ppsspp/GPU/Vulkan/StateMappingVulkan.cpp
Unknown W. Brackets b94ca6e75e Vulkan: Use depth clamping, where available.
This fixes, for example, Shadow of Destiny, even without the hack.
2017-12-26 16:54:39 -08:00

399 lines
14 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 "Common/Vulkan/VulkanLoader.h"
#include "thin3d/VulkanRenderManager.h"
#include "math/dataconv.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/TextureCacheVulkan.h"
#include "GPU/Vulkan/FramebufferVulkan.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_POINT_LIST,
VK_PRIMITIVE_TOPOLOGY_LINE_LIST,
VK_PRIMITIVE_TOPOLOGY_LINE_STRIP,
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,
};
void DrawEngineVulkan::ResetShaderBlending() {
boundSecondary_ = VK_NULL_HANDLE;
}
// TODO: Do this more progressively. No need to compute the entire state if the entire state hasn't changed.
// 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 = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
if (gstate_c.IsDirty(DIRTY_BLEND_STATE)) {
gstate_c.SetAllowShaderBlend(!g_Config.bDisableSlowFramebufEffects);
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 {
if (gstate_c.Supports(GPU_SUPPORTS_LOGIC_OP) && gstate.isLogicOpEnabled() && gstate.getLogicOp() != GE_LOGIC_COPY) {
key.logicOpEnable = true;
key.logicOp = logicOps[gstate.getLogicOp()];
} else {
key.logicOpEnable = false;
key.logicOp = VK_LOGIC_OP_CLEAR;
}
// Set blend - unless we need to do it in the shader.
GenericBlendState blendState;
ConvertBlendState(blendState, gstate_c.allowShaderBlend);
if (blendState.applyShaderBlending) {
if (ApplyShaderBlending()) {
// We may still want to do something about stencil -> alpha.
ApplyStencilReplaceAndLogicOp(blendState.replaceAlphaWithStencil, blendState);
} else {
// Until next time, force it off.
ResetShaderBlending();
gstate_c.SetAllowShaderBlend(false);
}
} else if (blendState.resetShaderBlending) {
ResetShaderBlending();
}
if (blendState.enabled) {
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.dirtyShaderBlend) {
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;
}
// PSP color/alpha mask is per bit but we can only support per byte.
// But let's do that, at least. And let's try a threshold.
bool rmask = (gstate.pmskc & 0xFF) < 128;
bool gmask = ((gstate.pmskc >> 8) & 0xFF) < 128;
bool bmask = ((gstate.pmskc >> 16) & 0xFF) < 128;
bool amask = (gstate.pmska & 0xFF) < 128;
#ifndef MOBILE_DEVICE
u8 abits = (gstate.pmska >> 0) & 0xFF;
u8 rbits = (gstate.pmskc >> 0) & 0xFF;
u8 gbits = (gstate.pmskc >> 8) & 0xFF;
u8 bbits = (gstate.pmskc >> 16) & 0xFF;
if ((rbits != 0 && rbits != 0xFF) || (gbits != 0 && gbits != 0xFF) || (bbits != 0 && bbits != 0xFF)) {
WARN_LOG_REPORT_ONCE(rgbmask, G3D, "Unsupported RGB mask: r=%02x g=%02x b=%02x", rbits, gbits, bbits);
}
if (abits != 0 && abits != 0xFF) {
// The stencil part of the mask is supported.
WARN_LOG_REPORT_ONCE(amask, G3D, "Unsupported alpha/stencil mask: %02x", abits);
}
#endif
// Let's not write to alpha if stencil isn't enabled.
if (!gstate.isStencilTestEnabled()) {
amask = false;
} else {
// If the stencil type is set to KEEP, we shouldn't write to the stencil/alpha channel.
if (ReplaceAlphaWithStencilType() == STENCIL_VALUE_KEEP) {
amask = false;
}
}
key.colorWriteMask = (rmask ? VK_COLOR_COMPONENT_R_BIT : 0) | (gmask ? VK_COLOR_COMPONENT_G_BIT : 0) | (bmask ? VK_COLOR_COMPONENT_B_BIT : 0) | (amask ? VK_COLOR_COMPONENT_A_BIT : 0);
}
}
if (gstate_c.IsDirty(DIRTY_RASTER_STATE)) {
if (gstate.isModeClear()) {
key.cullMode = VK_CULL_MODE_NONE;
// TODO: Or does it always clamp?
key.depthClampEnable = false;
} else {
// Set cull
bool wantCull = !gstate.isModeThrough() && prim != GE_PRIM_RECTANGLES && gstate.isCullEnabled();
key.cullMode = wantCull ? (gstate.getCullMode() ? VK_CULL_MODE_FRONT_BIT : VK_CULL_MODE_BACK_BIT) : VK_CULL_MODE_NONE;
key.depthClampEnable = gstate.isClippingEnabled() && gstate_c.Supports(GPU_SUPPORTS_DEPTH_CLAMP);
}
}
if (gstate_c.IsDirty(DIRTY_DEPTHSTENCIL_STATE)) {
if (gstate.isModeClear()) {
key.depthTestEnable = true;
key.depthCompareOp = VK_COMPARE_OP_ALWAYS;
key.depthWriteEnable = gstate.isClearModeDepthMask();
if (gstate.isClearModeDepthMask()) {
fbManager.SetDepthUpdated();
}
// 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;
dynState.stencilWriteMask = 0xFF;
} 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();
if (gstate.isDepthWriteEnabled()) {
fbManager.SetDepthUpdated();
}
} else {
key.depthTestEnable = false;
key.depthWriteEnable = false;
key.depthCompareOp = VK_COMPARE_OP_ALWAYS;
}
GenericStencilFuncState stencilState;
ConvertStencilFuncState(stencilState);
// 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;
} 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);
float depthMin = vpAndScissor.depthRangeMin;
float depthMax = vpAndScissor.depthRangeMax;
if (depthMin < 0.0f) depthMin = 0.0f;
if (depthMax > 1.0f) depthMax = 1.0f;
if (vpAndScissor.dirtyDepth) {
gstate_c.Dirty(DIRTY_DEPTHRANGE);
}
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;
if (vpAndScissor.dirtyProj) {
gstate_c.Dirty(DIRTY_PROJMATRIX);
}
VkRect2D &scissor = dynState.scissor;
if (vpAndScissor.scissorEnable) {
scissor.offset.x = vpAndScissor.scissorX;
scissor.offset.y = vpAndScissor.scissorY;
scissor.extent.width = std::max(0, vpAndScissor.scissorW);
scissor.extent.height = std::max(0, vpAndScissor.scissorH);
} else {
scissor.offset.x = 0;
scissor.offset.y = 0;
scissor.extent.width = framebufferManager_->GetRenderWidth();
scissor.extent.height = framebufferManager_->GetRenderHeight();
}
}
}
void DrawEngineVulkan::BindShaderBlendTex() {
// At this point, we know if the vertices are full alpha or not.
// TODO: Set the nearest/linear here (since we correctly know if alpha/color tests are needed)?
if (!gstate.isModeClear()) {
// TODO: Test texture?
if (fboTexNeedBind_) {
// Note that this is positions, not UVs, that we need the copy from.
framebufferManager_->BindFramebufferAsColorTexture(1, framebufferManager_->GetCurrentRenderVFB(), BINDFBCOLOR_MAY_COPY);
// If we are rendering at a higher resolution, linear is probably best for the dest color.
boundSecondary_ = (VkImageView)draw_->GetNativeObject(Draw::NativeObject::BOUND_TEXTURE1_IMAGEVIEW);
fboTexBound_ = true;
fboTexNeedBind_ = false;
}
}
}
void DrawEngineVulkan::ApplyDrawStateLate(VulkanRenderManager *renderManager, bool applyStencilRef, uint8_t stencilRef, bool useBlendConstant) {
if (gstate_c.IsDirty(DIRTY_VIEWPORTSCISSOR_STATE)) {
renderManager->SetScissor(dynState_.scissor);
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) {
float bc[4];
Uint8x4ToFloat4(bc, dynState_.blendColor);
renderManager->SetBlendFactor(bc);
}
}