mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-27 15:30:35 +00:00
340 lines
12 KiB
C++
340 lines
12 KiB
C++
#include <cstring>
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#include "Common/Log.h"
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#include "Common/StringUtils.h"
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#include "Common/Vulkan/VulkanContext.h"
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#include "GPU/Vulkan/VulkanUtil.h"
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#include "GPU/Vulkan/PipelineManagerVulkan.h"
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#include "GPU/Vulkan/ShaderManagerVulkan.h"
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PipelineManagerVulkan::PipelineManagerVulkan(VulkanContext *vulkan) : vulkan_(vulkan) {
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pipelineCache_ = vulkan->CreatePipelineCache();
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}
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PipelineManagerVulkan::~PipelineManagerVulkan() {
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Clear();
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vulkan_->Delete().QueueDeletePipelineCache(pipelineCache_);
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}
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void PipelineManagerVulkan::Clear() {
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// This should kill off all the shaders at once.
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// This could also be an opportunity to store the whole cache to disk. Will need to also
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// store the keys.
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for (auto iter : pipelines_) {
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delete iter.second;
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}
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pipelines_.clear();
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}
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struct DeclTypeInfo {
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VkFormat type;
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const char *name;
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};
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static const DeclTypeInfo VComp[] = {
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{ VK_FORMAT_UNDEFINED, "NULL" }, // DEC_NONE,
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{ VK_FORMAT_R32_SFLOAT, "R32_SFLOAT " }, // DEC_FLOAT_1,
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{ VK_FORMAT_R32G32_SFLOAT, "R32G32_SFLOAT " }, // DEC_FLOAT_2,
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{ VK_FORMAT_R32G32B32_SFLOAT, "R32G32B32_SFLOAT " }, // DEC_FLOAT_3,
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{ VK_FORMAT_R32G32B32A32_SFLOAT, "R32G32B32A32_SFLOAT " }, // DEC_FLOAT_4,
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{ VK_FORMAT_R8G8B8A8_SNORM, "R8G8B8A8_SNORM" }, // DEC_S8_3,
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{ VK_FORMAT_R16G16B16A16_SNORM, "R16G16B16A16_SNORM " }, // DEC_S16_3,
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{ VK_FORMAT_R8G8B8A8_UNORM, "R8G8B8A8_UNORM " }, // DEC_U8_1,
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{ VK_FORMAT_R8G8B8A8_UNORM, "R8G8B8A8_UNORM " }, // DEC_U8_2,
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{ VK_FORMAT_R8G8B8A8_UNORM, "R8G8B8A8_UNORM " }, // DEC_U8_3,
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{ VK_FORMAT_R8G8B8A8_UNORM, "R8G8B8A8_UNORM " }, // DEC_U8_4,
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{ VK_FORMAT_R16G16_UNORM, "R16G16_UNORM" }, // DEC_U16_1,
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{ VK_FORMAT_R16G16_UNORM, "R16G16_UNORM" }, // DEC_U16_2,
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{ VK_FORMAT_R16G16B16A16_UNORM, "R16G16B16A16_UNORM " }, // DEC_U16_3,
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{ VK_FORMAT_R16G16B16A16_UNORM, "R16G16B16A16_UNORM " }, // DEC_U16_4,
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{ VK_FORMAT_R8G8_UINT, "R8G8_UINT" }, // DEC_U8A_2,
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{ VK_FORMAT_R16G16_UINT, "R16G16_UINT" }, // DEC_U16A_2,
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};
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void VertexAttribSetup(VkVertexInputAttributeDescription *attr, int fmt, int offset, PspAttributeLocation location) {
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attr->location = (uint32_t)location;
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attr->binding = 0;
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attr->format = VComp[fmt].type;
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attr->offset = offset;
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}
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// Returns the number of attributes that were set.
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// We could cache these AttributeDescription arrays (with pspFmt as the key), but hardly worth bothering
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// as we will only call this code when we need to create a new VkPipeline.
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int SetupVertexAttribs(VkVertexInputAttributeDescription attrs[], const DecVtxFormat &decFmt) {
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int count = 0;
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if (decFmt.w0fmt != 0) {
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VertexAttribSetup(&attrs[count++], decFmt.w0fmt, decFmt.w0off, PspAttributeLocation::W1);
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}
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if (decFmt.w1fmt != 0) {
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VertexAttribSetup(&attrs[count++], decFmt.w1fmt, decFmt.w1off, PspAttributeLocation::W2);
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}
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if (decFmt.uvfmt != 0) {
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VertexAttribSetup(&attrs[count++], decFmt.uvfmt, decFmt.uvoff, PspAttributeLocation::TEXCOORD);
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}
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if (decFmt.c0fmt != 0) {
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VertexAttribSetup(&attrs[count++], decFmt.c0fmt, decFmt.c0off, PspAttributeLocation::COLOR0);
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}
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if (decFmt.c1fmt != 0) {
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VertexAttribSetup(&attrs[count++], decFmt.c1fmt, decFmt.c1off, PspAttributeLocation::COLOR1);
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}
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if (decFmt.nrmfmt != 0) {
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VertexAttribSetup(&attrs[count++], decFmt.nrmfmt, decFmt.nrmoff, PspAttributeLocation::NORMAL);
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}
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// Position is always there.
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VertexAttribSetup(&attrs[count++], decFmt.posfmt, decFmt.posoff, PspAttributeLocation::POSITION);
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return count;
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}
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int SetupVertexAttribsPretransformed(VkVertexInputAttributeDescription attrs[], const DecVtxFormat &decFmt) {
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int count = 0;
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VertexAttribSetup(&attrs[count++], DEC_FLOAT_4, 0, PspAttributeLocation::POSITION);
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VertexAttribSetup(&attrs[count++], DEC_FLOAT_3, 16, PspAttributeLocation::TEXCOORD);
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VertexAttribSetup(&attrs[count++], DEC_U8_4, 28, PspAttributeLocation::COLOR0);
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VertexAttribSetup(&attrs[count++], DEC_U8_4, 32, PspAttributeLocation::COLOR1);
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return count;
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}
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static VulkanPipeline *CreateVulkanPipeline(VkDevice device, VkPipelineCache pipelineCache,
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VkPipelineLayout layout, VkRenderPass renderPass, const VulkanPipelineRasterStateKey &key,
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const VertexDecoder *vtxDec, VulkanVertexShader *vs, VulkanFragmentShader *fs, bool useHwTransform) {
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VkPipelineColorBlendAttachmentState blend0 = {};
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blend0.blendEnable = key.blendEnable;
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if (key.blendEnable) {
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blend0.colorBlendOp = (VkBlendOp)key.blendOpColor;
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blend0.alphaBlendOp = (VkBlendOp)key.blendOpAlpha;
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blend0.srcColorBlendFactor = (VkBlendFactor)key.srcColor;
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blend0.srcAlphaBlendFactor = (VkBlendFactor)key.srcAlpha;
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blend0.dstColorBlendFactor = (VkBlendFactor)key.destColor;
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blend0.dstAlphaBlendFactor = (VkBlendFactor)key.destAlpha;
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}
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blend0.colorWriteMask = key.colorWriteMask;
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VkPipelineColorBlendStateCreateInfo cbs = { VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO };
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cbs.flags = 0;
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cbs.pAttachments = &blend0;
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cbs.attachmentCount = 1;
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cbs.logicOpEnable = key.logicOpEnable;
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if (key.logicOpEnable)
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cbs.logicOp = (VkLogicOp)key.logicOp;
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else
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cbs.logicOp = VK_LOGIC_OP_COPY;
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VkPipelineDepthStencilStateCreateInfo dss = { VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO };
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dss.depthBoundsTestEnable = false;
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dss.stencilTestEnable = key.stencilTestEnable;
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if (key.stencilTestEnable) {
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dss.front.compareOp = (VkCompareOp)key.stencilCompareOp;
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dss.front.passOp = (VkStencilOp)key.stencilPassOp;
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dss.front.failOp = (VkStencilOp)key.stencilFailOp;
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dss.front.depthFailOp = (VkStencilOp)key.stencilDepthFailOp;
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// Back stencil is always the same as front on PSP.
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memcpy(&dss.back, &dss.front, sizeof(dss.front));
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}
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dss.depthTestEnable = key.depthTestEnable;
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if (key.depthTestEnable) {
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dss.depthCompareOp = (VkCompareOp)key.depthCompareOp;
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dss.depthWriteEnable = key.depthWriteEnable;
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}
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VkDynamicState dynamicStates[8];
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int numDyn = 0;
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if (key.blendEnable) {
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dynamicStates[numDyn++] = VK_DYNAMIC_STATE_BLEND_CONSTANTS;
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}
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dynamicStates[numDyn++] = VK_DYNAMIC_STATE_SCISSOR;
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dynamicStates[numDyn++] = VK_DYNAMIC_STATE_VIEWPORT;
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if (key.stencilTestEnable) {
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dynamicStates[numDyn++] = VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK;
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dynamicStates[numDyn++] = VK_DYNAMIC_STATE_STENCIL_REFERENCE;
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dynamicStates[numDyn++] = VK_DYNAMIC_STATE_STENCIL_WRITE_MASK;
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}
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VkPipelineDynamicStateCreateInfo ds = { VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO };
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ds.flags = 0;
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ds.pDynamicStates = dynamicStates;
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ds.dynamicStateCount = numDyn;
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VkPipelineRasterizationStateCreateInfo rs = { VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO };
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rs.flags = 0;
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rs.depthBiasEnable = false;
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rs.cullMode = key.cullMode;
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rs.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
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rs.lineWidth = 1.0f;
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rs.rasterizerDiscardEnable = false;
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rs.polygonMode = VK_POLYGON_MODE_FILL;
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rs.depthClampEnable = false;
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VkPipelineMultisampleStateCreateInfo ms = { VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO };
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ms.pSampleMask = nullptr;
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ms.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
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VkPipelineShaderStageCreateInfo ss[2];
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ss[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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ss[0].pNext = nullptr;
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ss[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
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ss[0].pSpecializationInfo = nullptr;
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ss[0].module = vs->GetModule();
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ss[0].pName = "main";
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ss[0].flags = 0;
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ss[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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ss[1].pNext = nullptr;
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ss[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
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ss[1].pSpecializationInfo = nullptr;
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ss[1].module = fs->GetModule();
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ss[1].pName = "main";
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ss[1].flags = 0;
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if (!ss[0].module || !ss[1].module) {
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ERROR_LOG(G3D, "Failed creating graphics pipeline - bad shaders");
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return nullptr;
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}
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VkPipelineInputAssemblyStateCreateInfo inputAssembly = { VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO };
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inputAssembly.flags = 0;
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inputAssembly.topology = (VkPrimitiveTopology)key.topology;
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inputAssembly.primitiveRestartEnable = false;
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int vertexStride = 0;
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int offset = 0;
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VkVertexInputAttributeDescription attrs[8];
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int attributeCount;
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if (useHwTransform) {
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attributeCount = SetupVertexAttribs(attrs, vtxDec->decFmt);
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vertexStride = vtxDec->decFmt.stride;
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} else {
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attributeCount = SetupVertexAttribsPretransformed(attrs, vtxDec->decFmt);
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vertexStride = 36;
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}
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VkVertexInputBindingDescription ibd;
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ibd.binding = 0;
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ibd.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
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ibd.stride = vertexStride;
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VkPipelineVertexInputStateCreateInfo vis = { VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO };
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vis.flags = 0;
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vis.vertexBindingDescriptionCount = 1;
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vis.pVertexBindingDescriptions = &ibd;
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vis.vertexAttributeDescriptionCount = attributeCount;
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vis.pVertexAttributeDescriptions = attrs;
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VkPipelineViewportStateCreateInfo views = { VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO };
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views.flags = 0;
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views.viewportCount = 1;
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views.scissorCount = 1;
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views.pViewports = nullptr; // dynamic
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views.pScissors = nullptr; // dynamic
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VkGraphicsPipelineCreateInfo pipe = { VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO };
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pipe.flags = 0;
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pipe.stageCount = 2;
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pipe.pStages = ss;
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pipe.basePipelineIndex = 0;
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pipe.pColorBlendState = &cbs;
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pipe.pDepthStencilState = &dss;
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pipe.pRasterizationState = &rs;
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// We will use dynamic viewport state.
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pipe.pVertexInputState = &vis;
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pipe.pViewportState = &views;
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pipe.pTessellationState = nullptr;
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pipe.pDynamicState = &ds;
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pipe.pInputAssemblyState = &inputAssembly;
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pipe.pMultisampleState = &ms;
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pipe.layout = layout;
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pipe.basePipelineHandle = VK_NULL_HANDLE;
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pipe.basePipelineIndex = 0;
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pipe.renderPass = renderPass;
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pipe.subpass = 0;
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VkPipeline pipeline;
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VkResult result = vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipe, nullptr, &pipeline);
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if (result != VK_SUCCESS) {
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ERROR_LOG(G3D, "Failed creating graphics pipeline!");
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return nullptr;
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}
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VulkanPipeline *vulkanPipeline = new VulkanPipeline();
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vulkanPipeline->pipeline = pipeline;
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vulkanPipeline->uniformBlocks = UB_VS_FS_BASE;
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if (useHwTransform) {
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if (vs->HasLights()) {
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vulkanPipeline->uniformBlocks |= UB_VS_LIGHTS;
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}
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if (vs->HasBones()) {
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vulkanPipeline->uniformBlocks |= UB_VS_BONES;
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}
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}
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return vulkanPipeline;
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}
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VulkanPipeline *PipelineManagerVulkan::GetOrCreatePipeline(VkPipelineLayout layout, const VulkanPipelineRasterStateKey &rasterKey, const VertexDecoder *vtxDec, VulkanVertexShader *vs, VulkanFragmentShader *fs, bool useHwTransform) {
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VulkanPipelineKey key;
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key.raster = rasterKey;
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key.useHWTransform = useHwTransform;
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key.vShader = vs->GetModule();
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key.fShader = fs->GetModule();
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key.vtxDec = useHwTransform ? vtxDec : nullptr;
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auto iter = pipelines_.find(key);
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if (iter != pipelines_.end()) {
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return iter->second;
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}
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VulkanPipeline *pipeline = CreateVulkanPipeline(
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vulkan_->GetDevice(), pipelineCache_, layout, vulkan_->GetSurfaceRenderPass(),
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rasterKey, vtxDec, vs, fs, useHwTransform);
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pipelines_[key] = pipeline;
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return pipeline;
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}
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std::vector<std::string> PipelineManagerVulkan::DebugGetObjectIDs(DebugShaderType type) {
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std::string id;
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std::vector<std::string> ids;
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switch (type) {
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case SHADER_TYPE_PIPELINE:
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{
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for (auto iter : pipelines_) {
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iter.first.ToString(&id);
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ids.push_back(id);
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}
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}
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break;
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default:
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break;
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}
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return ids;
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}
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std::string PipelineManagerVulkan::DebugGetObjectString(std::string id, DebugShaderType type, DebugShaderStringType stringType) {
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if (type != SHADER_TYPE_PIPELINE)
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return "N/A";
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VulkanPipelineKey shaderId;
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shaderId.FromString(id);
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auto iter = pipelines_.find(shaderId);
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if (iter == pipelines_.end()) {
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return "";
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}
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switch (stringType) {
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case SHADER_STRING_SHORT_DESC:
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{
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return StringFromFormat("%p", &iter->second);
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}
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case SHADER_STRING_SOURCE_CODE:
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{
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return "N/A";
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}
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default:
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return "N/A";
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}
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}
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