ppsspp/GPU/Vulkan/GPU_Vulkan.cpp
Henrik Rydgård df2f0df155 Make the Vulkan GPU log profiler a runtime developer setting.
I keep forgetting to disable the define on commit, this is a better
solution.
2021-12-19 22:50:14 +01:00

663 lines
22 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 <thread>
#include "Common/Profiler/Profiler.h"
#include "Common/Log.h"
#include "Common/File/FileUtil.h"
#include "Common/GraphicsContext.h"
#include "Common/Serialize/Serializer.h"
#include "Common/TimeUtil.h"
#include "Core/Config.h"
#include "Core/Debugger/Breakpoints.h"
#include "Core/MemMapHelpers.h"
#include "Core/Reporting.h"
#include "Core/System.h"
#include "Core/ELF/ParamSFO.h"
#include "GPU/GPUState.h"
#include "GPU/ge_constants.h"
#include "GPU/GeDisasm.h"
#include "GPU/Common/FramebufferManagerCommon.h"
#include "GPU/Debugger/Debugger.h"
#include "GPU/Vulkan/ShaderManagerVulkan.h"
#include "GPU/Vulkan/GPU_Vulkan.h"
#include "GPU/Vulkan/FramebufferManagerVulkan.h"
#include "GPU/Vulkan/DrawEngineVulkan.h"
#include "GPU/Vulkan/TextureCacheVulkan.h"
#include "Common/GPU/Vulkan/VulkanRenderManager.h"
#include "Common/GPU/Vulkan/VulkanQueueRunner.h"
#include "Core/MIPS/MIPS.h"
#include "Core/HLE/sceKernelThread.h"
#include "Core/HLE/sceKernelInterrupt.h"
#include "Core/HLE/sceGe.h"
GPU_Vulkan::GPU_Vulkan(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
: GPUCommon(gfxCtx, draw),
depalShaderCache_(draw),
drawEngine_(draw),
vulkan2D_((VulkanContext *)gfxCtx->GetAPIContext()) {
CheckGPUFeatures();
VulkanContext *vulkan = (VulkanContext *)gfxCtx->GetAPIContext();
vulkan->SetProfilerEnabledPtr(&g_Config.bGpuLogProfiler);
shaderManagerVulkan_ = new ShaderManagerVulkan(draw);
pipelineManager_ = new PipelineManagerVulkan(vulkan);
framebufferManagerVulkan_ = new FramebufferManagerVulkan(draw);
framebufferManager_ = framebufferManagerVulkan_;
textureCacheVulkan_ = new TextureCacheVulkan(draw, vulkan);
textureCache_ = textureCacheVulkan_;
drawEngineCommon_ = &drawEngine_;
shaderManager_ = shaderManagerVulkan_;
drawEngine_.SetTextureCache(textureCacheVulkan_);
drawEngine_.SetFramebufferManager(framebufferManagerVulkan_);
drawEngine_.SetShaderManager(shaderManagerVulkan_);
drawEngine_.SetPipelineManager(pipelineManager_);
drawEngine_.Init();
framebufferManagerVulkan_->SetVulkan2D(&vulkan2D_);
framebufferManagerVulkan_->SetTextureCache(textureCacheVulkan_);
framebufferManagerVulkan_->SetDrawEngine(&drawEngine_);
framebufferManagerVulkan_->SetShaderManager(shaderManagerVulkan_);
framebufferManagerVulkan_->Init();
textureCacheVulkan_->SetDepalShaderCache(&depalShaderCache_);
textureCacheVulkan_->SetFramebufferManager(framebufferManagerVulkan_);
textureCacheVulkan_->SetShaderManager(shaderManagerVulkan_);
textureCacheVulkan_->SetDrawEngine(&drawEngine_);
textureCacheVulkan_->SetVulkan2D(&vulkan2D_);
InitDeviceObjects();
// Sanity check gstate
if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) {
ERROR_LOG(G3D, "gstate has drifted out of sync!");
}
BuildReportingInfo();
// Update again after init to be sure of any silly driver problems.
UpdateVsyncInterval(true);
textureCacheVulkan_->NotifyConfigChanged();
// Load shader cache.
std::string discID = g_paramSFO.GetDiscID();
if (discID.size()) {
File::CreateFullPath(GetSysDirectory(DIRECTORY_APP_CACHE));
shaderCachePath_ = GetSysDirectory(DIRECTORY_APP_CACHE) / (discID + ".vkshadercache");
shaderCacheLoaded_ = false;
std::thread th([&] {
LoadCache(shaderCachePath_);
shaderCacheLoaded_ = true;
});
th.detach();
} else {
shaderCacheLoaded_ = true;
}
}
bool GPU_Vulkan::IsReady() {
return shaderCacheLoaded_;
}
void GPU_Vulkan::CancelReady() {
pipelineManager_->CancelCache();
}
void GPU_Vulkan::LoadCache(const Path &filename) {
if (!g_Config.bShaderCache) {
INFO_LOG(G3D, "Shader cache disabled. Not loading.");
return;
}
PSP_SetLoading("Loading shader cache...");
// Actually precompiled by IsReady() since we're single-threaded.
FILE *f = File::OpenCFile(filename, "rb");
if (!f)
return;
// First compile shaders to SPIR-V, then load the pipeline cache and recreate the pipelines.
// It's when recreating the pipelines that the pipeline cache is useful - in the ideal case,
// it can just memcpy the finished shader binaries out of the pipeline cache file.
bool result = shaderManagerVulkan_->LoadCache(f);
if (result) {
// WARNING: See comment in LoadCache if you are tempted to flip the second parameter to true.
result = pipelineManager_->LoadCache(f, false, shaderManagerVulkan_, draw_, drawEngine_.GetPipelineLayout());
}
fclose(f);
if (!result) {
WARN_LOG(G3D, "Incompatible Vulkan pipeline cache - rebuilding.");
// Bad cache file for this GPU/Driver/etc. Delete it.
File::Delete(filename);
} else {
INFO_LOG(G3D, "Loaded Vulkan pipeline cache.");
}
}
void GPU_Vulkan::SaveCache(const Path &filename) {
if (!g_Config.bShaderCache) {
INFO_LOG(G3D, "Shader cache disabled. Not saving.");
return;
}
if (!draw_) {
// Already got the lost message, we're in shutdown.
WARN_LOG(G3D, "Not saving shaders - shutting down from in-game.");
return;
}
FILE *f = File::OpenCFile(filename, "wb");
if (!f)
return;
shaderManagerVulkan_->SaveCache(f);
// WARNING: See comment in LoadCache if you are tempted to flip the second parameter to true.
pipelineManager_->SaveCache(f, false, shaderManagerVulkan_, draw_);
INFO_LOG(G3D, "Saved Vulkan pipeline cache");
fclose(f);
}
GPU_Vulkan::~GPU_Vulkan() {
SaveCache(shaderCachePath_);
// Note: We save the cache in DeviceLost
DestroyDeviceObjects();
framebufferManagerVulkan_->DestroyAllFBOs();
depalShaderCache_.Clear();
depalShaderCache_.DeviceLost();
drawEngine_.DeviceLost();
vulkan2D_.Shutdown();
delete textureCacheVulkan_;
delete pipelineManager_;
delete shaderManagerVulkan_;
delete framebufferManagerVulkan_;
}
void GPU_Vulkan::CheckGPUFeatures() {
uint32_t features = 0;
VulkanContext *vulkan = (VulkanContext *)draw_->GetNativeObject(Draw::NativeObject::CONTEXT);
switch (vulkan->GetPhysicalDeviceProperties().properties.vendorID) {
case VULKAN_VENDOR_AMD:
// Accurate depth is required on AMD (due to reverse-Z driver bug) so we ignore the compat flag to disable it on those. See #9545
features |= GPU_SUPPORTS_ACCURATE_DEPTH;
break;
case VULKAN_VENDOR_QUALCOMM:
// Accurate depth is required on Adreno too (seems to also have a reverse-Z driver bug).
features |= GPU_SUPPORTS_ACCURATE_DEPTH;
break;
case VULKAN_VENDOR_ARM:
{
// This check is probably not exactly accurate. But old drivers had problems with reverse-Z, just like AMD and Qualcomm.
bool driverTooOld = IsHashMaliDriverVersion(vulkan->GetPhysicalDeviceProperties().properties)
|| VK_VERSION_MAJOR(vulkan->GetPhysicalDeviceProperties().properties.driverVersion) < 14;
if (!PSP_CoreParameter().compat.flags().DisableAccurateDepth || driverTooOld) {
features |= GPU_SUPPORTS_ACCURATE_DEPTH;
}
break;
}
default:
if (!PSP_CoreParameter().compat.flags().DisableAccurateDepth) {
features |= GPU_SUPPORTS_ACCURATE_DEPTH;
}
break;
}
// Might enable this later - in the first round we are mostly looking at depth/stencil/discard.
// if (!g_Config.bEnableVendorBugChecks)
// features |= GPU_SUPPORTS_ACCURATE_DEPTH;
// Mandatory features on Vulkan, which may be checked in "centralized" code
features |= GPU_SUPPORTS_TEXTURE_LOD_CONTROL;
features |= GPU_SUPPORTS_FRAMEBUFFER_BLIT;
features |= GPU_SUPPORTS_BLEND_MINMAX;
features |= GPU_SUPPORTS_COPY_IMAGE;
features |= GPU_SUPPORTS_TEXTURE_NPOT;
features |= GPU_SUPPORTS_INSTANCE_RENDERING;
features |= GPU_SUPPORTS_VERTEX_TEXTURE_FETCH;
features |= GPU_SUPPORTS_TEXTURE_FLOAT;
features |= GPU_SUPPORTS_DEPTH_TEXTURE;
if (vulkan->GetDeviceInfo().canBlitToPreferredDepthStencilFormat) {
features |= GPU_SUPPORTS_FRAMEBUFFER_BLIT_TO_DEPTH;
}
auto &enabledFeatures = vulkan->GetDeviceFeatures().enabled;
if (enabledFeatures.depthClamp) {
features |= GPU_SUPPORTS_DEPTH_CLAMP;
}
if (enabledFeatures.shaderClipDistance) {
features |= GPU_SUPPORTS_CLIP_DISTANCE;
}
if (enabledFeatures.shaderCullDistance) {
// Must support at least 8 if feature supported, so we're fine.
features |= GPU_SUPPORTS_CULL_DISTANCE;
}
if (!draw_->GetBugs().Has(Draw::Bugs::BROKEN_NAN_IN_CONDITIONAL)) {
// Ignore the compat setting if clip and cull are both enabled.
// When supported, we can do the depth side of range culling more correctly.
const bool supported = draw_->GetDeviceCaps().clipDistanceSupported && draw_->GetDeviceCaps().cullDistanceSupported;
const bool disabled = PSP_CoreParameter().compat.flags().DisableRangeCulling;
if (supported || !disabled) {
features |= GPU_SUPPORTS_VS_RANGE_CULLING;
}
}
if (enabledFeatures.dualSrcBlend) {
if (!g_Config.bVendorBugChecksEnabled || !draw_->GetBugs().Has(Draw::Bugs::DUAL_SOURCE_BLENDING_BROKEN)) {
features |= GPU_SUPPORTS_DUALSOURCE_BLEND;
}
}
if (enabledFeatures.logicOp) {
features |= GPU_SUPPORTS_LOGIC_OP;
}
if (enabledFeatures.samplerAnisotropy) {
features |= GPU_SUPPORTS_ANISOTROPY;
}
// These are VULKAN_4444_FORMAT and friends.
uint32_t fmt4444 = draw_->GetDataFormatSupport(Draw::DataFormat::B4G4R4A4_UNORM_PACK16);
uint32_t fmt1555 = draw_->GetDataFormatSupport(Draw::DataFormat::A1R5G5B5_UNORM_PACK16);
// Note that we are (accidentally) using B5G6R5 instead of the mandatory R5G6B5.
// Support is almost as widespread, but not quite. So let's just not use any 16-bit formats
// if it's not available, for simplicity.
uint32_t fmt565 = draw_->GetDataFormatSupport(Draw::DataFormat::B5G6R5_UNORM_PACK16);
if ((fmt4444 & Draw::FMT_TEXTURE) && (fmt565 & Draw::FMT_TEXTURE) && (fmt1555 & Draw::FMT_TEXTURE)) {
features |= GPU_SUPPORTS_16BIT_FORMATS;
} else {
INFO_LOG(G3D, "Deficient texture format support: 4444: %d 1555: %d 565: %d", fmt4444, fmt1555, fmt565);
}
if (PSP_CoreParameter().compat.flags().ClearToRAM) {
features |= GPU_USE_CLEAR_RAM_HACK;
}
if (!g_Config.bHighQualityDepth && (features & GPU_SUPPORTS_ACCURATE_DEPTH) != 0) {
features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT;
}
else if (PSP_CoreParameter().compat.flags().PixelDepthRounding) {
// Use fragment rounding on desktop and GLES3, most accurate.
features |= GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT;
}
else if (PSP_CoreParameter().compat.flags().VertexDepthRounding) {
features |= GPU_ROUND_DEPTH_TO_16BIT;
}
gstate_c.featureFlags = features;
}
void GPU_Vulkan::BeginHostFrame() {
drawEngine_.BeginFrame();
UpdateCmdInfo();
if (resized_) {
CheckGPUFeatures();
// In case the GPU changed.
BuildReportingInfo();
framebufferManager_->Resized();
drawEngine_.Resized();
textureCacheVulkan_->NotifyConfigChanged();
resized_ = false;
}
textureCacheVulkan_->StartFrame();
VulkanContext *vulkan = (VulkanContext *)draw_->GetNativeObject(Draw::NativeObject::CONTEXT);
int curFrame = vulkan->GetCurFrame();
FrameData &frame = frameData_[curFrame];
frame.push_->Reset();
frame.push_->Begin(vulkan);
framebufferManagerVulkan_->BeginFrameVulkan();
framebufferManagerVulkan_->SetPushBuffer(frameData_[curFrame].push_);
depalShaderCache_.SetPushBuffer(frameData_[curFrame].push_);
textureCacheVulkan_->SetPushBuffer(frameData_[curFrame].push_);
vulkan2D_.BeginFrame();
shaderManagerVulkan_->DirtyShader();
gstate_c.Dirty(DIRTY_ALL);
if (dumpNextFrame_) {
NOTICE_LOG(G3D, "DUMPING THIS FRAME");
dumpThisFrame_ = true;
dumpNextFrame_ = false;
} else if (dumpThisFrame_) {
dumpThisFrame_ = false;
}
}
void GPU_Vulkan::EndHostFrame() {
VulkanContext *vulkan = (VulkanContext *)draw_->GetNativeObject(Draw::NativeObject::CONTEXT);
int curFrame = vulkan->GetCurFrame();
FrameData &frame = frameData_[curFrame];
frame.push_->End();
vulkan2D_.EndFrame();
drawEngine_.EndFrame();
framebufferManagerVulkan_->EndFrame();
textureCacheVulkan_->EndFrame();
draw_->InvalidateCachedState();
}
// Needs to be called on GPU thread, not reporting thread.
void GPU_Vulkan::BuildReportingInfo() {
VulkanContext *vulkan = (VulkanContext *)draw_->GetNativeObject(Draw::NativeObject::CONTEXT);
const auto &props = vulkan->GetPhysicalDeviceProperties().properties;
const auto &features = vulkan->GetDeviceFeatures().available;
#define CHECK_BOOL_FEATURE(n) do { if (features.n) { featureNames += ", " #n; } } while (false)
std::string featureNames = "";
CHECK_BOOL_FEATURE(robustBufferAccess);
CHECK_BOOL_FEATURE(fullDrawIndexUint32);
CHECK_BOOL_FEATURE(imageCubeArray);
CHECK_BOOL_FEATURE(independentBlend);
CHECK_BOOL_FEATURE(geometryShader);
CHECK_BOOL_FEATURE(tessellationShader);
CHECK_BOOL_FEATURE(sampleRateShading);
CHECK_BOOL_FEATURE(dualSrcBlend);
CHECK_BOOL_FEATURE(logicOp);
CHECK_BOOL_FEATURE(multiDrawIndirect);
CHECK_BOOL_FEATURE(drawIndirectFirstInstance);
CHECK_BOOL_FEATURE(depthClamp);
CHECK_BOOL_FEATURE(depthBiasClamp);
CHECK_BOOL_FEATURE(fillModeNonSolid);
CHECK_BOOL_FEATURE(depthBounds);
CHECK_BOOL_FEATURE(alphaToOne);
CHECK_BOOL_FEATURE(multiViewport);
CHECK_BOOL_FEATURE(samplerAnisotropy);
CHECK_BOOL_FEATURE(textureCompressionETC2);
CHECK_BOOL_FEATURE(textureCompressionASTC_LDR);
CHECK_BOOL_FEATURE(textureCompressionBC);
CHECK_BOOL_FEATURE(occlusionQueryPrecise);
CHECK_BOOL_FEATURE(pipelineStatisticsQuery);
CHECK_BOOL_FEATURE(vertexPipelineStoresAndAtomics);
CHECK_BOOL_FEATURE(fragmentStoresAndAtomics);
CHECK_BOOL_FEATURE(shaderTessellationAndGeometryPointSize);
CHECK_BOOL_FEATURE(shaderImageGatherExtended);
CHECK_BOOL_FEATURE(shaderStorageImageExtendedFormats);
CHECK_BOOL_FEATURE(shaderStorageImageMultisample);
CHECK_BOOL_FEATURE(shaderStorageImageReadWithoutFormat);
CHECK_BOOL_FEATURE(shaderStorageImageWriteWithoutFormat);
CHECK_BOOL_FEATURE(shaderUniformBufferArrayDynamicIndexing);
CHECK_BOOL_FEATURE(shaderSampledImageArrayDynamicIndexing);
CHECK_BOOL_FEATURE(shaderStorageBufferArrayDynamicIndexing);
CHECK_BOOL_FEATURE(shaderStorageImageArrayDynamicIndexing);
CHECK_BOOL_FEATURE(shaderClipDistance);
CHECK_BOOL_FEATURE(shaderCullDistance);
CHECK_BOOL_FEATURE(shaderFloat64);
CHECK_BOOL_FEATURE(shaderInt64);
CHECK_BOOL_FEATURE(shaderInt16);
CHECK_BOOL_FEATURE(shaderResourceResidency);
CHECK_BOOL_FEATURE(shaderResourceMinLod);
CHECK_BOOL_FEATURE(sparseBinding);
CHECK_BOOL_FEATURE(sparseResidencyBuffer);
CHECK_BOOL_FEATURE(sparseResidencyImage2D);
CHECK_BOOL_FEATURE(sparseResidencyImage3D);
CHECK_BOOL_FEATURE(sparseResidency2Samples);
CHECK_BOOL_FEATURE(sparseResidency4Samples);
CHECK_BOOL_FEATURE(sparseResidency8Samples);
CHECK_BOOL_FEATURE(sparseResidency16Samples);
CHECK_BOOL_FEATURE(sparseResidencyAliased);
CHECK_BOOL_FEATURE(variableMultisampleRate);
CHECK_BOOL_FEATURE(inheritedQueries);
#undef CHECK_BOOL_FEATURE
if (!featureNames.empty()) {
featureNames = featureNames.substr(2);
}
char temp[16384];
snprintf(temp, sizeof(temp), "v%08x driver v%08x (%s), vendorID=%d, deviceID=%d (features: %s)", props.apiVersion, props.driverVersion, props.deviceName, props.vendorID, props.deviceID, featureNames.c_str());
reportingPrimaryInfo_ = props.deviceName;
reportingFullInfo_ = temp;
Reporting::UpdateConfig();
}
void GPU_Vulkan::Reinitialize() {
GPUCommon::Reinitialize();
depalShaderCache_.Clear();
}
void GPU_Vulkan::InitClear() {
if (!framebufferManager_->UseBufferedRendering()) {
// TODO?
}
}
void GPU_Vulkan::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
GPUDebug::NotifyDisplay(framebuf, stride, format);
framebufferManager_->SetDisplayFramebuffer(framebuf, stride, format);
}
void GPU_Vulkan::CopyDisplayToOutput(bool reallyDirty) {
// Flush anything left over.
drawEngine_.Flush();
shaderManagerVulkan_->DirtyLastShader();
framebufferManagerVulkan_->CopyDisplayToOutput(reallyDirty);
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
}
void GPU_Vulkan::FinishDeferred() {
drawEngine_.FinishDeferred();
}
inline void GPU_Vulkan::CheckFlushOp(int cmd, u32 diff) {
const u8 cmdFlags = cmdInfo_[cmd].flags;
if (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE)) {
if (dumpThisFrame_) {
NOTICE_LOG(G3D, "================ FLUSH ================");
}
drawEngine_.Flush();
}
}
void GPU_Vulkan::PreExecuteOp(u32 op, u32 diff) {
CheckFlushOp(op >> 24, diff);
}
void GPU_Vulkan::ExecuteOp(u32 op, u32 diff) {
const u8 cmd = op >> 24;
const CommandInfo info = cmdInfo_[cmd];
const u8 cmdFlags = info.flags;
if ((cmdFlags & FLAG_EXECUTE) || (diff && (cmdFlags & FLAG_EXECUTEONCHANGE))) {
(this->*info.func)(op, diff);
} else if (diff) {
uint64_t dirty = info.flags >> 8;
if (dirty)
gstate_c.Dirty(dirty);
}
}
void GPU_Vulkan::InitDeviceObjects() {
INFO_LOG(G3D, "GPU_Vulkan::InitDeviceObjects");
VulkanContext *vulkan = (VulkanContext *)draw_->GetNativeObject(Draw::NativeObject::CONTEXT);
// Initialize framedata
for (int i = 0; i < VulkanContext::MAX_INFLIGHT_FRAMES; i++) {
_assert_(!frameData_[i].push_);
VkBufferUsageFlags usage = VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
frameData_[i].push_ = new VulkanPushBuffer(vulkan, "gpuPush", 256 * 1024, usage, PushBufferType::CPU_TO_GPU);
}
VulkanRenderManager *rm = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
uint32_t hacks = 0;
if (PSP_CoreParameter().compat.flags().MGS2AcidHack)
hacks |= QUEUE_HACK_MGS2_ACID;
if (PSP_CoreParameter().compat.flags().SonicRivalsHack)
hacks |= QUEUE_HACK_SONIC;
// Always on.
hacks |= QUEUE_HACK_RENDERPASS_MERGE;
if (hacks) {
rm->GetQueueRunner()->EnableHacks(hacks);
}
}
void GPU_Vulkan::DestroyDeviceObjects() {
INFO_LOG(G3D, "GPU_Vulkan::DestroyDeviceObjects");
for (int i = 0; i < VulkanContext::MAX_INFLIGHT_FRAMES; i++) {
if (frameData_[i].push_) {
VulkanContext *vulkan = (VulkanContext *)draw_->GetNativeObject(Draw::NativeObject::CONTEXT);
frameData_[i].push_->Destroy(vulkan);
delete frameData_[i].push_;
frameData_[i].push_ = nullptr;
}
}
// Need to turn off hacks when shutting down the GPU. Don't want them running in the menu.
if (draw_) {
VulkanRenderManager *rm = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
if (rm)
rm->GetQueueRunner()->EnableHacks(0);
}
}
void GPU_Vulkan::DeviceLost() {
CancelReady();
while (!IsReady()) {
sleep_ms(10);
}
if (shaderCachePath_.Valid()) {
SaveCache(shaderCachePath_);
}
DestroyDeviceObjects();
vulkan2D_.DeviceLost();
drawEngine_.DeviceLost();
pipelineManager_->DeviceLost();
textureCacheVulkan_->DeviceLost();
depalShaderCache_.DeviceLost();
shaderManagerVulkan_->ClearShaders();
GPUCommon::DeviceLost();
}
void GPU_Vulkan::DeviceRestore() {
GPUCommon::DeviceRestore();
InitDeviceObjects();
CheckGPUFeatures();
BuildReportingInfo();
UpdateCmdInfo();
VulkanContext *vulkan = (VulkanContext *)draw_->GetNativeObject(Draw::NativeObject::CONTEXT);
vulkan2D_.DeviceRestore(vulkan);
drawEngine_.DeviceRestore(draw_);
pipelineManager_->DeviceRestore(vulkan);
textureCacheVulkan_->DeviceRestore(draw_);
shaderManagerVulkan_->DeviceRestore(draw_);
depalShaderCache_.DeviceRestore(draw_);
}
void GPU_Vulkan::GetStats(char *buffer, size_t bufsize) {
size_t offset = FormatGPUStatsCommon(buffer, bufsize);
buffer += offset;
bufsize -= offset;
if ((int)bufsize < 0)
return;
const DrawEngineVulkanStats &drawStats = drawEngine_.GetStats();
char texStats[256];
textureCacheVulkan_->GetStats(texStats, sizeof(texStats));
snprintf(buffer, bufsize,
"Vertex, Fragment, Pipelines loaded: %i, %i, %i\n"
"Pushbuffer space used: UBO %d, Vtx %d, Idx %d\n"
"%s\n",
shaderManagerVulkan_->GetNumVertexShaders(),
shaderManagerVulkan_->GetNumFragmentShaders(),
pipelineManager_->GetNumPipelines(),
drawStats.pushUBOSpaceUsed,
drawStats.pushVertexSpaceUsed,
drawStats.pushIndexSpaceUsed,
texStats
);
}
void GPU_Vulkan::ClearCacheNextFrame() {
textureCacheVulkan_->ClearNextFrame();
}
void GPU_Vulkan::ClearShaderCache() {
// TODO
}
void GPU_Vulkan::DoState(PointerWrap &p) {
GPUCommon::DoState(p);
// TODO: Some of these things may not be necessary.
// None of these are necessary when saving.
// In Freeze-Frame mode, we don't want to do any of this.
if (p.mode == p.MODE_READ && !PSP_CoreParameter().frozen) {
textureCache_->Clear(true);
depalShaderCache_.Clear();
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
framebufferManager_->DestroyAllFBOs();
}
}
std::vector<std::string> GPU_Vulkan::DebugGetShaderIDs(DebugShaderType type) {
if (type == SHADER_TYPE_VERTEXLOADER) {
return drawEngine_.DebugGetVertexLoaderIDs();
} else if (type == SHADER_TYPE_PIPELINE) {
return pipelineManager_->DebugGetObjectIDs(type);
} else if (type == SHADER_TYPE_DEPAL) {
///...
return std::vector<std::string>();
} else if (type == SHADER_TYPE_VERTEX || type == SHADER_TYPE_FRAGMENT) {
return shaderManagerVulkan_->DebugGetShaderIDs(type);
} else if (type == SHADER_TYPE_SAMPLER) {
return textureCacheVulkan_->DebugGetSamplerIDs();
} else {
return std::vector<std::string>();
}
}
std::string GPU_Vulkan::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) {
if (type == SHADER_TYPE_VERTEXLOADER) {
return drawEngine_.DebugGetVertexLoaderString(id, stringType);
} else if (type == SHADER_TYPE_PIPELINE) {
return pipelineManager_->DebugGetObjectString(id, type, stringType);
} else if (type == SHADER_TYPE_DEPAL) {
return "";
} else if (type == SHADER_TYPE_SAMPLER) {
return textureCacheVulkan_->DebugGetSamplerString(id, stringType);
} else if (type == SHADER_TYPE_VERTEX || type == SHADER_TYPE_FRAGMENT) {
return shaderManagerVulkan_->DebugGetShaderString(id, type, stringType);
} else {
return std::string();
}
}
std::string GPU_Vulkan::GetGpuProfileString() {
VulkanRenderManager *rm = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
return rm->GetGpuProfileString();
}