// Copyright 2017 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include #include #include #include "Common/Align.h" #include "Common/Assert.h" #include "Common/CommonTypes.h" #include "Common/Logging/Log.h" #include "Common/MsgHandler.h" #include "VideoBackends/Vulkan/CommandBufferManager.h" #include "VideoBackends/Vulkan/ObjectCache.h" #include "VideoBackends/Vulkan/StagingBuffer.h" #include "VideoBackends/Vulkan/StateTracker.h" #include "VideoBackends/Vulkan/VKRenderer.h" #include "VideoBackends/Vulkan/VKStreamBuffer.h" #include "VideoBackends/Vulkan/VKTexture.h" #include "VideoBackends/Vulkan/VulkanContext.h" namespace Vulkan { VKTexture::VKTexture(const TextureConfig& tex_config, VkDeviceMemory device_memory, VkImage image, std::string_view name, VkImageLayout layout /* = VK_IMAGE_LAYOUT_UNDEFINED */, ComputeImageLayout compute_layout /* = ComputeImageLayout::Undefined */) : AbstractTexture(tex_config), m_device_memory(device_memory), m_image(image), m_layout(layout), m_compute_layout(compute_layout), m_name(name) { if (!m_name.empty()) { VkDebugUtilsObjectNameInfoEXT name_info = {}; name_info.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT; name_info.objectType = VK_OBJECT_TYPE_IMAGE; name_info.objectHandle = reinterpret_cast(image); name_info.pObjectName = m_name.c_str(); vkSetDebugUtilsObjectNameEXT(g_vulkan_context->GetDevice(), &name_info); } } VKTexture::~VKTexture() { StateTracker::GetInstance()->UnbindTexture(m_view); g_command_buffer_mgr->DeferImageViewDestruction(m_view); // If we don't have device memory allocated, the image is not owned by us (e.g. swapchain) if (m_device_memory != VK_NULL_HANDLE) { g_command_buffer_mgr->DeferImageDestruction(m_image); g_command_buffer_mgr->DeferDeviceMemoryDestruction(m_device_memory); } } std::unique_ptr VKTexture::Create(const TextureConfig& tex_config, std::string_view name) { // Determine image usage, we need to flag as an attachment if it can be used as a rendertarget. VkImageUsageFlags usage = VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT; if (tex_config.IsRenderTarget()) { usage |= IsDepthFormat(tex_config.format) ? VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT : VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT; } if (tex_config.IsComputeImage()) usage |= VK_IMAGE_USAGE_STORAGE_BIT; VkImageCreateInfo image_info = {VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO, nullptr, 0, VK_IMAGE_TYPE_2D, GetVkFormatForHostTextureFormat(tex_config.format), {tex_config.width, tex_config.height, 1}, tex_config.levels, tex_config.layers, static_cast(tex_config.samples), VK_IMAGE_TILING_OPTIMAL, usage, VK_SHARING_MODE_EXCLUSIVE, 0, nullptr, VK_IMAGE_LAYOUT_UNDEFINED}; VkImage image = VK_NULL_HANDLE; VkResult res = vkCreateImage(g_vulkan_context->GetDevice(), &image_info, nullptr, &image); if (res != VK_SUCCESS) { LOG_VULKAN_ERROR(res, "vkCreateImage failed: "); return nullptr; } // Allocate memory to back this texture, we want device local memory in this case VkMemoryRequirements memory_requirements; vkGetImageMemoryRequirements(g_vulkan_context->GetDevice(), image, &memory_requirements); VkMemoryAllocateInfo memory_info = { VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO, nullptr, memory_requirements.size, g_vulkan_context ->GetMemoryType(memory_requirements.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, false) .value_or(0)}; VkDeviceMemory device_memory; res = vkAllocateMemory(g_vulkan_context->GetDevice(), &memory_info, nullptr, &device_memory); if (res != VK_SUCCESS) { LOG_VULKAN_ERROR(res, "vkAllocateMemory failed: "); vkDestroyImage(g_vulkan_context->GetDevice(), image, nullptr); return nullptr; } res = vkBindImageMemory(g_vulkan_context->GetDevice(), image, device_memory, 0); if (res != VK_SUCCESS) { LOG_VULKAN_ERROR(res, "vkBindImageMemory failed: "); vkDestroyImage(g_vulkan_context->GetDevice(), image, nullptr); vkFreeMemory(g_vulkan_context->GetDevice(), device_memory, nullptr); return nullptr; } std::unique_ptr texture = std::make_unique(tex_config, device_memory, image, name, VK_IMAGE_LAYOUT_UNDEFINED, ComputeImageLayout::Undefined); if (!texture->CreateView(VK_IMAGE_VIEW_TYPE_2D_ARRAY)) return nullptr; return texture; } std::unique_ptr VKTexture::CreateAdopted(const TextureConfig& tex_config, VkImage image, VkImageViewType view_type, VkImageLayout layout) { std::unique_ptr texture = std::make_unique( tex_config, VkDeviceMemory(VK_NULL_HANDLE), image, "", layout, ComputeImageLayout::Undefined); if (!texture->CreateView(view_type)) return nullptr; return texture; } bool VKTexture::CreateView(VkImageViewType type) { VkImageViewCreateInfo view_info = { VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO, nullptr, 0, m_image, type, GetVkFormat(), {VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY}, {GetImageViewAspectForFormat(GetFormat()), 0, GetLevels(), 0, GetLayers()}}; VkResult res = vkCreateImageView(g_vulkan_context->GetDevice(), &view_info, nullptr, &m_view); if (res != VK_SUCCESS) { LOG_VULKAN_ERROR(res, "vkCreateImageView failed: "); return false; } return true; } VkFormat VKTexture::GetLinearFormat(VkFormat format) { switch (format) { case VK_FORMAT_R8_SRGB: return VK_FORMAT_R8_UNORM; case VK_FORMAT_R8G8_SRGB: return VK_FORMAT_R8G8_UNORM; case VK_FORMAT_R8G8B8_SRGB: return VK_FORMAT_R8G8B8_UNORM; case VK_FORMAT_R8G8B8A8_SRGB: return VK_FORMAT_R8G8B8A8_UNORM; case VK_FORMAT_B8G8R8_SRGB: return VK_FORMAT_B8G8R8_UNORM; case VK_FORMAT_B8G8R8A8_SRGB: return VK_FORMAT_B8G8R8A8_UNORM; default: return format; } } VkFormat VKTexture::GetVkFormatForHostTextureFormat(AbstractTextureFormat format) { switch (format) { case AbstractTextureFormat::DXT1: return VK_FORMAT_BC1_RGBA_UNORM_BLOCK; case AbstractTextureFormat::DXT3: return VK_FORMAT_BC2_UNORM_BLOCK; case AbstractTextureFormat::DXT5: return VK_FORMAT_BC3_UNORM_BLOCK; case AbstractTextureFormat::BPTC: return VK_FORMAT_BC7_UNORM_BLOCK; case AbstractTextureFormat::RGBA8: return VK_FORMAT_R8G8B8A8_UNORM; case AbstractTextureFormat::BGRA8: return VK_FORMAT_B8G8R8A8_UNORM; case AbstractTextureFormat::R16: return VK_FORMAT_R16_UNORM; case AbstractTextureFormat::D16: return VK_FORMAT_D16_UNORM; case AbstractTextureFormat::D24_S8: return VK_FORMAT_D24_UNORM_S8_UINT; case AbstractTextureFormat::R32F: return VK_FORMAT_R32_SFLOAT; case AbstractTextureFormat::D32F: return VK_FORMAT_D32_SFLOAT; case AbstractTextureFormat::D32F_S8: return VK_FORMAT_D32_SFLOAT_S8_UINT; case AbstractTextureFormat::Undefined: return VK_FORMAT_UNDEFINED; default: PanicAlertFmt("Unhandled texture format."); return VK_FORMAT_R8G8B8A8_UNORM; } } VkImageAspectFlags VKTexture::GetImageAspectForFormat(AbstractTextureFormat format) { switch (format) { case AbstractTextureFormat::D24_S8: case AbstractTextureFormat::D32F_S8: return VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT; case AbstractTextureFormat::D16: case AbstractTextureFormat::D32F: return VK_IMAGE_ASPECT_DEPTH_BIT; default: return VK_IMAGE_ASPECT_COLOR_BIT; } } VkImageAspectFlags VKTexture::GetImageViewAspectForFormat(AbstractTextureFormat format) { switch (format) { case AbstractTextureFormat::D16: case AbstractTextureFormat::D24_S8: case AbstractTextureFormat::D32F_S8: case AbstractTextureFormat::D32F: return VK_IMAGE_ASPECT_DEPTH_BIT; default: return VK_IMAGE_ASPECT_COLOR_BIT; } } void VKTexture::CopyRectangleFromTexture(const AbstractTexture* src, const MathUtil::Rectangle& src_rect, u32 src_layer, u32 src_level, const MathUtil::Rectangle& dst_rect, u32 dst_layer, u32 dst_level) { const VKTexture* src_texture = static_cast(src); ASSERT_MSG(VIDEO, static_cast(src_rect.GetWidth()) <= src_texture->GetWidth() && static_cast(src_rect.GetHeight()) <= src_texture->GetHeight(), "Source rect is too large for CopyRectangleFromTexture"); ASSERT_MSG(VIDEO, static_cast(dst_rect.GetWidth()) <= m_config.width && static_cast(dst_rect.GetHeight()) <= m_config.height, "Dest rect is too large for CopyRectangleFromTexture"); VkImageCopy image_copy = { {VK_IMAGE_ASPECT_COLOR_BIT, src_level, src_layer, src_texture->GetLayers()}, {src_rect.left, src_rect.top, 0}, {VK_IMAGE_ASPECT_COLOR_BIT, dst_level, dst_layer, m_config.layers}, {dst_rect.left, dst_rect.top, 0}, {static_cast(src_rect.GetWidth()), static_cast(src_rect.GetHeight()), 1}}; // Must be called outside of a render pass. StateTracker::GetInstance()->EndRenderPass(); const VkImageLayout old_src_layout = src_texture->GetLayout(); src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL); TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL); vkCmdCopyImage(g_command_buffer_mgr->GetCurrentCommandBuffer(), src_texture->m_image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, m_image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &image_copy); // Only restore the source layout. Destination is restored by FinishedRendering(). src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), old_src_layout); } void VKTexture::ResolveFromTexture(const AbstractTexture* src, const MathUtil::Rectangle& rect, u32 layer, u32 level) { const VKTexture* srcentry = static_cast(src); DEBUG_ASSERT(m_config.samples == 1 && m_config.width == srcentry->m_config.width && m_config.height == srcentry->m_config.height && srcentry->m_config.samples > 1); DEBUG_ASSERT(rect.left + rect.GetWidth() <= static_cast(srcentry->m_config.width) && rect.top + rect.GetHeight() <= static_cast(srcentry->m_config.height)); // Resolving is considered to be a transfer operation. StateTracker::GetInstance()->EndRenderPass(); VkImageLayout old_src_layout = srcentry->m_layout; srcentry->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL); TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL); VkImageResolve resolve = { {VK_IMAGE_ASPECT_COLOR_BIT, level, layer, 1}, // srcSubresource {rect.left, rect.top, 0}, // srcOffset {VK_IMAGE_ASPECT_COLOR_BIT, level, layer, 1}, // dstSubresource {rect.left, rect.top, 0}, // dstOffset {static_cast(rect.GetWidth()), static_cast(rect.GetHeight()), 1} // extent }; vkCmdResolveImage(g_command_buffer_mgr->GetCurrentCommandBuffer(), srcentry->m_image, srcentry->m_layout, m_image, m_layout, 1, &resolve); srcentry->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), old_src_layout); } void VKTexture::Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer, size_t buffer_size) { // Can't copy data larger than the texture extents. width = std::max(1u, std::min(width, GetWidth() >> level)); height = std::max(1u, std::min(height, GetHeight() >> level)); // We don't care about the existing contents of the texture, so we could the image layout to // VK_IMAGE_LAYOUT_UNDEFINED here. However, under section 2.2.1, Queue Operation of the Vulkan // specification, it states: // // Command buffer submissions to a single queue must always adhere to command order and // API order, but otherwise may overlap or execute out of order. // // Therefore, if a previous frame's command buffer is still sampling from this texture, and we // overwrite it without a pipeline barrier, a texture sample could occur in parallel with the // texture upload/copy. I'm not sure if any drivers currently take advantage of this, but we // should insert an explicit pipeline barrier just in case (done by TransitionToLayout). // // We transition to TRANSFER_DST, ready for the image copy, and leave the texture in this state. // When the last mip level is uploaded, we transition to SHADER_READ_ONLY, ready for use. This is // because we can't transition in a render pass, and we don't necessarily know when this texture // is going to be used. TransitionToLayout(g_command_buffer_mgr->GetCurrentInitCommandBuffer(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL); // For unaligned textures, we can save some memory in the transfer buffer by skipping the rows // that lie outside of the texture's dimensions. const u32 upload_alignment = static_cast(g_vulkan_context->GetBufferImageGranularity()); const u32 block_size = GetBlockSizeForFormat(GetFormat()); const u32 num_rows = Common::AlignUp(height, block_size) / block_size; const u32 source_pitch = CalculateStrideForFormat(m_config.format, row_length); const u32 upload_size = source_pitch * num_rows; std::unique_ptr temp_buffer; VkBuffer upload_buffer; VkDeviceSize upload_buffer_offset; // Does this texture data fit within the streaming buffer? if (upload_size <= STAGING_TEXTURE_UPLOAD_THRESHOLD) { StreamBuffer* stream_buffer = g_object_cache->GetTextureUploadBuffer(); if (!stream_buffer->ReserveMemory(upload_size, upload_alignment)) { // Execute the command buffer first. WARN_LOG_FMT(VIDEO, "Executing command list while waiting for space in texture upload buffer"); Renderer::GetInstance()->ExecuteCommandBuffer(false); // Try allocating again. This may cause a fence wait. if (!stream_buffer->ReserveMemory(upload_size, upload_alignment)) PanicAlertFmt("Failed to allocate space in texture upload buffer"); } // Copy to the streaming buffer. upload_buffer = stream_buffer->GetBuffer(); upload_buffer_offset = stream_buffer->GetCurrentOffset(); std::memcpy(stream_buffer->GetCurrentHostPointer(), buffer, upload_size); stream_buffer->CommitMemory(upload_size); } else { // Create a temporary staging buffer that is destroyed after the image is copied. temp_buffer = StagingBuffer::Create(STAGING_BUFFER_TYPE_UPLOAD, upload_size, VK_BUFFER_USAGE_TRANSFER_SRC_BIT); if (!temp_buffer || !temp_buffer->Map()) { PanicAlertFmt("Failed to allocate staging texture for large texture upload."); return; } upload_buffer = temp_buffer->GetBuffer(); upload_buffer_offset = 0; temp_buffer->Write(0, buffer, upload_size, true); temp_buffer->Unmap(); } // Copy from the streaming buffer to the actual image. VkBufferImageCopy image_copy = { upload_buffer_offset, // VkDeviceSize bufferOffset row_length, // uint32_t bufferRowLength 0, // uint32_t bufferImageHeight {VK_IMAGE_ASPECT_COLOR_BIT, level, 0, 1}, // VkImageSubresourceLayers imageSubresource {0, 0, 0}, // VkOffset3D imageOffset {width, height, 1} // VkExtent3D imageExtent }; vkCmdCopyBufferToImage(g_command_buffer_mgr->GetCurrentInitCommandBuffer(), upload_buffer, m_image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &image_copy); // Preemptively transition to shader read only after uploading the last mip level, as we're // likely finished with writes to this texture for now. We can't do this in common with a // FinishedRendering() call because the upload happens in the init command buffer, and we // don't want to interrupt the render pass with calls which were executed ages before. if (level == (m_config.levels - 1)) { TransitionToLayout(g_command_buffer_mgr->GetCurrentInitCommandBuffer(), VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); } } void VKTexture::FinishedRendering() { if (m_layout == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL) return; StateTracker::GetInstance()->EndRenderPass(); TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); } void VKTexture::OverrideImageLayout(VkImageLayout new_layout) { m_layout = new_layout; } void VKTexture::TransitionToLayout(VkCommandBuffer command_buffer, VkImageLayout new_layout) const { if (m_layout == new_layout) return; VkImageMemoryBarrier barrier = { VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER, // VkStructureType sType nullptr, // const void* pNext 0, // VkAccessFlags srcAccessMask 0, // VkAccessFlags dstAccessMask m_layout, // VkImageLayout oldLayout new_layout, // VkImageLayout newLayout VK_QUEUE_FAMILY_IGNORED, // uint32_t srcQueueFamilyIndex VK_QUEUE_FAMILY_IGNORED, // uint32_t dstQueueFamilyIndex m_image, // VkImage image {GetImageAspectForFormat(GetFormat()), 0, GetLevels(), 0, GetLayers()} // VkImageSubresourceRange subresourceRange }; // srcStageMask -> Stages that must complete before the barrier // dstStageMask -> Stages that must wait for after the barrier before beginning VkPipelineStageFlags srcStageMask, dstStageMask; switch (m_layout) { case VK_IMAGE_LAYOUT_UNDEFINED: // Layout undefined therefore contents undefined, and we don't care what happens to it. barrier.srcAccessMask = 0; srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT; break; case VK_IMAGE_LAYOUT_PREINITIALIZED: // Image has been pre-initialized by the host, so ensure all writes have completed. barrier.srcAccessMask = VK_ACCESS_HOST_WRITE_BIT; srcStageMask = VK_PIPELINE_STAGE_HOST_BIT; break; case VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL: // Image was being used as a color attachment, so ensure all writes have completed. barrier.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; break; case VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL: // Image was being used as a depthstencil attachment, so ensure all writes have completed. barrier.srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT; srcStageMask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT; break; case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL: // Image was being used as a shader resource, make sure all reads have finished. barrier.srcAccessMask = VK_ACCESS_SHADER_READ_BIT; srcStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT; break; case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL: // Image was being used as a copy source, ensure all reads have finished. barrier.srcAccessMask = VK_ACCESS_TRANSFER_READ_BIT; srcStageMask = VK_PIPELINE_STAGE_TRANSFER_BIT; break; case VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL: // Image was being used as a copy destination, ensure all writes have finished. barrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; srcStageMask = VK_PIPELINE_STAGE_TRANSFER_BIT; break; default: srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT; break; } switch (new_layout) { case VK_IMAGE_LAYOUT_UNDEFINED: barrier.dstAccessMask = 0; dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT; break; case VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL: barrier.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; break; case VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL: barrier.dstAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT; dstStageMask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT; break; case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL: barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT; dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT; break; case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL: barrier.dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT; dstStageMask = VK_PIPELINE_STAGE_TRANSFER_BIT; break; case VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL: barrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; dstStageMask = VK_PIPELINE_STAGE_TRANSFER_BIT; break; case VK_IMAGE_LAYOUT_PRESENT_SRC_KHR: srcStageMask = VK_PIPELINE_STAGE_ALL_COMMANDS_BIT; dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT; break; default: dstStageMask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT; break; } // If we were using a compute layout, the stages need to reflect that switch (m_compute_layout) { case ComputeImageLayout::Undefined: break; case ComputeImageLayout::ReadOnly: barrier.srcAccessMask = VK_ACCESS_SHADER_READ_BIT; srcStageMask = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT; break; case ComputeImageLayout::WriteOnly: barrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT; srcStageMask = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT; break; case ComputeImageLayout::ReadWrite: barrier.srcAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT; srcStageMask = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT; break; } m_compute_layout = ComputeImageLayout::Undefined; vkCmdPipelineBarrier(command_buffer, srcStageMask, dstStageMask, 0, 0, nullptr, 0, nullptr, 1, &barrier); m_layout = new_layout; } void VKTexture::TransitionToLayout(VkCommandBuffer command_buffer, ComputeImageLayout new_layout) const { ASSERT(new_layout != ComputeImageLayout::Undefined); if (m_compute_layout == new_layout) return; VkImageMemoryBarrier barrier = { VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER, // VkStructureType sType nullptr, // const void* pNext 0, // VkAccessFlags srcAccessMask 0, // VkAccessFlags dstAccessMask m_layout, // VkImageLayout oldLayout VK_IMAGE_LAYOUT_GENERAL, // VkImageLayout newLayout VK_QUEUE_FAMILY_IGNORED, // uint32_t srcQueueFamilyIndex VK_QUEUE_FAMILY_IGNORED, // uint32_t dstQueueFamilyIndex m_image, // VkImage image {GetImageAspectForFormat(GetFormat()), 0, GetLevels(), 0, GetLayers()} // VkImageSubresourceRange subresourceRange }; VkPipelineStageFlags srcStageMask, dstStageMask; switch (m_layout) { case VK_IMAGE_LAYOUT_UNDEFINED: // Layout undefined therefore contents undefined, and we don't care what happens to it. barrier.srcAccessMask = 0; srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT; break; case VK_IMAGE_LAYOUT_PREINITIALIZED: // Image has been pre-initialized by the host, so ensure all writes have completed. barrier.srcAccessMask = VK_ACCESS_HOST_WRITE_BIT; srcStageMask = VK_PIPELINE_STAGE_HOST_BIT; break; case VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL: // Image was being used as a color attachment, so ensure all writes have completed. barrier.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; break; case VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL: // Image was being used as a depthstencil attachment, so ensure all writes have completed. barrier.srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT; srcStageMask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT; break; case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL: // Image was being used as a shader resource, make sure all reads have finished. barrier.srcAccessMask = VK_ACCESS_SHADER_READ_BIT; srcStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT; break; case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL: // Image was being used as a copy source, ensure all reads have finished. barrier.srcAccessMask = VK_ACCESS_TRANSFER_READ_BIT; srcStageMask = VK_PIPELINE_STAGE_TRANSFER_BIT; break; case VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL: // Image was being used as a copy destination, ensure all writes have finished. barrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; srcStageMask = VK_PIPELINE_STAGE_TRANSFER_BIT; break; default: srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT; break; } switch (new_layout) { case ComputeImageLayout::ReadOnly: barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT; barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; dstStageMask = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT; break; case ComputeImageLayout::WriteOnly: barrier.dstAccessMask = VK_ACCESS_SHADER_WRITE_BIT; barrier.newLayout = VK_IMAGE_LAYOUT_GENERAL; dstStageMask = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT; break; case ComputeImageLayout::ReadWrite: barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT; barrier.newLayout = VK_IMAGE_LAYOUT_GENERAL; dstStageMask = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT; break; default: dstStageMask = 0; break; } m_layout = barrier.newLayout; m_compute_layout = new_layout; vkCmdPipelineBarrier(command_buffer, srcStageMask, dstStageMask, 0, 0, nullptr, 0, nullptr, 1, &barrier); } VKStagingTexture::VKStagingTexture(StagingTextureType type, const TextureConfig& config, std::unique_ptr buffer) : AbstractStagingTexture(type, config), m_staging_buffer(std::move(buffer)) { } VKStagingTexture::~VKStagingTexture() = default; std::unique_ptr VKStagingTexture::Create(StagingTextureType type, const TextureConfig& config) { size_t stride = config.GetStride(); size_t buffer_size = stride * static_cast(config.height); STAGING_BUFFER_TYPE buffer_type; VkImageUsageFlags buffer_usage; if (type == StagingTextureType::Readback) { buffer_type = STAGING_BUFFER_TYPE_READBACK; buffer_usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT; } else if (type == StagingTextureType::Upload) { buffer_type = STAGING_BUFFER_TYPE_UPLOAD; buffer_usage = VK_IMAGE_USAGE_TRANSFER_SRC_BIT; } else { buffer_type = STAGING_BUFFER_TYPE_READBACK; buffer_usage = VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT; } VkBuffer buffer; VkDeviceMemory memory; bool coherent; if (!StagingBuffer::AllocateBuffer(buffer_type, buffer_size, buffer_usage, &buffer, &memory, &coherent)) { return nullptr; } std::unique_ptr staging_buffer = std::make_unique(buffer_type, buffer, memory, buffer_size, coherent); std::unique_ptr staging_tex = std::unique_ptr( new VKStagingTexture(type, config, std::move(staging_buffer))); // Use persistent mapping. if (!staging_tex->m_staging_buffer->Map()) return nullptr; staging_tex->m_map_pointer = staging_tex->m_staging_buffer->GetMapPointer(); staging_tex->m_map_stride = stride; return staging_tex; } void VKStagingTexture::CopyFromTexture(const AbstractTexture* src, const MathUtil::Rectangle& src_rect, u32 src_layer, u32 src_level, const MathUtil::Rectangle& dst_rect) { const VKTexture* src_tex = static_cast(src); ASSERT(m_type == StagingTextureType::Readback || m_type == StagingTextureType::Mutable); ASSERT(src_rect.GetWidth() == dst_rect.GetWidth() && src_rect.GetHeight() == dst_rect.GetHeight()); ASSERT(src_rect.left >= 0 && static_cast(src_rect.right) <= src_tex->GetWidth() && src_rect.top >= 0 && static_cast(src_rect.bottom) <= src_tex->GetHeight()); ASSERT(dst_rect.left >= 0 && static_cast(dst_rect.right) <= m_config.width && dst_rect.top >= 0 && static_cast(dst_rect.bottom) <= m_config.height); StateTracker::GetInstance()->EndRenderPass(); VkImageLayout old_layout = src_tex->GetLayout(); src_tex->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL); // Issue the image->buffer copy, but delay it for now. VkBufferImageCopy image_copy = {}; const VkImageAspectFlags aspect = VKTexture::GetImageViewAspectForFormat(src_tex->GetFormat()); image_copy.bufferOffset = static_cast(static_cast(dst_rect.top) * m_config.GetStride() + static_cast(dst_rect.left) * m_texel_size); image_copy.bufferRowLength = static_cast(m_config.width); image_copy.bufferImageHeight = 0; image_copy.imageSubresource = {aspect, src_level, src_layer, 1}; image_copy.imageOffset = {src_rect.left, src_rect.top, 0}; image_copy.imageExtent = {static_cast(src_rect.GetWidth()), static_cast(src_rect.GetHeight()), 1u}; vkCmdCopyImageToBuffer(g_command_buffer_mgr->GetCurrentCommandBuffer(), src_tex->GetImage(), VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, m_staging_buffer->GetBuffer(), 1, &image_copy); // Restore old source texture layout. src_tex->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), old_layout); m_needs_flush = true; m_flush_fence_counter = g_command_buffer_mgr->GetCurrentFenceCounter(); } void VKStagingTexture::CopyToTexture(const MathUtil::Rectangle& src_rect, AbstractTexture* dst, const MathUtil::Rectangle& dst_rect, u32 dst_layer, u32 dst_level) { const VKTexture* dst_tex = static_cast(dst); ASSERT(m_type == StagingTextureType::Upload || m_type == StagingTextureType::Mutable); ASSERT(src_rect.GetWidth() == dst_rect.GetWidth() && src_rect.GetHeight() == dst_rect.GetHeight()); ASSERT(src_rect.left >= 0 && static_cast(src_rect.right) <= m_config.width && src_rect.top >= 0 && static_cast(src_rect.bottom) <= m_config.height); ASSERT(dst_rect.left >= 0 && static_cast(dst_rect.right) <= dst_tex->GetWidth() && dst_rect.top >= 0 && static_cast(dst_rect.bottom) <= dst_tex->GetHeight()); // Flush caches before copying. m_staging_buffer->FlushCPUCache(); StateTracker::GetInstance()->EndRenderPass(); VkImageLayout old_layout = dst_tex->GetLayout(); dst_tex->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL); // Issue the image->buffer copy, but delay it for now. VkBufferImageCopy image_copy = {}; image_copy.bufferOffset = static_cast(static_cast(src_rect.top) * m_config.GetStride() + static_cast(src_rect.left) * m_texel_size); image_copy.bufferRowLength = static_cast(m_config.width); image_copy.bufferImageHeight = 0; image_copy.imageSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, dst_level, dst_layer, 1}; image_copy.imageOffset = {dst_rect.left, dst_rect.top, 0}; image_copy.imageExtent = {static_cast(dst_rect.GetWidth()), static_cast(dst_rect.GetHeight()), 1u}; vkCmdCopyBufferToImage(g_command_buffer_mgr->GetCurrentCommandBuffer(), m_staging_buffer->GetBuffer(), dst_tex->GetImage(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &image_copy); // Restore old source texture layout. dst_tex->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), old_layout); m_needs_flush = true; m_flush_fence_counter = g_command_buffer_mgr->GetCurrentFenceCounter(); } bool VKStagingTexture::Map() { // Always mapped. return true; } void VKStagingTexture::Unmap() { // Always mapped. } void VKStagingTexture::Flush() { if (!m_needs_flush) return; // Is this copy in the current command buffer? if (g_command_buffer_mgr->GetCurrentFenceCounter() == m_flush_fence_counter) { // Execute the command buffer and wait for it to finish. Renderer::GetInstance()->ExecuteCommandBuffer(false, true); } else { // Wait for the GPU to finish with it. g_command_buffer_mgr->WaitForFenceCounter(m_flush_fence_counter); } // For readback textures, invalidate the CPU cache as there is new data there. if (m_type == StagingTextureType::Readback || m_type == StagingTextureType::Mutable) m_staging_buffer->InvalidateCPUCache(); m_needs_flush = false; } VKFramebuffer::VKFramebuffer(VKTexture* color_attachment, VKTexture* depth_attachment, u32 width, u32 height, u32 layers, u32 samples, VkFramebuffer fb, VkRenderPass load_render_pass, VkRenderPass discard_render_pass, VkRenderPass clear_render_pass) : AbstractFramebuffer( color_attachment, depth_attachment, color_attachment ? color_attachment->GetFormat() : AbstractTextureFormat::Undefined, depth_attachment ? depth_attachment->GetFormat() : AbstractTextureFormat::Undefined, width, height, layers, samples), m_fb(fb), m_load_render_pass(load_render_pass), m_discard_render_pass(discard_render_pass), m_clear_render_pass(clear_render_pass) { } VKFramebuffer::~VKFramebuffer() { g_command_buffer_mgr->DeferFramebufferDestruction(m_fb); } std::unique_ptr VKFramebuffer::Create(VKTexture* color_attachment, VKTexture* depth_attachment) { if (!ValidateConfig(color_attachment, depth_attachment)) return nullptr; const VkFormat vk_color_format = color_attachment ? color_attachment->GetVkFormat() : VK_FORMAT_UNDEFINED; const VkFormat vk_depth_format = depth_attachment ? depth_attachment->GetVkFormat() : VK_FORMAT_UNDEFINED; const VKTexture* either_attachment = color_attachment ? color_attachment : depth_attachment; const u32 width = either_attachment->GetWidth(); const u32 height = either_attachment->GetHeight(); const u32 layers = either_attachment->GetLayers(); const u32 samples = either_attachment->GetSamples(); std::array attachment_views{}; u32 num_attachments = 0; if (color_attachment) attachment_views[num_attachments++] = color_attachment->GetView(); if (depth_attachment) attachment_views[num_attachments++] = depth_attachment->GetView(); VkRenderPass load_render_pass = g_object_cache->GetRenderPass( vk_color_format, vk_depth_format, samples, VK_ATTACHMENT_LOAD_OP_LOAD); VkRenderPass discard_render_pass = g_object_cache->GetRenderPass( vk_color_format, vk_depth_format, samples, VK_ATTACHMENT_LOAD_OP_DONT_CARE); VkRenderPass clear_render_pass = g_object_cache->GetRenderPass( vk_color_format, vk_depth_format, samples, VK_ATTACHMENT_LOAD_OP_CLEAR); if (load_render_pass == VK_NULL_HANDLE || discard_render_pass == VK_NULL_HANDLE || clear_render_pass == VK_NULL_HANDLE) { return nullptr; } VkFramebufferCreateInfo framebuffer_info = {VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO, nullptr, 0, load_render_pass, num_attachments, attachment_views.data(), width, height, layers}; VkFramebuffer fb; VkResult res = vkCreateFramebuffer(g_vulkan_context->GetDevice(), &framebuffer_info, nullptr, &fb); if (res != VK_SUCCESS) { LOG_VULKAN_ERROR(res, "vkCreateFramebuffer failed: "); return nullptr; } return std::make_unique(color_attachment, depth_attachment, width, height, layers, samples, fb, load_render_pass, discard_render_pass, clear_render_pass); } void VKFramebuffer::TransitionForRender() { if (m_color_attachment) { static_cast(m_color_attachment) ->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL); } if (m_depth_attachment) { static_cast(m_depth_attachment) ->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL); } } } // namespace Vulkan