ppsspp/GPU/Vulkan/FramebufferVulkan.cpp
Unknown W. Brackets d9510f8824 D3D11: Allow shader blend to self.
It was forcing from black before.  See #9616.
2018-11-24 10:19:28 -08:00

662 lines
23 KiB
C++

// Copyright (c) 2015- 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 <set>
#include <algorithm>
#include "profiler/profiler.h"
#include "base/timeutil.h"
#include "math/lin/matrix4x4.h"
#include "math/dataconv.h"
#include "i18n/i18n.h"
#include "ext/native/file/vfs.h"
#include "ext/native/thin3d/thin3d.h"
#include "Common/Vulkan/VulkanContext.h"
#include "Common/Vulkan/VulkanMemory.h"
#include "Common/Vulkan/VulkanImage.h"
#include "thin3d/VulkanRenderManager.h"
#include "Common/ColorConv.h"
#include "Core/Host.h"
#include "Core/MemMap.h"
#include "Core/Config.h"
#include "Core/ConfigValues.h"
#include "Core/System.h"
#include "Core/Reporting.h"
#include "Core/HLE/sceDisplay.h"
#include "GPU/ge_constants.h"
#include "GPU/GPUState.h"
#include "GPU/Common/ShaderTranslation.h"
#include "GPU/Common/PostShader.h"
#include "GPU/Common/TextureDecoder.h"
#include "GPU/Common/FramebufferCommon.h"
#include "GPU/Debugger/Stepping.h"
#include "GPU/GPUInterface.h"
#include "GPU/GPUState.h"
#include "Common/Vulkan/VulkanImage.h"
#include "GPU/Vulkan/FramebufferVulkan.h"
#include "GPU/Vulkan/DrawEngineVulkan.h"
#include "GPU/Vulkan/TextureCacheVulkan.h"
#include "GPU/Vulkan/ShaderManagerVulkan.h"
#include "GPU/Vulkan/VulkanUtil.h"
static const char tex_fs[] = R"(#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 0) uniform sampler2D sampler0;
layout (location = 0) in vec2 v_texcoord0;
layout (location = 0) out vec4 fragColor;
void main() {
fragColor = texture(sampler0, v_texcoord0);
}
)";
static const char tex_vs[] = R"(#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 a_position;
layout (location = 1) in vec2 a_texcoord0;
layout (location = 0) out vec2 v_texcoord0;
out gl_PerVertex { vec4 gl_Position; };
void main() {
v_texcoord0 = a_texcoord0;
gl_Position = vec4(a_position, 1.0);
}
)";
FramebufferManagerVulkan::FramebufferManagerVulkan(Draw::DrawContext *draw, VulkanContext *vulkan) :
FramebufferManagerCommon(draw),
vulkan_(vulkan) {
InitDeviceObjects();
// After a blit we do need to rebind for the VulkanRenderManager to know what to do.
needGLESRebinds_ = true;
}
FramebufferManagerVulkan::~FramebufferManagerVulkan() {
delete[] convBuf_;
DestroyDeviceObjects();
}
void FramebufferManagerVulkan::SetTextureCache(TextureCacheVulkan *tc) {
textureCacheVulkan_ = tc;
textureCache_ = tc;
}
void FramebufferManagerVulkan::SetShaderManager(ShaderManagerVulkan *sm) {
shaderManagerVulkan_ = sm;
shaderManager_ = sm;
}
void FramebufferManagerVulkan::SetDrawEngine(DrawEngineVulkan *td) {
drawEngineVulkan_ = td;
drawEngine_ = td;
}
void FramebufferManagerVulkan::InitDeviceObjects() {
std::string fs_errors, vs_errors;
fsBasicTex_ = CompileShaderModule(vulkan_, VK_SHADER_STAGE_FRAGMENT_BIT, tex_fs, &fs_errors);
vsBasicTex_ = CompileShaderModule(vulkan_, VK_SHADER_STAGE_VERTEX_BIT, tex_vs, &vs_errors);
assert(fsBasicTex_ != VK_NULL_HANDLE);
assert(vsBasicTex_ != VK_NULL_HANDLE);
VkSamplerCreateInfo samp = { VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO };
samp.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
samp.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
samp.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
samp.magFilter = VK_FILTER_NEAREST;
samp.minFilter = VK_FILTER_NEAREST;
VkResult res = vkCreateSampler(vulkan_->GetDevice(), &samp, nullptr, &nearestSampler_);
assert(res == VK_SUCCESS);
samp.magFilter = VK_FILTER_LINEAR;
samp.minFilter = VK_FILTER_LINEAR;
res = vkCreateSampler(vulkan_->GetDevice(), &samp, nullptr, &linearSampler_);
assert(res == VK_SUCCESS);
}
void FramebufferManagerVulkan::DestroyDeviceObjects() {
delete drawPixelsTex_;
drawPixelsTex_ = nullptr;
if (fsBasicTex_ != VK_NULL_HANDLE)
vulkan_->Delete().QueueDeleteShaderModule(fsBasicTex_);
if (vsBasicTex_ != VK_NULL_HANDLE)
vulkan_->Delete().QueueDeleteShaderModule(vsBasicTex_);
if (stencilFs_ != VK_NULL_HANDLE)
vulkan_->Delete().QueueDeleteShaderModule(stencilFs_);
if (stencilVs_ != VK_NULL_HANDLE)
vulkan_->Delete().QueueDeleteShaderModule(stencilVs_);
if (linearSampler_ != VK_NULL_HANDLE)
vulkan_->Delete().QueueDeleteSampler(linearSampler_);
if (nearestSampler_ != VK_NULL_HANDLE)
vulkan_->Delete().QueueDeleteSampler(nearestSampler_);
if (postVs_)
vulkan_->Delete().QueueDeleteShaderModule(postVs_);
if (postFs_)
vulkan_->Delete().QueueDeleteShaderModule(postFs_);
pipelinePostShader_ = VK_NULL_HANDLE; // actual pipeline should get destroyed by vulkan2d.
}
void FramebufferManagerVulkan::NotifyClear(bool clearColor, bool clearAlpha, bool clearDepth, uint32_t color, float depth) {
int mask = 0;
// The Clear detection takes care of doing a regular draw instead if separate masking
// of color and alpha is needed, so we can just treat them as the same.
if (clearColor || clearAlpha)
mask |= Draw::FBChannel::FB_COLOR_BIT;
if (clearDepth)
mask |= Draw::FBChannel::FB_DEPTH_BIT;
if (clearAlpha)
mask |= Draw::FBChannel::FB_STENCIL_BIT;
// Note that since the alpha channel and the stencil channel are shared on the PSP,
// when we clear alpha, we also clear stencil to the same value.
draw_->Clear(mask, color, depth, color >> 24);
if (clearColor || clearAlpha) {
SetColorUpdated(gstate_c.skipDrawReason);
}
if (clearDepth) {
SetDepthUpdated();
}
}
void FramebufferManagerVulkan::Init() {
FramebufferManagerCommon::Init();
// Workaround for upscaling shaders where we force x1 resolution without saving it
Resized();
}
void FramebufferManagerVulkan::MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height, float &u1, float &v1) {
if (drawPixelsTex_) {
delete drawPixelsTex_;
drawPixelsTex_ = nullptr;
}
VkCommandBuffer initCmd = (VkCommandBuffer)draw_->GetNativeObject(Draw::NativeObject::INIT_COMMANDBUFFER);
// There's only ever a few of these alive, don't need to stress the allocator with these big ones.
drawPixelsTex_ = new VulkanTexture(vulkan_, nullptr);
drawPixelsTex_->SetTag("DrawPixels");
if (!drawPixelsTex_->CreateDirect(initCmd, width, height, 1, VK_FORMAT_R8G8B8A8_UNORM, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT)) {
// out of memory?
delete drawPixelsTex_;
drawPixelsTex_ = nullptr;
overrideImageView_ = VK_NULL_HANDLE;
return;
}
// Initialize backbuffer texture for DrawPixels
drawPixelsTexFormat_ = srcPixelFormat;
// TODO: We can just change the texture format and flip some bits around instead of this.
// Could share code with the texture cache perhaps.
// TODO: Could also convert directly into the pushbuffer easily.
const uint8_t *data = srcPixels;
if (srcPixelFormat != GE_FORMAT_8888 || srcStride != width) {
u32 neededSize = width * height * 4;
if (!convBuf_ || convBufSize_ < neededSize) {
delete[] convBuf_;
convBuf_ = new u8[neededSize];
convBufSize_ = neededSize;
}
data = convBuf_;
for (int y = 0; y < height; y++) {
const u16_le *src16 = (const u16_le *)srcPixels + srcStride * y;
const u32_le *src32 = (const u32_le *)srcPixels + srcStride * y;
u32 *dst = (u32 *)convBuf_ + width * y;
switch (srcPixelFormat) {
case GE_FORMAT_565:
ConvertRGBA565ToRGBA8888((u32 *)dst, src16, width);
break;
case GE_FORMAT_5551:
ConvertRGBA5551ToRGBA8888((u32 *)dst, src16, width);
break;
case GE_FORMAT_4444:
ConvertRGBA4444ToRGBA8888((u32 *)dst, src16, width);
break;
case GE_FORMAT_8888:
memcpy(dst, src32, 4 * width);
break;
case GE_FORMAT_INVALID:
_dbg_assert_msg_(G3D, false, "Invalid pixelFormat passed to DrawPixels().");
break;
}
}
}
VkBuffer buffer;
size_t offset = push_->Push(data, width * height * 4, &buffer);
drawPixelsTex_->UploadMip(initCmd, 0, width, height, buffer, (uint32_t)offset, width);
drawPixelsTex_->EndCreate(initCmd);
overrideImageView_ = drawPixelsTex_->GetImageView();
}
void FramebufferManagerVulkan::SetViewport2D(int x, int y, int w, int h) {
Draw::Viewport vp;
vp.MinDepth = 0.0;
vp.MaxDepth = 1.0;
vp.TopLeftX = (float)x;
vp.TopLeftY = (float)y;
vp.Width = (float)w;
vp.Height = (float)h;
// Since we're about to override it.
draw_->SetViewports(1, &vp);
}
void FramebufferManagerVulkan::DrawActiveTexture(float x, float y, float w, float h, float destW, float destH, float u0, float v0, float u1, float v1, int uvRotation, int flags) {
float texCoords[8] = {
u0,v0,
u1,v0,
u1,v1,
u0,v1,
};
if (uvRotation != ROTATION_LOCKED_HORIZONTAL) {
float temp[8];
int rotation = 0;
switch (uvRotation) {
case ROTATION_LOCKED_HORIZONTAL180: rotation = 4; break;
case ROTATION_LOCKED_VERTICAL: rotation = 2; break;
case ROTATION_LOCKED_VERTICAL180: rotation = 6; break;
}
for (int i = 0; i < 8; i++) {
temp[i] = texCoords[(i + rotation) & 7];
}
memcpy(texCoords, temp, sizeof(temp));
}
Vulkan2D::Vertex vtx[4] = {
{x, y, 0, texCoords[0], texCoords[1]},
{x + w, y, 0, texCoords[2], texCoords[3]},
{x, y + h, 0, texCoords[6], texCoords[7]},
{x + w, y + h, 0, texCoords[4], texCoords[5]},
};
float invDestW = 1.0f / (destW * 0.5f);
float invDestH = 1.0f / (destH * 0.5f);
for (int i = 0; i < 4; i++) {
vtx[i].x = vtx[i].x * invDestW - 1.0f;
vtx[i].y = vtx[i].y * invDestH - 1.0f;
}
draw_->FlushState();
// TODO: Should probably use draw_ directly and not go low level
VulkanRenderManager *renderManager = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
VkImageView view = overrideImageView_ ? overrideImageView_ : (VkImageView)draw_->GetNativeObject(Draw::NativeObject::BOUND_TEXTURE0_IMAGEVIEW);
if ((flags & DRAWTEX_KEEP_TEX) == 0)
overrideImageView_ = VK_NULL_HANDLE;
VkDescriptorSet descSet = vulkan2D_->GetDescriptorSet(view, (flags & DRAWTEX_LINEAR) ? linearSampler_ : nearestSampler_, VK_NULL_HANDLE, VK_NULL_HANDLE);
VkBuffer vbuffer;
VkDeviceSize offset = push_->Push(vtx, sizeof(vtx), &vbuffer);
renderManager->BindPipeline(cur2DPipeline_);
if (cur2DPipeline_ == pipelinePostShader_) {
renderManager->PushConstants(vulkan2D_->GetPipelineLayout(), VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_VERTEX_BIT, 0, (int)sizeof(postShaderUniforms_), &postShaderUniforms_);
}
renderManager->Draw(vulkan2D_->GetPipelineLayout(), descSet, 0, nullptr, vbuffer, offset, 4);
}
void FramebufferManagerVulkan::Bind2DShader() {
VkRenderPass rp = (VkRenderPass)draw_->GetNativeObject(Draw::NativeObject::COMPATIBLE_RENDERPASS);
cur2DPipeline_ = vulkan2D_->GetPipeline(rp, vsBasicTex_, fsBasicTex_);
}
void FramebufferManagerVulkan::BindPostShader(const PostShaderUniforms &uniforms) {
if (!pipelinePostShader_) {
if (usePostShader_) {
CompilePostShader();
}
if (!usePostShader_) {
SetNumExtraFBOs(0);
Bind2DShader();
return;
} else {
SetNumExtraFBOs(1);
}
}
postShaderUniforms_ = uniforms;
cur2DPipeline_ = pipelinePostShader_;
gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE);
}
int FramebufferManagerVulkan::GetLineWidth() {
if (g_Config.iInternalResolution == 0) {
return std::max(1, (int)(renderWidth_ / 480));
} else {
return g_Config.iInternalResolution;
}
}
// This also binds vfb as the current render target.
void FramebufferManagerVulkan::ReformatFramebufferFrom(VirtualFramebuffer *vfb, GEBufferFormat old) {
if (!useBufferedRendering_ || !vfb->fbo) {
return;
}
// Technically, we should at this point re-interpret the bytes of the old format to the new.
// That might get tricky, and could cause unnecessary slowness in some games.
// For now, we just clear alpha/stencil from 565, which fixes shadow issues in Kingdom Hearts.
// (it uses 565 to write zeros to the buffer, then 4444 to actually render the shadow.)
//
// The best way to do this may ultimately be to create a new FBO (combine with any resize?)
// and blit with a shader to that, then replace the FBO on vfb. Stencil would still be complex
// to exactly reproduce in 4444 and 8888 formats.
if (old == GE_FORMAT_565) {
// TODO: To match other backends, would be ideal to clear alpha only and not color.
// But probably doesn't matter that much...
draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::CLEAR, Draw::RPAction::KEEP, Draw::RPAction::CLEAR });
}
}
// Except for a missing rebind and silly scissor enables, identical copy of the same function in GPU_GLES - tricky parts are in thin3d.
void FramebufferManagerVulkan::BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst) {
if (g_Config.bDisableSlowFramebufEffects) {
return;
}
bool matchingDepthBuffer = src->z_address == dst->z_address && src->z_stride != 0 && dst->z_stride != 0;
bool matchingSize = src->width == dst->width && src->height == dst->height;
bool matchingRenderSize = src->renderWidth == dst->renderWidth && src->renderHeight == dst->renderHeight;
if (matchingDepthBuffer && matchingRenderSize && matchingSize) {
// TODO: Currently, this copies depth AND stencil, which is a problem. See #9740.
draw_->CopyFramebufferImage(src->fbo, 0, 0, 0, 0, dst->fbo, 0, 0, 0, 0, src->renderWidth, src->renderHeight, 1, Draw::FB_DEPTH_BIT);
dst->last_frame_depth_updated = gpuStats.numFlips;
} else if (matchingDepthBuffer && matchingSize) {
/*
int w = std::min(src->renderWidth, dst->renderWidth);
int h = std::min(src->renderHeight, dst->renderHeight);
draw_->BlitFramebuffer(src->fbo, 0, 0, w, h, dst->fbo, 0, 0, w, h, Draw::FB_DEPTH_BIT, Draw::FB_BLIT_NEAREST);
*/
}
}
VkImageView FramebufferManagerVulkan::BindFramebufferAsColorTexture(int stage, VirtualFramebuffer *framebuffer, int flags) {
if (!framebuffer->fbo || !useBufferedRendering_) {
gstate_c.skipDrawReason |= SKIPDRAW_BAD_FB_TEXTURE;
return VK_NULL_HANDLE;
}
// currentRenderVfb_ will always be set when this is called, except from the GE debugger.
// Let's just not bother with the copy in that case.
bool skipCopy = (flags & BINDFBCOLOR_MAY_COPY) == 0;
if (GPUStepping::IsStepping() || g_Config.bDisableSlowFramebufEffects) {
skipCopy = true;
}
// Currently rendering to this framebuffer. Need to make a copy.
if (!skipCopy && framebuffer == currentRenderVfb_) {
// TODO: Maybe merge with bvfbs_? Not sure if those could be packing, and they're created at a different size.
Draw::Framebuffer *renderCopy = GetTempFBO(TempFBO::COPY, framebuffer->renderWidth, framebuffer->renderHeight, (Draw::FBColorDepth)framebuffer->colorDepth);
if (renderCopy) {
VirtualFramebuffer copyInfo = *framebuffer;
copyInfo.fbo = renderCopy;
CopyFramebufferForColorTexture(&copyInfo, framebuffer, flags);
RebindFramebuffer();
draw_->BindFramebufferAsTexture(renderCopy, stage, Draw::FB_COLOR_BIT, 0);
} else {
draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0);
}
return (VkImageView)draw_->GetNativeObject(Draw::NativeObject::BOUND_TEXTURE0_IMAGEVIEW);
} else if (framebuffer != currentRenderVfb_ || (flags & BINDFBCOLOR_FORCE_SELF) != 0) {
draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0);
return (VkImageView)draw_->GetNativeObject(Draw::NativeObject::BOUND_TEXTURE0_IMAGEVIEW);
} else {
ERROR_LOG_REPORT_ONCE(vulkanSelfTexture, G3D, "Attempting to texture from target (src=%08x / target=%08x / flags=%d)", framebuffer->fb_address, currentRenderVfb_->fb_address, flags);
// To do this safely in Vulkan, we need to use input attachments.
return VK_NULL_HANDLE;
}
}
bool FramebufferManagerVulkan::CreateDownloadTempBuffer(VirtualFramebuffer *nvfb) {
nvfb->colorDepth = Draw::FBO_8888;
nvfb->fbo = draw_->CreateFramebuffer({ nvfb->bufferWidth, nvfb->bufferHeight, 1, 1, true, (Draw::FBColorDepth)nvfb->colorDepth });
if (!(nvfb->fbo)) {
ERROR_LOG(FRAMEBUF, "Error creating FBO! %i x %i", nvfb->renderWidth, nvfb->renderHeight);
return false;
}
draw_->BindFramebufferAsRenderTarget(nvfb->fbo, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR });
return true;
}
void FramebufferManagerVulkan::UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb) {
// Nothing to do here.
}
void FramebufferManagerVulkan::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp) {
if (!dst->fbo || !src->fbo || !useBufferedRendering_) {
// This can happen if they recently switched from non-buffered.
if (useBufferedRendering_)
draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP });
return;
}
// Perform a little bit of clipping first.
// Block transfer coords are unsigned so I don't think we need to clip on the left side..
if (dstX + w > dst->bufferWidth) {
w -= dstX + w - dst->bufferWidth;
}
if (dstY + h > dst->bufferHeight) {
h -= dstY + h - dst->bufferHeight;
}
if (srcX + w > src->bufferWidth) {
w -= srcX + w - src->bufferWidth;
}
if (srcY + h > src->bufferHeight) {
h -= srcY + h - src->bufferHeight;
}
if (w == 0 || h == 0)
return;
float srcXFactor = (float)src->renderWidth / (float)src->bufferWidth;
float srcYFactor = (float)src->renderHeight / (float)src->bufferHeight;
const int srcBpp = src->format == GE_FORMAT_8888 ? 4 : 2;
if (srcBpp != bpp && bpp != 0) {
srcXFactor = (srcXFactor * bpp) / srcBpp;
}
int srcX1 = srcX * srcXFactor;
int srcX2 = (srcX + w) * srcXFactor;
int srcY1 = srcY * srcYFactor;
int srcY2 = (srcY + h) * srcYFactor;
float dstXFactor = (float)dst->renderWidth / (float)dst->bufferWidth;
float dstYFactor = (float)dst->renderHeight / (float)dst->bufferHeight;
const int dstBpp = dst->format == GE_FORMAT_8888 ? 4 : 2;
if (dstBpp != bpp && bpp != 0) {
dstXFactor = (dstXFactor * bpp) / dstBpp;
}
int dstX1 = dstX * dstXFactor;
int dstX2 = (dstX + w) * dstXFactor;
int dstY1 = dstY * dstYFactor;
int dstY2 = (dstY + h) * dstYFactor;
if (src == dst && srcX == dstX && srcY == dstY) {
// Let's just skip a copy where the destination is equal to the source.
WARN_LOG_REPORT_ONCE(blitSame, G3D, "Skipped blit with equal dst and src");
return;
}
// BlitFramebuffer can clip, but CopyFramebufferImage is more restricted.
// In case the src goes outside, we just skip the optimization in that case.
const bool sameSize = dstX2 - dstX1 == srcX2 - srcX1 && dstY2 - dstY1 == srcY2 - srcY1;
const bool sameDepth = dst->colorDepth == src->colorDepth;
const bool srcInsideBounds = srcX2 <= src->renderWidth && srcY2 <= src->renderHeight;
const bool dstInsideBounds = dstX2 <= dst->renderWidth && dstY2 <= dst->renderHeight;
const bool xOverlap = src == dst && srcX2 > dstX1 && srcX1 < dstX2;
const bool yOverlap = src == dst && srcY2 > dstY1 && srcY1 < dstY2;
if (sameSize && sameDepth && srcInsideBounds && dstInsideBounds && !(xOverlap && yOverlap)) {
draw_->CopyFramebufferImage(src->fbo, 0, srcX1, srcY1, 0, dst->fbo, 0, dstX1, dstY1, 0, dstX2 - dstX1, dstY2 - dstY1, 1, Draw::FB_COLOR_BIT);
} else {
draw_->BlitFramebuffer(src->fbo, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2, Draw::FB_COLOR_BIT, Draw::FB_BLIT_NEAREST);
}
}
void FramebufferManagerVulkan::BeginFrameVulkan() {
BeginFrame();
}
void FramebufferManagerVulkan::EndFrame() {
}
void FramebufferManagerVulkan::DeviceLost() {
DestroyAllFBOs();
DestroyDeviceObjects();
}
void FramebufferManagerVulkan::DeviceRestore(VulkanContext *vulkan, Draw::DrawContext *draw) {
vulkan_ = vulkan;
draw_ = draw;
InitDeviceObjects();
}
void FramebufferManagerVulkan::DestroyAllFBOs() {
currentRenderVfb_ = 0;
displayFramebuf_ = 0;
prevDisplayFramebuf_ = 0;
prevPrevDisplayFramebuf_ = 0;
for (size_t i = 0; i < vfbs_.size(); ++i) {
VirtualFramebuffer *vfb = vfbs_[i];
INFO_LOG(FRAMEBUF, "Destroying FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->format);
DestroyFramebuf(vfb);
}
vfbs_.clear();
for (size_t i = 0; i < bvfbs_.size(); ++i) {
VirtualFramebuffer *vfb = bvfbs_[i];
DestroyFramebuf(vfb);
}
bvfbs_.clear();
for (auto &tempFB : tempFBOs_) {
tempFB.second.fbo->Release();
}
tempFBOs_.clear();
SetNumExtraFBOs(0);
}
void FramebufferManagerVulkan::Resized() {
FramebufferManagerCommon::Resized();
if (UpdateSize()) {
DestroyAllFBOs();
}
// Might have a new post shader - let's compile it.
CompilePostShader();
}
void FramebufferManagerVulkan::CompilePostShader() {
if (postVs_) {
vulkan_->Delete().QueueDeleteShaderModule(postVs_);
}
if (postFs_) {
vulkan_->Delete().QueueDeleteShaderModule(postFs_);
}
const ShaderInfo *shaderInfo = nullptr;
if (g_Config.sPostShaderName == "Off") {
usePostShader_ = false;
return;
}
usePostShader_ = false;
ReloadAllPostShaderInfo();
shaderInfo = GetPostShaderInfo(g_Config.sPostShaderName);
std::string errorVSX, errorFSX;
std::string vsSource;
std::string fsSource;
if (shaderInfo) {
postShaderAtOutputResolution_ = shaderInfo->outputResolution;
size_t sz;
char *vs = (char *)VFSReadFile(shaderInfo->vertexShaderFile.c_str(), &sz);
if (!vs)
return;
char *fs = (char *)VFSReadFile(shaderInfo->fragmentShaderFile.c_str(), &sz);
if (!fs) {
free(vs);
return;
}
std::string vsSourceGLSL = vs;
std::string fsSourceGLSL = fs;
free(vs);
free(fs);
TranslatedShaderMetadata metaVS, metaFS;
if (!TranslateShader(&vsSource, GLSL_VULKAN, &metaVS, vsSourceGLSL, GLSL_140, Draw::ShaderStage::VERTEX, &errorVSX))
return;
if (!TranslateShader(&fsSource, GLSL_VULKAN, &metaFS, fsSourceGLSL, GLSL_140, Draw::ShaderStage::FRAGMENT, &errorFSX))
return;
} else {
return;
}
I18NCategory *gr = GetI18NCategory("Graphics");
// TODO: Delete the old pipeline?
std::string errorVS;
std::string errorFS;
postVs_ = CompileShaderModule(vulkan_, VK_SHADER_STAGE_VERTEX_BIT, vsSource.c_str(), &errorVS);
postFs_ = CompileShaderModule(vulkan_, VK_SHADER_STAGE_FRAGMENT_BIT, fsSource.c_str(), &errorFS);
VkRenderPass backbufferRP = (VkRenderPass)draw_->GetNativeObject(Draw::NativeObject::BACKBUFFER_RENDERPASS);
if (postVs_ && postFs_) {
pipelinePostShader_ = vulkan2D_->GetPipeline(backbufferRP, postVs_, postFs_, true, Vulkan2D::VK2DDepthStencilMode::NONE);
usePostShader_ = true;
} else {
ELOG("Failed to compile.");
pipelinePostShader_ = VK_NULL_HANDLE;
usePostShader_ = false;
std::string firstLine;
std::string errorString = errorVS + "\n" + errorFS;
size_t start = 0;
for (size_t i = 0; i < errorString.size(); i++) {
if (errorString[i] == '\n' && i == start) {
start = i + 1;
} else if (errorString[i] == '\n') {
firstLine = errorString.substr(start, i - start);
break;
}
}
if (!firstLine.empty()) {
host->NotifyUserMessage("Post-shader error: " + firstLine + "...", 10.0f, 0xFF3090FF);
} else {
host->NotifyUserMessage("Post-shader error, see log for details", 10.0f, 0xFF3090FF);
}
}
}