mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-27 07:20:49 +00:00
827 lines
27 KiB
C++
827 lines
27 KiB
C++
#include <cstring>
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#include <memory>
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#include <set>
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#include <sstream>
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#include "Common/Profiler/Profiler.h"
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#include "Common/Log.h"
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#include "Common/StringUtils.h"
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#include "Common/GPU/Vulkan/VulkanContext.h"
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#include "Core/Config.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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#include "GPU/Common/DrawEngineCommon.h"
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#include "GPU/Common/ShaderId.h"
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#include "Common/GPU/thin3d.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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using namespace PPSSPP_VK;
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u32 VulkanPipeline::GetVariantsBitmask() const {
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return pipeline->GetVariantsBitmask();
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}
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PipelineManagerVulkan::PipelineManagerVulkan(VulkanContext *vulkan) : pipelines_(256), vulkan_(vulkan) {
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// The pipeline cache is created on demand (or explicitly through Load).
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}
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PipelineManagerVulkan::~PipelineManagerVulkan() {
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// Block on all pipelines to make sure any background compiles are done.
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// This is very important to do before we start trying to tear down the shaders - otherwise, we might
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// be deleting shaders before queued pipeline creations that use them are performed.
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pipelines_.Iterate([&](const VulkanPipelineKey &key, VulkanPipeline *value) {
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if (value->pipeline) {
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value->pipeline->BlockUntilCompiled();
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}
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});
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Clear();
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if (pipelineCache_ != VK_NULL_HANDLE)
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vulkan_->Delete().QueueDeletePipelineCache(pipelineCache_);
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vulkan_ = nullptr;
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}
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void PipelineManagerVulkan::Clear() {
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pipelines_.Iterate([&](const VulkanPipelineKey &key, VulkanPipeline *value) {
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if (!value->pipeline) {
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// Something went wrong.
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ERROR_LOG(G3D, "Null pipeline found in PipelineManagerVulkan::Clear - didn't wait for asyncs?");
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} else {
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value->pipeline->QueueForDeletion(vulkan_);
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}
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delete value;
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});
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pipelines_.Clear();
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}
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void PipelineManagerVulkan::InvalidateMSAAPipelines() {
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pipelines_.Iterate([&](const VulkanPipelineKey &key, VulkanPipeline *value) {
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value->pipeline->DestroyVariants(vulkan_, true);
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});
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}
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void PipelineManagerVulkan::DeviceLost() {
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Clear();
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if (pipelineCache_ != VK_NULL_HANDLE)
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vulkan_->Delete().QueueDeletePipelineCache(pipelineCache_);
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vulkan_ = nullptr;
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}
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void PipelineManagerVulkan::DeviceRestore(VulkanContext *vulkan) {
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vulkan_ = vulkan;
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// The pipeline cache is created on demand.
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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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};
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static void VertexAttribSetup(VkVertexInputAttributeDescription *attr, int fmt, int offset, PspAttributeLocation location) {
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_assert_(fmt != DEC_NONE);
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_assert_(fmt < ARRAY_SIZE(VComp));
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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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static 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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static int SetupVertexAttribsPretransformed(VkVertexInputAttributeDescription attrs[], bool needsUV, bool needsColor1, bool needsFog) {
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int count = 0;
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VertexAttribSetup(&attrs[count++], DEC_FLOAT_4, offsetof(TransformedVertex, pos), PspAttributeLocation::POSITION);
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if (needsUV) {
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VertexAttribSetup(&attrs[count++], DEC_FLOAT_3, offsetof(TransformedVertex, uv), PspAttributeLocation::TEXCOORD);
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}
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VertexAttribSetup(&attrs[count++], DEC_U8_4, offsetof(TransformedVertex, color0), PspAttributeLocation::COLOR0);
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if (needsColor1) {
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VertexAttribSetup(&attrs[count++], DEC_U8_4, offsetof(TransformedVertex, color1), PspAttributeLocation::COLOR1);
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}
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if (needsFog) {
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VertexAttribSetup(&attrs[count++], DEC_FLOAT_1, offsetof(TransformedVertex, fog), PspAttributeLocation::NORMAL);
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}
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return count;
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}
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static bool UsesBlendConstant(int factor) {
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switch (factor) {
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case VK_BLEND_FACTOR_CONSTANT_ALPHA:
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case VK_BLEND_FACTOR_CONSTANT_COLOR:
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case VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA:
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case VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_COLOR:
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return true;
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default:
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return false;
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}
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}
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static std::string CutFromMain(std::string str) {
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std::vector<std::string> lines;
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SplitString(str, '\n', lines);
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std::string rebuilt;
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bool foundStart = false;
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int c = 0;
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for (const std::string &str : lines) {
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if (startsWith(str, "void main")) {
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foundStart = true;
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rebuilt += StringFromFormat("... (cut %d lines)\n", c);
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}
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if (foundStart) {
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rebuilt += str + "\n";
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}
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c++;
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}
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return rebuilt;
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}
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static VulkanPipeline *CreateVulkanPipeline(VulkanRenderManager *renderManager, VkPipelineCache pipelineCache,
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VkPipelineLayout layout, PipelineFlags pipelineFlags, VkSampleCountFlagBits sampleCount, const VulkanPipelineRasterStateKey &key,
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const DecVtxFormat *decFmt, VulkanVertexShader *vs, VulkanFragmentShader *fs, VulkanGeometryShader *gs, bool useHwTransform, u32 variantBitmask, bool cacheLoad) {
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_assert_(fs && vs);
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if (!fs || !fs->GetModule()) {
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ERROR_LOG(G3D, "Fragment shader missing in CreateVulkanPipeline");
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return nullptr;
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}
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if (!vs || !vs->GetModule()) {
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ERROR_LOG(G3D, "Vertex shader missing in CreateVulkanPipeline");
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return nullptr;
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}
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if (gs && !gs->GetModule()) {
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ERROR_LOG(G3D, "Geometry shader missing in CreateVulkanPipeline");
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return nullptr;
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}
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VulkanPipeline *vulkanPipeline = new VulkanPipeline();
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vulkanPipeline->desc = new VKRGraphicsPipelineDesc();
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VKRGraphicsPipelineDesc *desc = vulkanPipeline->desc;
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desc->pipelineCache = pipelineCache;
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desc->fragmentShader = fs->GetModule();
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desc->vertexShader = vs->GetModule();
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desc->geometryShader = gs ? gs->GetModule() : nullptr;
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PROFILE_THIS_SCOPE("pipelinebuild");
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bool useBlendConstant = false;
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VkPipelineColorBlendAttachmentState &blend0 = desc->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 = desc->cbs;
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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 = desc->dss;
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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 = &desc->dynamicStates[0];
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int numDyn = 0;
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if (key.blendEnable &&
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(UsesBlendConstant(key.srcAlpha) || UsesBlendConstant(key.srcColor) || UsesBlendConstant(key.destAlpha) || UsesBlendConstant(key.destColor))) {
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dynamicStates[numDyn++] = VK_DYNAMIC_STATE_BLEND_CONSTANTS;
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useBlendConstant = true;
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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_WRITE_MASK;
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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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}
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VkPipelineDynamicStateCreateInfo &ds = desc->ds;
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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 = desc->rs;
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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 = key.depthClampEnable;
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desc->fragmentShaderSource = fs->GetShaderString(SHADER_STRING_SOURCE_CODE);
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desc->vertexShaderSource = vs->GetShaderString(SHADER_STRING_SOURCE_CODE);
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if (gs) {
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desc->geometryShaderSource = gs->GetShaderString(SHADER_STRING_SOURCE_CODE);
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}
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_dbg_assert_(key.topology != VK_PRIMITIVE_TOPOLOGY_POINT_LIST);
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_dbg_assert_(key.topology != VK_PRIMITIVE_TOPOLOGY_LINE_LIST);
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desc->topology = (VkPrimitiveTopology)key.topology;
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int vertexStride = 0;
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VkVertexInputAttributeDescription *attrs = &desc->attrs[0];
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int attributeCount;
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if (useHwTransform) {
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attributeCount = SetupVertexAttribs(attrs, *decFmt);
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vertexStride = decFmt->stride;
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} else {
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bool needsUV = true;
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bool needsColor1 = vs->GetID().Bit(VS_BIT_LMODE);
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attributeCount = SetupVertexAttribsPretransformed(attrs, needsUV, needsColor1, true);
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vertexStride = (int)sizeof(TransformedVertex);
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}
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VkVertexInputBindingDescription &ibd = desc->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 = desc->vis;
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vis.flags = 0;
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vis.vertexBindingDescriptionCount = 1;
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vis.pVertexBindingDescriptions = &desc->ibd;
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vis.vertexAttributeDescriptionCount = attributeCount;
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vis.pVertexAttributeDescriptions = attrs;
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VkPipelineViewportStateCreateInfo &views = desc->views;
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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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desc->pipelineLayout = layout;
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std::string tag = "game";
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#ifdef _DEBUG
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tag = FragmentShaderDesc(fs->GetID()) + " VS " + VertexShaderDesc(vs->GetID());
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#endif
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VKRGraphicsPipeline *pipeline = renderManager->CreateGraphicsPipeline(desc, pipelineFlags, variantBitmask, sampleCount, cacheLoad, tag.c_str());
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vulkanPipeline->pipeline = pipeline;
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if (useBlendConstant) {
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pipelineFlags |= PipelineFlags::USES_BLEND_CONSTANT;
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}
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if (gs) {
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pipelineFlags |= PipelineFlags::USES_GEOMETRY_SHADER;
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}
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if (dss.depthTestEnable || dss.stencilTestEnable) {
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pipelineFlags |= PipelineFlags::USES_DEPTH_STENCIL;
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}
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vulkanPipeline->pipelineFlags = pipelineFlags;
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return vulkanPipeline;
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}
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VulkanPipeline *PipelineManagerVulkan::GetOrCreatePipeline(VulkanRenderManager *renderManager, VkPipelineLayout layout, const VulkanPipelineRasterStateKey &rasterKey, const DecVtxFormat *decFmt, VulkanVertexShader *vs, VulkanFragmentShader *fs, VulkanGeometryShader *gs, bool useHwTransform, u32 variantBitmask, int multiSampleLevel, bool cacheLoad) {
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if (!pipelineCache_) {
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VkPipelineCacheCreateInfo pc{ VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO };
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VkResult res = vkCreatePipelineCache(vulkan_->GetDevice(), &pc, nullptr, &pipelineCache_);
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_assert_(VK_SUCCESS == res);
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}
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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.gShader = gs ? gs->GetModule() : VK_NULL_HANDLE;
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key.vtxFmtId = useHwTransform ? decFmt->id : 0;
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VulkanPipeline *pipeline;
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if (pipelines_.Get(key, &pipeline)) {
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return pipeline;
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}
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PipelineFlags pipelineFlags = (PipelineFlags)0;
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if (fs->Flags() & FragmentShaderFlags::USES_DISCARD) {
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pipelineFlags |= PipelineFlags::USES_DISCARD;
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}
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if (vs->Flags() & VertexShaderFlags::MULTI_VIEW) {
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pipelineFlags |= PipelineFlags::USES_MULTIVIEW;
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}
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VkSampleCountFlagBits sampleCount = MultiSampleLevelToFlagBits(multiSampleLevel);
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pipeline = CreateVulkanPipeline(
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renderManager, pipelineCache_, layout, pipelineFlags, sampleCount,
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rasterKey, decFmt, vs, fs, gs, useHwTransform, variantBitmask, cacheLoad);
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// If the above failed, we got a null pipeline. We still insert it to keep track.
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pipelines_.Insert(key, pipeline);
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// Don't return placeholder null pipelines.
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if (pipeline && pipeline->pipeline) {
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return pipeline;
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} else {
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return nullptr;
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}
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}
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std::vector<std::string> PipelineManagerVulkan::DebugGetObjectIDs(DebugShaderType type) const {
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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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pipelines_.Iterate([&](const VulkanPipelineKey &key, VulkanPipeline *value) {
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std::string id;
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key.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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static const char *const topologies[8] = {
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"POINTS",
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"LINES",
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"LINESTRIP",
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"TRIS",
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"TRISTRIP",
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"TRIFAN",
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};
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static const char *const blendOps[8] = {
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"ADD",
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"SUB",
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"RSUB",
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"MIN",
|
|
"MAX",
|
|
};
|
|
|
|
static const char *const compareOps[8] = {
|
|
"NEVER",
|
|
"<",
|
|
"==",
|
|
"<=",
|
|
">",
|
|
">=",
|
|
"!=",
|
|
"ALWAYS",
|
|
};
|
|
|
|
static const char *const logicOps[] = {
|
|
"CLEAR",
|
|
"AND",
|
|
"AND_REV",
|
|
"COPY",
|
|
"AND_INV",
|
|
"NOOP",
|
|
"XOR",
|
|
"OR",
|
|
"NOR",
|
|
"EQUIV",
|
|
"INVERT",
|
|
"OR_REV",
|
|
"COPY_INV",
|
|
"OR_INV",
|
|
"NAND",
|
|
"SET",
|
|
};
|
|
|
|
static const char *const stencilOps[8] = {
|
|
"KEEP",
|
|
"ZERO",
|
|
"REPL",
|
|
"INC_SAT",
|
|
"DEC_SAT",
|
|
"INVERT",
|
|
"INC_WRAP",
|
|
"DEC_WRAP",
|
|
};
|
|
|
|
static const char *const blendFactors[19] = {
|
|
"ZERO",
|
|
"ONE",
|
|
"SRC_COL",
|
|
"INV_SRC_COL",
|
|
"DST_COL",
|
|
"INV_DST_COL",
|
|
"SRC_A",
|
|
"INV_SRC_A",
|
|
"DST_A",
|
|
"INV_DST_A",
|
|
"CONSTANT_COL",
|
|
"INV_CONST_COL",
|
|
"CONSTANT_A",
|
|
"INV_CONST_A",
|
|
"SRC_A_SAT",
|
|
"SRC1_COL",
|
|
"INV_SRC1_COL",
|
|
"SRC1_A",
|
|
"INV_SRC1_A",
|
|
};
|
|
|
|
std::string PipelineManagerVulkan::DebugGetObjectString(std::string id, DebugShaderType type, DebugShaderStringType stringType, ShaderManagerVulkan *shaderManager) {
|
|
if (type != SHADER_TYPE_PIPELINE)
|
|
return "N/A";
|
|
|
|
VulkanPipelineKey pipelineKey;
|
|
pipelineKey.FromString(id);
|
|
|
|
VulkanPipeline *pipeline;
|
|
if (!pipelines_.Get(pipelineKey, &pipeline)) {
|
|
return "N/A (missing)";
|
|
}
|
|
_assert_(pipeline != nullptr);
|
|
u32 variants = pipeline->GetVariantsBitmask();
|
|
|
|
std::string keyDescription = pipelineKey.GetDescription(stringType, shaderManager);
|
|
return StringFromFormat("%s. v: %08x", keyDescription.c_str(), variants);
|
|
}
|
|
|
|
std::string VulkanPipelineKey::GetRasterStateDesc(bool lineBreaks) const {
|
|
std::stringstream str;
|
|
str << topologies[raster.topology] << " ";
|
|
if (useHWTransform) {
|
|
str << "HWX ";
|
|
}
|
|
if (vtxFmtId) {
|
|
str << "Vfmt(" << StringFromFormat("%08x", vtxFmtId) << ") "; // TODO: Format nicer.
|
|
} else {
|
|
str << "SWX ";
|
|
}
|
|
if (lineBreaks) str << std::endl;
|
|
if (raster.blendEnable) {
|
|
str << "Blend(C:" << blendOps[raster.blendOpColor] << "/"
|
|
<< blendFactors[raster.srcColor] << ":" << blendFactors[raster.destColor] << " ";
|
|
if (raster.blendOpAlpha != VK_BLEND_OP_ADD ||
|
|
raster.srcAlpha != VK_BLEND_FACTOR_ONE ||
|
|
raster.destAlpha != VK_BLEND_FACTOR_ZERO) {
|
|
str << "A:" << blendOps[raster.blendOpAlpha] << "/"
|
|
<< blendFactors[raster.srcColor] << ":" << blendFactors[raster.destColor] << " ";
|
|
}
|
|
str << ") ";
|
|
if (lineBreaks) str << std::endl;
|
|
}
|
|
if (raster.colorWriteMask != 0xF) {
|
|
str << "Mask(";
|
|
for (int i = 0; i < 4; i++) {
|
|
if (raster.colorWriteMask & (1 << i)) {
|
|
str << "RGBA"[i];
|
|
} else {
|
|
str << "_";
|
|
}
|
|
}
|
|
str << ") ";
|
|
if (lineBreaks) str << std::endl;
|
|
}
|
|
if (raster.depthTestEnable) {
|
|
str << "Z(";
|
|
if (raster.depthWriteEnable)
|
|
str << "W, ";
|
|
if (raster.depthCompareOp)
|
|
str << compareOps[raster.depthCompareOp & 7];
|
|
str << ") ";
|
|
if (lineBreaks) str << std::endl;
|
|
}
|
|
if (raster.stencilTestEnable) {
|
|
str << "Stenc(";
|
|
str << compareOps[raster.stencilCompareOp & 7] << " ";
|
|
str << stencilOps[raster.stencilPassOp & 7] << "/";
|
|
str << stencilOps[raster.stencilFailOp & 7] << "/";
|
|
str << stencilOps[raster.stencilDepthFailOp & 7];
|
|
str << ") ";
|
|
if (lineBreaks) str << std::endl;
|
|
}
|
|
if (raster.logicOpEnable) {
|
|
str << "Logic(" << logicOps[raster.logicOp & 15] << ") ";
|
|
if (lineBreaks) str << std::endl;
|
|
}
|
|
return str.str();
|
|
}
|
|
|
|
std::string VulkanPipelineKey::GetDescription(DebugShaderStringType stringType, ShaderManagerVulkan *shaderManager) const {
|
|
switch (stringType) {
|
|
case SHADER_STRING_SHORT_DESC:
|
|
// Just show the raster state. Also show brief VS/FS IDs?
|
|
return GetRasterStateDesc(false);
|
|
|
|
case SHADER_STRING_SOURCE_CODE:
|
|
{
|
|
// More detailed description of all the parts of the pipeline.
|
|
VkShaderModule fsModule = this->fShader->BlockUntilReady();
|
|
VkShaderModule vsModule = this->vShader->BlockUntilReady();
|
|
VkShaderModule gsModule = this->gShader ? this->gShader->BlockUntilReady() : VK_NULL_HANDLE;
|
|
|
|
std::stringstream str;
|
|
str << "VS: " << VertexShaderDesc(shaderManager->GetVertexShaderFromModule(vsModule)->GetID()) << std::endl;
|
|
str << "FS: " << FragmentShaderDesc(shaderManager->GetFragmentShaderFromModule(fsModule)->GetID()) << std::endl;
|
|
if (gsModule) {
|
|
str << "GS: " << GeometryShaderDesc(shaderManager->GetGeometryShaderFromModule(gsModule)->GetID()) << std::endl;
|
|
}
|
|
str << GetRasterStateDesc(true);
|
|
return str.str();
|
|
}
|
|
|
|
default:
|
|
return "N/A";
|
|
}
|
|
}
|
|
|
|
// For some reason this struct is only defined in the spec, not in the headers.
|
|
struct VkPipelineCacheHeader {
|
|
uint32_t headerSize;
|
|
VkPipelineCacheHeaderVersion version;
|
|
uint32_t vendorId;
|
|
uint32_t deviceId;
|
|
uint8_t uuid[VK_UUID_SIZE];
|
|
};
|
|
|
|
struct StoredVulkanPipelineKey {
|
|
VulkanPipelineRasterStateKey raster;
|
|
VShaderID vShaderID;
|
|
FShaderID fShaderID;
|
|
GShaderID gShaderID;
|
|
uint32_t vtxFmtId;
|
|
uint32_t variants;
|
|
bool useHWTransform; // TODO: Still needed?
|
|
|
|
// For std::set. Better zero-initialize the struct properly for this to work.
|
|
bool operator < (const StoredVulkanPipelineKey &other) const {
|
|
return memcmp(this, &other, sizeof(*this)) < 0;
|
|
}
|
|
};
|
|
|
|
// If you're looking for how to invalidate the cache, it's done in ShaderManagerVulkan, look for CACHE_VERSION and increment it.
|
|
// (Header of the same file this is stored in).
|
|
void PipelineManagerVulkan::SavePipelineCache(FILE *file, bool saveRawPipelineCache, ShaderManagerVulkan *shaderManager, Draw::DrawContext *drawContext) {
|
|
VulkanRenderManager *rm = (VulkanRenderManager *)drawContext->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
|
|
VulkanQueueRunner *queueRunner = rm->GetQueueRunner();
|
|
|
|
size_t dataSize = 0;
|
|
uint32_t size;
|
|
|
|
if (saveRawPipelineCache) {
|
|
// WARNING: See comment in LoadCache before using this path.
|
|
VkResult result = vkGetPipelineCacheData(vulkan_->GetDevice(), pipelineCache_, &dataSize, nullptr);
|
|
uint32_t size = (uint32_t)dataSize;
|
|
if (result != VK_SUCCESS) {
|
|
size = 0;
|
|
fwrite(&size, sizeof(size), 1, file);
|
|
return;
|
|
}
|
|
std::unique_ptr<uint8_t[]> buffer(new uint8_t[dataSize]);
|
|
vkGetPipelineCacheData(vulkan_->GetDevice(), pipelineCache_, &dataSize, buffer.get());
|
|
size = (uint32_t)dataSize;
|
|
fwrite(&size, sizeof(size), 1, file);
|
|
fwrite(buffer.get(), 1, size, file);
|
|
NOTICE_LOG(G3D, "Saved Vulkan pipeline cache (%d bytes).", (int)size);
|
|
}
|
|
|
|
size_t seekPosOnFailure = ftell(file);
|
|
|
|
bool failed = false;
|
|
bool writeFailed = false;
|
|
// Since we don't include the full pipeline key, there can be duplicates,
|
|
// caused by things like switching from buffered to non-buffered rendering.
|
|
// Make sure the set of pipelines we write is "unique".
|
|
std::set<StoredVulkanPipelineKey> keys;
|
|
|
|
pipelines_.Iterate([&](const VulkanPipelineKey &pkey, VulkanPipeline *value) {
|
|
if (failed)
|
|
return;
|
|
VulkanVertexShader *vshader = shaderManager->GetVertexShaderFromModule(pkey.vShader->BlockUntilReady());
|
|
VulkanFragmentShader *fshader = shaderManager->GetFragmentShaderFromModule(pkey.fShader->BlockUntilReady());
|
|
VulkanGeometryShader *gshader = nullptr;
|
|
if (pkey.gShader) {
|
|
gshader = shaderManager->GetGeometryShaderFromModule(pkey.gShader->BlockUntilReady());
|
|
if (!gshader)
|
|
failed = true;
|
|
}
|
|
if (!vshader || !fshader || failed) {
|
|
failed = true;
|
|
return;
|
|
}
|
|
StoredVulkanPipelineKey key{};
|
|
key.raster = pkey.raster;
|
|
key.useHWTransform = pkey.useHWTransform;
|
|
key.fShaderID = fshader->GetID();
|
|
key.vShaderID = vshader->GetID();
|
|
key.gShaderID = gshader ? gshader->GetID() : GShaderID();
|
|
key.variants = value->GetVariantsBitmask();
|
|
if (key.useHWTransform) {
|
|
// NOTE: This is not a vtype, but a decoded vertex format.
|
|
key.vtxFmtId = pkey.vtxFmtId;
|
|
}
|
|
keys.insert(key);
|
|
});
|
|
|
|
// Write the number of pipelines.
|
|
size = (uint32_t)keys.size();
|
|
writeFailed = writeFailed || fwrite(&size, sizeof(size), 1, file) != 1;
|
|
|
|
// Write the pipelines.
|
|
for (auto &key : keys) {
|
|
writeFailed = writeFailed || fwrite(&key, sizeof(key), 1, file) != 1;
|
|
}
|
|
|
|
if (failed) {
|
|
ERROR_LOG(G3D, "Failed to write pipeline cache, some shader was missing");
|
|
// Write a zero in the right place so it doesn't try to load the pipelines next time.
|
|
size = 0;
|
|
fseek(file, (long)seekPosOnFailure, SEEK_SET);
|
|
writeFailed = fwrite(&size, sizeof(size), 1, file) != 1;
|
|
if (writeFailed) {
|
|
ERROR_LOG(G3D, "Failed to write pipeline cache, disk full?");
|
|
}
|
|
return;
|
|
}
|
|
if (writeFailed) {
|
|
ERROR_LOG(G3D, "Failed to write pipeline cache, disk full?");
|
|
} else {
|
|
NOTICE_LOG(G3D, "Saved Vulkan pipeline ID cache (%d unique pipelines/%d).", (int)keys.size(), (int)pipelines_.size());
|
|
}
|
|
}
|
|
|
|
bool PipelineManagerVulkan::LoadPipelineCache(FILE *file, bool loadRawPipelineCache, ShaderManagerVulkan *shaderManager, Draw::DrawContext *drawContext, VkPipelineLayout layout, int multiSampleLevel) {
|
|
VulkanRenderManager *rm = (VulkanRenderManager *)drawContext->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
|
|
VulkanQueueRunner *queueRunner = rm->GetQueueRunner();
|
|
|
|
uint32_t size = 0;
|
|
if (loadRawPipelineCache) {
|
|
NOTICE_LOG(G3D, "WARNING: Using the badly tested raw pipeline cache path!!!!");
|
|
// WARNING: Do not use this path until after reading and implementing https://zeux.io/2019/07/17/serializing-pipeline-cache/ !
|
|
bool success = fread(&size, sizeof(size), 1, file) == 1;
|
|
if (!size || !success) {
|
|
WARN_LOG(G3D, "Zero-sized Vulkan pipeline cache.");
|
|
return true;
|
|
}
|
|
std::unique_ptr<uint8_t[]> buffer(new uint8_t[size]);
|
|
success = fread(buffer.get(), 1, size, file) == size;
|
|
// Verify header.
|
|
VkPipelineCacheHeader *header = (VkPipelineCacheHeader *)buffer.get();
|
|
if (!success || header->version != VK_PIPELINE_CACHE_HEADER_VERSION_ONE) {
|
|
// Bad header, don't do anything.
|
|
WARN_LOG(G3D, "Bad Vulkan pipeline cache header - ignoring");
|
|
return false;
|
|
}
|
|
if (0 != memcmp(header->uuid, vulkan_->GetPhysicalDeviceProperties().properties.pipelineCacheUUID, VK_UUID_SIZE)) {
|
|
// Wrong hardware/driver/etc.
|
|
WARN_LOG(G3D, "Bad Vulkan pipeline cache UUID - ignoring");
|
|
return false;
|
|
}
|
|
|
|
VkPipelineCacheCreateInfo pc{ VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO };
|
|
pc.pInitialData = buffer.get();
|
|
pc.initialDataSize = size;
|
|
pc.flags = 0;
|
|
VkPipelineCache cache;
|
|
VkResult res = vkCreatePipelineCache(vulkan_->GetDevice(), &pc, nullptr, &cache);
|
|
if (res != VK_SUCCESS) {
|
|
return false;
|
|
}
|
|
if (!pipelineCache_) {
|
|
pipelineCache_ = cache;
|
|
} else {
|
|
vkMergePipelineCaches(vulkan_->GetDevice(), pipelineCache_, 1, &cache);
|
|
}
|
|
NOTICE_LOG(G3D, "Loaded Vulkan binary pipeline cache (%d bytes).", (int)size);
|
|
// Note that after loading the cache, it's still a good idea to pre-create the various pipelines.
|
|
} else {
|
|
if (!pipelineCache_) {
|
|
VkPipelineCacheCreateInfo pc{ VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO };
|
|
VkResult res = vkCreatePipelineCache(vulkan_->GetDevice(), &pc, nullptr, &pipelineCache_);
|
|
if (res != VK_SUCCESS) {
|
|
WARN_LOG(G3D, "vkCreatePipelineCache failed (%08x), highly unexpected", (u32)res);
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Read the number of pipelines.
|
|
bool failed = fread(&size, sizeof(size), 1, file) != 1;
|
|
|
|
NOTICE_LOG(G3D, "Creating %d pipelines from cache (%dx MSAA)...", size, (1 << multiSampleLevel));
|
|
int pipelineCreateFailCount = 0;
|
|
int shaderFailCount = 0;
|
|
for (uint32_t i = 0; i < size; i++) {
|
|
if (failed) {
|
|
break;
|
|
}
|
|
StoredVulkanPipelineKey key;
|
|
failed = failed || fread(&key, sizeof(key), 1, file) != 1;
|
|
if (failed) {
|
|
ERROR_LOG(G3D, "Truncated Vulkan pipeline cache file, stopping.");
|
|
break;
|
|
}
|
|
VulkanVertexShader *vs = shaderManager->GetVertexShaderFromID(key.vShaderID);
|
|
VulkanFragmentShader *fs = shaderManager->GetFragmentShaderFromID(key.fShaderID);
|
|
VulkanGeometryShader *gs = shaderManager->GetGeometryShaderFromID(key.gShaderID);
|
|
if (!vs || !fs || (!gs && key.gShaderID.Bit(GS_BIT_ENABLED))) {
|
|
// We just ignore this one, it'll get created later if needed.
|
|
// Probably some useFlags mismatch.
|
|
WARN_LOG(G3D, "Failed to find vs or fs in pipeline %d in cache, skipping pipeline", (int)i);
|
|
continue;
|
|
}
|
|
|
|
// Avoid creating multisampled shaders if it's not enabled, as that results in an invalid combination.
|
|
// Note that variantsToBuild is NOT directly a RenderPassType! instead, it's a collection of (1 << RenderPassType).
|
|
u32 variantsToBuild = key.variants;
|
|
if (multiSampleLevel == 0) {
|
|
for (u32 i = 0; i < (int)RenderPassType::TYPE_COUNT; i++) {
|
|
if (RenderPassTypeHasMultisample((RenderPassType)i)) {
|
|
variantsToBuild &= ~(1 << i);
|
|
}
|
|
}
|
|
}
|
|
|
|
DecVtxFormat fmt;
|
|
fmt.InitializeFromID(key.vtxFmtId);
|
|
VulkanPipeline *pipeline = GetOrCreatePipeline(
|
|
rm, layout, key.raster, key.useHWTransform ? &fmt : 0, vs, fs, gs, key.useHWTransform, variantsToBuild, multiSampleLevel, true);
|
|
if (!pipeline) {
|
|
pipelineCreateFailCount += 1;
|
|
}
|
|
}
|
|
|
|
rm->NudgeCompilerThread();
|
|
|
|
NOTICE_LOG(G3D, "Recreated Vulkan pipeline cache (%d pipelines, %d failed).", (int)size, pipelineCreateFailCount);
|
|
// We just ignore any failures.
|
|
return true;
|
|
}
|