Vulkan: Uber shader support
This commit is contained in:
parent
4bf5625895
commit
81b4ed2a81
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@ -16,6 +16,7 @@
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#include "Core/ConfigManager.h"
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#include "VideoBackends/Vulkan/CommandBufferManager.h"
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#include "VideoBackends/Vulkan/ShaderCompiler.h"
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#include "VideoBackends/Vulkan/StreamBuffer.h"
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#include "VideoBackends/Vulkan/Util.h"
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@ -59,6 +60,19 @@ bool ObjectCache::Initialize()
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if (!m_utility_shader_vertex_buffer || !m_utility_shader_uniform_buffer)
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return false;
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m_dummy_texture = Texture2D::Create(1, 1, 1, 1, VK_FORMAT_R8G8B8A8_UNORM, VK_SAMPLE_COUNT_1_BIT,
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VK_IMAGE_VIEW_TYPE_2D_ARRAY, VK_IMAGE_TILING_LINEAR,
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VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT);
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m_dummy_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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VkClearColorValue clear_color = {};
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VkImageSubresourceRange clear_range = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1};
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vkCmdClearColorImage(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),
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m_dummy_texture->GetImage(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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&clear_color, 1, &clear_range);
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m_dummy_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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return true;
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}
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@ -99,17 +113,9 @@ bool ObjectCache::CreateDescriptorSetLayouts()
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{UBO_DESCRIPTOR_SET_BINDING_GS, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1,
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VK_SHADER_STAGE_GEOMETRY_BIT}};
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// Annoying these have to be split, apparently we can't partially update an array without the
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// validation layers throwing a warning.
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static const VkDescriptorSetLayoutBinding sampler_set_bindings[] = {
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{0, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT},
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{1, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT},
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{2, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT},
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{3, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT},
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{4, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT},
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{5, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT},
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{6, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT},
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{7, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT}};
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{0, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, static_cast<u32>(NUM_PIXEL_SHADER_SAMPLERS),
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VK_SHADER_STAGE_FRAGMENT_BIT}};
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static const VkDescriptorSetLayoutBinding ssbo_set_bindings[] = {
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{0, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT}};
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@ -15,6 +15,7 @@
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#include "Common/LinearDiskCache.h"
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#include "VideoBackends/Vulkan/Constants.h"
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#include "VideoBackends/Vulkan/Texture2D.h"
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#include "VideoCommon/GeometryShaderGen.h"
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#include "VideoCommon/PixelShaderGen.h"
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@ -62,6 +63,9 @@ public:
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VkSampler GetLinearSampler() const { return m_linear_sampler; }
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VkSampler GetSampler(const SamplerState& info);
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// Dummy image for samplers that are unbound
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Texture2D* GetDummyImage() const { return m_dummy_texture.get(); }
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VkImageView GetDummyImageView() const { return m_dummy_texture->GetView(); }
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// Perform at startup, create descriptor layouts, compiles all static shaders.
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bool Initialize();
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@ -89,6 +93,9 @@ private:
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VkSampler m_linear_sampler = VK_NULL_HANDLE;
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std::map<SamplerState, VkSampler> m_sampler_cache;
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// Dummy image for samplers that are unbound
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std::unique_ptr<Texture2D> m_dummy_texture;
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};
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extern std::unique_ptr<ObjectCache> g_object_cache;
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@ -149,7 +149,7 @@ static const std::string DEFAULT_FRAGMENT_SHADER_SOURCE = R"(
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static const std::string POSTPROCESSING_SHADER_HEADER = R"(
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SAMPLER_BINDING(0) uniform sampler2DArray samp0;
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SAMPLER_BINDING(1) uniform sampler2D samp1;
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SAMPLER_BINDING(1) uniform sampler2DArray samp1;
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layout(location = 0) in float3 uv0;
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layout(location = 1) in float4 col0;
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@ -176,7 +176,7 @@ static const std::string POSTPROCESSING_SHADER_HEADER = R"(
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float4 SampleFontLocation(float2 location)
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{
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return texture(samp1, location);
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return texture(samp1, float3(location, 0.0));
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}
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float2 GetResolution()
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@ -150,7 +150,7 @@ layout(std140, push_constant) uniform PCBlock {
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vec4 color;
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} PC;
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layout(set = 1, binding = 0) uniform sampler2D samp0;
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layout(set = 1, binding = 0) uniform sampler2DArray samp0;
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layout(location = 0) in vec2 uv0;
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@ -158,7 +158,7 @@ layout(location = 0) out vec4 ocol0;
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void main()
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{
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ocol0 = texture(samp0, uv0) * PC.color;
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ocol0 = texture(samp0, float3(uv0, 0.0)) * PC.color;
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}
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)";
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@ -209,7 +209,7 @@ bool RasterFont::CreateTexture()
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// create the actual texture object
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m_texture = Texture2D::Create(CHARACTER_WIDTH * CHARACTER_COUNT, CHARACTER_HEIGHT, 1, 1,
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VK_FORMAT_R8G8B8A8_UNORM, VK_SAMPLE_COUNT_1_BIT,
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VK_IMAGE_VIEW_TYPE_2D, VK_IMAGE_TILING_OPTIMAL,
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VK_IMAGE_VIEW_TYPE_2D_ARRAY, VK_IMAGE_TILING_OPTIMAL,
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VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
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if (!m_texture)
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return false;
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@ -589,6 +589,9 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
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// Clean up stale textures.
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TextureCache::GetInstance()->Cleanup(frameCount);
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// Pull in now-ready async shaders.
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g_shader_cache->RetrieveAsyncShaders();
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}
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void Renderer::TransitionBuffersForSwap(const TargetRectangle& scaled_rect,
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@ -1132,6 +1135,8 @@ void Renderer::CheckForConfigChanges()
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bool old_force_filtering = g_ActiveConfig.bForceFiltering;
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bool old_use_xfb = g_ActiveConfig.bUseXFB;
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bool old_use_realxfb = g_ActiveConfig.bUseRealXFB;
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bool old_vertex_ubershaders = g_ActiveConfig.bForceVertexUberShaders;
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bool old_pixel_ubershaders = g_ActiveConfig.bForcePixelUberShaders;
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// Copy g_Config to g_ActiveConfig.
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// NOTE: This can potentially race with the UI thread, however if it does, the changes will be
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@ -1145,6 +1150,8 @@ void Renderer::CheckForConfigChanges()
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bool aspect_changed = old_aspect_ratio != g_ActiveConfig.iAspectRatio;
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bool use_xfb_changed = old_use_xfb != g_ActiveConfig.bUseXFB;
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bool use_realxfb_changed = old_use_realxfb != g_ActiveConfig.bUseRealXFB;
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bool ubershaders_changed = old_vertex_ubershaders != g_ActiveConfig.bForceVertexUberShaders ||
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old_pixel_ubershaders != g_ActiveConfig.bForcePixelUberShaders;
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// Update texture cache settings with any changed options.
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TextureCache::GetInstance()->OnConfigChanged(g_ActiveConfig);
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@ -1190,6 +1197,10 @@ void Renderer::CheckForConfigChanges()
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if (anisotropy_changed || force_texture_filtering_changed)
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ResetSamplerStates();
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// Clear UID state if ubershaders are toggled.
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if (ubershaders_changed)
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StateTracker::GetInstance()->ClearShaders();
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// Check for a changed post-processing shader and recompile if needed.
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static_cast<VulkanPostProcessing*>(m_post_processor.get())->UpdateConfig();
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}
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@ -15,13 +15,20 @@
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#include "Common/MsgHandler.h"
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#include "Core/ConfigManager.h"
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#include "Core/Host.h"
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#include "VideoBackends/Vulkan/FramebufferManager.h"
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#include "VideoBackends/Vulkan/ShaderCompiler.h"
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#include "VideoBackends/Vulkan/StreamBuffer.h"
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#include "VideoBackends/Vulkan/Util.h"
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#include "VideoBackends/Vulkan/VertexFormat.h"
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#include "VideoBackends/Vulkan/VulkanContext.h"
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#include "VideoCommon/AsyncShaderCompiler.h"
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#include "VideoCommon/GeometryShaderGen.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/UberShaderPixel.h"
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#include "VideoCommon/UberShaderVertex.h"
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#include "VideoCommon/VertexLoaderManager.h"
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namespace Vulkan
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{
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@ -55,9 +62,22 @@ bool ShaderCache::Initialize()
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if (!CompileSharedShaders())
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return false;
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m_async_shader_compiler = std::make_unique<VideoCommon::AsyncShaderCompiler>();
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if (g_ActiveConfig.GetShaderCompilerThreads() > 0)
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m_async_shader_compiler->StartWorkerThreads(g_ActiveConfig.GetShaderCompilerThreads());
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return true;
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}
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void ShaderCache::Shutdown()
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{
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if (m_async_shader_compiler)
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{
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m_async_shader_compiler->StopWorkerThreads();
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m_async_shader_compiler->RetrieveWorkItems();
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}
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}
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static bool IsStripPrimitiveTopology(VkPrimitiveTopology topology)
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{
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return topology == VK_PRIMITIVE_TOPOLOGY_LINE_STRIP ||
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@ -365,13 +385,34 @@ std::pair<VkPipeline, bool> ShaderCache::GetPipelineWithCacheResult(const Pipeli
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{
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auto iter = m_pipeline_objects.find(info);
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if (iter != m_pipeline_objects.end())
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return {iter->second, true};
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{
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// If it's background compiling, ignore it, and recompile it synchronously.
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if (!iter->second.second)
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return std::make_pair(iter->second.first, true);
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else
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m_pipeline_objects.erase(iter);
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}
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VkPipeline pipeline = CreatePipeline(info);
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m_pipeline_objects.emplace(info, pipeline);
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m_pipeline_objects.emplace(info, std::make_pair(pipeline, false));
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_assert_(pipeline != VK_NULL_HANDLE);
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return {pipeline, false};
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}
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std::pair<std::pair<VkPipeline, bool>, bool>
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ShaderCache::GetPipelineWithCacheResultAsync(const PipelineInfo& info)
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{
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auto iter = m_pipeline_objects.find(info);
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if (iter != m_pipeline_objects.end())
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return std::make_pair(iter->second, true);
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// Kick a job off.
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m_async_shader_compiler->QueueWorkItem(
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m_async_shader_compiler->CreateWorkItem<PipelineCompilerWorkItem>(info));
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m_pipeline_objects.emplace(info, std::make_pair(static_cast<VkPipeline>(VK_NULL_HANDLE), true));
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return std::make_pair(std::make_pair(static_cast<VkPipeline>(VK_NULL_HANDLE), true), false);
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}
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VkPipeline ShaderCache::CreateComputePipeline(const ComputePipelineInfo& info)
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{
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VkComputePipelineCreateInfo pipeline_info = {VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO,
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@ -409,10 +450,11 @@ VkPipeline ShaderCache::GetComputePipeline(const ComputePipelineInfo& info)
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void ShaderCache::ClearPipelineCache()
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{
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// TODO: Stop any async compiling happening.
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for (const auto& it : m_pipeline_objects)
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{
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if (it.second != VK_NULL_HANDLE)
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vkDestroyPipeline(g_vulkan_context->GetDevice(), it.second, nullptr);
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if (it.second.first != VK_NULL_HANDLE)
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vkDestroyPipeline(g_vulkan_context->GetDevice(), it.second.first, nullptr);
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}
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m_pipeline_objects.clear();
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@ -620,7 +662,10 @@ void ShaderCache::SavePipelineCache()
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template <typename Uid>
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struct ShaderCacheReader : public LinearDiskCacheReader<Uid, u32>
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{
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ShaderCacheReader(std::map<Uid, VkShaderModule>& shader_map) : m_shader_map(shader_map) {}
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ShaderCacheReader(std::map<Uid, std::pair<VkShaderModule, bool>>& shader_map)
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: m_shader_map(shader_map)
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{
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}
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void Read(const Uid& key, const u32* value, u32 value_size) override
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{
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// We don't insert null modules into the shader map since creation could succeed later on.
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@ -630,10 +675,10 @@ struct ShaderCacheReader : public LinearDiskCacheReader<Uid, u32>
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if (module == VK_NULL_HANDLE)
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return;
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m_shader_map.emplace(key, module);
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m_shader_map.emplace(key, std::make_pair(module, false));
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}
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std::map<Uid, VkShaderModule>& m_shader_map;
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std::map<Uid, std::pair<VkShaderModule, bool>>& m_shader_map;
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};
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void ShaderCache::LoadShaderCaches()
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@ -653,6 +698,13 @@ void ShaderCache::LoadShaderCaches()
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gs_reader);
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}
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ShaderCacheReader<UberShader::VertexShaderUid> uber_vs_reader(m_uber_vs_cache.shader_map);
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m_uber_vs_cache.disk_cache.OpenAndRead(
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GetDiskShaderCacheFileName(APIType::Vulkan, "UberVS", false, true), uber_vs_reader);
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ShaderCacheReader<UberShader::PixelShaderUid> uber_ps_reader(m_uber_ps_cache.shader_map);
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m_uber_ps_cache.disk_cache.OpenAndRead(
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GetDiskShaderCacheFileName(APIType::Vulkan, "UberPS", false, true), uber_ps_reader);
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SETSTAT(stats.numPixelShadersCreated, static_cast<int>(m_ps_cache.shader_map.size()));
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SETSTAT(stats.numPixelShadersAlive, static_cast<int>(m_ps_cache.shader_map.size()));
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SETSTAT(stats.numVertexShadersCreated, static_cast<int>(m_vs_cache.shader_map.size()));
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@ -666,8 +718,8 @@ static void DestroyShaderCache(T& cache)
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cache.disk_cache.Close();
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for (const auto& it : cache.shader_map)
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{
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if (it.second != VK_NULL_HANDLE)
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vkDestroyShaderModule(g_vulkan_context->GetDevice(), it.second, nullptr);
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if (it.second.first != VK_NULL_HANDLE)
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vkDestroyShaderModule(g_vulkan_context->GetDevice(), it.second.first, nullptr);
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}
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cache.shader_map.clear();
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}
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@ -680,6 +732,9 @@ void ShaderCache::DestroyShaderCaches()
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if (g_vulkan_context->SupportsGeometryShaders())
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DestroyShaderCache(m_gs_cache);
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DestroyShaderCache(m_uber_vs_cache);
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DestroyShaderCache(m_uber_ps_cache);
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SETSTAT(stats.numPixelShadersCreated, 0);
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SETSTAT(stats.numPixelShadersAlive, 0);
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SETSTAT(stats.numVertexShadersCreated, 0);
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@ -690,7 +745,13 @@ VkShaderModule ShaderCache::GetVertexShaderForUid(const VertexShaderUid& uid)
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{
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auto it = m_vs_cache.shader_map.find(uid);
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if (it != m_vs_cache.shader_map.end())
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return it->second;
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{
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// If it's pending, compile it synchronously.
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if (!it->second.second)
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return it->second.first;
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else
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m_vs_cache.shader_map.erase(it);
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}
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// Not in the cache, so compile the shader.
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ShaderCompiler::SPIRVCodeVector spv;
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@ -712,7 +773,7 @@ VkShaderModule ShaderCache::GetVertexShaderForUid(const VertexShaderUid& uid)
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}
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// We still insert null entries to prevent further compilation attempts.
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m_vs_cache.shader_map.emplace(uid, module);
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m_vs_cache.shader_map.emplace(uid, std::make_pair(module, false));
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return module;
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}
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@ -721,7 +782,13 @@ VkShaderModule ShaderCache::GetGeometryShaderForUid(const GeometryShaderUid& uid
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_assert_(g_vulkan_context->SupportsGeometryShaders());
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auto it = m_gs_cache.shader_map.find(uid);
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if (it != m_gs_cache.shader_map.end())
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return it->second;
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{
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// If it's pending, compile it synchronously.
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if (!it->second.second)
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return it->second.first;
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else
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m_gs_cache.shader_map.erase(it);
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}
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// Not in the cache, so compile the shader.
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ShaderCompiler::SPIRVCodeVector spv;
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@ -739,7 +806,7 @@ VkShaderModule ShaderCache::GetGeometryShaderForUid(const GeometryShaderUid& uid
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}
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// We still insert null entries to prevent further compilation attempts.
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m_gs_cache.shader_map.emplace(uid, module);
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m_gs_cache.shader_map.emplace(uid, std::make_pair(module, false));
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return module;
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}
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@ -747,7 +814,13 @@ VkShaderModule ShaderCache::GetPixelShaderForUid(const PixelShaderUid& uid)
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{
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auto it = m_ps_cache.shader_map.find(uid);
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if (it != m_ps_cache.shader_map.end())
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return it->second;
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{
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// If it's pending, compile it synchronously.
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if (!it->second.second)
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return it->second.first;
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else
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m_ps_cache.shader_map.erase(it);
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}
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// Not in the cache, so compile the shader.
|
||||
ShaderCompiler::SPIRVCodeVector spv;
|
||||
|
@ -769,7 +842,79 @@ VkShaderModule ShaderCache::GetPixelShaderForUid(const PixelShaderUid& uid)
|
|||
}
|
||||
|
||||
// We still insert null entries to prevent further compilation attempts.
|
||||
m_ps_cache.shader_map.emplace(uid, module);
|
||||
m_ps_cache.shader_map.emplace(uid, std::make_pair(module, false));
|
||||
return module;
|
||||
}
|
||||
|
||||
VkShaderModule ShaderCache::GetVertexUberShaderForUid(const UberShader::VertexShaderUid& uid)
|
||||
{
|
||||
auto it = m_uber_vs_cache.shader_map.find(uid);
|
||||
if (it != m_uber_vs_cache.shader_map.end())
|
||||
{
|
||||
// If it's pending, compile it synchronously.
|
||||
if (!it->second.second)
|
||||
return it->second.first;
|
||||
else
|
||||
m_uber_vs_cache.shader_map.erase(it);
|
||||
}
|
||||
|
||||
// Not in the cache, so compile the shader.
|
||||
ShaderCompiler::SPIRVCodeVector spv;
|
||||
VkShaderModule module = VK_NULL_HANDLE;
|
||||
ShaderCode source_code = UberShader::GenVertexShader(
|
||||
APIType::Vulkan, ShaderHostConfig::GetCurrent(), uid.GetUidData());
|
||||
if (ShaderCompiler::CompileVertexShader(&spv, source_code.GetBuffer().c_str(),
|
||||
source_code.GetBuffer().length()))
|
||||
{
|
||||
module = Util::CreateShaderModule(spv.data(), spv.size());
|
||||
|
||||
// Append to shader cache if it created successfully.
|
||||
if (module != VK_NULL_HANDLE)
|
||||
{
|
||||
m_uber_vs_cache.disk_cache.Append(uid, spv.data(), static_cast<u32>(spv.size()));
|
||||
INCSTAT(stats.numVertexShadersCreated);
|
||||
INCSTAT(stats.numVertexShadersAlive);
|
||||
}
|
||||
}
|
||||
|
||||
// We still insert null entries to prevent further compilation attempts.
|
||||
m_uber_vs_cache.shader_map.emplace(uid, std::make_pair(module, false));
|
||||
return module;
|
||||
}
|
||||
|
||||
VkShaderModule ShaderCache::GetPixelUberShaderForUid(const UberShader::PixelShaderUid& uid)
|
||||
{
|
||||
auto it = m_uber_ps_cache.shader_map.find(uid);
|
||||
if (it != m_uber_ps_cache.shader_map.end())
|
||||
{
|
||||
// If it's pending, compile it synchronously.
|
||||
if (!it->second.second)
|
||||
return it->second.first;
|
||||
else
|
||||
m_uber_ps_cache.shader_map.erase(it);
|
||||
}
|
||||
|
||||
// Not in the cache, so compile the shader.
|
||||
ShaderCompiler::SPIRVCodeVector spv;
|
||||
VkShaderModule module = VK_NULL_HANDLE;
|
||||
ShaderCode source_code =
|
||||
UberShader::GenPixelShader(APIType::Vulkan, ShaderHostConfig::GetCurrent(), uid.GetUidData());
|
||||
if (ShaderCompiler::CompileFragmentShader(&spv, source_code.GetBuffer().c_str(),
|
||||
source_code.GetBuffer().length()))
|
||||
{
|
||||
module = Util::CreateShaderModule(spv.data(), spv.size());
|
||||
|
||||
// Append to shader cache if it created successfully.
|
||||
if (module != VK_NULL_HANDLE)
|
||||
{
|
||||
m_uber_ps_cache.disk_cache.Append(uid, spv.data(), static_cast<u32>(spv.size()));
|
||||
INCSTAT(stats.numPixelShadersCreated);
|
||||
INCSTAT(stats.numPixelShadersAlive);
|
||||
}
|
||||
}
|
||||
|
||||
// We still insert null entries to prevent further compilation attempts.
|
||||
m_uber_ps_cache.shader_map.emplace(uid, std::make_pair(module, false));
|
||||
return module;
|
||||
}
|
||||
|
||||
|
@ -782,6 +927,9 @@ void ShaderCache::RecompileSharedShaders()
|
|||
|
||||
void ShaderCache::ReloadShaderAndPipelineCaches()
|
||||
{
|
||||
m_async_shader_compiler->WaitUntilCompletion();
|
||||
m_async_shader_compiler->RetrieveWorkItems();
|
||||
|
||||
SavePipelineCache();
|
||||
DestroyShaderCaches();
|
||||
DestroyPipelineCache();
|
||||
|
@ -795,6 +943,9 @@ void ShaderCache::ReloadShaderAndPipelineCaches()
|
|||
{
|
||||
CreatePipelineCache();
|
||||
}
|
||||
|
||||
if (g_ActiveConfig.CanPrecompileUberShaders())
|
||||
PrecompileUberShaders();
|
||||
}
|
||||
|
||||
std::string ShaderCache::GetUtilityShaderHeader() const
|
||||
|
@ -1026,4 +1177,211 @@ void ShaderCache::DestroySharedShaders()
|
|||
DestroyShader(m_screen_quad_geometry_shader);
|
||||
DestroyShader(m_passthrough_geometry_shader);
|
||||
}
|
||||
|
||||
void ShaderCache::CreateDummyPipeline(const UberShader::VertexShaderUid& vuid,
|
||||
const GeometryShaderUid& guid,
|
||||
const UberShader::PixelShaderUid& puid)
|
||||
{
|
||||
PortableVertexDeclaration vertex_decl;
|
||||
std::memset(&vertex_decl, 0, sizeof(vertex_decl));
|
||||
|
||||
PipelineInfo pinfo;
|
||||
pinfo.vertex_format =
|
||||
static_cast<const VertexFormat*>(VertexLoaderManager::GetUberVertexFormat(vertex_decl));
|
||||
pinfo.pipeline_layout = g_object_cache->GetPipelineLayout(
|
||||
g_ActiveConfig.bBBoxEnable && g_ActiveConfig.BBoxUseFragmentShaderImplementation() ?
|
||||
PIPELINE_LAYOUT_BBOX :
|
||||
PIPELINE_LAYOUT_STANDARD);
|
||||
pinfo.vs = GetVertexUberShaderForUid(vuid);
|
||||
pinfo.gs = (!guid.GetUidData()->IsPassthrough() && g_vulkan_context->SupportsGeometryShaders()) ?
|
||||
GetGeometryShaderForUid(guid) :
|
||||
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;
|
||||
}
|
||||
GetPipelineWithCacheResultAsync(pinfo);
|
||||
}
|
||||
|
||||
void ShaderCache::PrecompileUberShaders()
|
||||
{
|
||||
UberShader::EnumerateVertexShaderUids([&](const UberShader::VertexShaderUid& vuid) {
|
||||
UberShader::EnumeratePixelShaderUids([&](const UberShader::PixelShaderUid& puid) {
|
||||
// UIDs must have compatible texgens, a mismatching combination will never be queried.
|
||||
if (vuid.GetUidData()->num_texgens != puid.GetUidData()->num_texgens)
|
||||
return;
|
||||
|
||||
EnumerateGeometryShaderUids([&](const GeometryShaderUid& guid) {
|
||||
if (guid.GetUidData()->numTexGens != vuid.GetUidData()->num_texgens)
|
||||
return;
|
||||
|
||||
CreateDummyPipeline(vuid, guid, puid);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
WaitForBackgroundCompilesToComplete();
|
||||
}
|
||||
|
||||
void ShaderCache::WaitForBackgroundCompilesToComplete()
|
||||
{
|
||||
m_async_shader_compiler->WaitUntilCompletion([](size_t completed, size_t total) {
|
||||
Host_UpdateProgressDialog(GetStringT("Compiling shaders...").c_str(),
|
||||
static_cast<int>(completed), static_cast<int>(total));
|
||||
});
|
||||
m_async_shader_compiler->RetrieveWorkItems();
|
||||
Host_UpdateProgressDialog("", -1, -1);
|
||||
}
|
||||
|
||||
void ShaderCache::RetrieveAsyncShaders()
|
||||
{
|
||||
m_async_shader_compiler->RetrieveWorkItems();
|
||||
}
|
||||
|
||||
std::pair<VkShaderModule, bool> ShaderCache::GetVertexShaderForUidAsync(const VertexShaderUid& uid)
|
||||
{
|
||||
auto it = m_vs_cache.shader_map.find(uid);
|
||||
if (it != m_vs_cache.shader_map.end())
|
||||
return it->second;
|
||||
|
||||
// Kick a compile job off.
|
||||
m_async_shader_compiler->QueueWorkItem(
|
||||
m_async_shader_compiler->CreateWorkItem<VertexShaderCompilerWorkItem>(uid));
|
||||
m_vs_cache.shader_map.emplace(uid,
|
||||
std::make_pair(static_cast<VkShaderModule>(VK_NULL_HANDLE), true));
|
||||
return std::make_pair<VkShaderModule, bool>(VK_NULL_HANDLE, true);
|
||||
}
|
||||
|
||||
std::pair<VkShaderModule, bool> ShaderCache::GetPixelShaderForUidAsync(const PixelShaderUid& uid)
|
||||
{
|
||||
auto it = m_ps_cache.shader_map.find(uid);
|
||||
if (it != m_ps_cache.shader_map.end())
|
||||
return it->second;
|
||||
|
||||
// Kick a compile job off.
|
||||
m_async_shader_compiler->QueueWorkItem(
|
||||
m_async_shader_compiler->CreateWorkItem<PixelShaderCompilerWorkItem>(uid));
|
||||
m_ps_cache.shader_map.emplace(uid,
|
||||
std::make_pair(static_cast<VkShaderModule>(VK_NULL_HANDLE), true));
|
||||
return std::make_pair<VkShaderModule, bool>(VK_NULL_HANDLE, true);
|
||||
}
|
||||
|
||||
bool ShaderCache::VertexShaderCompilerWorkItem::Compile()
|
||||
{
|
||||
ShaderCode code =
|
||||
GenerateVertexShaderCode(APIType::Vulkan, ShaderHostConfig::GetCurrent(), m_uid.GetUidData());
|
||||
if (!ShaderCompiler::CompileVertexShader(&m_spirv, code.GetBuffer().c_str(),
|
||||
code.GetBuffer().length()))
|
||||
return true;
|
||||
|
||||
m_module = Util::CreateShaderModule(m_spirv.data(), m_spirv.size());
|
||||
return true;
|
||||
}
|
||||
|
||||
void ShaderCache::VertexShaderCompilerWorkItem::Retrieve()
|
||||
{
|
||||
auto it = g_shader_cache->m_vs_cache.shader_map.find(m_uid);
|
||||
if (it == g_shader_cache->m_vs_cache.shader_map.end())
|
||||
{
|
||||
g_shader_cache->m_vs_cache.shader_map.emplace(m_uid, std::make_pair(m_module, false));
|
||||
g_shader_cache->m_vs_cache.disk_cache.Append(m_uid, m_spirv.data(),
|
||||
static_cast<u32>(m_spirv.size()));
|
||||
return;
|
||||
}
|
||||
|
||||
// The main thread may have also compiled this shader.
|
||||
if (!it->second.second)
|
||||
{
|
||||
if (m_module != VK_NULL_HANDLE)
|
||||
vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_module, nullptr);
|
||||
return;
|
||||
}
|
||||
|
||||
// No longer pending.
|
||||
it->second.first = m_module;
|
||||
it->second.second = false;
|
||||
g_shader_cache->m_vs_cache.disk_cache.Append(m_uid, m_spirv.data(),
|
||||
static_cast<u32>(m_spirv.size()));
|
||||
}
|
||||
|
||||
bool ShaderCache::PixelShaderCompilerWorkItem::Compile()
|
||||
{
|
||||
ShaderCode code =
|
||||
GeneratePixelShaderCode(APIType::Vulkan, ShaderHostConfig::GetCurrent(), m_uid.GetUidData());
|
||||
if (!ShaderCompiler::CompileFragmentShader(&m_spirv, code.GetBuffer().c_str(),
|
||||
code.GetBuffer().length()))
|
||||
return true;
|
||||
|
||||
m_module = Util::CreateShaderModule(m_spirv.data(), m_spirv.size());
|
||||
return true;
|
||||
}
|
||||
|
||||
void ShaderCache::PixelShaderCompilerWorkItem::Retrieve()
|
||||
{
|
||||
auto it = g_shader_cache->m_ps_cache.shader_map.find(m_uid);
|
||||
if (it == g_shader_cache->m_ps_cache.shader_map.end())
|
||||
{
|
||||
g_shader_cache->m_ps_cache.shader_map.emplace(m_uid, std::make_pair(m_module, false));
|
||||
g_shader_cache->m_ps_cache.disk_cache.Append(m_uid, m_spirv.data(),
|
||||
static_cast<u32>(m_spirv.size()));
|
||||
return;
|
||||
}
|
||||
|
||||
// The main thread may have also compiled this shader.
|
||||
if (!it->second.second)
|
||||
{
|
||||
if (m_module != VK_NULL_HANDLE)
|
||||
vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_module, nullptr);
|
||||
return;
|
||||
}
|
||||
|
||||
// No longer pending.
|
||||
it->second.first = m_module;
|
||||
it->second.second = false;
|
||||
g_shader_cache->m_ps_cache.disk_cache.Append(m_uid, m_spirv.data(),
|
||||
static_cast<u32>(m_spirv.size()));
|
||||
}
|
||||
|
||||
bool ShaderCache::PipelineCompilerWorkItem::Compile()
|
||||
{
|
||||
m_pipeline = g_shader_cache->CreatePipeline(m_info);
|
||||
return true;
|
||||
}
|
||||
|
||||
void ShaderCache::PipelineCompilerWorkItem::Retrieve()
|
||||
{
|
||||
auto it = g_shader_cache->m_pipeline_objects.find(m_info);
|
||||
if (it == g_shader_cache->m_pipeline_objects.end())
|
||||
{
|
||||
g_shader_cache->m_pipeline_objects.emplace(m_info, std::make_pair(m_pipeline, false));
|
||||
return;
|
||||
}
|
||||
|
||||
// The main thread may have also compiled this shader.
|
||||
if (!it->second.second)
|
||||
{
|
||||
if (m_pipeline != VK_NULL_HANDLE)
|
||||
vkDestroyPipeline(g_vulkan_context->GetDevice(), m_pipeline, nullptr);
|
||||
return;
|
||||
}
|
||||
|
||||
// No longer pending.
|
||||
it->second.first = m_pipeline;
|
||||
it->second.second = false;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -10,16 +10,21 @@
|
|||
#include <memory>
|
||||
#include <string>
|
||||
#include <unordered_map>
|
||||
#include <utility>
|
||||
|
||||
#include "Common/CommonTypes.h"
|
||||
#include "Common/LinearDiskCache.h"
|
||||
|
||||
#include "VideoBackends/Vulkan/Constants.h"
|
||||
#include "VideoBackends/Vulkan/ObjectCache.h"
|
||||
#include "VideoBackends/Vulkan/ShaderCompiler.h"
|
||||
|
||||
#include "VideoCommon/AsyncShaderCompiler.h"
|
||||
#include "VideoCommon/GeometryShaderGen.h"
|
||||
#include "VideoCommon/PixelShaderGen.h"
|
||||
#include "VideoCommon/RenderState.h"
|
||||
#include "VideoCommon/UberShaderPixel.h"
|
||||
#include "VideoCommon/UberShaderVertex.h"
|
||||
#include "VideoCommon/VertexShaderGen.h"
|
||||
|
||||
namespace Vulkan
|
||||
|
@ -92,8 +97,17 @@ public:
|
|||
VkShaderModule GetGeometryShaderForUid(const GeometryShaderUid& uid);
|
||||
VkShaderModule GetPixelShaderForUid(const PixelShaderUid& uid);
|
||||
|
||||
// Ubershader caches
|
||||
VkShaderModule GetVertexUberShaderForUid(const UberShader::VertexShaderUid& uid);
|
||||
VkShaderModule GetPixelUberShaderForUid(const UberShader::PixelShaderUid& uid);
|
||||
|
||||
// Accesses ShaderGen shader caches asynchronously
|
||||
std::pair<VkShaderModule, bool> GetVertexShaderForUidAsync(const VertexShaderUid& uid);
|
||||
std::pair<VkShaderModule, bool> GetPixelShaderForUidAsync(const PixelShaderUid& uid);
|
||||
|
||||
// Perform at startup, create descriptor layouts, compiles all static shaders.
|
||||
bool Initialize();
|
||||
void Shutdown();
|
||||
|
||||
// Creates a pipeline for the specified description. The resulting pipeline, if successful
|
||||
// is not stored anywhere, this is left up to the caller.
|
||||
|
@ -106,6 +120,8 @@ public:
|
|||
// resulted in a pipeline being created, the second field of the return value will be false,
|
||||
// otherwise for a cache hit it will be true.
|
||||
std::pair<VkPipeline, bool> GetPipelineWithCacheResult(const PipelineInfo& info);
|
||||
std::pair<std::pair<VkPipeline, bool>, bool>
|
||||
GetPipelineWithCacheResultAsync(const PipelineInfo& info);
|
||||
|
||||
// Creates a compute pipeline, and does not track the handle.
|
||||
VkPipeline CreateComputePipeline(const ComputePipelineInfo& info);
|
||||
|
@ -134,6 +150,10 @@ public:
|
|||
VkShaderModule GetPassthroughVertexShader() const { return m_passthrough_vertex_shader; }
|
||||
VkShaderModule GetScreenQuadGeometryShader() const { return m_screen_quad_geometry_shader; }
|
||||
VkShaderModule GetPassthroughGeometryShader() const { return m_passthrough_geometry_shader; }
|
||||
void PrecompileUberShaders();
|
||||
void WaitForBackgroundCompilesToComplete();
|
||||
void RetrieveAsyncShaders();
|
||||
|
||||
private:
|
||||
bool CreatePipelineCache();
|
||||
bool LoadPipelineCache();
|
||||
|
@ -144,17 +164,26 @@ private:
|
|||
bool CompileSharedShaders();
|
||||
void DestroySharedShaders();
|
||||
|
||||
// We generate a dummy pipeline with some defaults in the blend/depth states,
|
||||
// that way the driver is forced to compile something (looking at you, NVIDIA).
|
||||
// It can then hopefully re-use part of this pipeline for others in the future.
|
||||
void CreateDummyPipeline(const UberShader::VertexShaderUid& vuid, const GeometryShaderUid& guid,
|
||||
const UberShader::PixelShaderUid& puid);
|
||||
|
||||
template <typename Uid>
|
||||
struct ShaderModuleCache
|
||||
{
|
||||
std::map<Uid, VkShaderModule> shader_map;
|
||||
std::map<Uid, std::pair<VkShaderModule, bool>> shader_map;
|
||||
LinearDiskCache<Uid, u32> disk_cache;
|
||||
};
|
||||
ShaderModuleCache<VertexShaderUid> m_vs_cache;
|
||||
ShaderModuleCache<GeometryShaderUid> m_gs_cache;
|
||||
ShaderModuleCache<PixelShaderUid> m_ps_cache;
|
||||
ShaderModuleCache<UberShader::VertexShaderUid> m_uber_vs_cache;
|
||||
ShaderModuleCache<UberShader::PixelShaderUid> m_uber_ps_cache;
|
||||
|
||||
std::unordered_map<PipelineInfo, VkPipeline, PipelineInfoHash> m_pipeline_objects;
|
||||
std::unordered_map<PipelineInfo, std::pair<VkPipeline, bool>, PipelineInfoHash>
|
||||
m_pipeline_objects;
|
||||
std::unordered_map<ComputePipelineInfo, VkPipeline, ComputePipelineInfoHash>
|
||||
m_compute_pipeline_objects;
|
||||
VkPipelineCache m_pipeline_cache = VK_NULL_HANDLE;
|
||||
|
@ -165,6 +194,45 @@ private:
|
|||
VkShaderModule m_passthrough_vertex_shader = VK_NULL_HANDLE;
|
||||
VkShaderModule m_screen_quad_geometry_shader = VK_NULL_HANDLE;
|
||||
VkShaderModule m_passthrough_geometry_shader = VK_NULL_HANDLE;
|
||||
|
||||
std::unique_ptr<VideoCommon::AsyncShaderCompiler> m_async_shader_compiler;
|
||||
|
||||
// TODO: Use templates to reduce the number of these classes.
|
||||
class VertexShaderCompilerWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem
|
||||
{
|
||||
public:
|
||||
VertexShaderCompilerWorkItem(const VertexShaderUid& uid) : m_uid(uid) {}
|
||||
bool Compile() override;
|
||||
void Retrieve() override;
|
||||
|
||||
private:
|
||||
VertexShaderUid m_uid;
|
||||
ShaderCompiler::SPIRVCodeVector m_spirv;
|
||||
VkShaderModule m_module = VK_NULL_HANDLE;
|
||||
};
|
||||
class PixelShaderCompilerWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem
|
||||
{
|
||||
public:
|
||||
PixelShaderCompilerWorkItem(const PixelShaderUid& uid) : m_uid(uid) {}
|
||||
bool Compile() override;
|
||||
void Retrieve() override;
|
||||
|
||||
private:
|
||||
PixelShaderUid m_uid;
|
||||
ShaderCompiler::SPIRVCodeVector m_spirv;
|
||||
VkShaderModule m_module = VK_NULL_HANDLE;
|
||||
};
|
||||
class PipelineCompilerWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem
|
||||
{
|
||||
public:
|
||||
PipelineCompilerWorkItem(const PipelineInfo& info) : m_info(info) {}
|
||||
bool Compile() override;
|
||||
void Retrieve() override;
|
||||
|
||||
private:
|
||||
PipelineInfo m_info;
|
||||
VkPipeline m_pipeline;
|
||||
};
|
||||
};
|
||||
|
||||
extern std::unique_ptr<ShaderCache> g_shader_cache;
|
||||
|
|
|
@ -22,6 +22,7 @@
|
|||
#include "VideoCommon/GeometryShaderManager.h"
|
||||
#include "VideoCommon/PixelShaderManager.h"
|
||||
#include "VideoCommon/Statistics.h"
|
||||
#include "VideoCommon/VertexLoaderManager.h"
|
||||
#include "VideoCommon/VertexShaderManager.h"
|
||||
#include "VideoCommon/VideoConfig.h"
|
||||
|
||||
|
@ -77,12 +78,13 @@ bool StateTracker::Initialize()
|
|||
m_pipeline_state.pipeline_layout = g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD);
|
||||
m_num_active_descriptor_sets = NUM_GX_DRAW_DESCRIPTOR_SETS;
|
||||
m_bbox_enabled = false;
|
||||
ClearShaders();
|
||||
|
||||
// Initialize all samplers to point by default
|
||||
for (size_t i = 0; i < NUM_PIXEL_SHADER_SAMPLERS; i++)
|
||||
{
|
||||
m_bindings.ps_samplers[i].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
|
||||
m_bindings.ps_samplers[i].imageView = VK_NULL_HANDLE;
|
||||
m_bindings.ps_samplers[i].imageView = g_object_cache->GetDummyImageView();
|
||||
m_bindings.ps_samplers[i].sampler = g_object_cache->GetPointSampler();
|
||||
}
|
||||
|
||||
|
@ -178,7 +180,8 @@ bool StateTracker::PrecachePipelineUID(const SerializedPipelineUID& uid)
|
|||
|
||||
// Need to create the vertex declaration first, rather than deferring to when a game creates a
|
||||
// vertex loader that uses this format, since we need it to create a pipeline.
|
||||
pinfo.vertex_format = VertexFormat::GetOrCreateMatchingFormat(uid.vertex_decl);
|
||||
pinfo.vertex_format =
|
||||
static_cast<VertexFormat*>(VertexLoaderManager::GetOrCreateMatchingFormat(uid.vertex_decl));
|
||||
pinfo.pipeline_layout = uid.ps_uid.GetUidData()->bounding_box ?
|
||||
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_BBOX) :
|
||||
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD);
|
||||
|
@ -267,11 +270,11 @@ void StateTracker::SetFramebuffer(VkFramebuffer framebuffer, const VkRect2D& ren
|
|||
|
||||
void StateTracker::SetVertexFormat(const VertexFormat* vertex_format)
|
||||
{
|
||||
if (m_pipeline_state.vertex_format == vertex_format)
|
||||
if (m_vertex_format == vertex_format)
|
||||
return;
|
||||
|
||||
m_pipeline_state.vertex_format = vertex_format;
|
||||
m_dirty_flags |= DIRTY_FLAG_PIPELINE;
|
||||
m_vertex_format = vertex_format;
|
||||
UpdatePipelineVertexFormat();
|
||||
}
|
||||
|
||||
void StateTracker::SetPrimitiveTopology(VkPrimitiveTopology primitive_topology)
|
||||
|
@ -323,14 +326,94 @@ bool StateTracker::CheckForShaderChanges(u32 gx_primitive_type)
|
|||
{
|
||||
VertexShaderUid vs_uid = GetVertexShaderUid();
|
||||
PixelShaderUid ps_uid = GetPixelShaderUid();
|
||||
|
||||
bool changed = false;
|
||||
|
||||
if (vs_uid != m_vs_uid)
|
||||
bool use_ubershaders = g_ActiveConfig.bDisableSpecializedShaders;
|
||||
if (g_ActiveConfig.CanBackgroundCompileShaders() && !g_ActiveConfig.bDisableSpecializedShaders)
|
||||
{
|
||||
m_pipeline_state.vs = g_shader_cache->GetVertexShaderForUid(vs_uid);
|
||||
m_vs_uid = vs_uid;
|
||||
changed = true;
|
||||
// Look up both VS and PS, and check if we can compile it asynchronously.
|
||||
auto vs = g_shader_cache->GetVertexShaderForUidAsync(vs_uid);
|
||||
auto ps = g_shader_cache->GetPixelShaderForUidAsync(ps_uid);
|
||||
if (vs.second || ps.second)
|
||||
{
|
||||
// One of the shaders is still pending. Use the ubershader for both.
|
||||
use_ubershaders = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Use the standard shaders for both.
|
||||
if (m_pipeline_state.vs != vs.first)
|
||||
{
|
||||
m_pipeline_state.vs = vs.first;
|
||||
m_vs_uid = vs_uid;
|
||||
changed = true;
|
||||
}
|
||||
if (m_pipeline_state.ps != ps.first)
|
||||
{
|
||||
m_pipeline_state.ps = ps.first;
|
||||
m_ps_uid = ps_uid;
|
||||
changed = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Normal shader path. No ubershaders.
|
||||
if (vs_uid != m_vs_uid)
|
||||
{
|
||||
m_vs_uid = vs_uid;
|
||||
m_pipeline_state.vs = g_shader_cache->GetVertexShaderForUid(vs_uid);
|
||||
changed = true;
|
||||
}
|
||||
if (ps_uid != m_ps_uid)
|
||||
{
|
||||
m_ps_uid = ps_uid;
|
||||
m_pipeline_state.ps = g_shader_cache->GetPixelShaderForUid(ps_uid);
|
||||
changed = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Ubershader fallback?
|
||||
bool uber_vertex_shader = use_ubershaders || g_ActiveConfig.bForceVertexUberShaders;
|
||||
bool uber_pixel_shader = use_ubershaders || g_ActiveConfig.bForcePixelUberShaders;
|
||||
bool using_ubershaders = uber_vertex_shader || uber_pixel_shader;
|
||||
if (!g_ActiveConfig.CanUseUberShaders())
|
||||
{
|
||||
// Per-pixel lighting disables ubershaders.
|
||||
uber_vertex_shader = false;
|
||||
uber_pixel_shader = false;
|
||||
using_ubershaders = false;
|
||||
}
|
||||
|
||||
// Switching to/from ubershaders? Have to adjust the vertex format and pipeline layout.
|
||||
if (using_ubershaders != m_using_ubershaders)
|
||||
{
|
||||
m_using_ubershaders = using_ubershaders;
|
||||
UpdatePipelineLayout();
|
||||
UpdatePipelineVertexFormat();
|
||||
}
|
||||
|
||||
if (uber_vertex_shader)
|
||||
{
|
||||
UberShader::VertexShaderUid uber_vs_uid = UberShader::GetVertexShaderUid();
|
||||
VkShaderModule vs = g_shader_cache->GetVertexUberShaderForUid(uber_vs_uid);
|
||||
if (vs != m_pipeline_state.vs)
|
||||
{
|
||||
m_uber_vs_uid = uber_vs_uid;
|
||||
m_pipeline_state.vs = vs;
|
||||
changed = true;
|
||||
}
|
||||
}
|
||||
if (uber_pixel_shader)
|
||||
{
|
||||
UberShader::PixelShaderUid uber_ps_uid = UberShader::GetPixelShaderUid();
|
||||
VkShaderModule ps = g_shader_cache->GetPixelUberShaderForUid(uber_ps_uid);
|
||||
if (ps != m_pipeline_state.ps)
|
||||
{
|
||||
m_uber_ps_uid = uber_ps_uid;
|
||||
m_pipeline_state.ps = ps;
|
||||
changed = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (g_vulkan_context->SupportsGeometryShaders())
|
||||
|
@ -338,29 +421,39 @@ bool StateTracker::CheckForShaderChanges(u32 gx_primitive_type)
|
|||
GeometryShaderUid gs_uid = GetGeometryShaderUid(gx_primitive_type);
|
||||
if (gs_uid != m_gs_uid)
|
||||
{
|
||||
m_gs_uid = gs_uid;
|
||||
if (gs_uid.GetUidData()->IsPassthrough())
|
||||
m_pipeline_state.gs = VK_NULL_HANDLE;
|
||||
else
|
||||
m_pipeline_state.gs = g_shader_cache->GetGeometryShaderForUid(gs_uid);
|
||||
|
||||
m_gs_uid = gs_uid;
|
||||
changed = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (ps_uid != m_ps_uid)
|
||||
{
|
||||
m_pipeline_state.ps = g_shader_cache->GetPixelShaderForUid(ps_uid);
|
||||
m_ps_uid = ps_uid;
|
||||
changed = true;
|
||||
}
|
||||
|
||||
if (changed)
|
||||
m_dirty_flags |= DIRTY_FLAG_PIPELINE;
|
||||
|
||||
return changed;
|
||||
}
|
||||
|
||||
void StateTracker::ClearShaders()
|
||||
{
|
||||
// Set the UIDs to something that will never match, so on the first access they are checked.
|
||||
std::memset(&m_vs_uid, 0xFF, sizeof(m_vs_uid));
|
||||
std::memset(&m_gs_uid, 0xFF, sizeof(m_gs_uid));
|
||||
std::memset(&m_ps_uid, 0xFF, sizeof(m_ps_uid));
|
||||
std::memset(&m_uber_vs_uid, 0xFF, sizeof(m_uber_vs_uid));
|
||||
std::memset(&m_uber_ps_uid, 0xFF, sizeof(m_uber_ps_uid));
|
||||
|
||||
m_pipeline_state.vs = VK_NULL_HANDLE;
|
||||
m_pipeline_state.gs = VK_NULL_HANDLE;
|
||||
m_pipeline_state.ps = VK_NULL_HANDLE;
|
||||
m_pipeline_state.vertex_format = nullptr;
|
||||
|
||||
m_dirty_flags |= DIRTY_FLAG_PIPELINE;
|
||||
}
|
||||
|
||||
void StateTracker::UpdateVertexShaderConstants()
|
||||
{
|
||||
if (!VertexShaderManager::dirty || !ReserveConstantStorage())
|
||||
|
@ -557,24 +650,8 @@ void StateTracker::SetBBoxEnable(bool enable)
|
|||
if (m_bbox_enabled == enable)
|
||||
return;
|
||||
|
||||
// Change the number of active descriptor sets, as well as the pipeline layout
|
||||
if (enable)
|
||||
{
|
||||
m_pipeline_state.pipeline_layout = g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_BBOX);
|
||||
m_num_active_descriptor_sets = NUM_GX_DRAW_WITH_BBOX_DESCRIPTOR_SETS;
|
||||
|
||||
// The bbox buffer never changes, so we defer descriptor updates until it is enabled.
|
||||
if (m_descriptor_sets[DESCRIPTOR_SET_BIND_POINT_STORAGE_OR_TEXEL_BUFFER] == VK_NULL_HANDLE)
|
||||
m_dirty_flags |= DIRTY_FLAG_PS_SSBO;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_pipeline_state.pipeline_layout = g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD);
|
||||
m_num_active_descriptor_sets = NUM_GX_DRAW_DESCRIPTOR_SETS;
|
||||
}
|
||||
|
||||
m_dirty_flags |= DIRTY_FLAG_PIPELINE | DIRTY_FLAG_DESCRIPTOR_SET_BINDING;
|
||||
m_bbox_enabled = enable;
|
||||
UpdatePipelineLayout();
|
||||
}
|
||||
|
||||
void StateTracker::SetBBoxBuffer(VkBuffer buffer, VkDeviceSize offset, VkDeviceSize range)
|
||||
|
@ -590,7 +667,7 @@ void StateTracker::SetBBoxBuffer(VkBuffer buffer, VkDeviceSize offset, VkDeviceS
|
|||
m_bindings.ps_ssbo.range = range;
|
||||
|
||||
// Defer descriptor update until bbox is actually enabled.
|
||||
if (m_bbox_enabled)
|
||||
if (IsSSBODescriptorRequired())
|
||||
m_dirty_flags |= DIRTY_FLAG_PS_SSBO;
|
||||
}
|
||||
|
||||
|
@ -599,7 +676,7 @@ void StateTracker::UnbindTexture(VkImageView view)
|
|||
for (VkDescriptorImageInfo& it : m_bindings.ps_samplers)
|
||||
{
|
||||
if (it.imageView == view)
|
||||
it.imageView = VK_NULL_HANDLE;
|
||||
it.imageView = g_object_cache->GetDummyImageView();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -609,7 +686,7 @@ void StateTracker::InvalidateDescriptorSets()
|
|||
m_dirty_flags |= DIRTY_FLAG_ALL_DESCRIPTOR_SETS;
|
||||
|
||||
// Defer SSBO descriptor update until bbox is actually enabled.
|
||||
if (!m_bbox_enabled)
|
||||
if (!IsSSBODescriptorRequired())
|
||||
m_dirty_flags &= ~DIRTY_FLAG_PS_SSBO;
|
||||
}
|
||||
|
||||
|
@ -886,15 +963,49 @@ void StateTracker::EndClearRenderPass()
|
|||
EndRenderPass();
|
||||
}
|
||||
|
||||
VkPipeline StateTracker::GetPipelineAndCacheUID(const PipelineInfo& info)
|
||||
VkPipeline StateTracker::GetPipelineAndCacheUID()
|
||||
{
|
||||
auto result = g_shader_cache->GetPipelineWithCacheResult(info);
|
||||
// We can't cache ubershader uids, only normal shader uids.
|
||||
if (g_ActiveConfig.CanBackgroundCompileShaders() && !m_using_ubershaders)
|
||||
{
|
||||
// Append to UID cache if it is a new pipeline.
|
||||
auto result = g_shader_cache->GetPipelineWithCacheResultAsync(m_pipeline_state);
|
||||
if (!result.second && g_ActiveConfig.bShaderCache)
|
||||
AppendToPipelineUIDCache(m_pipeline_state);
|
||||
|
||||
// Add to the UID cache if it is a new pipeline.
|
||||
if (!result.second && g_ActiveConfig.bShaderCache)
|
||||
AppendToPipelineUIDCache(info);
|
||||
// Still waiting for the pipeline to compile?
|
||||
if (!result.first.second)
|
||||
return result.first.first;
|
||||
|
||||
return result.first;
|
||||
// Use ubershader instead.
|
||||
m_using_ubershaders = true;
|
||||
UpdatePipelineLayout();
|
||||
UpdatePipelineVertexFormat();
|
||||
|
||||
PipelineInfo uber_info = m_pipeline_state;
|
||||
UberShader::VertexShaderUid uber_vuid = UberShader::GetVertexShaderUid();
|
||||
UberShader::PixelShaderUid uber_puid = UberShader::GetPixelShaderUid();
|
||||
uber_info.vs = g_shader_cache->GetVertexUberShaderForUid(uber_vuid);
|
||||
uber_info.ps = g_shader_cache->GetPixelUberShaderForUid(uber_puid);
|
||||
|
||||
auto uber_result = g_shader_cache->GetPipelineWithCacheResult(uber_info);
|
||||
return uber_result.first;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Add to the UID cache if it is a new pipeline.
|
||||
auto result = g_shader_cache->GetPipelineWithCacheResult(m_pipeline_state);
|
||||
if (!result.second && !m_using_ubershaders && g_ActiveConfig.bShaderCache)
|
||||
AppendToPipelineUIDCache(m_pipeline_state);
|
||||
|
||||
return result.first;
|
||||
}
|
||||
}
|
||||
|
||||
bool StateTracker::IsSSBODescriptorRequired() const
|
||||
{
|
||||
return m_bbox_enabled || (m_using_ubershaders && g_ActiveConfig.bBBoxEnable &&
|
||||
g_ActiveConfig.BBoxUseFragmentShaderImplementation());
|
||||
}
|
||||
|
||||
bool StateTracker::UpdatePipeline()
|
||||
|
@ -904,16 +1015,56 @@ bool StateTracker::UpdatePipeline()
|
|||
return false;
|
||||
|
||||
// Grab a new pipeline object, this can fail.
|
||||
m_pipeline_object = GetPipelineAndCacheUID(m_pipeline_state);
|
||||
m_pipeline_object = GetPipelineAndCacheUID();
|
||||
|
||||
m_dirty_flags |= DIRTY_FLAG_PIPELINE_BINDING;
|
||||
return m_pipeline_object != VK_NULL_HANDLE;
|
||||
}
|
||||
|
||||
void StateTracker::UpdatePipelineLayout()
|
||||
{
|
||||
const bool use_bbox_pipeline_layout = IsSSBODescriptorRequired();
|
||||
VkPipelineLayout pipeline_layout =
|
||||
use_bbox_pipeline_layout ? g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_BBOX) :
|
||||
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD);
|
||||
if (m_pipeline_state.pipeline_layout == pipeline_layout)
|
||||
return;
|
||||
|
||||
// Change the number of active descriptor sets, as well as the pipeline layout
|
||||
m_pipeline_state.pipeline_layout = pipeline_layout;
|
||||
if (use_bbox_pipeline_layout)
|
||||
{
|
||||
m_num_active_descriptor_sets = NUM_GX_DRAW_WITH_BBOX_DESCRIPTOR_SETS;
|
||||
|
||||
// The bbox buffer never changes, so we defer descriptor updates until it is enabled.
|
||||
if (m_descriptor_sets[DESCRIPTOR_SET_BIND_POINT_STORAGE_OR_TEXEL_BUFFER] == VK_NULL_HANDLE)
|
||||
m_dirty_flags |= DIRTY_FLAG_PS_SSBO;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_num_active_descriptor_sets = NUM_GX_DRAW_DESCRIPTOR_SETS;
|
||||
}
|
||||
|
||||
m_dirty_flags |= DIRTY_FLAG_PIPELINE | DIRTY_FLAG_DESCRIPTOR_SET_BINDING;
|
||||
}
|
||||
|
||||
void StateTracker::UpdatePipelineVertexFormat()
|
||||
{
|
||||
const NativeVertexFormat* vertex_format =
|
||||
m_using_ubershaders ?
|
||||
VertexLoaderManager::GetUberVertexFormat(m_vertex_format->GetVertexDeclaration()) :
|
||||
m_vertex_format;
|
||||
if (m_pipeline_state.vertex_format == vertex_format)
|
||||
return;
|
||||
|
||||
m_pipeline_state.vertex_format = static_cast<const VertexFormat*>(vertex_format);
|
||||
m_dirty_flags |= DIRTY_FLAG_PIPELINE;
|
||||
}
|
||||
|
||||
bool StateTracker::UpdateDescriptorSet()
|
||||
{
|
||||
const size_t MAX_DESCRIPTOR_WRITES = NUM_UBO_DESCRIPTOR_SET_BINDINGS + // UBO
|
||||
NUM_PIXEL_SHADER_SAMPLERS + // Samplers
|
||||
1 + // Samplers
|
||||
1; // SSBO
|
||||
std::array<VkWriteDescriptorSet, MAX_DESCRIPTOR_WRITES> writes;
|
||||
u32 num_writes = 0;
|
||||
|
@ -954,30 +1105,22 @@ bool StateTracker::UpdateDescriptorSet()
|
|||
if (set == VK_NULL_HANDLE)
|
||||
return false;
|
||||
|
||||
for (size_t i = 0; i < NUM_PIXEL_SHADER_SAMPLERS; i++)
|
||||
{
|
||||
const VkDescriptorImageInfo& info = m_bindings.ps_samplers[i];
|
||||
if (info.imageView != VK_NULL_HANDLE && info.sampler != VK_NULL_HANDLE)
|
||||
{
|
||||
writes[num_writes++] = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
|
||||
nullptr,
|
||||
set,
|
||||
static_cast<uint32_t>(i),
|
||||
0,
|
||||
1,
|
||||
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
||||
&info,
|
||||
nullptr,
|
||||
nullptr};
|
||||
}
|
||||
}
|
||||
writes[num_writes++] = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
|
||||
nullptr,
|
||||
set,
|
||||
0,
|
||||
0,
|
||||
static_cast<u32>(NUM_PIXEL_SHADER_SAMPLERS),
|
||||
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
||||
m_bindings.ps_samplers.data(),
|
||||
nullptr,
|
||||
nullptr};
|
||||
|
||||
m_descriptor_sets[DESCRIPTOR_SET_BIND_POINT_PIXEL_SHADER_SAMPLERS] = set;
|
||||
m_dirty_flags |= DIRTY_FLAG_DESCRIPTOR_SET_BINDING;
|
||||
}
|
||||
|
||||
if (m_bbox_enabled &&
|
||||
(m_dirty_flags & DIRTY_FLAG_PS_SSBO ||
|
||||
if ((m_dirty_flags & DIRTY_FLAG_PS_SSBO ||
|
||||
m_descriptor_sets[DESCRIPTOR_SET_BIND_POINT_STORAGE_OR_TEXEL_BUFFER] == VK_NULL_HANDLE))
|
||||
{
|
||||
VkDescriptorSetLayout layout =
|
||||
|
|
|
@ -16,6 +16,8 @@
|
|||
#include "VideoCommon/NativeVertexFormat.h"
|
||||
#include "VideoCommon/PixelShaderGen.h"
|
||||
#include "VideoCommon/RenderBase.h"
|
||||
#include "VideoCommon/UberShaderPixel.h"
|
||||
#include "VideoCommon/UberShaderVertex.h"
|
||||
#include "VideoCommon/VertexShaderGen.h"
|
||||
|
||||
namespace Vulkan
|
||||
|
@ -60,6 +62,7 @@ public:
|
|||
void SetBlendState(const BlendingState& state);
|
||||
|
||||
bool CheckForShaderChanges(u32 gx_primitive_type);
|
||||
void ClearShaders();
|
||||
|
||||
void UpdateVertexShaderConstants();
|
||||
void UpdateGeometryShaderConstants();
|
||||
|
@ -159,8 +162,8 @@ private:
|
|||
DIRTY_FLAG_DESCRIPTOR_SET_BINDING = (1 << 11),
|
||||
DIRTY_FLAG_PIPELINE_BINDING = (1 << 12),
|
||||
|
||||
DIRTY_FLAG_ALL_DESCRIPTOR_SETS =
|
||||
DIRTY_FLAG_VS_UBO | DIRTY_FLAG_GS_UBO | DIRTY_FLAG_PS_SAMPLERS | DIRTY_FLAG_PS_SSBO
|
||||
DIRTY_FLAG_ALL_DESCRIPTOR_SETS = DIRTY_FLAG_VS_UBO | DIRTY_FLAG_GS_UBO | DIRTY_FLAG_PS_UBO |
|
||||
DIRTY_FLAG_PS_SAMPLERS | DIRTY_FLAG_PS_SSBO
|
||||
};
|
||||
|
||||
bool Initialize();
|
||||
|
@ -178,9 +181,15 @@ private:
|
|||
|
||||
// Obtains a Vulkan pipeline object for the specified pipeline configuration.
|
||||
// Also adds this pipeline configuration to the UID cache if it is not present already.
|
||||
VkPipeline GetPipelineAndCacheUID(const PipelineInfo& info);
|
||||
VkPipeline GetPipelineAndCacheUID();
|
||||
|
||||
// Are bounding box ubershaders enabled? If so, we need to ensure the SSBO is set up,
|
||||
// since the bbox writes are determined by a uniform.
|
||||
bool IsSSBODescriptorRequired() const;
|
||||
|
||||
bool UpdatePipeline();
|
||||
void UpdatePipelineLayout();
|
||||
void UpdatePipelineVertexFormat();
|
||||
bool UpdateDescriptorSet();
|
||||
|
||||
// Allocates storage in the uniform buffer of the specified size. If this storage cannot be
|
||||
|
@ -203,10 +212,14 @@ private:
|
|||
VertexShaderUid m_vs_uid = {};
|
||||
GeometryShaderUid m_gs_uid = {};
|
||||
PixelShaderUid m_ps_uid = {};
|
||||
UberShader::VertexShaderUid m_uber_vs_uid = {};
|
||||
UberShader::PixelShaderUid m_uber_ps_uid = {};
|
||||
bool m_using_ubershaders = false;
|
||||
|
||||
// pipeline state
|
||||
PipelineInfo m_pipeline_state = {};
|
||||
VkPipeline m_pipeline_object = VK_NULL_HANDLE;
|
||||
const VertexFormat* m_vertex_format = nullptr;
|
||||
|
||||
// shader bindings
|
||||
std::array<VkDescriptorSet, NUM_DESCRIPTOR_SET_BIND_POINTS> m_descriptor_sets = {};
|
||||
|
|
|
@ -575,8 +575,7 @@ void UtilityShaderDraw::BindDescriptors()
|
|||
{
|
||||
// TODO: This method is a mess, clean it up
|
||||
std::array<VkDescriptorSet, NUM_DESCRIPTOR_SET_BIND_POINTS> bind_descriptor_sets = {};
|
||||
std::array<VkWriteDescriptorSet, NUM_UBO_DESCRIPTOR_SET_BINDINGS + NUM_PIXEL_SHADER_SAMPLERS>
|
||||
set_writes = {};
|
||||
std::array<VkWriteDescriptorSet, NUM_UBO_DESCRIPTOR_SET_BINDINGS + 1> set_writes = {};
|
||||
uint32_t num_set_writes = 0;
|
||||
|
||||
VkDescriptorBufferInfo dummy_uniform_buffer = {
|
||||
|
@ -633,29 +632,32 @@ void UtilityShaderDraw::BindDescriptors()
|
|||
// Check if we have any at all, skip the binding process entirely if we don't
|
||||
if (first_active_sampler != NUM_PIXEL_SHADER_SAMPLERS)
|
||||
{
|
||||
// We need to fill it with non-empty images.
|
||||
for (size_t i = 0; i < NUM_PIXEL_SHADER_SAMPLERS; i++)
|
||||
{
|
||||
if (m_ps_samplers[i].imageView == VK_NULL_HANDLE)
|
||||
{
|
||||
m_ps_samplers[i].imageView = g_object_cache->GetDummyImageView();
|
||||
m_ps_samplers[i].sampler = g_object_cache->GetPointSampler();
|
||||
}
|
||||
}
|
||||
|
||||
// Allocate a new descriptor set
|
||||
VkDescriptorSet set = g_command_buffer_mgr->AllocateDescriptorSet(
|
||||
g_object_cache->GetDescriptorSetLayout(DESCRIPTOR_SET_LAYOUT_PIXEL_SHADER_SAMPLERS));
|
||||
if (set == VK_NULL_HANDLE)
|
||||
PanicAlert("Failed to allocate descriptor set for utility draw");
|
||||
|
||||
for (size_t i = 0; i < NUM_PIXEL_SHADER_SAMPLERS; i++)
|
||||
{
|
||||
const VkDescriptorImageInfo& info = m_ps_samplers[i];
|
||||
if (info.imageView != VK_NULL_HANDLE && info.sampler != VK_NULL_HANDLE)
|
||||
{
|
||||
set_writes[num_set_writes++] = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
|
||||
nullptr,
|
||||
set,
|
||||
static_cast<uint32_t>(i),
|
||||
0,
|
||||
1,
|
||||
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
||||
&info,
|
||||
nullptr,
|
||||
nullptr};
|
||||
}
|
||||
}
|
||||
set_writes[num_set_writes++] = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
|
||||
nullptr,
|
||||
set,
|
||||
0,
|
||||
0,
|
||||
static_cast<u32>(NUM_PIXEL_SHADER_SAMPLERS),
|
||||
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
||||
m_ps_samplers.data(),
|
||||
nullptr,
|
||||
nullptr};
|
||||
|
||||
bind_descriptor_sets[DESCRIPTOR_SET_BIND_POINT_PIXEL_SHADER_SAMPLERS] = set;
|
||||
}
|
||||
|
|
|
@ -53,17 +53,9 @@ VertexFormat::VertexFormat(const PortableVertexDeclaration& in_vtx_decl)
|
|||
SetupInputState();
|
||||
}
|
||||
|
||||
VertexFormat* VertexFormat::GetOrCreateMatchingFormat(const PortableVertexDeclaration& decl)
|
||||
const VkPipelineVertexInputStateCreateInfo& VertexFormat::GetVertexInputStateInfo() const
|
||||
{
|
||||
auto vertex_format_map = VertexLoaderManager::GetNativeVertexFormatMap();
|
||||
auto iter = vertex_format_map->find(decl);
|
||||
if (iter == vertex_format_map->end())
|
||||
{
|
||||
auto ipair = vertex_format_map->emplace(decl, std::make_unique<VertexFormat>(decl));
|
||||
iter = ipair.first;
|
||||
}
|
||||
|
||||
return static_cast<VertexFormat*>(iter->second.get());
|
||||
return m_input_state_info;
|
||||
}
|
||||
|
||||
void VertexFormat::MapAttributes()
|
||||
|
|
|
@ -16,16 +16,8 @@ class VertexFormat : public ::NativeVertexFormat
|
|||
public:
|
||||
VertexFormat(const PortableVertexDeclaration& in_vtx_decl);
|
||||
|
||||
// Creates or obtains a pointer to a VertexFormat representing decl.
|
||||
// If this results in a VertexFormat being created, if the game later uses a matching vertex
|
||||
// declaration, the one that was previously created will be used.
|
||||
static VertexFormat* GetOrCreateMatchingFormat(const PortableVertexDeclaration& decl);
|
||||
|
||||
// Passed to pipeline state creation
|
||||
const VkPipelineVertexInputStateCreateInfo& GetVertexInputStateInfo() const
|
||||
{
|
||||
return m_input_state_info;
|
||||
}
|
||||
const VkPipelineVertexInputStateCreateInfo& GetVertexInputStateInfo() const;
|
||||
|
||||
// Converting PortableVertexDeclaration -> Vulkan types
|
||||
void MapAttributes();
|
||||
|
|
|
@ -253,6 +253,7 @@ bool VideoBackend::Initialize(void* window_handle)
|
|||
g_renderer.reset();
|
||||
StateTracker::DestroyInstance();
|
||||
g_framebuffer_manager.reset();
|
||||
g_shader_cache->Shutdown();
|
||||
g_shader_cache.reset();
|
||||
g_object_cache.reset();
|
||||
g_command_buffer_mgr.reset();
|
||||
|
@ -262,6 +263,11 @@ bool VideoBackend::Initialize(void* window_handle)
|
|||
return false;
|
||||
}
|
||||
|
||||
// Lastly, precompile ubershaders, if requested.
|
||||
// This has to be done after the texture cache and shader cache are initialized.
|
||||
if (g_ActiveConfig.CanPrecompileUberShaders())
|
||||
g_shader_cache->PrecompileUberShaders();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -293,6 +299,7 @@ void VideoBackend::Shutdown()
|
|||
void VideoBackend::Video_Cleanup()
|
||||
{
|
||||
g_command_buffer_mgr->WaitForGPUIdle();
|
||||
g_shader_cache->Shutdown();
|
||||
|
||||
// Save all cached pipelines out to disk for next time.
|
||||
if (g_ActiveConfig.bShaderCache)
|
||||
|
|
|
@ -354,21 +354,10 @@ void WritePixelShaderCommonHeader(ShaderCode& out, APIType ApiType, bool boundin
|
|||
"int3 iround(float3 x) { return int3(round(x)); }\n"
|
||||
"int4 iround(float4 x) { return int4(round(x)); }\n\n");
|
||||
|
||||
if (ApiType == APIType::OpenGL)
|
||||
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
|
||||
{
|
||||
out.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp[8];\n");
|
||||
}
|
||||
else if (ApiType == APIType::Vulkan)
|
||||
{
|
||||
out.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n");
|
||||
out.Write("SAMPLER_BINDING(1) uniform sampler2DArray samp1;\n");
|
||||
out.Write("SAMPLER_BINDING(2) uniform sampler2DArray samp2;\n");
|
||||
out.Write("SAMPLER_BINDING(3) uniform sampler2DArray samp3;\n");
|
||||
out.Write("SAMPLER_BINDING(4) uniform sampler2DArray samp4;\n");
|
||||
out.Write("SAMPLER_BINDING(5) uniform sampler2DArray samp5;\n");
|
||||
out.Write("SAMPLER_BINDING(6) uniform sampler2DArray samp6;\n");
|
||||
out.Write("SAMPLER_BINDING(7) uniform sampler2DArray samp7;\n");
|
||||
}
|
||||
else // D3D
|
||||
{
|
||||
// Declare samplers
|
||||
|
@ -1191,11 +1180,6 @@ static void SampleTexture(ShaderCode& out, const char* texcoords, const char* te
|
|||
"[%d].xy, %s))).%s;\n",
|
||||
texmap, texmap, texcoords, texmap, stereo ? "layer" : "0.0", texswap);
|
||||
}
|
||||
else if (ApiType == APIType::Vulkan)
|
||||
{
|
||||
out.Write("iround(255.0 * texture(samp%d, float3(%s.xy * " I_TEXDIMS "[%d].xy, %s))).%s;\n",
|
||||
texmap, texcoords, texmap, stereo ? "layer" : "0.0", texswap);
|
||||
}
|
||||
else
|
||||
{
|
||||
out.Write("iround(255.0 * texture(samp[%d], float3(%s.xy * " I_TEXDIMS "[%d].xy, %s))).%s;\n",
|
||||
|
|
|
@ -44,13 +44,6 @@ static VertexLoaderMap s_vertex_loader_map;
|
|||
|
||||
u8* cached_arraybases[12];
|
||||
|
||||
// Used in the Vulkan backend
|
||||
|
||||
NativeVertexFormatMap* GetNativeVertexFormatMap()
|
||||
{
|
||||
return &s_native_vertex_map;
|
||||
}
|
||||
|
||||
void Init()
|
||||
{
|
||||
MarkAllDirty();
|
||||
|
|
|
@ -24,8 +24,6 @@ void Clear();
|
|||
|
||||
void MarkAllDirty();
|
||||
|
||||
NativeVertexFormatMap* GetNativeVertexFormatMap();
|
||||
|
||||
// Creates or obtains a pointer to a VertexFormat representing decl.
|
||||
// If this results in a VertexFormat being created, if the game later uses a matching vertex
|
||||
// declaration, the one that was previously created will be used.
|
||||
|
|
Loading…
Reference in New Issue