ppsspp/GPU/Vulkan/StateMappingVulkan.cpp

402 lines
15 KiB
C++

// Copyright (c) 2012- 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 <algorithm>
#include "Common/GPU/Vulkan/VulkanLoader.h"
#include "Common/GPU/Vulkan/VulkanRenderManager.h"
#include "Common/Data/Convert/SmallDataConvert.h"
#include "GPU/Math3D.h"
#include "GPU/GPUState.h"
#include "GPU/ge_constants.h"
#include "GPU/Common/GPUStateUtils.h"
#include "Core/System.h"
#include "Core/Config.h"
#include "Core/Reporting.h"
#include "GPU/Vulkan/GPU_Vulkan.h"
#include "GPU/Vulkan/PipelineManagerVulkan.h"
#include "GPU/Vulkan/FramebufferManagerVulkan.h"
#include "GPU/Vulkan/ShaderManagerVulkan.h"
#include "GPU/Vulkan/DrawEngineVulkan.h"
// These tables all fit into u8s.
static const VkBlendFactor vkBlendFactorLookup[(size_t)BlendFactor::COUNT] = {
VK_BLEND_FACTOR_ZERO,
VK_BLEND_FACTOR_ONE,
VK_BLEND_FACTOR_SRC_COLOR,
VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR,
VK_BLEND_FACTOR_DST_COLOR,
VK_BLEND_FACTOR_ONE_MINUS_DST_COLOR,
VK_BLEND_FACTOR_SRC_ALPHA,
VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA,
VK_BLEND_FACTOR_DST_ALPHA,
VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA,
VK_BLEND_FACTOR_CONSTANT_COLOR,
VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_COLOR,
VK_BLEND_FACTOR_CONSTANT_ALPHA,
VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA,
VK_BLEND_FACTOR_SRC1_COLOR,
VK_BLEND_FACTOR_ONE_MINUS_SRC1_COLOR,
VK_BLEND_FACTOR_SRC1_ALPHA,
VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA,
VK_BLEND_FACTOR_MAX_ENUM,
};
static const VkBlendOp vkBlendEqLookup[(size_t)BlendEq::COUNT] = {
VK_BLEND_OP_ADD,
VK_BLEND_OP_SUBTRACT,
VK_BLEND_OP_REVERSE_SUBTRACT,
VK_BLEND_OP_MIN,
VK_BLEND_OP_MAX,
};
static const VkCullModeFlagBits cullingMode[] = {
VK_CULL_MODE_BACK_BIT,
VK_CULL_MODE_FRONT_BIT,
};
static const VkCompareOp compareOps[] = {
VK_COMPARE_OP_NEVER,
VK_COMPARE_OP_ALWAYS,
VK_COMPARE_OP_EQUAL,
VK_COMPARE_OP_NOT_EQUAL,
VK_COMPARE_OP_LESS,
VK_COMPARE_OP_LESS_OR_EQUAL,
VK_COMPARE_OP_GREATER,
VK_COMPARE_OP_GREATER_OR_EQUAL,
};
static const VkStencilOp stencilOps[] = {
VK_STENCIL_OP_KEEP,
VK_STENCIL_OP_ZERO,
VK_STENCIL_OP_REPLACE,
VK_STENCIL_OP_INVERT,
VK_STENCIL_OP_INCREMENT_AND_CLAMP,
VK_STENCIL_OP_DECREMENT_AND_CLAMP,
VK_STENCIL_OP_KEEP, // reserved
VK_STENCIL_OP_KEEP, // reserved
};
static const VkPrimitiveTopology primToVulkan[8] = {
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, // We convert points to triangles.
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, // We convert lines to triangles.
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, // We convert line strips to triangles.
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP,
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN,
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, // Vulkan doesn't do quads. We could do strips with restart-index though. We could also do RECT primitives in the geometry shader.
};
// These are actually the same exact values/order/etc. as the GE ones, but for clarity...
static const VkLogicOp logicOps[] = {
VK_LOGIC_OP_CLEAR,
VK_LOGIC_OP_AND,
VK_LOGIC_OP_AND_REVERSE,
VK_LOGIC_OP_COPY,
VK_LOGIC_OP_AND_INVERTED,
VK_LOGIC_OP_NO_OP,
VK_LOGIC_OP_XOR,
VK_LOGIC_OP_OR,
VK_LOGIC_OP_NOR,
VK_LOGIC_OP_EQUIVALENT,
VK_LOGIC_OP_INVERT,
VK_LOGIC_OP_OR_REVERSE,
VK_LOGIC_OP_COPY_INVERTED,
VK_LOGIC_OP_OR_INVERTED,
VK_LOGIC_OP_NAND,
VK_LOGIC_OP_SET,
};
// In Vulkan, we simply collect all the state together into a "pipeline key" - we don't actually set any state here
// (the caller is responsible for setting the little dynamic state that is supported, dynState).
void DrawEngineVulkan::ConvertStateToVulkanKey(FramebufferManagerVulkan &fbManager, ShaderManagerVulkan *shaderManager, int prim, VulkanPipelineRasterStateKey &key, VulkanDynamicState &dynState) {
key.topology = primToVulkan[prim];
bool useBufferedRendering = framebufferManager_->UseBufferedRendering();
if (gstate_c.IsDirty(DIRTY_BLEND_STATE)) {
if (gstate.isModeClear()) {
key.logicOpEnable = false;
key.logicOp = VK_LOGIC_OP_CLEAR;
key.blendEnable = false;
key.blendOpColor = VK_BLEND_OP_ADD;
key.blendOpAlpha = VK_BLEND_OP_ADD;
key.srcColor = VK_BLEND_FACTOR_ONE;
key.srcAlpha = VK_BLEND_FACTOR_ONE;
key.destColor = VK_BLEND_FACTOR_ZERO;
key.destAlpha = VK_BLEND_FACTOR_ZERO;
dynState.useBlendColor = false;
// Color Mask
bool colorMask = gstate.isClearModeColorMask();
bool alphaMask = gstate.isClearModeAlphaMask();
key.colorWriteMask = (colorMask ? (VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT) : 0) | (alphaMask ? VK_COLOR_COMPONENT_A_BIT : 0);
} else {
pipelineState_.Convert(draw_->GetShaderLanguageDesc().bitwiseOps);
GenericMaskState &maskState = pipelineState_.maskState;
GenericBlendState &blendState = pipelineState_.blendState;
GenericLogicState &logicState = pipelineState_.logicState;
if (pipelineState_.FramebufferRead() && useBufferedRendering) {
ApplyFramebufferRead(&fboTexBindState_);
// The shader takes over the responsibility for blending, so recompute.
// We might still end up using blend to write something to alpha.
ApplyStencilReplaceAndLogicOpIgnoreBlend(blendState.replaceAlphaWithStencil, blendState);
dirtyRequiresRecheck_ |= DIRTY_FRAGMENTSHADER_STATE;
gstate_c.Dirty(DIRTY_FRAGMENTSHADER_STATE);
} else {
if (fboTexBound_) {
boundSecondary_ = VK_NULL_HANDLE;
fboTexBound_ = false;
dirtyRequiresRecheck_ |= DIRTY_FRAGMENTSHADER_STATE;
gstate_c.Dirty(DIRTY_FRAGMENTSHADER_STATE);
}
}
if (blendState.blendEnabled) {
key.blendEnable = true;
key.blendOpColor = vkBlendEqLookup[(size_t)blendState.eqColor];
key.blendOpAlpha = vkBlendEqLookup[(size_t)blendState.eqAlpha];
key.srcColor = vkBlendFactorLookup[(size_t)blendState.srcColor];
key.srcAlpha = vkBlendFactorLookup[(size_t)blendState.srcAlpha];
key.destColor = vkBlendFactorLookup[(size_t)blendState.dstColor];
key.destAlpha = vkBlendFactorLookup[(size_t)blendState.dstAlpha];
if (blendState.dirtyShaderBlendFixValues) {
dirtyRequiresRecheck_ |= DIRTY_SHADERBLEND;
gstate_c.Dirty(DIRTY_SHADERBLEND);
}
dynState.useBlendColor = blendState.useBlendColor;
if (blendState.useBlendColor) {
dynState.blendColor = blendState.blendColor;
}
} else {
key.blendEnable = false;
key.blendOpColor = VK_BLEND_OP_ADD;
key.blendOpAlpha = VK_BLEND_OP_ADD;
key.srcColor = VK_BLEND_FACTOR_ONE;
key.srcAlpha = VK_BLEND_FACTOR_ONE;
key.destColor = VK_BLEND_FACTOR_ZERO;
key.destAlpha = VK_BLEND_FACTOR_ZERO;
dynState.useBlendColor = false;
}
key.colorWriteMask = maskState.channelMask; // flags match
if (logicState.logicOpEnabled) {
key.logicOpEnable = true;
key.logicOp = logicOps[(int)logicState.logicOp];
} else {
key.logicOpEnable = false;
key.logicOp = VK_LOGIC_OP_COPY;
}
// Workaround proposed in #10421, for bug where the color write mask is not applied correctly on Adreno.
if ((gstate.pmskc & 0x00FFFFFF) == 0x00FFFFFF && g_Config.bVendorBugChecksEnabled && draw_->GetBugs().Has(Draw::Bugs::COLORWRITEMASK_BROKEN_WITH_DEPTHTEST)) {
key.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
if (!key.blendEnable) {
key.blendEnable = true;
key.blendOpAlpha = VK_BLEND_OP_ADD;
key.srcAlpha = VK_BLEND_FACTOR_ZERO;
key.destAlpha = VK_BLEND_FACTOR_ONE;
}
key.blendOpColor = VK_BLEND_OP_ADD;
key.srcColor = VK_BLEND_FACTOR_ZERO;
key.destColor = VK_BLEND_FACTOR_ONE;
}
}
}
if (gstate_c.IsDirty(DIRTY_RASTER_STATE)) {
bool wantCull = !gstate.isModeClear() && prim != GE_PRIM_RECTANGLES && prim > GE_PRIM_LINE_STRIP && gstate.isCullEnabled();
key.cullMode = wantCull ? (gstate.getCullMode() ? VK_CULL_MODE_FRONT_BIT : VK_CULL_MODE_BACK_BIT) : VK_CULL_MODE_NONE;
if (gstate.isModeClear() || gstate.isModeThrough()) {
// TODO: Might happen in clear mode if not through...
key.depthClampEnable = false;
} else {
if (gstate.getDepthRangeMin() == 0 || gstate.getDepthRangeMax() == 65535) {
// TODO: Still has a bug where we clamp to depth range if one is not the full range.
// But the alternate is not clamping in either direction...
key.depthClampEnable = gstate.isDepthClampEnabled() && gstate_c.Use(GPU_USE_DEPTH_CLAMP);
} else {
// We just want to clip in this case, the clamp would be clipped anyway.
key.depthClampEnable = false;
}
}
}
if (gstate_c.IsDirty(DIRTY_DEPTHSTENCIL_STATE)) {
GenericStencilFuncState stencilState;
ConvertStencilFuncState(stencilState);
if (gstate.isModeClear()) {
key.depthTestEnable = true;
key.depthCompareOp = VK_COMPARE_OP_ALWAYS;
key.depthWriteEnable = gstate.isClearModeDepthMask();
// Stencil Test
bool alphaMask = gstate.isClearModeAlphaMask();
if (alphaMask) {
key.stencilTestEnable = true;
key.stencilCompareOp = VK_COMPARE_OP_ALWAYS;
key.stencilPassOp = VK_STENCIL_OP_REPLACE;
key.stencilFailOp = VK_STENCIL_OP_REPLACE;
key.stencilDepthFailOp = VK_STENCIL_OP_REPLACE;
dynState.useStencil = true;
// In clear mode, the stencil value is set to the alpha value of the vertex.
// A normal clear will be 2 points, the second point has the color.
// We override this value in the pipeline from software transform for clear rectangles.
dynState.stencilRef = 0xFF;
// But we still apply the stencil write mask.
dynState.stencilWriteMask = stencilState.writeMask;
} else {
key.stencilTestEnable = false;
key.stencilCompareOp = VK_COMPARE_OP_ALWAYS;
key.stencilPassOp = VK_STENCIL_OP_REPLACE;
key.stencilFailOp = VK_STENCIL_OP_REPLACE;
key.stencilDepthFailOp = VK_STENCIL_OP_REPLACE;
dynState.useStencil = false;
}
} else {
// Depth Test
if (gstate.isDepthTestEnabled()) {
key.depthTestEnable = true;
key.depthCompareOp = compareOps[gstate.getDepthTestFunction()];
key.depthWriteEnable = gstate.isDepthWriteEnabled();
} else {
key.depthTestEnable = false;
key.depthWriteEnable = false;
key.depthCompareOp = VK_COMPARE_OP_ALWAYS;
}
// Stencil Test
if (stencilState.enabled) {
key.stencilTestEnable = true;
key.stencilCompareOp = compareOps[stencilState.testFunc];
key.stencilPassOp = stencilOps[stencilState.zPass];
key.stencilFailOp = stencilOps[stencilState.sFail];
key.stencilDepthFailOp = stencilOps[stencilState.zFail];
dynState.useStencil = true;
dynState.stencilRef = stencilState.testRef;
dynState.stencilCompareMask = stencilState.testMask;
dynState.stencilWriteMask = stencilState.writeMask;
// Nasty special case for Spongebob and similar where it tries to write zeros to alpha/stencil during
// depth-fail. We can't write to alpha then because the pixel is killed. However, we can invert the depth
// test and modify the alpha function...
if (SpongebobDepthInverseConditions(stencilState)) {
key.blendEnable = true;
key.blendOpAlpha = VK_BLEND_OP_ADD;
key.blendOpColor = VK_BLEND_OP_ADD;
key.srcColor = VK_BLEND_FACTOR_ZERO;
key.destColor = VK_BLEND_FACTOR_ZERO;
key.logicOpEnable = false;
key.srcAlpha = VK_BLEND_FACTOR_ZERO;
key.destAlpha = VK_BLEND_FACTOR_ZERO;
key.colorWriteMask = VK_COLOR_COMPONENT_A_BIT;
key.depthCompareOp = VK_COMPARE_OP_LESS; // Inverse of GREATER_EQUAL
key.stencilCompareOp = VK_COMPARE_OP_ALWAYS;
// Invert
key.stencilPassOp = VK_STENCIL_OP_ZERO;
key.stencilFailOp = VK_STENCIL_OP_ZERO;
key.stencilDepthFailOp = VK_STENCIL_OP_KEEP;
dirtyRequiresRecheck_ |= DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE;
gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE);
}
} else {
key.stencilTestEnable = false;
key.stencilCompareOp = VK_COMPARE_OP_ALWAYS;
key.stencilPassOp = VK_STENCIL_OP_REPLACE;
key.stencilFailOp = VK_STENCIL_OP_REPLACE;
key.stencilDepthFailOp = VK_STENCIL_OP_REPLACE;
dynState.useStencil = false;
}
}
}
if (gstate_c.IsDirty(DIRTY_VIEWPORTSCISSOR_STATE)) {
ViewportAndScissor vpAndScissor;
ConvertViewportAndScissor(useBufferedRendering,
fbManager.GetRenderWidth(), fbManager.GetRenderHeight(),
fbManager.GetTargetBufferWidth(), fbManager.GetTargetBufferHeight(),
vpAndScissor);
UpdateCachedViewportState(vpAndScissor);
float depthMin = vpAndScissor.depthRangeMin;
float depthMax = vpAndScissor.depthRangeMax;
if (depthMin < 0.0f) depthMin = 0.0f;
if (depthMax > 1.0f) depthMax = 1.0f;
VkViewport &vp = dynState.viewport;
vp.x = vpAndScissor.viewportX;
vp.y = vpAndScissor.viewportY;
vp.width = vpAndScissor.viewportW;
vp.height = vpAndScissor.viewportH;
vp.minDepth = vpAndScissor.depthRangeMin;
vp.maxDepth = vpAndScissor.depthRangeMax;
ScissorRect &scissor = dynState.scissor;
scissor.x = vpAndScissor.scissorX;
scissor.y = vpAndScissor.scissorY;
scissor.width = std::max(0, vpAndScissor.scissorW);
scissor.height = std::max(0, vpAndScissor.scissorH);
}
}
void DrawEngineVulkan::BindShaderBlendTex() {
// TODO: At this point, we know if the vertices are full alpha or not.
// Set the nearest/linear here (since we correctly know if alpha/color tests are needed)?
if (!gstate.isModeClear()) {
if (fboTexBindState_ == FBO_TEX_COPY_BIND_TEX) {
VirtualFramebuffer *curRenderVfb = framebufferManager_->GetCurrentRenderVFB();
bool bindResult = framebufferManager_->BindFramebufferAsColorTexture(1, curRenderVfb, BINDFBCOLOR_MAY_COPY, Draw::ALL_LAYERS);
_dbg_assert_(bindResult);
boundSecondary_ = (VkImageView)draw_->GetNativeObject(Draw::NativeObject::BOUND_TEXTURE1_IMAGEVIEW);
boundSecondaryIsInputAttachment_ = false;
fboTexBound_ = true;
fboTexBindState_ = FBO_TEX_NONE;
// Must dirty blend state here so we re-copy next time. Example: Lunar's spell effects.
dirtyRequiresRecheck_ |= DIRTY_BLEND_STATE;
} else if (fboTexBindState_ == FBO_TEX_READ_FRAMEBUFFER) {
draw_->BindCurrentFramebufferForColorInput();
boundSecondary_ = (VkImageView)draw_->GetNativeObject(Draw::NativeObject::BOUND_FRAMEBUFFER_COLOR_IMAGEVIEW_RT, (void *)0);
boundSecondaryIsInputAttachment_ = true;
fboTexBindState_ = FBO_TEX_NONE;
} else {
boundSecondaryIsInputAttachment_ = false;
boundSecondary_ = VK_NULL_HANDLE;
}
}
}
void DrawEngineVulkan::ApplyDrawStateLate(VulkanRenderManager *renderManager, bool applyStencilRef, uint8_t stencilRef, bool useBlendConstant) {
if (gstate_c.IsDirty(DIRTY_VIEWPORTSCISSOR_STATE)) {
renderManager->SetScissor(dynState_.scissor.x, dynState_.scissor.y, dynState_.scissor.width, dynState_.scissor.height);
renderManager->SetViewport(dynState_.viewport);
}
if ((gstate_c.IsDirty(DIRTY_DEPTHSTENCIL_STATE) && dynState_.useStencil) || applyStencilRef) {
renderManager->SetStencilParams(dynState_.stencilWriteMask, dynState_.stencilCompareMask, applyStencilRef ? stencilRef : dynState_.stencilRef);
}
if (gstate_c.IsDirty(DIRTY_BLEND_STATE) && useBlendConstant) {
renderManager->SetBlendFactor(dynState_.blendColor);
}
}