#define PVR_REGS_FOR_RENDERER // see hw/pvr/pvr_regs.h /* Created on: Oct 8, 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 . */ #include #include "rtt_read.h" #include "rend/last_picture.h" #include "drawer.h" #include "hw/pvr/pvr_mem.h" /* The sorted passes' triangles and their prepasses', their indices written * to @out (SortPassesRoom() of them): the main buffer, which the card * reads them from */ void Drawer::SortTriangles(u32 *out) { sortedIndexCount = SortPassesTo(&sortedPasses, &prepassPasses, out, true, true); } TileClipping BaseDrawer::SetTileClip(u32 val, vk::Rect2D& clipRect) { int rect[4] = {}; TileClipping clipmode = ::GetTileClip(val, matrices.GetViewportMatrix(), rect); if (clipmode == TileClipping::Outside) IntersectClipRect(rect, baseScissor.offset.x, baseScissor.offset.y, (int)baseScissor.extent.width, (int)baseScissor.extent.height); clipRect.offset.x = rect[0]; clipRect.offset.y = rect[1]; clipRect.extent.width = rect[2]; clipRect.extent.height = rect[3]; return clipmode; } void BaseDrawer::SetBaseScissor() { bool wide_screen_on = settings.rend.WideScreen && !pvrrc.isRenderFramebuffer && !matrices.IsClipped(); if (!wide_screen_on) { if (pvrrc.isRenderFramebuffer) { baseScissor = vk::Rect2D(vk::Offset2D(0, 0), vk::Extent2D(640, 480)); } else { float width; float height; float min_x; float min_y; min_x = xform_x(&matrices.GetScissorMatrix(), pvrrc.fb_X_CLIP.min); min_y = xform_y(&matrices.GetScissorMatrix(), pvrrc.fb_Y_CLIP.min); width = xform_w(&matrices.GetScissorMatrix(), pvrrc.fb_X_CLIP.max - pvrrc.fb_X_CLIP.min + 1); height = xform_h(&matrices.GetScissorMatrix(), pvrrc.fb_Y_CLIP.max - pvrrc.fb_Y_CLIP.min + 1); if (width < 0) { min_x += width; width = -width; } if (height < 0) { min_y += height; height = -height; } baseScissor = vk::Rect2D( vk::Offset2D((u32) std::max(lroundf(min_x), 0L), (u32) std::max(lroundf(min_y), 0L)), vk::Extent2D((u32) std::max(lroundf(width), 0L), (u32) std::max(lroundf(height), 0L))); } } else { baseScissor = vk::Rect2D(vk::Offset2D(0, 0), vk::Extent2D(screen_width, screen_height)); } currentScissor = { 0, 0, 0, 0 }; } // Vulkan uses the color values of the first vertex for flat shaded triangle strips. // On Dreamcast the last vertex is the provoking one so we must copy it onto the first. void BaseDrawer::SetProvokingVertices() { auto setProvokingVertex = [](const List& list) { for (int i = 0; i < list.used(); i++) { const PolyParam& pp = list.head()[i]; if (!pp.pcw.Gouraud && pp.count > 2) { for (int i = 0; i < pp.count - 2; i++) { Vertex *vertex = &pvrrc.verts.head()[pvrrc.idx.head()[pp.first + i]]; Vertex *lastVertex = &pvrrc.verts.head()[pvrrc.idx.head()[pp.first + i + 2]]; memcpy(vertex->col, lastVertex->col, 4); memcpy(vertex->vtx_spc, lastVertex->vtx_spc, 4); memcpy(vertex->col1, lastVertex->col1, 4); memcpy(vertex->spc1, lastVertex->spc1, 4); } } } }; setProvokingVertex(pvrrc.global_param_op); setProvokingVertex(pvrrc.global_param_pt); setProvokingVertex(pvrrc.global_param_tr); } void Drawer::DrawPoly(const vk::CommandBuffer& cmdBuffer, u32 listType, bool sortTriangles, const PolyParam& poly, u32 first, u32 count, PipelineManager::ShadowPass shadowPass, const vk::Rect2D *within) { vk::Rect2D scissorRect; TileClipping tileClip = SetTileClip(poly.tileclip, scissorRect); if (within != nullptr) { // only the part of it inside this rectangle, and nothing if there is none const vk::Rect2D& clip = tileClip == TileClipping::Outside ? scissorRect : baseScissor; const int x0 = std::max(within->offset.x, clip.offset.x); const int y0 = std::max(within->offset.y, clip.offset.y); const int x1 = std::min(within->offset.x + (int)within->extent.width, clip.offset.x + (int)clip.extent.width); const int y1 = std::min(within->offset.y + (int)within->extent.height, clip.offset.y + (int)clip.extent.height); if (x1 <= x0 || y1 <= y0) return; SetScissor(cmdBuffer, vk::Rect2D(vk::Offset2D(x0, y0), vk::Extent2D(x1 - x0, y1 - y0))); } else if (tileClip == TileClipping::Outside) SetScissor(cmdBuffer, scissorRect); else SetScissor(cmdBuffer, baseScissor); // (what the shader multiplies by when it is trilinear: pushed for every such polygon, 1 included) const bool trilinear = poly.tsp.FilterMode > 1 && poly.pcw.Texture && listType != ListType_Punch_Through && poly.tcw.MipMapped == 1; float trilinearAlpha = 1.f; if (trilinear) { trilinearAlpha = 0.25 * (poly.tsp.MipMapD & 0x3); if (poly.tsp.FilterMode == 2) // Trilinear pass A trilinearAlpha = 1.0 - trilinearAlpha; } bool palette = BaseTextureCacheData::IsGpuHandledPaletted(poly.tsp, poly.tcw); float palette_index = 0.f; if (palette) { if (poly.tcw.PixelFmt == PixelPal4) palette_index = (float(poly.tcw.PalSelect << 4) + 0.5f) / 1024.f; else palette_index = (float((poly.tcw.PalSelect >> 4) << 8) + 0.5f) / 1024.f; } const PsoChoice pso = pipelineManager->GetPipeline(listType, sortTriangles, poly, shadowPass); if (pso.pipeline == VK_NULL_HANDLE) return; // (the general pipeline is told the polygon's key too: pso.h) if (tileClip == TileClipping::Inside || trilinear || palette || pso.general) { struct { float f[6]; s32 key; } pushConstants = { { (float)scissorRect.offset.x, (float)scissorRect.offset.y, (float)scissorRect.offset.x + (float)scissorRect.extent.width, (float)scissorRect.offset.y + (float)scissorRect.extent.height, trilinearAlpha, palette_index }, (s32)(pso.key & ((1u << TRI_SC_BITS) - 1)) }; cmdBuffer.pushConstants(pipelineManager->GetPipelineLayout(), vk::ShaderStageFlagBits::eFragment, 0, pso.general ? TRI_PUSH_KEY_OFFSET + 4 : TRI_PUSH_KEY_OFFSET, &pushConstants); for (int i = 0; i < 6; i++) pushed[i] = pushConstants.f[i]; } vk::DescriptorSet texSet; if (poly.pcw.Texture) texSet = GetCurrentDescSet().SetTexture(poly.texid, poly.tsp); cmdBuffer.bindPipeline(vk::PipelineBindPoint::eGraphics, vk::Pipeline(pso.pipeline)); if (pso.general) pipelineManager->SetDynamicState(cmdBuffer, pso.key); if (poly.pcw.Texture) GetCurrentDescSet().BindPerPolyDescriptorSets(cmdBuffer, texSet); DrawIndices(cmdBuffer, listType, first, count); } // The polygons of a list that take shadows, drawn again where they are in a // modifier volume: see rend/shadows.h. void Drawer::DrawShadowed(const vk::CommandBuffer& cmdBuffer, u32 listType, const List& polys, u32 first, u32 last, const ScreenBounds& area, const vk::Rect2D& scissor) { /* (of a frame decoded on the GPU, the GPU has said which groups reach * into the volumes: the others' second commands draw nothing) */ gpuDraws = GpuDraws::Shadows; const PolyParam *pp_end = polys.head() + last; for (const PolyParam *pp = polys.head() + first; pp != pp_end; pp++) if (CanDrawShadowed(listType, pp) && (pvrrc.gpu || PolyOverlaps(pp, area))) DrawPoly(cmdBuffer, listType, false, *pp, pp->first, pp->count, ShadowLaterWins(listType, pp) ? PipelineManager::ShadowPass::LaterWins : PipelineManager::ShadowPass::EarlierWins, &scissor); gpuDraws = GpuDraws::Groups; } void Drawer::DrawSorted(const vk::CommandBuffer& cmdBuffer, const SortTrigDrawParam *polys, u32 count, bool multipass) { /* (a frame decoded on the GPU: its sorted indices are this frame's in * the decoder's room for them, and name the GPU's vertices) */ const u32 base = pvrrc.gpu ? 0 : pvrrc.idx.used(); if (pvrrc.gpu) { if (count == 0) return; cmdBuffer.bindIndexBuffer(gpuDraw->sorted, gpuDraw->sortedOffset, vk::IndexType::eUint32); gpuDraws = GpuDraws::Sorted; } for (u32 i = 0; i < count; i++) DrawPoly(cmdBuffer, ListType_Translucent, true, *polys[i].ppid, base + polys[i].first, polys[i].count); if (multipass && settings.rend.TranslucentPolygonDepthMask) { // Sorted translucent polygons are drawn without writing depth. Where // a later render pass needs their depth (Cosmic Smash), it is written // now, for those that do not have Z write disabled. PsoCull cull(cmdBuffer, pipelineManager->CullSetter()); for (u32 i = 0; i < count; i++) { const SortTrigDrawParam& param = polys[i]; if (param.count <= 2 || param.ppid->isp.ZWriteDis) continue; vk::Rect2D scissorRect; SetScissor(cmdBuffer, SetTileClip(param.ppid->tileclip, scissorRect) == TileClipping::Outside ? scissorRect : baseScissor); cmdBuffer.bindPipeline(vk::PipelineBindPoint::eGraphics, pipelineManager->GetModifierVolumePipeline(ModVolMode::Depth, param.ppid->isp.CullMode)); cull.Set(PsoCullIndex(param.ppid->isp.CullMode)); cmdBuffer.drawIndexed(param.count, 1, base + param.first, 0, 0); } } if (pvrrc.gpu) { cmdBuffer.bindIndexBuffer(gpuDraw->indices, 0, vk::IndexType::eUint32); gpuDraws = GpuDraws::Groups; } } // The depth prepass of a sorted list: rend/sorter.h void Drawer::DrawPrepass(const vk::CommandBuffer& cmdBuffer, const SortTrigDrawParam *polys, u32 count) { if (count == 0) return; // (as DrawSorted(): of a frame decoded on the GPU, the indices are in the decoder's room) const u32 base = pvrrc.gpu ? 0 : pvrrc.idx.used(); if (pvrrc.gpu) { cmdBuffer.bindIndexBuffer(gpuDraw->sorted, gpuDraw->sortedOffset, vk::IndexType::eUint32); gpuDraws = GpuDraws::Sorted; } PsoCull cull(cmdBuffer, pipelineManager->CullSetter()); for (u32 i = 0; i < count; i++) { const PolyParam& poly = *polys[i].ppid; vk::Rect2D scissorRect; const TileClipping tileClip = SetTileClip(poly.tileclip, scissorRect); SetScissor(cmdBuffer, tileClip == TileClipping::Outside ? scissorRect : baseScissor); // what the colour pass's shader has as macros (see FragmentShaderParams) const bool palette = BaseTextureCacheData::IsGpuHandledPaletted(poly.tsp, poly.tcw); float palette_index = 0.f; if (palette) { if (poly.tcw.PixelFmt == PixelPal4) palette_index = (float(poly.tcw.PalSelect << 4) + 0.5f) / 1024.f; else palette_index = (float((poly.tcw.PalSelect >> 4) << 8) + 0.5f) / 1024.f; } const u32 flags = (tileClip == TileClipping::Inside ? PREPASS_CLIP_INSIDE : 0) | (poly.tsp.UseAlpha ? PREPASS_USE_ALPHA : 0) | (palette ? PREPASS_PALETTE : 0) | (poly.tcw.PixelFmt == PixelBumpMap ? PREPASS_BUMP_MAP : 0) | (poly.tsp.IgnoreTexA || poly.tcw.PixelFmt == Pixel565 ? PREPASS_IGNORE_TEX_A : 0) | (poly.tsp.ShadInstr * PREPASS_SHAD_INSTR) | (poly.tsp.ColorClamp ? PREPASS_CLAMP : 0) | (poly.tsp.FogCtrl == 3 ? PREPASS_FOG_ALPHA : 0) | (PrepassAlwaysHides(&poly) ? PREPASS_ALWAYS : 0); const std::array pushConstants = { (float)scissorRect.offset.x, (float)scissorRect.offset.y, (float)scissorRect.offset.x + (float)scissorRect.extent.width, (float)scissorRect.offset.y + (float)scissorRect.extent.height, (float)flags, palette_index }; cmdBuffer.pushConstants(pipelineManager->GetPipelineLayout(), vk::ShaderStageFlagBits::eFragment, 0, pushConstants); vk::DescriptorSet texSet; if (poly.pcw.Texture) texSet = GetCurrentDescSet().SetTexture(poly.texid, poly.tsp); cmdBuffer.bindPipeline(vk::PipelineBindPoint::eGraphics, pipelineManager->GetPrepassPipeline(poly)); cull.Set(PsoCullIndex(poly.isp.CullMode)); if (poly.pcw.Texture) GetCurrentDescSet().BindPerPolyDescriptorSets(cmdBuffer, texSet); DrawIndices(cmdBuffer, ListType_Translucent, base + polys[i].first, polys[i].count); } cmdBuffer.pushConstants(pipelineManager->GetPipelineLayout(), vk::ShaderStageFlagBits::eFragment, 0, pushed); if (pvrrc.gpu) { cmdBuffer.bindIndexBuffer(gpuDraw->indices, 0, vk::IndexType::eUint32); gpuDraws = GpuDraws::Groups; } } void Drawer::DrawList(const vk::CommandBuffer& cmdBuffer, u32 listType, bool sortTriangles, const List& polys, u32 first, u32 last) { const PolyParam *pp_end = polys.head() + last; for (const PolyParam *pp = polys.head() + first; pp != pp_end; pp++) if (pp->count > 2) DrawPoly(cmdBuffer, listType, sortTriangles, *pp, pp->first, pp->count); } void Drawer::DrawModVols(const vk::CommandBuffer& cmdBuffer, int first, int count, const RenderPass& previous_pass, const RenderPass& current_pass, int render_pass) { if (count == 0 || ModVolTriangles() == 0) return; vk::Buffer buffer = GetMainBuffer(0)->buffer.get(); BindModVolTriangles(cmdBuffer, buffer, offsets.modVolOffset); SetScissor(cmdBuffer, baseScissor); ModifierVolumeParam* params = &pvrrc.global_param_mvo.head()[first]; int mod_base = -1; vk::Pipeline pipeline; PsoCull cull(cmdBuffer, pipelineManager->CullSetter()); for (int cmv = 0; cmv < count; cmv++) { ModifierVolumeParam& param = params[cmv]; u32 mvFirst, mvCount; mv_clip_range_of(pvrrc, pvrrc.global_param_mvo.head(), param, mvFirst, mvCount); if (mvCount == 0) continue; u32 mv_mode = param.isp.DepthMode; // clipped like a polygon, to the rectangle it was sent under if it asked to be { vk::Rect2D clipRect; if (SetTileClip(param.tileclip, clipRect) == TileClipping::Outside) SetScissor(cmdBuffer, clipRect); else SetScissor(cmdBuffer, baseScissor); } if (mod_base == -1) mod_base = mvFirst; if (!param.isp.VolumeLast && mv_mode > 0) pipeline = pipelineManager->GetModifierVolumePipeline(ModVolMode::Or, param.isp.CullMode); // OR'ing (open volume or quad) else pipeline = pipelineManager->GetModifierVolumePipeline(ModVolMode::Xor, param.isp.CullMode); // XOR'ing (closed volume) cmdBuffer.bindPipeline(vk::PipelineBindPoint::eGraphics, pipeline); cull.Set(PsoCullIndex(param.isp.CullMode)); cmdBuffer.draw(mvCount * 3, 1, mvFirst * 3, 0); if (mv_mode == 1 || mv_mode == 2) { // Sum the area pipeline = pipelineManager->GetModifierVolumePipeline(mv_mode == 1 ? ModVolMode::Inclusion : ModVolMode::Exclusion, param.isp.CullMode); cmdBuffer.bindPipeline(vk::PipelineBindPoint::eGraphics, pipeline); cull.Set(PsoCullIndex(param.isp.CullMode)); cmdBuffer.draw((mvFirst + mvCount - mod_base) * 3, 1, mod_base * 3, 0); mod_base = -1; } } SetScissor(cmdBuffer, baseScissor); BindVertices(cmdBuffer); /* The polygons that take shadows, again, where they are in a volume. * Of a frame decoded on the GPU, the volumes' bounds are the header * pass's, from their blocks (TA_GPU_SHADOWS) */ const f32 *ga = pvrrc.gpu_shadow_area[render_pass < 10 ? render_pass : 0]; const ScreenBounds area = pvrrc.gpu ? ScreenBounds{ ga[0], ga[1], ga[2], ga[3] } : ModVolBounds(first, count); if (!area.empty()) { int rect[4]; BoundsToScissor(area, matrices.GetViewportMatrix(), rect); const vk::Rect2D scissor(vk::Offset2D(rect[0], rect[1]), vk::Extent2D(rect[2], rect[3])); DrawShadowed(cmdBuffer, ListType_Opaque, pvrrc.global_param_op, previous_pass.op_count, current_pass.op_count, area, scissor); DrawShadowed(cmdBuffer, ListType_Punch_Through, pvrrc.global_param_pt, previous_pass.pt_count, current_pass.pt_count, area, scissor); SetScissor(cmdBuffer, baseScissor); } // What is left: darkened as it is // (all six: the polygon shaders' block is six floats, and what is not pushed is not anything in particular) const std::array pushConstants = { 1 - FPU_SHAD_SCALE.scale_factor / 256.f, 0, 0, 0, 0, 0 }; cmdBuffer.pushConstants(pipelineManager->GetPipelineLayout(), vk::ShaderStageFlagBits::eFragment, 0, pushConstants); pushed = pushConstants; pipeline = pipelineManager->GetModifierVolumePipeline(ModVolMode::Final, 0); cmdBuffer.bindPipeline(vk::PipelineBindPoint::eGraphics, pipeline); cmdBuffer.drawIndexed(4, 1, 0, 0, 0); } /* The main buffer of this render, laid out - the vertices, the volumes' * triangles, the indices, room for the sorted passes' indices after those, * and the fragment uniforms - with the sorted passes sorted into it */ BufferData *Drawer::SortIntoMainBuffer() { /* (a frame decoded on the GPU has its geometry there, and is sorted * there: TA_GPU_SORT; one the parse wrote where the card reads it has * its geometry there, and is sorted after its indices) */ const u32 sortRoom = pvrrc.gpu ? 0 : SortPassesRoom() * sizeof(u32); const bool here = UseParsed(sortRoom); const u32 vertexBytes = pvrrc.gpu || here ? 0 : pvrrc.verts.bytes(); const u32 modVolBytes = ModVolsOnCpu() && !here ? ModVolList().bytes() : 0; const u32 indexBytes = pvrrc.gpu || here ? 0 : pvrrc.idx.bytes(); const u32 sortedBytes = here ? 0 : sortRoom; offsets.modVolOffset = vertexBytes + align(vertexBytes, 4); offsets.indexOffset = offsets.modVolOffset + modVolBytes + align(offsets.modVolOffset + modVolBytes, 4); const u32 indexSize = indexBytes + sortedBytes; offsets.fragmentUniformOffset = offsets.indexOffset + indexSize + align(offsets.indexOffset + indexSize, std::max(4, (int)GetContext()->GetUniformBufferAlignment())); BufferData *buffer = GetMainBuffer(offsets.fragmentUniformOffset + sizeof(FragmentShaderUniforms)); SetGeometry(buffer->buffer.get()); if (pvrrc.gpu) sortedIndexCount = 0; else if (here) { offsets.indexOffset = parsed.indices; SortTriangles(pvrrc.idx.cur()); } else SortTriangles((u32 *)((u8 *)buffer->MapMemory() + offsets.indexOffset + indexBytes)); return buffer; } /* ...and the rest of it */ void Drawer::UploadMainBuffer(BufferData *buffer, const FragmentShaderUniforms& fragmentUniforms) { // (not one the parse wrote where the card reads it: geometryParsed) if (!pvrrc.gpu && !geometryParsed) { buffer->upload(pvrrc.verts.bytes(), pvrrc.verts.head(), 0); buffer->upload(pvrrc.idx.bytes(), pvrrc.idx.head(), offsets.indexOffset); } if (ModVolsOnCpu() && !geometryParsed) buffer->upload(ModVolList().bytes(), ModVolList().head(), offsets.modVolOffset); buffer->upload(sizeof(fragmentUniforms), &fragmentUniforms, offsets.fragmentUniformOffset); } bool Drawer::Draw(const Texture *fogTexture, const Texture *paletteTexture) { currentScissor = vk::Rect2D(); /* (which works the matrices out for this render, and writes the vertex * uniforms from them: taken before it, they were the last render's - of * two renders to textures of different sizes in one frame, each was * drawn with the other's, at the wrong scale) */ vk::CommandBuffer cmdBuffer = BeginRenderPass(); FragmentShaderUniforms fragUniforms = MakeFragmentUniforms(); fragUniforms.shade_scale_factor = FPU_SHAD_SCALE.scale_factor / 256.f; /* Sorted where the card reads the indices (this frame's main buffer: * the render pass is begun), from the vertices as the game sent them. * (A frame decoded on the GPU has its sorted passes sorted already, and * their indices went straight to the decoder's room for them when the * decode was recorded: see TA_GPU_SORT.) */ BufferData *mainBuffer = SortIntoMainBuffer(); // (the GPU's decode has done it to a frame it made) if (!pvrrc.gpu) SetProvokingVertices(); // Upload vertex and index buffers UploadMainBuffer(mainBuffer, fragUniforms); // Update per-frame descriptor set and bind it GetCurrentDescSet().UpdateUniforms(vertexUniformBuffer, GetMainBuffer(0)->buffer.get(), offsets.fragmentUniformOffset, fogTexture->GetImageView(), paletteTexture->GetImageView()); GetCurrentDescSet().BindPerFrameDescriptorSets(cmdBuffer); // Reset per-poly descriptor set pool GetCurrentDescSet().Reset(); // Bind vertex and index buffers BindGeometry(cmdBuffer, offsets.indexOffset); // Make sure to push constants even if not used const std::array pushConstants = { 0, 0, 0, 0, 0, 0 }; cmdBuffer.pushConstants(pipelineManager->GetPipelineLayout(), vk::ShaderStageFlagBits::eFragment, 0, pushConstants); pushed = pushConstants; RenderPass previous_pass = {}; for (int render_pass = 0; render_pass < pvrrc.render_passes.used(); render_pass++) { const RenderPass& current_pass = pvrrc.render_passes.head()[render_pass]; DEBUG_LOG(RENDERER, "Render pass %d OP %d PT %d TR %d MV %d autosort %d", render_pass + 1, current_pass.op_count - previous_pass.op_count, current_pass.pt_count - previous_pass.pt_count, current_pass.tr_count - previous_pass.tr_count, current_pass.mvo_count - previous_pass.mvo_count, current_pass.autosort); DrawList(cmdBuffer, ListType_Opaque, false, pvrrc.global_param_op, previous_pass.op_count, current_pass.op_count); DrawList(cmdBuffer, ListType_Punch_Through, false, pvrrc.global_param_pt, previous_pass.pt_count, current_pass.pt_count); DrawModVols(cmdBuffer, previous_pass.mvo_count, current_pass.mvo_count - previous_pass.mvo_count, previous_pass, current_pass, render_pass); if (current_pass.autosort) { // (a frame decoded on the GPU with a sorted pass was sorted by triangle: TA_GPU_SORT) if (pvrrc.gpu) { u32 n; const SortTrigDrawParam *prepass = ta_gpu_prepass(render_pass, &n); DrawPrepass(cmdBuffer, prepass, n); const SortTrigDrawParam *sorted = ta_gpu_sorted(render_pass, &n); DrawSorted(cmdBuffer, sorted, n, render_pass < pvrrc.render_passes.used() - 1); } else if (!settings.pvr.Emulation.AlphaSortMode) { u32 n; const SortTrigDrawParam *draws = SortPassDraws(&prepassPasses, render_pass, &n); DrawPrepass(cmdBuffer, draws, n); draws = SortPassDraws(&sortedPasses, render_pass, &n); DrawSorted(cmdBuffer, draws, n, render_pass < pvrrc.render_passes.used() - 1); } else { u32 n; const SortTrigDrawParam *draws = SortPassDraws(&prepassPasses, render_pass, &n); DrawPrepass(cmdBuffer, draws, n); SortPParams(previous_pass.tr_count, current_pass.tr_count - previous_pass.tr_count); DrawList(cmdBuffer, ListType_Translucent, true, pvrrc.global_param_tr, previous_pass.tr_count, current_pass.tr_count); } } else DrawList(cmdBuffer, ListType_Translucent, false, pvrrc.global_param_tr, previous_pass.tr_count, current_pass.tr_count); previous_pass = current_pass; } // SSAA: the samples resolved into the picture, in the last subpass if (samples > 1) { cmdBuffer.nextSubpass(vk::SubpassContents::eInline); ssaaResolve.Draw(cmdBuffer, ResolveExtent()); } return !pvrrc.isRTT; } void TextureDrawer::Init(SamplerManager *samplerManager, ShaderManager *shaderManager, TextureCache *textureCache, u32 samples) { if (!rttPipelineManager) rttPipelineManager = std::unique_ptr(new RttPipelineManager()); rttPipelineManager->Init(shaderManager, samples); Drawer::Init(samplerManager, rttPipelineManager.get()); this->textureCache = textureCache; if (samples != this->samples) { // (the depth attachment is of the other kind: one of the right kind is made below or when first needed) if (depthAttachment && commandPool != nullptr) commandPool->DeferDelete(std::move(depthAttachment)); depthAttachment.reset(); if (samplesAttachment && commandPool != nullptr) commandPool->DeferDelete(std::move(samplesAttachment)); samplesAttachment.reset(); this->samples = samples; } /* The attachments are made now, never while the game runs: SSAA's, as * large as a render to a texture can be (where SSAA is done to them, * memory made only if it is needed backs them); the depth is the * screen's, or one of its own (ShareDepth()). And a framebuffer's * place for each image. */ if (samples > 1) { if (!samplesAttachment || samplesAttachment->getExtent().width < MaxSide()) MakeSsaaAttachments(MaxSide()); ssaaResolve.Init(rttPipelineManager->GetRenderPass(), 1, samples, samplesAttachment->GetImageView()); } else ssaaResolve.Term(); framebuffers.resize(GetContext()->GetSwapChainSize()); } void TextureDrawer::ShareDepth(const ScreenDrawer *screen) { this->screen = screen; if (samples > 1) return; const FramebufferAttachment *shared = screen != nullptr ? screen->SharedDepth() : nullptr; if (shared != nullptr) { // (its own goes once the frames that may use it are done) if (depthAttachment && commandPool != nullptr) commandPool->DeferDelete(std::move(depthAttachment)); depthAttachment.reset(); return; } const vk::Extent2D common = CommonRender(); if (!depthAttachment || depthAttachment->getExtent().width < common.width || depthAttachment->getExtent().height < common.height) { if (depthAttachment && commandPool != nullptr) commandPool->DeferDelete(std::move(depthAttachment)); depthAttachment = std::unique_ptr(new FramebufferAttachment(GetContext()->GetPhysicalDevice(), GetContext()->GetDevice())); depthAttachment->Init(common.width, common.height, GetContext()->GetDepthFormat(), vk::ImageUsageFlagBits::eDepthStencilAttachment | vk::ImageUsageFlagBits::eTransientAttachment); } } void TextureDrawer::MakeSsaaAttachments(u32 side) { VulkanContext *context = GetContext(); if (depthAttachment && commandPool != nullptr) commandPool->DeferDelete(std::move(depthAttachment)); if (samplesAttachment && commandPool != nullptr) commandPool->DeferDelete(std::move(samplesAttachment)); const vk::SampleCountFlagBits n = (vk::SampleCountFlagBits)samples; depthAttachment = std::unique_ptr(new FramebufferAttachment(context->GetPhysicalDevice(), context->GetDevice())); depthAttachment->Init(side, side, context->GetDepthFormat(), vk::ImageUsageFlagBits::eDepthStencilAttachment | vk::ImageUsageFlagBits::eTransientAttachment, true, n); samplesAttachment = std::unique_ptr(new FramebufferAttachment(context->GetPhysicalDevice(), context->GetDevice())); samplesAttachment->Init(side, side, vk::Format::eR8G8B8A8Unorm, vk::ImageUsageFlagBits::eColorAttachment | vk::ImageUsageFlagBits::eInputAttachment | vk::ImageUsageFlagBits::eTransientAttachment, false, n); if (ssaaResolve.Ready() && commandPool != nullptr) ssaaResolve.SetSamplesView(samplesAttachment->GetImageView(), commandPool); } vk::CommandBuffer TextureDrawer::BeginRenderPass() { DEBUG_LOG(RENDERER, "RenderToTexture packmode=%d stride=%d - %d,%d -> %d,%d @ %08x", FB_W_CTRL.fb_packmode, FB_W_LINESTRIDE.stride * 8, FB_X_CLIP.min, FB_Y_CLIP.min, FB_X_CLIP.max, FB_Y_CLIP.max, FB_W_SOF1 & VRAM_MASK); matrices.CalcMatrices(&pvrrc); textureAddr = FB_W_SOF1 & VRAM_MASK; // the frame from its first pixel, as far as the pixel clip goes (see TransformMatrix) u32 origWidth = pvrrc.fb_X_CLIP.max + 1; u32 origHeight = pvrrc.fb_Y_CLIP.max + 1; const u32 clipX = pvrrc.fb_X_CLIP.min, clipY = pvrrc.fb_Y_CLIP.min; const u32 clipWidth = origWidth - clipX, clipHeight = origHeight - clipY; u32 upscaledWidth = origWidth; u32 upscaledHeight = origHeight; u32 heightPow2 = 8; while (heightPow2 < upscaledHeight) heightPow2 *= 2; u32 widthPow2 = 8; while (widthPow2 < upscaledWidth) widthPow2 *= 2; if (settings.rend.RenderToTextureUpscale > 1) { upscaledWidth *= settings.rend.RenderToTextureUpscale; upscaledHeight *= settings.rend.RenderToTextureUpscale; widthPow2 *= settings.rend.RenderToTextureUpscale; heightPow2 *= settings.rend.RenderToTextureUpscale; } VulkanContext *context = GetContext(); vk::Device device = context->GetDevice(); NewImage(); vk::CommandBuffer commandBuffer = commandPool->Allocate(); commandBuffer.begin(vk::CommandBufferBeginInfo(vk::CommandBufferUsageFlagBits::eOneTimeSubmit)); vertexUniformBuffer = WriteVertexUniforms(commandBuffer, GetCurrentImage()); if (samples > 1) { /* (SSAA's attachments were made as large as a texture rendered to * can be; a pixel clip beyond the texture's largest size makes one * larger, which is the only time they are made while a game runs) */ const u32 side = std::max(widthPow2, heightPow2); if (side > samplesAttachment->getExtent().width) { WARN_LOG(RENDERER, "Render to a texture of %u x %u: SSAA's attachments made larger", widthPow2, heightPow2); MakeSsaaAttachments(side); } } /* What the render draws: its own pixels, the texture's from the first; * with SSAA all of the texture, its attachments being that large */ const u32 areaWidth = samples > 1 ? widthPow2 : upscaledWidth; const u32 areaHeight = samples > 1 ? heightPow2 : upscaledHeight; /* The depth: the screen's when it is large enough - drawn into by the * screen's frames and this one by one, on the same queue, each * clearing it first: the render passes' dependencies on the depth * before them are those of one frame after another -, or this * drawer's own; which a render larger than both has made for it. */ const FramebufferAttachment *depth = nullptr; if (samples > 1) depth = depthAttachment.get(); else { const FramebufferAttachment *shared = screen != nullptr ? screen->SharedDepth() : nullptr; if (shared != nullptr && areaWidth <= shared->getExtent().width && areaHeight <= shared->getExtent().height) { depth = shared; drewShared++; } else { drewOwn++; if (!depthAttachment || areaWidth > depthAttachment->getExtent().width || areaHeight > depthAttachment->getExtent().height) { if (!saidLarger) { saidLarger = true; WARN_LOG(RENDERER, "Render to a texture of %u x %u: a depth made for it", areaWidth, areaHeight); } const u32 w = depthAttachment ? std::max(areaWidth, depthAttachment->getExtent().width) : areaWidth; const u32 h = depthAttachment ? std::max(areaHeight, depthAttachment->getExtent().height) : areaHeight; if (depthAttachment) commandPool->DeferDelete(std::move(depthAttachment)); depthAttachment = std::unique_ptr(new FramebufferAttachment(context->GetPhysicalDevice(), device)); depthAttachment->Init(w, h, GetContext()->GetDepthFormat(), vk::ImageUsageFlagBits::eDepthStencilAttachment | vk::ImageUsageFlagBits::eTransientAttachment); } depth = depthAttachment.get(); } } vk::Image colorImage; vk::ImageView colorImageView; vk::ImageLayout colorImageCurrentLayout; /* what an earlier render left waiting in this memory, while its picture is still what it was: see rtt_read.h */ vk_rtt_supersede(textureAddr, clipX, clipY, clipWidth, clipHeight); // TexAddr : fb_rtt.TexAddr, Reserved : 0, StrideSel : 0, ScanOrder : 1 TCW tcw = { { textureAddr >> 3, 0, 0, 1 } }; switch (FB_W_CTRL.fb_packmode) { case 0: case 3: tcw.PixelFmt = Pixel1555; break; case 1: tcw.PixelFmt = Pixel565; break; case 2: tcw.PixelFmt = Pixel4444; break; } TSP tsp = { 0 }; for (tsp.TexU = 0; tsp.TexU <= 7 && (8u << tsp.TexU) < origWidth; tsp.TexU++); for (tsp.TexV = 0; tsp.TexV <= 7 && (8u << tsp.TexV) < origHeight; tsp.TexV++); texture = textureCache->getTextureCacheData(tsp, tcw); if (texture->IsNew()) { texture->Create(); texture->SetPhysicalDevice(GetContext()->GetPhysicalDevice()); texture->SetDevice(device); } else if (textureCache->IsInFlight(texture)) { texture->KeepReadOnlyView(); textureCache->DestroyLater(texture); } textureCache->SetInFlight(texture); /* A texture the game uploaded can become one it renders to, at the * same address, the same size and in this format: its image was not * made to be rendered to, nor to be copied from, and is made again. */ const vk::ImageUsageFlags renderTargetUsage = vk::ImageUsageFlagBits::eColorAttachment | vk::ImageUsageFlagBits::eSampled | vk::ImageUsageFlagBits::eTransferSrc; // read back when the game touches it in video memory if (texture->format != vk::Format::eR8G8B8A8Unorm || texture->extent.width != widthPow2 || texture->extent.height != heightPow2 || (texture->imageUsage & renderTargetUsage) != renderTargetUsage) { texture->extent = vk::Extent2D(widthPow2, heightPow2); texture->format = vk::Format::eR8G8B8A8Unorm; texture->needsStaging = true; texture->CreateRenderTarget(renderTargetUsage); colorImageCurrentLayout = vk::ImageLayout::eUndefined; } else { colorImageCurrentLayout = vk::ImageLayout::eShaderReadOnlyOptimal; } colorImage = texture->GetImage(); colorImageView = texture->GetImageView(); width = areaWidth; height = areaHeight; if (samples == 1) texture->ClearOutside(commandBuffer, areaWidth, areaHeight, colorImageCurrentLayout); setImageLayout(commandBuffer, colorImage, vk::Format::eR8G8B8A8Unorm, 1, colorImageCurrentLayout, vk::ImageLayout::eColorAttachmentOptimal); // (with SSAA: the texture, then the samples' colour and depth) vk::ImageView imageViews[] = { colorImageView, samples > 1 ? samplesAttachment->GetImageView() : depth->GetImageView(), depth->GetImageView(), }; const u64 viewSerials[] = { texture->GetViewSerial(), samples > 1 ? samplesAttachment->GetViewSerial() : depth->GetViewSerial(), depth->GetViewSerial(), }; /* (made again only for other attachments: a texture rendered to every * frame is the same one) */ framebuffers.resize(GetContext()->GetSwapChainSize()); const vk::Framebuffer framebuffer = framebuffers[GetCurrentImage()].Get(rttPipelineManager->GetRenderPass(), samples > 1 ? 3 : 2, imageViews, viewSerials, width, height); const vk::ClearValue clear_colors[] = { vk::ClearColorValue(std::array { 0.f, 0.f, 0.f, 1.f }), vk::ClearDepthStencilValue { 0.f, 0 } }; const vk::ClearValue ssaa_clear_colors[] = { clear_colors[0], clear_colors[0], clear_colors[1] }; commandBuffer.beginRenderPass(vk::RenderPassBeginInfo(rttPipelineManager->GetRenderPass(), framebuffer, vk::Rect2D( { 0, 0 }, { width, height }), samples > 1 ? 3 : 2, samples > 1 ? ssaa_clear_colors : clear_colors), vk::SubpassContents::eInline); commandBuffer.setViewport(0, vk::Viewport(0.0f, 0.0f, (float)upscaledWidth, (float)upscaledHeight, 0.0f, 1.0f)); { // only the pixel clip is written const u32 scale = settings.rend.RenderToTextureUpscale > 1 ? settings.rend.RenderToTextureUpscale : 1; baseScissor = vk::Rect2D(vk::Offset2D(clipX * scale, clipY * scale), vk::Extent2D(clipWidth * scale, clipHeight * scale)); } commandBuffer.setScissor(0, baseScissor); currentCommandBuffer = commandBuffer; return commandBuffer; } void TextureDrawer::EndRenderPass() { currentCommandBuffer.endRenderPass(); currentCommandBuffer.end(); currentCommandBuffer = nullptr; commandPool->EndFrame(); texture->dirty = 0; texture->stride_read = 0; // (rendered, not read) texture->made_type = 0; libCore_vramlock_Lock(texture->sa_tex, texture->sa + texture->size - 1, texture); /* video memory gets it when something first touches it there */ vk_rtt_watch(texture, textureAddr, pvrrc.fb_X_CLIP.min, pvrrc.fb_Y_CLIP.min, pvrrc.fb_X_CLIP.max - pvrrc.fb_X_CLIP.min + 1, pvrrc.fb_Y_CLIP.max - pvrrc.fb_Y_CLIP.min + 1); } void ScreenDrawer::Init(SamplerManager *samplerManager, ShaderManager *shaderManager, u32 samples) { this->shaderManager = shaderManager; /* (a change of SSAA is one of size: everything made for the size is * made again; so is one of the write-out, whose pictures are made for * it to write) */ // (the upscaler wants the depth kept, which SSAA's samples are not) const bool upscaled = upscaler_active() && samples == 1; const bool remade = viewport != GetContext()->GetViewPort() || samples != this->samples || storagePictures != VulkanWriteOut::Wanted() || upscaled != this->upscaled; if (remade) { /* Not destroyed on the spot: the last picture was handed to the * frontend, which shows it again for as long as no new one comes - * and may, before the first frame at the new size is drawn. They * go when the frames that could still use them have gone by. * (Upstream: a crash starting the 240p test suite.) */ if (commandPool != nullptr) { /* The image with the last frame does not go with the rest. A * game that draws part of the screen has the rest from the * last picture, and this is it: the next render starts from it * as it does from one kept across a new context, at whatever * size the screen now is - and here nothing is read back or * loaded again. It goes after the next frame. */ if (carriedPicture) commandPool->DeferDelete(std::move(carriedPicture)); if (havePicture && (size_t)GetCurrentImage() < colorAttachments.size() && colorAttachments[GetCurrentImage()]) { carriedPicture = std::move(colorAttachments[GetCurrentImage()]); restoredPicture = carriedPicture->GetImageView(); } for (auto& framebuffer : framebuffers) if (framebuffer) commandPool->DeferDelete(std::unique_ptr(new vk::UniqueFramebuffer(std::move(framebuffer)))); for (auto& attachment : colorAttachments) if (attachment) commandPool->DeferDelete(std::move(attachment)); for (auto& attachment : hdrAttachments) if (attachment) commandPool->DeferDelete(std::move(attachment)); if (depthAttachment) commandPool->DeferDelete(std::move(depthAttachment)); if (samplesAttachment) commandPool->DeferDelete(std::move(samplesAttachment)); for (auto& attachment : depthAttachments) if (attachment) commandPool->DeferDelete(std::move(attachment)); motionPass.Term(commandPool); } framebuffers.clear(); colorAttachments.clear(); hdrAttachments.clear(); depthAttachment.reset(); samplesAttachment.reset(); depthAttachments.clear(); havePicture = false; if (samples != this->samples || upscaled != this->upscaled) // (Resize() waited for the frames on the GPU: nothing uses it) renderPass.reset(); this->samples = samples; this->upscaled = upscaled; storagePictures = VulkanWriteOut::Wanted(); upscaler_reset(); } viewport = GetContext()->GetViewPort(); const vk::SampleCountFlagBits n = (vk::SampleCountFlagBits)samples; if (!depthAttachment && !upscaled) { /* (without SSAA, renders to textures draw into it too: as large as * they need, TextureDrawer::ShareExtent()) */ const vk::Extent2D depthSize = samples == 1 ? TextureDrawer::ShareExtent(viewport) : viewport; depthAttachment = std::unique_ptr( new FramebufferAttachment(GetContext()->GetPhysicalDevice(), GetContext()->GetDevice())); depthAttachment->Init(depthSize.width, depthSize.height, GetContext()->GetDepthFormat(), vk::ImageUsageFlagBits::eDepthStencilAttachment | vk::ImageUsageFlagBits::eTransientAttachment, true, n); } // SSAA: the samples' colour, which the last subpass resolves into the picture if (samples > 1 && !samplesAttachment) { samplesAttachment = std::unique_ptr( new FramebufferAttachment(GetContext()->GetPhysicalDevice(), GetContext()->GetDevice())); samplesAttachment->Init(viewport.width, viewport.height, GetContext()->GetColorFormat(), vk::ImageUsageFlagBits::eColorAttachment | vk::ImageUsageFlagBits::eInputAttachment | vk::ImageUsageFlagBits::eTransientAttachment, false, n); } /* The HDR output: a last subpass encodes the picture, its input, into * the HDR image, the frontend's (hdr_encode_vk.h) */ const bool hdr = GetContext()->HdrActive(); if (!renderPass && samples > 1) { renderPass = MakeSsaaRenderPass(GetContext()->GetColorFormat(), samples, vk::ImageLayout::eShaderReadOnlyOptimal, hdr ? GetContext()->GetHdrFormat() : vk::Format::eUndefined); hdrPipeline.reset(); } if (!renderPass) { hdrPipeline.reset(); vk::AttachmentDescription attachmentDescriptions[] = { // Color attachment vk::AttachmentDescription(vk::AttachmentDescriptionFlags(), GetContext()->GetColorFormat(), vk::SampleCountFlagBits::e1, vk::AttachmentLoadOp::eClear, vk::AttachmentStoreOp::eStore, vk::AttachmentLoadOp::eDontCare, vk::AttachmentStoreOp::eDontCare, vk::ImageLayout::eUndefined, vk::ImageLayout::eShaderReadOnlyOptimal), // Depth attachment (kept for the upscaler, when there is one) vk::AttachmentDescription(vk::AttachmentDescriptionFlags(), GetContext()->GetDepthFormat(), vk::SampleCountFlagBits::e1, vk::AttachmentLoadOp::eClear, upscaled ? vk::AttachmentStoreOp::eStore : vk::AttachmentStoreOp::eDontCare, vk::AttachmentLoadOp::eClear, vk::AttachmentStoreOp::eDontCare, vk::ImageLayout::eUndefined, vk::ImageLayout::eDepthStencilAttachmentOptimal), // The HDR output's image vk::AttachmentDescription(vk::AttachmentDescriptionFlags(), GetContext()->GetHdrFormat(), vk::SampleCountFlagBits::e1, vk::AttachmentLoadOp::eDontCare, vk::AttachmentStoreOp::eStore, vk::AttachmentLoadOp::eDontCare, vk::AttachmentStoreOp::eDontCare, vk::ImageLayout::eUndefined, vk::ImageLayout::eShaderReadOnlyOptimal), }; vk::AttachmentReference colorReference(0, vk::ImageLayout::eColorAttachmentOptimal); vk::AttachmentReference depthReference(1, vk::ImageLayout::eDepthStencilAttachmentOptimal); vk::AttachmentReference pictureInput(0, vk::ImageLayout::eShaderReadOnlyOptimal); vk::AttachmentReference hdrReference(2, vk::ImageLayout::eColorAttachmentOptimal); vk::SubpassDescription subpasses[] = { vk::SubpassDescription(vk::SubpassDescriptionFlags(), vk::PipelineBindPoint::eGraphics, 0, nullptr, 1, &colorReference, nullptr, &depthReference), // the HDR output: the picture encoded where it is vk::SubpassDescription(vk::SubpassDescriptionFlags(), vk::PipelineBindPoint::eGraphics, 1, &pictureInput, 1, &hdrReference, nullptr, nullptr), }; std::vector dependencies; /* (the frontend reads the picture anywhere, from a render pass of its * own or a copy: not by region, or it reads tiles not drawn yet) */ dependencies.emplace_back(0, VK_SUBPASS_EXTERNAL, vk::PipelineStageFlagBits::eColorAttachmentOutput, vk::PipelineStageFlagBits::eFragmentShader | vk::PipelineStageFlagBits::eComputeShader | vk::PipelineStageFlagBits::eTransfer, vk::AccessFlagBits::eColorAttachmentWrite, vk::AccessFlagBits::eShaderRead | vk::AccessFlagBits::eTransferRead); /* The depth attachment is the same one every frame: the frame before * has to be done with it before this one clears it. Nothing said * so. (The per-pixel renderer's render pass has the same, from * upstream.) */ // (the colour attachment is in it as well: once one dependency into the // subpass is spelled out, the one Vulkan would have assumed for the rest is gone) dependencies.emplace_back(VK_SUBPASS_EXTERNAL, 0, vk::PipelineStageFlagBits::eEarlyFragmentTests | vk::PipelineStageFlagBits::eLateFragmentTests | vk::PipelineStageFlagBits::eColorAttachmentOutput, vk::PipelineStageFlagBits::eEarlyFragmentTests | vk::PipelineStageFlagBits::eLateFragmentTests | vk::PipelineStageFlagBits::eColorAttachmentOutput, vk::AccessFlagBits::eDepthStencilAttachmentWrite | vk::AccessFlagBits::eColorAttachmentWrite, vk::AccessFlagBits::eDepthStencilAttachmentRead | vk::AccessFlagBits::eDepthStencilAttachmentWrite | vk::AccessFlagBits::eColorAttachmentRead | vk::AccessFlagBits::eColorAttachmentWrite); /* The picture is cleared and drawn into an image the frontend was * handed before, on the queue the two share: whatever read it there - * a shader, a compute upscaler, a copy - is done before this clears it, * or a GPU that draws in tiles shows tiles of the next frame with only * its opaque polygons drawn yet. */ dependencies.emplace_back(VK_SUBPASS_EXTERNAL, 0, vk::PipelineStageFlagBits::eFragmentShader | vk::PipelineStageFlagBits::eComputeShader | vk::PipelineStageFlagBits::eTransfer, vk::PipelineStageFlagBits::eColorAttachmentOutput, vk::AccessFlags(), vk::AccessFlagBits::eColorAttachmentWrite); // the depth the frame leaves, for the motion vector pass and the upscaler if (upscaled) dependencies.emplace_back(0, VK_SUBPASS_EXTERNAL, vk::PipelineStageFlagBits::eEarlyFragmentTests | vk::PipelineStageFlagBits::eLateFragmentTests, vk::PipelineStageFlagBits::eEarlyFragmentTests | vk::PipelineStageFlagBits::eLateFragmentTests | vk::PipelineStageFlagBits::eFragmentShader | vk::PipelineStageFlagBits::eComputeShader, vk::AccessFlagBits::eDepthStencilAttachmentWrite, vk::AccessFlagBits::eDepthStencilAttachmentRead | vk::AccessFlagBits::eShaderRead); if (hdr) { // the picture drawn, then encoded where it is... dependencies.emplace_back(0, 1, vk::PipelineStageFlagBits::eColorAttachmentOutput, vk::PipelineStageFlagBits::eFragmentShader, vk::AccessFlagBits::eColorAttachmentWrite, vk::AccessFlagBits::eInputAttachmentRead, vk::DependencyFlagBits::eByRegion); // ...into the image the frontend was done with... dependencies.emplace_back(VK_SUBPASS_EXTERNAL, 1, vk::PipelineStageFlagBits::eFragmentShader | vk::PipelineStageFlagBits::eTransfer, vk::PipelineStageFlagBits::eColorAttachmentOutput, vk::AccessFlags(), vk::AccessFlagBits::eColorAttachmentWrite); // ...and which it is handed to read dependencies.emplace_back(1, VK_SUBPASS_EXTERNAL, vk::PipelineStageFlagBits::eColorAttachmentOutput, vk::PipelineStageFlagBits::eFragmentShader | vk::PipelineStageFlagBits::eTransfer, vk::AccessFlagBits::eColorAttachmentWrite, vk::AccessFlagBits::eShaderRead | vk::AccessFlagBits::eTransferRead); } renderPass = GetContext()->GetDevice().createRenderPassUnique(vk::RenderPassCreateInfo(vk::RenderPassCreateFlags(), ARRAY_SIZE(attachmentDescriptions) - (hdr ? 0 : 1), attachmentDescriptions, ARRAY_SIZE(subpasses) - (hdr ? 0 : 1), subpasses, dependencies.size(), dependencies.data())); } if (hdr && !hdrPipeline) hdrPipeline = GetContext()->HdrSubpassPipeline(*renderPass, samples > 1 ? 2 : 1, samples); size_t size = VulkanContext::Instance()->GetSwapChainSize(); if (colorAttachments.size() > size) { colorAttachments.resize(size); hdrAttachments.resize(hdr ? size : 0); framebuffers.resize(size); if (upscaled) depthAttachments.resize(size); } else { // (with SSAA: the picture, then the samples' colour and depth; then the HDR output's image) vk::ImageView attachments[] = { nullptr, samples > 1 ? samplesAttachment->GetImageView() : upscaled ? vk::ImageView() : depthAttachment->GetImageView(), samples > 1 ? depthAttachment->GetImageView() : nullptr, nullptr, }; const u32 count = (samples > 1 ? 3 : 2) + (hdr ? 1 : 0); while (colorAttachments.size() < size) { if (upscaled) { // the frame's depth, kept, sampled and copied from (the frontend reads it as it likes) depthAttachments.push_back(std::unique_ptr( new FramebufferAttachment(GetContext()->GetPhysicalDevice(), GetContext()->GetDevice()))); depthAttachments.back()->Init(viewport.width, viewport.height, GetContext()->GetDepthFormat(), vk::ImageUsageFlagBits::eDepthStencilAttachment | vk::ImageUsageFlagBits::eSampled | vk::ImageUsageFlagBits::eTransferSrc, false); attachments[1] = depthAttachments.back()->GetImageView(); } colorAttachments.push_back(std::unique_ptr( new FramebufferAttachment(GetContext()->GetPhysicalDevice(), GetContext()->GetDevice()))); // (copied from when the context goes, to keep the picture: rend/last_picture.h; the HDR output's input) colorAttachments.back()->Init(viewport.width, viewport.height, GetContext()->GetColorFormat(), vk::ImageUsageFlagBits::eColorAttachment | vk::ImageUsageFlagBits::eSampled | vk::ImageUsageFlagBits::eTransferSrc | (storagePictures ? vk::ImageUsageFlagBits::eStorage : vk::ImageUsageFlags()) | (hdr ? vk::ImageUsageFlagBits::eInputAttachment : vk::ImageUsageFlags()), false); attachments[0] = colorAttachments.back()->GetImageView(); if (hdr) { hdrAttachments.push_back(std::unique_ptr( new FramebufferAttachment(GetContext()->GetPhysicalDevice(), GetContext()->GetDevice()))); hdrAttachments.back()->Init(viewport.width, viewport.height, GetContext()->GetHdrFormat(), vk::ImageUsageFlagBits::eColorAttachment | vk::ImageUsageFlagBits::eSampled | vk::ImageUsageFlagBits::eTransferSrc, false); attachments[count - 1] = hdrAttachments.back()->GetImageView(); } vk::FramebufferCreateInfo createInfo(vk::FramebufferCreateFlags(), *renderPass, count, attachments, viewport.width, viewport.height, 1); framebuffers.push_back(GetContext()->GetDevice().createFramebufferUnique(createInfo)); } } if (!screenPipelineManager) screenPipelineManager = std::unique_ptr(new PipelineManager()); screenPipelineManager->Init(shaderManager, *renderPass, samples); Drawer::Init(samplerManager, screenPipelineManager.get()); if (samples > 1) { ssaaResolve.Init(*renderPass, 1, samples, samplesAttachment->GetImageView()); msQuadPipeline.Init(shaderManager, *renderPass, 0, samples); } if (upscaled) { std::vector depthViews; for (const auto& attachment : depthAttachments) depthViews.push_back(attachment->GetImageView()); motionPass.Init(viewport, GetContext()->GetDepthFormat(), vk::ImageLayout::eDepthStencilAttachmentOptimal, depthViews, screenPipelineManager->GetPipelineLayout(), shaderManager->GetMotionVertexShader(), shaderManager->GetMotionShader(), commandPool); } timer.Init(GetContext()->GetSwapChainSize(), "per-triangle renderer"); if (remade) { std::vector views; for (const auto& attachment : colorAttachments) views.push_back(attachment->GetImageView()); writeOut.Init(storagePictures ? views : std::vector(), viewport); } } vk::CommandBuffer ScreenDrawer::BeginRenderPass() { NewImage(); vk::CommandBuffer commandBuffer = commandPool->Allocate(); commandBuffer.begin(vk::CommandBufferBeginInfo(vk::CommandBufferUsageFlagBits::eOneTimeSubmit)); matrices.CalcMatrices(&pvrrc); // the frame drawn under this frame's jitter, its strips matched for the motion vector pass if (upscaled && motionPass.Begin(GetCurrentImage())) { float jx, jy; upscaler_jitter(&jx, &jy); matrices.Jitter(jx, jy); } vertexUniformBuffer = WriteVertexUniforms(commandBuffer, GetCurrentImage()); // (the HDR output's transform, for the render pass's last subpass) if (hdrPipeline) GetContext()->HdrPrepare(*commandPool, commandBuffer); /* A framebuffer the game has not drawn to lately starts as the border * colour, which is what the OpenGL renderers clear it to; any other * starts black, and has the last picture put into it below. */ const std::array clear_color = pvrrc.clearFramebuffer ? std::array { VO_BORDER_COL.Red / 255.f, VO_BORDER_COL.Green / 255.f, VO_BORDER_COL.Blue / 255.f, 1.f } : std::array { 0.f, 0.f, 0.f, 1.f }; timer.Begin(commandBuffer, commandPool->GetIndex()); // (with SSAA: the picture, all of which the resolve writes, then the samples' colour and depth) const vk::ClearValue clear_colors[] = { vk::ClearColorValue(clear_color), vk::ClearDepthStencilValue { 0.f, 0 } }; const vk::ClearValue ssaa_clear_colors[] = { clear_colors[0], clear_colors[0], clear_colors[1] }; commandBuffer.beginRenderPass(vk::RenderPassBeginInfo(*renderPass, *framebuffers[GetCurrentImage()], vk::Rect2D( { 0, 0 }, viewport), samples > 1 ? 3 : 2, samples > 1 ? ssaa_clear_colors : clear_colors), vk::SubpassContents::eInline); commandBuffer.setViewport(0, vk::Viewport(0.0f, 0.0f, viewport.width, viewport.height, 0.0f, 1.0f)); SetBaseScissor(); /* A render that covers only part of the screen leaves the rest of the * framebuffer as it was. Every frame here goes to a fresh image, * cleared, so the part that is not drawn was black: the last frame is * drawn into it first, whole, and the render goes over it. Only for * such a render - one that covers the screen pays nothing - and not * into a framebuffer the game has not drawn to lately, which starts * empty. */ if ((havePicture || restoredPicture) && quadPipeline != nullptr && !pvrrc.clearFramebuffer && matrices.IsClipped()) { const int count = (int)colorAttachments.size(); const std::array opaque = { 1.f, 1.f, 1.f, 1.f }; commandBuffer.setScissor(0, vk::Rect2D( { 0, 0 }, viewport)); commandBuffer.setBlendConstants(opaque.data()); (samples > 1 ? &msQuadPipeline : quadPipeline)->BindPipeline(commandBuffer); /* (the picture kept from another context can be of another size) */ if (havePicture) lastPicture.Draw(commandBuffer, colorAttachments[(GetCurrentImage() + count - 1) % count]->GetImageView(), nullptr, true, commandPool); else lastPicture.Draw(commandBuffer, restoredPicture, nullptr, false, commandPool); } commandBuffer.setScissor(0, baseScissor); currentCommandBuffer = commandBuffer; return commandBuffer; } void ScreenDrawer::KeepPicture() { if (!havePicture) return; u8 *pixels = last_picture_keep(viewport.width, viewport.height); if (pixels != NULL) vk_read_picture(colorAttachments[GetCurrentImage()]->GetImage(), GetContext()->GetColorFormat(), viewport.width, viewport.height, pixels); } bool ScreenDrawer::WriteOutBeforeOsd() { if (!writeOut.Runs(viewport.height)) return false; /* (the HDR output's subpass passed over: the picture is encoded once it is written out) */ if (hdrPipeline) currentCommandBuffer.nextSubpass(vk::SubpassContents::eInline); currentCommandBuffer.endRenderPass(); writeOut.Record(currentCommandBuffer, GetCurrentImage(), colorAttachments[GetCurrentImage()]->GetImage(), colorAttachments[GetCurrentImage()]->GetImageView(), viewport.width, viewport.height); writeOut.BeginOverlay(currentCommandBuffer, GetCurrentImage()); overlaid = true; return true; } void ScreenDrawer::EndRenderPass() { havePicture = true; restoredPicture = nullptr; // (this frame may have drawn it: it goes when the frame is done with) if (carriedPicture) commandPool->DeferDelete(std::move(carriedPicture)); /* The HDR output: the picture encoded in the render pass's last * subpass, where it is; on a frame the chip's write-out changes after * the render pass, once that is done (and what goes over it drawn), in * the same submission */ bool hdrAfter = false; if (hdrPipeline && !overlaid) { currentCommandBuffer.nextSubpass(vk::SubpassContents::eInline); /* (or with the post effects, which only the pass of its own draws) */ hdrAfter = writeOut.Runs(viewport.height) || GetContext()->HdrPostActive(); if (!hdrAfter) GetContext()->HdrSubpassDraw(*commandPool, currentCommandBuffer, *hdrPipeline, colorAttachments[GetCurrentImage()]->GetImageView(), samples > 1 ? samplesAttachment->GetImageView() : vk::ImageView(), viewport); } else if (hdrPipeline) hdrAfter = true; currentCommandBuffer.endRenderPass(); if (overlaid) overlaid = false; else writeOut.Record(currentCommandBuffer, GetCurrentImage(), colorAttachments[GetCurrentImage()]->GetImage(), colorAttachments[GetCurrentImage()]->GetImageView(), viewport.width, viewport.height); if (motionPass.Recorded()) { // (what went over the picture may have bound its own) GetCurrentDescSet().BindPerFrameDescriptorSets(currentCommandBuffer); motionPass.Record(currentCommandBuffer, GetCurrentImage(), geometry, offsets.indexOffset, baseScissor, geometryVertices); } timer.End(currentCommandBuffer, commandPool->GetIndex()); currentCommandBuffer.end(); currentCommandBuffer = nullptr; vk::Image image = colorAttachments[GetCurrentImage()]->GetImage(); vk::ImageView view = colorAttachments[GetCurrentImage()]->GetImageView(); bool hdr = false; if (hdrAfter) hdr = GetContext()->HdrEncode(*commandPool, image, view, vk::Extent2D(viewport.width, viewport.height)); else if (hdrPipeline) { image = hdrAttachments[GetCurrentImage()]->GetImage(); view = hdrAttachments[GetCurrentImage()]->GetImageView(); hdr = true; } commandPool->EndFrame(); GetContext()->PresentFrame(image, view, vk::Offset2D(viewport.width, viewport.height), hdr); if (motionPass.Recorded()) motionPass.Submit(GetCurrentImage(), depthAttachments[GetCurrentImage()]->GetImage(), depthAttachments[GetCurrentImage()]->GetImageView(), GetContext()->GetDepthFormat()); }