dolphin/Source/Core/VideoBackends/Vulkan/VKSwapChain.cpp

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// Copyright 2016 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoBackends/Vulkan/VKSwapChain.h"
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#include <algorithm>
#include <cstdint>
#include "Common/Assert.h"
#include "Common/CommonFuncs.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
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#include "VideoBackends/Vulkan/CommandBufferManager.h"
#include "VideoBackends/Vulkan/ObjectCache.h"
#include "VideoBackends/Vulkan/VKTexture.h"
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#include "VideoBackends/Vulkan/VulkanContext.h"
#include "VideoCommon/Present.h"
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#if defined(VK_USE_PLATFORM_XLIB_KHR)
#include <X11/Xlib.h>
#endif
namespace Vulkan
{
SwapChain::SwapChain(const WindowSystemInfo& wsi, VkSurfaceKHR surface, bool vsync)
: m_wsi(wsi), m_surface(surface), m_vsync_enabled(vsync),
m_fullscreen_supported(g_vulkan_context->SupportsExclusiveFullscreen(wsi, surface))
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{
}
SwapChain::~SwapChain()
{
DestroySwapChainImages();
DestroySwapChain();
DestroySurface();
}
VkSurfaceKHR SwapChain::CreateVulkanSurface(VkInstance instance, const WindowSystemInfo& wsi)
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{
#if defined(VK_USE_PLATFORM_WIN32_KHR)
if (wsi.type == WindowSystemType::Windows)
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{
VkWin32SurfaceCreateInfoKHR surface_create_info = {
VK_STRUCTURE_TYPE_WIN32_SURFACE_CREATE_INFO_KHR, // VkStructureType sType
nullptr, // const void* pNext
0, // VkWin32SurfaceCreateFlagsKHR flags
nullptr, // HINSTANCE hinstance
reinterpret_cast<HWND>(wsi.render_surface) // HWND hwnd
};
VkSurfaceKHR surface;
VkResult res = vkCreateWin32SurfaceKHR(instance, &surface_create_info, nullptr, &surface);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkCreateWin32SurfaceKHR failed: ");
return VK_NULL_HANDLE;
}
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return surface;
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}
#endif
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#if defined(VK_USE_PLATFORM_XLIB_KHR)
if (wsi.type == WindowSystemType::X11)
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{
VkXlibSurfaceCreateInfoKHR surface_create_info = {
VK_STRUCTURE_TYPE_XLIB_SURFACE_CREATE_INFO_KHR, // VkStructureType sType
nullptr, // const void* pNext
0, // VkXlibSurfaceCreateFlagsKHR flags
static_cast<Display*>(wsi.display_connection), // Display* dpy
reinterpret_cast<Window>(wsi.render_surface) // Window window
};
VkSurfaceKHR surface;
VkResult res = vkCreateXlibSurfaceKHR(instance, &surface_create_info, nullptr, &surface);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkCreateXlibSurfaceKHR failed: ");
return VK_NULL_HANDLE;
}
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return surface;
}
#endif
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#if defined(VK_USE_PLATFORM_ANDROID_KHR)
if (wsi.type == WindowSystemType::Android)
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{
VkAndroidSurfaceCreateInfoKHR surface_create_info = {
VK_STRUCTURE_TYPE_ANDROID_SURFACE_CREATE_INFO_KHR, // VkStructureType sType
nullptr, // const void* pNext
0, // VkAndroidSurfaceCreateFlagsKHR flags
reinterpret_cast<ANativeWindow*>(wsi.render_surface) // ANativeWindow* window
};
VkSurfaceKHR surface;
VkResult res = vkCreateAndroidSurfaceKHR(instance, &surface_create_info, nullptr, &surface);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkCreateAndroidSurfaceKHR failed: ");
return VK_NULL_HANDLE;
}
return surface;
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}
#endif
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#if defined(VK_USE_PLATFORM_METAL_EXT)
if (wsi.type == WindowSystemType::MacOS)
{
VkMetalSurfaceCreateInfoEXT surface_create_info = {
VK_STRUCTURE_TYPE_METAL_SURFACE_CREATE_INFO_EXT, nullptr, 0,
static_cast<const CAMetalLayer*>(wsi.render_surface)};
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VkSurfaceKHR surface;
VkResult res = vkCreateMetalSurfaceEXT(instance, &surface_create_info, nullptr, &surface);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkCreateMetalSurfaceEXT failed: ");
return VK_NULL_HANDLE;
}
return surface;
}
#endif
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return VK_NULL_HANDLE;
}
std::unique_ptr<SwapChain> SwapChain::Create(const WindowSystemInfo& wsi, VkSurfaceKHR surface,
bool vsync)
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{
std::unique_ptr<SwapChain> swap_chain = std::make_unique<SwapChain>(wsi, surface, vsync);
if (!swap_chain->CreateSwapChain() || !swap_chain->SetupSwapChainImages())
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return nullptr;
return swap_chain;
}
bool SwapChain::SelectSurfaceFormat()
{
u32 format_count;
VkResult res = vkGetPhysicalDeviceSurfaceFormatsKHR(g_vulkan_context->GetPhysicalDevice(),
m_surface, &format_count, nullptr);
if (res != VK_SUCCESS || format_count == 0)
{
LOG_VULKAN_ERROR(res, "vkGetPhysicalDeviceSurfaceFormatsKHR failed: ");
return false;
}
std::vector<VkSurfaceFormatKHR> surface_formats(format_count);
res = vkGetPhysicalDeviceSurfaceFormatsKHR(g_vulkan_context->GetPhysicalDevice(), m_surface,
&format_count, surface_formats.data());
ASSERT(res == VK_SUCCESS);
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Video: implement color correction to match the NTSC and PAL color spaces (and gamma) that GC and Wii targeted. To further increase the accuracy of the post process phase, I've added (scRGB) HDR support, which is necessary to fully display the PAL and NTSC-J color spaces, and also to improve the quality of post process texture samplings and do them in linear space instead of gamma space (which is very important when playing at low resolutions). For SDR, the quality is also slightly increased, at least if any post process runs, as the buffer is now R10G10B10A2 (on Vulkan, DX11 and DX12) if supported; previously it was R8G8B8A8 but the alpha bits were wasted. Gamma correction is arguably the most important thing as Dolphin on Windows outputted in "sRGB" (implicitly) as that's what Windows expects by default, though sRGB gamma is very different from the gamma commonly used by video standards dating to the pre HDR era (roughly gamma 2.35). Additionally, the addition of HDR support (which is pretty straight forward and minimal), added support for our own custom AutoHDR shaders, which would allow us to achieve decent looking HDR in Dolphin games without having to use SpecialK or Windows 11 AutoHDR. Both of which don't necessarily play nice with older games with strongly different and simpler lighting. HDR should also be supported in Linux. Development of my own AutoHDR shader is almost complete and will come next. This has been carefully tested and there should be no regression in any of the different features that Dolphin offers, like multisampling, stereo rendering, other post processes, etc etc. Fixes: https://bugs.dolphin-emu.org/issues/8941 Co-authored-by: EndlesslyFlowering <EndlesslyFlowering@protonmail.com> Co-authored-by: Dogway <lin_ares@hotmail.com>
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// If there is a single undefined surface format, the device doesn't care, so we'll just use RGBA8
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if (surface_formats[0].format == VK_FORMAT_UNDEFINED)
{
m_surface_format.format = VK_FORMAT_R8G8B8A8_UNORM;
m_surface_format.colorSpace = VK_COLOR_SPACE_SRGB_NONLINEAR_KHR;
return true;
}
Video: implement color correction to match the NTSC and PAL color spaces (and gamma) that GC and Wii targeted. To further increase the accuracy of the post process phase, I've added (scRGB) HDR support, which is necessary to fully display the PAL and NTSC-J color spaces, and also to improve the quality of post process texture samplings and do them in linear space instead of gamma space (which is very important when playing at low resolutions). For SDR, the quality is also slightly increased, at least if any post process runs, as the buffer is now R10G10B10A2 (on Vulkan, DX11 and DX12) if supported; previously it was R8G8B8A8 but the alpha bits were wasted. Gamma correction is arguably the most important thing as Dolphin on Windows outputted in "sRGB" (implicitly) as that's what Windows expects by default, though sRGB gamma is very different from the gamma commonly used by video standards dating to the pre HDR era (roughly gamma 2.35). Additionally, the addition of HDR support (which is pretty straight forward and minimal), added support for our own custom AutoHDR shaders, which would allow us to achieve decent looking HDR in Dolphin games without having to use SpecialK or Windows 11 AutoHDR. Both of which don't necessarily play nice with older games with strongly different and simpler lighting. HDR should also be supported in Linux. Development of my own AutoHDR shader is almost complete and will come next. This has been carefully tested and there should be no regression in any of the different features that Dolphin offers, like multisampling, stereo rendering, other post processes, etc etc. Fixes: https://bugs.dolphin-emu.org/issues/8941 Co-authored-by: EndlesslyFlowering <EndlesslyFlowering@protonmail.com> Co-authored-by: Dogway <lin_ares@hotmail.com>
2023-06-10 08:48:05 +00:00
const VkSurfaceFormatKHR* surface_format_RGBA8 = nullptr;
const VkSurfaceFormatKHR* surface_format_BGRA8 = nullptr;
const VkSurfaceFormatKHR* surface_format_RGB10_A2 = nullptr;
const VkSurfaceFormatKHR* surface_format_RGBA16F_scRGB = nullptr;
// Try to find all suitable formats.
for (const VkSurfaceFormatKHR& surface_format : surface_formats)
{
Video: implement color correction to match the NTSC and PAL color spaces (and gamma) that GC and Wii targeted. To further increase the accuracy of the post process phase, I've added (scRGB) HDR support, which is necessary to fully display the PAL and NTSC-J color spaces, and also to improve the quality of post process texture samplings and do them in linear space instead of gamma space (which is very important when playing at low resolutions). For SDR, the quality is also slightly increased, at least if any post process runs, as the buffer is now R10G10B10A2 (on Vulkan, DX11 and DX12) if supported; previously it was R8G8B8A8 but the alpha bits were wasted. Gamma correction is arguably the most important thing as Dolphin on Windows outputted in "sRGB" (implicitly) as that's what Windows expects by default, though sRGB gamma is very different from the gamma commonly used by video standards dating to the pre HDR era (roughly gamma 2.35). Additionally, the addition of HDR support (which is pretty straight forward and minimal), added support for our own custom AutoHDR shaders, which would allow us to achieve decent looking HDR in Dolphin games without having to use SpecialK or Windows 11 AutoHDR. Both of which don't necessarily play nice with older games with strongly different and simpler lighting. HDR should also be supported in Linux. Development of my own AutoHDR shader is almost complete and will come next. This has been carefully tested and there should be no regression in any of the different features that Dolphin offers, like multisampling, stereo rendering, other post processes, etc etc. Fixes: https://bugs.dolphin-emu.org/issues/8941 Co-authored-by: EndlesslyFlowering <EndlesslyFlowering@protonmail.com> Co-authored-by: Dogway <lin_ares@hotmail.com>
2023-06-10 08:48:05 +00:00
// Some drivers seem to return a RGBA8 SRGB format here (Intel Mesa).
// Some other drivers return both a RGBA8 SRGB and UNORM formats (Nvidia).
// This results in gamma correction when presenting to the screen, which we don't want,
// because we already apply gamma ourselves, and we might not use sRGB gamma.
// Force using a linear format instead, if this is the case.
VkFormat format = VKTexture::GetLinearFormat(surface_format.format);
if (format == VK_FORMAT_R8G8B8A8_UNORM)
Video: implement color correction to match the NTSC and PAL color spaces (and gamma) that GC and Wii targeted. To further increase the accuracy of the post process phase, I've added (scRGB) HDR support, which is necessary to fully display the PAL and NTSC-J color spaces, and also to improve the quality of post process texture samplings and do them in linear space instead of gamma space (which is very important when playing at low resolutions). For SDR, the quality is also slightly increased, at least if any post process runs, as the buffer is now R10G10B10A2 (on Vulkan, DX11 and DX12) if supported; previously it was R8G8B8A8 but the alpha bits were wasted. Gamma correction is arguably the most important thing as Dolphin on Windows outputted in "sRGB" (implicitly) as that's what Windows expects by default, though sRGB gamma is very different from the gamma commonly used by video standards dating to the pre HDR era (roughly gamma 2.35). Additionally, the addition of HDR support (which is pretty straight forward and minimal), added support for our own custom AutoHDR shaders, which would allow us to achieve decent looking HDR in Dolphin games without having to use SpecialK or Windows 11 AutoHDR. Both of which don't necessarily play nice with older games with strongly different and simpler lighting. HDR should also be supported in Linux. Development of my own AutoHDR shader is almost complete and will come next. This has been carefully tested and there should be no regression in any of the different features that Dolphin offers, like multisampling, stereo rendering, other post processes, etc etc. Fixes: https://bugs.dolphin-emu.org/issues/8941 Co-authored-by: EndlesslyFlowering <EndlesslyFlowering@protonmail.com> Co-authored-by: Dogway <lin_ares@hotmail.com>
2023-06-10 08:48:05 +00:00
surface_format_RGBA8 = &surface_format;
else if (format == VK_FORMAT_B8G8R8A8_UNORM)
Video: implement color correction to match the NTSC and PAL color spaces (and gamma) that GC and Wii targeted. To further increase the accuracy of the post process phase, I've added (scRGB) HDR support, which is necessary to fully display the PAL and NTSC-J color spaces, and also to improve the quality of post process texture samplings and do them in linear space instead of gamma space (which is very important when playing at low resolutions). For SDR, the quality is also slightly increased, at least if any post process runs, as the buffer is now R10G10B10A2 (on Vulkan, DX11 and DX12) if supported; previously it was R8G8B8A8 but the alpha bits were wasted. Gamma correction is arguably the most important thing as Dolphin on Windows outputted in "sRGB" (implicitly) as that's what Windows expects by default, though sRGB gamma is very different from the gamma commonly used by video standards dating to the pre HDR era (roughly gamma 2.35). Additionally, the addition of HDR support (which is pretty straight forward and minimal), added support for our own custom AutoHDR shaders, which would allow us to achieve decent looking HDR in Dolphin games without having to use SpecialK or Windows 11 AutoHDR. Both of which don't necessarily play nice with older games with strongly different and simpler lighting. HDR should also be supported in Linux. Development of my own AutoHDR shader is almost complete and will come next. This has been carefully tested and there should be no regression in any of the different features that Dolphin offers, like multisampling, stereo rendering, other post processes, etc etc. Fixes: https://bugs.dolphin-emu.org/issues/8941 Co-authored-by: EndlesslyFlowering <EndlesslyFlowering@protonmail.com> Co-authored-by: Dogway <lin_ares@hotmail.com>
2023-06-10 08:48:05 +00:00
surface_format_BGRA8 = &surface_format;
else if (format == VK_FORMAT_A2B10G10R10_UNORM_PACK32 &&
surface_format.colorSpace == VK_COLOR_SPACE_SRGB_NONLINEAR_KHR)
surface_format_RGB10_A2 = &surface_format;
else if (format == VK_FORMAT_R16G16B16A16_SFLOAT &&
surface_format.colorSpace == VK_COLOR_SPACE_EXTENDED_SRGB_LINEAR_EXT)
surface_format_RGBA16F_scRGB = &surface_format;
else
continue;
Video: implement color correction to match the NTSC and PAL color spaces (and gamma) that GC and Wii targeted. To further increase the accuracy of the post process phase, I've added (scRGB) HDR support, which is necessary to fully display the PAL and NTSC-J color spaces, and also to improve the quality of post process texture samplings and do them in linear space instead of gamma space (which is very important when playing at low resolutions). For SDR, the quality is also slightly increased, at least if any post process runs, as the buffer is now R10G10B10A2 (on Vulkan, DX11 and DX12) if supported; previously it was R8G8B8A8 but the alpha bits were wasted. Gamma correction is arguably the most important thing as Dolphin on Windows outputted in "sRGB" (implicitly) as that's what Windows expects by default, though sRGB gamma is very different from the gamma commonly used by video standards dating to the pre HDR era (roughly gamma 2.35). Additionally, the addition of HDR support (which is pretty straight forward and minimal), added support for our own custom AutoHDR shaders, which would allow us to achieve decent looking HDR in Dolphin games without having to use SpecialK or Windows 11 AutoHDR. Both of which don't necessarily play nice with older games with strongly different and simpler lighting. HDR should also be supported in Linux. Development of my own AutoHDR shader is almost complete and will come next. This has been carefully tested and there should be no regression in any of the different features that Dolphin offers, like multisampling, stereo rendering, other post processes, etc etc. Fixes: https://bugs.dolphin-emu.org/issues/8941 Co-authored-by: EndlesslyFlowering <EndlesslyFlowering@protonmail.com> Co-authored-by: Dogway <lin_ares@hotmail.com>
2023-06-10 08:48:05 +00:00
}
const VkSurfaceFormatKHR* surface_format = nullptr;
// Pick the best format.
// "g_ActiveConfig" might not have been been updated yet.
if (g_Config.bHDR && surface_format_RGBA16F_scRGB)
surface_format = surface_format_RGBA16F_scRGB;
else if (surface_format_RGB10_A2)
surface_format = surface_format_RGB10_A2;
else if (surface_format_RGBA8)
surface_format = surface_format_RGBA8;
else if (surface_format_BGRA8)
surface_format = surface_format_BGRA8;
if (surface_format)
{
const VkFormat format = VKTexture::GetLinearFormat(surface_format->format);
if (format == VK_FORMAT_R8G8B8A8_UNORM)
m_texture_format = AbstractTextureFormat::RGBA8;
else if (format == VK_FORMAT_B8G8R8A8_UNORM)
m_texture_format = AbstractTextureFormat::BGRA8;
else if (format == VK_FORMAT_A2B10G10R10_UNORM_PACK32)
m_texture_format = AbstractTextureFormat::RGB10_A2;
else if (format == VK_FORMAT_R16G16B16A16_SFLOAT)
m_texture_format = AbstractTextureFormat::RGBA16F;
m_surface_format.format = format;
Video: implement color correction to match the NTSC and PAL color spaces (and gamma) that GC and Wii targeted. To further increase the accuracy of the post process phase, I've added (scRGB) HDR support, which is necessary to fully display the PAL and NTSC-J color spaces, and also to improve the quality of post process texture samplings and do them in linear space instead of gamma space (which is very important when playing at low resolutions). For SDR, the quality is also slightly increased, at least if any post process runs, as the buffer is now R10G10B10A2 (on Vulkan, DX11 and DX12) if supported; previously it was R8G8B8A8 but the alpha bits were wasted. Gamma correction is arguably the most important thing as Dolphin on Windows outputted in "sRGB" (implicitly) as that's what Windows expects by default, though sRGB gamma is very different from the gamma commonly used by video standards dating to the pre HDR era (roughly gamma 2.35). Additionally, the addition of HDR support (which is pretty straight forward and minimal), added support for our own custom AutoHDR shaders, which would allow us to achieve decent looking HDR in Dolphin games without having to use SpecialK or Windows 11 AutoHDR. Both of which don't necessarily play nice with older games with strongly different and simpler lighting. HDR should also be supported in Linux. Development of my own AutoHDR shader is almost complete and will come next. This has been carefully tested and there should be no regression in any of the different features that Dolphin offers, like multisampling, stereo rendering, other post processes, etc etc. Fixes: https://bugs.dolphin-emu.org/issues/8941 Co-authored-by: EndlesslyFlowering <EndlesslyFlowering@protonmail.com> Co-authored-by: Dogway <lin_ares@hotmail.com>
2023-06-10 08:48:05 +00:00
m_surface_format.colorSpace = surface_format->colorSpace;
return true;
}
PanicAlertFmt("Failed to find a suitable format for swap chain buffers.");
return false;
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}
bool SwapChain::SelectPresentMode()
{
VkResult res;
u32 mode_count;
res = vkGetPhysicalDeviceSurfacePresentModesKHR(g_vulkan_context->GetPhysicalDevice(), m_surface,
&mode_count, nullptr);
if (res != VK_SUCCESS || mode_count == 0)
{
LOG_VULKAN_ERROR(res, "vkGetPhysicalDeviceSurfaceFormatsKHR failed: ");
return false;
}
std::vector<VkPresentModeKHR> present_modes(mode_count);
res = vkGetPhysicalDeviceSurfacePresentModesKHR(g_vulkan_context->GetPhysicalDevice(), m_surface,
&mode_count, present_modes.data());
ASSERT(res == VK_SUCCESS);
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// Checks if a particular mode is supported, if it is, returns that mode.
auto CheckForMode = [&present_modes](VkPresentModeKHR check_mode) {
auto it = std::find_if(present_modes.begin(), present_modes.end(),
[check_mode](VkPresentModeKHR mode) { return check_mode == mode; });
return it != present_modes.end();
};
// If vsync is enabled, use VK_PRESENT_MODE_FIFO_KHR.
// This check should not fail with conforming drivers, as the FIFO present mode is mandated by
// the specification (VK_KHR_swapchain). In case it isn't though, fall through to any other mode.
if (m_vsync_enabled && CheckForMode(VK_PRESENT_MODE_FIFO_KHR))
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{
m_present_mode = VK_PRESENT_MODE_FIFO_KHR;
return true;
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}
// Prefer screen-tearing, if possible, for lowest latency.
if (CheckForMode(VK_PRESENT_MODE_IMMEDIATE_KHR))
{
m_present_mode = VK_PRESENT_MODE_IMMEDIATE_KHR;
return true;
}
// Use optimized-vsync above vsync.
if (CheckForMode(VK_PRESENT_MODE_MAILBOX_KHR))
{
m_present_mode = VK_PRESENT_MODE_MAILBOX_KHR;
return true;
}
// Fall back to whatever is available.
m_present_mode = present_modes[0];
return true;
}
bool SwapChain::CreateSwapChain()
{
// Look up surface properties to determine image count and dimensions
VkSurfaceCapabilitiesKHR surface_capabilities;
VkResult res = vkGetPhysicalDeviceSurfaceCapabilitiesKHR(g_vulkan_context->GetPhysicalDevice(),
m_surface, &surface_capabilities);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkGetPhysicalDeviceSurfaceCapabilitiesKHR failed: ");
return false;
}
// Select swap chain format and present mode
if (!SelectSurfaceFormat() || !SelectPresentMode())
return false;
// Select number of images in swap chain, we prefer one buffer in the background to work on
uint32_t image_count = surface_capabilities.minImageCount + 1;
// maxImageCount can be zero, in which case there isn't an upper limit on the number of buffers.
if (surface_capabilities.maxImageCount > 0)
image_count = std::min(image_count, surface_capabilities.maxImageCount);
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// Determine the dimensions of the swap chain. Values of -1 indicate the size we specify here
// determines window size?
VkExtent2D size = surface_capabilities.currentExtent;
if (size.width == UINT32_MAX)
{
size.width = std::max(g_presenter->GetBackbufferWidth(), 1);
size.height = std::max(g_presenter->GetBackbufferHeight(), 1);
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}
size.width = std::clamp(size.width, surface_capabilities.minImageExtent.width,
surface_capabilities.maxImageExtent.width);
size.height = std::clamp(size.height, surface_capabilities.minImageExtent.height,
surface_capabilities.maxImageExtent.height);
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// Prefer identity transform if possible
VkSurfaceTransformFlagBitsKHR transform = VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR;
if (!(surface_capabilities.supportedTransforms & VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR))
transform = surface_capabilities.currentTransform;
// Select swap chain flags, we only need a colour attachment
VkImageUsageFlags image_usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
if (!(surface_capabilities.supportedUsageFlags & VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT))
{
ERROR_LOG_FMT(VIDEO, "Vulkan: Swap chain does not support usage as color attachment");
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return false;
}
// Select the number of image layers for Quad-Buffered stereoscopy
uint32_t image_layers = g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer ? 2 : 1;
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// Store the old/current swap chain when recreating for resize
VkSwapchainKHR old_swap_chain = m_swap_chain;
m_swap_chain = VK_NULL_HANDLE;
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// Now we can actually create the swap chain
VkSwapchainCreateInfoKHR swap_chain_info = {VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR,
nullptr,
0,
m_surface,
image_count,
m_surface_format.format,
m_surface_format.colorSpace,
size,
image_layers,
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image_usage,
VK_SHARING_MODE_EXCLUSIVE,
0,
nullptr,
transform,
VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR,
m_present_mode,
VK_TRUE,
old_swap_chain};
std::array<uint32_t, 2> indices = {{
g_vulkan_context->GetGraphicsQueueFamilyIndex(),
g_vulkan_context->GetPresentQueueFamilyIndex(),
}};
if (g_vulkan_context->GetGraphicsQueueFamilyIndex() !=
g_vulkan_context->GetPresentQueueFamilyIndex())
{
swap_chain_info.imageSharingMode = VK_SHARING_MODE_CONCURRENT;
swap_chain_info.queueFamilyIndexCount = 2;
swap_chain_info.pQueueFamilyIndices = indices.data();
}
2016-08-13 12:57:50 +00:00
#ifdef SUPPORTS_VULKAN_EXCLUSIVE_FULLSCREEN
if (m_fullscreen_supported)
{
VkSurfaceFullScreenExclusiveInfoEXT fullscreen_support = {};
swap_chain_info.pNext = &fullscreen_support;
fullscreen_support.sType = VK_STRUCTURE_TYPE_SURFACE_FULL_SCREEN_EXCLUSIVE_INFO_EXT;
fullscreen_support.fullScreenExclusive = VK_FULL_SCREEN_EXCLUSIVE_APPLICATION_CONTROLLED_EXT;
auto platform_info = g_vulkan_context->GetPlatformExclusiveFullscreenInfo(m_wsi);
fullscreen_support.pNext = &platform_info;
res = vkCreateSwapchainKHR(g_vulkan_context->GetDevice(), &swap_chain_info, nullptr,
&m_swap_chain);
if (res != VK_SUCCESS)
{
// Try without exclusive fullscreen.
WARN_LOG_FMT(VIDEO, "Failed to create exclusive fullscreen swapchain, trying without.");
swap_chain_info.pNext = nullptr;
g_Config.backend_info.bSupportsExclusiveFullscreen = false;
g_ActiveConfig.backend_info.bSupportsExclusiveFullscreen = false;
m_fullscreen_supported = false;
}
}
#endif
if (m_swap_chain == VK_NULL_HANDLE)
{
res = vkCreateSwapchainKHR(g_vulkan_context->GetDevice(), &swap_chain_info, nullptr,
&m_swap_chain);
}
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if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkCreateSwapchainKHR failed: ");
return false;
}
// Now destroy the old swap chain, since it's been recreated.
// We can do this immediately since all work should have been completed before calling resize.
if (old_swap_chain != VK_NULL_HANDLE)
vkDestroySwapchainKHR(g_vulkan_context->GetDevice(), old_swap_chain, nullptr);
m_width = size.width;
m_height = size.height;
m_layers = image_layers;
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return true;
}
bool SwapChain::SetupSwapChainImages()
{
ASSERT(m_swap_chain_images.empty());
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uint32_t image_count;
VkResult res =
vkGetSwapchainImagesKHR(g_vulkan_context->GetDevice(), m_swap_chain, &image_count, nullptr);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkGetSwapchainImagesKHR failed: ");
return false;
}
std::vector<VkImage> images(image_count);
res = vkGetSwapchainImagesKHR(g_vulkan_context->GetDevice(), m_swap_chain, &image_count,
images.data());
ASSERT(res == VK_SUCCESS);
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const TextureConfig texture_config(
TextureConfig(m_width, m_height, 1, m_layers, 1, m_texture_format,
AbstractTextureFlag_RenderTarget, AbstractTextureType::Texture_2DArray));
const VkRenderPass load_render_pass = g_object_cache->GetRenderPass(
m_surface_format.format, VK_FORMAT_UNDEFINED, 1, VK_ATTACHMENT_LOAD_OP_LOAD);
const VkRenderPass clear_render_pass = g_object_cache->GetRenderPass(
m_surface_format.format, VK_FORMAT_UNDEFINED, 1, VK_ATTACHMENT_LOAD_OP_CLEAR);
if (load_render_pass == VK_NULL_HANDLE || clear_render_pass == VK_NULL_HANDLE)
{
PanicAlertFmt("Failed to get swap chain render passes.");
return false;
}
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m_swap_chain_images.reserve(image_count);
for (uint32_t i = 0; i < image_count; i++)
{
SwapChainImage image;
image.image = images[i];
// Create texture object, which creates a view of the backbuffer
image.texture =
VKTexture::CreateAdopted(texture_config, image.image,
m_layers > 1 ? VK_IMAGE_VIEW_TYPE_2D_ARRAY : VK_IMAGE_VIEW_TYPE_2D,
VK_IMAGE_LAYOUT_UNDEFINED);
if (!image.texture)
return false;
image.framebuffer = VKFramebuffer::Create(image.texture.get(), nullptr, {});
if (!image.framebuffer)
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{
image.texture.reset();
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return false;
}
m_swap_chain_images.emplace_back(std::move(image));
}
return true;
}
void SwapChain::DestroySwapChainImages()
{
for (auto& it : m_swap_chain_images)
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{
// Images themselves are cleaned up by the swap chain object
it.framebuffer.reset();
it.texture.reset();
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}
m_swap_chain_images.clear();
}
void SwapChain::DestroySwapChain()
{
if (m_swap_chain == VK_NULL_HANDLE)
return;
// Release exclusive fullscreen before destroying.
if (m_current_fullscreen_state)
SetFullscreenState(false);
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vkDestroySwapchainKHR(g_vulkan_context->GetDevice(), m_swap_chain, nullptr);
m_swap_chain = VK_NULL_HANDLE;
}
VkResult SwapChain::AcquireNextImage()
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{
VkResult res = vkAcquireNextImageKHR(g_vulkan_context->GetDevice(), m_swap_chain, UINT64_MAX,
g_command_buffer_mgr->GetCurrentCommandBufferSemaphore(),
VK_NULL_HANDLE, &m_current_swap_chain_image_index);
m_current_swap_chain_image_is_valid = res >= 0;
if (IsCurrentImageValid())
g_command_buffer_mgr->MarkCurrentCommandBufferSemaphoreUsed();
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if (res != VK_SUCCESS && res != VK_ERROR_OUT_OF_DATE_KHR && res != VK_SUBOPTIMAL_KHR)
LOG_VULKAN_ERROR(res, "vkAcquireNextImageKHR failed: ");
return res;
}
bool SwapChain::ResizeSwapChain()
{
DestroySwapChainImages();
if (!CreateSwapChain() || !SetupSwapChainImages())
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{
PanicAlertFmt("Failed to re-configure swap chain images, this is fatal (for now)");
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return false;
}
return true;
}
bool SwapChain::RecreateSwapChain()
{
DestroySwapChainImages();
DestroySwapChain();
if (!CreateSwapChain() || !SetupSwapChainImages())
{
PanicAlertFmt("Failed to re-configure swap chain images, this is fatal (for now)");
return false;
}
return true;
}
bool SwapChain::SetVSync(bool enabled)
{
if (m_vsync_enabled == enabled)
return true;
// Recreate the swap chain with the new present mode.
m_vsync_enabled = enabled;
return RecreateSwapChain();
}
bool SwapChain::SetFullscreenState(bool state)
{
#ifdef SUPPORTS_VULKAN_EXCLUSIVE_FULLSCREEN
if (m_current_fullscreen_state == state)
return true;
if (state)
{
VkResult res = vkAcquireFullScreenExclusiveModeEXT(g_vulkan_context->GetDevice(), m_swap_chain);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkAcquireFullScreenExclusiveModeEXT failed:");
return false;
}
INFO_LOG_FMT(VIDEO, "Exclusive fullscreen acquired.");
}
else
{
VkResult res = vkReleaseFullScreenExclusiveModeEXT(g_vulkan_context->GetDevice(), m_swap_chain);
if (res != VK_SUCCESS)
LOG_VULKAN_ERROR(res, "vkReleaseFullScreenExclusiveModeEXT failed:");
INFO_LOG_FMT(VIDEO, "Exclusive fullscreen released.");
}
m_current_fullscreen_state = state;
return true;
#else
return false;
#endif
}
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bool SwapChain::RecreateSurface(void* native_handle)
{
// Destroy the old swap chain, images, and surface.
DestroySwapChainImages();
DestroySwapChain();
DestroySurface();
// Re-create the surface with the new native handle
m_wsi.render_surface = native_handle;
m_surface = CreateVulkanSurface(g_vulkan_context->GetVulkanInstance(), m_wsi);
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if (m_surface == VK_NULL_HANDLE)
return false;
// The validation layers get angry at us if we don't call this before creating the swapchain.
VkBool32 present_supported = VK_TRUE;
VkResult res = vkGetPhysicalDeviceSurfaceSupportKHR(
g_vulkan_context->GetPhysicalDevice(), g_vulkan_context->GetPresentQueueFamilyIndex(),
m_surface, &present_supported);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkGetPhysicalDeviceSurfaceSupportKHR failed: ");
return false;
}
if (!present_supported)
{
PanicAlertFmt("Recreated surface does not support presenting.");
return false;
}
// Update exclusive fullscreen support (unlikely to change).
m_fullscreen_supported = g_vulkan_context->SupportsExclusiveFullscreen(m_wsi, m_surface);
g_Config.backend_info.bSupportsExclusiveFullscreen = m_fullscreen_supported;
g_ActiveConfig.backend_info.bSupportsExclusiveFullscreen = m_fullscreen_supported;
m_current_fullscreen_state = false;
m_next_fullscreen_state = false;
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// Finally re-create the swap chain
if (!CreateSwapChain() || !SetupSwapChainImages())
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return false;
return true;
}
void SwapChain::DestroySurface()
{
vkDestroySurfaceKHR(g_vulkan_context->GetVulkanInstance(), m_surface, nullptr);
m_surface = VK_NULL_HANDLE;
}
} // namespace Vulkan