// Copyright 2016 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoBackends/Vulkan/TextureCache.h" #include #include #include #include #include "Common/Assert.h" #include "Common/CommonFuncs.h" #include "Common/Logging/Log.h" #include "Common/MsgHandler.h" #include "VideoBackends/Vulkan/CommandBufferManager.h" #include "VideoBackends/Vulkan/FramebufferManager.h" #include "VideoBackends/Vulkan/ObjectCache.h" #include "VideoBackends/Vulkan/PaletteTextureConverter.h" #include "VideoBackends/Vulkan/Renderer.h" #include "VideoBackends/Vulkan/StagingTexture2D.h" #include "VideoBackends/Vulkan/StateTracker.h" #include "VideoBackends/Vulkan/StreamBuffer.h" #include "VideoBackends/Vulkan/Texture2D.h" #include "VideoBackends/Vulkan/TextureEncoder.h" #include "VideoBackends/Vulkan/Util.h" #include "VideoBackends/Vulkan/VulkanContext.h" #include "VideoCommon/ImageWrite.h" namespace Vulkan { TextureCache::TextureCache() { } TextureCache::~TextureCache() { if (m_initialize_render_pass != VK_NULL_HANDLE) vkDestroyRenderPass(g_vulkan_context->GetDevice(), m_initialize_render_pass, nullptr); if (m_update_render_pass != VK_NULL_HANDLE) vkDestroyRenderPass(g_vulkan_context->GetDevice(), m_update_render_pass, nullptr); } bool TextureCache::Initialize(StateTracker* state_tracker) { m_state_tracker = state_tracker; m_texture_upload_buffer = StreamBuffer::Create(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, INITIAL_TEXTURE_UPLOAD_BUFFER_SIZE, MAXIMUM_TEXTURE_UPLOAD_BUFFER_SIZE); if (!m_texture_upload_buffer) { PanicAlert("Failed to create texture upload buffer"); return false; } if (!CreateRenderPasses()) { PanicAlert("Failed to create copy render pass"); return false; } m_texture_encoder = std::make_unique(); if (!m_texture_encoder->Initialize()) { PanicAlert("Failed to initialize texture encoder."); return false; } m_palette_texture_converter = std::make_unique(); if (!m_palette_texture_converter->Initialize()) { PanicAlert("Failed to initialize palette texture converter"); return false; } if (!CompileShaders()) { PanicAlert("Failed to compile one or more shaders"); return false; } return true; } void TextureCache::ConvertTexture(TCacheEntryBase* base_entry, TCacheEntryBase* base_unconverted, void* palette, TlutFormat format) { TCacheEntry* entry = static_cast(base_entry); TCacheEntry* unconverted = static_cast(base_unconverted); _assert_(entry->config.rendertarget); m_palette_texture_converter->ConvertTexture( m_state_tracker, GetRenderPassForTextureUpdate(entry->GetTexture()), entry->GetFramebuffer(), unconverted->GetTexture(), entry->config.width, entry->config.height, palette, format); // Render pass transitions to SHADER_READ_ONLY. entry->GetTexture()->OverrideImageLayout(VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); } void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride, PEControl::PixelFormat src_format, const EFBRectangle& src_rect, bool is_intensity, bool scale_by_half) { // A better way of doing this would be nice. FramebufferManager* framebuffer_mgr = static_cast(g_framebuffer_manager.get()); // Flush EFB pokes first, as they're expected to be included. framebuffer_mgr->FlushEFBPokes(m_state_tracker); // MSAA case where we need to resolve first. // TODO: Do in one pass. TargetRectangle scaled_src_rect = g_renderer->ConvertEFBRectangle(src_rect); VkRect2D region = {{scaled_src_rect.left, scaled_src_rect.top}, {static_cast(scaled_src_rect.GetWidth()), static_cast(scaled_src_rect.GetHeight())}}; Texture2D* src_texture = (src_format == PEControl::Z24) ? framebuffer_mgr->ResolveEFBDepthTexture(m_state_tracker, region) : framebuffer_mgr->ResolveEFBColorTexture(m_state_tracker, region); // End render pass before barrier (since we have no self-dependencies) m_state_tracker->EndRenderPass(); m_state_tracker->SetPendingRebind(); m_state_tracker->InvalidateDescriptorSets(); m_state_tracker->OnReadback(); // Transition to shader resource before reading. VkImageLayout original_layout = src_texture->GetLayout(); src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); m_texture_encoder->EncodeTextureToRam(m_state_tracker, src_texture->GetView(), dst, format, native_width, bytes_per_row, num_blocks_y, memory_stride, src_format, is_intensity, scale_by_half, src_rect); // Transition back to original state src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), original_layout); } TextureCacheBase::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntryConfig& 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 (config.rendertarget) usage |= VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT; // Allocate texture object std::unique_ptr texture = Texture2D::Create( config.width, config.height, config.levels, config.layers, TEXTURECACHE_TEXTURE_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 (config.rendertarget) { VkImageView framebuffer_attachments[] = {texture->GetView()}; VkFramebufferCreateInfo framebuffer_info = { VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO, nullptr, 0, m_initialize_render_pass, 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, config.levels, 0, 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 new TCacheEntry(config, this, std::move(texture), framebuffer); } bool TextureCache::CreateRenderPasses() { static constexpr VkAttachmentDescription initialize_attachment = { 0, TEXTURECACHE_TEXTURE_FORMAT, VK_SAMPLE_COUNT_1_BIT, VK_ATTACHMENT_LOAD_OP_DONT_CARE, VK_ATTACHMENT_STORE_OP_STORE, VK_ATTACHMENT_LOAD_OP_DONT_CARE, VK_ATTACHMENT_STORE_OP_DONT_CARE, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL}; static constexpr VkAttachmentDescription update_attachment = { 0, TEXTURECACHE_TEXTURE_FORMAT, VK_SAMPLE_COUNT_1_BIT, VK_ATTACHMENT_LOAD_OP_DONT_CARE, VK_ATTACHMENT_STORE_OP_STORE, VK_ATTACHMENT_LOAD_OP_DONT_CARE, VK_ATTACHMENT_STORE_OP_DONT_CARE, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL}; static constexpr VkAttachmentReference color_attachment_reference = { 0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL}; static constexpr VkSubpassDescription subpass_description = { 0, VK_PIPELINE_BIND_POINT_GRAPHICS, 0, nullptr, 1, &color_attachment_reference, nullptr, nullptr, 0, nullptr}; static constexpr VkSubpassDependency initialize_dependancies[] = { {VK_SUBPASS_EXTERNAL, 0, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, VK_DEPENDENCY_BY_REGION_BIT}, {0, VK_SUBPASS_EXTERNAL, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT, VK_DEPENDENCY_BY_REGION_BIT}}; static constexpr VkSubpassDependency update_dependancies[] = { {VK_SUBPASS_EXTERNAL, 0, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_ACCESS_SHADER_READ_BIT, VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, VK_DEPENDENCY_BY_REGION_BIT}, {0, VK_SUBPASS_EXTERNAL, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT, VK_DEPENDENCY_BY_REGION_BIT}}; VkRenderPassCreateInfo initialize_info = {VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO, nullptr, 0, 1, &initialize_attachment, 1, &subpass_description, static_cast(ArraySize(initialize_dependancies)), initialize_dependancies}; VkRenderPassCreateInfo update_info = {VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO, nullptr, 0, 1, &update_attachment, 1, &subpass_description, static_cast(ArraySize(update_dependancies)), update_dependancies}; VkResult res = vkCreateRenderPass(g_vulkan_context->GetDevice(), &initialize_info, nullptr, &m_initialize_render_pass); if (res != VK_SUCCESS) { LOG_VULKAN_ERROR(res, "vkCreateRenderPass (initialize) failed: "); return false; } res = vkCreateRenderPass(g_vulkan_context->GetDevice(), &update_info, nullptr, &m_update_render_pass); if (res != VK_SUCCESS) { LOG_VULKAN_ERROR(res, "vkCreateRenderPass (update) failed: "); return false; } return true; } VkRenderPass TextureCache::GetRenderPassForTextureUpdate(const Texture2D* texture) const { // EFB copies can be re-used as part of the texture pool. If this is the case, we need to insert // a pipeline barrier to ensure that all reads from the texture expecting the old data have // completed before overwriting the texture's contents. New textures will be in TRANSFER_DST // due to the clear after creation. // These two render passes are compatible, so even though the framebuffer was created with // the initialize render pass it's still allowed. if (texture->GetLayout() == VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL) return m_initialize_render_pass; else return m_update_render_pass; } TextureCache::TCacheEntry::TCacheEntry(const TCacheEntryConfig& config_, TextureCache* parent, std::unique_ptr texture, VkFramebuffer framebuffer) : TCacheEntryBase(config_), m_parent(parent), m_texture(std::move(texture)), m_framebuffer(framebuffer) { } TextureCache::TCacheEntry::~TCacheEntry() { // Texture is automatically cleaned up, however, we don't want to leave it bound to the state // tracker. m_parent->m_state_tracker->UnbindTexture(m_texture->GetView()); if (m_framebuffer != VK_NULL_HANDLE) g_command_buffer_mgr->DeferResourceDestruction(m_framebuffer); } void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height, unsigned int expanded_width, unsigned int level) { // 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 set the image layout to // VK_IMAGE_LAYOUT_UNDEFINED here. However, if this texture is being re-used from the texture // pool, it may still be in use. We assume that it's not, as non-efb-copy textures are only // returned to the pool when the frame number is different, furthermore, we're doing this // on the initialize command buffer, so a texture being re-used mid-frame would have undesirable // effects regardless. VkImageMemoryBarrier barrier = { VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER, // VkStructureType sType nullptr, // const void* pNext 0, // VkAccessFlags srcAccessMask VK_ACCESS_TRANSFER_WRITE_BIT, // VkAccessFlags dstAccessMask VK_IMAGE_LAYOUT_UNDEFINED, // VkImageLayout oldLayout VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, // VkImageLayout newLayout VK_QUEUE_FAMILY_IGNORED, // uint32_t srcQueueFamilyIndex VK_QUEUE_FAMILY_IGNORED, // uint32_t dstQueueFamilyIndex m_texture->GetImage(), // VkImage image {VK_IMAGE_ASPECT_COLOR_BIT, level, 1, 0, 1}, // VkImageSubresourceRange subresourceRange }; vkCmdPipelineBarrier(g_command_buffer_mgr->GetCurrentInitCommandBuffer(), VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier); // Does this texture data fit within the streaming buffer? u32 upload_width = width; u32 upload_pitch = upload_width * sizeof(u32); u32 upload_size = upload_pitch * height; u32 upload_alignment = static_cast(g_vulkan_context->GetBufferImageGranularity()); u32 source_pitch = expanded_width * 4; if ((upload_size + upload_alignment) <= STAGING_TEXTURE_UPLOAD_THRESHOLD && (upload_size + upload_alignment) <= MAXIMUM_TEXTURE_UPLOAD_BUFFER_SIZE) { // Assume tightly packed rows, with no padding as the buffer source. StreamBuffer* upload_buffer = m_parent->m_texture_upload_buffer.get(); // Allocate memory from the streaming buffer for the texture data. if (!upload_buffer->ReserveMemory(upload_size, g_vulkan_context->GetBufferImageGranularity())) { // Execute the command buffer first. WARN_LOG(VIDEO, "Executing command list while waiting for space in texture upload buffer"); Util::ExecuteCurrentCommandsAndRestoreState(m_parent->m_state_tracker, false); // Try allocating again. This may cause a fence wait. if (!upload_buffer->ReserveMemory(upload_size, g_vulkan_context->GetBufferImageGranularity())) PanicAlert("Failed to allocate space in texture upload buffer"); } // Grab buffer pointers VkBuffer image_upload_buffer = upload_buffer->GetBuffer(); VkDeviceSize image_upload_buffer_offset = upload_buffer->GetCurrentOffset(); u8* image_upload_buffer_pointer = upload_buffer->GetCurrentHostPointer(); // Copy to the buffer using the stride from the subresource layout const u8* source_ptr = TextureCache::temp; if (upload_pitch != source_pitch) { VkDeviceSize copy_pitch = std::min(source_pitch, upload_pitch); for (unsigned int row = 0; row < height; row++) { memcpy(image_upload_buffer_pointer + row * upload_pitch, source_ptr + row * source_pitch, copy_pitch); } } else { // Can copy the whole thing in one block, the pitch matches memcpy(image_upload_buffer_pointer, source_ptr, upload_size); } // Flush buffer memory if necessary upload_buffer->CommitMemory(upload_size); // Copy from the streaming buffer to the actual image. VkBufferImageCopy image_copy = { image_upload_buffer_offset, // VkDeviceSize bufferOffset 0, // 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(), image_upload_buffer, m_texture->GetImage(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &image_copy); } else { // Slow path. The data for the image is too large to fit in the streaming buffer, so we need // to allocate a temporary texture to store the data in, then copy to the real texture. std::unique_ptr staging_texture = StagingTexture2D::Create( STAGING_BUFFER_TYPE_UPLOAD, width, height, TEXTURECACHE_TEXTURE_FORMAT); if (!staging_texture || !staging_texture->Map()) { PanicAlert("Failed to allocate staging texture for large texture upload."); return; } // Copy data to staging texture first, then to the "real" texture. staging_texture->WriteTexels(0, 0, width, height, TextureCache::temp, source_pitch); staging_texture->CopyToImage(g_command_buffer_mgr->GetCurrentInitCommandBuffer(), m_texture->GetImage(), VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, width, height, level, 0); } // Transition to shader read only. barrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; barrier.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT; barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; vkCmdPipelineBarrier(g_command_buffer_mgr->GetCurrentInitCommandBuffer(), VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier); m_texture->OverrideImageLayout(VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); } void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat src_format, const EFBRectangle& src_rect, bool scale_by_half, unsigned int cbufid, const float* colmat) { // A better way of doing this would be nice. FramebufferManager* framebuffer_mgr = static_cast(g_framebuffer_manager.get()); TargetRectangle scaled_src_rect = g_renderer->ConvertEFBRectangle(src_rect); bool is_depth_copy = (src_format == PEControl::Z24); // Flush EFB pokes first, as they're expected to be included. framebuffer_mgr->FlushEFBPokes(m_parent->m_state_tracker); // Has to be flagged as a render target. _assert_(m_framebuffer != VK_NULL_HANDLE); // Can't be done in a render pass, since we're doing our own render pass! StateTracker* state_tracker = m_parent->m_state_tracker; VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer(); state_tracker->EndRenderPass(); // Transition EFB to shader resource before binding VkRect2D region = {{scaled_src_rect.left, scaled_src_rect.top}, {static_cast(scaled_src_rect.GetWidth()), static_cast(scaled_src_rect.GetHeight())}}; Texture2D* src_texture = is_depth_copy ? framebuffer_mgr->ResolveEFBDepthTexture(state_tracker, region) : framebuffer_mgr->ResolveEFBColorTexture(state_tracker, region); VkSampler src_sampler = scale_by_half ? g_object_cache->GetLinearSampler() : g_object_cache->GetPointSampler(); VkImageLayout original_layout = src_texture->GetLayout(); src_texture->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); UtilityShaderDraw draw( command_buffer, g_object_cache->GetPushConstantPipelineLayout(), m_parent->GetRenderPassForTextureUpdate(m_texture.get()), g_object_cache->GetPassthroughVertexShader(), g_object_cache->GetPassthroughGeometryShader(), is_depth_copy ? m_parent->m_efb_depth_to_tex_shader : m_parent->m_efb_color_to_tex_shader); draw.SetPushConstants(colmat, (is_depth_copy ? sizeof(float) * 20 : sizeof(float) * 28)); draw.SetPSSampler(0, src_texture->GetView(), src_sampler); VkRect2D dest_region = {{0, 0}, {m_texture->GetWidth(), m_texture->GetHeight()}}; draw.BeginRenderPass(m_framebuffer, dest_region); draw.DrawQuad(0, 0, config.width, config.height, scaled_src_rect.left, scaled_src_rect.top, 0, scaled_src_rect.GetWidth(), scaled_src_rect.GetHeight(), framebuffer_mgr->GetEFBWidth(), framebuffer_mgr->GetEFBHeight()); draw.EndRenderPass(); // We touched everything, so put it back. state_tracker->SetPendingRebind(); // Transition the EFB back to its original layout. src_texture->TransitionToLayout(command_buffer, original_layout); // Render pass transitions texture to SHADER_READ_ONLY. m_texture->OverrideImageLayout(VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); } void TextureCache::TCacheEntry::CopyRectangleFromTexture(const TCacheEntryBase* source, const MathUtil::Rectangle& src_rect, const MathUtil::Rectangle& dst_rect) { const TCacheEntry* source_vk = static_cast(source); VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer(); // Fast path when not scaling the image. if (src_rect.GetWidth() == dst_rect.GetWidth() && src_rect.GetHeight() == dst_rect.GetHeight()) { // These assertions should hold true unless the base code is passing us sizes too large, in // which case it should be fixed instead. _assert_msg_(VIDEO, static_cast(src_rect.GetWidth()) <= source->config.width && static_cast(src_rect.GetHeight()) <= source->config.height, "Source rect is too large for CopyRectangleFromTexture"); _assert_msg_(VIDEO, static_cast(dst_rect.GetWidth()) <= config.width && static_cast(dst_rect.GetHeight()) <= config.height, "Dest rect is too large for CopyRectangleFromTexture"); VkImageCopy image_copy = { {VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, source->config.layers}, // VkImageSubresourceLayers srcSubresource {src_rect.left, src_rect.top, 0}, // VkOffset3D srcOffset {VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, config.layers}, // VkImageSubresourceLayers dstSubresource {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. m_parent->m_state_tracker->EndRenderPass(); source_vk->m_texture->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL); m_texture->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL); vkCmdCopyImage(command_buffer, source_vk->m_texture->GetImage(), VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, m_texture->GetImage(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &image_copy); m_texture->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); source_vk->m_texture->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); return; } // Can't do this within a game render pass. m_parent->m_state_tracker->EndRenderPass(); m_parent->m_state_tracker->SetPendingRebind(); // Can't render to a non-rendertarget (no framebuffer). _assert_msg_(VIDEO, config.rendertarget, "Destination texture for partial copy is not a rendertarget"); UtilityShaderDraw draw( g_command_buffer_mgr->GetCurrentCommandBuffer(), g_object_cache->GetStandardPipelineLayout(), m_parent->GetRenderPassForTextureUpdate(m_texture.get()), g_object_cache->GetPassthroughVertexShader(), VK_NULL_HANDLE, m_parent->m_copy_shader); 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, source_vk->GetTexture()->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(), source->config.width, source->config.height); draw.EndRenderPass(); // Render pass transitions texture to SHADER_READ_ONLY. m_texture->OverrideImageLayout(VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); } void TextureCache::TCacheEntry::Bind(unsigned int stage) { m_parent->m_state_tracker->SetTexture(stage, m_texture->GetView()); } bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int level) { _assert_(level < config.levels); // Determine dimensions of image we want to save. u32 level_width = std::max(1u, config.width >> level); u32 level_height = std::max(1u, 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); m_parent->m_state_tracker->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. g_command_buffer_mgr->ExecuteCommandBuffer(false, true); m_parent->m_state_tracker->InvalidateDescriptorSets(); m_parent->m_state_tracker->SetPendingRebind(); // 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()), staging_texture->GetRowStride(), filename, level_width, level_height); staging_texture->Unmap(); return result; } bool TextureCache::CompileShaders() { static const char COPY_SHADER_SOURCE[] = R"( layout(set = 1, binding = 0) uniform sampler2DArray samp0; layout(location = 0) in float3 uv0; layout(location = 1) in float4 col0; layout(location = 0) out float4 ocol0; void main() { ocol0 = texture(samp0, uv0); } )"; static const char EFB_COLOR_TO_TEX_SOURCE[] = R"( SAMPLER_BINDING(0) uniform sampler2DArray samp0; layout(std140, push_constant) uniform PSBlock { vec4 colmat[7]; } C; layout(location = 0) in vec3 uv0; layout(location = 1) in vec4 col0; layout(location = 0) out vec4 ocol0; void main() { float4 texcol = texture(samp0, uv0); texcol = round(texcol * C.colmat[5]) * C.colmat[6]; ocol0 = texcol * mat4(C.colmat[0], C.colmat[1], C.colmat[2], C.colmat[3]) + C.colmat[4]; } )"; static const char EFB_DEPTH_TO_TEX_SOURCE[] = R"( SAMPLER_BINDING(0) uniform sampler2DArray samp0; layout(std140, push_constant) uniform PSBlock { vec4 colmat[5]; } C; layout(location = 0) in vec3 uv0; layout(location = 1) in vec4 col0; layout(location = 0) out vec4 ocol0; void main() { #if MONO_DEPTH vec4 texcol = texture(samp0, vec3(uv0.xy, 0.0f)); #else vec4 texcol = texture(samp0, uv0); #endif int depth = int((1.0 - texcol.x) * 16777216.0); // Convert to Z24 format ivec4 workspace; workspace.r = (depth >> 16) & 255; workspace.g = (depth >> 8) & 255; workspace.b = depth & 255; // Convert to Z4 format workspace.a = (depth >> 16) & 0xF0; // Normalize components to [0.0..1.0] texcol = vec4(workspace) / 255.0; ocol0 = texcol * mat4(C.colmat[0], C.colmat[1], C.colmat[2], C.colmat[3]) + C.colmat[4]; } )"; std::string header = g_object_cache->GetUtilityShaderHeader(); std::string source; source = header + COPY_SHADER_SOURCE; m_copy_shader = Util::CompileAndCreateFragmentShader(source); source = header + EFB_COLOR_TO_TEX_SOURCE; m_efb_color_to_tex_shader = Util::CompileAndCreateFragmentShader(source); if (g_ActiveConfig.bStereoEFBMonoDepth) source = header + "#define MONO_DEPTH 1\n" + EFB_DEPTH_TO_TEX_SOURCE; else source = header + EFB_DEPTH_TO_TEX_SOURCE; m_efb_depth_to_tex_shader = Util::CompileAndCreateFragmentShader(source); return (m_copy_shader != VK_NULL_HANDLE && m_efb_color_to_tex_shader != VK_NULL_HANDLE && m_efb_depth_to_tex_shader != VK_NULL_HANDLE); } void TextureCache::DeleteShaders() { auto DestroyShader = [this](VkShaderModule& shader) { if (shader != VK_NULL_HANDLE) { vkDestroyShaderModule(g_vulkan_context->GetDevice(), shader, nullptr); shader = VK_NULL_HANDLE; } }; // Since this can be called by the base class we need to wait for idle. g_command_buffer_mgr->WaitForGPUIdle(); DestroyShader(m_copy_shader); DestroyShader(m_efb_color_to_tex_shader); DestroyShader(m_efb_depth_to_tex_shader); } } // namespace Vulkan