Vulkan: Correct logic for handling target and window size changes
Should fix a possible reference to deleted framebuffers, as well as fixing the issues with the render area being correct if the game's source area changes, or auto-scaling is enabled.
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7d14b9b48b
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b193282830
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@ -42,20 +42,25 @@
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namespace Vulkan
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{
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Renderer::Renderer()
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Renderer::Renderer(std::unique_ptr<SwapChain> swap_chain) : m_swap_chain(std::move(swap_chain))
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{
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g_Config.bRunning = true;
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UpdateActiveConfig();
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// Set to something invalid, forcing all states to be re-initialized.
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for (size_t i = 0; i < m_sampler_states.size(); i++)
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m_sampler_states[i].bits = std::numeric_limits<decltype(m_sampler_states[i].bits)>::max();
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// Set default size so a decent EFB is created initially.
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s_backbuffer_width = MAX_XFB_WIDTH;
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s_backbuffer_height = MAX_XFB_HEIGHT;
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// These have to be initialized before FramebufferManager is created.
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// If running surfaceless, assume a window size of MAX_XFB_{WIDTH,HEIGHT}.
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FramebufferManagerBase::SetLastXfbWidth(MAX_XFB_WIDTH);
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FramebufferManagerBase::SetLastXfbHeight(MAX_XFB_HEIGHT);
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PixelShaderManager::SetEfbScaleChanged();
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s_backbuffer_width = m_swap_chain ? m_swap_chain->GetWidth() : MAX_XFB_WIDTH;
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s_backbuffer_height = m_swap_chain ? m_swap_chain->GetHeight() : MAX_XFB_HEIGHT;
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s_last_efb_scale = g_ActiveConfig.iEFBScale;
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UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
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CalculateTargetSize(s_backbuffer_width, s_backbuffer_height);
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PixelShaderManager::SetEfbScaleChanged();
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}
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Renderer::~Renderer()
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@ -67,14 +72,9 @@ Renderer::~Renderer()
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DestroySemaphores();
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}
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bool Renderer::Initialize(FramebufferManager* framebuffer_mgr, void* window_handle,
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VkSurfaceKHR surface)
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bool Renderer::Initialize(FramebufferManager* framebuffer_mgr)
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{
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m_framebuffer_mgr = framebuffer_mgr;
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g_Config.bRunning = true;
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UpdateActiveConfig();
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// Create state tracker, doesn't require any resources
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m_state_tracker = std::make_unique<StateTracker>();
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BindEFBToStateTracker();
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@ -112,24 +112,6 @@ bool Renderer::Initialize(FramebufferManager* framebuffer_mgr, void* window_hand
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m_bounding_box->GetGPUBufferSize());
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}
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// Initialize annoying statics
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s_last_efb_scale = g_ActiveConfig.iEFBScale;
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// Create swap chain
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if (surface)
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{
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// Update backbuffer dimensions
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m_swap_chain = SwapChain::Create(window_handle, surface);
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if (!m_swap_chain)
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{
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PanicAlert("Failed to create swap chain.");
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return false;
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}
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// Update render rectangle etc.
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OnSwapChainResized();
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}
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// Various initialization routines will have executed commands on the command buffer.
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// Execute what we have done before beginning the first frame.
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g_command_buffer_mgr->PrepareToSubmitCommandBuffer();
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@ -494,9 +476,6 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
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// Scale the source rectangle to the selected internal resolution.
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TargetRectangle source_rc = Renderer::ConvertEFBRectangle(rc);
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// Target rectangle can change if the VI aspect ratio changes.
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UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
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// Transition the EFB render target to a shader resource.
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VkRect2D src_region = {{0, 0},
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{m_framebuffer_mgr->GetEFBWidth(), m_framebuffer_mgr->GetEFBHeight()}};
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@ -522,6 +501,10 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
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StopFrameDump();
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}
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// Restore the EFB color texture to color attachment ready for rendering the next frame.
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m_framebuffer_mgr->GetEFBColorTexture()->TransitionToLayout(
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g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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// Ensure the worker thread is not still submitting a previous command buffer.
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// In other words, the last frame has been submitted (otherwise the next call would
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// be a race, as the image may not have been consumed yet).
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@ -546,22 +529,28 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
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g_command_buffer_mgr->SubmitCommandBuffer(true);
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}
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// NOTE: It is important that no rendering calls are made to the EFB between submitting the
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// (now-previous) frame and after the below config checks are completed. If the target size
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// changes, as the resize methods to not defer the destruction of the framebuffer, the current
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// command buffer will contain references to a now non-existent framebuffer.
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// Prep for the next frame (get command buffer ready) before doing anything else.
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BeginFrame();
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// Restore the EFB color texture to color attachment ready for rendering.
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m_framebuffer_mgr->GetEFBColorTexture()->TransitionToLayout(
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g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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// Determine what (if anything) has changed in the config.
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CheckForConfigChanges();
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// Clean up stale textures
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TextureCache::Cleanup(frameCount);
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// Handle window resizes.
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CheckForTargetResize(fb_width, fb_stride, fb_height);
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// Handle host window resizes.
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CheckForSurfaceChange();
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// Determine what has changed in the config.
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CheckForConfigChanges();
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// Handle output size changes from the guest.
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// There is a downside to doing this here is that if the game changes its XFB source area,
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// the changes will be delayed by one frame. For the moment it has to be done here because
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// this can cause a target size change, which would result in a black frame if done earlier.
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CheckForTargetResize(fb_width, fb_stride, fb_height);
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// Clean up stale textures.
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TextureCacheBase::Cleanup(frameCount);
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}
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void Renderer::DrawScreen(const TargetRectangle& src_rect, const Texture2D* src_tex)
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@ -832,13 +821,23 @@ void Renderer::StopFrameDump()
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void Renderer::CheckForTargetResize(u32 fb_width, u32 fb_stride, u32 fb_height)
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{
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if (FramebufferManagerBase::LastXfbWidth() != fb_stride ||
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FramebufferManagerBase::LastXfbHeight() != fb_height)
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if (FramebufferManagerBase::LastXfbWidth() == fb_stride &&
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FramebufferManagerBase::LastXfbHeight() == fb_height)
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{
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u32 last_w = (fb_stride < 1 || fb_stride > MAX_XFB_WIDTH) ? MAX_XFB_WIDTH : fb_stride;
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u32 last_h = (fb_height < 1 || fb_height > MAX_XFB_HEIGHT) ? MAX_XFB_HEIGHT : fb_height;
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FramebufferManagerBase::SetLastXfbWidth(last_w);
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FramebufferManagerBase::SetLastXfbHeight(last_h);
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return;
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}
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u32 new_width = (fb_stride < 1 || fb_stride > MAX_XFB_WIDTH) ? MAX_XFB_WIDTH : fb_stride;
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u32 new_height = (fb_height < 1 || fb_height > MAX_XFB_HEIGHT) ? MAX_XFB_HEIGHT : fb_height;
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FramebufferManagerBase::SetLastXfbWidth(new_width);
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FramebufferManagerBase::SetLastXfbHeight(new_height);
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// Changing the XFB source area will likely change the final drawing rectangle.
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UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
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if (CalculateTargetSize(s_backbuffer_width, s_backbuffer_height))
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{
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PixelShaderManager::SetEfbScaleChanged();
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ResizeEFBTextures();
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}
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// This call is needed for auto-resizing to work.
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@ -853,9 +852,6 @@ void Renderer::CheckForSurfaceChange()
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u32 old_width = m_swap_chain ? m_swap_chain->GetWidth() : 0;
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u32 old_height = m_swap_chain ? m_swap_chain->GetHeight() : 0;
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// Wait for the GPU to catch up since we're going to destroy the swap chain.
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g_command_buffer_mgr->WaitForGPUIdle();
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// Fast path, if the surface handle is the same, the window has just been resized.
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if (m_swap_chain && s_new_surface_handle == m_swap_chain->GetNativeHandle())
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{
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@ -869,6 +865,9 @@ void Renderer::CheckForSurfaceChange()
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}
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else
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{
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// Wait for the GPU to catch up since we're going to destroy the swap chain.
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g_command_buffer_mgr->WaitForGPUIdle();
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// Did we previously have a swap chain?
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if (m_swap_chain)
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{
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@ -976,13 +975,12 @@ void Renderer::OnSwapChainResized()
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{
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s_backbuffer_width = m_swap_chain->GetWidth();
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s_backbuffer_height = m_swap_chain->GetHeight();
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FramebufferManagerBase::SetLastXfbWidth(MAX_XFB_WIDTH);
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FramebufferManagerBase::SetLastXfbHeight(MAX_XFB_HEIGHT);
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UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
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if (CalculateTargetSize(s_backbuffer_width, s_backbuffer_height))
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{
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PixelShaderManager::SetEfbScaleChanged();
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ResizeEFBTextures();
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PixelShaderManager::SetEfbScaleChanged();
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}
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}
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void Renderer::BindEFBToStateTracker()
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@ -25,13 +25,13 @@ class RasterFont;
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class Renderer : public ::Renderer
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{
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public:
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Renderer();
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Renderer(std::unique_ptr<SwapChain> swap_chain);
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~Renderer();
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SwapChain* GetSwapChain() const { return m_swap_chain.get(); }
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StateTracker* GetStateTracker() const { return m_state_tracker.get(); }
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BoundingBox* GetBoundingBox() const { return m_bounding_box.get(); }
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bool Initialize(FramebufferManager* framebuffer_mgr, void* window_handle, VkSurfaceKHR surface);
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bool Initialize(FramebufferManager* framebuffer_mgr);
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void RenderText(const std::string& pstr, int left, int top, u32 color) override;
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u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) override;
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@ -165,6 +165,18 @@ bool VideoBackend::Initialize(void* window_handle)
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return false;
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}
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// Create swap chain. This has to be done early so that the target size is correct for auto-scale.
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std::unique_ptr<SwapChain> swap_chain;
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if (surface != VK_NULL_HANDLE)
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{
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swap_chain = SwapChain::Create(window_handle, surface);
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if (!swap_chain)
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{
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PanicAlert("Failed to create Vulkan swap chain.");
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return false;
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}
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}
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// Create command buffers. We do this separately because the other classes depend on it.
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g_command_buffer_mgr = std::make_unique<CommandBufferManager>(g_Config.bBackendMultithreading);
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if (!g_command_buffer_mgr->Initialize())
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@ -180,7 +192,7 @@ bool VideoBackend::Initialize(void* window_handle)
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// Create main wrapper instances.
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g_object_cache = std::make_unique<ObjectCache>();
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g_framebuffer_manager = std::make_unique<FramebufferManager>();
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g_renderer = std::make_unique<Renderer>();
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g_renderer = std::make_unique<Renderer>(std::move(swap_chain));
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// Cast to our wrapper classes, so we can call the init methods.
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Renderer* renderer = static_cast<Renderer*>(g_renderer.get());
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@ -191,7 +203,7 @@ bool VideoBackend::Initialize(void* window_handle)
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// These have to be done before the others because the destructors
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// for the remaining classes may call methods on these.
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if (!g_object_cache->Initialize() || !framebuffer_mgr->Initialize() ||
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!renderer->Initialize(framebuffer_mgr, window_handle, surface))
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!renderer->Initialize(framebuffer_mgr))
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{
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PanicAlert("Failed to initialize Vulkan classes.");
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g_renderer.reset();
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