dolphin/Source/Core/VideoBackends/Vulkan/FramebufferManager.h

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// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
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#include <memory>
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#include "Common/CommonTypes.h"
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#include "VideoBackends/Vulkan/Constants.h"
#include "VideoCommon/FramebufferManagerBase.h"
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namespace Vulkan
{
class StagingTexture2D;
class StateTracker;
class StreamBuffer;
class Texture2D;
class VertexFormat;
class XFBSource : public XFBSourceBase
{
void DecodeToTexture(u32 xfb_addr, u32 fb_width, u32 fb_height) override {}
void CopyEFB(float gamma) override {}
};
class FramebufferManager : public FramebufferManagerBase
{
public:
FramebufferManager();
~FramebufferManager();
bool Initialize();
VkRenderPass GetEFBLoadRenderPass() const { return m_efb_load_render_pass; }
VkRenderPass GetEFBClearRenderPass() const { return m_efb_clear_render_pass; }
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u32 GetEFBWidth() const { return m_efb_width; }
u32 GetEFBHeight() const { return m_efb_height; }
u32 GetEFBLayers() const { return m_efb_layers; }
VkSampleCountFlagBits GetEFBSamples() const { return m_efb_samples; }
Texture2D* GetEFBColorTexture() const { return m_efb_color_texture.get(); }
Texture2D* GetEFBDepthTexture() const { return m_efb_depth_texture.get(); }
VkFramebuffer GetEFBFramebuffer() const { return m_efb_framebuffer; }
void GetTargetSize(unsigned int* width, unsigned int* height) override;
std::unique_ptr<XFBSourceBase> CreateXFBSource(unsigned int target_width,
unsigned int target_height,
unsigned int layers) override
{
return std::make_unique<XFBSource>();
}
void CopyToRealXFB(u32 xfb_addr, u32 fb_stride, u32 fb_height, const EFBRectangle& source_rc,
float gamma = 1.0f) override
{
}
void ResizeEFBTextures();
// Recompile shaders, use when MSAA mode changes.
void RecreateRenderPass();
void RecompileShaders();
// Reinterpret pixel format of EFB color texture.
// Assumes no render pass is currently in progress.
// Swaps EFB framebuffers, so re-bind afterwards.
void ReinterpretPixelData(int convtype);
// This render pass can be used for other readback operations.
VkRenderPass GetColorCopyForReadbackRenderPass() const { return m_copy_color_render_pass; }
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// Resolve color/depth textures to a non-msaa texture, and return it.
Texture2D* ResolveEFBColorTexture(StateTracker* state_tracker, const VkRect2D& region);
Texture2D* ResolveEFBDepthTexture(StateTracker* state_tracker, const VkRect2D& region);
// Reads a framebuffer value back from the GPU. This may block if the cache is not current.
u32 PeekEFBColor(StateTracker* state_tracker, u32 x, u32 y);
float PeekEFBDepth(StateTracker* state_tracker, u32 x, u32 y);
void InvalidatePeekCache();
// Writes a value to the framebuffer. This will never block, and writes will be batched.
void PokeEFBColor(StateTracker* state_tracker, u32 x, u32 y, u32 color);
void PokeEFBDepth(StateTracker* state_tracker, u32 x, u32 y, float depth);
void FlushEFBPokes(StateTracker* state_tracker);
private:
struct EFBPokeVertex
{
float position[4];
u32 color;
};
bool CreateEFBRenderPass();
void DestroyEFBRenderPass();
bool CreateEFBFramebuffer();
void DestroyEFBFramebuffer();
bool CompileConversionShaders();
void DestroyConversionShaders();
bool CreateReadbackRenderPasses();
void DestroyReadbackRenderPasses();
bool CompileReadbackShaders();
void DestroyReadbackShaders();
bool CreateReadbackTextures();
void DestroyReadbackTextures();
bool CreateReadbackFramebuffer();
void DestroyReadbackFramebuffer();
void CreatePokeVertexFormat();
bool CreatePokeVertexBuffer();
void DestroyPokeVertexBuffer();
bool CompilePokeShaders();
void DestroyPokeShaders();
bool PopulateColorReadbackTexture(StateTracker* state_tracker);
bool PopulateDepthReadbackTexture(StateTracker* state_tracker);
void CreatePokeVertices(std::vector<EFBPokeVertex>* destination_list, u32 x, u32 y, float z,
u32 color);
void DrawPokeVertices(StateTracker* state_tracker, const EFBPokeVertex* vertices,
size_t vertex_count, bool write_color, bool write_depth);
VkRenderPass m_efb_load_render_pass = VK_NULL_HANDLE;
VkRenderPass m_efb_clear_render_pass = VK_NULL_HANDLE;
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VkRenderPass m_depth_resolve_render_pass = VK_NULL_HANDLE;
u32 m_efb_width = 0;
u32 m_efb_height = 0;
u32 m_efb_layers = 1;
VkSampleCountFlagBits m_efb_samples = VK_SAMPLE_COUNT_1_BIT;
std::unique_ptr<Texture2D> m_efb_color_texture;
std::unique_ptr<Texture2D> m_efb_convert_color_texture;
std::unique_ptr<Texture2D> m_efb_depth_texture;
std::unique_ptr<Texture2D> m_efb_resolve_color_texture;
std::unique_ptr<Texture2D> m_efb_resolve_depth_texture;
VkFramebuffer m_efb_framebuffer = VK_NULL_HANDLE;
VkFramebuffer m_efb_convert_framebuffer = VK_NULL_HANDLE;
VkFramebuffer m_depth_resolve_framebuffer = VK_NULL_HANDLE;
// Format conversion shaders
VkShaderModule m_ps_rgb8_to_rgba6 = VK_NULL_HANDLE;
VkShaderModule m_ps_rgba6_to_rgb8 = VK_NULL_HANDLE;
VkShaderModule m_ps_depth_resolve = VK_NULL_HANDLE;
// EFB readback texture
std::unique_ptr<Texture2D> m_color_copy_texture;
std::unique_ptr<Texture2D> m_depth_copy_texture;
VkFramebuffer m_color_copy_framebuffer = VK_NULL_HANDLE;
VkFramebuffer m_depth_copy_framebuffer = VK_NULL_HANDLE;
// CPU-side EFB readback texture
std::unique_ptr<StagingTexture2D> m_color_readback_texture;
std::unique_ptr<StagingTexture2D> m_depth_readback_texture;
bool m_color_readback_texture_valid = false;
bool m_depth_readback_texture_valid = false;
// EFB poke drawing setup
std::unique_ptr<VertexFormat> m_poke_vertex_format;
std::unique_ptr<StreamBuffer> m_poke_vertex_stream_buffer;
std::vector<EFBPokeVertex> m_color_poke_vertices;
std::vector<EFBPokeVertex> m_depth_poke_vertices;
VkPrimitiveTopology m_poke_primitive_topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
VkRenderPass m_copy_color_render_pass = VK_NULL_HANDLE;
VkRenderPass m_copy_depth_render_pass = VK_NULL_HANDLE;
VkShaderModule m_copy_color_shader = VK_NULL_HANDLE;
VkShaderModule m_copy_depth_shader = VK_NULL_HANDLE;
VkShaderModule m_poke_vertex_shader = VK_NULL_HANDLE;
VkShaderModule m_poke_geometry_shader = VK_NULL_HANDLE;
VkShaderModule m_poke_fragment_shader = VK_NULL_HANDLE;
};
} // namespace Vulkan