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

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// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/Vulkan/TextureConverter.h"
#include <algorithm>
#include <cstddef>
#include <cstring>
#include <string>
#include "Common/Assert.h"
#include "Common/CommonFuncs.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "VideoBackends/Vulkan/CommandBufferManager.h"
#include "VideoBackends/Vulkan/FramebufferManager.h"
#include "VideoBackends/Vulkan/ObjectCache.h"
#include "VideoBackends/Vulkan/Renderer.h"
#include "VideoBackends/Vulkan/StagingTexture2D.h"
#include "VideoBackends/Vulkan/StateTracker.h"
#include "VideoBackends/Vulkan/StreamBuffer.h"
#include "VideoBackends/Vulkan/Texture2D.h"
#include "VideoBackends/Vulkan/Util.h"
#include "VideoBackends/Vulkan/VulkanContext.h"
#include "VideoCommon/TextureConversionShader.h"
#include "VideoCommon/TextureDecoder.h"
namespace Vulkan
{
TextureConverter::TextureConverter()
{
}
TextureConverter::~TextureConverter()
{
for (const auto& it : m_palette_conversion_shaders)
{
if (it != VK_NULL_HANDLE)
vkDestroyShaderModule(g_vulkan_context->GetDevice(), it, nullptr);
}
if (m_texel_buffer_view_r16_uint != VK_NULL_HANDLE)
vkDestroyBufferView(g_vulkan_context->GetDevice(), m_texel_buffer_view_r16_uint, nullptr);
if (m_encoding_render_pass != VK_NULL_HANDLE)
vkDestroyRenderPass(g_vulkan_context->GetDevice(), m_encoding_render_pass, nullptr);
if (m_encoding_render_framebuffer != VK_NULL_HANDLE)
vkDestroyFramebuffer(g_vulkan_context->GetDevice(), m_encoding_render_framebuffer, nullptr);
for (VkShaderModule shader : m_encoding_shaders)
{
if (shader != VK_NULL_HANDLE)
vkDestroyShaderModule(g_vulkan_context->GetDevice(), shader, nullptr);
}
}
bool TextureConverter::Initialize()
{
if (!CreateTexelBuffer())
{
PanicAlert("Failed to create uniform buffer");
return false;
}
if (!CompilePaletteConversionShaders())
{
PanicAlert("Failed to compile palette conversion shaders");
return false;
}
if (!CompileEncodingShaders())
{
PanicAlert("Failed to compile texture encoding shaders");
return false;
}
if (!CreateEncodingRenderPass())
{
PanicAlert("Failed to create encode render pass");
return false;
}
if (!CreateEncodingTexture())
{
PanicAlert("Failed to create encoding texture");
return false;
}
if (!CreateEncodingDownloadTexture())
{
PanicAlert("Failed to create download texture");
return false;
}
return true;
}
void TextureConverter::ConvertTexture(TextureCache::TCacheEntry* dst_entry,
TextureCache::TCacheEntry* src_entry,
VkRenderPass render_pass, const void* palette,
TlutFormat palette_format)
{
struct PSUniformBlock
{
float multiplier;
int texel_buffer_offset;
int pad[2];
};
_assert_(static_cast<size_t>(palette_format) < NUM_PALETTE_CONVERSION_SHADERS);
_assert_(dst_entry->config.rendertarget);
// We want to align to 2 bytes (R16) or the device's texel buffer alignment, whichever is greater.
VkDeviceSize texel_buffer_alignment =
std::min(g_vulkan_context->GetTexelBufferAlignment(), sizeof(u16));
size_t palette_size = (src_entry->format & 0xF) == GX_TF_I4 ? 32 : 512;
// Allocate memory for the palette, and descriptor sets for the buffer.
// If any of these fail, execute a command buffer, and try again.
if (!m_texel_buffer->ReserveMemory(palette_size, texel_buffer_alignment))
{
WARN_LOG(VIDEO, "Executing command list while waiting for space in palette buffer");
Util::ExecuteCurrentCommandsAndRestoreState(false);
if (!m_texel_buffer->ReserveMemory(palette_size, texel_buffer_alignment))
{
PanicAlert("Failed to allocate space for texture conversion");
return;
}
}
// Copy in palette to texel buffer.
u32 palette_offset = static_cast<u32>(m_texel_buffer->GetCurrentOffset());
memcpy(m_texel_buffer->GetCurrentHostPointer(), palette, palette_size);
m_texel_buffer->CommitMemory(palette_size);
// EFB copies can be used as paletted textures as well. For these, we can't assume them to be
// contain the correct data before the frame begins (when the init command buffer is executed),
// so we must convert them at the appropriate time, during the drawing command buffer.
VkCommandBuffer command_buffer;
if (src_entry->IsEfbCopy())
{
command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
StateTracker::GetInstance()->EndRenderPass();
StateTracker::GetInstance()->SetPendingRebind();
}
else
{
// Use initialization command buffer and perform conversion before the drawing commands.
command_buffer = g_command_buffer_mgr->GetCurrentInitCommandBuffer();
}
// Bind and draw to the destination.
UtilityShaderDraw draw(command_buffer,
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_TEXTURE_CONVERSION),
render_pass, g_object_cache->GetScreenQuadVertexShader(), VK_NULL_HANDLE,
m_palette_conversion_shaders[palette_format]);
VkRect2D region = {{0, 0}, {dst_entry->config.width, dst_entry->config.height}};
draw.BeginRenderPass(dst_entry->GetFramebuffer(), region);
PSUniformBlock uniforms = {};
uniforms.multiplier = (src_entry->format & 0xF) == GX_TF_I4 ? 15.0f : 255.0f;
uniforms.texel_buffer_offset = static_cast<int>(palette_offset / sizeof(u16));
draw.SetPushConstants(&uniforms, sizeof(uniforms));
draw.SetPSSampler(0, src_entry->GetTexture()->GetView(), g_object_cache->GetPointSampler());
draw.SetPSTexelBuffer(m_texel_buffer_view_r16_uint);
draw.SetViewportAndScissor(0, 0, dst_entry->config.width, dst_entry->config.height);
draw.DrawWithoutVertexBuffer(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, 4);
draw.EndRenderPass();
}
void TextureConverter::EncodeTextureToMemory(VkImageView src_texture, u8* dest_ptr, u32 format,
u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
u32 memory_stride, PEControl::PixelFormat src_format,
bool is_intensity, int scale_by_half,
const EFBRectangle& src_rect)
{
if (m_encoding_shaders[format] == VK_NULL_HANDLE)
{
ERROR_LOG(VIDEO, "Missing encoding fragment shader for format %u", format);
return;
}
// Can't do our own draw within a render pass.
StateTracker::GetInstance()->EndRenderPass();
UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_PUSH_CONSTANT),
m_encoding_render_pass, g_object_cache->GetScreenQuadVertexShader(),
VK_NULL_HANDLE, m_encoding_shaders[format]);
// Uniform - int4 of left,top,native_width,scale
s32 position_uniform[4] = {src_rect.left, src_rect.top, static_cast<s32>(native_width),
scale_by_half ? 2 : 1};
draw.SetPushConstants(position_uniform, sizeof(position_uniform));
// Doesn't make sense to linear filter depth values
draw.SetPSSampler(0, src_texture, (scale_by_half && src_format != PEControl::Z24) ?
g_object_cache->GetLinearSampler() :
g_object_cache->GetPointSampler());
u32 render_width = bytes_per_row / sizeof(u32);
u32 render_height = num_blocks_y;
Util::SetViewportAndScissor(g_command_buffer_mgr->GetCurrentCommandBuffer(), 0, 0, render_width,
render_height);
VkRect2D render_region = {{0, 0}, {render_width, render_height}};
draw.BeginRenderPass(m_encoding_render_framebuffer, render_region);
draw.DrawWithoutVertexBuffer(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, 4);
draw.EndRenderPass();
// Transition the image before copying
m_encoding_render_texture->OverrideImageLayout(VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
m_encoding_download_texture->CopyFromImage(
g_command_buffer_mgr->GetCurrentCommandBuffer(), m_encoding_render_texture->GetImage(),
VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, render_width, render_height, 0, 0);
// Block until the GPU has finished copying to the staging texture.
Util::ExecuteCurrentCommandsAndRestoreState(false, true);
// Copy from staging texture to the final destination, adjusting pitch if necessary.
m_encoding_download_texture->ReadTexels(0, 0, render_width, render_height, dest_ptr,
memory_stride);
}
bool TextureConverter::CreateTexelBuffer()
{
// Prefer an 8MB buffer if possible, but use less if the device doesn't support this.
// This buffer is potentially going to be addressed as R8s in the future, so we assume
// that one element is one byte.
m_texel_buffer_size =
std::min(TEXTURE_CONVERSION_TEXEL_BUFFER_SIZE,
static_cast<size_t>(g_vulkan_context->GetDeviceLimits().maxTexelBufferElements));
m_texel_buffer = StreamBuffer::Create(VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT,
m_texel_buffer_size, m_texel_buffer_size);
if (!m_texel_buffer)
return false;
// Create views of the formats that we will be using.
m_texel_buffer_view_r16_uint = CreateTexelBufferView(VK_FORMAT_R16_UINT);
return m_texel_buffer_view_r16_uint != VK_NULL_HANDLE;
}
VkBufferView TextureConverter::CreateTexelBufferView(VkFormat format) const
{
// Create a view of the whole buffer, we'll offset our texel load into it
VkBufferViewCreateInfo view_info = {
VK_STRUCTURE_TYPE_BUFFER_VIEW_CREATE_INFO, // VkStructureType sType
nullptr, // const void* pNext
0, // VkBufferViewCreateFlags flags
m_texel_buffer->GetBuffer(), // VkBuffer buffer
format, // VkFormat format
0, // VkDeviceSize offset
m_texel_buffer_size // VkDeviceSize range
};
VkBufferView view;
VkResult res = vkCreateBufferView(g_vulkan_context->GetDevice(), &view_info, nullptr, &view);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkCreateBufferView failed: ");
return VK_NULL_HANDLE;
}
return view;
}
bool TextureConverter::CompilePaletteConversionShaders()
{
static const char PALETTE_CONVERSION_FRAGMENT_SHADER_SOURCE[] = R"(
layout(std140, push_constant) uniform PCBlock
{
float multiplier;
int texture_buffer_offset;
} PC;
SAMPLER_BINDING(0) uniform sampler2DArray samp0;
TEXEL_BUFFER_BINDING(0) uniform usamplerBuffer samp1;
layout(location = 0) in vec3 f_uv0;
layout(location = 0) out vec4 ocol0;
int Convert3To8(int v)
{
// Swizzle bits: 00000123 -> 12312312
return (v << 5) | (v << 2) | (v >> 1);
}
int Convert4To8(int v)
{
// Swizzle bits: 00001234 -> 12341234
return (v << 4) | v;
}
int Convert5To8(int v)
{
// Swizzle bits: 00012345 -> 12345123
return (v << 3) | (v >> 2);
}
int Convert6To8(int v)
{
// Swizzle bits: 00123456 -> 12345612
return (v << 2) | (v >> 4);
}
float4 DecodePixel_RGB5A3(int val)
{
int r,g,b,a;
if ((val&0x8000) > 0)
{
r=Convert5To8((val>>10) & 0x1f);
g=Convert5To8((val>>5 ) & 0x1f);
b=Convert5To8((val ) & 0x1f);
a=0xFF;
}
else
{
a=Convert3To8((val>>12) & 0x7);
r=Convert4To8((val>>8 ) & 0xf);
g=Convert4To8((val>>4 ) & 0xf);
b=Convert4To8((val ) & 0xf);
}
return float4(r, g, b, a) / 255.0;
}
float4 DecodePixel_RGB565(int val)
{
int r, g, b, a;
r = Convert5To8((val >> 11) & 0x1f);
g = Convert6To8((val >> 5) & 0x3f);
b = Convert5To8((val) & 0x1f);
a = 0xFF;
return float4(r, g, b, a) / 255.0;
}
float4 DecodePixel_IA8(int val)
{
int i = val & 0xFF;
int a = val >> 8;
return float4(i, i, i, a) / 255.0;
}
void main()
{
int src = int(round(texture(samp0, f_uv0).r * PC.multiplier));
src = int(texelFetch(samp1, src + PC.texture_buffer_offset).r);
src = ((src << 8) & 0xFF00) | (src >> 8);
ocol0 = DECODE(src);
}
)";
std::string palette_ia8_program = StringFromFormat("%s\n%s", "#define DECODE DecodePixel_IA8",
PALETTE_CONVERSION_FRAGMENT_SHADER_SOURCE);
std::string palette_rgb565_program = StringFromFormat(
"%s\n%s", "#define DECODE DecodePixel_RGB565", PALETTE_CONVERSION_FRAGMENT_SHADER_SOURCE);
std::string palette_rgb5a3_program = StringFromFormat(
"%s\n%s", "#define DECODE DecodePixel_RGB5A3", PALETTE_CONVERSION_FRAGMENT_SHADER_SOURCE);
m_palette_conversion_shaders[GX_TL_IA8] =
Util::CompileAndCreateFragmentShader(palette_ia8_program);
m_palette_conversion_shaders[GX_TL_RGB565] =
Util::CompileAndCreateFragmentShader(palette_rgb565_program);
m_palette_conversion_shaders[GX_TL_RGB5A3] =
Util::CompileAndCreateFragmentShader(palette_rgb5a3_program);
return m_palette_conversion_shaders[GX_TL_IA8] != VK_NULL_HANDLE &&
m_palette_conversion_shaders[GX_TL_RGB565] != VK_NULL_HANDLE &&
m_palette_conversion_shaders[GX_TL_RGB5A3] != VK_NULL_HANDLE;
}
bool TextureConverter::CompileEncodingShaders()
{
// Texture encoding shaders
static const u32 texture_encoding_shader_formats[] = {
GX_TF_I4, GX_TF_I8, GX_TF_IA4, GX_TF_IA8, GX_TF_RGB565, GX_TF_RGB5A3, GX_TF_RGBA8,
GX_CTF_R4, GX_CTF_RA4, GX_CTF_RA8, GX_CTF_A8, GX_CTF_R8, GX_CTF_G8, GX_CTF_B8,
GX_CTF_RG8, GX_CTF_GB8, GX_CTF_Z8H, GX_TF_Z8, GX_CTF_Z16R, GX_TF_Z16, GX_TF_Z24X8,
GX_CTF_Z4, GX_CTF_Z8M, GX_CTF_Z8L, GX_CTF_Z16L};
for (u32 format : texture_encoding_shader_formats)
{
const char* shader_source =
TextureConversionShader::GenerateEncodingShader(format, APIType::Vulkan);
m_encoding_shaders[format] = Util::CompileAndCreateFragmentShader(shader_source);
if (m_encoding_shaders[format] == VK_NULL_HANDLE)
return false;
}
return true;
}
bool TextureConverter::CreateEncodingRenderPass()
{
VkAttachmentDescription attachments[] = {
{0, ENCODING_TEXTURE_FORMAT, VK_SAMPLE_COUNT_1_BIT, VK_ATTACHMENT_LOAD_OP_DONT_CARE,
VK_ATTACHMENT_STORE_OP_STORE, VK_ATTACHMENT_LOAD_OP_DONT_CARE,
VK_ATTACHMENT_STORE_OP_DONT_CARE, VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL}};
VkAttachmentReference color_attachment_references[] = {
{0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL}};
VkSubpassDescription subpass_descriptions[] = {{0, VK_PIPELINE_BIND_POINT_GRAPHICS, 0, nullptr, 1,
color_attachment_references, nullptr, nullptr, 0,
nullptr}};
VkSubpassDependency dependancies[] = {
{0, VK_SUBPASS_EXTERNAL, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_ACCESS_TRANSFER_READ_BIT, VK_DEPENDENCY_BY_REGION_BIT}};
VkRenderPassCreateInfo pass_info = {VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO,
nullptr,
0,
static_cast<u32>(ArraySize(attachments)),
attachments,
static_cast<u32>(ArraySize(subpass_descriptions)),
subpass_descriptions,
static_cast<u32>(ArraySize(dependancies)),
dependancies};
VkResult res = vkCreateRenderPass(g_vulkan_context->GetDevice(), &pass_info, nullptr,
&m_encoding_render_pass);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkCreateRenderPass (Encode) failed: ");
return false;
}
return true;
}
bool TextureConverter::CreateEncodingTexture()
{
m_encoding_render_texture = Texture2D::Create(
ENCODING_TEXTURE_WIDTH, ENCODING_TEXTURE_HEIGHT, 1, 1, ENCODING_TEXTURE_FORMAT,
VK_SAMPLE_COUNT_1_BIT, VK_IMAGE_VIEW_TYPE_2D, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT |
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT);
if (!m_encoding_render_texture)
return false;
VkImageView framebuffer_attachments[] = {m_encoding_render_texture->GetView()};
VkFramebufferCreateInfo framebuffer_info = {VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO,
nullptr,
0,
m_encoding_render_pass,
static_cast<u32>(ArraySize(framebuffer_attachments)),
framebuffer_attachments,
m_encoding_render_texture->GetWidth(),
m_encoding_render_texture->GetHeight(),
m_encoding_render_texture->GetLayers()};
VkResult res = vkCreateFramebuffer(g_vulkan_context->GetDevice(), &framebuffer_info, nullptr,
&m_encoding_render_framebuffer);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkCreateFramebuffer failed: ");
return false;
}
return true;
}
bool TextureConverter::CreateEncodingDownloadTexture()
{
m_encoding_download_texture =
StagingTexture2D::Create(STAGING_BUFFER_TYPE_READBACK, ENCODING_TEXTURE_WIDTH,
ENCODING_TEXTURE_HEIGHT, ENCODING_TEXTURE_FORMAT);
return m_encoding_download_texture && m_encoding_download_texture->Map();
}
} // namespace Vulkan