#define PVR_REGS_FOR_RENDERER // see hw/pvr/pvr_regs.h
/*
Created on: Nov 7, 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 "oit_drawer.h"
#include "../rtt_read.h"
#include "rend/last_picture.h"
#include "hw/pvr/pvr_mem.h"
#include
/* The translucent modifier volumes' draws change the per-pixel lists from
* their shaders (oit_trmodvol.frag), and nothing orders what the shaders of
* two draws do to the same fragment but a barrier between them: a GPU runs
* the draws of a subpass at once, in any order, where a software device
* runs them one after the other. They go through here. Built with
* RACE_TEST (tools/rend/speckle_test.sh; never in a release) the draws
* between two barriers are recorded a triangle at a time, the draws'
* triangles taken in turn, the last draw's first: one draw's shaders run
* while another's are half done, as on a GPU, and a picture that changes
* then depends on an order nothing keeps. */
namespace {
struct ListDraws
{
OITDrawer& drawer;
const vk::CommandBuffer& cmd;
PsoCull& cull;
#ifdef RACE_TEST
struct Held { vk::Pipeline pipeline; u32 cullIndex; vk::Rect2D scissor; u32 vertices, first; };
Held held[256];
u32 count = 0;
#endif
ListDraws(OITDrawer& drawer, const vk::CommandBuffer& cmd, PsoCull& cull) : drawer(drawer), cmd(cmd), cull(cull) {}
~ListDraws() { Flush(); }
// @cullIndex: PsoCullIndex()'s
void Draw(vk::Pipeline pipeline, u32 cullIndex, const vk::Rect2D& scissor, u32 vertices, u32 first)
{
#ifdef RACE_TEST
if (count == ARRAY_SIZE(held))
Flush();
held[count++] = { pipeline, cullIndex, scissor, vertices, first };
#else
Record(pipeline, cullIndex, scissor, vertices, first);
#endif
}
/* what the draws before did to the lists is done before the draws after start */
void Barrier()
{
Flush();
vk::MemoryBarrier barrier(vk::AccessFlagBits::eShaderWrite, vk::AccessFlagBits::eShaderRead);
cmd.pipelineBarrier(vk::PipelineStageFlagBits::eFragmentShader, vk::PipelineStageFlagBits::eFragmentShader,
vk::DependencyFlagBits::eByRegion, barrier, nullptr, nullptr);
}
void Flush()
{
#ifdef RACE_TEST
for (u32 v = 0, more = count; more != 0; v += 3)
{
more = 0;
for (u32 i = count; i-- > 0; )
if (v < held[i].vertices)
{
Record(held[i].pipeline, held[i].cullIndex, held[i].scissor, 3, held[i].first + v);
more++;
}
}
count = 0;
#endif
}
private:
void Record(vk::Pipeline pipeline, u32 cullIndex, const vk::Rect2D& scissor, u32 vertices, u32 first)
{
drawer.SetScissor(cmd, scissor);
cmd.bindPipeline(vk::PipelineBindPoint::eGraphics, pipeline);
cull.Set(cullIndex);
cmd.draw(vertices, 1, first, 0);
}
};
}
void OITDrawer::DrawPoly(const vk::CommandBuffer& cmdBuffer, u32 listType, bool autosort, Pass pass,
const PolyParam& poly, u32 first, u32 count)
{
vk::Rect2D scissorRect;
TileClipping tileClip = SetTileClip(poly.tileclip, scissorRect);
if (tileClip == TileClipping::Outside)
SetScissor(cmdBuffer, scissorRect);
else
SetScissor(cmdBuffer, baseScissor);
float trilinearAlpha = 1.f;
if (poly.tsp.FilterMode > 1 && poly.pcw.Texture && listType != ListType_Punch_Through && poly.tcw.MipMapped == 1)
{
trilinearAlpha = 0.25 * (poly.tsp.MipMapD & 0x3);
if (poly.tsp.FilterMode == 2)
// Trilinear pass A
trilinearAlpha = 1.0 - trilinearAlpha;
}
bool twoVolumes = poly.tsp1.full != (u32)-1 || poly.tcw1.full != (u32)-1;
const bool keepAll = twoVolumes || poly.tsp.SrcSelect;
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;
}
OITDescriptorSets::PushConstants 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
},
// The per-pixel pass drops a fragment whose blend would leave the
// pixel as it is. It cannot tell that when the source is the second
// accumulation buffer, or when the polygon has a second volume and
// which blend applies is known only when the lists are put
// together: those get a blend (8) that none of its cases take.
{ keepAll ? 8 : (int)poly.tsp.SrcInstr, keepAll ? 8 : (int)poly.tsp.DstInstr, 0, 0 },
trilinearAlpha,
// (a frame decoded on the GPU numbers its strips by their draws: see TA_GPU_INSTANCE)
listType == ListType_Translucent && !pvrrc.gpu ? (int)(&poly - pvrrc.global_param_tr.head()) : 0,
palette_index,
};
if (twoVolumes)
{
pushConstants.blend_mode1[0] = (int)poly.tsp1.SrcInstr;
pushConstants.blend_mode1[1] = (int)poly.tsp1.DstInstr;
pushConstants.blend_mode1[2] = 0;
pushConstants.blend_mode1[3] = 0;
pushConstants.shading_instr0 = poly.tsp.ShadInstr;
pushConstants.shading_instr1 = poly.tsp1.ShadInstr;
pushConstants.fog_control0 = poly.tsp.FogCtrl;
pushConstants.fog_control1 = poly.tsp1.FogCtrl;
pushConstants.use_alpha0 = poly.tsp.UseAlpha;
pushConstants.use_alpha1 = poly.tsp1.UseAlpha;
pushConstants.ignore_tex_alpha0 = poly.tsp.IgnoreTexA;
pushConstants.ignore_tex_alpha1 = poly.tsp1.IgnoreTexA;
}
const OITPsoChoice pso = pipelineManager->GetPipeline(listType, autosort, poly, pass);
if (pso.pipeline == VK_NULL_HANDLE)
return;
// (the general pipeline is told the polygon's key too: pso.h)
pushConstants.key = (int)(pso.key & ((1u << OIT_SC_BITS) - 1));
cmdBuffer.pushConstants(pipelineManager->GetPipelineLayout(), vk::ShaderStageFlagBits::eFragment, 0,
pso.general ? (u32)sizeof(pushConstants) : (u32)OIT_PUSH_KEY_OFFSET, &pushConstants);
bool needTexture = poly.pcw.Texture;
vk::DescriptorSet texSet;
if (needTexture)
texSet = GetCurrentDescSet().SetTexture(poly.texid, poly.tsp, poly.texid1, poly.tsp1);
cmdBuffer.bindPipeline(vk::PipelineBindPoint::eGraphics, vk::Pipeline(pso.pipeline));
if (pso.general)
pipelineManager->SetDynamicState(cmdBuffer, pso.key);
if (needTexture)
GetCurrentDescSet().BindPerPolyDescriptorSets(cmdBuffer, texSet);
DrawIndices(cmdBuffer, listType, first, count);
}
void OITDrawer::DrawList(const vk::CommandBuffer& cmdBuffer, u32 listType, bool sortTriangles, Pass pass,
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, pass, *pp, pp->first, pp->count);
}
template
void OITDrawer::DrawModifierVolumes(const vk::CommandBuffer& cmdBuffer, int first, int count, const ModifierVolumeParam *modVolParams)
{
if (count == 0 || ModVolTriangles() == 0)
return;
vk::Buffer buffer = GetMainBuffer(0)->buffer.get();
BindModVolTriangles(cmdBuffer, buffer, offsets.modVolOffset);
SetScissor(cmdBuffer, baseScissor);
const ModifierVolumeParam* params = &modVolParams[first];
int mod_base = -1;
vk::Pipeline pipeline;
PsoCull cull(cmdBuffer, pipelineManager->CullSetter());
ListDraws listDraws(*this, cmdBuffer, cull);
for (int cmv = 0; cmv < count; cmv++)
{
const ModifierVolumeParam& param = params[cmv];
u32 mvFirst, mvCount;
mv_clip_range_of(pvrrc, modVolParams, 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 scissor = baseScissor;
{
vk::Rect2D clipRect;
if (SetTileClip(param.tileclip, clipRect) == TileClipping::Outside)
scissor = clipRect;
}
verify(mvFirst + mvCount <= ModVolTriangles());
if (mod_base == -1)
mod_base = mvFirst;
if (!param.isp.VolumeLast && mv_mode > 0)
{
// OR'ing (open volume or quad)
if (Translucent)
pipeline = pipelineManager->GetTrModifierVolumePipeline(ModVolMode::Or, param.isp.CullMode);
else
pipeline = pipelineManager->GetModifierVolumePipeline(ModVolMode::Or, param.isp.CullMode);
}
else
{
// XOR'ing (closed volume)
if (Translucent)
pipeline = pipelineManager->GetTrModifierVolumePipeline(ModVolMode::Xor, param.isp.CullMode);
else
pipeline = pipelineManager->GetModifierVolumePipeline(ModVolMode::Xor, param.isp.CullMode);
}
if (Translucent)
listDraws.Draw(pipeline, PsoCullIndex(param.isp.CullMode), scissor, mvCount * 3, mvFirst * 3);
else
{
SetScissor(cmdBuffer, scissor);
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
if (Translucent)
{
listDraws.Barrier();
pipeline = pipelineManager->GetTrModifierVolumePipeline(mv_mode == 1 ? ModVolMode::Inclusion : ModVolMode::Exclusion, param.isp.CullMode);
listDraws.Draw(pipeline, PsoCullIndex(param.isp.CullMode), scissor, (mvFirst + mvCount - mod_base) * 3, mod_base * 3);
/* ...and done before the next volume's draws start: this
* draw clears the stencil bit the next volume's toggle, and
* sets the fragments it finds inside from what it read */
listDraws.Barrier();
}
else
{
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;
}
}
listDraws.Flush();
SetScissor(cmdBuffer, baseScissor);
BindVertices(cmdBuffer);
}
void OITDrawer::UploadMainBuffer(const OITDescriptorSets::FragmentShaderUniforms& fragmentUniforms)
{
using FragmentShaderUniforms = OITDescriptorSets::FragmentShaderUniforms;
/* (on the stack: nothing allocated for them) */
const void *chunks[10];
u32 chunkSizes[10];
u32 nchunks = 0;
/* (a frame decoded on the GPU has its geometry and translucent polygon
* parameters there; one the parse wrote where the card reads it, its
* geometry there) */
const bool here = UseParsed(0);
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();
// Vertex
chunks[nchunks] = (pvrrc.verts.head());
chunkSizes[nchunks++] = (vertexBytes);
u32 padding = align(vertexBytes, 4);
offsets.modVolOffset = vertexBytes + padding;
chunks[nchunks] = (nullptr);
chunkSizes[nchunks++] = (padding);
// Modifier Volumes
chunks[nchunks] = (ModVolList().head());
chunkSizes[nchunks++] = (modVolBytes);
padding = align(offsets.modVolOffset + modVolBytes, 4);
offsets.indexOffset = offsets.modVolOffset + modVolBytes + padding;
chunks[nchunks] = (nullptr);
chunkSizes[nchunks++] = (padding);
// Index
chunks[nchunks] = (pvrrc.idx.head());
chunkSizes[nchunks++] = (indexBytes);
// Fragment uniform buffer (the vertex one is its own: WriteVertexUniforms())
u32 indexSize = indexBytes;
padding = align(offsets.indexOffset + indexSize, std::max(4, (int)GetContext()->GetUniformBufferAlignment()));
offsets.fragmentUniformOffset = offsets.indexOffset + indexSize + padding;
chunks[nchunks] = (nullptr);
chunkSizes[nchunks++] = (padding);
chunks[nchunks] = (&fragmentUniforms);
chunkSizes[nchunks++] = (sizeof(fragmentUniforms));
// Translucent poly params
padding = align(offsets.fragmentUniformOffset + sizeof(FragmentShaderUniforms), std::max(4, (int)GetContext()->GetStorageBufferAlignment()));
offsets.polyParamsOffset = offsets.fragmentUniformOffset + sizeof(FragmentShaderUniforms) + padding;
chunks[nchunks] = (nullptr);
chunkSizes[nchunks++] = (padding);
/* (written below, straight into the buffer: two words a translucent
* polygon, or the one the validation layers want when there is none) */
const u32 trPolys = pvrrc.gpu ? 0 : (u32)pvrrc.global_param_tr.used();
offsets.polyParamsSize = (trPolys != 0 ? trPolys * 2 : 1) * 4;
chunks[nchunks] = (nullptr);
chunkSizes[nchunks++] = (offsets.polyParamsSize);
u32 totalSize = offsets.polyParamsOffset + offsets.polyParamsSize;
BufferData *buffer = GetMainBuffer(totalSize);
buffer->upload(nchunks, chunkSizes, chunks);
SetGeometry(buffer->buffer.get());
if (here)
offsets.indexOffset = parsed.indices;
u32 *trPolyParams = (u32 *)((u8 *)buffer->MapMemory() + offsets.polyParamsOffset);
if (trPolys == 0)
trPolyParams[0] = 0;
else
{
const PolyParam *pp = pvrrc.global_param_tr.head();
for (u32 i = 0; i < trPolys; i++, pp++)
{
trPolyParams[i * 2] = (pp->tsp.full & 0xffff00c0) | ((pp->isp.full >> 16) & 0xe400) | ((pp->pcw.full >> 7) & 1);
trPolyParams[i * 2 + 1] = pp->tsp1.full;
}
}
}
bool OITDrawer::Draw(const Texture *fogTexture, const Texture *paletteTexture)
{
vk::CommandBuffer cmdBuffer = NewFrame();
// (the attachments drawn into: this drawer's, or the screen's drawer's - see OITTextureDrawer::ShareAttachments())
OITDrawer *const att = attachmentsOf;
if (att->needDepthTransition)
{
att->needDepthTransition = false;
// Not convinced that this is really needed but it makes validation layers happy
if (att->upscaled)
for (const auto& attachment : att->depthAttachments)
setImageLayout(cmdBuffer, attachment->GetImage(), GetContext()->GetDepthFormat(), 1, vk::ImageLayout::eUndefined, vk::ImageLayout::eDepthStencilReadOnlyOptimal);
else
setImageLayout(cmdBuffer, att->depthAttachment->GetImage(), GetContext()->GetDepthFormat(), 1, vk::ImageLayout::eUndefined, vk::ImageLayout::eDepthStencilReadOnlyOptimal);
}
OITDescriptorSets::FragmentShaderUniforms fragUniforms = MakeFragmentUniforms();
fragUniforms.shade_scale_factor = FPU_SHAD_SCALE.scale_factor / 256.f;
currentScissor = vk::Rect2D();
oitBuffers->OnNewFrame(cmdBuffer);
// (the GPU's decode has done it to a frame it made)
if (!pvrrc.gpu)
SetProvokingVertices();
// Upload vertex and index buffers
UploadMainBuffer(fragUniforms);
quadBuffer->Update();
/* Translucent polygons that are not sorted are drawn in the colour
* subpass and write depth there. A frame that has any is drawn with the
* render passes that allow that: see RenderPasses::GetRenderPass(). */
bool depthWrites = false;
{
int tr_count = 0;
for (int i = 0; i < pvrrc.render_passes.used(); i++)
{
const RenderPass& pass = pvrrc.render_passes.head()[i];
if (!pass.autosort && pass.tr_count > tr_count)
depthWrites = true;
tr_count = pass.tr_count;
}
}
// Update per-frame descriptor set and bind it
const vk::Buffer mainBuffer = GetMainBuffer(0)->buffer.get();
GetCurrentDescSet().UpdateUniforms(vertexUniformBuffer, mainBuffer, offsets.fragmentUniformOffset,
fogTexture->GetImageView(), offsets.polyParamsOffset,
offsets.polyParamsSize, att->Depth()->GetStencilView(),
att->Depth()->GetImageView(), paletteTexture->GetImageView(),
RenderPasses::DepthInputLayout(depthWrites),
pvrrc.gpu ? gpuDraw->trParams : vk::Buffer(), pvrrc.gpu ? gpuDraw->trParamsSize : 0);
GetCurrentDescSet().BindPerFrameDescriptorSets(cmdBuffer);
/* SSAA: the samples' colour, one image for every render pass, read in
* the general layout; without, the two that take turns */
const bool ssaa = pipelineManager->GetSamples() > 1;
if (ssaa)
GetCurrentDescSet().UpdateColorInputDescSet(0, att->colorAttachments[0]->GetImageView(), vk::ImageLayout::eGeneral);
else
{
GetCurrentDescSet().UpdateColorInputDescSet(0, att->colorAttachments[0]->GetImageView());
GetCurrentDescSet().UpdateColorInputDescSet(1, att->colorAttachments[1]->GetImageView());
}
oitBuffers->BindDescriptorSet(cmdBuffer, pipelineManager->GetPipelineLayout(), 3);
// 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
OITDescriptorSets::PushConstants pushConstants = { };
cmdBuffer.pushConstants(pipelineManager->GetPipelineLayout(), vk::ShaderStageFlagBits::eFragment, 0, pushConstants);
/* A framebuffer the game has not drawn to lately starts as the border
* colour, which is what the OpenGL renderers clear it to (never a
* render to a texture: that is not such a framebuffer); any other
* starts black. */
const vk::ClearColorValue 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 });
const std::array clear_colors = {
clear_color,
clear_color,
vk::ClearDepthStencilValue{ 0.f, 0 },
};
/* In bands, when the frames before had more translucent fragments than
* there is room for: the bands are drawn one after the other, each with
* all of the frame's render passes. The picture is cleared in the
* first band only (RenderPasses::GetRenderPass(), @resumed), and the
* last band's final render pass is the whole picture's, as the frame's
* final render pass always is: what is drawn after it (the screen's
* VMUs, the texture's copy) is drawn over the whole of it. */
bands = oitBuffers->ChooseBands(commandPool->GetIndex(), pvrrc.isRTT);
const u32 height = std::max(viewport.extent.height, 1u);
const u32 bandHeight = (height + std::min(bands, height) - 1) / std::min(bands, height);
const u32 bandCount = (height + bandHeight - 1) / bandHeight;
oitBuffers->SetBands(bandCount);
for (u32 bandIndex = 0; bandIndex < bandCount; bandIndex++)
{
const bool lastBand = bandIndex == bandCount - 1;
if (bandCount > 1)
{
const u32 top = bandIndex * bandHeight;
band = vk::Rect2D(vk::Offset2D(viewport.offset.x, viewport.offset.y + (s32)top),
vk::Extent2D(viewport.extent.width, std::min(bandHeight, height - top)));
currentScissor = vk::Rect2D();
if (bandIndex > 0)
// (the band before ended with the quad's)
BindGeometry(cmdBuffer, offsets.indexOffset);
}
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 TrMV %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.mvo_tr_count - previous_pass.mvo_tr_count, current_pass.autosort);
// Reset the pixel counter
oitBuffers->ResetPixelCounter(cmdBuffer);
const bool initialPass = render_pass == 0;
const bool finalPass = render_pass == pvrrc.render_passes.used() - 1;
vk::Framebuffer targetFramebuffer;
if (ssaa)
// (the samples carry on to the next render pass; the picture is written by the last)
targetFramebuffer = GetFinalFramebuffer();
else if (!finalPass)
targetFramebuffer = *att->tempFramebuffers[att->upscaled ? GetCurrentImage() : 0][(pvrrc.render_passes.used() - 1 - render_pass) % 2];
else
targetFramebuffer = GetFinalFramebuffer();
cmdBuffer.beginRenderPass(
vk::RenderPassBeginInfo(pipelineManager->GetRenderPass(initialPass, finalPass, depthWrites, bandIndex > 0),
targetFramebuffer, bandCount > 1 && !(finalPass && lastBand) ? band : viewport, clear_colors.size(), clear_colors.data()),
vk::SubpassContents::eInline);
// Depth + stencil subpass
DrawList(cmdBuffer, ListType_Opaque, false, Pass::Depth, pvrrc.global_param_op, previous_pass.op_count, current_pass.op_count);
DrawList(cmdBuffer, ListType_Punch_Through, false, Pass::Depth, pvrrc.global_param_pt, previous_pass.pt_count, current_pass.pt_count);
DrawModifierVolumes(cmdBuffer, previous_pass.mvo_count, current_pass.mvo_count - previous_pass.mvo_count, pvrrc.global_param_mvo.head());
// Color subpass
cmdBuffer.nextSubpass(vk::SubpassContents::eInline);
/* A render that covers only part of the screen leaves the rest as
* it was: the last picture goes in first, under everything, and
* what this frame binds is bound again after it. */
if (render_pass == 0 && DrawLastPicture(cmdBuffer))
{
GetCurrentDescSet().BindPerFrameDescriptorSets(cmdBuffer);
oitBuffers->BindDescriptorSet(cmdBuffer, pipelineManager->GetPipelineLayout(), 3);
BindGeometry(cmdBuffer, offsets.indexOffset);
cmdBuffer.pushConstants(pipelineManager->GetPipelineLayout(), vk::ShaderStageFlagBits::eFragment, 0, pushConstants);
SetScissor(cmdBuffer, baseScissor);
}
// OP + PT
DrawList(cmdBuffer, ListType_Opaque, false, Pass::Color, pvrrc.global_param_op, previous_pass.op_count, current_pass.op_count);
DrawList(cmdBuffer, ListType_Punch_Through, false, Pass::Color, pvrrc.global_param_pt, previous_pass.pt_count, current_pass.pt_count);
// TR
/* (In the first frame after the per-pixel lists are made, too: they
* start empty - OITBuffers::OnNewFrame - and that frame's translucent
* polygons are drawn like any other's. They used to be left out of
* it, and where a game draws one frame and then waits, they stayed
* missing. Upstream: the background of the progress window in
* Fighting Force 2.) */
if (current_pass.autosort)
DrawList(cmdBuffer, ListType_Translucent, true, Pass::OIT, pvrrc.global_param_tr, previous_pass.tr_count, current_pass.tr_count);
else
DrawList(cmdBuffer, ListType_Translucent, false, Pass::Color, pvrrc.global_param_tr, previous_pass.tr_count, current_pass.tr_count);
// Final subpass (SSAA: the translucent modifier volumes' one)
cmdBuffer.nextSubpass(vk::SubpassContents::eInline);
GetCurrentDescSet().BindColorInputDescSet(cmdBuffer, ssaa ? 0 : (pvrrc.render_passes.used() - 1 - render_pass) % 2);
SetScissor(cmdBuffer, baseScissor);
{
// Tr modifier volumes
if (GetContext()->GetVendorID() != VENDOR_QUALCOMM) // Adreno bug
{
if (current_pass.mv_op_tr_shared)
DrawModifierVolumes(cmdBuffer, previous_pass.mvo_count, current_pass.mvo_count - previous_pass.mvo_count, pvrrc.global_param_mvo.head());
else
DrawModifierVolumes(cmdBuffer, previous_pass.mvo_tr_count, current_pass.mvo_tr_count - previous_pass.mvo_tr_count, pvrrc.global_param_mvo_tr.head());
}
/* The whole picture is put together here, not the part the game
* clips its drawing to: what is outside that has to be written
* too, or it is left as it was in whichever of the picture's
* images this frame goes to - two or three frames old, and a
* different one every frame. (Upstream: the loading screen
* before a fight in Soul Calibur blinking.) */
SetScissor(cmdBuffer, viewport);
if (!ssaa)
{
vk::Pipeline pipeline = pipelineManager->GetFinalPipeline();
cmdBuffer.bindPipeline(vk::PipelineBindPoint::eGraphics, pipeline);
quadBuffer->Bind(cmdBuffer);
quadBuffer->Draw(cmdBuffer);
}
}
SetScissor(cmdBuffer, viewport);
if (ssaa)
{
if (!finalPass)
{
// each sample put together, into the samples the next render pass draws over...
cmdBuffer.bindPipeline(vk::PipelineBindPoint::eGraphics, pipelineManager->GetFinalPipeline(true));
quadBuffer->Bind(cmdBuffer);
quadBuffer->Draw(cmdBuffer);
// ...which sees the translucent depth too
BindGeometry(cmdBuffer, offsets.indexOffset);
DrawList(cmdBuffer, ListType_Translucent, current_pass.autosort, Pass::Depth, pvrrc.global_param_tr, previous_pass.tr_count, current_pass.tr_count);
}
// The picture put together and resolved, by the last render pass, all of it
cmdBuffer.nextSubpass(vk::SubpassContents::eInline);
SetScissor(cmdBuffer, viewport);
quadBuffer->Bind(cmdBuffer);
if (finalPass)
{
cmdBuffer.setViewport(0, vk::Viewport(0.f, 0.f, (float)viewport.extent.width, (float)viewport.extent.height, 0.f, 1.f));
cmdBuffer.bindPipeline(vk::PipelineBindPoint::eGraphics, pipelineManager->GetFinalPipeline(false, true));
quadBuffer->Draw(cmdBuffer);
}
}
// Clear
vk::MemoryBarrier memoryBarrier(vk::AccessFlagBits::eShaderRead, vk::AccessFlagBits::eShaderWrite);
cmdBuffer.pipelineBarrier(vk::PipelineStageFlagBits::eFragmentShader, vk::PipelineStageFlagBits::eFragmentShader,
vk::DependencyFlagBits::eByRegion, 1, &memoryBarrier, 0, nullptr, 0, nullptr);
vk::Pipeline pipeline = pipelineManager->GetClearPipeline();
cmdBuffer.bindPipeline(vk::PipelineBindPoint::eGraphics, pipeline);
quadBuffer->Draw(cmdBuffer);
if (!finalPass && ssaa)
{
// (the next render pass draws from the frame's geometry, not the quad)
BindGeometry(cmdBuffer, offsets.indexOffset);
cmdBuffer.endRenderPass();
oitBuffers->CountPass(cmdBuffer);
}
else if (!finalPass)
{
// Re-bind vertex and index buffers
BindGeometry(cmdBuffer, offsets.indexOffset);
// Tr depth-only pass
DrawList(cmdBuffer, ListType_Translucent, current_pass.autosort, Pass::Depth, pvrrc.global_param_tr, previous_pass.tr_count, current_pass.tr_count);
cmdBuffer.endRenderPass();
oitBuffers->CountPass(cmdBuffer);
}
else if (!lastBand)
{
// (the last band's is ended by EndFrame())
cmdBuffer.endRenderPass();
oitBuffers->CountPass(cmdBuffer);
}
previous_pass = current_pass;
}
}
band = vk::Rect2D();
return !pvrrc.isRTT;
}
void OITDrawer::MakeBuffers(int width, int height)
{
oitBuffers->Init(width, height, commandPool);
MakeAttachments(width, height);
}
void OITDrawer::MakeAttachments(int width, int height)
{
// (made again for another count of samples)
const u32 samples = pipelineManager->GetSamples();
if (samples != attachmentSamples || upscaled != attachmentsUpscaled)
{
maxWidth = maxHeight = 0;
attachmentSamples = samples;
attachmentsUpscaled = upscaled;
}
if (width <= maxWidth && height <= maxHeight)
return;
maxWidth = std::max(maxWidth, width);
maxHeight = std::max(maxHeight, height);
if (samples > 1)
{
MakeSampleAttachments();
return;
}
for (auto& attachment : colorAttachments)
{
if (attachment)
commandPool->DeferDelete(std::move(attachment));
attachment = std::unique_ptr(
new FramebufferAttachment(GetContext()->GetPhysicalDevice(), GetContext()->GetDevice()));
attachment->Init(maxWidth, maxHeight, GetColorFormat(),
vk::ImageUsageFlagBits::eColorAttachment | vk::ImageUsageFlagBits::eInputAttachment);
}
if (depthAttachment)
commandPool->DeferDelete(std::move(depthAttachment));
for (auto& attachment : depthAttachments)
if (attachment)
commandPool->DeferDelete(std::move(attachment));
depthAttachments.clear();
if (upscaled)
{
// the frame's depth, kept, sampled and copied from (the frontend reads it as it likes)
for (int i = 0; i < GetContext()->GetSwapChainSize(); i++)
{
depthAttachments.push_back(std::unique_ptr(
new FramebufferAttachment(GetContext()->GetPhysicalDevice(), GetContext()->GetDevice())));
depthAttachments.back()->Init(maxWidth, maxHeight, GetContext()->GetDepthFormat(),
vk::ImageUsageFlagBits::eDepthStencilAttachment | vk::ImageUsageFlagBits::eInputAttachment
| vk::ImageUsageFlagBits::eSampled | vk::ImageUsageFlagBits::eTransferSrc);
}
}
else
{
depthAttachment = std::unique_ptr(
new FramebufferAttachment(GetContext()->GetPhysicalDevice(), GetContext()->GetDevice()));
depthAttachment->Init(maxWidth, maxHeight, GetContext()->GetDepthFormat(),
vk::ImageUsageFlagBits::eDepthStencilAttachment | vk::ImageUsageFlagBits::eInputAttachment);
}
needDepthTransition = true;
for (auto& pair : tempFramebuffers)
for (auto& framebuffer : pair)
if (framebuffer)
commandPool->DeferDelete(std::unique_ptr(new vk::UniqueFramebuffer(std::move(framebuffer))));
tempFramebuffers.clear();
tempFramebuffers.resize(upscaled ? GetContext()->GetSwapChainSize() : 1);
for (size_t i = 0; i < tempFramebuffers.size(); i++)
{
vk::ImageView attachments[] = {
colorAttachments[1]->GetImageView(),
colorAttachments[0]->GetImageView(),
upscaled ? depthAttachments[i]->GetImageView() : depthAttachment->GetImageView(),
};
vk::FramebufferCreateInfo createInfo(vk::FramebufferCreateFlags(), pipelineManager->GetRenderPass(true, true),
ARRAY_SIZE(attachments), attachments, width, height, 1);
tempFramebuffers[i][0] = GetContext()->GetDevice().createFramebufferUnique(createInfo);
attachments[0] = attachments[1];
attachments[1] = colorAttachments[1]->GetImageView();
tempFramebuffers[i][1] = GetContext()->GetDevice().createFramebufferUnique(createInfo);
}
}
void OITDrawer::DropAttachments()
{
for (auto& attachment : colorAttachments)
if (attachment && commandPool != nullptr)
commandPool->DeferDelete(std::move(attachment));
if (depthAttachment && commandPool != nullptr)
commandPool->DeferDelete(std::move(depthAttachment));
for (auto& attachment : depthAttachments)
if (attachment && commandPool != nullptr)
commandPool->DeferDelete(std::move(attachment));
for (auto& pair : tempFramebuffers)
for (auto& framebuffer : pair)
if (framebuffer && commandPool != nullptr)
commandPool->DeferDelete(std::unique_ptr(new vk::UniqueFramebuffer(std::move(framebuffer))));
colorAttachments[0].reset();
colorAttachments[1].reset();
depthAttachment.reset();
depthAttachments.clear();
tempFramebuffers.clear();
maxWidth = maxHeight = 0;
}
/* SSAA: one image of samples for the colour, one for the depth, for all
* the render passes of a frame (RenderPasses::MakeSsaaRenderPass()), of
* the largest size asked for. Not transient: a frame of several render
* passes stores them for the next one (and a device may drop what is
* stored to an attachment made transient). */
void OITDrawer::MakeSampleAttachments()
{
const vk::SampleCountFlagBits n = (vk::SampleCountFlagBits)pipelineManager->GetSamples();
for (auto& attachment : colorAttachments)
if (attachment)
commandPool->DeferDelete(std::move(attachment));
for (auto& pair : tempFramebuffers)
for (auto& framebuffer : pair)
if (framebuffer)
commandPool->DeferDelete(std::unique_ptr(new vk::UniqueFramebuffer(std::move(framebuffer))));
tempFramebuffers.clear();
for (auto& attachment : depthAttachments)
if (attachment)
commandPool->DeferDelete(std::move(attachment));
depthAttachments.clear();
colorAttachments[0] = std::unique_ptr(
new FramebufferAttachment(GetContext()->GetPhysicalDevice(), GetContext()->GetDevice()));
colorAttachments[0]->Init(maxWidth, maxHeight, GetColorFormat(),
vk::ImageUsageFlagBits::eColorAttachment | vk::ImageUsageFlagBits::eInputAttachment, true, n);
if (depthAttachment)
commandPool->DeferDelete(std::move(depthAttachment));
depthAttachment = std::unique_ptr(
new FramebufferAttachment(GetContext()->GetPhysicalDevice(), GetContext()->GetDevice()));
depthAttachment->Init(maxWidth, maxHeight, GetContext()->GetDepthFormat(),
vk::ImageUsageFlagBits::eDepthStencilAttachment | vk::ImageUsageFlagBits::eInputAttachment, true, n);
needDepthTransition = true;
}
void OITScreenDrawer::KeepPicture()
{
if (!havePicture)
return;
u8 *pixels = last_picture_keep(viewport.extent.width, viewport.extent.height);
if (pixels != NULL)
vk_read_picture(finalColorAttachments[GetCurrentImage()]->GetImage(), GetContext()->GetColorFormat(),
viewport.extent.width, viewport.extent.height, pixels);
}
void OITScreenDrawer::MakeFramebuffers()
{
viewport.offset.x = 0;
viewport.offset.y = 0;
viewport.extent = GetContext()->GetViewPort();
SetScreenSize(viewport.extent.width, viewport.extent.height);
/* (renders to textures draw into the attachments too, when they can:
* as large as those need, TextureDrawer::ShareExtent()) */
{
const vk::Extent2D size = SharesAttachments() ? TextureDrawer::ShareExtent(viewport.extent) : viewport.extent;
/* (the lists' heads as large as those renders too: made while
* the game runs, for the first of them, otherwise) */
const vk::Extent2D heads = TextureDrawer::ShareExtent(viewport.extent);
InitBuffers(heads.width, heads.height);
MakeAttachments(size.width, size.height);
}
// (kept until the frames that could still use them have gone by: see the per-triangle screen drawer)
if (commandPool != nullptr)
{
// the image with the last frame stays, as the picture the next render starts from
if (carriedPicture)
commandPool->DeferDelete(std::move(carriedPicture));
if (havePicture && (size_t)GetCurrentImage() < finalColorAttachments.size() && finalColorAttachments[GetCurrentImage()])
{
carriedPicture = std::move(finalColorAttachments[GetCurrentImage()]);
restoredPicture = carriedPicture->GetImageView();
}
for (auto& framebuffer : framebuffers)
if (framebuffer)
commandPool->DeferDelete(std::unique_ptr(new vk::UniqueFramebuffer(std::move(framebuffer))));
for (auto& attachment : finalColorAttachments)
if (attachment)
commandPool->DeferDelete(std::move(attachment));
}
framebuffers.clear();
finalColorAttachments.clear();
havePicture = false;
while (finalColorAttachments.size() < GetContext()->GetSwapChainSize())
{
finalColorAttachments.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)
finalColorAttachments.back()->Init(viewport.extent.width, viewport.extent.height, GetContext()->GetColorFormat(),
vk::ImageUsageFlagBits::eColorAttachment | vk::ImageUsageFlagBits::eSampled | vk::ImageUsageFlagBits::eTransferSrc
| (storagePicture || VulkanWriteOut::Wanted() ? vk::ImageUsageFlagBits::eStorage : vk::ImageUsageFlags()), false);
vk::ImageView attachments[] = {
finalColorAttachments.back()->GetImageView(),
colorAttachments[0]->GetImageView(),
upscaled ? depthAttachments[finalColorAttachments.size() - 1]->GetImageView() : depthAttachment->GetImageView(),
};
vk::FramebufferCreateInfo createInfo(vk::FramebufferCreateFlags(), screenPipelineManager->GetRenderPass(true, true),
ARRAY_SIZE(attachments), attachments, viewport.extent.width, viewport.extent.height, 1);
framebuffers.push_back(GetContext()->GetDevice().createFramebufferUnique(createInfo));
}
// (the chip's write-out over the pictures: ../writeout.h)
{
std::vector views;
for (const auto& attachment : finalColorAttachments)
views.push_back(attachment->GetImageView());
writeOut.Init(views, viewport.extent);
}
}
OITTextureDrawer::Size OITTextureDrawer::GetSize()
{
Size s;
// the frame from its first pixel, as far as the pixel clip goes (see TransformMatrix)
s.origWidth = pvrrc.fb_X_CLIP.max + 1;
s.origHeight = pvrrc.fb_Y_CLIP.max + 1;
s.clipX = pvrrc.fb_X_CLIP.min;
s.clipY = pvrrc.fb_Y_CLIP.min;
s.clipWidth = s.origWidth - s.clipX;
s.clipHeight = s.origHeight - s.clipY;
s.upscaledWidth = s.origWidth;
s.upscaledHeight = s.origHeight;
s.heightPow2 = 8;
while (s.heightPow2 < s.upscaledHeight)
s.heightPow2 *= 2;
s.widthPow2 = 8;
while (s.widthPow2 < s.upscaledWidth)
s.widthPow2 *= 2;
if (settings.rend.RenderToTextureUpscale > 1)
{
s.upscaledWidth *= settings.rend.RenderToTextureUpscale;
s.upscaledHeight *= settings.rend.RenderToTextureUpscale;
s.widthPow2 *= settings.rend.RenderToTextureUpscale;
s.heightPow2 *= settings.rend.RenderToTextureUpscale;
}
return s;
}
vk::ImageLayout OITTextureDrawer::TakeTexture(const Size& size, const vk::ImageUsageFlags& usage)
{
const u32 origWidth = size.origWidth, origHeight = size.origHeight;
const u32 widthPow2 = size.widthPow2, heightPow2 = size.heightPow2;
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, size.clipX, size.clipY, size.clipWidth, size.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 = {};
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(GetContext()->GetDevice());
}
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
| storageUsage | usage;
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();
viewport.offset.x = 0;
viewport.offset.y = 0;
viewport.extent.width = widthPow2;
viewport.extent.height = heightPow2;
return colorImageCurrentLayout;
}
vk::CommandBuffer OITTextureDrawer::NewFrame()
{
DEBUG_LOG(RENDERER, "RenderToTexture packmode=%d stride=%d - %d,%d -> %d,%d", 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);
NewImage();
matrices.CalcMatrices(&pvrrc);
textureAddr = FB_W_SOF1 & VRAM_MASK;
const Size size = GetSize();
const u32 clipX = size.clipX, clipY = size.clipY;
const u32 clipWidth = size.clipWidth, clipHeight = size.clipHeight;
const u32 upscaledWidth = size.upscaledWidth, upscaledHeight = size.upscaledHeight;
VulkanContext *context = GetContext();
vk::Device device = context->GetDevice();
vk::CommandBuffer commandBuffer = commandPool->Allocate();
commandBuffer.begin(vk::CommandBufferBeginInfo(vk::CommandBufferUsageFlagBits::eOneTimeSubmit));
vertexUniformBuffer = WriteVertexUniforms(commandBuffer, GetCurrentImage());
/* What the render draws: its own pixels, the texture's from the first
* (Texture::ClearOutside()) */
InitBuffers(upscaledWidth, upscaledHeight);
/* The attachments: the screen's drawer's when they are large enough -
* drawn into by the screen's frames and this one by one, on the same
* queue, each one's first render pass starting them anew -, or this
* drawer's own; which a render larger than both has made for it. */
attachmentsOf = this;
if (screen != nullptr && screen->SharesAttachments() && screen->AttachmentsCover(upscaledWidth, upscaledHeight))
{
attachmentsOf = screen;
drewShared++;
}
else
{
drewOwn++;
if (!AttachmentsCover(upscaledWidth, upscaledHeight))
{
if (!saidLarger)
{
saidLarger = true;
WARN_LOG(RENDERER, "Render to a texture of %u x %u: attachments made for it", upscaledWidth, upscaledHeight);
}
}
MakeAttachments(upscaledWidth, upscaledHeight);
}
const OITDrawer *const att = attachmentsOf;
vk::ImageLayout colorImageCurrentLayout = TakeTexture(size, vk::ImageUsageFlags());
const vk::ImageView colorImageView = texture->GetImageView();
viewport.extent.width = upscaledWidth;
viewport.extent.height = upscaledHeight;
texture->ClearOutside(commandBuffer, upscaledWidth, upscaledHeight, colorImageCurrentLayout);
setImageLayout(commandBuffer, colorImage, vk::Format::eR8G8B8A8Unorm, 1, colorImageCurrentLayout, vk::ImageLayout::eColorAttachmentOptimal);
vk::ImageView imageViews[] = {
colorImageView,
att->ColorAttachment(0)->GetImageView(),
att->DepthAttachment()->GetImageView(),
};
const u64 viewSerials[] = {
texture->GetViewSerial(),
att->ColorAttachment(0)->GetViewSerial(),
att->DepthAttachment()->GetViewSerial(),
};
/* (made again only for other attachments: a texture rendered to every
* frame is the same one) */
framebuffers.resize(GetContext()->GetSwapChainSize());
framebuffers[GetCurrentImage()].Get(rttPipelineManager->GetRenderPass(true, true), ARRAY_SIZE(imageViews), imageViews,
viewSerials, upscaledWidth, upscaledHeight);
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 OITTextureDrawer::EndFrame()
{
currentCommandBuffer.endRenderPass();
CountPass(currentCommandBuffer);
currentCommandBuffer.end();
colorImage = nullptr;
currentCommandBuffer = nullptr;
commandPool->EndFrame();
Watch();
}
void OITTextureDrawer::Watch()
{
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);
}
/* The compute renderer's render to a texture goes to the texture a render
* of this drawer's would, which is left as one of its is: in the cache,
* locked in video memory and watched */
OITTextureDrawer::ComputeTarget OITTextureDrawer::ComputeBegin()
{
NewImage();
textureAddr = FB_W_SOF1 & VRAM_MASK;
// (the compute renderer's own barrier makes it ready to be written, from whatever it held)
TakeTexture(GetSize(), vk::ImageUsageFlagBits::eStorage);
texture->rttArea = 0; // (written as the compute renderer writes it: Texture::ClearOutside())
ComputeTarget t;
t.image = colorImage;
t.view = texture->GetImageView();
return t;
}
void OITTextureDrawer::ComputeEnd()
{
colorImage = nullptr;
commandPool->EndFrame();
Watch();
}
vk::CommandBuffer OITScreenDrawer::NewFrame()
{
NewImage();
vk::CommandBuffer commandBuffer = commandPool->Allocate();
commandBuffer.begin(vk::CommandBufferBeginInfo(vk::CommandBufferUsageFlagBits::eOneTimeSubmit));
timer.Begin(commandBuffer, commandPool->GetIndex());
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());
SetBaseScissor();
commandBuffer.setScissor(0, baseScissor);
commandBuffer.setViewport(0, vk::Viewport(viewport.offset.x, viewport.offset.y, viewport.extent.width, viewport.extent.height, 0.0f, 1.0f));
currentCommandBuffer = commandBuffer;
return commandBuffer;
}