Merge pull request #5343 from stenzek/videocommon-states

Move depth, rasterization and sampler states to VideoCommon
This commit is contained in:
Markus Wick 2017-09-11 13:28:09 +02:00 committed by GitHub
commit 002e01d0ed
42 changed files with 855 additions and 976 deletions

View File

@ -136,7 +136,7 @@ public:
__forceinline BitField& operator=(T val)
{
storage = (storage & ~GetMask()) | ((val << position) & GetMask());
storage = (storage & ~GetMask()) | ((static_cast<StorageType>(val) << position) & GetMask());
return *this;
}

View File

@ -12,7 +12,7 @@
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoCommon/SamplerCommon.h"
#include "VideoCommon/VideoConfig.h"
namespace DX11
{
@ -265,90 +265,55 @@ void StateManager::SetTextureByMask(u32 textureSlotMask, ID3D11ShaderResourceVie
ID3D11SamplerState* StateCache::Get(SamplerState state)
{
auto it = m_sampler.find(state.packed);
auto it = m_sampler.find(state.hex);
if (it != m_sampler.end())
{
return it->second;
}
const unsigned int d3dMipFilters[4] = {
TexMode0::TEXF_NONE, TexMode0::TEXF_POINT, TexMode0::TEXF_LINEAR,
TexMode0::TEXF_NONE, // reserved
};
const D3D11_TEXTURE_ADDRESS_MODE d3dClamps[4] = {
D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_WRAP, D3D11_TEXTURE_ADDRESS_MIRROR,
D3D11_TEXTURE_ADDRESS_WRAP // reserved
};
D3D11_SAMPLER_DESC sampdc = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT());
unsigned int mip = d3dMipFilters[state.min_filter & 3];
if (state.max_anisotropy > 1 && !SamplerCommon::IsBpTexMode0PointFiltering(state))
if (state.mipmap_filter == SamplerState::Filter::Linear)
{
sampdc.Filter = D3D11_FILTER_ANISOTROPIC;
sampdc.MaxAnisotropy = (u32)state.max_anisotropy;
if (state.min_filter == SamplerState::Filter::Linear)
sampdc.Filter = (state.mag_filter == SamplerState::Filter::Linear) ?
D3D11_FILTER_MIN_MAG_MIP_LINEAR :
D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR;
else
sampdc.Filter = (state.mag_filter == SamplerState::Filter::Linear) ?
D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR :
D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
}
else if (state.min_filter & 4) // linear min filter
else
{
if (state.mag_filter) // linear mag filter
{
if (mip == TexMode0::TEXF_NONE)
sampdc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
else if (mip == TexMode0::TEXF_POINT)
sampdc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
else if (mip == TexMode0::TEXF_LINEAR)
sampdc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
}
else // point mag filter
{
if (mip == TexMode0::TEXF_NONE)
sampdc.Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
else if (mip == TexMode0::TEXF_POINT)
sampdc.Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
else if (mip == TexMode0::TEXF_LINEAR)
sampdc.Filter = D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR;
}
}
else // point min filter
{
if (state.mag_filter) // linear mag filter
{
if (mip == TexMode0::TEXF_NONE)
sampdc.Filter = D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT;
else if (mip == TexMode0::TEXF_POINT)
sampdc.Filter = D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT;
else if (mip == TexMode0::TEXF_LINEAR)
sampdc.Filter = D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR;
}
else // point mag filter
{
if (mip == TexMode0::TEXF_NONE)
sampdc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
else if (mip == TexMode0::TEXF_POINT)
sampdc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
else if (mip == TexMode0::TEXF_LINEAR)
sampdc.Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
}
if (state.min_filter == SamplerState::Filter::Linear)
sampdc.Filter = (state.mag_filter == SamplerState::Filter::Linear) ?
D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT :
D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
else
sampdc.Filter = (state.mag_filter == SamplerState::Filter::Linear) ?
D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT :
D3D11_FILTER_MIN_MAG_MIP_POINT;
}
sampdc.AddressU = d3dClamps[state.wrap_s];
sampdc.AddressV = d3dClamps[state.wrap_t];
sampdc.MaxLOD = SamplerCommon::AreBpTexMode0MipmapsEnabled(state) ? state.max_lod / 16.f : 0.f;
sampdc.MinLOD = std::min(state.min_lod / 16.f, sampdc.MaxLOD);
static constexpr std::array<D3D11_TEXTURE_ADDRESS_MODE, 3> address_modes = {
{D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_WRAP, D3D11_TEXTURE_ADDRESS_MIRROR}};
sampdc.AddressU = address_modes[static_cast<u32>(state.wrap_u.Value())];
sampdc.AddressV = address_modes[static_cast<u32>(state.wrap_v.Value())];
sampdc.MaxLOD = state.max_lod / 16.f;
sampdc.MinLOD = state.min_lod / 16.f;
sampdc.MipLODBias = (s32)state.lod_bias / 32.0f;
ID3D11SamplerState* res = nullptr;
if (state.anisotropic_filtering)
{
sampdc.Filter = D3D11_FILTER_ANISOTROPIC;
sampdc.MaxAnisotropy = 1u << g_ActiveConfig.iMaxAnisotropy;
}
ID3D11SamplerState* res = nullptr;
HRESULT hr = D3D::device->CreateSamplerState(&sampdc, &res);
if (FAILED(hr))
PanicAlert("Fail %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName(res, "sampler state used to emulate the GX pipeline");
m_sampler.emplace(state.packed, res);
m_sampler.emplace(state.hex, res);
return res;
}
@ -434,32 +399,33 @@ ID3D11BlendState* StateCache::Get(BlendingState state)
return res;
}
ID3D11RasterizerState* StateCache::Get(RasterizerState state)
ID3D11RasterizerState* StateCache::Get(RasterizationState state)
{
auto it = m_raster.find(state.packed);
auto it = m_raster.find(state.hex);
if (it != m_raster.end())
return it->second;
D3D11_RASTERIZER_DESC rastdc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, state.cull_mode, false, 0,
0.f, 0, false, true, false, false);
static constexpr std::array<D3D11_CULL_MODE, 4> cull_modes = {
{D3D11_CULL_NONE, D3D11_CULL_BACK, D3D11_CULL_FRONT, D3D11_CULL_BACK}};
D3D11_RASTERIZER_DESC desc = {};
desc.FillMode = D3D11_FILL_SOLID;
desc.CullMode = cull_modes[state.cullmode];
desc.ScissorEnable = TRUE;
ID3D11RasterizerState* res = nullptr;
HRESULT hr = D3D::device->CreateRasterizerState(&rastdc, &res);
HRESULT hr = D3D::device->CreateRasterizerState(&desc, &res);
if (FAILED(hr))
PanicAlert("Failed to create rasterizer state at %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName(res, "rasterizer state used to emulate the GX pipeline");
m_raster.emplace(state.packed, res);
m_raster.emplace(state.hex, res);
return res;
}
ID3D11DepthStencilState* StateCache::Get(ZMode state)
ID3D11DepthStencilState* StateCache::Get(DepthState state)
{
auto it = m_depth.find(state.hex);
if (it != m_depth.end())
return it->second;
@ -472,6 +438,7 @@ ID3D11DepthStencilState* StateCache::Get(ZMode state)
depthdc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
depthdc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
// Less/greater are swapped due to inverted depth.
const D3D11_COMPARISON_FUNC d3dCmpFuncs[8] = {
D3D11_COMPARISON_NEVER, D3D11_COMPARISON_GREATER, D3D11_COMPARISON_EQUAL,
D3D11_COMPARISON_GREATER_EQUAL, D3D11_COMPARISON_LESS, D3D11_COMPARISON_NOT_EQUAL,
@ -531,4 +498,12 @@ void StateCache::Clear()
m_sampler.clear();
}
D3D11_PRIMITIVE_TOPOLOGY StateCache::GetPrimitiveTopology(PrimitiveType primitive)
{
static constexpr std::array<D3D11_PRIMITIVE_TOPOLOGY, 4> primitives = {
{D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, D3D11_PRIMITIVE_TOPOLOGY_LINELIST,
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP}};
return primitives[static_cast<u32>(primitive)];
}
} // namespace DX11

View File

@ -20,27 +20,6 @@ struct ID3D11RasterizerState;
namespace DX11
{
union RasterizerState
{
BitField<0, 2, D3D11_CULL_MODE> cull_mode;
u32 packed;
};
union SamplerState
{
BitField<0, 3, u64> min_filter;
BitField<3, 1, u64> mag_filter;
BitField<4, 8, u64> min_lod;
BitField<12, 8, u64> max_lod;
BitField<20, 8, s64> lod_bias;
BitField<28, 2, u64> wrap_s;
BitField<30, 2, u64> wrap_t;
BitField<32, 5, u64> max_anisotropy;
u64 packed;
};
class StateCache
{
public:
@ -48,17 +27,20 @@ public:
// Returned objects is owned by the cache and does not need to be released.
ID3D11SamplerState* Get(SamplerState state);
ID3D11BlendState* Get(BlendingState state);
ID3D11RasterizerState* Get(RasterizerState state);
ID3D11DepthStencilState* Get(ZMode state);
ID3D11RasterizerState* Get(RasterizationState state);
ID3D11DepthStencilState* Get(DepthState state);
// Release all cached states and clear hash tables.
void Clear();
// Convert RasterState primitive type to D3D11 primitive topology.
static D3D11_PRIMITIVE_TOPOLOGY GetPrimitiveTopology(PrimitiveType primitive);
private:
std::unordered_map<u32, ID3D11DepthStencilState*> m_depth;
std::unordered_map<u32, ID3D11RasterizerState*> m_raster;
std::unordered_map<u32, ID3D11BlendState*> m_blend;
std::unordered_map<u64, ID3D11SamplerState*> m_sampler;
std::unordered_map<u32, ID3D11SamplerState*> m_sampler;
};
namespace D3D

View File

@ -207,7 +207,7 @@ void GeometryShaderCache::Shutdown()
g_gs_disk_cache.Close();
}
bool GeometryShaderCache::SetShader(u32 primitive_type)
bool GeometryShaderCache::SetShader(PrimitiveType primitive_type)
{
GeometryShaderUid uid = GetGeometryShaderUid(primitive_type);
if (last_entry && uid == last_uid)

View File

@ -18,7 +18,7 @@ public:
static void Reload();
static void Clear();
static void Shutdown();
static bool SetShader(u32 primitive_type);
static bool SetShader(PrimitiveType primitive_type);
static bool CompileShader(const GeometryShaderUid& uid);
static bool InsertByteCode(const GeometryShaderUid& uid, const u8* bytecode, size_t len);
static void PrecompileShaders();

View File

@ -60,8 +60,8 @@ struct GXPipelineState
{
std::array<SamplerState, 8> samplers;
BlendingState blend;
ZMode zmode;
RasterizerState raster;
DepthState zmode;
RasterizationState raster;
};
static u32 s_last_multisamples = 1;
@ -249,13 +249,12 @@ Renderer::Renderer() : ::Renderer(D3D::GetBackBufferWidth(), D3D::GetBackBufferH
// Setup GX pipeline state
for (auto& sampler : s_gx_state.samplers)
sampler.packed = 0;
sampler.hex = RenderState::GetPointSamplerState().hex;
s_gx_state.zmode.testenable = false;
s_gx_state.zmode.updateenable = false;
s_gx_state.zmode.func = ZMode::NEVER;
s_gx_state.raster.cull_mode = D3D11_CULL_NONE;
s_gx_state.raster.cullmode = GenMode::CULL_NONE;
// Clear EFB textures
constexpr std::array<float, 4> clear_color{{0.f, 0.f, 0.f, 1.f}};
@ -867,14 +866,12 @@ void Renderer::ApplyState()
D3D::stateman->PushBlendState(s_gx_state_cache.Get(s_gx_state.blend));
D3D::stateman->PushDepthState(s_gx_state_cache.Get(s_gx_state.zmode));
D3D::stateman->PushRasterizerState(s_gx_state_cache.Get(s_gx_state.raster));
D3D::stateman->SetPrimitiveTopology(
StateCache::GetPrimitiveTopology(s_gx_state.raster.primitive));
FramebufferManager::SetIntegerEFBRenderTarget(s_gx_state.blend.logicopenable);
for (size_t stage = 0; stage < s_gx_state.samplers.size(); stage++)
{
// TODO: cache SamplerState directly, not d3d object
s_gx_state.samplers[stage].max_anisotropy = UINT64_C(1) << g_ActiveConfig.iMaxAnisotropy;
for (u32 stage = 0; stage < static_cast<u32>(s_gx_state.samplers.size()); stage++)
D3D::stateman->SetSampler(stage, s_gx_state_cache.Get(s_gx_state.samplers[stage]));
}
ID3D11Buffer* vertexConstants = VertexShaderCache::GetConstantBuffer();
@ -891,68 +888,19 @@ void Renderer::RestoreState()
D3D::stateman->PopRasterizerState();
}
void Renderer::ApplyCullDisable()
void Renderer::SetRasterizationState(const RasterizationState& state)
{
RasterizerState rast = s_gx_state.raster;
rast.cull_mode = D3D11_CULL_NONE;
ID3D11RasterizerState* raststate = s_gx_state_cache.Get(rast);
D3D::stateman->PushRasterizerState(raststate);
s_gx_state.raster.hex = state.hex;
}
void Renderer::RestoreCull()
void Renderer::SetDepthState(const DepthState& state)
{
D3D::stateman->PopRasterizerState();
s_gx_state.zmode.hex = state.hex;
}
void Renderer::SetGenerationMode()
void Renderer::SetSamplerState(u32 index, const SamplerState& state)
{
constexpr std::array<D3D11_CULL_MODE, 4> d3d_cull_modes{{
D3D11_CULL_NONE, D3D11_CULL_BACK, D3D11_CULL_FRONT, D3D11_CULL_BACK,
}};
// rastdc.FrontCounterClockwise must be false for this to work
// TODO: GX_CULL_ALL not supported, yet!
s_gx_state.raster.cull_mode = d3d_cull_modes[bpmem.genMode.cullmode];
}
void Renderer::SetDepthMode()
{
s_gx_state.zmode.hex = bpmem.zmode.hex;
}
void Renderer::SetSamplerState(int stage, int texindex, bool custom_tex)
{
const FourTexUnits& tex = bpmem.tex[texindex];
const TexMode0& tm0 = tex.texMode0[stage];
const TexMode1& tm1 = tex.texMode1[stage];
if (texindex)
stage += 4;
if (g_ActiveConfig.bForceFiltering)
{
// Only use mipmaps if the game says they are available.
s_gx_state.samplers[stage].min_filter = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? 6 : 4;
s_gx_state.samplers[stage].mag_filter = 1; // linear mag
}
else
{
s_gx_state.samplers[stage].min_filter = (u32)tm0.min_filter;
s_gx_state.samplers[stage].mag_filter = (u32)tm0.mag_filter;
}
s_gx_state.samplers[stage].wrap_s = (u32)tm0.wrap_s;
s_gx_state.samplers[stage].wrap_t = (u32)tm0.wrap_t;
s_gx_state.samplers[stage].max_lod = (u32)tm1.max_lod;
s_gx_state.samplers[stage].min_lod = (u32)tm1.min_lod;
s_gx_state.samplers[stage].lod_bias = (s32)tm0.lod_bias;
// custom textures may have higher resolution, so disable the max_lod
if (custom_tex)
{
s_gx_state.samplers[stage].max_lod = 255;
}
s_gx_state.samplers[index].hex = state.hex;
}
void Renderer::SetInterlacingMode()

View File

@ -21,9 +21,9 @@ public:
void SetBlendingState(const BlendingState& state) override;
void SetScissorRect(const EFBRectangle& rc) override;
void SetGenerationMode() override;
void SetDepthMode() override;
void SetSamplerState(int stage, int texindex, bool custom_tex) override;
void SetRasterizationState(const RasterizationState& state) override;
void SetDepthState(const DepthState& state) override;
void SetSamplerState(u32 index, const SamplerState& state) override;
void SetInterlacingMode() override;
void SetViewport() override;
void SetFullscreen(bool enable_fullscreen) override;
@ -33,9 +33,6 @@ public:
void ApplyState() override;
void RestoreState() override;
void ApplyCullDisable();
void RestoreCull();
void RenderText(const std::string& text, int left, int top, u32 color) override;
u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) override;

View File

@ -127,28 +127,10 @@ void VertexManager::Draw(u32 stride)
u32 baseVertex = m_vertexDrawOffset / stride;
u32 startIndex = m_indexDrawOffset / sizeof(u16);
switch (m_current_primitive_type)
{
case PRIMITIVE_POINTS:
D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
static_cast<Renderer*>(g_renderer.get())->ApplyCullDisable();
break;
case PRIMITIVE_LINES:
D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
static_cast<Renderer*>(g_renderer.get())->ApplyCullDisable();
break;
case PRIMITIVE_TRIANGLES:
D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
break;
}
D3D::stateman->Apply();
D3D::context->DrawIndexed(indices, startIndex, baseVertex);
INCSTAT(stats.thisFrame.numDrawCalls);
if (m_current_primitive_type != PRIMITIVE_TRIANGLES)
static_cast<Renderer*>(g_renderer.get())->RestoreCull();
}
void VertexManager::vFlush()

View File

@ -33,7 +33,7 @@ void ShaderCache<Uid>::Clear()
}
template <typename Uid>
bool ShaderCache<Uid>::SetShader(u32 primitive_type)
bool ShaderCache<Uid>::SetShader(PrimitiveType primitive_type)
{
Uid uid = GetUid(primitive_type, APIType::OpenGL);

View File

@ -22,10 +22,10 @@ public:
virtual ~ShaderCache();
void Clear();
bool SetShader(u32 primitive_type);
bool SetShader(PrimitiveType primitive_type);
protected:
virtual Uid GetUid(u32 primitive_type, APIType api_type) = 0;
virtual Uid GetUid(PrimitiveType primitive_type, APIType api_type) = 0;
virtual ShaderCode GenerateCode(APIType api_type, Uid uid) = 0;
private:
@ -40,7 +40,7 @@ public:
static std::unique_ptr<VertexShaderCache> s_instance;
protected:
VertexShaderUid GetUid(u32 primitive_type, APIType api_type) override
VertexShaderUid GetUid(PrimitiveType primitive_type, APIType api_type) override
{
return GetVertexShaderUid();
}
@ -56,7 +56,7 @@ public:
static std::unique_ptr<GeometryShaderCache> s_instance;
protected:
GeometryShaderUid GetUid(u32 primitive_type, APIType api_type) override
GeometryShaderUid GetUid(PrimitiveType primitive_type, APIType api_type) override
{
return GetGeometryShaderUid(primitive_type);
}
@ -72,7 +72,7 @@ public:
static std::unique_ptr<PixelShaderCache> s_instance;
protected:
PixelShaderUid GetUid(u32 primitive_type, APIType api_type) override
PixelShaderUid GetUid(PrimitiveType primitive_type, APIType api_type) override
{
return GetPixelShaderUid();
}

View File

@ -221,7 +221,8 @@ void ProgramShaderCache::UploadConstants()
}
}
SHADER* ProgramShaderCache::SetShader(u32 primitive_type, const GLVertexFormat* vertex_format)
SHADER* ProgramShaderCache::SetShader(PrimitiveType primitive_type,
const GLVertexFormat* vertex_format)
{
if (g_ActiveConfig.bDisableSpecializedShaders)
return SetUberShader(primitive_type, vertex_format);
@ -292,7 +293,8 @@ SHADER* ProgramShaderCache::SetShader(u32 primitive_type, const GLVertexFormat*
return &last_entry->shader;
}
SHADER* ProgramShaderCache::SetUberShader(u32 primitive_type, const GLVertexFormat* vertex_format)
SHADER* ProgramShaderCache::SetUberShader(PrimitiveType primitive_type,
const GLVertexFormat* vertex_format)
{
UBERSHADERUID uid;
std::memset(&uid, 0, sizeof(uid));
@ -1117,7 +1119,8 @@ bool ProgramShaderCache::ShaderCompileWorkItem::Compile()
gcode = GenerateGeometryShaderCode(APIType::OpenGL, host_config, m_uid.guid.GetUidData());
CompileShader(m_program, vcode.GetBuffer(), pcode.GetBuffer(), gcode.GetBuffer());
DrawPrerenderArray(m_program, m_uid.guid.GetUidData()->primitive_type);
DrawPrerenderArray(m_program,
static_cast<PrimitiveType>(m_uid.guid.GetUidData()->primitive_type));
return true;
}
@ -1155,7 +1158,8 @@ bool ProgramShaderCache::UberShaderCompileWorkItem::Compile()
gcode = GenerateGeometryShaderCode(APIType::OpenGL, host_config, m_uid.guid.GetUidData());
CompileShader(m_program, vcode.GetBuffer(), pcode.GetBuffer(), gcode.GetBuffer());
DrawPrerenderArray(m_program, m_uid.guid.GetUidData()->primitive_type);
DrawPrerenderArray(m_program,
static_cast<PrimitiveType>(m_uid.guid.GetUidData()->primitive_type));
return true;
}
@ -1295,7 +1299,7 @@ void ProgramShaderCache::DestroyPrerenderArrays(SharedContextData* data)
}
}
void ProgramShaderCache::DrawPrerenderArray(const SHADER& shader, u32 primitive_type)
void ProgramShaderCache::DrawPrerenderArray(const SHADER& shader, PrimitiveType primitive_type)
{
// This is called on a worker thread, so we don't want to use the normal binding process.
glUseProgram(shader.glprogid);
@ -1303,15 +1307,18 @@ void ProgramShaderCache::DrawPrerenderArray(const SHADER& shader, u32 primitive_
// The number of primitives drawn depends on the type.
switch (primitive_type)
{
case PRIMITIVE_POINTS:
case PrimitiveType::Points:
glDrawElements(GL_POINTS, 1, GL_UNSIGNED_SHORT, nullptr);
break;
case PRIMITIVE_LINES:
case PrimitiveType::Lines:
glDrawElements(GL_LINES, 2, GL_UNSIGNED_SHORT, nullptr);
break;
case PRIMITIVE_TRIANGLES:
case PrimitiveType::Triangles:
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, nullptr);
break;
case PrimitiveType::TriangleStrip:
glDrawElements(GL_TRIANGLE_STRIP, 3, GL_UNSIGNED_SHORT, nullptr);
break;
}
// Has to be finished by the time the main thread picks it up.

View File

@ -94,8 +94,8 @@ public:
};
static PCacheEntry GetShaderProgram();
static SHADER* SetShader(u32 primitive_type, const GLVertexFormat* vertex_format);
static SHADER* SetUberShader(u32 primitive_type, const GLVertexFormat* vertex_format);
static SHADER* SetShader(PrimitiveType primitive_type, const GLVertexFormat* vertex_format);
static SHADER* SetUberShader(PrimitiveType primitive_type, const GLVertexFormat* vertex_format);
static void BindVertexFormat(const GLVertexFormat* vertex_format);
static void InvalidateVertexFormat();
static void BindLastVertexFormat();
@ -198,7 +198,7 @@ private:
static void DestroyShaders();
static void CreatePrerenderArrays(SharedContextData* data);
static void DestroyPrerenderArrays(SharedContextData* data);
static void DrawPrerenderArray(const SHADER& shader, u32 primitive_type);
static void DrawPrerenderArray(const SHADER& shader, PrimitiveType primitive_type);
static PCache pshaders;
static UberPCache ubershaders;

View File

@ -1503,9 +1503,13 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
g_Config.iSaveTargetId = 0;
int old_anisotropy = g_ActiveConfig.iMaxAnisotropy;
UpdateActiveConfig();
g_texture_cache->OnConfigChanged(g_ActiveConfig);
if (old_anisotropy != g_ActiveConfig.iMaxAnisotropy)
g_sampler_cache->Clear();
// Invalidate shader cache when the host config changes.
if (CheckForHostConfigChanges())
ProgramShaderCache::Reload();
@ -1785,9 +1789,9 @@ void Renderer::RestoreAPIState()
glEnable(GL_CLIP_DISTANCE0);
glEnable(GL_CLIP_DISTANCE1);
}
SetGenerationMode();
BPFunctions::SetGenerationMode();
BPFunctions::SetScissor();
SetDepthMode();
BPFunctions::SetDepthMode();
BPFunctions::SetBlendMode();
SetViewport();
@ -1798,14 +1802,14 @@ void Renderer::RestoreAPIState()
OGLTexture::SetStage();
}
void Renderer::SetGenerationMode()
void Renderer::SetRasterizationState(const RasterizationState& state)
{
// none, ccw, cw, ccw
if (bpmem.genMode.cullmode > 0)
if (state.cullmode != GenMode::CULL_NONE)
{
// TODO: GX_CULL_ALL not supported, yet!
glEnable(GL_CULL_FACE);
glFrontFace(bpmem.genMode.cullmode == 2 ? GL_CCW : GL_CW);
glFrontFace(state.cullmode == GenMode::CULL_FRONT ? GL_CCW : GL_CW);
}
else
{
@ -1813,16 +1817,16 @@ void Renderer::SetGenerationMode()
}
}
void Renderer::SetDepthMode()
void Renderer::SetDepthState(const DepthState& state)
{
const GLenum glCmpFuncs[8] = {GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL,
GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, GL_ALWAYS};
if (bpmem.zmode.testenable)
if (state.testenable)
{
glEnable(GL_DEPTH_TEST);
glDepthMask(bpmem.zmode.updateenable ? GL_TRUE : GL_FALSE);
glDepthFunc(glCmpFuncs[bpmem.zmode.func]);
glDepthMask(state.updateenable ? GL_TRUE : GL_FALSE);
glDepthFunc(glCmpFuncs[state.func]);
}
else
{
@ -1834,13 +1838,9 @@ void Renderer::SetDepthMode()
}
}
void Renderer::SetSamplerState(int stage, int texindex, bool custom_tex)
void Renderer::SetSamplerState(u32 index, const SamplerState& state)
{
auto const& tex = bpmem.tex[texindex];
auto const& tm0 = tex.texMode0[stage];
auto const& tm1 = tex.texMode1[stage];
g_sampler_cache->SetSamplerState((texindex * 4) + stage, tm0, tm1, custom_tex);
g_sampler_cache->SetSamplerState(index, state);
}
void Renderer::SetInterlacingMode()

View File

@ -79,9 +79,9 @@ public:
void SetBlendingState(const BlendingState& state) override;
void SetScissorRect(const EFBRectangle& rc) override;
void SetGenerationMode() override;
void SetDepthMode() override;
void SetSamplerState(int stage, int texindex, bool custom_tex) override;
void SetRasterizationState(const RasterizationState& state) override;
void SetDepthState(const DepthState& state) override;
void SetSamplerState(u32 index, const SamplerState& state) override;
void SetInterlacingMode() override;
void SetViewport() override;

View File

@ -15,141 +15,106 @@ namespace OGL
{
std::unique_ptr<SamplerCache> g_sampler_cache;
SamplerCache::SamplerCache() : m_last_max_anisotropy()
SamplerCache::SamplerCache()
{
glGenSamplers(2, m_sampler_id);
glSamplerParameteri(m_sampler_id[0], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glSamplerParameteri(m_sampler_id[0], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glSamplerParameteri(m_sampler_id[0], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(m_sampler_id[0], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glSamplerParameteri(m_sampler_id[1], GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glSamplerParameteri(m_sampler_id[1], GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(m_sampler_id[1], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(m_sampler_id[1], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glGenSamplers(1, &m_point_sampler);
glGenSamplers(1, &m_linear_sampler);
glSamplerParameteri(m_point_sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glSamplerParameteri(m_point_sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glSamplerParameteri(m_point_sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(m_point_sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glSamplerParameteri(m_linear_sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glSamplerParameteri(m_linear_sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(m_linear_sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(m_linear_sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
SamplerCache::~SamplerCache()
{
Clear();
glDeleteSamplers(2, m_sampler_id);
glDeleteSamplers(1, &m_point_sampler);
glDeleteSamplers(1, &m_linear_sampler);
}
void SamplerCache::BindNearestSampler(int stage)
{
glBindSampler(stage, m_sampler_id[0]);
glBindSampler(stage, m_point_sampler);
}
void SamplerCache::BindLinearSampler(int stage)
{
glBindSampler(stage, m_sampler_id[1]);
glBindSampler(stage, m_linear_sampler);
}
void SamplerCache::SetSamplerState(int stage, const TexMode0& tm0, const TexMode1& tm1,
bool custom_tex)
void SamplerCache::SetSamplerState(u32 stage, const SamplerState& state)
{
// TODO: can this go somewhere else?
if (m_last_max_anisotropy != g_ActiveConfig.iMaxAnisotropy)
if (m_active_samplers[stage].first == state && m_active_samplers[stage].second != 0)
return;
auto it = m_cache.find(state);
if (it == m_cache.end())
{
m_last_max_anisotropy = g_ActiveConfig.iMaxAnisotropy;
Clear();
GLuint sampler;
glGenSamplers(1, &sampler);
SetParameters(sampler, state);
it = m_cache.emplace(state, sampler).first;
}
Params params(tm0, tm1);
// take equivalent forced linear when bForceFiltering
if (g_ActiveConfig.bForceFiltering)
{
params.tm0.min_filter = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? 6 : 4;
params.tm0.mag_filter = 1;
}
// custom textures may have higher resolution, so disable the max_lod
if (custom_tex)
{
params.tm1.max_lod = 255;
}
// TODO: Should keep a circular buffer for each stage of recently used samplers.
auto& active_sampler = m_active_samplers[stage];
if (active_sampler.first != params || !active_sampler.second.sampler_id)
{
// Active sampler does not match parameters (or is invalid), bind the proper one.
active_sampler.first = params;
active_sampler.second = GetEntry(params);
glBindSampler(stage, active_sampler.second.sampler_id);
}
m_active_samplers[stage].first = state;
m_active_samplers[stage].second = it->second;
glBindSampler(stage, it->second);
}
SamplerCache::Value& SamplerCache::GetEntry(const Params& params)
void SamplerCache::InvalidateBinding(u32 stage)
{
auto& val = m_cache[params];
if (!val.sampler_id)
{
// Sampler not found in cache, create it.
glGenSamplers(1, &val.sampler_id);
SetParameters(val.sampler_id, params);
// TODO: Maybe kill old samplers if the cache gets huge. It doesn't seem to get huge though.
// ERROR_LOG(VIDEO, "Sampler cache size is now %ld.", m_cache.size());
}
return val;
m_active_samplers[stage].second = 0;
}
void SamplerCache::SetParameters(GLuint sampler_id, const Params& params)
void SamplerCache::SetParameters(GLuint sampler_id, const SamplerState& params)
{
static const GLint min_filters[8] = {
GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST,
GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR,
};
static const GLint wrap_settings[4] = {
GL_CLAMP_TO_EDGE, GL_REPEAT, GL_MIRRORED_REPEAT, GL_REPEAT,
};
auto& tm0 = params.tm0;
auto& tm1 = params.tm1;
glSamplerParameteri(sampler_id, GL_TEXTURE_WRAP_S, wrap_settings[tm0.wrap_s]);
glSamplerParameteri(sampler_id, GL_TEXTURE_WRAP_T, wrap_settings[tm0.wrap_t]);
glSamplerParameterf(sampler_id, GL_TEXTURE_MIN_LOD, tm1.min_lod / 16.f);
glSamplerParameterf(sampler_id, GL_TEXTURE_MAX_LOD, tm1.max_lod / 16.f);
if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
glSamplerParameterf(sampler_id, GL_TEXTURE_LOD_BIAS, (s32)tm0.lod_bias / 32.f);
GLint min_filter = min_filters[tm0.min_filter];
GLint mag_filter = tm0.mag_filter ? GL_LINEAR : GL_NEAREST;
if (g_ActiveConfig.iMaxAnisotropy > 0 && g_ogl_config.bSupportsAniso &&
!SamplerCommon::IsBpTexMode0PointFiltering(tm0))
GLenum min_filter;
GLenum mag_filter = (params.mag_filter == SamplerState::Filter::Point) ? GL_NEAREST : GL_LINEAR;
if (params.mipmap_filter == SamplerState::Filter::Linear)
{
// https://www.opengl.org/registry/specs/EXT/texture_filter_anisotropic.txt
// For predictable results on all hardware/drivers, only use one of:
// GL_LINEAR + GL_LINEAR (No Mipmaps [Bilinear])
// GL_LINEAR + GL_LINEAR_MIPMAP_LINEAR (w/ Mipmaps [Trilinear])
// Letting the game set other combinations will have varying arbitrary results;
// possibly being interpreted as equal to bilinear/trilinear, implicitly
// disabling anisotropy, or changing the anisotropic algorithm employed.
min_filter =
SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
mag_filter = GL_LINEAR;
glSamplerParameterf(sampler_id, GL_TEXTURE_MAX_ANISOTROPY_EXT,
(float)(1 << g_ActiveConfig.iMaxAnisotropy));
min_filter = (params.min_filter == SamplerState::Filter::Point) ? GL_NEAREST_MIPMAP_LINEAR :
GL_LINEAR_MIPMAP_LINEAR;
}
else
{
min_filter = (params.min_filter == SamplerState::Filter::Point) ? GL_NEAREST_MIPMAP_NEAREST :
GL_LINEAR_MIPMAP_NEAREST;
}
glSamplerParameteri(sampler_id, GL_TEXTURE_MIN_FILTER, min_filter);
glSamplerParameteri(sampler_id, GL_TEXTURE_MAG_FILTER, mag_filter);
static constexpr std::array<GLenum, 3> address_modes = {
{GL_CLAMP_TO_EDGE, GL_REPEAT, GL_MIRRORED_REPEAT}};
glSamplerParameteri(sampler_id, GL_TEXTURE_WRAP_S,
address_modes[static_cast<u32>(params.wrap_u.Value())]);
glSamplerParameteri(sampler_id, GL_TEXTURE_WRAP_T,
address_modes[static_cast<u32>(params.wrap_v.Value())]);
glSamplerParameterf(sampler_id, GL_TEXTURE_MIN_LOD, params.min_lod / 16.f);
glSamplerParameterf(sampler_id, GL_TEXTURE_MAX_LOD, params.max_lod / 16.f);
if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
glSamplerParameterf(sampler_id, GL_TEXTURE_LOD_BIAS, params.lod_bias / 32.f);
if (params.anisotropic_filtering && g_ogl_config.bSupportsAniso)
{
glSamplerParameterf(sampler_id, GL_TEXTURE_MAX_ANISOTROPY_EXT,
static_cast<float>(1 << g_ActiveConfig.iMaxAnisotropy));
}
}
void SamplerCache::Clear()
{
for (auto& p : m_cache)
{
glDeleteSamplers(1, &p.second.sampler_id);
}
glDeleteSamplers(1, &p.second);
for (auto& p : m_active_samplers)
p.second = 0;
m_cache.clear();
}
}

View File

@ -4,6 +4,7 @@
#pragma once
#include <array>
#include <map>
#include <memory>
@ -24,49 +25,21 @@ public:
SamplerCache(SamplerCache&&) = delete;
SamplerCache& operator=(SamplerCache&&) = delete;
void SetSamplerState(int stage, const TexMode0& tm0, const TexMode1& tm1, bool custom_tex);
void SetSamplerState(u32 stage, const SamplerState& state);
void InvalidateBinding(u32 stage);
void Clear();
void BindNearestSampler(int stage);
void BindLinearSampler(int stage);
private:
struct Params
{
union
{
struct
{
TexMode0 tm0;
TexMode1 tm1;
};
static void SetParameters(GLuint sampler_id, const SamplerState& params);
u64 hex;
};
std::map<SamplerState, GLuint> m_cache;
std::array<std::pair<SamplerState, GLuint>, 8> m_active_samplers{};
Params() : hex() {}
Params(const TexMode0& _tm0, const TexMode1& _tm1) : tm0(_tm0), tm1(_tm1)
{
static_assert(sizeof(Params) == 8, "Assuming I can treat this as a 64bit int.");
}
bool operator<(const Params& other) const { return hex < other.hex; }
bool operator!=(const Params& other) const { return hex != other.hex; }
};
struct Value
{
Value() : sampler_id() {}
GLuint sampler_id;
};
void SetParameters(GLuint sampler_id, const Params& params);
Value& GetEntry(const Params& params);
std::map<Params, Value> m_cache;
std::pair<Params, Value> m_active_samplers[8];
int m_last_max_anisotropy;
u32 m_sampler_id[2];
GLuint m_point_sampler;
GLuint m_linear_sampler;
};
extern std::unique_ptr<SamplerCache> g_sampler_cache;

View File

@ -114,17 +114,17 @@ void VertexManager::Draw(u32 stride)
switch (m_current_primitive_type)
{
case PRIMITIVE_POINTS:
case PrimitiveType::Points:
primitive_mode = GL_POINTS;
glDisable(GL_CULL_FACE);
break;
case PRIMITIVE_LINES:
case PrimitiveType::Lines:
primitive_mode = GL_LINES;
glDisable(GL_CULL_FACE);
break;
case PRIMITIVE_TRIANGLES:
primitive_mode =
g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ? GL_TRIANGLE_STRIP : GL_TRIANGLES;
case PrimitiveType::Triangles:
primitive_mode = GL_TRIANGLES;
break;
case PrimitiveType::TriangleStrip:
primitive_mode = GL_TRIANGLE_STRIP;
break;
}
@ -140,9 +140,6 @@ void VertexManager::Draw(u32 stride)
}
INCSTAT(stats.thisFrame.numDrawCalls);
if (m_current_primitive_type != PRIMITIVE_TRIANGLES)
static_cast<Renderer*>(g_renderer.get())->SetGenerationMode();
}
void VertexManager::vFlush()

View File

@ -62,16 +62,17 @@ void SWVertexLoader::vFlush()
u8 primitiveType = 0;
switch (m_current_primitive_type)
{
case PRIMITIVE_POINTS:
case PrimitiveType::Points:
primitiveType = OpcodeDecoder::GX_DRAW_POINTS;
break;
case PRIMITIVE_LINES:
case PrimitiveType::Lines:
primitiveType = OpcodeDecoder::GX_DRAW_LINES;
break;
case PRIMITIVE_TRIANGLES:
primitiveType = g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ?
OpcodeDecoder::GX_DRAW_TRIANGLE_STRIP :
OpcodeDecoder::GX_DRAW_TRIANGLES;
case PrimitiveType::Triangles:
primitiveType = OpcodeDecoder::GX_DRAW_TRIANGLES;
break;
case PrimitiveType::TriangleStrip:
primitiveType = OpcodeDecoder::GX_DRAW_TRIANGLE_STRIP;
break;
}
@ -89,13 +90,6 @@ void SWVertexLoader::vFlush()
for (u32 i = 0; i < IndexGenerator::GetIndexLen(); i++)
{
const u16 index = m_local_index_buffer[i];
if (index == 0xffff)
{
// primitive restart
m_setup_unit.Init(primitiveType);
continue;
}
memset(&m_vertex, 0, sizeof(m_vertex));
// Super Mario Sunshine requires those to be zero for those debug boxes.

View File

@ -124,41 +124,12 @@ constexpr u32 PUSH_CONSTANT_BUFFER_SIZE = 128;
// Minimum number of draw calls per command buffer when attempting to preempt a readback operation.
constexpr u32 MINIMUM_DRAW_CALLS_PER_COMMAND_BUFFER_FOR_READBACK = 10;
// Rasterization state info
union RasterizationState
// Multisampling state info that we don't expose in VideoCommon.
union MultisamplingState
{
BitField<0, 2, VkCullModeFlags> cull_mode;
BitField<2, 7, VkSampleCountFlagBits> samples;
BitField<9, 1, VkBool32> per_sample_shading;
BitField<10, 1, VkBool32> depth_clamp;
u32 bits;
};
// Depth state info
union DepthStencilState
{
BitField<0, 1, VkBool32> test_enable;
BitField<1, 1, VkBool32> write_enable;
BitField<2, 3, VkCompareOp> compare_op;
u32 bits;
};
// Sampler info
union SamplerState
{
BitField<0, 1, VkFilter> min_filter;
BitField<1, 1, VkFilter> mag_filter;
BitField<2, 1, VkSamplerMipmapMode> mipmap_mode;
BitField<3, 2, VkSamplerAddressMode> wrap_u;
BitField<5, 2, VkSamplerAddressMode> wrap_v;
BitField<7, 8, u32> min_lod;
BitField<15, 8, u32> max_lod;
BitField<23, 8, s32> lod_bias;
BitField<31, 1, u32> enable_anisotropic_filtering;
u32 bits;
BitField<0, 5, u32> samples; // 1-16
BitField<0, 1, u32> per_sample_shading; // SSAA
u32 hex;
};
} // namespace Vulkan

View File

@ -61,6 +61,39 @@ FramebufferManager* FramebufferManager::GetInstance()
return static_cast<FramebufferManager*>(g_framebuffer_manager.get());
}
u32 FramebufferManager::GetEFBWidth() const
{
return m_efb_color_texture->GetWidth();
}
u32 FramebufferManager::GetEFBHeight() const
{
return m_efb_color_texture->GetHeight();
}
u32 FramebufferManager::GetEFBLayers() const
{
return m_efb_color_texture->GetLayers();
}
VkSampleCountFlagBits FramebufferManager::GetEFBSamples() const
{
return m_efb_color_texture->GetSamples();
}
MultisamplingState FramebufferManager::GetEFBMultisamplingState() const
{
MultisamplingState ms = {};
ms.per_sample_shading = g_ActiveConfig.MultisamplingEnabled() && g_ActiveConfig.bSSAA;
ms.samples = static_cast<u32>(GetEFBSamples());
return ms;
}
std::pair<u32, u32> FramebufferManager::GetTargetSize() const
{
return std::make_pair(GetEFBWidth(), GetEFBHeight());
}
bool FramebufferManager::Initialize()
{
if (!CreateEFBRenderPass())
@ -117,22 +150,17 @@ bool FramebufferManager::Initialize()
return true;
}
std::pair<u32, u32> FramebufferManager::GetTargetSize() const
{
return std::make_pair(m_efb_width, m_efb_height);
}
bool FramebufferManager::CreateEFBRenderPass()
{
m_efb_samples = static_cast<VkSampleCountFlagBits>(g_ActiveConfig.iMultisamples);
VkSampleCountFlagBits samples = static_cast<VkSampleCountFlagBits>(g_ActiveConfig.iMultisamples);
// render pass for rendering to the efb
VkAttachmentDescription attachments[] = {
{0, EFB_COLOR_TEXTURE_FORMAT, m_efb_samples, VK_ATTACHMENT_LOAD_OP_LOAD,
{0, EFB_COLOR_TEXTURE_FORMAT, samples, VK_ATTACHMENT_LOAD_OP_LOAD,
VK_ATTACHMENT_STORE_OP_STORE, VK_ATTACHMENT_LOAD_OP_DONT_CARE,
VK_ATTACHMENT_STORE_OP_DONT_CARE, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL},
{0, EFB_DEPTH_TEXTURE_FORMAT, m_efb_samples, VK_ATTACHMENT_LOAD_OP_LOAD,
{0, EFB_DEPTH_TEXTURE_FORMAT, samples, VK_ATTACHMENT_LOAD_OP_LOAD,
VK_ATTACHMENT_STORE_OP_STORE, VK_ATTACHMENT_LOAD_OP_DONT_CARE,
VK_ATTACHMENT_STORE_OP_DONT_CARE, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL}};
@ -177,7 +205,7 @@ bool FramebufferManager::CreateEFBRenderPass()
}
// render pass for resolving depth, since we can't do it with vkCmdResolveImage
if (m_efb_samples != VK_SAMPLE_COUNT_1_BIT)
if (g_ActiveConfig.MultisamplingEnabled())
{
VkAttachmentDescription resolve_attachment = {0,
EFB_DEPTH_AS_COLOR_TEXTURE_FORMAT,
@ -228,30 +256,32 @@ void FramebufferManager::DestroyEFBRenderPass()
bool FramebufferManager::CreateEFBFramebuffer()
{
m_efb_width = static_cast<u32>(std::max(g_renderer->GetTargetWidth(), 1));
m_efb_height = static_cast<u32>(std::max(g_renderer->GetTargetHeight(), 1));
m_efb_layers = (g_ActiveConfig.iStereoMode != STEREO_OFF) ? 2 : 1;
INFO_LOG(VIDEO, "EFB size: %ux%ux%u", m_efb_width, m_efb_height, m_efb_layers);
u32 efb_width = static_cast<u32>(std::max(g_renderer->GetTargetWidth(), 1));
u32 efb_height = static_cast<u32>(std::max(g_renderer->GetTargetHeight(), 1));
u32 efb_layers = (g_ActiveConfig.iStereoMode != STEREO_OFF) ? 2 : 1;
VkSampleCountFlagBits efb_samples =
static_cast<VkSampleCountFlagBits>(g_ActiveConfig.iMultisamples);
INFO_LOG(VIDEO, "EFB size: %ux%ux%u", efb_width, efb_height, efb_layers);
// Update the static variable in the base class. Why does this even exist?
FramebufferManagerBase::m_EFBLayers = m_efb_layers;
FramebufferManagerBase::m_EFBLayers = g_ActiveConfig.iMultisamples;
// Allocate EFB render targets
m_efb_color_texture =
Texture2D::Create(m_efb_width, m_efb_height, 1, m_efb_layers, EFB_COLOR_TEXTURE_FORMAT,
m_efb_samples, VK_IMAGE_VIEW_TYPE_2D_ARRAY, VK_IMAGE_TILING_OPTIMAL,
Texture2D::Create(efb_width, efb_height, 1, efb_layers, EFB_COLOR_TEXTURE_FORMAT, efb_samples,
VK_IMAGE_VIEW_TYPE_2D_ARRAY, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT |
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
// We need a second texture to swap with for changing pixel formats
m_efb_convert_color_texture =
Texture2D::Create(m_efb_width, m_efb_height, 1, m_efb_layers, EFB_COLOR_TEXTURE_FORMAT,
m_efb_samples, VK_IMAGE_VIEW_TYPE_2D_ARRAY, VK_IMAGE_TILING_OPTIMAL,
Texture2D::Create(efb_width, efb_height, 1, efb_layers, EFB_COLOR_TEXTURE_FORMAT, efb_samples,
VK_IMAGE_VIEW_TYPE_2D_ARRAY, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT |
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
m_efb_depth_texture = Texture2D::Create(
m_efb_width, m_efb_height, 1, m_efb_layers, EFB_DEPTH_TEXTURE_FORMAT, m_efb_samples,
efb_width, efb_height, 1, efb_layers, EFB_DEPTH_TEXTURE_FORMAT, efb_samples,
VK_IMAGE_VIEW_TYPE_2D_ARRAY, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT |
VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
@ -260,16 +290,16 @@ bool FramebufferManager::CreateEFBFramebuffer()
return false;
// Create resolved textures if MSAA is on
if (m_efb_samples != VK_SAMPLE_COUNT_1_BIT)
if (g_ActiveConfig.MultisamplingEnabled())
{
m_efb_resolve_color_texture = Texture2D::Create(
m_efb_width, m_efb_height, 1, m_efb_layers, EFB_COLOR_TEXTURE_FORMAT, VK_SAMPLE_COUNT_1_BIT,
efb_width, efb_height, 1, efb_layers, EFB_COLOR_TEXTURE_FORMAT, VK_SAMPLE_COUNT_1_BIT,
VK_IMAGE_VIEW_TYPE_2D_ARRAY, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT |
VK_IMAGE_USAGE_SAMPLED_BIT);
m_efb_resolve_depth_texture = Texture2D::Create(
m_efb_width, m_efb_height, 1, m_efb_layers, EFB_DEPTH_AS_COLOR_TEXTURE_FORMAT,
efb_width, efb_height, 1, efb_layers, EFB_DEPTH_AS_COLOR_TEXTURE_FORMAT,
VK_SAMPLE_COUNT_1_BIT, VK_IMAGE_VIEW_TYPE_2D_ARRAY, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT |
VK_IMAGE_USAGE_SAMPLED_BIT);
@ -284,9 +314,9 @@ bool FramebufferManager::CreateEFBFramebuffer()
m_depth_resolve_render_pass,
1,
&attachment,
m_efb_width,
m_efb_height,
m_efb_layers};
efb_width,
efb_height,
efb_layers};
VkResult res = vkCreateFramebuffer(g_vulkan_context->GetDevice(), &framebuffer_info, nullptr,
&m_depth_resolve_framebuffer);
@ -307,9 +337,9 @@ bool FramebufferManager::CreateEFBFramebuffer()
m_efb_load_render_pass,
static_cast<u32>(ArraySize(framebuffer_attachments)),
framebuffer_attachments,
m_efb_width,
m_efb_height,
m_efb_layers};
efb_width,
efb_height,
efb_layers};
VkResult res = vkCreateFramebuffer(g_vulkan_context->GetDevice(), &framebuffer_info, nullptr,
&m_efb_framebuffer);
@ -332,17 +362,22 @@ bool FramebufferManager::CreateEFBFramebuffer()
// Transition to state that can be used to clear
m_efb_color_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
m_efb_convert_color_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
m_efb_depth_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
// Clear the contents of the buffers.
static const VkClearColorValue clear_color = {{0.0f, 0.0f, 0.0f, 0.0f}};
static const VkClearDepthStencilValue clear_depth = {0.0f, 0};
VkImageSubresourceRange clear_color_range = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, m_efb_layers};
VkImageSubresourceRange clear_depth_range = {VK_IMAGE_ASPECT_DEPTH_BIT, 0, 1, 0, m_efb_layers};
VkImageSubresourceRange clear_color_range = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, efb_layers};
VkImageSubresourceRange clear_depth_range = {VK_IMAGE_ASPECT_DEPTH_BIT, 0, 1, 0, efb_layers};
vkCmdClearColorImage(g_command_buffer_mgr->GetCurrentCommandBuffer(),
m_efb_color_texture->GetImage(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
&clear_color, 1, &clear_color_range);
vkCmdClearColorImage(g_command_buffer_mgr->GetCurrentCommandBuffer(),
m_efb_convert_color_texture->GetImage(),
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, &clear_color, 1, &clear_color_range);
vkCmdClearDepthStencilImage(g_command_buffer_mgr->GetCurrentCommandBuffer(),
m_efb_depth_texture->GetImage(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
&clear_depth, 1, &clear_depth_range);
@ -438,16 +473,12 @@ void FramebufferManager::ReinterpretPixelData(int convtype)
m_efb_load_render_pass, g_shader_cache->GetScreenQuadVertexShader(),
g_shader_cache->GetScreenQuadGeometryShader(), pixel_shader);
RasterizationState rs_state = Util::GetNoCullRasterizationState();
rs_state.samples = m_efb_samples;
rs_state.per_sample_shading = g_ActiveConfig.bSSAA ? VK_TRUE : VK_FALSE;
draw.SetRasterizationState(rs_state);
VkRect2D region = {{0, 0}, {m_efb_width, m_efb_height}};
VkRect2D region = {{0, 0}, {GetEFBWidth(), GetEFBHeight()}};
draw.SetMultisamplingState(GetEFBMultisamplingState());
draw.BeginRenderPass(m_efb_convert_framebuffer, region);
draw.SetPSSampler(0, m_efb_color_texture->GetView(), g_object_cache->GetPointSampler());
draw.SetViewportAndScissor(0, 0, m_efb_width, m_efb_height);
draw.DrawWithoutVertexBuffer(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, 4);
draw.SetViewportAndScissor(0, 0, GetEFBWidth(), GetEFBHeight());
draw.DrawWithoutVertexBuffer(4);
draw.EndRenderPass();
// Swap EFB texture pointers
@ -458,7 +489,7 @@ void FramebufferManager::ReinterpretPixelData(int convtype)
Texture2D* FramebufferManager::ResolveEFBColorTexture(const VkRect2D& region)
{
// Return the normal EFB texture if multisampling is off.
if (m_efb_samples == VK_SAMPLE_COUNT_1_BIT)
if (GetEFBSamples() == VK_SAMPLE_COUNT_1_BIT)
return m_efb_color_texture.get();
// Can't resolve within a render pass.
@ -467,8 +498,8 @@ Texture2D* FramebufferManager::ResolveEFBColorTexture(const VkRect2D& region)
// It's not valid to resolve out-of-bounds coordinates.
// Ensuring the region is within the image is the caller's responsibility.
_assert_(region.offset.x >= 0 && region.offset.y >= 0 &&
(static_cast<u32>(region.offset.x) + region.extent.width) <= m_efb_width &&
(static_cast<u32>(region.offset.y) + region.extent.height) <= m_efb_height);
(static_cast<u32>(region.offset.x) + region.extent.width) <= GetEFBWidth() &&
(static_cast<u32>(region.offset.y) + region.extent.height) <= GetEFBHeight());
// Resolving is considered to be a transfer operation.
m_efb_color_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
@ -478,11 +509,11 @@ Texture2D* FramebufferManager::ResolveEFBColorTexture(const VkRect2D& region)
// Resolve to our already-created texture.
VkImageResolve resolve = {
{VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, m_efb_layers}, // VkImageSubresourceLayers srcSubresource
{region.offset.x, region.offset.y, 0}, // VkOffset3D srcOffset
{VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, m_efb_layers}, // VkImageSubresourceLayers dstSubresource
{region.offset.x, region.offset.y, 0}, // VkOffset3D dstOffset
{region.extent.width, region.extent.height, m_efb_layers} // VkExtent3D extent
{VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, GetEFBLayers()}, // VkImageSubresourceLayers srcSubresource
{region.offset.x, region.offset.y, 0}, // VkOffset3D srcOffset
{VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, GetEFBLayers()}, // VkImageSubresourceLayers dstSubresource
{region.offset.x, region.offset.y, 0}, // VkOffset3D dstOffset
{region.extent.width, region.extent.height, GetEFBLayers()} // VkExtent3D extent
};
vkCmdResolveImage(g_command_buffer_mgr->GetCurrentCommandBuffer(),
m_efb_color_texture->GetImage(), VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
@ -498,7 +529,7 @@ Texture2D* FramebufferManager::ResolveEFBColorTexture(const VkRect2D& region)
Texture2D* FramebufferManager::ResolveEFBDepthTexture(const VkRect2D& region)
{
// Return the normal EFB texture if multisampling is off.
if (m_efb_samples == VK_SAMPLE_COUNT_1_BIT)
if (GetEFBSamples() == VK_SAMPLE_COUNT_1_BIT)
return m_efb_depth_texture.get();
// Can't resolve within a render pass.
@ -516,7 +547,7 @@ Texture2D* FramebufferManager::ResolveEFBDepthTexture(const VkRect2D& region)
draw.SetPSSampler(0, m_efb_depth_texture->GetView(), g_object_cache->GetPointSampler());
draw.SetViewportAndScissor(region.offset.x, region.offset.y, region.extent.width,
region.extent.height);
draw.DrawWithoutVertexBuffer(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, 4);
draw.DrawWithoutVertexBuffer(4);
draw.EndRenderPass();
// Restore MSAA texture ready for rendering again
@ -646,11 +677,11 @@ bool FramebufferManager::CompileConversionShaders()
m_ps_rgb8_to_rgba6 = Util::CompileAndCreateFragmentShader(header + RGB8_TO_RGBA6_SHADER_SOURCE);
m_ps_rgba6_to_rgb8 = Util::CompileAndCreateFragmentShader(header + RGBA6_TO_RGB8_SHADER_SOURCE);
if (m_efb_samples != VK_SAMPLE_COUNT_1_BIT)
if (GetEFBSamples() != VK_SAMPLE_COUNT_1_BIT)
m_ps_depth_resolve = Util::CompileAndCreateFragmentShader(header + DEPTH_RESOLVE_SHADER_SOURCE);
return (m_ps_rgba6_to_rgb8 != VK_NULL_HANDLE && m_ps_rgb8_to_rgba6 != VK_NULL_HANDLE &&
(m_efb_samples == VK_SAMPLE_COUNT_1_BIT || m_ps_depth_resolve != VK_NULL_HANDLE));
(GetEFBSamples() == VK_SAMPLE_COUNT_1_BIT || m_ps_depth_resolve != VK_NULL_HANDLE));
}
void FramebufferManager::DestroyConversionShaders()
@ -685,13 +716,13 @@ bool FramebufferManager::PopulateColorReadbackTexture()
StateTracker::GetInstance()->OnReadback();
// Issue a copy from framebuffer -> copy texture if we have >1xIR or MSAA on.
VkRect2D src_region = {{0, 0}, {m_efb_width, m_efb_height}};
VkRect2D src_region = {{0, 0}, {GetEFBWidth(), GetEFBHeight()}};
Texture2D* src_texture = m_efb_color_texture.get();
VkImageAspectFlags src_aspect = VK_IMAGE_ASPECT_COLOR_BIT;
if (m_efb_samples > 1)
if (GetEFBSamples() > 1)
src_texture = ResolveEFBColorTexture(src_region);
if (m_efb_width != EFB_WIDTH || m_efb_height != EFB_HEIGHT)
if (GetEFBWidth() != EFB_WIDTH || GetEFBHeight() != EFB_HEIGHT)
{
m_color_copy_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
@ -709,7 +740,7 @@ bool FramebufferManager::PopulateColorReadbackTexture()
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
draw.SetPSSampler(0, src_texture->GetView(), g_object_cache->GetPointSampler());
draw.SetViewportAndScissor(0, 0, EFB_WIDTH, EFB_HEIGHT);
draw.DrawWithoutVertexBuffer(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, 4);
draw.DrawWithoutVertexBuffer(4);
draw.EndRenderPass();
// Restore EFB to color attachment, since we're done with it.
@ -765,16 +796,16 @@ bool FramebufferManager::PopulateDepthReadbackTexture()
StateTracker::GetInstance()->OnReadback();
// Issue a copy from framebuffer -> copy texture if we have >1xIR or MSAA on.
VkRect2D src_region = {{0, 0}, {m_efb_width, m_efb_height}};
VkRect2D src_region = {{0, 0}, {GetEFBWidth(), GetEFBHeight()}};
Texture2D* src_texture = m_efb_depth_texture.get();
VkImageAspectFlags src_aspect = VK_IMAGE_ASPECT_DEPTH_BIT;
if (m_efb_samples > 1)
if (GetEFBSamples() > 1)
{
// EFB depth resolves are written out as color textures
src_texture = ResolveEFBDepthTexture(src_region);
src_aspect = VK_IMAGE_ASPECT_COLOR_BIT;
}
if (m_efb_width != EFB_WIDTH || m_efb_height != EFB_HEIGHT)
if (GetEFBWidth() != EFB_WIDTH || GetEFBHeight() != EFB_HEIGHT)
{
m_depth_copy_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
@ -792,7 +823,7 @@ bool FramebufferManager::PopulateDepthReadbackTexture()
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
draw.SetPSSampler(0, src_texture->GetView(), g_object_cache->GetPointSampler());
draw.SetViewportAndScissor(0, 0, EFB_WIDTH, EFB_HEIGHT);
draw.DrawWithoutVertexBuffer(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, 4);
draw.DrawWithoutVertexBuffer(4);
draw.EndRenderPass();
// Restore EFB to depth attachment, since we're done with it.
@ -905,12 +936,12 @@ bool FramebufferManager::CreateReadbackRenderPasses()
g_vulkan_context->GetDeviceLimits().pointSizeRange[0] > 1 ||
g_vulkan_context->GetDeviceLimits().pointSizeRange[1] < 16)
{
m_poke_primitive_topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP;
m_poke_primitive = PrimitiveType::TriangleStrip;
}
else
{
// Points should be okay.
m_poke_primitive_topology = VK_PRIMITIVE_TOPOLOGY_POINT_LIST;
m_poke_primitive = PrimitiveType::Points;
}
return true;
@ -1108,29 +1139,28 @@ void FramebufferManager::PokeEFBDepth(u32 x, u32 y, float depth)
void FramebufferManager::CreatePokeVertices(std::vector<EFBPokeVertex>* destination_list, u32 x,
u32 y, float z, u32 color)
{
// Some devices don't support point sizes >1 (e.g. Adreno).
if (m_poke_primitive_topology == VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP)
{
// generate quad from the single point (clip-space coordinates)
float x1 = float(x) * 2.0f / EFB_WIDTH - 1.0f;
float y1 = float(y) * 2.0f / EFB_HEIGHT - 1.0f;
float x2 = float(x + 1) * 2.0f / EFB_WIDTH - 1.0f;
float y2 = float(y + 1) * 2.0f / EFB_HEIGHT - 1.0f;
destination_list->push_back({{x1, y1, z, 1.0f}, color});
destination_list->push_back({{x2, y1, z, 1.0f}, color});
destination_list->push_back({{x1, y2, z, 1.0f}, color});
destination_list->push_back({{x1, y2, z, 1.0f}, color});
destination_list->push_back({{x2, y1, z, 1.0f}, color});
destination_list->push_back({{x2, y2, z, 1.0f}, color});
}
else
if (m_poke_primitive == PrimitiveType::Points)
{
// GPU will expand the point to a quad.
float cs_x = float(x) * 2.0f / EFB_WIDTH - 1.0f;
float cs_y = float(y) * 2.0f / EFB_HEIGHT - 1.0f;
float point_size = m_efb_width / static_cast<float>(EFB_WIDTH);
float point_size = GetEFBWidth() / static_cast<float>(EFB_WIDTH);
destination_list->push_back({{cs_x, cs_y, z, point_size}, color});
return;
}
// Some devices don't support point sizes >1 (e.g. Adreno).
// Generate quad from the single point (clip-space coordinates).
float x1 = float(x) * 2.0f / EFB_WIDTH - 1.0f;
float y1 = float(y) * 2.0f / EFB_HEIGHT - 1.0f;
float x2 = float(x + 1) * 2.0f / EFB_WIDTH - 1.0f;
float y2 = float(y + 1) * 2.0f / EFB_HEIGHT - 1.0f;
destination_list->push_back({{x1, y1, z, 1.0f}, color});
destination_list->push_back({{x2, y1, z, 1.0f}, color});
destination_list->push_back({{x1, y2, z, 1.0f}, color});
destination_list->push_back({{x1, y2, z, 1.0f}, color});
destination_list->push_back({{x2, y1, z, 1.0f}, color});
destination_list->push_back({{x2, y2, z, 1.0f}, color});
}
void FramebufferManager::FlushEFBPokes()
@ -1159,21 +1189,21 @@ void FramebufferManager::DrawPokeVertices(const EFBPokeVertex* vertices, size_t
pipeline_info.vertex_format = m_poke_vertex_format.get();
pipeline_info.pipeline_layout = g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD);
pipeline_info.vs = m_poke_vertex_shader;
pipeline_info.gs = (m_efb_layers > 1) ? m_poke_geometry_shader : VK_NULL_HANDLE;
pipeline_info.gs = (GetEFBLayers() > 1) ? m_poke_geometry_shader : VK_NULL_HANDLE;
pipeline_info.ps = m_poke_fragment_shader;
pipeline_info.render_pass = m_efb_load_render_pass;
pipeline_info.rasterization_state.bits = Util::GetNoCullRasterizationState().bits;
pipeline_info.rasterization_state.samples = m_efb_samples;
pipeline_info.depth_stencil_state.bits = Util::GetNoDepthTestingDepthStencilState().bits;
pipeline_info.blend_state.hex = Util::GetNoBlendingBlendState().hex;
pipeline_info.rasterization_state.hex = RenderState::GetNoCullRasterizationState().hex;
pipeline_info.rasterization_state.primitive = m_poke_primitive;
pipeline_info.multisampling_state.hex = GetEFBMultisamplingState().hex;
pipeline_info.depth_state.hex = RenderState::GetNoDepthTestingDepthStencilState().hex;
pipeline_info.blend_state.hex = RenderState::GetNoBlendingBlendState().hex;
pipeline_info.blend_state.colorupdate = write_color;
pipeline_info.blend_state.alphaupdate = write_color;
pipeline_info.primitive_topology = m_poke_primitive_topology;
if (write_depth)
{
pipeline_info.depth_stencil_state.test_enable = VK_TRUE;
pipeline_info.depth_stencil_state.write_enable = VK_TRUE;
pipeline_info.depth_stencil_state.compare_op = VK_COMPARE_OP_ALWAYS;
pipeline_info.depth_state.testenable = true;
pipeline_info.depth_state.updateenable = true;
pipeline_info.depth_state.func = ZMode::ALWAYS;
}
VkPipeline pipeline = g_shader_cache->GetPipeline(pipeline_info);
@ -1209,7 +1239,7 @@ void FramebufferManager::DrawPokeVertices(const EFBPokeVertex* vertices, size_t
StateTracker::GetInstance()->EndClearRenderPass();
StateTracker::GetInstance()->BeginRenderPass();
StateTracker::GetInstance()->SetPendingRebind();
Util::SetViewportAndScissor(command_buffer, 0, 0, m_efb_width, m_efb_height);
Util::SetViewportAndScissor(command_buffer, 0, 0, GetEFBWidth(), GetEFBHeight());
vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
vkCmdBindVertexBuffers(command_buffer, 0, 1, &vb_buffer, &vb_offset);
vkCmdDraw(command_buffer, static_cast<u32>(vertex_count), 1, 0, 0);
@ -1310,7 +1340,7 @@ bool FramebufferManager::CompilePokeShaders()
)";
std::string source = g_shader_cache->GetUtilityShaderHeader();
if (m_poke_primitive_topology == VK_PRIMITIVE_TOPOLOGY_POINT_LIST)
if (m_poke_primitive == PrimitiveType::Points)
source += "#define USE_POINT_SIZE 1\n";
source += POKE_VERTEX_SHADER_SOURCE;
m_poke_vertex_shader = Util::CompileAndCreateVertexShader(source);

View File

@ -11,6 +11,7 @@
#include "VideoBackends/Vulkan/Constants.h"
#include "VideoBackends/Vulkan/TextureCache.h"
#include "VideoCommon/FramebufferManagerBase.h"
#include "VideoCommon/RenderState.h"
namespace Vulkan
{
@ -34,13 +35,14 @@ public:
VkRenderPass GetEFBLoadRenderPass() const { return m_efb_load_render_pass; }
VkRenderPass GetEFBClearRenderPass() const { return m_efb_clear_render_pass; }
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; }
u32 GetEFBWidth() const;
u32 GetEFBHeight() const;
u32 GetEFBLayers() const;
VkSampleCountFlagBits GetEFBSamples() const;
MultisamplingState GetEFBMultisamplingState() const;
std::pair<u32, u32> GetTargetSize() const override;
std::unique_ptr<XFBSourceBase> CreateXFBSource(unsigned int target_width,
@ -124,11 +126,6 @@ private:
VkRenderPass m_efb_clear_render_pass = VK_NULL_HANDLE;
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;
@ -160,7 +157,7 @@ private:
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;
PrimitiveType m_poke_primitive = PrimitiveType::TriangleStrip;
VkRenderPass m_copy_color_render_pass = VK_NULL_HANDLE;
VkRenderPass m_copy_depth_render_pass = VK_NULL_HANDLE;

View File

@ -312,29 +312,36 @@ VkSampler ObjectCache::GetSampler(const SamplerState& info)
if (iter != m_sampler_cache.end())
return iter->second;
static constexpr std::array<VkFilter, 4> filters = {{VK_FILTER_NEAREST, VK_FILTER_LINEAR}};
static constexpr std::array<VkSamplerMipmapMode, 2> mipmap_modes = {
{VK_SAMPLER_MIPMAP_MODE_NEAREST, VK_SAMPLER_MIPMAP_MODE_LINEAR}};
static constexpr std::array<VkSamplerAddressMode, 4> address_modes = {
{VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE, VK_SAMPLER_ADDRESS_MODE_REPEAT,
VK_SAMPLER_ADDRESS_MODE_MIRRORED_REPEAT}};
VkSamplerCreateInfo create_info = {
VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO, // VkStructureType sType
nullptr, // const void* pNext
0, // VkSamplerCreateFlags flags
info.mag_filter, // VkFilter magFilter
info.min_filter, // VkFilter minFilter
info.mipmap_mode, // VkSamplerMipmapMode mipmapMode
info.wrap_u, // VkSamplerAddressMode addressModeU
info.wrap_v, // VkSamplerAddressMode addressModeV
VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE, // VkSamplerAddressMode addressModeW
static_cast<float>(info.lod_bias / 32.0f), // float mipLodBias
VK_FALSE, // VkBool32 anisotropyEnable
0.0f, // float maxAnisotropy
VK_FALSE, // VkBool32 compareEnable
VK_COMPARE_OP_ALWAYS, // VkCompareOp compareOp
static_cast<float>(info.min_lod / 16.0f), // float minLod
static_cast<float>(info.max_lod / 16.0f), // float maxLod
VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK, // VkBorderColor borderColor
VK_FALSE // VkBool32 unnormalizedCoordinates
VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO, // VkStructureType sType
nullptr, // const void* pNext
0, // VkSamplerCreateFlags flags
filters[static_cast<u32>(info.mag_filter.Value())], // VkFilter magFilter
filters[static_cast<u32>(info.min_filter.Value())], // VkFilter minFilter
mipmap_modes[static_cast<u32>(info.mipmap_filter.Value())], // VkSamplerMipmapMode mipmapMode
address_modes[static_cast<u32>(info.wrap_u.Value())], // VkSamplerAddressMode addressModeU
address_modes[static_cast<u32>(info.wrap_v.Value())], // VkSamplerAddressMode addressModeV
VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE, // VkSamplerAddressMode addressModeW
info.lod_bias / 32.0f, // float mipLodBias
VK_FALSE, // VkBool32 anisotropyEnable
0.0f, // float maxAnisotropy
VK_FALSE, // VkBool32 compareEnable
VK_COMPARE_OP_ALWAYS, // VkCompareOp compareOp
info.min_lod / 16.0f, // float minLod
info.max_lod / 16.0f, // float maxLod
VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK, // VkBorderColor borderColor
VK_FALSE // VkBool32 unnormalizedCoordinates
};
// Can we use anisotropic filtering with this sampler?
if (info.enable_anisotropic_filtering && g_vulkan_context->SupportsAnisotropicFiltering())
if (info.anisotropic_filtering && g_vulkan_context->SupportsAnisotropicFiltering())
{
// Cap anisotropy to device limits.
create_info.anisotropyEnable = VK_TRUE;

View File

@ -310,10 +310,10 @@ void RasterFont::PrintMultiLineText(VkRenderPass render_pass, const std::string&
UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_PUSH_CONSTANT),
render_pass, m_vertex_shader, VK_NULL_HANDLE, m_fragment_shader);
render_pass, m_vertex_shader, VK_NULL_HANDLE, m_fragment_shader,
PrimitiveType::Triangles);
UtilityShaderVertex* vertices =
draw.ReserveVertices(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, text.length() * 6);
UtilityShaderVertex* vertices = draw.ReserveVertices(text.length() * 6);
size_t num_vertices = 0;
if (!vertices)
return;
@ -400,7 +400,7 @@ void RasterFont::PrintMultiLineText(VkRenderPass render_pass, const std::string&
draw.SetPSSampler(0, m_texture->GetView(), g_object_cache->GetLinearSampler());
// Setup alpha blending
BlendingState blend_state = Util::GetNoBlendingBlendState();
BlendingState blend_state = RenderState::GetNoBlendingBlendState();
blend_state.blendenable = true;
blend_state.srcfactor = BlendMode::SRCALPHA;
blend_state.dstfactor = BlendMode::INVSRCALPHA;

View File

@ -52,10 +52,8 @@ Renderer::Renderer(std::unique_ptr<SwapChain> swap_chain)
m_swap_chain(std::move(swap_chain))
{
UpdateActiveConfig();
// Set to something invalid, forcing all states to be re-initialized.
for (size_t i = 0; i < m_sampler_states.size(); i++)
m_sampler_states[i].bits = std::numeric_limits<decltype(m_sampler_states[i].bits)>::max();
m_sampler_states[i].hex = RenderState::GetPointSamplerState().hex;
}
Renderer::~Renderer()
@ -455,18 +453,14 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha
StateTracker::GetInstance()->SetPendingRebind();
// Mask away the appropriate colors and use a shader
BlendingState blend_state = Util::GetNoBlendingBlendState();
BlendingState blend_state = RenderState::GetNoBlendingBlendState();
blend_state.colorupdate = color_enable;
blend_state.alphaupdate = alpha_enable;
DepthStencilState depth_state = Util::GetNoDepthTestingDepthStencilState();
depth_state.test_enable = z_enable ? VK_TRUE : VK_FALSE;
depth_state.write_enable = z_enable ? VK_TRUE : VK_FALSE;
depth_state.compare_op = VK_COMPARE_OP_ALWAYS;
RasterizationState rs_state = Util::GetNoCullRasterizationState();
rs_state.per_sample_shading = g_ActiveConfig.bSSAA ? VK_TRUE : VK_FALSE;
rs_state.samples = FramebufferManager::GetInstance()->GetEFBSamples();
DepthState depth_state = RenderState::GetNoDepthTestingDepthStencilState();
depth_state.testenable = z_enable;
depth_state.updateenable = z_enable;
depth_state.func = ZMode::ALWAYS;
// No need to start a new render pass, but we do need to restore viewport state
UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
@ -475,8 +469,8 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha
g_shader_cache->GetPassthroughVertexShader(),
g_shader_cache->GetPassthroughGeometryShader(), m_clear_fragment_shader);
draw.SetRasterizationState(rs_state);
draw.SetDepthStencilState(depth_state);
draw.SetMultisamplingState(FramebufferManager::GetInstance()->GetEFBMultisamplingState());
draw.SetDepthState(depth_state);
draw.SetBlendState(blend_state);
draw.DrawColoredQuad(target_rc.left, target_rc.top, target_rc.GetWidth(), target_rc.GetHeight(),
@ -1227,13 +1221,8 @@ void Renderer::BindEFBToStateTracker()
FramebufferManager::GetInstance()->GetEFBClearRenderPass());
StateTracker::GetInstance()->SetFramebuffer(
FramebufferManager::GetInstance()->GetEFBFramebuffer(), framebuffer_size);
// Update rasterization state with MSAA info
RasterizationState rs_state = {};
rs_state.bits = StateTracker::GetInstance()->GetRasterizationState().bits;
rs_state.samples = FramebufferManager::GetInstance()->GetEFBSamples();
rs_state.per_sample_shading = g_ActiveConfig.bSSAA ? VK_TRUE : VK_FALSE;
StateTracker::GetInstance()->SetRasterizationState(rs_state);
StateTracker::GetInstance()->SetMultisamplingstate(
FramebufferManager::GetInstance()->GetEFBMultisamplingState());
}
void Renderer::ResizeEFBTextures()
@ -1276,72 +1265,14 @@ void Renderer::RestoreAPIState()
StateTracker::GetInstance()->SetPendingRebind();
}
void Renderer::SetGenerationMode()
void Renderer::SetRasterizationState(const RasterizationState& state)
{
RasterizationState new_rs_state = {};
new_rs_state.bits = StateTracker::GetInstance()->GetRasterizationState().bits;
switch (bpmem.genMode.cullmode)
{
case GenMode::CULL_NONE:
new_rs_state.cull_mode = VK_CULL_MODE_NONE;
break;
case GenMode::CULL_BACK:
new_rs_state.cull_mode = VK_CULL_MODE_BACK_BIT;
break;
case GenMode::CULL_FRONT:
new_rs_state.cull_mode = VK_CULL_MODE_FRONT_BIT;
break;
case GenMode::CULL_ALL:
new_rs_state.cull_mode = VK_CULL_MODE_FRONT_AND_BACK;
break;
default:
new_rs_state.cull_mode = VK_CULL_MODE_NONE;
break;
}
StateTracker::GetInstance()->SetRasterizationState(new_rs_state);
StateTracker::GetInstance()->SetRasterizationState(state);
}
void Renderer::SetDepthMode()
void Renderer::SetDepthState(const DepthState& state)
{
DepthStencilState new_ds_state = {};
new_ds_state.test_enable = bpmem.zmode.testenable ? VK_TRUE : VK_FALSE;
new_ds_state.write_enable = bpmem.zmode.updateenable ? VK_TRUE : VK_FALSE;
// Inverted depth, hence these are swapped
switch (bpmem.zmode.func)
{
case ZMode::NEVER:
new_ds_state.compare_op = VK_COMPARE_OP_NEVER;
break;
case ZMode::LESS:
new_ds_state.compare_op = VK_COMPARE_OP_GREATER;
break;
case ZMode::EQUAL:
new_ds_state.compare_op = VK_COMPARE_OP_EQUAL;
break;
case ZMode::LEQUAL:
new_ds_state.compare_op = VK_COMPARE_OP_GREATER_OR_EQUAL;
break;
case ZMode::GREATER:
new_ds_state.compare_op = VK_COMPARE_OP_LESS;
break;
case ZMode::NEQUAL:
new_ds_state.compare_op = VK_COMPARE_OP_NOT_EQUAL;
break;
case ZMode::GEQUAL:
new_ds_state.compare_op = VK_COMPARE_OP_LESS_OR_EQUAL;
break;
case ZMode::ALWAYS:
new_ds_state.compare_op = VK_COMPARE_OP_ALWAYS;
break;
default:
new_ds_state.compare_op = VK_COMPARE_OP_ALWAYS;
break;
}
StateTracker::GetInstance()->SetDepthStencilState(new_ds_state);
StateTracker::GetInstance()->SetDepthState(state);
}
void Renderer::SetBlendingState(const BlendingState& state)
@ -1349,65 +1280,22 @@ void Renderer::SetBlendingState(const BlendingState& state)
StateTracker::GetInstance()->SetBlendState(state);
}
void Renderer::SetSamplerState(int stage, int texindex, bool custom_tex)
void Renderer::SetSamplerState(u32 index, const SamplerState& state)
{
const FourTexUnits& tex = bpmem.tex[texindex];
const TexMode0& tm0 = tex.texMode0[stage];
const TexMode1& tm1 = tex.texMode1[stage];
SamplerState new_state = {};
if (g_ActiveConfig.bForceFiltering)
{
new_state.min_filter = VK_FILTER_LINEAR;
new_state.mag_filter = VK_FILTER_LINEAR;
new_state.mipmap_mode = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ?
VK_SAMPLER_MIPMAP_MODE_LINEAR :
VK_SAMPLER_MIPMAP_MODE_NEAREST;
}
else
{
// Constants for these?
new_state.min_filter = (tm0.min_filter & 4) != 0 ? VK_FILTER_LINEAR : VK_FILTER_NEAREST;
new_state.mipmap_mode = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ?
VK_SAMPLER_MIPMAP_MODE_LINEAR :
VK_SAMPLER_MIPMAP_MODE_NEAREST;
new_state.mag_filter = tm0.mag_filter != 0 ? VK_FILTER_LINEAR : VK_FILTER_NEAREST;
}
// If mipmaps are disabled, clamp min/max lod
new_state.max_lod = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? tm1.max_lod : 0;
new_state.min_lod = std::min(new_state.max_lod.Value(), tm1.min_lod);
new_state.lod_bias = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? tm0.lod_bias : 0;
// Custom textures may have a greater number of mips
if (custom_tex)
new_state.max_lod = 255;
// Address modes
static const VkSamplerAddressMode address_modes[] = {
VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE, VK_SAMPLER_ADDRESS_MODE_REPEAT,
VK_SAMPLER_ADDRESS_MODE_MIRRORED_REPEAT, VK_SAMPLER_ADDRESS_MODE_REPEAT};
new_state.wrap_u = address_modes[tm0.wrap_s];
new_state.wrap_v = address_modes[tm0.wrap_t];
// Only use anisotropic filtering for textures that would be linearly filtered.
new_state.enable_anisotropic_filtering = SamplerCommon::IsBpTexMode0PointFiltering(tm0) ? 0 : 1;
// Skip lookup if the state hasn't changed.
size_t bind_index = (texindex * 4) + stage;
if (m_sampler_states[bind_index].bits == new_state.bits)
if (m_sampler_states[index].hex == state.hex)
return;
// Look up new state and replace in state tracker.
VkSampler sampler = g_object_cache->GetSampler(new_state);
VkSampler sampler = g_object_cache->GetSampler(state);
if (sampler == VK_NULL_HANDLE)
{
ERROR_LOG(VIDEO, "Failed to create sampler");
sampler = g_object_cache->GetPointSampler();
}
StateTracker::GetInstance()->SetSampler(bind_index, sampler);
m_sampler_states[bind_index].bits = new_state.bits;
StateTracker::GetInstance()->SetSampler(index, sampler);
m_sampler_states[index].hex = state.hex;
}
void Renderer::ResetSamplerStates()
@ -1419,7 +1307,7 @@ void Renderer::ResetSamplerStates()
// Invalidate all sampler states, next draw will re-initialize them.
for (size_t i = 0; i < m_sampler_states.size(); i++)
{
m_sampler_states[i].bits = std::numeric_limits<decltype(m_sampler_states[i].bits)>::max();
m_sampler_states[i].hex = RenderState::GetPointSamplerState().hex;
StateTracker::GetInstance()->SetSampler(i, g_object_cache->GetPointSampler());
}

View File

@ -58,9 +58,9 @@ public:
void SetBlendingState(const BlendingState& state) override;
void SetScissorRect(const EFBRectangle& rc) override;
void SetGenerationMode() override;
void SetDepthMode() override;
void SetSamplerState(int stage, int texindex, bool custom_tex) override;
void SetRasterizationState(const RasterizationState& state) override;
void SetDepthState(const DepthState& state) override;
void SetSamplerState(u32 index, const SamplerState& state) override;
void SetInterlacingMode() override;
void SetViewport() override;

View File

@ -89,49 +89,61 @@ static bool IsStripPrimitiveTopology(VkPrimitiveTopology topology)
static VkPipelineRasterizationStateCreateInfo
GetVulkanRasterizationState(const RasterizationState& state)
{
static constexpr std::array<VkCullModeFlags, 4> cull_modes = {
{VK_CULL_MODE_NONE, VK_CULL_MODE_BACK_BIT, VK_CULL_MODE_FRONT_BIT,
VK_CULL_MODE_FRONT_AND_BACK}};
bool depth_clamp = g_ActiveConfig.backend_info.bSupportsDepthClamp;
return {
VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO, // VkStructureType sType
nullptr, // const void* pNext
0, // VkPipelineRasterizationStateCreateFlags flags
state.depth_clamp, // VkBool32 depthClampEnable
VK_FALSE, // VkBool32 rasterizerDiscardEnable
VK_POLYGON_MODE_FILL, // VkPolygonMode polygonMode
state.cull_mode, // VkCullModeFlags cullMode
VK_FRONT_FACE_CLOCKWISE, // VkFrontFace frontFace
VK_FALSE, // VkBool32 depthBiasEnable
0.0f, // float depthBiasConstantFactor
0.0f, // float depthBiasClamp
0.0f, // float depthBiasSlopeFactor
1.0f // float lineWidth
nullptr, // const void* pNext
0, // VkPipelineRasterizationStateCreateFlags flags
depth_clamp, // VkBool32 depthClampEnable
VK_FALSE, // VkBool32 rasterizerDiscardEnable
VK_POLYGON_MODE_FILL, // VkPolygonMode polygonMode
cull_modes[state.cullmode], // VkCullModeFlags cullMode
VK_FRONT_FACE_CLOCKWISE, // VkFrontFace frontFace
VK_FALSE, // VkBool32 depthBiasEnable
0.0f, // float depthBiasConstantFactor
0.0f, // float depthBiasClamp
0.0f, // float depthBiasSlopeFactor
1.0f // float lineWidth
};
}
static VkPipelineMultisampleStateCreateInfo
GetVulkanMultisampleState(const RasterizationState& rs_state)
GetVulkanMultisampleState(const MultisamplingState& state)
{
return {
VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO, // VkStructureType sType
nullptr, // const void* pNext
0, // VkPipelineMultisampleStateCreateFlags flags
rs_state.samples, // VkSampleCountFlagBits rasterizationSamples
rs_state.per_sample_shading, // VkBool32 sampleShadingEnable
1.0f, // float minSampleShading
nullptr, // const VkSampleMask* pSampleMask;
VK_FALSE, // VkBool32 alphaToCoverageEnable
VK_FALSE // VkBool32 alphaToOneEnable
nullptr, // const void* pNext
0, // VkPipelineMultisampleStateCreateFlags flags
static_cast<VkSampleCountFlagBits>(
state.samples.Value()), // VkSampleCountFlagBits rasterizationSamples
state.per_sample_shading, // VkBool32 sampleShadingEnable
1.0f, // float minSampleShading
nullptr, // const VkSampleMask* pSampleMask;
VK_FALSE, // VkBool32 alphaToCoverageEnable
VK_FALSE // VkBool32 alphaToOneEnable
};
}
static VkPipelineDepthStencilStateCreateInfo
GetVulkanDepthStencilState(const DepthStencilState& state)
static VkPipelineDepthStencilStateCreateInfo GetVulkanDepthStencilState(const DepthState& state)
{
// Less/greater are swapped due to inverted depth.
static constexpr std::array<VkCompareOp, 8> funcs = {
{VK_COMPARE_OP_NEVER, VK_COMPARE_OP_GREATER, VK_COMPARE_OP_EQUAL,
VK_COMPARE_OP_GREATER_OR_EQUAL, VK_COMPARE_OP_LESS, VK_COMPARE_OP_NOT_EQUAL,
VK_COMPARE_OP_LESS_OR_EQUAL, VK_COMPARE_OP_ALWAYS}};
return {
VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO, // VkStructureType sType
nullptr, // const void* pNext
0, // VkPipelineDepthStencilStateCreateFlags flags
state.test_enable, // VkBool32 depthTestEnable
state.write_enable, // VkBool32 depthWriteEnable
state.compare_op, // VkCompareOp depthCompareOp
state.testenable, // VkBool32 depthTestEnable
state.updateenable, // VkBool32 depthWriteEnable
funcs[state.func], // VkCompareOp depthCompareOp
VK_FALSE, // VkBool32 depthBoundsTestEnable
VK_FALSE, // VkBool32 stencilTestEnable
{}, // VkStencilOpState front
@ -256,13 +268,13 @@ VkPipeline ShaderCache::CreatePipeline(const PipelineInfo& info)
info.vertex_format ? info.vertex_format->GetVertexInputStateInfo() : empty_vertex_input_state;
// Input assembly
static constexpr std::array<VkPrimitiveTopology, 4> vk_primitive_topologies = {
{VK_PRIMITIVE_TOPOLOGY_POINT_LIST, VK_PRIMITIVE_TOPOLOGY_LINE_LIST,
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP}};
VkPipelineInputAssemblyStateCreateInfo input_assembly_state = {
VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO, // VkStructureType sType
nullptr, // const void* pNext
0, // VkPipelineInputAssemblyStateCreateFlags flags
info.primitive_topology, // VkPrimitiveTopology topology
VK_FALSE // VkBool32 primitiveRestartEnable
};
VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO, nullptr, 0,
vk_primitive_topologies[static_cast<u32>(info.rasterization_state.primitive.Value())],
VK_FALSE};
// See Vulkan spec, section 19:
// If topology is VK_PRIMITIVE_TOPOLOGY_POINT_LIST, VK_PRIMITIVE_TOPOLOGY_LINE_LIST,
@ -270,7 +282,7 @@ VkPipeline ShaderCache::CreatePipeline(const PipelineInfo& info)
// VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_WITH_ADJACENCY or VK_PRIMITIVE_TOPOLOGY_PATCH_LIST,
// primitiveRestartEnable must be VK_FALSE
if (g_ActiveConfig.backend_info.bSupportsPrimitiveRestart &&
IsStripPrimitiveTopology(info.primitive_topology))
IsStripPrimitiveTopology(input_assembly_state.topology))
{
input_assembly_state.primitiveRestartEnable = VK_TRUE;
}
@ -310,9 +322,9 @@ VkPipeline ShaderCache::CreatePipeline(const PipelineInfo& info)
VkPipelineRasterizationStateCreateInfo rasterization_state =
GetVulkanRasterizationState(info.rasterization_state);
VkPipelineMultisampleStateCreateInfo multisample_state =
GetVulkanMultisampleState(info.rasterization_state);
GetVulkanMultisampleState(info.multisampling_state);
VkPipelineDepthStencilStateCreateInfo depth_stencil_state =
GetVulkanDepthStencilState(info.depth_stencil_state);
GetVulkanDepthStencilState(info.depth_state);
VkPipelineColorBlendAttachmentState blend_attachment_state =
GetVulkanAttachmentBlendState(info.blend_state);
VkPipelineColorBlendStateCreateInfo blend_state =
@ -965,18 +977,6 @@ std::string ShaderCache::GetUtilityShaderHeader() const
return ss.str();
}
// Comparison operators for PipelineInfos
// Since these all boil down to POD types, we can just memcmp the entire thing for speed
// The is_trivially_copyable check fails on MSVC due to BitField.
// TODO: Can we work around this any way?
#if defined(__GNUC__) && !defined(__clang__) && __GNUC__ < 5 && !defined(_MSC_VER)
static_assert(std::has_trivial_copy_constructor<PipelineInfo>::value,
"PipelineInfo is trivially copyable");
#elif !defined(_MSC_VER)
static_assert(std::is_trivially_copyable<PipelineInfo>::value,
"PipelineInfo is trivially copyable");
#endif
std::size_t PipelineInfoHash::operator()(const PipelineInfo& key) const
{
return static_cast<std::size_t>(XXH64(&key, sizeof(key), 0));
@ -1002,26 +1002,6 @@ bool operator>(const PipelineInfo& lhs, const PipelineInfo& rhs)
return std::memcmp(&lhs, &rhs, sizeof(lhs)) > 0;
}
bool operator==(const SamplerState& lhs, const SamplerState& rhs)
{
return lhs.bits == rhs.bits;
}
bool operator!=(const SamplerState& lhs, const SamplerState& rhs)
{
return !operator==(lhs, rhs);
}
bool operator>(const SamplerState& lhs, const SamplerState& rhs)
{
return lhs.bits > rhs.bits;
}
bool operator<(const SamplerState& lhs, const SamplerState& rhs)
{
return lhs.bits < rhs.bits;
}
std::size_t ComputePipelineInfoHash::operator()(const ComputePipelineInfo& key) const
{
return static_cast<std::size_t>(XXH64(&key, sizeof(key), 0));
@ -1198,23 +1178,12 @@ void ShaderCache::CreateDummyPipeline(const UberShader::VertexShaderUid& vuid,
VK_NULL_HANDLE;
pinfo.ps = GetPixelUberShaderForUid(puid);
pinfo.render_pass = FramebufferManager::GetInstance()->GetEFBLoadRenderPass();
pinfo.rasterization_state.bits = Util::GetNoCullRasterizationState().bits;
pinfo.depth_stencil_state.bits = Util::GetNoDepthTestingDepthStencilState().bits;
pinfo.blend_state.hex = Util::GetNoBlendingBlendState().hex;
switch (guid.GetUidData()->primitive_type)
{
case PRIMITIVE_POINTS:
pinfo.primitive_topology = VK_PRIMITIVE_TOPOLOGY_POINT_LIST;
break;
case PRIMITIVE_LINES:
pinfo.primitive_topology = VK_PRIMITIVE_TOPOLOGY_LINE_LIST;
break;
case PRIMITIVE_TRIANGLES:
pinfo.primitive_topology = g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ?
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP :
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
break;
}
pinfo.rasterization_state.hex = RenderState::GetNoCullRasterizationState().hex;
pinfo.depth_state.hex = RenderState::GetNoDepthTestingDepthStencilState().hex;
pinfo.blend_state.hex = RenderState::GetNoBlendingBlendState().hex;
pinfo.multisampling_state.hex = FramebufferManager::GetInstance()->GetEFBMultisamplingState().hex;
pinfo.rasterization_state.primitive =
static_cast<PrimitiveType>(guid.GetUidData()->primitive_type);
GetPipelineWithCacheResultAsync(pinfo);
}

View File

@ -49,8 +49,8 @@ struct PipelineInfo
VkRenderPass render_pass;
BlendingState blend_state;
RasterizationState rasterization_state;
DepthStencilState depth_stencil_state;
VkPrimitiveTopology primitive_topology;
DepthState depth_state;
MultisamplingState multisampling_state;
};
struct PipelineInfoHash
@ -62,10 +62,6 @@ bool operator==(const PipelineInfo& lhs, const PipelineInfo& rhs);
bool operator!=(const PipelineInfo& lhs, const PipelineInfo& rhs);
bool operator<(const PipelineInfo& lhs, const PipelineInfo& rhs);
bool operator>(const PipelineInfo& lhs, const PipelineInfo& rhs);
bool operator==(const SamplerState& lhs, const SamplerState& rhs);
bool operator!=(const SamplerState& lhs, const SamplerState& rhs);
bool operator>(const SamplerState& lhs, const SamplerState& rhs);
bool operator<(const SamplerState& lhs, const SamplerState& rhs);
struct ComputePipelineInfo
{

View File

@ -11,7 +11,6 @@
#include "VideoBackends/Vulkan/CommandBufferManager.h"
#include "VideoBackends/Vulkan/Constants.h"
#include "VideoBackends/Vulkan/FramebufferManager.h"
#include "VideoBackends/Vulkan/ObjectCache.h"
#include "VideoBackends/Vulkan/ShaderCache.h"
#include "VideoBackends/Vulkan/StreamBuffer.h"
@ -54,26 +53,6 @@ void StateTracker::DestroyInstance()
bool StateTracker::Initialize()
{
// Set some sensible defaults
m_pipeline_state.rasterization_state.cull_mode = VK_CULL_MODE_NONE;
m_pipeline_state.rasterization_state.per_sample_shading = VK_FALSE;
m_pipeline_state.rasterization_state.depth_clamp = VK_FALSE;
m_pipeline_state.depth_stencil_state.test_enable = VK_TRUE;
m_pipeline_state.depth_stencil_state.write_enable = VK_TRUE;
m_pipeline_state.depth_stencil_state.compare_op = VK_COMPARE_OP_LESS;
m_pipeline_state.blend_state.hex = 0;
m_pipeline_state.blend_state.blendenable = false;
m_pipeline_state.blend_state.srcfactor = BlendMode::ONE;
m_pipeline_state.blend_state.srcfactoralpha = BlendMode::ONE;
m_pipeline_state.blend_state.dstfactor = BlendMode::ZERO;
m_pipeline_state.blend_state.dstfactoralpha = BlendMode::ZERO;
m_pipeline_state.blend_state.colorupdate = true;
m_pipeline_state.blend_state.alphaupdate = true;
// Enable depth clamping if supported by driver.
if (g_ActiveConfig.backend_info.bSupportsDepthClamp)
m_pipeline_state.rasterization_state.depth_clamp = VK_TRUE;
// BBox is disabled by default.
m_pipeline_state.pipeline_layout = g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD);
m_num_active_descriptor_sets = NUM_GX_DRAW_DESCRIPTOR_SETS;
@ -166,13 +145,12 @@ void StateTracker::AppendToPipelineUIDCache(const PipelineInfo& info)
{
SerializedPipelineUID sinfo;
sinfo.blend_state_bits = info.blend_state.hex;
sinfo.rasterizer_state_bits = info.rasterization_state.bits;
sinfo.depth_stencil_state_bits = info.depth_stencil_state.bits;
sinfo.rasterizer_state_bits = info.rasterization_state.hex;
sinfo.depth_state_bits = info.depth_state.hex;
sinfo.vertex_decl = m_pipeline_state.vertex_format->GetVertexDeclaration();
sinfo.vs_uid = m_vs_uid;
sinfo.gs_uid = m_gs_uid;
sinfo.ps_uid = m_ps_uid;
sinfo.primitive_topology = info.primitive_topology;
u32 dummy_value = 0;
m_uid_cache.Append(sinfo, &dummy_value, 1);
@ -211,10 +189,10 @@ bool StateTracker::PrecachePipelineUID(const SerializedPipelineUID& uid)
return false;
}
pinfo.render_pass = m_load_render_pass;
pinfo.rasterization_state.bits = uid.rasterizer_state_bits;
pinfo.depth_stencil_state.bits = uid.depth_stencil_state_bits;
pinfo.rasterization_state.hex = uid.rasterizer_state_bits;
pinfo.depth_state.hex = uid.depth_state_bits;
pinfo.blend_state.hex = uid.blend_state_bits;
pinfo.primitive_topology = uid.primitive_topology;
pinfo.multisampling_state.hex = m_pipeline_state.multisampling_state.hex;
if (g_ActiveConfig.bBackgroundShaderCompiling)
{
@ -289,39 +267,30 @@ void StateTracker::SetVertexFormat(const VertexFormat* vertex_format)
UpdatePipelineVertexFormat();
}
void StateTracker::SetPrimitiveTopology(VkPrimitiveTopology primitive_topology)
{
if (m_pipeline_state.primitive_topology == primitive_topology)
return;
m_pipeline_state.primitive_topology = primitive_topology;
m_dirty_flags |= DIRTY_FLAG_PIPELINE;
}
void StateTracker::DisableBackFaceCulling()
{
if (m_pipeline_state.rasterization_state.cull_mode == VK_CULL_MODE_NONE)
return;
m_pipeline_state.rasterization_state.cull_mode = VK_CULL_MODE_NONE;
m_dirty_flags |= DIRTY_FLAG_PIPELINE;
}
void StateTracker::SetRasterizationState(const RasterizationState& state)
{
if (m_pipeline_state.rasterization_state.bits == state.bits)
if (m_pipeline_state.rasterization_state.hex == state.hex)
return;
m_pipeline_state.rasterization_state.bits = state.bits;
m_pipeline_state.rasterization_state.hex = state.hex;
m_dirty_flags |= DIRTY_FLAG_PIPELINE;
}
void StateTracker::SetDepthStencilState(const DepthStencilState& state)
void StateTracker::SetMultisamplingstate(const MultisamplingState& state)
{
if (m_pipeline_state.depth_stencil_state.bits == state.bits)
if (m_pipeline_state.multisampling_state.hex == state.hex)
return;
m_pipeline_state.depth_stencil_state.bits = state.bits;
m_pipeline_state.multisampling_state.hex = state.hex;
m_dirty_flags |= DIRTY_FLAG_PIPELINE;
}
void StateTracker::SetDepthState(const DepthState& state)
{
if (m_pipeline_state.depth_state.hex == state.hex)
return;
m_pipeline_state.depth_state.hex = state.hex;
m_dirty_flags |= DIRTY_FLAG_PIPELINE;
}
@ -334,7 +303,7 @@ void StateTracker::SetBlendState(const BlendingState& state)
m_dirty_flags |= DIRTY_FLAG_PIPELINE;
}
bool StateTracker::CheckForShaderChanges(u32 gx_primitive_type)
bool StateTracker::CheckForShaderChanges()
{
VertexShaderUid vs_uid = GetVertexShaderUid();
PixelShaderUid ps_uid = GetPixelShaderUid();
@ -418,7 +387,7 @@ bool StateTracker::CheckForShaderChanges(u32 gx_primitive_type)
if (g_vulkan_context->SupportsGeometryShaders())
{
GeometryShaderUid gs_uid = GetGeometryShaderUid(gx_primitive_type);
GeometryShaderUid gs_uid = GetGeometryShaderUid(m_pipeline_state.rasterization_state.primitive);
if (gs_uid != m_gs_uid)
{
m_gs_uid = gs_uid;

View File

@ -39,29 +39,21 @@ public:
{
return m_pipeline_state.rasterization_state;
}
const DepthStencilState& GetDepthStencilState() const
{
return m_pipeline_state.depth_stencil_state;
}
const DepthState& GetDepthStencilState() const { return m_pipeline_state.depth_state; }
const BlendingState& GetBlendState() const { return m_pipeline_state.blend_state; }
void SetVertexBuffer(VkBuffer buffer, VkDeviceSize offset);
void SetIndexBuffer(VkBuffer buffer, VkDeviceSize offset, VkIndexType type);
void SetRenderPass(VkRenderPass load_render_pass, VkRenderPass clear_render_pass);
void SetFramebuffer(VkFramebuffer framebuffer, const VkRect2D& render_area);
void SetVertexFormat(const VertexFormat* vertex_format);
void SetPrimitiveTopology(VkPrimitiveTopology primitive_topology);
void DisableBackFaceCulling();
void SetRasterizationState(const RasterizationState& state);
void SetDepthStencilState(const DepthStencilState& state);
void SetMultisamplingstate(const MultisamplingState& state);
void SetDepthState(const DepthState& state);
void SetBlendState(const BlendingState& state);
bool CheckForShaderChanges(u32 gx_primitive_type);
bool CheckForShaderChanges();
void ClearShaders();
void UpdateVertexShaderConstants();
@ -130,13 +122,12 @@ private:
struct SerializedPipelineUID
{
u32 rasterizer_state_bits;
u32 depth_stencil_state_bits;
u32 depth_state_bits;
u32 blend_state_bits;
PortableVertexDeclaration vertex_decl;
VertexShaderUid vs_uid;
GeometryShaderUid gs_uid;
PixelShaderUid ps_uid;
VkPrimitiveTopology primitive_topology;
};
// Number of descriptor sets for game draws.

View File

@ -214,7 +214,7 @@ void TextureConverter::ConvertTexture(TextureCacheBase::TCacheEntry* dst_entry,
g_object_cache->GetPointSampler());
draw.SetPSTexelBuffer(m_texel_buffer_view_r16_uint);
draw.SetViewportAndScissor(0, 0, dst_entry->GetWidth(), dst_entry->GetHeight());
draw.DrawWithoutVertexBuffer(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, 4);
draw.DrawWithoutVertexBuffer(4);
draw.EndRenderPass();
}
@ -261,7 +261,7 @@ void TextureConverter::EncodeTextureToMemory(VkImageView src_texture, u8* dest_p
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.DrawWithoutVertexBuffer(4);
draw.EndRenderPass();
// Transition the image before copying
@ -382,7 +382,7 @@ void TextureConverter::DecodeYUYVTextureFromMemory(VKTexture* dst_texture, const
draw.SetViewportAndScissor(0, 0, static_cast<int>(src_width), static_cast<int>(src_height));
draw.SetPSTexelBuffer(m_texel_buffer_view_rgba8_unorm);
draw.SetPushConstants(&push_constants, sizeof(push_constants));
draw.DrawWithoutVertexBuffer(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, 4);
draw.DrawWithoutVertexBuffer(4);
draw.EndRenderPass();
}
@ -801,6 +801,7 @@ bool TextureConverter::CompileYUYVConversionShaders()
static const char RGB_TO_YUYV_SHADER_SOURCE[] = R"(
SAMPLER_BINDING(0) uniform sampler2DArray source;
layout(location = 0) in vec3 uv0;
layout(location = 1) in vec4 col0;
layout(location = 0) out vec4 ocol0;
const vec3 y_const = vec3(0.257,0.504,0.098);

View File

@ -185,39 +185,6 @@ VkBlendFactor GetAlphaBlendFactor(VkBlendFactor factor)
}
}
RasterizationState GetNoCullRasterizationState()
{
RasterizationState state = {};
state.cull_mode = VK_CULL_MODE_NONE;
state.samples = VK_SAMPLE_COUNT_1_BIT;
state.per_sample_shading = VK_FALSE;
state.depth_clamp = VK_FALSE;
return state;
}
DepthStencilState GetNoDepthTestingDepthStencilState()
{
DepthStencilState state = {};
state.test_enable = VK_FALSE;
state.write_enable = VK_FALSE;
state.compare_op = VK_COMPARE_OP_ALWAYS;
return state;
}
BlendingState GetNoBlendingBlendState()
{
BlendingState state = {};
state.blendenable = false;
state.srcfactor = BlendMode::ONE;
state.srcfactoralpha = BlendMode::ZERO;
state.dstfactor = BlendMode::ONE;
state.dstfactoralpha = BlendMode::ZERO;
state.logicopenable = false;
state.colorupdate = true;
state.alphaupdate = true;
return state;
}
void SetViewportAndScissor(VkCommandBuffer command_buffer, int x, int y, int width, int height,
float min_depth /*= 0.0f*/, float max_depth /*= 1.0f*/)
{
@ -335,7 +302,7 @@ VkShaderModule CompileAndCreateComputeShader(const std::string& source_code, boo
UtilityShaderDraw::UtilityShaderDraw(VkCommandBuffer command_buffer,
VkPipelineLayout pipeline_layout, VkRenderPass render_pass,
VkShaderModule vertex_shader, VkShaderModule geometry_shader,
VkShaderModule pixel_shader)
VkShaderModule pixel_shader, PrimitiveType primitive)
: m_command_buffer(command_buffer)
{
// Populate minimal pipeline state
@ -345,16 +312,16 @@ UtilityShaderDraw::UtilityShaderDraw(VkCommandBuffer command_buffer,
m_pipeline_info.vs = vertex_shader;
m_pipeline_info.gs = geometry_shader;
m_pipeline_info.ps = pixel_shader;
m_pipeline_info.rasterization_state.bits = Util::GetNoCullRasterizationState().bits;
m_pipeline_info.depth_stencil_state.bits = Util::GetNoDepthTestingDepthStencilState().bits;
m_pipeline_info.blend_state.hex = Util::GetNoBlendingBlendState().hex;
m_pipeline_info.primitive_topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
m_pipeline_info.rasterization_state.hex = RenderState::GetNoCullRasterizationState().hex;
m_pipeline_info.rasterization_state.primitive = primitive;
m_pipeline_info.depth_state.hex = RenderState::GetNoDepthTestingDepthStencilState().hex;
m_pipeline_info.blend_state.hex = RenderState::GetNoBlendingBlendState().hex;
m_pipeline_info.multisampling_state.per_sample_shading = false;
m_pipeline_info.multisampling_state.samples = 1;
}
UtilityShaderVertex* UtilityShaderDraw::ReserveVertices(VkPrimitiveTopology topology, size_t count)
UtilityShaderVertex* UtilityShaderDraw::ReserveVertices(size_t count)
{
m_pipeline_info.primitive_topology = topology;
if (!g_object_cache->GetUtilityShaderVertexBuffer()->ReserveMemory(
sizeof(UtilityShaderVertex) * count, sizeof(UtilityShaderVertex), true, true, true))
PanicAlert("Failed to allocate space for vertices in backend shader");
@ -372,10 +339,9 @@ void UtilityShaderDraw::CommitVertices(size_t count)
m_vertex_count = static_cast<uint32_t>(count);
}
void UtilityShaderDraw::UploadVertices(VkPrimitiveTopology topology, UtilityShaderVertex* vertices,
size_t count)
void UtilityShaderDraw::UploadVertices(UtilityShaderVertex* vertices, size_t count)
{
UtilityShaderVertex* upload_vertices = ReserveVertices(topology, count);
UtilityShaderVertex* upload_vertices = ReserveVertices(count);
memcpy(upload_vertices, vertices, sizeof(UtilityShaderVertex) * count);
CommitVertices(count);
}
@ -447,12 +413,17 @@ void UtilityShaderDraw::SetPSTexelBuffer(VkBufferView view)
void UtilityShaderDraw::SetRasterizationState(const RasterizationState& state)
{
m_pipeline_info.rasterization_state.bits = state.bits;
m_pipeline_info.rasterization_state.hex = state.hex;
}
void UtilityShaderDraw::SetDepthStencilState(const DepthStencilState& state)
void UtilityShaderDraw::SetMultisamplingState(const MultisamplingState& state)
{
m_pipeline_info.depth_stencil_state.bits = state.bits;
m_pipeline_info.multisampling_state.hex = state.hex;
}
void UtilityShaderDraw::SetDepthState(const DepthState& state)
{
m_pipeline_info.depth_state.hex = state.hex;
}
void UtilityShaderDraw::SetBlendState(const BlendingState& state)
@ -506,7 +477,7 @@ void UtilityShaderDraw::DrawQuad(int x, int y, int width, int height, float z)
vertices[3].SetColor(1.0f, 1.0f, 1.0f, 1.0f);
Util::SetViewportAndScissor(m_command_buffer, x, y, width, height);
UploadVertices(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, vertices, ArraySize(vertices));
UploadVertices(vertices, ArraySize(vertices));
Draw();
}
@ -535,7 +506,7 @@ void UtilityShaderDraw::DrawQuad(int dst_x, int dst_y, int dst_width, int dst_he
vertices[3].SetColor(1.0f, 1.0f, 1.0f, 1.0f);
Util::SetViewportAndScissor(m_command_buffer, dst_x, dst_y, dst_width, dst_height);
UploadVertices(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, vertices, ArraySize(vertices));
UploadVertices(vertices, ArraySize(vertices));
Draw();
}
@ -562,7 +533,7 @@ void UtilityShaderDraw::DrawColoredQuad(int x, int y, int width, int height, u32
vertices[3].SetColor(color);
Util::SetViewportAndScissor(m_command_buffer, x, y, width, height);
UploadVertices(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, vertices, ArraySize(vertices));
UploadVertices(vertices, ArraySize(vertices));
Draw();
}
@ -571,11 +542,9 @@ void UtilityShaderDraw::SetViewportAndScissor(int x, int y, int width, int heigh
Util::SetViewportAndScissor(m_command_buffer, x, y, width, height, 0.0f, 1.0f);
}
void UtilityShaderDraw::DrawWithoutVertexBuffer(VkPrimitiveTopology primitive_topology,
u32 vertex_count)
void UtilityShaderDraw::DrawWithoutVertexBuffer(u32 vertex_count)
{
m_pipeline_info.vertex_format = nullptr;
m_pipeline_info.primitive_topology = primitive_topology;
BindDescriptors();
if (!BindPipeline())

View File

@ -38,10 +38,6 @@ VkRect2D ClampRect2D(const VkRect2D& rect, u32 width, u32 height);
// Map {SRC,DST}_COLOR to {SRC,DST}_ALPHA
VkBlendFactor GetAlphaBlendFactor(VkBlendFactor factor);
RasterizationState GetNoCullRasterizationState();
DepthStencilState GetNoDepthTestingDepthStencilState();
BlendingState GetNoBlendingBlendState();
// Combines viewport and scissor updates
void SetViewportAndScissor(VkCommandBuffer command_buffer, int x, int y, int width, int height,
float min_depth = 0.0f, float max_depth = 1.0f);
@ -131,12 +127,13 @@ class UtilityShaderDraw
public:
UtilityShaderDraw(VkCommandBuffer command_buffer, VkPipelineLayout pipeline_layout,
VkRenderPass render_pass, VkShaderModule vertex_shader,
VkShaderModule geometry_shader, VkShaderModule pixel_shader);
VkShaderModule geometry_shader, VkShaderModule pixel_shader,
PrimitiveType primitive = PrimitiveType::TriangleStrip);
UtilityShaderVertex* ReserveVertices(VkPrimitiveTopology topology, size_t count);
UtilityShaderVertex* ReserveVertices(size_t count);
void CommitVertices(size_t count);
void UploadVertices(VkPrimitiveTopology topology, UtilityShaderVertex* vertices, size_t count);
void UploadVertices(UtilityShaderVertex* vertices, size_t count);
u8* AllocateVSUniforms(size_t size);
void CommitVSUniforms(size_t size);
@ -151,7 +148,8 @@ public:
void SetPSTexelBuffer(VkBufferView view);
void SetRasterizationState(const RasterizationState& state);
void SetDepthStencilState(const DepthStencilState& state);
void SetMultisamplingState(const MultisamplingState& state);
void SetDepthState(const DepthState& state);
void SetBlendState(const BlendingState& state);
void BeginRenderPass(VkFramebuffer framebuffer, const VkRect2D& region,
@ -177,7 +175,7 @@ public:
// Draw without a vertex buffer. Assumes viewport has been initialized separately.
void SetViewportAndScissor(int x, int y, int width, int height);
void DrawWithoutVertexBuffer(VkPrimitiveTopology primitive_topology, u32 vertex_count);
void DrawWithoutVertexBuffer(u32 vertex_count);
private:
void BindVertexBuffer();

View File

@ -138,33 +138,9 @@ void VertexManager::vFlush()
// Figure out the number of indices to draw
u32 index_count = IndexGenerator::GetIndexLen();
// Update assembly state
// Update tracked state
StateTracker::GetInstance()->SetVertexFormat(vertex_format);
switch (m_current_primitive_type)
{
case PRIMITIVE_POINTS:
StateTracker::GetInstance()->SetPrimitiveTopology(VK_PRIMITIVE_TOPOLOGY_POINT_LIST);
StateTracker::GetInstance()->DisableBackFaceCulling();
break;
case PRIMITIVE_LINES:
StateTracker::GetInstance()->SetPrimitiveTopology(VK_PRIMITIVE_TOPOLOGY_LINE_LIST);
StateTracker::GetInstance()->DisableBackFaceCulling();
break;
case PRIMITIVE_TRIANGLES:
StateTracker::GetInstance()->SetPrimitiveTopology(
g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ?
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP :
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST);
g_renderer->SetGenerationMode();
break;
}
// Check for any shader stage changes
StateTracker::GetInstance()->CheckForShaderChanges(m_current_primitive_type);
// Update any changed constants
StateTracker::GetInstance()->CheckForShaderChanges();
StateTracker::GetInstance()->UpdateVertexShaderConstants();
StateTracker::GetInstance()->UpdateGeometryShaderConstants();
StateTracker::GetInstance()->UpdatePixelShaderConstants();

View File

@ -27,7 +27,9 @@ void FlushPipeline()
void SetGenerationMode()
{
g_renderer->SetGenerationMode();
RasterizationState state = {};
state.Generate(bpmem, g_vertex_manager->GetCurrentPrimitiveType());
g_renderer->SetRasterizationState(state);
}
void SetScissor()
@ -68,12 +70,14 @@ void SetScissor()
void SetDepthMode()
{
g_renderer->SetDepthMode();
DepthState state = {};
state.Generate(bpmem);
g_renderer->SetDepthState(state);
}
void SetBlendMode()
{
BlendingState state;
BlendingState state = {};
state.Generate(bpmem);
g_renderer->SetBlendingState(state);
}

View File

@ -14,24 +14,24 @@
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"
static const char* primitives_ogl[] = {"points", "lines", "triangles"};
static const char* primitives_d3d[] = {"point", "line", "triangle"};
constexpr std::array<const char*, 4> primitives_ogl = {
{"points", "lines", "triangles", "triangles"}};
constexpr std::array<const char*, 4> primitives_d3d = {{"point", "line", "triangle", "triangle"}};
bool geometry_shader_uid_data::IsPassthrough() const
{
const bool stereo = g_ActiveConfig.iStereoMode > 0;
const bool wireframe = g_ActiveConfig.bWireFrame;
return primitive_type == PRIMITIVE_TRIANGLES && !stereo && !wireframe;
return primitive_type >= static_cast<u32>(PrimitiveType::Triangles) && !stereo && !wireframe;
}
GeometryShaderUid GetGeometryShaderUid(u32 primitive_type)
GeometryShaderUid GetGeometryShaderUid(PrimitiveType primitive_type)
{
ShaderUid<geometry_shader_uid_data> out;
geometry_shader_uid_data* uid_data = out.GetUidData<geometry_shader_uid_data>();
memset(uid_data, 0, sizeof(geometry_shader_uid_data));
uid_data->primitive_type = primitive_type;
uid_data->primitive_type = static_cast<u32>(primitive_type);
uid_data->numTexGens = xfmem.numTexGen.numTexGens;
return out;
@ -56,8 +56,10 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h
const bool msaa = host_config.msaa;
const bool ssaa = host_config.ssaa;
const bool stereo = host_config.stereo;
const unsigned int vertex_in = uid_data->primitive_type + 1;
unsigned int vertex_out = uid_data->primitive_type == PRIMITIVE_TRIANGLES ? 3 : 4;
const PrimitiveType primitive_type = static_cast<PrimitiveType>(uid_data->primitive_type);
const unsigned primitive_type_index = static_cast<unsigned>(uid_data->primitive_type);
const unsigned vertex_in = std::min(static_cast<unsigned>(primitive_type_index) + 1, 3u);
unsigned vertex_out = primitive_type == PrimitiveType::TriangleStrip ? 3 : 4;
if (wireframe)
vertex_out++;
@ -67,14 +69,14 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h
// Insert layout parameters
if (host_config.backend_gs_instancing)
{
out.Write("layout(%s, invocations = %d) in;\n", primitives_ogl[uid_data->primitive_type],
out.Write("layout(%s, invocations = %d) in;\n", primitives_ogl[primitive_type_index],
stereo ? 2 : 1);
out.Write("layout(%s_strip, max_vertices = %d) out;\n", wireframe ? "line" : "triangle",
vertex_out);
}
else
{
out.Write("layout(%s) in;\n", primitives_ogl[uid_data->primitive_type]);
out.Write("layout(%s) in;\n", primitives_ogl[primitive_type_index]);
out.Write("layout(%s_strip, max_vertices = %d) out;\n", wireframe ? "line" : "triangle",
stereo ? vertex_out * 2 : vertex_out);
}
@ -133,21 +135,19 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h
out.Write("[maxvertexcount(%d)]\n[instance(%d)]\n", vertex_out, stereo ? 2 : 1);
out.Write("void main(%s VS_OUTPUT o[%d], inout %sStream<VertexData> output, in uint "
"InstanceID : SV_GSInstanceID)\n{\n",
primitives_d3d[uid_data->primitive_type], vertex_in,
wireframe ? "Line" : "Triangle");
primitives_d3d[primitive_type_index], vertex_in, wireframe ? "Line" : "Triangle");
}
else
{
out.Write("[maxvertexcount(%d)]\n", stereo ? vertex_out * 2 : vertex_out);
out.Write("void main(%s VS_OUTPUT o[%d], inout %sStream<VertexData> output)\n{\n",
primitives_d3d[uid_data->primitive_type], vertex_in,
wireframe ? "Line" : "Triangle");
primitives_d3d[primitive_type_index], vertex_in, wireframe ? "Line" : "Triangle");
}
out.Write("\tVertexData ps;\n");
}
if (uid_data->primitive_type == PRIMITIVE_LINES)
if (primitive_type == PrimitiveType::Lines)
{
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
@ -178,7 +178,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h
"\t\toffset = float2(0, -" I_LINEPTPARAMS ".z / " I_LINEPTPARAMS ".y);\n"
"\t}\n");
}
else if (uid_data->primitive_type == PRIMITIVE_POINTS)
else if (primitive_type == PrimitiveType::Points)
{
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
@ -248,7 +248,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h
out.Write("\tf.pos.x += hoffset * (f.pos.w - " I_STEREOPARAMS ".z);\n");
}
if (uid_data->primitive_type == PRIMITIVE_LINES)
if (primitive_type == PrimitiveType::Lines)
{
out.Write("\tVS_OUTPUT l = f;\n"
"\tVS_OUTPUT r = f;\n");
@ -269,7 +269,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h
EmitVertex(out, host_config, uid_data, "l", ApiType, wireframe, pixel_lighting, true);
EmitVertex(out, host_config, uid_data, "r", ApiType, wireframe, pixel_lighting);
}
else if (uid_data->primitive_type == PRIMITIVE_POINTS)
else if (primitive_type == PrimitiveType::Points)
{
out.Write("\tVS_OUTPUT ll = f;\n"
"\tVS_OUTPUT lr = f;\n"
@ -370,12 +370,14 @@ void EnumerateGeometryShaderUids(const std::function<void(const GeometryShaderUi
GeometryShaderUid uid;
std::memset(&uid, 0, sizeof(uid));
static constexpr std::array<u32, 3> primitive_lut = {
{PRIMITIVE_TRIANGLES, PRIMITIVE_LINES, PRIMITIVE_POINTS}};
for (u32 primitive : primitive_lut)
const std::array<PrimitiveType, 3> primitive_lut = {
{g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ? PrimitiveType::TriangleStrip :
PrimitiveType::Triangles,
PrimitiveType::Lines, PrimitiveType::Points}};
for (PrimitiveType primitive : primitive_lut)
{
auto* guid = uid.GetUidData<geometry_shader_uid_data>();
guid->primitive_type = primitive;
guid->primitive_type = static_cast<u32>(primitive);
for (u32 texgens = 0; texgens <= 8; texgens++)
{

View File

@ -6,6 +6,7 @@
#include <functional>
#include "Common/CommonTypes.h"
#include "VideoCommon/RenderState.h"
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/VertexManagerBase.h"
@ -28,5 +29,5 @@ typedef ShaderUid<geometry_shader_uid_data> GeometryShaderUid;
ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& host_config,
const geometry_shader_uid_data* uid_data);
GeometryShaderUid GetGeometryShaderUid(u32 primitive_type);
GeometryShaderUid GetGeometryShaderUid(PrimitiveType primitive_type);
void EnumerateGeometryShaderUids(const std::function<void(const GeometryShaderUid&)>& callback);

View File

@ -66,9 +66,9 @@ public:
virtual void SetBlendingState(const BlendingState& state) {}
virtual void SetScissorRect(const EFBRectangle& rc) {}
virtual void SetGenerationMode() {}
virtual void SetDepthMode() {}
virtual void SetSamplerState(int stage, int texindex, bool custom_tex) {}
virtual void SetRasterizationState(const RasterizationState& state) {}
virtual void SetDepthState(const DepthState& state) {}
virtual void SetSamplerState(u32 index, const SamplerState& state) {}
virtual void SetInterlacingMode() {}
virtual void SetViewport() {}
virtual void SetFullscreen(bool enable_fullscreen) {}

View File

@ -3,6 +3,38 @@
// Refer to the license.txt file included.
#include "VideoCommon/RenderState.h"
#include <algorithm>
#include <array>
#include "VideoCommon/SamplerCommon.h"
void RasterizationState::Generate(const BPMemory& bp, PrimitiveType primitive_type)
{
cullmode = bp.genMode.cullmode;
primitive = primitive_type;
// Back-face culling should be disabled for points/lines.
if (primitive_type != PrimitiveType::Triangles && primitive_type != PrimitiveType::TriangleStrip)
cullmode = GenMode::CULL_NONE;
}
RasterizationState& RasterizationState::operator=(const RasterizationState& rhs)
{
hex = rhs.hex;
return *this;
}
void DepthState::Generate(const BPMemory& bp)
{
testenable = bp.zmode.testenable.Value();
updateenable = bp.zmode.updateenable.Value();
func = bp.zmode.func.Value();
}
DepthState& DepthState::operator=(const DepthState& rhs)
{
hex = rhs.hex;
return *this;
}
// If the framebuffer format has no alpha channel, it is assumed to
// ONE on blending. As the backends may emulate this framebuffer
@ -127,3 +159,104 @@ void BlendingState::Generate(const BPMemory& bp)
}
}
}
BlendingState& BlendingState::operator=(const BlendingState& rhs)
{
hex = rhs.hex;
return *this;
}
void SamplerState::Generate(const BPMemory& bp, u32 index)
{
const FourTexUnits& tex = bpmem.tex[index / 4];
const TexMode0& tm0 = tex.texMode0[index % 4];
const TexMode1& tm1 = tex.texMode1[index % 4];
// GX can configure the mip filter to none. However, D3D and Vulkan can't express this in their
// sampler states. Therefore, we set the min/max LOD to zero if this option is used.
min_filter = (tm0.min_filter & 4) != 0 ? Filter::Linear : Filter::Point;
mipmap_filter = (tm0.min_filter & 3) == TexMode0::TEXF_LINEAR ? Filter::Linear : Filter::Point;
mag_filter = tm0.mag_filter != 0 ? Filter::Linear : Filter::Point;
// If mipmaps are disabled, clamp min/max lod
max_lod = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? tm1.max_lod : 0;
min_lod = std::min(max_lod.Value(), tm1.min_lod);
lod_bias = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? tm0.lod_bias : 0;
// Address modes
static constexpr std::array<AddressMode, 4> address_modes = {
{AddressMode::Clamp, AddressMode::Repeat, AddressMode::MirroredRepeat, AddressMode::Repeat}};
wrap_u = address_modes[tm0.wrap_s];
wrap_v = address_modes[tm0.wrap_t];
anisotropic_filtering = 0;
}
SamplerState& SamplerState::operator=(const SamplerState& rhs)
{
hex = rhs.hex;
return *this;
}
namespace RenderState
{
RasterizationState GetNoCullRasterizationState()
{
RasterizationState state = {};
state.cullmode = GenMode::CULL_NONE;
return state;
}
DepthState GetNoDepthTestingDepthStencilState()
{
DepthState state = {};
state.testenable = false;
state.updateenable = false;
state.func = ZMode::ALWAYS;
return state;
}
BlendingState GetNoBlendingBlendState()
{
BlendingState state = {};
state.usedualsrc = false;
state.blendenable = false;
state.srcfactor = BlendMode::ONE;
state.srcfactoralpha = BlendMode::ONE;
state.dstfactor = BlendMode::ZERO;
state.dstfactoralpha = BlendMode::ZERO;
state.logicopenable = false;
state.colorupdate = true;
state.alphaupdate = true;
return state;
}
SamplerState GetPointSamplerState()
{
SamplerState state = {};
state.min_filter = SamplerState::Filter::Point;
state.mag_filter = SamplerState::Filter::Point;
state.mipmap_filter = SamplerState::Filter::Point;
state.wrap_u = SamplerState::AddressMode::Clamp;
state.wrap_v = SamplerState::AddressMode::Clamp;
state.min_lod = 0;
state.max_lod = 255;
state.lod_bias = 0;
state.anisotropic_filtering = false;
return state;
}
SamplerState GetLinearSamplerState()
{
SamplerState state = {};
state.min_filter = SamplerState::Filter::Linear;
state.mag_filter = SamplerState::Filter::Linear;
state.mipmap_filter = SamplerState::Filter::Linear;
state.wrap_u = SamplerState::AddressMode::Clamp;
state.wrap_v = SamplerState::AddressMode::Clamp;
state.min_lod = 0;
state.max_lod = 255;
state.lod_bias = 0;
state.anisotropic_filtering = false;
return state;
}
}

View File

@ -9,10 +9,54 @@
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/BPStructs.h"
enum class PrimitiveType : u32
{
Points,
Lines,
Triangles,
TriangleStrip,
};
union RasterizationState
{
void Generate(const BPMemory& bp, PrimitiveType primitive_type);
RasterizationState& operator=(const RasterizationState& rhs);
bool operator==(const RasterizationState& rhs) const { return hex == rhs.hex; }
bool operator!=(const RasterizationState& rhs) const { return hex != rhs.hex; }
bool operator<(const RasterizationState& rhs) const { return hex < rhs.hex; }
BitField<0, 2, GenMode::CullMode> cullmode;
BitField<3, 2, PrimitiveType> primitive;
u32 hex;
};
union DepthState
{
void Generate(const BPMemory& bp);
DepthState& operator=(const DepthState& rhs);
bool operator==(const DepthState& rhs) const { return hex == rhs.hex; }
bool operator!=(const DepthState& rhs) const { return hex != rhs.hex; }
bool operator<(const DepthState& rhs) const { return hex < rhs.hex; }
BitField<0, 1, u32> testenable;
BitField<1, 1, u32> updateenable;
BitField<2, 3, ZMode::CompareMode> func;
u32 hex;
};
union BlendingState
{
void Generate(const BPMemory& bp);
BlendingState& operator=(const BlendingState& rhs);
bool operator==(const BlendingState& rhs) const { return hex == rhs.hex; }
bool operator!=(const BlendingState& rhs) const { return hex != rhs.hex; }
bool operator<(const BlendingState& rhs) const { return hex < rhs.hex; }
BitField<0, 1, u32> blendenable;
BitField<1, 1, u32> logicopenable;
BitField<2, 1, u32> dstalpha;
@ -29,3 +73,47 @@ union BlendingState
u32 hex;
};
union SamplerState
{
enum class Filter : u32
{
Point,
Linear
};
enum class AddressMode : u32
{
Clamp,
Repeat,
MirroredRepeat
};
void Generate(const BPMemory& bp, u32 index);
SamplerState& operator=(const SamplerState& rhs);
bool operator==(const SamplerState& rhs) const { return hex == rhs.hex; }
bool operator!=(const SamplerState& rhs) const { return hex != rhs.hex; }
bool operator<(const SamplerState& rhs) const { return hex < rhs.hex; }
BitField<0, 1, Filter> min_filter;
BitField<1, 1, Filter> mag_filter;
BitField<2, 1, Filter> mipmap_filter;
BitField<3, 2, AddressMode> wrap_u;
BitField<5, 2, AddressMode> wrap_v;
BitField<7, 8, u32> min_lod; // multiplied by 16
BitField<15, 8, u32> max_lod; // multiplied by 16
BitField<23, 8, s32> lod_bias; // multiplied by 32
BitField<31, 1, u32> anisotropic_filtering;
u32 hex;
};
namespace RenderState
{
RasterizationState GetNoCullRasterizationState();
DepthState GetNoDepthTestingDepthStencilState();
BlendingState GetNoBlendingBlendState();
SamplerState GetPointSamplerState();
SamplerState GetLinearSamplerState();
}

View File

@ -4,6 +4,7 @@
#include "VideoCommon/VertexManagerBase.h"
#include <array>
#include <cmath>
#include <memory>
@ -23,6 +24,7 @@
#include "VideoCommon/PerfQueryBase.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/SamplerCommon.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexShaderManager.h"
@ -32,15 +34,28 @@
std::unique_ptr<VertexManagerBase> g_vertex_manager;
static const PrimitiveType primitive_from_gx[8] = {
PRIMITIVE_TRIANGLES, // GX_DRAW_QUADS
PRIMITIVE_TRIANGLES, // GX_DRAW_QUADS_2
PRIMITIVE_TRIANGLES, // GX_DRAW_TRIANGLES
PRIMITIVE_TRIANGLES, // GX_DRAW_TRIANGLE_STRIP
PRIMITIVE_TRIANGLES, // GX_DRAW_TRIANGLE_FAN
PRIMITIVE_LINES, // GX_DRAW_LINES
PRIMITIVE_LINES, // GX_DRAW_LINE_STRIP
PRIMITIVE_POINTS, // GX_DRAW_POINTS
// GX primitive -> RenderState primitive, no primitive restart
constexpr std::array<PrimitiveType, 8> primitive_from_gx = {
PrimitiveType::Triangles, // GX_DRAW_QUADS
PrimitiveType::Triangles, // GX_DRAW_QUADS_2
PrimitiveType::Triangles, // GX_DRAW_TRIANGLES
PrimitiveType::Triangles, // GX_DRAW_TRIANGLE_STRIP
PrimitiveType::Triangles, // GX_DRAW_TRIANGLE_FAN
PrimitiveType::Lines, // GX_DRAW_LINES
PrimitiveType::Lines, // GX_DRAW_LINE_STRIP
PrimitiveType::Points, // GX_DRAW_POINTS
};
// GX primitive -> RenderState primitive, using primitive restart
constexpr std::array<PrimitiveType, 8> primitive_from_gx_pr = {
PrimitiveType::TriangleStrip, // GX_DRAW_QUADS
PrimitiveType::TriangleStrip, // GX_DRAW_QUADS_2
PrimitiveType::TriangleStrip, // GX_DRAW_TRIANGLES
PrimitiveType::TriangleStrip, // GX_DRAW_TRIANGLE_STRIP
PrimitiveType::TriangleStrip, // GX_DRAW_TRIANGLE_FAN
PrimitiveType::Lines, // GX_DRAW_LINES
PrimitiveType::Lines, // GX_DRAW_LINE_STRIP
PrimitiveType::Points, // GX_DRAW_POINTS
};
// Due to the BT.601 standard which the GameCube is based on being a compromise
@ -80,9 +95,19 @@ DataReader VertexManagerBase::PrepareForAdditionalData(int primitive, u32 count,
u32 const needed_vertex_bytes = count * stride + 4;
// We can't merge different kinds of primitives, so we have to flush here
if (m_current_primitive_type != primitive_from_gx[primitive])
PrimitiveType new_primitive_type = g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ?
primitive_from_gx_pr[primitive] :
primitive_from_gx[primitive];
if (m_current_primitive_type != new_primitive_type)
{
Flush();
m_current_primitive_type = primitive_from_gx[primitive];
// Have to update the rasterization state for point/line cull modes.
RasterizationState raster_state = {};
raster_state.Generate(bpmem, new_primitive_type);
g_renderer->SetRasterizationState(raster_state);
m_current_primitive_type = new_primitive_type;
}
// Check for size in buffer, if the buffer gets full, call Flush()
if (!m_is_flushed &&
@ -184,6 +209,52 @@ std::pair<size_t, size_t> VertexManagerBase::ResetFlushAspectRatioCount()
return val;
}
static void SetSamplerState(u32 index, bool custom_tex)
{
const FourTexUnits& tex = bpmem.tex[index / 4];
const TexMode0& tm0 = tex.texMode0[index % 4];
SamplerState state = {};
state.Generate(bpmem, index);
// Force texture filtering config option.
if (g_ActiveConfig.bForceFiltering)
{
state.min_filter = SamplerState::Filter::Linear;
state.mag_filter = SamplerState::Filter::Linear;
state.mipmap_filter = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ?
SamplerState::Filter::Linear :
SamplerState::Filter::Point;
}
// Custom textures may have a greater number of mips
if (custom_tex)
state.max_lod = 255;
// Anisotropic filtering option.
if (g_ActiveConfig.iMaxAnisotropy != 0 && !SamplerCommon::IsBpTexMode0PointFiltering(tm0))
{
// https://www.opengl.org/registry/specs/EXT/texture_filter_anisotropic.txt
// For predictable results on all hardware/drivers, only use one of:
// GL_LINEAR + GL_LINEAR (No Mipmaps [Bilinear])
// GL_LINEAR + GL_LINEAR_MIPMAP_LINEAR (w/ Mipmaps [Trilinear])
// Letting the game set other combinations will have varying arbitrary results;
// possibly being interpreted as equal to bilinear/trilinear, implicitly
// disabling anisotropy, or changing the anisotropic algorithm employed.
state.min_filter = SamplerState::Filter::Linear;
state.mag_filter = SamplerState::Filter::Linear;
if (SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0))
state.mipmap_filter = SamplerState::Filter::Linear;
state.anisotropic_filtering = 1;
}
else
{
state.anisotropic_filtering = 0;
}
g_renderer->SetSamplerState(index, state);
}
void VertexManagerBase::Flush()
{
if (m_is_flushed)
@ -252,7 +323,7 @@ void VertexManagerBase::Flush()
if (tentry)
{
g_renderer->SetSamplerState(i & 3, i >> 2, tentry->is_custom_tex);
SetSamplerState(i, tentry->is_custom_tex);
PixelShaderManager::SetTexDims(i, tentry->native_width, tentry->native_height);
}
else
@ -332,8 +403,11 @@ void VertexManagerBase::CalculateZSlope(NativeVertexFormat* format)
float viewOffset[2] = {xfmem.viewport.xOrig - bpmem.scissorOffset.x * 2,
xfmem.viewport.yOrig - bpmem.scissorOffset.y * 2};
if (m_current_primitive_type != PRIMITIVE_TRIANGLES)
if (m_current_primitive_type != PrimitiveType::Triangles &&
m_current_primitive_type != PrimitiveType::TriangleStrip)
{
return;
}
// Global matrix ID.
u32 mtxIdx = g_main_cp_state.matrix_index_a.PosNormalMtxIdx;

View File

@ -9,19 +9,13 @@
#include "Common/CommonFuncs.h"
#include "Common/CommonTypes.h"
#include "VideoCommon/RenderState.h"
class DataReader;
class NativeVertexFormat;
class PointerWrap;
struct PortableVertexDeclaration;
enum PrimitiveType
{
PRIMITIVE_POINTS,
PRIMITIVE_LINES,
PRIMITIVE_TRIANGLES,
};
struct Slope
{
float dfdx;
@ -51,6 +45,7 @@ public:
// needs to be virtual for DX11's dtor
virtual ~VertexManagerBase();
PrimitiveType GetCurrentPrimitiveType() const { return m_current_primitive_type; }
DataReader PrepareForAdditionalData(int primitive, u32 count, u32 stride, bool cullall);
void FlushData(u32 count, u32 stride);
@ -65,8 +60,6 @@ public:
protected:
virtual void vDoState(PointerWrap& p) {}
PrimitiveType m_current_primitive_type = PrimitiveType::PRIMITIVE_POINTS;
virtual void ResetBuffer(u32 stride) = 0;
u8* m_cur_buffer_pointer = nullptr;
@ -80,6 +73,7 @@ protected:
void CalculateZSlope(NativeVertexFormat* format);
bool m_cull_all = false;
PrimitiveType m_current_primitive_type = PrimitiveType::Points;
private:
bool m_is_flushed = true;

View File

@ -229,6 +229,7 @@ struct VideoConfig final
// Utility
bool RealXFBEnabled() const { return bUseXFB && bUseRealXFB; }
bool VirtualXFBEnabled() const { return bUseXFB && !bUseRealXFB; }
bool MultisamplingEnabled() const { return iMultisamples > 1; }
bool ExclusiveFullscreenEnabled() const
{
return backend_info.bSupportsExclusiveFullscreen && !bBorderlessFullscreen;