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Flyinghead 230d83654f vk: use dynamic rendering local read to implement 2ndary accumulator
Secondary accumulator fixes BANG! Gunship Elite, Evil Dead, Space
Channel 5 part 2 and WCCF in non-OIT mode.
Bind dummy imageView/buffer if a descriptor set doesn't use a slot. This
avoids referencing old resources and fixes validation errors when those
resources are deleted.
oit: lighter headers. Also bind dummy imageView/buffer where needed.
2026-09-07 18:58:08 +02:00

852 lines
42 KiB
C++

/*
Created on: Nov 6, 2019
Copyright 2019 flyinghead
This file is part of Flycast.
Flycast 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, either version 2 of the License, or
(at your option) any later version.
Flycast 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 for more details.
You should have received a copy of the GNU General Public License
along with Flycast. If not, see <https://www.gnu.org/licenses/>.
*/
#include "oit_pipeline.h"
#include "../quad.h"
void OITDescriptorSets::init(SamplerManager* samplerManager, vk::PipelineLayout pipelineLayout, vk::DescriptorSetLayout perFrameLayout,
vk::DescriptorSetLayout perPolyLayout, vk::DescriptorSetLayout colorInputLayout)
{
BaseDescriptorSets::init(samplerManager);
this->pipelineLayout = pipelineLayout;
perFrameAlloc.setLayout(perFrameLayout);
perPolyAlloc.setLayout(perPolyLayout);
colorInputAlloc.setLayout(colorInputLayout);
}
void OITDescriptorSets::updateUniforms(vk::Buffer buffer, u32 vertexUniformOffset, u32 fragmentUniformOffset, vk::ImageView fogImageView,
u32 polyParamsOffset, u32 polyParamsSize, vk::ImageView stencilImageView, vk::ImageView depthImageView,
vk::ImageView paletteImageView, OITBuffers *oitBuffers)
{
perFrameDescSet = perFrameAlloc.alloc();
perPolyDescSets.clear();
std::vector<vk::DescriptorBufferInfo> bufferInfos;
bufferInfos.emplace_back(buffer, vertexUniformOffset, sizeof(VertexShaderUniforms));
bufferInfos.emplace_back(buffer, fragmentUniformOffset, sizeof(FragmentShaderUniforms));
std::vector<vk::WriteDescriptorSet> writeDescriptorSets;
writeDescriptorSets.emplace_back(perFrameDescSet, 0, 0, vk::DescriptorType::eUniformBuffer, nullptr, bufferInfos[0]);
writeDescriptorSets.emplace_back(perFrameDescSet, 1, 0, vk::DescriptorType::eUniformBuffer, nullptr, bufferInfos[1]);
if (fogImageView)
{
TSP fogTsp = {};
fogTsp.FilterMode = 1;
fogTsp.ClampU = 1;
fogTsp.ClampV = 1;
vk::Sampler fogSampler = samplerManager->GetSampler(fogTsp);
static vk::DescriptorImageInfo imageInfo;
imageInfo = { fogSampler, fogImageView, vk::ImageLayout::eShaderReadOnlyOptimal };
writeDescriptorSets.emplace_back(perFrameDescSet, 2, 0, vk::DescriptorType::eCombinedImageSampler, imageInfo);
}
else {
writeDescriptorSets.emplace_back(perFrameDescSet, 2, 0, vk::DescriptorType::eCombinedImageSampler, getEmptyImageInfo());
}
if (paletteImageView)
{
TSP palTsp = {};
palTsp.FilterMode = 0;
palTsp.ClampU = 1;
palTsp.ClampV = 1;
vk::Sampler palSampler = samplerManager->GetSampler(palTsp);
static vk::DescriptorImageInfo imageInfo;
imageInfo = { palSampler, paletteImageView, vk::ImageLayout::eShaderReadOnlyOptimal };
writeDescriptorSets.emplace_back(perFrameDescSet, 6, 0, vk::DescriptorType::eCombinedImageSampler, imageInfo);
}
else {
writeDescriptorSets.emplace_back(perFrameDescSet, 6, 0, vk::DescriptorType::eCombinedImageSampler, getEmptyImageInfo());
}
if (polyParamsSize > 0)
{
static vk::DescriptorBufferInfo polyParamsBufferInfo;
polyParamsBufferInfo = vk::DescriptorBufferInfo(buffer, polyParamsOffset, polyParamsSize);
writeDescriptorSets.emplace_back(perFrameDescSet, 3, 0, vk::DescriptorType::eStorageBuffer, nullptr, polyParamsBufferInfo);
}
vk::DescriptorImageInfo stencilImageInfo(vk::Sampler(), stencilImageView, vk::ImageLayout::eDepthStencilReadOnlyOptimal);
writeDescriptorSets.emplace_back(perFrameDescSet, 4, 0, vk::DescriptorType::eInputAttachment, stencilImageInfo);
vk::DescriptorImageInfo depthImageInfo(vk::Sampler(), depthImageView, vk::ImageLayout::eDepthStencilReadOnlyOptimal);
writeDescriptorSets.emplace_back(perFrameDescSet, 5, 0, vk::DescriptorType::eInputAttachment, depthImageInfo);
oitBuffers->updateDescriptorSet(perFrameDescSet, writeDescriptorSets);
getContext()->GetDevice().updateDescriptorSets(writeDescriptorSets, nullptr);
}
void OITDescriptorSets::updateColorInputDescSet(int index, vk::ImageView colorImageView)
{
colorInputDescSets[index] = colorInputAlloc.alloc();
vk::DescriptorImageInfo colorImageInfo(vk::Sampler(), colorImageView, vk::ImageLayout::eShaderReadOnlyOptimal);
vk::WriteDescriptorSet writeDescriptorSet(colorInputDescSets[index], 0, 0, vk::DescriptorType::eInputAttachment, colorImageInfo);
getContext()->GetDevice().updateDescriptorSets(writeDescriptorSet, nullptr);
}
void OITDescriptorSets::bindPerPolyDescriptorSets(vk::CommandBuffer cmdBuffer, const PolyParam& poly, int polyNumber, vk::Buffer buffer,
vk::DeviceSize uniformOffset, vk::DeviceSize lightOffset, bool punchThrough)
{
vk::DescriptorSet perPolyDescSet;
auto it = perPolyDescSets.find(&poly);
if (it == perPolyDescSets.end())
{
perPolyDescSet = perPolyAlloc.alloc();
std::vector<vk::WriteDescriptorSet> writeDescriptorSets;
vk::DescriptorImageInfo imageInfo0;
if (poly.texture != nullptr)
{
imageInfo0 = vk::DescriptorImageInfo{ samplerManager->GetSampler(poly, punchThrough, false), ((Texture *)poly.texture)->GetReadOnlyImageView(),
vk::ImageLayout::eShaderReadOnlyOptimal };
writeDescriptorSets.emplace_back(perPolyDescSet, 0, 0, vk::DescriptorType::eCombinedImageSampler, imageInfo0);
}
else {
writeDescriptorSets.emplace_back(perPolyDescSet, 0, 0, vk::DescriptorType::eCombinedImageSampler, getEmptyImageInfo());
}
vk::DescriptorImageInfo imageInfo1;
if (poly.texture1 != nullptr)
{
imageInfo1 = vk::DescriptorImageInfo{ samplerManager->GetSampler(poly, punchThrough, true), ((Texture *)poly.texture1)->GetReadOnlyImageView(),
vk::ImageLayout::eShaderReadOnlyOptimal };
writeDescriptorSets.emplace_back(perPolyDescSet, 1, 0, vk::DescriptorType::eCombinedImageSampler, imageInfo1);
}
else {
writeDescriptorSets.emplace_back(perPolyDescSet, 1, 0, vk::DescriptorType::eCombinedImageSampler, getEmptyImageInfo());
}
vk::DescriptorBufferInfo uniBufferInfo;
vk::DescriptorBufferInfo lightBufferInfo;
if (poly.isNaomi2())
{
const vk::DeviceSize uniformAlignment = VulkanContext::Instance()->GetUniformBufferAlignment();
size_t size = sizeof(N2VertexShaderUniforms) + align(sizeof(N2VertexShaderUniforms), uniformAlignment);
uniBufferInfo = vk::DescriptorBufferInfo{ buffer, uniformOffset + polyNumber * size, sizeof(N2VertexShaderUniforms) };
writeDescriptorSets.emplace_back(perPolyDescSet, 2, 0, vk::DescriptorType::eUniformBuffer, nullptr, uniBufferInfo);
size = sizeof(N2LightModel) + align(sizeof(N2LightModel), uniformAlignment);
lightBufferInfo = vk::DescriptorBufferInfo{ buffer, lightOffset + poly.lightModel * size, sizeof(N2LightModel) };
writeDescriptorSets.emplace_back(perPolyDescSet, 3, 0, vk::DescriptorType::eUniformBuffer, nullptr, lightBufferInfo);
}
else {
writeDescriptorSets.emplace_back(perPolyDescSet, 2, 0, vk::DescriptorType::eUniformBuffer, nullptr, getEmptyBufferInfo());
writeDescriptorSets.emplace_back(perPolyDescSet, 3, 0, vk::DescriptorType::eUniformBuffer, nullptr, getEmptyBufferInfo());
}
getContext()->GetDevice().updateDescriptorSets(writeDescriptorSets, nullptr);
perPolyDescSets[&poly] = perPolyDescSet;
}
else {
perPolyDescSet = it->second;
}
cmdBuffer.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, pipelineLayout, 1, perPolyDescSet, nullptr);
}
void OITDescriptorSets::bindPerPolyDescriptorSets(vk::CommandBuffer cmdBuffer, const ModifierVolumeParam& mvParam, int polyNumber,
vk::Buffer buffer, vk::DeviceSize uniformOffset)
{
if (!mvParam.isNaomi2())
return;
vk::DescriptorSet perPolyDescSet;
auto it = perPolyDescSets.find(&mvParam);
if (it == perPolyDescSets.end())
{
perPolyDescSet = perPolyAlloc.alloc();
std::vector<vk::WriteDescriptorSet> writeDescriptorSets;
const vk::DeviceSize uniformAlignment = VulkanContext::Instance()->GetUniformBufferAlignment();
size_t size = sizeof(N2VertexShaderUniforms) + align(sizeof(N2VertexShaderUniforms), uniformAlignment);
vk::DescriptorBufferInfo uniBufferInfo{ buffer, uniformOffset + polyNumber * size, sizeof(N2VertexShaderUniforms) };
writeDescriptorSets.emplace_back(perPolyDescSet, 2, 0, vk::DescriptorType::eUniformBuffer, nullptr, uniBufferInfo);
writeDescriptorSets.emplace_back(perPolyDescSet, 0, 0, vk::DescriptorType::eCombinedImageSampler, getEmptyImageInfo());
writeDescriptorSets.emplace_back(perPolyDescSet, 3, 0, vk::DescriptorType::eUniformBuffer, nullptr, getEmptyBufferInfo());
getContext()->GetDevice().updateDescriptorSets(writeDescriptorSets, nullptr);
perPolyDescSets[&mvParam] = perPolyDescSet;
}
else {
perPolyDescSet = it->second;
}
cmdBuffer.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, pipelineLayout, 1, perPolyDescSet, nullptr);
}
void OITDescriptorSets::nextFrame()
{
perFrameDescSet = vk::DescriptorSet{};
colorInputDescSets[0] = vk::DescriptorSet{};
colorInputDescSets[1] = vk::DescriptorSet{};
perPolyDescSets.clear();
perFrameAlloc.nextFrame();
perPolyAlloc.nextFrame();
colorInputAlloc.nextFrame();
}
void OITDescriptorSets::term()
{
perFrameAlloc.term();
perPolyAlloc.term();
colorInputAlloc.term();
BaseDescriptorSets::term();
}
void OITPipelineManager::Init(OITShaderManager *shaderManager, OITBuffers *oitBuffers)
{
this->shaderManager = shaderManager;
this->oitBuffers = oitBuffers;
if (!perFrameLayout)
{
vk::Device device = GetContext()->GetDevice();
// Descriptor set and pipeline layout
std::array<vk::DescriptorSetLayoutBinding, 10> perFrameBindings = {
vk::DescriptorSetLayoutBinding(0, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eVertex), // vertex uniforms
vk::DescriptorSetLayoutBinding(1, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eFragment), // fragment uniforms
vk::DescriptorSetLayoutBinding(2, vk::DescriptorType::eCombinedImageSampler, 1, vk::ShaderStageFlagBits::eFragment),// fog texture
vk::DescriptorSetLayoutBinding(3, vk::DescriptorType::eStorageBuffer, 1, vk::ShaderStageFlagBits::eFragment), // Tr poly params
vk::DescriptorSetLayoutBinding(4, vk::DescriptorType::eInputAttachment, 1, vk::ShaderStageFlagBits::eFragment), // stencil input attachment
vk::DescriptorSetLayoutBinding(5, vk::DescriptorType::eInputAttachment, 1, vk::ShaderStageFlagBits::eFragment), // depth input attachment
vk::DescriptorSetLayoutBinding(6, vk::DescriptorType::eCombinedImageSampler, 1, vk::ShaderStageFlagBits::eFragment),// palette texture
// OIT buffers
vk::DescriptorSetLayoutBinding(7, vk::DescriptorType::eStorageBuffer, 1, vk::ShaderStageFlagBits::eFragment), // pixel buffer
vk::DescriptorSetLayoutBinding(8, vk::DescriptorType::eStorageBuffer, 1, vk::ShaderStageFlagBits::eFragment), // pixel counter
vk::DescriptorSetLayoutBinding(9, vk::DescriptorType::eStorageBuffer, 1, vk::ShaderStageFlagBits::eFragment), // a-buffer pointers
};
perFrameLayout = device.createDescriptorSetLayoutUnique(
vk::DescriptorSetLayoutCreateInfo(vk::DescriptorSetLayoutCreateFlags(), perFrameBindings));
vk::DescriptorSetLayoutBinding colorInputBinding(0, vk::DescriptorType::eInputAttachment, 1, vk::ShaderStageFlagBits::eFragment); // color input attachment
colorInputLayout = device.createDescriptorSetLayoutUnique(
vk::DescriptorSetLayoutCreateInfo(vk::DescriptorSetLayoutCreateFlags(), colorInputBinding));
std::array<vk::DescriptorSetLayoutBinding, 4> perPolyBindings = {
vk::DescriptorSetLayoutBinding(0, vk::DescriptorType::eCombinedImageSampler, 1, vk::ShaderStageFlagBits::eFragment), // texture 0
vk::DescriptorSetLayoutBinding(1, vk::DescriptorType::eCombinedImageSampler, 1, vk::ShaderStageFlagBits::eFragment), // texture 1 (for 2-volume mode)
vk::DescriptorSetLayoutBinding(2, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eVertex), // Naomi2 uniforms
vk::DescriptorSetLayoutBinding(3, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eVertex), // Naomi2 lights
};
perPolyLayout = device.createDescriptorSetLayoutUnique(
vk::DescriptorSetLayoutCreateInfo(vk::DescriptorSetLayoutCreateFlags(), perPolyBindings));
std::array<vk::PushConstantRange, 2> pushConstants = {
vk::PushConstantRange(vk::ShaderStageFlagBits::eFragment, 0, sizeof(OITDescriptorSets::PushConstants)),
vk::PushConstantRange(vk::ShaderStageFlagBits::eVertex, sizeof(OITDescriptorSets::PushConstants), sizeof(OITDescriptorSets::VtxPushConstants)),
};
std::array<vk::DescriptorSetLayout, 3> layouts = { *perFrameLayout, *perPolyLayout, *colorInputLayout };
pipelineLayout = device.createPipelineLayoutUnique(
vk::PipelineLayoutCreateInfo(vk::PipelineLayoutCreateFlags(), layouts, pushConstants));
}
pipelines.clear();
modVolPipelines.clear();
trModVolPipelines.clear();
finalPipelines.clear();
clearPipeline.reset();
}
vk::PipelineVertexInputStateCreateInfo OITPipelineManager::GetMainVertexInputStateCreateInfo(bool full, bool naomi2) const
{
// Vertex input state
static const vk::VertexInputBindingDescription vertexBindingDescriptions[] =
{
{ 0, sizeof(Vertex) },
};
static const vk::VertexInputAttributeDescription vertexInputAttributeDescriptions[] =
{
vk::VertexInputAttributeDescription(0, 0, vk::Format::eR32G32B32Sfloat, offsetof(Vertex, x)), // pos
vk::VertexInputAttributeDescription(1, 0, vk::Format::eR8G8B8A8Unorm, offsetof(Vertex, col)), // base color
vk::VertexInputAttributeDescription(2, 0, vk::Format::eR8G8B8A8Unorm, offsetof(Vertex, spc)), // offset color
vk::VertexInputAttributeDescription(3, 0, vk::Format::eR32G32Sfloat, offsetof(Vertex, u)), // tex coord
vk::VertexInputAttributeDescription(4, 0, vk::Format::eR8G8B8A8Unorm, offsetof(Vertex, col1)), // base1 color
vk::VertexInputAttributeDescription(5, 0, vk::Format::eR8G8B8A8Unorm, offsetof(Vertex, spc1)), // offset1 color
vk::VertexInputAttributeDescription(6, 0, vk::Format::eR32G32Sfloat, offsetof(Vertex, u1)), // tex1 coord
vk::VertexInputAttributeDescription(7, 0, vk::Format::eR32G32B32Sfloat, offsetof(Vertex, nx)), // naomi2 normal
};
static const vk::VertexInputAttributeDescription vertexInputLightAttributeDescriptions[] =
{
vk::VertexInputAttributeDescription(0, 0, vk::Format::eR32G32B32Sfloat, offsetof(Vertex, x)), // pos
};
const vk::VertexInputAttributeDescription* attributeDescription = vertexInputLightAttributeDescriptions;
u32 attributeDescriptionSize = std::size(vertexInputLightAttributeDescriptions);
if (full)
{
attributeDescription = vertexInputAttributeDescriptions;
if (naomi2)
{
attributeDescriptionSize = std::size(vertexInputAttributeDescriptions);
}
else
{
// naomi2 normal not needed
attributeDescriptionSize = std::size(vertexInputAttributeDescriptions) - 1;
}
}
return vk::PipelineVertexInputStateCreateInfo(
vk::PipelineVertexInputStateCreateFlags(),
std::size(vertexBindingDescriptions), vertexBindingDescriptions,
attributeDescriptionSize, attributeDescription
);
}
void OITPipelineManager::CreatePipeline(u32 listType, bool autosort, const PolyParam& pp, Pass pass, int gpuPalette, bool useBDA)
{
vk::PipelineVertexInputStateCreateInfo pipelineVertexInputStateCreateInfo = GetMainVertexInputStateCreateInfo(true, pp.isNaomi2());
// Input assembly state
vk::PipelineInputAssemblyStateCreateInfo pipelineInputAssemblyStateCreateInfo(vk::PipelineInputAssemblyStateCreateFlags(),
vk::PrimitiveTopology::eTriangleStrip, true);
// Viewport and scissor states
vk::PipelineViewportStateCreateInfo pipelineViewportStateCreateInfo(vk::PipelineViewportStateCreateFlags(), 1, nullptr, 1, nullptr);
// Rasterization and multisample states
vk::PipelineRasterizationStateCreateInfo pipelineRasterizationStateCreateInfo
(
vk::PipelineRasterizationStateCreateFlags(), // flags
false, // depthClampEnable
false, // rasterizerDiscardEnable
vk::PolygonMode::eFill, // polygonMode
pp.isp.CullMode == 3 ? vk::CullModeFlagBits::eBack
: pp.isp.CullMode == 2 ? vk::CullModeFlagBits::eFront
: vk::CullModeFlagBits::eNone, // cullMode
vk::FrontFace::eCounterClockwise, // frontFace
false, // depthBiasEnable
0.0f, // depthBiasConstantFactor
0.0f, // depthBiasClamp
0.0f, // depthBiasSlopeFactor
1.0f // lineWidth
);
// Dreamcast uses the last vertex as the provoking vertex, but Vulkan uses the first.
// Utilize VK_EXT_provoking_vertex when available to set the provoking vertex to be the
// last vertex
vk::PipelineRasterizationProvokingVertexStateCreateInfoEXT provokingVertexInfo{};
if (GetContext()->hasProvokingVertex())
{
provokingVertexInfo.provokingVertexMode = vk::ProvokingVertexModeEXT::eLastVertex;
pipelineRasterizationStateCreateInfo.pNext = &provokingVertexInfo;
}
vk::PipelineMultisampleStateCreateInfo pipelineMultisampleStateCreateInfo;
// Depth and stencil
vk::CompareOp depthOp;
if (listType == ListType_Punch_Through || autosort)
depthOp = vk::CompareOp::eGreaterOrEqual;
else
depthOp = depthOps[pp.isp.DepthMode];
bool depthWriteEnable;
// Z Write Disable seems to be ignored for punch-through.
// Fixes Worms World Party, Bust-a-Move 4 and Re-Volt
if (listType == ListType_Punch_Through)
depthWriteEnable = true;
else
depthWriteEnable = !pp.isp.ZWriteDis;
bool shadowed = pass == Pass::Depth && (listType == ListType_Opaque || listType == ListType_Punch_Through);
vk::StencilOpState stencilOpState;
if (shadowed)
{
if (pp.pcw.Shadow != 0)
stencilOpState = vk::StencilOpState(vk::StencilOp::eKeep, vk::StencilOp::eReplace, vk::StencilOp::eKeep, vk::CompareOp::eAlways, 0, 0x80, 0x80);
else
stencilOpState = vk::StencilOpState(vk::StencilOp::eKeep, vk::StencilOp::eReplace, vk::StencilOp::eKeep, vk::CompareOp::eAlways, 0, 0x80, 0);
}
else
stencilOpState = vk::StencilOpState(vk::StencilOp::eKeep, vk::StencilOp::eKeep, vk::StencilOp::eKeep, vk::CompareOp::eNever);
vk::PipelineDepthStencilStateCreateInfo pipelineDepthStencilStateCreateInfo
(
vk::PipelineDepthStencilStateCreateFlags(), // flags
true, // depthTestEnable
depthWriteEnable, // depthWriteEnable
depthOp, // depthCompareOp
false, // depthBoundTestEnable
shadowed, // stencilTestEnable
stencilOpState, // front
stencilOpState // back
);
// Color flags and blending
vk::PipelineColorBlendAttachmentState pipelineColorBlendAttachmentState;
vk::ColorComponentFlags colorComponentFlags(vk::ColorComponentFlagBits::eR | vk::ColorComponentFlagBits::eG | vk::ColorComponentFlagBits::eB | vk::ColorComponentFlagBits::eA);
// Apparently punch-through polys support blending, or at least some combinations
if (listType == ListType_Punch_Through || pass == Pass::Color)
{
u32 src = pp.tsp.SrcInstr;
u32 dst = pp.tsp.DstInstr;
pipelineColorBlendAttachmentState =
{
true, // blendEnable
getBlendFactor(src, true), // srcColorBlendFactor
getBlendFactor(dst, false), // dstColorBlendFactor
vk::BlendOp::eAdd, // colorBlendOp
getBlendFactor(src, true), // srcAlphaBlendFactor
getBlendFactor(dst, false), // dstAlphaBlendFactor
vk::BlendOp::eAdd, // alphaBlendOp
colorComponentFlags // colorWriteMask
};
}
else
{
if (pass == Pass::Depth || pass == Pass::OIT)
colorComponentFlags = vk::ColorComponentFlags();
pipelineColorBlendAttachmentState =
{
false, // blendEnable
vk::BlendFactor::eZero, // srcColorBlendFactor
vk::BlendFactor::eZero, // dstColorBlendFactor
vk::BlendOp::eAdd, // colorBlendOp
vk::BlendFactor::eZero, // srcAlphaBlendFactor
vk::BlendFactor::eZero, // dstAlphaBlendFactor
vk::BlendOp::eAdd, // alphaBlendOp
colorComponentFlags // colorWriteMask
};
}
vk::PipelineColorBlendStateCreateInfo pipelineColorBlendStateCreateInfo
(
vk::PipelineColorBlendStateCreateFlags(), // flags
false, // logicOpEnable
vk::LogicOp::eNoOp, // logicOp
pipelineColorBlendAttachmentState, // attachments
{ { 1.0f, 1.0f, 1.0f, 1.0f } } // blendConstants
);
std::array<vk::DynamicState, 2> dynamicStates = { vk::DynamicState::eViewport, vk::DynamicState::eScissor };
vk::PipelineDynamicStateCreateInfo pipelineDynamicStateCreateInfo(vk::PipelineDynamicStateCreateFlags(), dynamicStates);
bool twoVolume = pp.tsp1.full != (u32)-1 || pp.tcw1.full != (u32)-1;
bool divPosZ = !settings.platform.isNaomi2() && config::NativeDepthInterpolation;
vk::ShaderModule vertex_module = shaderManager->GetVertexShader(
OITShaderManager::VertexShaderParams{ pp.pcw.Gouraud == 1, pp.isNaomi2(), pass != Pass::Depth, twoVolume, pp.isNaomi2() && pp.pcw.Texture == 1, divPosZ });
OITShaderManager::FragmentShaderParams params = {};
params.alphaTest = listType == ListType_Punch_Through;
params.bumpmap = pp.tcw.PixelFmt == PixelBumpMap;
params.clamping = pp.tsp.ColorClamp;
params.insideClipTest = (pp.tileclip >> 28) == 3;
params.fog = config::Fog ? pp.tsp.FogCtrl : 2;
params.gouraud = pp.pcw.Gouraud;
params.ignoreTexAlpha = pp.tsp.IgnoreTexA || pp.tcw.PixelFmt == Pixel565;
params.offset = pp.pcw.Offset;
params.shaderInstr = pp.tsp.ShadInstr;
params.texture = pp.pcw.Texture;
params.useAlpha = pp.tsp.UseAlpha;
params.pass = pass;
params.twoVolume = twoVolume;
params.palette = gpuPalette;
params.divPosZ = divPosZ;
params.useBDA = useBDA;
vk::ShaderModule fragment_module = shaderManager->GetFragmentShader(params);
std::array<vk::PipelineShaderStageCreateInfo, 2> stages = {
vk::PipelineShaderStageCreateInfo(vk::PipelineShaderStageCreateFlags(), vk::ShaderStageFlagBits::eVertex, vertex_module, "main"),
vk::PipelineShaderStageCreateInfo(vk::PipelineShaderStageCreateFlags(), vk::ShaderStageFlagBits::eFragment, fragment_module, "main"),
};
vk::GraphicsPipelineCreateInfo graphicsPipelineCreateInfo
(
vk::PipelineCreateFlags(), // flags
stages, // stages
&pipelineVertexInputStateCreateInfo, // pVertexInputState
&pipelineInputAssemblyStateCreateInfo, // pInputAssemblyState
nullptr, // pTessellationState
&pipelineViewportStateCreateInfo, // pViewportState
&pipelineRasterizationStateCreateInfo, // pRasterizationState
&pipelineMultisampleStateCreateInfo, // pMultisampleState
&pipelineDepthStencilStateCreateInfo, // pDepthStencilState
&pipelineColorBlendStateCreateInfo, // pColorBlendState
&pipelineDynamicStateCreateInfo, // pDynamicState
*pipelineLayout, // layout
renderPasses->GetRenderPass(true, true), // renderPass
pass == Pass::Depth ? (listType == ListType_Translucent ? 2 : 0) : 1 // subpass
);
pipelines[hash(listType, autosort, &pp, pass, gpuPalette, useBDA)] = GetContext()->GetDevice().createGraphicsPipelineUnique(GetContext()->GetPipelineCache(),
graphicsPipelineCreateInfo).value;
}
void OITPipelineManager::CreateFinalPipeline(bool dithering, bool useBDA)
{
vk::PipelineVertexInputStateCreateInfo pipelineVertexInputStateCreateInfo = GetQuadInputStateCreateInfo(false);
// Input assembly state
vk::PipelineInputAssemblyStateCreateInfo pipelineInputAssemblyStateCreateInfo(vk::PipelineInputAssemblyStateCreateFlags(),
vk::PrimitiveTopology::eTriangleStrip);
// Viewport and scissor states
vk::PipelineViewportStateCreateInfo pipelineViewportStateCreateInfo(vk::PipelineViewportStateCreateFlags(), 1, nullptr, 1, nullptr);
// Rasterization and multisample states
vk::PipelineRasterizationStateCreateInfo pipelineRasterizationStateCreateInfo
(
vk::PipelineRasterizationStateCreateFlags(), // flags
false, // depthClampEnable
false, // rasterizerDiscardEnable
vk::PolygonMode::eFill, // polygonMode
vk::CullModeFlagBits::eNone, // cullMode
vk::FrontFace::eCounterClockwise, // frontFace
false, // depthBiasEnable
0.0f, // depthBiasConstantFactor
0.0f, // depthBiasClamp
0.0f, // depthBiasSlopeFactor
1.0f // lineWidth
);
vk::PipelineMultisampleStateCreateInfo pipelineMultisampleStateCreateInfo;
// Depth and stencil
vk::PipelineDepthStencilStateCreateInfo pipelineDepthStencilStateCreateInfo;
// Color flags and blending
vk::ColorComponentFlags colorComponentFlags(vk::ColorComponentFlagBits::eR | vk::ColorComponentFlagBits::eG | vk::ColorComponentFlagBits::eB | vk::ColorComponentFlagBits::eA);
vk::PipelineColorBlendAttachmentState pipelineColorBlendAttachmentState =
{
false, // blendEnable
vk::BlendFactor::eZero, // srcColorBlendFactor
vk::BlendFactor::eZero, // dstColorBlendFactor
vk::BlendOp::eAdd, // colorBlendOp
vk::BlendFactor::eZero, // srcAlphaBlendFactor
vk::BlendFactor::eZero, // dstAlphaBlendFactor
vk::BlendOp::eAdd, // alphaBlendOp
colorComponentFlags // colorWriteMask
};
vk::PipelineColorBlendStateCreateInfo pipelineColorBlendStateCreateInfo
(
vk::PipelineColorBlendStateCreateFlags(), // flags
false, // logicOpEnable
vk::LogicOp::eNoOp, // logicOp
pipelineColorBlendAttachmentState, // attachments
{ { 1.0f, 1.0f, 1.0f, 1.0f } } // blendConstants
);
std::array<vk::DynamicState, 2> dynamicStates = { vk::DynamicState::eViewport, vk::DynamicState::eScissor };
vk::PipelineDynamicStateCreateInfo pipelineDynamicStateCreateInfo(vk::PipelineDynamicStateCreateFlags(), dynamicStates);
vk::ShaderModule vertex_module = shaderManager->GetFinalVertexShader();
vk::ShaderModule fragment_module = shaderManager->GetFinalShader(OITShaderManager::FinalShaderParams{dithering, useBDA});
std::array<vk::PipelineShaderStageCreateInfo, 2> stages = {
vk::PipelineShaderStageCreateInfo(vk::PipelineShaderStageCreateFlags(), vk::ShaderStageFlagBits::eVertex, vertex_module, "main"),
vk::PipelineShaderStageCreateInfo(vk::PipelineShaderStageCreateFlags(), vk::ShaderStageFlagBits::eFragment, fragment_module, "main"),
};
vk::GraphicsPipelineCreateInfo graphicsPipelineCreateInfo
(
vk::PipelineCreateFlags(), // flags
stages, // stages
&pipelineVertexInputStateCreateInfo, // pVertexInputState
&pipelineInputAssemblyStateCreateInfo, // pInputAssemblyState
nullptr, // pTessellationState
&pipelineViewportStateCreateInfo, // pViewportState
&pipelineRasterizationStateCreateInfo, // pRasterizationState
&pipelineMultisampleStateCreateInfo, // pMultisampleState
&pipelineDepthStencilStateCreateInfo, // pDepthStencilState
&pipelineColorBlendStateCreateInfo, // pColorBlendState
&pipelineDynamicStateCreateInfo, // pDynamicState
*pipelineLayout, // layout
renderPasses->GetRenderPass(true, true), // renderPass
2 // subpass
);
finalPipelines[hash(dithering, useBDA)] = GetContext()->GetDevice().createGraphicsPipelineUnique(GetContext()->GetPipelineCache(), graphicsPipelineCreateInfo).value;
}
void OITPipelineManager::CreateClearPipeline()
{
vk::PipelineVertexInputStateCreateInfo pipelineVertexInputStateCreateInfo = GetQuadInputStateCreateInfo(false);
// Input assembly state
vk::PipelineInputAssemblyStateCreateInfo pipelineInputAssemblyStateCreateInfo(vk::PipelineInputAssemblyStateCreateFlags(),
vk::PrimitiveTopology::eTriangleStrip);
// Viewport and scissor states
vk::PipelineViewportStateCreateInfo pipelineViewportStateCreateInfo(vk::PipelineViewportStateCreateFlags(), 1, nullptr, 1, nullptr);
// Rasterization and multisample states
vk::PipelineRasterizationStateCreateInfo pipelineRasterizationStateCreateInfo
(
vk::PipelineRasterizationStateCreateFlags(), // flags
false, // depthClampEnable
false, // rasterizerDiscardEnable
vk::PolygonMode::eFill, // polygonMode
vk::CullModeFlagBits::eNone, // cullMode
vk::FrontFace::eCounterClockwise, // frontFace
false, // depthBiasEnable
0.0f, // depthBiasConstantFactor
0.0f, // depthBiasClamp
0.0f, // depthBiasSlopeFactor
1.0f // lineWidth
);
vk::PipelineMultisampleStateCreateInfo pipelineMultisampleStateCreateInfo;
// Depth and stencil
vk::PipelineDepthStencilStateCreateInfo pipelineDepthStencilStateCreateInfo;
// Color flags and blending
vk::PipelineColorBlendAttachmentState pipelineColorBlendAttachmentState;
vk::PipelineColorBlendStateCreateInfo pipelineColorBlendStateCreateInfo
(
vk::PipelineColorBlendStateCreateFlags(), // flags
false, // logicOpEnable
vk::LogicOp::eNoOp, // logicOp
pipelineColorBlendAttachmentState, // attachments
{ { 1.0f, 1.0f, 1.0f, 1.0f } } // blendConstants
);
std::array<vk::DynamicState, 2> dynamicStates = { vk::DynamicState::eViewport, vk::DynamicState::eScissor };
vk::PipelineDynamicStateCreateInfo pipelineDynamicStateCreateInfo(vk::PipelineDynamicStateCreateFlags(), dynamicStates);
vk::ShaderModule vertex_module = shaderManager->GetFinalVertexShader();
vk::ShaderModule fragment_module = shaderManager->GetClearShader();
std::array<vk::PipelineShaderStageCreateInfo, 2> stages = {
vk::PipelineShaderStageCreateInfo(vk::PipelineShaderStageCreateFlags(), vk::ShaderStageFlagBits::eVertex, vertex_module, "main"),
vk::PipelineShaderStageCreateInfo(vk::PipelineShaderStageCreateFlags(), vk::ShaderStageFlagBits::eFragment, fragment_module, "main"),
};
vk::GraphicsPipelineCreateInfo graphicsPipelineCreateInfo
(
vk::PipelineCreateFlags(), // flags
stages, // stages
&pipelineVertexInputStateCreateInfo, // pVertexInputState
&pipelineInputAssemblyStateCreateInfo, // pInputAssemblyState
nullptr, // pTessellationState
&pipelineViewportStateCreateInfo, // pViewportState
&pipelineRasterizationStateCreateInfo, // pRasterizationState
&pipelineMultisampleStateCreateInfo, // pMultisampleState
&pipelineDepthStencilStateCreateInfo, // pDepthStencilState
&pipelineColorBlendStateCreateInfo, // pColorBlendState
&pipelineDynamicStateCreateInfo, // pDynamicState
*pipelineLayout, // layout
renderPasses->GetRenderPass(true, true), // renderPass
1 // subpass
);
clearPipeline = GetContext()->GetDevice().createGraphicsPipelineUnique(GetContext()->GetPipelineCache(), graphicsPipelineCreateInfo).value;
}
void OITPipelineManager::CreateModVolPipeline(ModVolMode mode, int cullMode, bool naomi2)
{
verify(mode != ModVolMode::Final);
static const vk::VertexInputBindingDescription vertexBindingDescription(0, sizeof(float) * 3);
static const vk::VertexInputAttributeDescription vertexInputAttributeDescription(0, 0, vk::Format::eR32G32B32Sfloat, 0); // pos
// Vertex input state
vk::PipelineVertexInputStateCreateInfo pipelineVertexInputStateCreateInfo(
vk::PipelineVertexInputStateCreateFlags(),
vertexBindingDescription,
vertexInputAttributeDescription);
// Input assembly state
vk::PipelineInputAssemblyStateCreateInfo pipelineInputAssemblyStateCreateInfo(vk::PipelineInputAssemblyStateCreateFlags(),
vk::PrimitiveTopology::eTriangleList);
// Viewport and scissor states
vk::PipelineViewportStateCreateInfo pipelineViewportStateCreateInfo(vk::PipelineViewportStateCreateFlags(), 1, nullptr, 1, nullptr);
// Rasterization and multisample states
vk::PipelineRasterizationStateCreateInfo pipelineRasterizationStateCreateInfo
(
vk::PipelineRasterizationStateCreateFlags(), // flags
false, // depthClampEnable
false, // rasterizerDiscardEnable
vk::PolygonMode::eFill, // polygonMode
cullMode == 3 ? vk::CullModeFlagBits::eBack
: cullMode == 2 ? vk::CullModeFlagBits::eFront
: vk::CullModeFlagBits::eNone, // cullMode
vk::FrontFace::eCounterClockwise, // frontFace
false, // depthBiasEnable
0.0f, // depthBiasConstantFactor
0.0f, // depthBiasClamp
0.0f, // depthBiasSlopeFactor
1.0f // lineWidth
);
vk::PipelineMultisampleStateCreateInfo pipelineMultisampleStateCreateInfo;
// Depth and stencil
vk::StencilOpState stencilOpState;
switch (mode)
{
case ModVolMode::Xor:
stencilOpState = vk::StencilOpState(vk::StencilOp::eKeep, vk::StencilOp::eInvert, vk::StencilOp::eKeep, vk::CompareOp::eAlways, 0, 2, 2);
break;
case ModVolMode::Or:
stencilOpState = vk::StencilOpState(vk::StencilOp::eKeep, vk::StencilOp::eReplace, vk::StencilOp::eKeep, vk::CompareOp::eAlways, 2, 2, 2);
break;
case ModVolMode::Inclusion:
stencilOpState = vk::StencilOpState(vk::StencilOp::eZero, vk::StencilOp::eReplace, vk::StencilOp::eZero, vk::CompareOp::eLessOrEqual, 3, 3, 1);
break;
case ModVolMode::Exclusion:
stencilOpState = vk::StencilOpState(vk::StencilOp::eZero, vk::StencilOp::eKeep, vk::StencilOp::eZero, vk::CompareOp::eEqual, 3, 3, 1);
break;
default:
break;
}
vk::PipelineDepthStencilStateCreateInfo pipelineDepthStencilStateCreateInfo
(
vk::PipelineDepthStencilStateCreateFlags(), // flags
mode == ModVolMode::Xor || mode == ModVolMode::Or, // depthTestEnable
false, // depthWriteEnable
vk::CompareOp::eGreater, // depthCompareOp
false, // depthBoundTestEnable
true, // stencilTestEnable
stencilOpState, // front
stencilOpState // back
);
// Color flags and blending
vk::PipelineColorBlendAttachmentState pipelineColorBlendAttachmentState;
vk::PipelineColorBlendStateCreateInfo pipelineColorBlendStateCreateInfo
(
vk::PipelineColorBlendStateCreateFlags(), // flags
false, // logicOpEnable
vk::LogicOp::eNoOp, // logicOp
pipelineColorBlendAttachmentState, // attachments
{ { 1.0f, 1.0f, 1.0f, 1.0f } } // blendConstants
);
std::array<vk::DynamicState, 2> dynamicStates = { vk::DynamicState::eViewport, vk::DynamicState::eScissor };
vk::PipelineDynamicStateCreateInfo pipelineDynamicStateCreateInfo(vk::PipelineDynamicStateCreateFlags(), dynamicStates);
vk::ShaderModule vertex_module = shaderManager->GetModVolVertexShader(OITShaderManager::ModVolShaderParams{ naomi2, !settings.platform.isNaomi2() && config::NativeDepthInterpolation });
vk::ShaderModule fragment_module = shaderManager->GetModVolShader(!settings.platform.isNaomi2() && config::NativeDepthInterpolation);
std::array<vk::PipelineShaderStageCreateInfo, 2> stages = {
vk::PipelineShaderStageCreateInfo(vk::PipelineShaderStageCreateFlags(), vk::ShaderStageFlagBits::eVertex, vertex_module, "main"),
vk::PipelineShaderStageCreateInfo(vk::PipelineShaderStageCreateFlags(), vk::ShaderStageFlagBits::eFragment, fragment_module, "main"),
};
vk::GraphicsPipelineCreateInfo graphicsPipelineCreateInfo
(
vk::PipelineCreateFlags(), // flags
stages, // stages
&pipelineVertexInputStateCreateInfo, // pVertexInputState
&pipelineInputAssemblyStateCreateInfo, // pInputAssemblyState
nullptr, // pTessellationState
&pipelineViewportStateCreateInfo, // pViewportState
&pipelineRasterizationStateCreateInfo, // pRasterizationState
&pipelineMultisampleStateCreateInfo, // pMultisampleState
&pipelineDepthStencilStateCreateInfo, // pDepthStencilState
&pipelineColorBlendStateCreateInfo, // pColorBlendState
&pipelineDynamicStateCreateInfo, // pDynamicState
*pipelineLayout, // layout
renderPasses->GetRenderPass(true, true) // renderPass
);
modVolPipelines[hash(mode, cullMode, naomi2, false)] =
GetContext()->GetDevice().createGraphicsPipelineUnique(GetContext()->GetPipelineCache(),
graphicsPipelineCreateInfo).value;
}
void OITPipelineManager::CreateTrModVolPipeline(ModVolMode mode, int cullMode, bool naomi2, bool useBDA)
{
verify(mode != ModVolMode::Final);
static const vk::VertexInputBindingDescription vertexBindingDescription(0, sizeof(float) * 3);
static const vk::VertexInputAttributeDescription vertexInputAttributeDescription(0, 0, vk::Format::eR32G32B32Sfloat, 0); // pos
// Vertex input state
vk::PipelineVertexInputStateCreateInfo pipelineVertexInputStateCreateInfo(
vk::PipelineVertexInputStateCreateFlags(),
vertexBindingDescription,
vertexInputAttributeDescription);
// Input assembly state
vk::PipelineInputAssemblyStateCreateInfo pipelineInputAssemblyStateCreateInfo(vk::PipelineInputAssemblyStateCreateFlags(),
vk::PrimitiveTopology::eTriangleList);
// Viewport and scissor states
vk::PipelineViewportStateCreateInfo pipelineViewportStateCreateInfo(vk::PipelineViewportStateCreateFlags(), 1, nullptr, 1, nullptr);
// Rasterization and multisample states
vk::PipelineRasterizationStateCreateInfo pipelineRasterizationStateCreateInfo
(
vk::PipelineRasterizationStateCreateFlags(), // flags
false, // depthClampEnable
false, // rasterizerDiscardEnable
vk::PolygonMode::eFill, // polygonMode
cullMode == 3 ? vk::CullModeFlagBits::eBack
: cullMode == 2 ? vk::CullModeFlagBits::eFront
: vk::CullModeFlagBits::eNone, // cullMode
vk::FrontFace::eCounterClockwise, // frontFace
false, // depthBiasEnable
0.0f, // depthBiasConstantFactor
0.0f, // depthBiasClamp
0.0f, // depthBiasSlopeFactor
1.0f // lineWidth
);
vk::PipelineMultisampleStateCreateInfo pipelineMultisampleStateCreateInfo;
// Depth and stencil
vk::PipelineDepthStencilStateCreateInfo pipelineDepthStencilStateCreateInfo;
// Color flags and blending
vk::PipelineColorBlendAttachmentState pipelineColorBlendAttachmentState;
vk::PipelineColorBlendStateCreateInfo pipelineColorBlendStateCreateInfo
(
vk::PipelineColorBlendStateCreateFlags(), // flags
false, // logicOpEnable
vk::LogicOp::eNoOp, // logicOp
pipelineColorBlendAttachmentState, // attachments
{ { 1.0f, 1.0f, 1.0f, 1.0f } } // blendConstants
);
std::array<vk::DynamicState, 2> dynamicStates = { vk::DynamicState::eViewport, vk::DynamicState::eScissor };
vk::PipelineDynamicStateCreateInfo pipelineDynamicStateCreateInfo(vk::PipelineDynamicStateCreateFlags(), dynamicStates);
bool divPosZ = !settings.platform.isNaomi2() && config::NativeDepthInterpolation;
vk::ShaderModule vertex_module = shaderManager->GetModVolVertexShader(OITShaderManager::ModVolShaderParams{ naomi2, divPosZ });
vk::ShaderModule fragment_module = shaderManager->GetTrModVolShader(OITShaderManager::TrModVolShaderParams{ mode, divPosZ, useBDA });
std::array<vk::PipelineShaderStageCreateInfo, 2> stages = {
vk::PipelineShaderStageCreateInfo(vk::PipelineShaderStageCreateFlags(), vk::ShaderStageFlagBits::eVertex, vertex_module, "main"),
vk::PipelineShaderStageCreateInfo(vk::PipelineShaderStageCreateFlags(), vk::ShaderStageFlagBits::eFragment, fragment_module, "main"),
};
vk::GraphicsPipelineCreateInfo graphicsPipelineCreateInfo
(
vk::PipelineCreateFlags(), // flags
stages, // stages
&pipelineVertexInputStateCreateInfo, // pVertexInputState
&pipelineInputAssemblyStateCreateInfo, // pInputAssemblyState
nullptr, // pTessellationState
&pipelineViewportStateCreateInfo, // pViewportState
&pipelineRasterizationStateCreateInfo, // pRasterizationState
&pipelineMultisampleStateCreateInfo, // pMultisampleState
&pipelineDepthStencilStateCreateInfo, // pDepthStencilState
&pipelineColorBlendStateCreateInfo, // pColorBlendState
&pipelineDynamicStateCreateInfo, // pDynamicState
*pipelineLayout, // layout
renderPasses->GetRenderPass(true, true), // renderPass
2 // subpass
);
trModVolPipelines[hash(mode, cullMode, naomi2, useBDA)] =
GetContext()->GetDevice().createGraphicsPipelineUnique(GetContext()->GetPipelineCache(),
graphicsPipelineCreateInfo).value;
}
void OITPipelineManager::checkMaxLayers()
{
int layers = std::clamp<int>(config::PerPixelLayers, 1, 256);
if (maxLayers != layers)
{
maxLayers = layers;
trModVolPipelines.clear();
finalPipelines.clear();
}
}