ppsspp/GPU/Vulkan/PipelineManagerVulkan.cpp

340 lines
12 KiB
C++

#include <cstring>
#include "Common/Log.h"
#include "Common/StringUtils.h"
#include "Common/Vulkan/VulkanContext.h"
#include "GPU/Vulkan/VulkanUtil.h"
#include "GPU/Vulkan/PipelineManagerVulkan.h"
#include "GPU/Vulkan/ShaderManagerVulkan.h"
PipelineManagerVulkan::PipelineManagerVulkan(VulkanContext *vulkan) : vulkan_(vulkan) {
pipelineCache_ = vulkan->CreatePipelineCache();
}
PipelineManagerVulkan::~PipelineManagerVulkan() {
Clear();
vulkan_->Delete().QueueDeletePipelineCache(pipelineCache_);
}
void PipelineManagerVulkan::Clear() {
// This should kill off all the shaders at once.
// This could also be an opportunity to store the whole cache to disk. Will need to also
// store the keys.
for (auto iter : pipelines_) {
delete iter.second;
}
pipelines_.clear();
}
struct DeclTypeInfo {
VkFormat type;
const char *name;
};
static const DeclTypeInfo VComp[] = {
{ VK_FORMAT_UNDEFINED, "NULL" }, // DEC_NONE,
{ VK_FORMAT_R32_SFLOAT, "R32_SFLOAT " }, // DEC_FLOAT_1,
{ VK_FORMAT_R32G32_SFLOAT, "R32G32_SFLOAT " }, // DEC_FLOAT_2,
{ VK_FORMAT_R32G32B32_SFLOAT, "R32G32B32_SFLOAT " }, // DEC_FLOAT_3,
{ VK_FORMAT_R32G32B32A32_SFLOAT, "R32G32B32A32_SFLOAT " }, // DEC_FLOAT_4,
{ VK_FORMAT_R8G8B8A8_SNORM, "R8G8B8A8_SNORM" }, // DEC_S8_3,
{ VK_FORMAT_R16G16B16A16_SNORM, "R16G16B16A16_SNORM " }, // DEC_S16_3,
{ VK_FORMAT_R8G8B8A8_UNORM, "R8G8B8A8_UNORM " }, // DEC_U8_1,
{ VK_FORMAT_R8G8B8A8_UNORM, "R8G8B8A8_UNORM " }, // DEC_U8_2,
{ VK_FORMAT_R8G8B8A8_UNORM, "R8G8B8A8_UNORM " }, // DEC_U8_3,
{ VK_FORMAT_R8G8B8A8_UNORM, "R8G8B8A8_UNORM " }, // DEC_U8_4,
{ VK_FORMAT_R16G16_UNORM, "R16G16_UNORM" }, // DEC_U16_1,
{ VK_FORMAT_R16G16_UNORM, "R16G16_UNORM" }, // DEC_U16_2,
{ VK_FORMAT_R16G16B16A16_UNORM, "R16G16B16A16_UNORM " }, // DEC_U16_3,
{ VK_FORMAT_R16G16B16A16_UNORM, "R16G16B16A16_UNORM " }, // DEC_U16_4,
{ VK_FORMAT_R8G8_UINT, "R8G8_UINT" }, // DEC_U8A_2,
{ VK_FORMAT_R16G16_UINT, "R16G16_UINT" }, // DEC_U16A_2,
};
void VertexAttribSetup(VkVertexInputAttributeDescription *attr, int fmt, int offset, PspAttributeLocation location) {
attr->location = (uint32_t)location;
attr->binding = 0;
attr->format = VComp[fmt].type;
attr->offset = offset;
}
// Returns the number of attributes that were set.
// We could cache these AttributeDescription arrays (with pspFmt as the key), but hardly worth bothering
// as we will only call this code when we need to create a new VkPipeline.
int SetupVertexAttribs(VkVertexInputAttributeDescription attrs[], const DecVtxFormat &decFmt) {
int count = 0;
if (decFmt.w0fmt != 0) {
VertexAttribSetup(&attrs[count++], decFmt.w0fmt, decFmt.w0off, PspAttributeLocation::W1);
}
if (decFmt.w1fmt != 0) {
VertexAttribSetup(&attrs[count++], decFmt.w1fmt, decFmt.w1off, PspAttributeLocation::W2);
}
if (decFmt.uvfmt != 0) {
VertexAttribSetup(&attrs[count++], decFmt.uvfmt, decFmt.uvoff, PspAttributeLocation::TEXCOORD);
}
if (decFmt.c0fmt != 0) {
VertexAttribSetup(&attrs[count++], decFmt.c0fmt, decFmt.c0off, PspAttributeLocation::COLOR0);
}
if (decFmt.c1fmt != 0) {
VertexAttribSetup(&attrs[count++], decFmt.c1fmt, decFmt.c1off, PspAttributeLocation::COLOR1);
}
if (decFmt.nrmfmt != 0) {
VertexAttribSetup(&attrs[count++], decFmt.nrmfmt, decFmt.nrmoff, PspAttributeLocation::NORMAL);
}
// Position is always there.
VertexAttribSetup(&attrs[count++], decFmt.posfmt, decFmt.posoff, PspAttributeLocation::POSITION);
return count;
}
int SetupVertexAttribsPretransformed(VkVertexInputAttributeDescription attrs[], const DecVtxFormat &decFmt) {
int count = 0;
VertexAttribSetup(&attrs[count++], DEC_FLOAT_4, 0, PspAttributeLocation::POSITION);
VertexAttribSetup(&attrs[count++], DEC_FLOAT_3, 16, PspAttributeLocation::TEXCOORD);
VertexAttribSetup(&attrs[count++], DEC_U8_4, 28, PspAttributeLocation::COLOR0);
VertexAttribSetup(&attrs[count++], DEC_U8_4, 32, PspAttributeLocation::COLOR1);
return count;
}
static VulkanPipeline *CreateVulkanPipeline(VkDevice device, VkPipelineCache pipelineCache,
VkPipelineLayout layout, VkRenderPass renderPass, const VulkanPipelineRasterStateKey &key,
const VertexDecoder *vtxDec, VulkanVertexShader *vs, VulkanFragmentShader *fs, bool useHwTransform) {
VkPipelineColorBlendAttachmentState blend0 = {};
blend0.blendEnable = key.blendEnable;
if (key.blendEnable) {
blend0.colorBlendOp = (VkBlendOp)key.blendOpColor;
blend0.alphaBlendOp = (VkBlendOp)key.blendOpAlpha;
blend0.srcColorBlendFactor = (VkBlendFactor)key.srcColor;
blend0.srcAlphaBlendFactor = (VkBlendFactor)key.srcAlpha;
blend0.dstColorBlendFactor = (VkBlendFactor)key.destColor;
blend0.dstAlphaBlendFactor = (VkBlendFactor)key.destAlpha;
}
blend0.colorWriteMask = key.colorWriteMask;
VkPipelineColorBlendStateCreateInfo cbs = { VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO };
cbs.flags = 0;
cbs.pAttachments = &blend0;
cbs.attachmentCount = 1;
cbs.logicOpEnable = key.logicOpEnable;
if (key.logicOpEnable)
cbs.logicOp = (VkLogicOp)key.logicOp;
else
cbs.logicOp = VK_LOGIC_OP_COPY;
VkPipelineDepthStencilStateCreateInfo dss = { VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO };
dss.depthBoundsTestEnable = false;
dss.stencilTestEnable = key.stencilTestEnable;
if (key.stencilTestEnable) {
dss.front.compareOp = (VkCompareOp)key.stencilCompareOp;
dss.front.passOp = (VkStencilOp)key.stencilPassOp;
dss.front.failOp = (VkStencilOp)key.stencilFailOp;
dss.front.depthFailOp = (VkStencilOp)key.stencilDepthFailOp;
// Back stencil is always the same as front on PSP.
memcpy(&dss.back, &dss.front, sizeof(dss.front));
}
dss.depthTestEnable = key.depthTestEnable;
if (key.depthTestEnable) {
dss.depthCompareOp = (VkCompareOp)key.depthCompareOp;
dss.depthWriteEnable = key.depthWriteEnable;
}
VkDynamicState dynamicStates[8];
int numDyn = 0;
if (key.blendEnable) {
dynamicStates[numDyn++] = VK_DYNAMIC_STATE_BLEND_CONSTANTS;
}
dynamicStates[numDyn++] = VK_DYNAMIC_STATE_SCISSOR;
dynamicStates[numDyn++] = VK_DYNAMIC_STATE_VIEWPORT;
if (key.stencilTestEnable) {
dynamicStates[numDyn++] = VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK;
dynamicStates[numDyn++] = VK_DYNAMIC_STATE_STENCIL_REFERENCE;
dynamicStates[numDyn++] = VK_DYNAMIC_STATE_STENCIL_WRITE_MASK;
}
VkPipelineDynamicStateCreateInfo ds = { VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO };
ds.flags = 0;
ds.pDynamicStates = dynamicStates;
ds.dynamicStateCount = numDyn;
VkPipelineRasterizationStateCreateInfo rs = { VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO };
rs.flags = 0;
rs.depthBiasEnable = false;
rs.cullMode = key.cullMode;
rs.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
rs.lineWidth = 1.0f;
rs.rasterizerDiscardEnable = false;
rs.polygonMode = VK_POLYGON_MODE_FILL;
rs.depthClampEnable = false;
VkPipelineMultisampleStateCreateInfo ms = { VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO };
ms.pSampleMask = nullptr;
ms.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
VkPipelineShaderStageCreateInfo ss[2];
ss[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
ss[0].pNext = nullptr;
ss[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
ss[0].pSpecializationInfo = nullptr;
ss[0].module = vs->GetModule();
ss[0].pName = "main";
ss[0].flags = 0;
ss[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
ss[1].pNext = nullptr;
ss[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
ss[1].pSpecializationInfo = nullptr;
ss[1].module = fs->GetModule();
ss[1].pName = "main";
ss[1].flags = 0;
if (!ss[0].module || !ss[1].module) {
ERROR_LOG(G3D, "Failed creating graphics pipeline - bad shaders");
return nullptr;
}
VkPipelineInputAssemblyStateCreateInfo inputAssembly = { VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO };
inputAssembly.flags = 0;
inputAssembly.topology = (VkPrimitiveTopology)key.topology;
inputAssembly.primitiveRestartEnable = false;
int vertexStride = 0;
int offset = 0;
VkVertexInputAttributeDescription attrs[8];
int attributeCount;
if (useHwTransform) {
attributeCount = SetupVertexAttribs(attrs, vtxDec->decFmt);
vertexStride = vtxDec->decFmt.stride;
} else {
attributeCount = SetupVertexAttribsPretransformed(attrs, vtxDec->decFmt);
vertexStride = 36;
}
VkVertexInputBindingDescription ibd;
ibd.binding = 0;
ibd.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
ibd.stride = vertexStride;
VkPipelineVertexInputStateCreateInfo vis = { VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO };
vis.flags = 0;
vis.vertexBindingDescriptionCount = 1;
vis.pVertexBindingDescriptions = &ibd;
vis.vertexAttributeDescriptionCount = attributeCount;
vis.pVertexAttributeDescriptions = attrs;
VkPipelineViewportStateCreateInfo views = { VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO };
views.flags = 0;
views.viewportCount = 1;
views.scissorCount = 1;
views.pViewports = nullptr; // dynamic
views.pScissors = nullptr; // dynamic
VkGraphicsPipelineCreateInfo pipe = { VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO };
pipe.flags = 0;
pipe.stageCount = 2;
pipe.pStages = ss;
pipe.basePipelineIndex = 0;
pipe.pColorBlendState = &cbs;
pipe.pDepthStencilState = &dss;
pipe.pRasterizationState = &rs;
// We will use dynamic viewport state.
pipe.pVertexInputState = &vis;
pipe.pViewportState = &views;
pipe.pTessellationState = nullptr;
pipe.pDynamicState = &ds;
pipe.pInputAssemblyState = &inputAssembly;
pipe.pMultisampleState = &ms;
pipe.layout = layout;
pipe.basePipelineHandle = VK_NULL_HANDLE;
pipe.basePipelineIndex = 0;
pipe.renderPass = renderPass;
pipe.subpass = 0;
VkPipeline pipeline;
VkResult result = vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipe, nullptr, &pipeline);
if (result != VK_SUCCESS) {
ERROR_LOG(G3D, "Failed creating graphics pipeline!");
return nullptr;
}
VulkanPipeline *vulkanPipeline = new VulkanPipeline();
vulkanPipeline->pipeline = pipeline;
vulkanPipeline->uniformBlocks = UB_VS_FS_BASE;
if (useHwTransform) {
if (vs->HasLights()) {
vulkanPipeline->uniformBlocks |= UB_VS_LIGHTS;
}
if (vs->HasBones()) {
vulkanPipeline->uniformBlocks |= UB_VS_BONES;
}
}
return vulkanPipeline;
}
VulkanPipeline *PipelineManagerVulkan::GetOrCreatePipeline(VkPipelineLayout layout, const VulkanPipelineRasterStateKey &rasterKey, const VertexDecoder *vtxDec, VulkanVertexShader *vs, VulkanFragmentShader *fs, bool useHwTransform) {
VulkanPipelineKey key;
key.raster = rasterKey;
key.useHWTransform = useHwTransform;
key.vShader = vs->GetModule();
key.fShader = fs->GetModule();
key.vtxDec = useHwTransform ? vtxDec : nullptr;
auto iter = pipelines_.find(key);
if (iter != pipelines_.end()) {
return iter->second;
}
VulkanPipeline *pipeline = CreateVulkanPipeline(
vulkan_->GetDevice(), pipelineCache_, layout, vulkan_->GetSurfaceRenderPass(),
rasterKey, vtxDec, vs, fs, useHwTransform);
pipelines_[key] = pipeline;
return pipeline;
}
std::vector<std::string> PipelineManagerVulkan::DebugGetObjectIDs(DebugShaderType type) {
std::string id;
std::vector<std::string> ids;
switch (type) {
case SHADER_TYPE_PIPELINE:
{
for (auto iter : pipelines_) {
iter.first.ToString(&id);
ids.push_back(id);
}
}
break;
default:
break;
}
return ids;
}
std::string PipelineManagerVulkan::DebugGetObjectString(std::string id, DebugShaderType type, DebugShaderStringType stringType) {
if (type != SHADER_TYPE_PIPELINE)
return "N/A";
VulkanPipelineKey shaderId;
shaderId.FromString(id);
auto iter = pipelines_.find(shaderId);
if (iter == pipelines_.end()) {
return "";
}
switch (stringType) {
case SHADER_STRING_SHORT_DESC:
{
return StringFromFormat("%p", &iter->second);
}
case SHADER_STRING_SOURCE_CODE:
{
return "N/A";
}
default:
return "N/A";
}
}