ppsspp/GPU/Vulkan/VulkanUtil.cpp
2022-10-28 17:42:21 +02:00

215 lines
8.2 KiB
C++

// Copyright (c) 2016- 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 "Common/Log.h"
#include "Common/StringUtils.h"
#include "Common/GPU/Vulkan/VulkanContext.h"
#include "GPU/Vulkan/VulkanUtil.h"
using namespace PPSSPP_VK;
const VkComponentMapping VULKAN_4444_SWIZZLE = { VK_COMPONENT_SWIZZLE_A, VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_B };
const VkComponentMapping VULKAN_1555_SWIZZLE = { VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_A };
const VkComponentMapping VULKAN_565_SWIZZLE = { VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY };
const VkComponentMapping VULKAN_8888_SWIZZLE = { VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY };
VkShaderModule CompileShaderModule(VulkanContext *vulkan, VkShaderStageFlagBits stage, const char *code, std::string *error) {
std::vector<uint32_t> spirv;
bool success = GLSLtoSPV(stage, code, GLSLVariant::VULKAN, spirv, error);
if (!error->empty()) {
if (success) {
ERROR_LOG(G3D, "Warnings in shader compilation!");
} else {
ERROR_LOG(G3D, "Error in shader compilation!");
}
ERROR_LOG(G3D, "Messages: %s", error->c_str());
ERROR_LOG(G3D, "Shader source:\n%s", LineNumberString(code).c_str());
OutputDebugStringUTF8("Messages:\n");
OutputDebugStringUTF8(error->c_str());
OutputDebugStringUTF8(LineNumberString(code).c_str());
return VK_NULL_HANDLE;
} else {
VkShaderModule module;
if (vulkan->CreateShaderModule(spirv, &module, stage == VK_SHADER_STAGE_VERTEX_BIT ? "system_vs" : "system_fs")) {
return module;
} else {
return VK_NULL_HANDLE;
}
}
}
VulkanComputeShaderManager::VulkanComputeShaderManager(VulkanContext *vulkan) : vulkan_(vulkan), pipelines_(8) {
}
VulkanComputeShaderManager::~VulkanComputeShaderManager() {}
void VulkanComputeShaderManager::InitDeviceObjects(Draw::DrawContext *draw) {
VkPipelineCacheCreateInfo pc{ VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO };
VkResult res = vkCreatePipelineCache(vulkan_->GetDevice(), &pc, nullptr, &pipelineCache_);
_assert_(VK_SUCCESS == res);
VkDescriptorSetLayoutBinding bindings[3] = {};
bindings[0].descriptorCount = 1;
bindings[0].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
bindings[0].stageFlags = VK_SHADER_STAGE_COMPUTE_BIT;
bindings[0].binding = 0;
bindings[1].descriptorCount = 1;
bindings[1].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
bindings[1].stageFlags = VK_SHADER_STAGE_COMPUTE_BIT;
bindings[1].binding = 1;
bindings[2].descriptorCount = 1;
bindings[2].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
bindings[2].stageFlags = VK_SHADER_STAGE_COMPUTE_BIT;
bindings[2].binding = 2;
VkDevice device = vulkan_->GetDevice();
VkDescriptorSetLayoutCreateInfo dsl = { VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO };
dsl.bindingCount = ARRAY_SIZE(bindings);
dsl.pBindings = bindings;
res = vkCreateDescriptorSetLayout(device, &dsl, nullptr, &descriptorSetLayout_);
_assert_(VK_SUCCESS == res);
std::vector<VkDescriptorPoolSize> dpTypes;
dpTypes.resize(2);
dpTypes[0].descriptorCount = 8192;
dpTypes[0].type = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
dpTypes[1].descriptorCount = 4096;
dpTypes[1].type = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
VkDescriptorPoolCreateInfo dp = { VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO };
dp.flags = 0; // Don't want to mess around with individually freeing these, let's go fixed each frame and zap the whole array. Might try the dynamic approach later.
dp.maxSets = 4096; // GTA can end up creating more than 1000 textures in the first frame!
for (int i = 0; i < ARRAY_SIZE(frameData_); i++) {
frameData_[i].descPool.Create(vulkan_, dp, dpTypes);
}
VkPushConstantRange push = {};
push.offset = 0;
push.size = 16;
push.stageFlags = VK_SHADER_STAGE_COMPUTE_BIT;
VkPipelineLayoutCreateInfo pl = { VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO };
pl.pPushConstantRanges = &push;
pl.pushConstantRangeCount = 1;
VkDescriptorSetLayout frameDescSetLayout = (VkDescriptorSetLayout)draw->GetNativeObject(Draw::NativeObject::FRAME_DATA_DESC_SET_LAYOUT);
VkDescriptorSetLayout setLayouts[2] = { frameDescSetLayout, descriptorSetLayout_ };
pl.setLayoutCount = ARRAY_SIZE(setLayouts);
pl.pSetLayouts = setLayouts;
pl.flags = 0;
res = vkCreatePipelineLayout(device, &pl, nullptr, &pipelineLayout_);
_assert_(VK_SUCCESS == res);
}
void VulkanComputeShaderManager::DestroyDeviceObjects() {
for (int i = 0; i < ARRAY_SIZE(frameData_); i++) {
frameData_[i].descPool.Destroy();
}
if (descriptorSetLayout_) {
vulkan_->Delete().QueueDeleteDescriptorSetLayout(descriptorSetLayout_);
}
pipelines_.Iterate([&](const PipelineKey &key, VkPipeline pipeline) {
vulkan_->Delete().QueueDeletePipeline(pipeline);
});
pipelines_.Clear();
if (pipelineLayout_) {
vulkan_->Delete().QueueDeletePipelineLayout(pipelineLayout_);
}
if (pipelineCache_ != VK_NULL_HANDLE) {
vulkan_->Delete().QueueDeletePipelineCache(pipelineCache_);
}
}
VkDescriptorSet VulkanComputeShaderManager::GetDescriptorSet(VkImageView image, VkBuffer buffer, VkDeviceSize offset, VkDeviceSize range, VkBuffer buffer2, VkDeviceSize offset2, VkDeviceSize range2) {
int curFrame = vulkan_->GetCurFrame();
FrameData &frameData = frameData_[curFrame];
VkDescriptorSet desc = frameData.descPool.Allocate(1, &descriptorSetLayout_, "compute_descset");
_assert_(desc != VK_NULL_HANDLE);
VkWriteDescriptorSet writes[2]{};
int n = 0;
VkDescriptorImageInfo imageInfo = {};
VkDescriptorBufferInfo bufferInfo[2] = {};
if (image) {
imageInfo.imageLayout = VK_IMAGE_LAYOUT_GENERAL;
imageInfo.imageView = image;
imageInfo.sampler = VK_NULL_HANDLE;
writes[n].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writes[n].dstBinding = 0;
writes[n].pImageInfo = &imageInfo;
writes[n].descriptorCount = 1;
writes[n].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
writes[n].dstSet = desc;
n++;
}
bufferInfo[0].buffer = buffer;
bufferInfo[0].offset = offset;
bufferInfo[0].range = range;
writes[n].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writes[n].dstBinding = 1;
writes[n].pBufferInfo = &bufferInfo[0];
writes[n].descriptorCount = 1;
writes[n].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
writes[n].dstSet = desc;
n++;
if (buffer2) {
bufferInfo[1].buffer = buffer2;
bufferInfo[1].offset = offset2;
bufferInfo[1].range = range2;
writes[n].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writes[n].dstBinding = 2;
writes[n].pBufferInfo = &bufferInfo[1];
writes[n].descriptorCount = 1;
writes[n].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
writes[n].dstSet = desc;
n++;
}
vkUpdateDescriptorSets(vulkan_->GetDevice(), n, writes, 0, nullptr);
return desc;
}
VkPipeline VulkanComputeShaderManager::GetPipeline(VkShaderModule cs) {
PipelineKey key{ cs };
VkPipeline pipeline = pipelines_.Get(key);
if (pipeline)
return pipeline;
VkComputePipelineCreateInfo pci{ VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO };
pci.stage.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
pci.stage.module = cs;
pci.stage.pName = "main";
pci.stage.stage = VK_SHADER_STAGE_COMPUTE_BIT;
pci.layout = pipelineLayout_;
pci.flags = 0;
VkResult res = vkCreateComputePipelines(vulkan_->GetDevice(), pipelineCache_, 1, &pci, nullptr, &pipeline);
_assert_(res == VK_SUCCESS);
pipelines_.Insert(key, pipeline);
return pipeline;
}
void VulkanComputeShaderManager::BeginFrame() {
int curFrame = vulkan_->GetCurFrame();
FrameData &frame = frameData_[curFrame];
frame.descPool.Reset();
}
void VulkanComputeShaderManager::EndFrame() {
}