// Copyright 2017 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #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/FramebufferManager.h" #include "VideoBackends/Vulkan/StagingTexture2D.h" #include "VideoBackends/Vulkan/StateTracker.h" #include "VideoBackends/Vulkan/Texture2D.h" #include "VideoBackends/Vulkan/Util.h" #include "VideoBackends/Vulkan/VKTexture.h" #include "VideoBackends/Vulkan/VulkanContext.h" #include "VideoCommon/ImageWrite.h" #include "VideoCommon/TextureConfig.h" namespace Vulkan { VKTexture::VKTexture(const TextureConfig& tex_config, std::unique_ptr texture, VkFramebuffer framebuffer) : AbstractTexture(tex_config), m_texture(std::move(texture)), m_framebuffer(framebuffer) { } std::unique_ptr VKTexture::Create(const TextureConfig& tex_config) { // 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.rendertarget) usage |= VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT; // Allocate texture object VkFormat vk_format = Util::GetVkFormatForHostTextureFormat(tex_config.format); auto texture = Texture2D::Create(tex_config.width, tex_config.height, tex_config.levels, tex_config.layers, vk_format, VK_SAMPLE_COUNT_1_BIT, VK_IMAGE_VIEW_TYPE_2D_ARRAY, VK_IMAGE_TILING_OPTIMAL, usage); if (!texture) { return nullptr; } // If this is a render target (for efb copies), allocate a framebuffer VkFramebuffer framebuffer = VK_NULL_HANDLE; if (tex_config.rendertarget) { VkImageView framebuffer_attachments[] = {texture->GetView()}; VkFramebufferCreateInfo framebuffer_info = { VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO, nullptr, 0, TextureCache::GetInstance()->GetTextureCopyRenderPass(), static_cast(ArraySize(framebuffer_attachments)), framebuffer_attachments, texture->GetWidth(), texture->GetHeight(), texture->GetLayers()}; VkResult res = vkCreateFramebuffer(g_vulkan_context->GetDevice(), &framebuffer_info, nullptr, &framebuffer); if (res != VK_SUCCESS) { LOG_VULKAN_ERROR(res, "vkCreateFramebuffer failed: "); return nullptr; } // Clear render targets before use to prevent reading uninitialized memory. VkClearColorValue clear_value = {{0.0f, 0.0f, 0.0f, 1.0f}}; VkImageSubresourceRange clear_range = {VK_IMAGE_ASPECT_COLOR_BIT, 0, tex_config.levels, 0, tex_config.layers}; texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentInitCommandBuffer(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL); vkCmdClearColorImage(g_command_buffer_mgr->GetCurrentInitCommandBuffer(), texture->GetImage(), texture->GetLayout(), &clear_value, 1, &clear_range); } return std::unique_ptr(new VKTexture(tex_config, std::move(texture), framebuffer)); } VKTexture::~VKTexture() { // Texture is automatically cleaned up, however, we don't want to leave it bound. StateTracker::GetInstance()->UnbindTexture(m_texture->GetView()); if (m_framebuffer != VK_NULL_HANDLE) g_command_buffer_mgr->DeferFramebufferDestruction(m_framebuffer); } Texture2D* VKTexture::GetRawTexIdentifier() const { return m_texture.get(); } VkFramebuffer VKTexture::GetFramebuffer() const { return m_framebuffer; } void VKTexture::Bind(unsigned int stage) { // Texture should always be in SHADER_READ_ONLY layout prior to use. // This is so we don't need to transition during render passes. _assert_(m_texture->GetLayout() == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); StateTracker::GetInstance()->SetTexture(stage, m_texture->GetView()); } bool VKTexture::Save(const std::string& filename, unsigned int level) { _assert_(level < m_config.levels); // We can't dump compressed textures currently (it would mean drawing them to a RGBA8 // framebuffer, and saving that). TextureCache does not call Save for custom textures // anyway, so this is fine for now. _assert_(m_config.format == AbstractTextureFormat::RGBA8); // Determine dimensions of image we want to save. u32 level_width = std::max(1u, m_config.width >> level); u32 level_height = std::max(1u, m_config.height >> level); // Use a temporary staging texture for the download. Certainly not optimal, // but since we have to idle the GPU anyway it doesn't really matter. std::unique_ptr staging_texture = StagingTexture2D::Create( STAGING_BUFFER_TYPE_READBACK, level_width, level_height, TEXTURECACHE_TEXTURE_FORMAT); // Transition image to transfer source, and invalidate the current state, // since we'll be executing the command buffer. m_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL); StateTracker::GetInstance()->EndRenderPass(); // Copy to download buffer. staging_texture->CopyFromImage(g_command_buffer_mgr->GetCurrentCommandBuffer(), m_texture->GetImage(), VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, level_width, level_height, level, 0); // Restore original state of texture. m_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); // Block until the GPU has finished copying to the staging texture. Util::ExecuteCurrentCommandsAndRestoreState(false, true); // Map the staging texture so we can copy the contents out. if (!staging_texture->Map()) { PanicAlert("Failed to map staging texture"); return false; } // Write texture out to file. // It's okay to throw this texture away immediately, since we're done with it, and // we blocked until the copy completed on the GPU anyway. bool result = TextureToPng(reinterpret_cast(staging_texture->GetMapPointer()), static_cast(staging_texture->GetRowStride()), filename, level_width, level_height); staging_texture->Unmap(); return result; } void VKTexture::CopyTextureRectangle(const MathUtil::Rectangle& dst_rect, Texture2D* src_texture, const MathUtil::Rectangle& src_rect) { _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, 0, 0, src_texture->GetLayers()}, // VkImageSubresourceLayers srcSubresource {src_rect.left, src_rect.top, 0}, // VkOffset3D srcOffset {VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, // VkImageSubresourceLayers dstSubresource m_config.layers}, {dst_rect.left, dst_rect.top, 0}, // VkOffset3D dstOffset {static_cast(src_rect.GetWidth()), static_cast(src_rect.GetHeight()), 1} // VkExtent3D extent }; // Must be called outside of a render pass. StateTracker::GetInstance()->EndRenderPass(); src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL); m_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL); vkCmdCopyImage(g_command_buffer_mgr->GetCurrentCommandBuffer(), src_texture->GetImage(), VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, m_texture->GetImage(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &image_copy); } void VKTexture::ScaleTextureRectangle(const MathUtil::Rectangle& dst_rect, Texture2D* src_texture, const MathUtil::Rectangle& src_rect) { // Can't do this within a game render pass. StateTracker::GetInstance()->EndRenderPass(); StateTracker::GetInstance()->SetPendingRebind(); // Can't render to a non-rendertarget (no framebuffer). _assert_msg_(VIDEO, m_config.rendertarget, "Destination texture for partial copy is not a rendertarget"); // Render pass expects dst_texture to be in COLOR_ATTACHMENT_OPTIMAL state. // src_texture should already be in SHADER_READ_ONLY state, but transition in case (XFB). src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); m_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL); UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(), g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD), TextureCache::GetInstance()->GetTextureCopyRenderPass(), g_object_cache->GetPassthroughVertexShader(), g_object_cache->GetPassthroughGeometryShader(), TextureCache::GetInstance()->GetCopyShader()); VkRect2D region = { {dst_rect.left, dst_rect.top}, {static_cast(dst_rect.GetWidth()), static_cast(dst_rect.GetHeight())}}; draw.BeginRenderPass(m_framebuffer, region); draw.SetPSSampler(0, src_texture->GetView(), g_object_cache->GetLinearSampler()); draw.DrawQuad(dst_rect.left, dst_rect.top, dst_rect.GetWidth(), dst_rect.GetHeight(), src_rect.left, src_rect.top, 0, src_rect.GetWidth(), src_rect.GetHeight(), static_cast(src_texture->GetWidth()), static_cast(src_texture->GetHeight())); draw.EndRenderPass(); } void VKTexture::CopyRectangleFromTexture(const AbstractTexture* source, const MathUtil::Rectangle& srcrect, const MathUtil::Rectangle& dstrect) { auto* raw_source_texture = static_cast(source)->GetRawTexIdentifier(); CopyRectangleFromTexture(raw_source_texture, srcrect, dstrect); } void VKTexture::CopyRectangleFromTexture(Texture2D* source, const MathUtil::Rectangle& srcrect, const MathUtil::Rectangle& dstrect) { if (srcrect.GetWidth() == dstrect.GetWidth() && srcrect.GetHeight() == dstrect.GetHeight()) CopyTextureRectangle(dstrect, source, srcrect); else ScaleTextureRectangle(dstrect, source, srcrect); // Ensure both textures remain in the SHADER_READ_ONLY layout so they can be bound. source->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); m_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); } 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, m_texture->GetWidth() >> level)); height = std::max(1u, std::min(height, m_texture->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. m_texture->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. u32 upload_alignment = static_cast(g_vulkan_context->GetBufferImageGranularity()); u32 block_size = Util::GetBlockSize(m_texture->GetFormat()); u32 num_rows = Common::AlignUp(height, block_size) / block_size; size_t source_pitch = CalculateHostTextureLevelPitch(m_config.format, row_length); size_t 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 && upload_size <= MAXIMUM_TEXTURE_UPLOAD_BUFFER_SIZE) { StreamBuffer* stream_buffer = TextureCache::GetInstance()->GetTextureUploadBuffer(); if (!stream_buffer->ReserveMemory(upload_size, upload_alignment)) { // Execute the command buffer first. WARN_LOG(VIDEO, "Executing command list while waiting for space in texture upload buffer"); Util::ExecuteCurrentCommandsAndRestoreState(false); // Try allocating again. This may cause a fence wait. if (!stream_buffer->ReserveMemory(upload_size, upload_alignment)) PanicAlert("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()) { PanicAlert("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_texture->GetImage(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &image_copy); // Last mip level? We shouldn't be doing any further uploads now, so transition for rendering. if (level == (m_config.levels - 1)) { m_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentInitCommandBuffer(), VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); } } } // namespace Vulkan