(filename);
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} else {
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INFO_LOG(G3D, "Loaded Vulkan pipeline cache.");
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}
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}
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void GPU_Vulkan::SaveCache(std::string filename) {
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if (!draw_) {
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// Already got the lost message, we're in shutdown.
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WARN_LOG(G3D, "Not saving shaders - shutting down from in-game.");
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return;
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}
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FILE *f = File::OpenCFile(filename, "wb");
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if (!f)
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return;
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shaderManagerVulkan_->SaveCache(f);
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// WARNING: See comment in LoadCache if you are tempted to flip the second parameter to true.
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pipelineManager_->SaveCache(f, false, shaderManagerVulkan_, draw_);
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INFO_LOG(G3D, "Saved Vulkan pipeline cache");
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fclose(f);
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}
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GPU_Vulkan::~GPU_Vulkan() {
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SaveCache(shaderCachePath_);
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// Note: We save the cache in DeviceLost
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DestroyDeviceObjects();
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framebufferManagerVulkan_->DestroyAllFBOs();
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depalShaderCache_.Clear();
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depalShaderCache_.DeviceLost();
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drawEngine_.DeviceLost();
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vulkan2D_.Shutdown();
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delete textureCacheVulkan_;
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delete pipelineManager_;
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delete shaderManagerVulkan_;
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delete framebufferManagerVulkan_;
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}
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void GPU_Vulkan::CheckGPUFeatures() {
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uint32_t features = 0;
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if (!PSP_CoreParameter().compat.flags().DisableRangeCulling) {
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features |= GPU_SUPPORTS_VS_RANGE_CULLING;
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}
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switch (vulkan_->GetPhysicalDeviceProperties().properties.vendorID) {
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case VULKAN_VENDOR_AMD:
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// 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
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features |= GPU_SUPPORTS_ACCURATE_DEPTH;
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break;
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case VULKAN_VENDOR_QUALCOMM:
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// Accurate depth is required on Adreno too (seems to also have a reverse-Z driver bug).
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features |= GPU_SUPPORTS_ACCURATE_DEPTH;
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break;
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case VULKAN_VENDOR_ARM:
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{
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// This check is probably not exactly accurate. But old drivers had problems with reverse-Z, just like AMD and Qualcomm.
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bool driverTooOld = IsHashMaliDriverVersion(vulkan_->GetPhysicalDeviceProperties().properties)
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|| VK_VERSION_MAJOR(vulkan_->GetPhysicalDeviceProperties().properties.driverVersion) < 14;
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if (!PSP_CoreParameter().compat.flags().DisableAccurateDepth || driverTooOld) {
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features |= GPU_SUPPORTS_ACCURATE_DEPTH;
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}
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// These GPUs (up to some certain hardware version?) has a bug where draws where gl_Position.w == .z
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// corrupt the depth buffer. This is easily worked around by simply scaling Z down a tiny bit when this case
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// is detected. See: https://github.com/hrydgard/ppsspp/issues/11937
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features |= GPU_NEEDS_Z_EQUAL_W_HACK;
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break;
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}
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default:
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if (!PSP_CoreParameter().compat.flags().DisableAccurateDepth) {
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features |= GPU_SUPPORTS_ACCURATE_DEPTH;
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}
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break;
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}
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// Might enable this later - in the first round we are mostly looking at depth/stencil/discard.
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// if (g_Config.bDisableVendorBugChecks)
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// features |= GPU_SUPPORTS_ACCURATE_DEPTH;
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// Mandatory features on Vulkan, which may be checked in "centralized" code
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features |= GPU_SUPPORTS_TEXTURE_LOD_CONTROL;
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features |= GPU_SUPPORTS_FRAMEBUFFER_BLIT;
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features |= GPU_SUPPORTS_BLEND_MINMAX;
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features |= GPU_SUPPORTS_COPY_IMAGE;
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features |= GPU_SUPPORTS_TEXTURE_NPOT;
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features |= GPU_SUPPORTS_INSTANCE_RENDERING;
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features |= GPU_SUPPORTS_VERTEX_TEXTURE_FETCH;
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features |= GPU_SUPPORTS_TEXTURE_FLOAT;
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features |= GPU_SUPPORTS_DEPTH_TEXTURE;
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if (vulkan_->GetDeviceInfo().canBlitToPreferredDepthStencilFormat) {
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features |= GPU_SUPPORTS_FRAMEBUFFER_BLIT_TO_DEPTH;
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}
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if (vulkan_->GetDeviceFeatures().enabled.wideLines) {
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features |= GPU_SUPPORTS_WIDE_LINES;
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}
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if (vulkan_->GetDeviceFeatures().enabled.depthClamp) {
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features |= GPU_SUPPORTS_DEPTH_CLAMP;
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}
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if (vulkan_->GetDeviceFeatures().enabled.dualSrcBlend) {
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if (!g_Config.bVendorBugChecksEnabled || !draw_->GetBugs().Has(Draw::Bugs::DUAL_SOURCE_BLENDING_BROKEN)) {
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features |= GPU_SUPPORTS_DUALSOURCE_BLEND;
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}
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}
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if (vulkan_->GetDeviceFeatures().enabled.logicOp) {
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features |= GPU_SUPPORTS_LOGIC_OP;
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}
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if (vulkan_->GetDeviceFeatures().enabled.samplerAnisotropy) {
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features |= GPU_SUPPORTS_ANISOTROPY;
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}
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uint32_t fmt4444 = draw_->GetDataFormatSupport(Draw::DataFormat::B4G4R4A4_UNORM_PACK16);
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uint32_t fmt1555 = draw_->GetDataFormatSupport(Draw::DataFormat::A1R5G5B5_UNORM_PACK16);
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uint32_t fmt565 = draw_->GetDataFormatSupport(Draw::DataFormat::R5G6B5_UNORM_PACK16);
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if ((fmt4444 & Draw::FMT_TEXTURE) && (fmt565 & Draw::FMT_TEXTURE) && (fmt1555 & Draw::FMT_TEXTURE)) {
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features |= GPU_SUPPORTS_16BIT_FORMATS;
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} else {
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INFO_LOG(G3D, "Deficient texture format support: 4444: %d 1555: %d 565: %d", fmt4444, fmt1555, fmt565);
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}
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if (PSP_CoreParameter().compat.flags().ClearToRAM) {
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features |= GPU_USE_CLEAR_RAM_HACK;
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}
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if (!g_Config.bHighQualityDepth && (features & GPU_SUPPORTS_ACCURATE_DEPTH) != 0) {
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features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT;
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}
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else if (PSP_CoreParameter().compat.flags().PixelDepthRounding) {
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// Use fragment rounding on desktop and GLES3, most accurate.
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features |= GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT;
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}
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else if (PSP_CoreParameter().compat.flags().VertexDepthRounding) {
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features |= GPU_ROUND_DEPTH_TO_16BIT;
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}
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gstate_c.featureFlags = features;
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}
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void GPU_Vulkan::BeginHostFrame() {
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drawEngine_.BeginFrame();
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UpdateCmdInfo();
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if (resized_) {
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CheckGPUFeatures();
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// In case the GPU changed.
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BuildReportingInfo();
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framebufferManager_->Resized();
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drawEngine_.Resized();
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textureCacheVulkan_->NotifyConfigChanged();
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if (vulkan_->GetDeviceFeatures().enabled.wideLines) {
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drawEngine_.SetLineWidth(PSP_CoreParameter().renderWidth / 480.0f);
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}
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resized_ = false;
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}
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textureCacheVulkan_->StartFrame();
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int curFrame = vulkan_->GetCurFrame();
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FrameData &frame = frameData_[curFrame];
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frame.push_->Reset();
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frame.push_->Begin(vulkan_);
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framebufferManagerVulkan_->BeginFrameVulkan();
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framebufferManagerVulkan_->SetPushBuffer(frameData_[curFrame].push_);
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depalShaderCache_.SetPushBuffer(frameData_[curFrame].push_);
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textureCacheVulkan_->SetPushBuffer(frameData_[curFrame].push_);
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vulkan2D_.BeginFrame();
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shaderManagerVulkan_->DirtyShader();
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gstate_c.Dirty(DIRTY_ALL);
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if (dumpNextFrame_) {
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NOTICE_LOG(G3D, "DUMPING THIS FRAME");
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dumpThisFrame_ = true;
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dumpNextFrame_ = false;
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} else if (dumpThisFrame_) {
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dumpThisFrame_ = false;
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}
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}
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void GPU_Vulkan::EndHostFrame() {
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int curFrame = vulkan_->GetCurFrame();
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FrameData &frame = frameData_[curFrame];
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frame.push_->End();
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vulkan2D_.EndFrame();
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drawEngine_.EndFrame();
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framebufferManagerVulkan_->EndFrame();
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textureCacheVulkan_->EndFrame();
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draw_->InvalidateCachedState();
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}
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// Needs to be called on GPU thread, not reporting thread.
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void GPU_Vulkan::BuildReportingInfo() {
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const auto &props = vulkan_->GetPhysicalDeviceProperties().properties;
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const auto &features = vulkan_->GetDeviceFeatures().available;
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#define CHECK_BOOL_FEATURE(n) do { if (features.n) { featureNames += ", " #n; } } while (false)
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std::string featureNames = "";
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CHECK_BOOL_FEATURE(robustBufferAccess);
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CHECK_BOOL_FEATURE(fullDrawIndexUint32);
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CHECK_BOOL_FEATURE(imageCubeArray);
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CHECK_BOOL_FEATURE(independentBlend);
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CHECK_BOOL_FEATURE(geometryShader);
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CHECK_BOOL_FEATURE(tessellationShader);
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CHECK_BOOL_FEATURE(sampleRateShading);
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CHECK_BOOL_FEATURE(dualSrcBlend);
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CHECK_BOOL_FEATURE(logicOp);
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CHECK_BOOL_FEATURE(multiDrawIndirect);
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CHECK_BOOL_FEATURE(drawIndirectFirstInstance);
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CHECK_BOOL_FEATURE(depthClamp);
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CHECK_BOOL_FEATURE(depthBiasClamp);
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CHECK_BOOL_FEATURE(fillModeNonSolid);
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CHECK_BOOL_FEATURE(depthBounds);
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CHECK_BOOL_FEATURE(wideLines);
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CHECK_BOOL_FEATURE(largePoints);
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CHECK_BOOL_FEATURE(alphaToOne);
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CHECK_BOOL_FEATURE(multiViewport);
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CHECK_BOOL_FEATURE(samplerAnisotropy);
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CHECK_BOOL_FEATURE(textureCompressionETC2);
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CHECK_BOOL_FEATURE(textureCompressionASTC_LDR);
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CHECK_BOOL_FEATURE(textureCompressionBC);
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CHECK_BOOL_FEATURE(occlusionQueryPrecise);
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CHECK_BOOL_FEATURE(pipelineStatisticsQuery);
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CHECK_BOOL_FEATURE(vertexPipelineStoresAndAtomics);
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CHECK_BOOL_FEATURE(fragmentStoresAndAtomics);
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CHECK_BOOL_FEATURE(shaderTessellationAndGeometryPointSize);
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CHECK_BOOL_FEATURE(shaderImageGatherExtended);
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CHECK_BOOL_FEATURE(shaderStorageImageExtendedFormats);
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CHECK_BOOL_FEATURE(shaderStorageImageMultisample);
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CHECK_BOOL_FEATURE(shaderStorageImageReadWithoutFormat);
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CHECK_BOOL_FEATURE(shaderStorageImageWriteWithoutFormat);
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CHECK_BOOL_FEATURE(shaderUniformBufferArrayDynamicIndexing);
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CHECK_BOOL_FEATURE(shaderSampledImageArrayDynamicIndexing);
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CHECK_BOOL_FEATURE(shaderStorageBufferArrayDynamicIndexing);
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CHECK_BOOL_FEATURE(shaderStorageImageArrayDynamicIndexing);
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CHECK_BOOL_FEATURE(shaderClipDistance);
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CHECK_BOOL_FEATURE(shaderCullDistance);
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CHECK_BOOL_FEATURE(shaderFloat64);
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CHECK_BOOL_FEATURE(shaderInt64);
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CHECK_BOOL_FEATURE(shaderInt16);
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CHECK_BOOL_FEATURE(shaderResourceResidency);
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CHECK_BOOL_FEATURE(shaderResourceMinLod);
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CHECK_BOOL_FEATURE(sparseBinding);
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CHECK_BOOL_FEATURE(sparseResidencyBuffer);
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CHECK_BOOL_FEATURE(sparseResidencyImage2D);
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CHECK_BOOL_FEATURE(sparseResidencyImage3D);
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CHECK_BOOL_FEATURE(sparseResidency2Samples);
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CHECK_BOOL_FEATURE(sparseResidency4Samples);
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CHECK_BOOL_FEATURE(sparseResidency8Samples);
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CHECK_BOOL_FEATURE(sparseResidency16Samples);
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CHECK_BOOL_FEATURE(sparseResidencyAliased);
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CHECK_BOOL_FEATURE(variableMultisampleRate);
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CHECK_BOOL_FEATURE(inheritedQueries);
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#undef CHECK_BOOL_FEATURE
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if (!featureNames.empty()) {
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featureNames = featureNames.substr(2);
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}
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char temp[16384];
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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());
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reportingPrimaryInfo_ = props.deviceName;
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reportingFullInfo_ = temp;
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Reporting::UpdateConfig();
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}
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void GPU_Vulkan::Reinitialize() {
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GPUCommon::Reinitialize();
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depalShaderCache_.Clear();
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}
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void GPU_Vulkan::InitClear() {
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if (!framebufferManager_->UseBufferedRendering()) {
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// TODO?
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}
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}
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void GPU_Vulkan::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
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GPUDebug::NotifyDisplay(framebuf, stride, format);
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framebufferManager_->SetDisplayFramebuffer(framebuf, stride, format);
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}
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void GPU_Vulkan::CopyDisplayToOutput(bool reallyDirty) {
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// Flush anything left over.
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drawEngine_.Flush();
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shaderManagerVulkan_->DirtyLastShader();
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framebufferManagerVulkan_->CopyDisplayToOutput(reallyDirty);
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gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
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}
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void GPU_Vulkan::FinishDeferred() {
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drawEngine_.FinishDeferred();
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}
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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() {
|
|
INFO_LOG(G3D, "GPU_Vulkan::InitDeviceObjects");
|
|
// Initialize framedata
|
|
for (int i = 0; i < VulkanContext::MAX_INFLIGHT_FRAMES; i++) {
|
|
_assert_(!frameData_[i].push_);
|
|
VkBufferUsageFlags usage = VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
|
|
frameData_[i].push_ = new VulkanPushBuffer(vulkan_, 64 * 1024, usage);
|
|
}
|
|
|
|
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;
|
|
|
|
// Always on.
|
|
hacks |= QUEUE_HACK_RENDERPASS_MERGE;
|
|
|
|
if (hacks) {
|
|
rm->GetQueueRunner()->EnableHacks(hacks);
|
|
}
|
|
}
|
|
|
|
void GPU_Vulkan::DestroyDeviceObjects() {
|
|
INFO_LOG(G3D, "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() {
|
|
CancelReady();
|
|
while (!IsReady()) {
|
|
sleep_ms(10);
|
|
}
|
|
if (!shaderCachePath_.empty()) {
|
|
SaveCache(shaderCachePath_);
|
|
}
|
|
DestroyDeviceObjects();
|
|
vulkan2D_.DeviceLost();
|
|
drawEngine_.DeviceLost();
|
|
pipelineManager_->DeviceLost();
|
|
textureCacheVulkan_->DeviceLost();
|
|
depalShaderCache_.DeviceLost();
|
|
shaderManagerVulkan_->ClearShaders();
|
|
|
|
GPUCommon::DeviceLost();
|
|
}
|
|
|
|
void GPU_Vulkan::DeviceRestore() {
|
|
GPUCommon::DeviceRestore();
|
|
vulkan_ = (VulkanContext *)PSP_CoreParameter().graphicsContext->GetAPIContext();
|
|
InitDeviceObjects();
|
|
|
|
CheckGPUFeatures();
|
|
BuildReportingInfo();
|
|
UpdateCmdInfo();
|
|
|
|
vulkan2D_.DeviceRestore(vulkan_);
|
|
drawEngine_.DeviceRestore(vulkan_, draw_);
|
|
pipelineManager_->DeviceRestore(vulkan_);
|
|
textureCacheVulkan_->DeviceRestore(vulkan_, draw_);
|
|
shaderManagerVulkan_->DeviceRestore(vulkan_, draw_);
|
|
depalShaderCache_.DeviceRestore(draw_, vulkan_);
|
|
}
|
|
|
|
void GPU_Vulkan::GetStats(char *buffer, size_t bufsize) {
|
|
size_t offset = FormatGPUStatsCommon(buffer, bufsize);
|
|
buffer += offset;
|
|
bufsize -= offset;
|
|
if ((int)bufsize < 0)
|
|
return;
|
|
const DrawEngineVulkanStats &drawStats = drawEngine_.GetStats();
|
|
char texStats[256];
|
|
textureCacheVulkan_->GetStats(texStats, sizeof(texStats));
|
|
snprintf(buffer, bufsize,
|
|
"Vertex, Fragment, Pipelines loaded: %i, %i, %i\n"
|
|
"Pushbuffer space used: UBO %d, Vtx %d, Idx %d\n"
|
|
"%s\n",
|
|
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) {
|
|
textureCache_->Clear(true);
|
|
depalShaderCache_.Clear();
|
|
|
|
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
|
|
framebufferManager_->DestroyAllFBOs();
|
|
}
|
|
}
|
|
|
|
std::vector<std::string> 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<std::string>();
|
|
} 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>();
|
|
}
|
|
}
|
|
|
|
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();
|
|
}
|
|
}
|
|
|
|
std::string GPU_Vulkan::GetGpuProfileString() {
|
|
VulkanRenderManager *rm = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
|
|
return rm->GetGpuProfileString();
|
|
}
|