mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 21:39:52 +00:00
362 lines
12 KiB
C++
362 lines
12 KiB
C++
// Copyright (c) 2016- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "base/basictypes.h"
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#include "Common/Log.h"
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#include "Common/Vulkan/VulkanContext.h"
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#include "GPU/Vulkan/VulkanUtil.h"
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VulkanFBO::VulkanFBO() : color_(nullptr), depthStencil_(nullptr) {}
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VulkanFBO::~VulkanFBO() {
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delete color_;
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delete depthStencil_;
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}
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void VulkanFBO::Create(VulkanContext *vulkan, VkRenderPass rp_compatible, int width, int height, VkFormat color_Format) {
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color_ = new VulkanTexture(vulkan);
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VkImageCreateFlags flags = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
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color_->CreateDirect(width, height, 1, VK_FORMAT_R8G8B8A8_UNORM, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, flags | VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, nullptr);
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depthStencil_->CreateDirect(width, height, 1, VK_FORMAT_D24_UNORM_S8_UINT, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, flags | VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT, nullptr);
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VkImageView views[2] = { color_->GetImageView(), depthStencil_->GetImageView() };
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VkFramebufferCreateInfo fb = { VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO };
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fb.pAttachments = views;
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fb.attachmentCount = 2;
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fb.flags = 0;
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fb.renderPass = rp_compatible;
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fb.width = width;
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fb.height = height;
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fb.layers = 1;
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vkCreateFramebuffer(vulkan->GetDevice(), &fb, nullptr, &framebuffer_);
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}
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Vulkan2D::Vulkan2D(VulkanContext *vulkan) : vulkan_(vulkan) {
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InitDeviceObjects();
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}
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Vulkan2D::~Vulkan2D() {
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DestroyDeviceObjects();
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}
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void Vulkan2D::Shutdown() {
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DestroyDeviceObjects();
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}
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void Vulkan2D::DestroyDeviceObjects() {
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for (int i = 0; i < 2; i++) {
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if (frameData_[i].descPool != VK_NULL_HANDLE) {
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vulkan_->Delete().QueueDeleteDescriptorPool(frameData_[i].descPool);
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}
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}
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for (auto it : pipelines_) {
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vulkan_->Delete().QueueDeletePipeline(it.second);
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}
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pipelines_.clear();
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VkDevice device = vulkan_->GetDevice();
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if (descriptorSetLayout_ != VK_NULL_HANDLE) {
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout_, nullptr);
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descriptorSetLayout_ = VK_NULL_HANDLE;
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}
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if (pipelineLayout_ != VK_NULL_HANDLE) {
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vkDestroyPipelineLayout(device, pipelineLayout_, nullptr);
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pipelineLayout_ = VK_NULL_HANDLE;
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}
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}
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void Vulkan2D::InitDeviceObjects() {
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// All resources we need for PSP drawing. Usually only bindings 0 and 2-4 are populated.
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VkDescriptorSetLayoutBinding bindings[2] = {};
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bindings[0].descriptorCount = 1;
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bindings[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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bindings[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
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bindings[0].binding = 0;
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bindings[1].descriptorCount = 1;
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bindings[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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bindings[1].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
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bindings[1].binding = 1;
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VkDevice device = vulkan_->GetDevice();
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VkDescriptorSetLayoutCreateInfo dsl = { VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO };
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dsl.bindingCount = 2;
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dsl.pBindings = bindings;
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VkResult res = vkCreateDescriptorSetLayout(device, &dsl, nullptr, &descriptorSetLayout_);
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assert(VK_SUCCESS == res);
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VkDescriptorPoolSize dpTypes[1];
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dpTypes[0].descriptorCount = 200;
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dpTypes[0].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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VkDescriptorPoolCreateInfo dp = { VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO };
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dp.flags = 0; // Don't want to mess around with individually freeing these, let's go fixed each frame and zap the whole array. Might try the dynamic approach later.
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dp.maxSets = 200;
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dp.pPoolSizes = dpTypes;
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dp.poolSizeCount = ARRAY_SIZE(dpTypes);
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for (int i = 0; i < 2; i++) {
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VkResult res = vkCreateDescriptorPool(vulkan_->GetDevice(), &dp, nullptr, &frameData_[i].descPool);
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assert(VK_SUCCESS == res);
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}
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VkPushConstantRange push = {};
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push.offset = 0;
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push.size = 32;
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push.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
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VkPipelineLayoutCreateInfo pl = { VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO };
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pl.pPushConstantRanges = &push;
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pl.pushConstantRangeCount = 1;
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pl.setLayoutCount = 1;
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pl.pSetLayouts = &descriptorSetLayout_;
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pl.flags = 0;
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res = vkCreatePipelineLayout(device, &pl, nullptr, &pipelineLayout_);
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assert(VK_SUCCESS == res);
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}
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void Vulkan2D::DeviceLost() {
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DestroyDeviceObjects();
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}
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void Vulkan2D::DeviceRestore(VulkanContext *vulkan) {
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vulkan_ = vulkan;
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InitDeviceObjects();
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}
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void Vulkan2D::BeginFrame() {
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FrameData &frame = frameData_[curFrame_];
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frame.descSets.clear();
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vkResetDescriptorPool(vulkan_->GetDevice(), frame.descPool, 0);
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}
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void Vulkan2D::EndFrame() {
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curFrame_ = (curFrame_ + 1) & 1;
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}
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VkDescriptorSet Vulkan2D::GetDescriptorSet(VkImageView tex1, VkSampler sampler1, VkImageView tex2, VkSampler sampler2) {
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DescriptorSetKey key;
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key.imageView[0] = tex1;
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key.imageView[1] = tex2;
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key.sampler[0] = sampler1;
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key.sampler[1] = sampler2;
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FrameData *frame = &frameData_[curFrame_ & 1];
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auto iter = frame->descSets.find(key);
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if (iter != frame->descSets.end()) {
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return iter->second;
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}
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// Didn't find one in the frame descriptor set cache, let's make a new one.
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// We wipe the cache on every frame.
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VkDescriptorSet desc;
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VkDescriptorSetAllocateInfo descAlloc = { VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO };
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descAlloc.pSetLayouts = &descriptorSetLayout_;
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descAlloc.descriptorPool = frame->descPool;
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descAlloc.descriptorSetCount = 1;
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VkResult result = vkAllocateDescriptorSets(vulkan_->GetDevice(), &descAlloc, &desc);
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assert(result == VK_SUCCESS);
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// We just don't write to the slots we don't care about.
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VkWriteDescriptorSet writes[2];
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memset(writes, 0, sizeof(writes));
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// Main and sub textures
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int n = 0;
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VkDescriptorImageInfo image1 = {};
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VkDescriptorImageInfo image2 = {};
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if (tex1) {
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// TODO: Also support LAYOUT_GENERAL to be able to texture from framebuffers without transitioning them?
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image1.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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image1.imageView = tex1;
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image1.sampler = sampler1;
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writes[n].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
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writes[n].dstBinding = 0;
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writes[n].pImageInfo = &image1;
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writes[n].descriptorCount = 1;
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writes[n].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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writes[n].dstSet = desc;
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n++;
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}
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if (tex2) {
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// TODO: Also support LAYOUT_GENERAL to be able to texture from framebuffers without transitioning them?
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image2.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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image2.imageView = tex2;
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image2.sampler = sampler2;
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writes[n].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
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writes[n].dstBinding = 1;
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writes[n].pImageInfo = &image2;
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writes[n].descriptorCount = 1;
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writes[n].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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writes[n].dstSet = desc;
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n++;
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}
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vkUpdateDescriptorSets(vulkan_->GetDevice(), n, writes, 0, nullptr);
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frame->descSets[key] = desc;
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return desc;
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}
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VkPipeline Vulkan2D::GetPipeline(VkPipelineCache cache, VkRenderPass rp, VkShaderModule vs, VkShaderModule fs) {
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PipelineKey key;
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key.vs = vs;
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key.fs = fs;
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auto iter = pipelines_.find(key);
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if (iter != pipelines_.end()) {
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return iter->second;
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}
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VkPipelineColorBlendAttachmentState blend0 = {};
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blend0.blendEnable = false;
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blend0.colorWriteMask = 0xF;
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VkPipelineColorBlendStateCreateInfo cbs = { VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO };
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cbs.pAttachments = &blend0;
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cbs.attachmentCount = 1;
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cbs.logicOpEnable = false;
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VkPipelineDepthStencilStateCreateInfo dss = { VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO };
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dss.depthBoundsTestEnable = false;
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dss.stencilTestEnable = false;
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dss.depthTestEnable = false;
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VkDynamicState dynamicStates[2];
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int numDyn = 0;
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dynamicStates[numDyn++] = VK_DYNAMIC_STATE_SCISSOR;
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dynamicStates[numDyn++] = VK_DYNAMIC_STATE_VIEWPORT;
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VkPipelineDynamicStateCreateInfo ds = { VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO };
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ds.pDynamicStates = dynamicStates;
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ds.dynamicStateCount = numDyn;
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VkPipelineRasterizationStateCreateInfo rs = { VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO };
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rs.lineWidth = 1.0f;
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VkPipelineMultisampleStateCreateInfo ms = { VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO };
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ms.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
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VkPipelineShaderStageCreateInfo ss[2] = {};
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ss[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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ss[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
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ss[0].module = vs;
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ss[0].pName = "main";
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ss[0].flags = 0;
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ss[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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ss[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
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ss[1].module = fs;
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ss[1].pName = "main";
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ss[1].flags = 0;
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VkPipelineInputAssemblyStateCreateInfo inputAssembly = { VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO };
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inputAssembly.flags = 0;
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inputAssembly.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP;
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inputAssembly.primitiveRestartEnable = true;
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VkVertexInputAttributeDescription attrs[2];
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int attributeCount = 2;
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attrs[0].binding = 0;
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attrs[0].format = VK_FORMAT_R32G32B32_SFLOAT;
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attrs[0].location = 0;
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attrs[0].offset = 0;
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attrs[1].binding = 0;
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attrs[1].format = VK_FORMAT_R32G32_SFLOAT;
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attrs[1].location = 1;
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attrs[1].offset = 12;
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int vertexStride = 12 + 8;
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VkVertexInputBindingDescription 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 = { VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO };
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vis.vertexBindingDescriptionCount = 1;
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vis.pVertexBindingDescriptions = &ibd;
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vis.vertexAttributeDescriptionCount = attributeCount;
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vis.pVertexAttributeDescriptions = attrs;
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VkPipelineViewportStateCreateInfo views = { VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO };
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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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VkGraphicsPipelineCreateInfo pipe = { VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO };
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pipe.flags = 0;
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pipe.stageCount = 2;
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pipe.pStages = ss;
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pipe.basePipelineIndex = 0;
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pipe.pColorBlendState = &cbs;
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pipe.pDepthStencilState = &dss;
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pipe.pRasterizationState = &rs;
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// We will use dynamic viewport state.
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pipe.pVertexInputState = &vis;
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pipe.pViewportState = &views;
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pipe.pTessellationState = nullptr;
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pipe.pDynamicState = &ds;
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pipe.pInputAssemblyState = &inputAssembly;
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pipe.pMultisampleState = &ms;
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pipe.layout = pipelineLayout_;
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pipe.basePipelineHandle = VK_NULL_HANDLE;
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pipe.basePipelineIndex = 0;
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pipe.renderPass = rp;
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pipe.subpass = 0;
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VkPipeline pipeline;
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VkResult result = vkCreateGraphicsPipelines(vulkan_->GetDevice(), cache, 1, &pipe, nullptr, &pipeline);
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if (result == VK_SUCCESS) {
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pipelines_[key] = pipeline;
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return pipeline;
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} else {
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return VK_NULL_HANDLE;
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}
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}
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void Vulkan2D::BindDescriptorSet(VkCommandBuffer cmd, VkImageView tex1, VkSampler sampler1) {
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VkDescriptorSet descSet = GetDescriptorSet(tex1, sampler1, VK_NULL_HANDLE, VK_NULL_HANDLE);
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vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout_, 0, 1, &descSet, 0, nullptr);
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}
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VkShaderModule CompileShaderModule(VulkanContext *vulkan, VkShaderStageFlagBits stage, const char *code, std::string *error) {
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std::vector<uint32_t> spirv;
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bool success = GLSLtoSPV(stage, code, spirv, error);
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if (!error->empty()) {
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if (success) {
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ERROR_LOG(G3D, "Warnings in shader compilation!");
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} else {
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ERROR_LOG(G3D, "Error in shader compilation!");
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}
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ERROR_LOG(G3D, "Messages: %s", error->c_str());
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ERROR_LOG(G3D, "Shader source:\n%s", code);
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OutputDebugStringUTF8("Messages:\n");
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OutputDebugStringUTF8(error->c_str());
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return VK_NULL_HANDLE;
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} else {
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VkShaderModule module;
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if (vulkan->CreateShaderModule(spirv, &module)) {
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return module;
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} else {
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return VK_NULL_HANDLE;
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}
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}
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}
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