Vulkan: Fix invalid resolve at swap time when MSAA is enabled

This commit is contained in:
Stenzek 2017-04-15 18:35:58 +10:00
parent 2a91b2a4dd
commit eef7b6cf7a
3 changed files with 50 additions and 28 deletions

View File

@ -67,6 +67,9 @@ public:
Texture2D* ResolveEFBColorTexture(const VkRect2D& region); Texture2D* ResolveEFBColorTexture(const VkRect2D& region);
Texture2D* ResolveEFBDepthTexture(const VkRect2D& region); Texture2D* ResolveEFBDepthTexture(const VkRect2D& region);
// Returns the texture that the EFB color texture is resolved to when multisampling is enabled.
// Ensure ResolveEFBColorTexture is called before this method.
Texture2D* GetResolvedEFBColorTexture() const { return m_efb_resolve_color_texture.get(); }
// Reads a framebuffer value back from the GPU. This may block if the cache is not current. // Reads a framebuffer value back from the GPU. This may block if the cache is not current.
u32 PeekEFBColor(u32 x, u32 y); u32 PeekEFBColor(u32 x, u32 y);
float PeekEFBDepth(u32 x, u32 y); float PeekEFBDepth(u32 x, u32 y);

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@ -505,6 +505,15 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
// are determined by guest state. Currently, the only way to catch these is to update every frame. // are determined by guest state. Currently, the only way to catch these is to update every frame.
UpdateDrawRectangle(); UpdateDrawRectangle();
// Scale the source rectangle to the internal resolution when XFB is disabled.
TargetRectangle scaled_efb_rect = Renderer::ConvertEFBRectangle(rc);
// If MSAA is enabled, and we're not using XFB, we need to resolve the EFB framebuffer before
// rendering the final image to the screen, or dumping the frame. This is because we can't resolve
// an image within a render pass, which will have already started by the time it is used.
if (g_ActiveConfig.iMultisamples > 1 && !g_ActiveConfig.bUseXFB)
ResolveEFBForSwap(scaled_efb_rect);
// Render the frame dump image if enabled. // Render the frame dump image if enabled.
if (IsFrameDumping()) if (IsFrameDumping())
{ {
@ -512,7 +521,8 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
if (!m_frame_dumping_active) if (!m_frame_dumping_active)
StartFrameDumping(); StartFrameDumping();
DrawFrameDump(rc, xfb_addr, xfb_sources, xfb_count, fb_width, fb_stride, fb_height, ticks); DrawFrameDump(scaled_efb_rect, xfb_addr, xfb_sources, xfb_count, fb_width, fb_stride, fb_height,
ticks);
} }
else else
{ {
@ -529,7 +539,7 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
// Draw to the screen if we have a swap chain. // Draw to the screen if we have a swap chain.
if (m_swap_chain) if (m_swap_chain)
{ {
DrawScreen(rc, xfb_addr, xfb_sources, xfb_count, fb_width, fb_stride, fb_height); DrawScreen(scaled_efb_rect, xfb_addr, xfb_sources, xfb_count, fb_width, fb_stride, fb_height);
// Submit the current command buffer, signaling rendering finished semaphore when it's done // Submit the current command buffer, signaling rendering finished semaphore when it's done
// Because this final command buffer is rendering to the swap chain, we need to wait for // Because this final command buffer is rendering to the swap chain, we need to wait for
@ -573,13 +583,26 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
TextureCache::GetInstance()->Cleanup(frameCount); TextureCache::GetInstance()->Cleanup(frameCount);
} }
void Renderer::ResolveEFBForSwap(const TargetRectangle& scaled_rect)
{
// While the source rect can be out-of-range when drawing, the resolve rectangle must be within
// the bounds of the texture.
TargetRectangle resolve_rect{scaled_rect};
resolve_rect.ClampUL(0, 0, m_target_width, m_target_height);
VkRect2D region = {
{resolve_rect.left, resolve_rect.top},
{static_cast<u32>(resolve_rect.GetWidth()), static_cast<u32>(resolve_rect.GetHeight())}};
FramebufferManager::GetInstance()->ResolveEFBColorTexture(region);
}
void Renderer::DrawFrame(VkRenderPass render_pass, const TargetRectangle& target_rect, void Renderer::DrawFrame(VkRenderPass render_pass, const TargetRectangle& target_rect,
const EFBRectangle& source_rect, u32 xfb_addr, const TargetRectangle& scaled_efb_rect, u32 xfb_addr,
const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width, const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width,
u32 fb_stride, u32 fb_height) u32 fb_stride, u32 fb_height)
{ {
if (!g_ActiveConfig.bUseXFB) if (!g_ActiveConfig.bUseXFB)
DrawEFB(render_pass, target_rect, source_rect); DrawEFB(render_pass, target_rect, scaled_efb_rect);
else if (!g_ActiveConfig.bUseRealXFB) else if (!g_ActiveConfig.bUseRealXFB)
DrawVirtualXFB(render_pass, target_rect, xfb_addr, xfb_sources, xfb_count, fb_width, fb_stride, DrawVirtualXFB(render_pass, target_rect, xfb_addr, xfb_sources, xfb_count, fb_width, fb_stride,
fb_height); fb_height);
@ -588,26 +611,18 @@ void Renderer::DrawFrame(VkRenderPass render_pass, const TargetRectangle& target
} }
void Renderer::DrawEFB(VkRenderPass render_pass, const TargetRectangle& target_rect, void Renderer::DrawEFB(VkRenderPass render_pass, const TargetRectangle& target_rect,
const EFBRectangle& source_rect) const TargetRectangle& scaled_efb_rect)
{ {
// Scale the source rectangle to the selected internal resolution.
TargetRectangle scaled_source_rect = Renderer::ConvertEFBRectangle(source_rect);
scaled_source_rect.left = std::max(scaled_source_rect.left, 0);
scaled_source_rect.right = std::max(scaled_source_rect.right, 0);
scaled_source_rect.top = std::max(scaled_source_rect.top, 0);
scaled_source_rect.bottom = std::max(scaled_source_rect.bottom, 0);
// Transition the EFB render target to a shader resource. // Transition the EFB render target to a shader resource.
VkRect2D src_region = {{0, 0},
{static_cast<u32>(scaled_source_rect.GetWidth()),
static_cast<u32>(scaled_source_rect.GetHeight())}};
Texture2D* efb_color_texture = Texture2D* efb_color_texture =
FramebufferManager::GetInstance()->ResolveEFBColorTexture(src_region); g_ActiveConfig.iMultisamples > 1 ?
FramebufferManager::GetInstance()->GetResolvedEFBColorTexture() :
FramebufferManager::GetInstance()->GetEFBColorTexture();
efb_color_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), efb_color_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
// Copy EFB -> backbuffer // Copy EFB -> backbuffer
BlitScreen(render_pass, target_rect, scaled_source_rect, efb_color_texture, true); BlitScreen(render_pass, target_rect, scaled_efb_rect, efb_color_texture, true);
// Restore the EFB color texture to color attachment ready for rendering the next frame. // Restore the EFB color texture to color attachment ready for rendering the next frame.
if (efb_color_texture == FramebufferManager::GetInstance()->GetEFBColorTexture()) if (efb_color_texture == FramebufferManager::GetInstance()->GetEFBColorTexture())
@ -670,7 +685,7 @@ void Renderer::DrawRealXFB(VkRenderPass render_pass, const TargetRectangle& targ
} }
} }
void Renderer::DrawScreen(const EFBRectangle& source_rect, u32 xfb_addr, void Renderer::DrawScreen(const TargetRectangle& scaled_efb_rect, u32 xfb_addr,
const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width, const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width,
u32 fb_stride, u32 fb_height) u32 fb_stride, u32 fb_height)
{ {
@ -713,8 +728,8 @@ void Renderer::DrawScreen(const EFBRectangle& source_rect, u32 xfb_addr,
VK_SUBPASS_CONTENTS_INLINE); VK_SUBPASS_CONTENTS_INLINE);
// Draw guest buffers (EFB or XFB) // Draw guest buffers (EFB or XFB)
DrawFrame(m_swap_chain->GetRenderPass(), GetTargetRectangle(), source_rect, xfb_addr, xfb_sources, DrawFrame(m_swap_chain->GetRenderPass(), GetTargetRectangle(), scaled_efb_rect, xfb_addr,
xfb_count, fb_width, fb_stride, fb_height); xfb_sources, xfb_count, fb_width, fb_stride, fb_height);
// Draw OSD // Draw OSD
Util::SetViewportAndScissor(g_command_buffer_mgr->GetCurrentCommandBuffer(), 0, 0, Util::SetViewportAndScissor(g_command_buffer_mgr->GetCurrentCommandBuffer(), 0, 0,
@ -732,7 +747,7 @@ void Renderer::DrawScreen(const EFBRectangle& source_rect, u32 xfb_addr,
VK_IMAGE_LAYOUT_PRESENT_SRC_KHR); VK_IMAGE_LAYOUT_PRESENT_SRC_KHR);
} }
bool Renderer::DrawFrameDump(const EFBRectangle& source_rect, u32 xfb_addr, bool Renderer::DrawFrameDump(const TargetRectangle& scaled_efb_rect, u32 xfb_addr,
const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width, const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width,
u32 fb_stride, u32 fb_height, u64 ticks) u32 fb_stride, u32 fb_height, u64 ticks)
{ {
@ -758,7 +773,7 @@ bool Renderer::DrawFrameDump(const EFBRectangle& source_rect, u32 xfb_addr,
vkCmdClearAttachments(g_command_buffer_mgr->GetCurrentCommandBuffer(), 1, &clear_attachment, 1, vkCmdClearAttachments(g_command_buffer_mgr->GetCurrentCommandBuffer(), 1, &clear_attachment, 1,
&clear_rect); &clear_rect);
DrawFrame(FramebufferManager::GetInstance()->GetColorCopyForReadbackRenderPass(), target_rect, DrawFrame(FramebufferManager::GetInstance()->GetColorCopyForReadbackRenderPass(), target_rect,
source_rect, xfb_addr, xfb_sources, xfb_count, fb_width, fb_stride, fb_height); scaled_efb_rect, xfb_addr, xfb_sources, xfb_count, fb_width, fb_stride, fb_height);
vkCmdEndRenderPass(g_command_buffer_mgr->GetCurrentCommandBuffer()); vkCmdEndRenderPass(g_command_buffer_mgr->GetCurrentCommandBuffer());
// Prepare the readback texture for copying. // Prepare the readback texture for copying.

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@ -90,13 +90,15 @@ private:
bool CompileShaders(); bool CompileShaders();
void DestroyShaders(); void DestroyShaders();
void ResolveEFBForSwap(const TargetRectangle& scaled_rect);
// Draw either the EFB, or specified XFB sources to the currently-bound framebuffer. // Draw either the EFB, or specified XFB sources to the currently-bound framebuffer.
void DrawFrame(VkRenderPass render_pass, const TargetRectangle& target_rect, void DrawFrame(VkRenderPass render_pass, const TargetRectangle& target_rect,
const EFBRectangle& source_rect, u32 xfb_addr, const TargetRectangle& scaled_efb_rect, u32 xfb_addr,
const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width, const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width,
u32 fb_stride, u32 fb_height); u32 fb_stride, u32 fb_height);
void DrawEFB(VkRenderPass render_pass, const TargetRectangle& target_rect, void DrawEFB(VkRenderPass render_pass, const TargetRectangle& target_rect,
const EFBRectangle& source_rect); const TargetRectangle& scaled_efb_rect);
void DrawVirtualXFB(VkRenderPass render_pass, const TargetRectangle& target_rect, u32 xfb_addr, void DrawVirtualXFB(VkRenderPass render_pass, const TargetRectangle& target_rect, u32 xfb_addr,
const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width, const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width,
u32 fb_stride, u32 fb_height); u32 fb_stride, u32 fb_height);
@ -105,12 +107,14 @@ private:
u32 fb_stride, u32 fb_height); u32 fb_stride, u32 fb_height);
// Draw the frame, as well as the OSD to the swap chain. // Draw the frame, as well as the OSD to the swap chain.
void DrawScreen(const EFBRectangle& rc, u32 xfb_addr, const XFBSourceBase* const* xfb_sources, void DrawScreen(const TargetRectangle& scaled_efb_rect, u32 xfb_addr,
u32 xfb_count, u32 fb_width, u32 fb_stride, u32 fb_height); const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width,
u32 fb_stride, u32 fb_height);
// Draw the frame only to the screenshot buffer. // Draw the frame only to the screenshot buffer.
bool DrawFrameDump(const EFBRectangle& rc, u32 xfb_addr, const XFBSourceBase* const* xfb_sources, bool DrawFrameDump(const TargetRectangle& scaled_efb_rect, u32 xfb_addr,
u32 xfb_count, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks); const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width,
u32 fb_stride, u32 fb_height, u64 ticks);
// Sets up renderer state to permit framedumping. // Sets up renderer state to permit framedumping.
// Ideally we would have EndFrameDumping be a virtual method of Renderer, but due to various // Ideally we would have EndFrameDumping be a virtual method of Renderer, but due to various