// Copyright 2016 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoBackends/Vulkan/TextureEncoder.h" #include #include #include "Common/CommonFuncs.h" #include "Common/Logging/Log.h" #include "Common/MsgHandler.h" #include "VideoBackends/Vulkan/CommandBufferManager.h" #include "VideoBackends/Vulkan/ObjectCache.h" #include "VideoBackends/Vulkan/Renderer.h" #include "VideoBackends/Vulkan/StagingTexture2D.h" #include "VideoBackends/Vulkan/StateTracker.h" #include "VideoBackends/Vulkan/Texture2D.h" #include "VideoBackends/Vulkan/Util.h" #include "VideoBackends/Vulkan/VulkanContext.h" #include "VideoCommon/TextureConversionShader.h" #include "VideoCommon/TextureDecoder.h" namespace Vulkan { TextureEncoder::TextureEncoder() { } TextureEncoder::~TextureEncoder() { if (m_encoding_render_pass != VK_NULL_HANDLE) vkDestroyRenderPass(g_vulkan_context->GetDevice(), m_encoding_render_pass, nullptr); if (m_encoding_texture_framebuffer != VK_NULL_HANDLE) vkDestroyFramebuffer(g_vulkan_context->GetDevice(), m_encoding_texture_framebuffer, nullptr); for (VkShaderModule shader : m_texture_encoding_shaders) { if (shader != VK_NULL_HANDLE) vkDestroyShaderModule(g_vulkan_context->GetDevice(), shader, nullptr); } } bool TextureEncoder::Initialize() { if (!CompileShaders()) { PanicAlert("Failed to compile shaders"); return false; } if (!CreateEncodingRenderPass()) { PanicAlert("Failed to create encode render pass"); return false; } if (!CreateEncodingTexture()) { PanicAlert("Failed to create encoding texture"); return false; } if (!CreateDownloadTexture()) { PanicAlert("Failed to create download texture"); return false; } return true; } void TextureEncoder::EncodeTextureToRam(StateTracker* state_tracker, VkImageView src_texture, u8* dest_ptr, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride, PEControl::PixelFormat src_format, bool is_intensity, int scale_by_half, const EFBRectangle& src_rect) { if (m_texture_encoding_shaders[format] == VK_NULL_HANDLE) { ERROR_LOG(VIDEO, "Missing encoding fragment shader for format %u", format); return; } // Can't do our own draw within a render pass. state_tracker->EndRenderPass(); UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(), g_object_cache->GetPushConstantPipelineLayout(), m_encoding_render_pass, g_object_cache->GetScreenQuadVertexShader(), VK_NULL_HANDLE, m_texture_encoding_shaders[format]); // Uniform - int4 of left,top,native_width,scale s32 position_uniform[4] = {src_rect.left, src_rect.top, static_cast(native_width), scale_by_half ? 2 : 1}; draw.SetPushConstants(position_uniform, sizeof(position_uniform)); // Doesn't make sense to linear filter depth values draw.SetPSSampler(0, src_texture, (scale_by_half && src_format != PEControl::Z24) ? g_object_cache->GetLinearSampler() : g_object_cache->GetPointSampler()); u32 render_width = bytes_per_row / sizeof(u32); u32 render_height = num_blocks_y; Util::SetViewportAndScissor(g_command_buffer_mgr->GetCurrentCommandBuffer(), 0, 0, render_width, render_height); // TODO: We could use compute shaders here. VkRect2D render_region = {{0, 0}, {render_width, render_height}}; draw.BeginRenderPass(m_encoding_texture_framebuffer, render_region); draw.DrawWithoutVertexBuffer(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, 4); draw.EndRenderPass(); // Transition the image before copying m_encoding_texture->OverrideImageLayout(VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL); m_download_texture->CopyFromImage(g_command_buffer_mgr->GetCurrentCommandBuffer(), m_encoding_texture->GetImage(), VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, render_width, render_height, 0, 0); // Block until the GPU has finished copying to the staging texture. g_command_buffer_mgr->ExecuteCommandBuffer(false, true); state_tracker->InvalidateDescriptorSets(); state_tracker->SetPendingRebind(); // Copy from staging texture to the final destination, adjusting pitch if necessary. m_download_texture->ReadTexels(0, 0, render_width, render_height, dest_ptr, memory_stride); } bool TextureEncoder::CompileShaders() { // Texture encoding shaders static const u32 texture_encoding_shader_formats[] = { GX_TF_I4, GX_TF_I8, GX_TF_IA4, GX_TF_IA8, GX_TF_RGB565, GX_TF_RGB5A3, GX_TF_RGBA8, GX_CTF_R4, GX_CTF_RA4, GX_CTF_RA8, GX_CTF_A8, GX_CTF_R8, GX_CTF_G8, GX_CTF_B8, GX_CTF_RG8, GX_CTF_GB8, GX_CTF_Z8H, GX_TF_Z8, GX_CTF_Z16R, GX_TF_Z16, GX_TF_Z24X8, GX_CTF_Z4, GX_CTF_Z8M, GX_CTF_Z8L, GX_CTF_Z16L}; for (u32 format : texture_encoding_shader_formats) { const char* shader_source = TextureConversionShader::GenerateEncodingShader(format, APIType::Vulkan); m_texture_encoding_shaders[format] = Util::CompileAndCreateFragmentShader(shader_source); if (m_texture_encoding_shaders[format] == VK_NULL_HANDLE) return false; } return true; } bool TextureEncoder::CreateEncodingRenderPass() { VkAttachmentDescription attachments[] = { {0, ENCODING_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_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL}}; VkAttachmentReference color_attachment_references[] = { {0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL}}; VkSubpassDescription subpass_descriptions[] = {{0, VK_PIPELINE_BIND_POINT_GRAPHICS, 0, nullptr, 1, color_attachment_references, nullptr, nullptr, 0, nullptr}}; VkSubpassDependency dependancies[] = { {0, VK_SUBPASS_EXTERNAL, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, VK_ACCESS_TRANSFER_READ_BIT, VK_DEPENDENCY_BY_REGION_BIT}}; VkRenderPassCreateInfo pass_info = {VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO, nullptr, 0, static_cast(ArraySize(attachments)), attachments, static_cast(ArraySize(subpass_descriptions)), subpass_descriptions, static_cast(ArraySize(dependancies)), dependancies}; VkResult res = vkCreateRenderPass(g_vulkan_context->GetDevice(), &pass_info, nullptr, &m_encoding_render_pass); if (res != VK_SUCCESS) { LOG_VULKAN_ERROR(res, "vkCreateRenderPass (Encode) failed: "); return false; } return true; } bool TextureEncoder::CreateEncodingTexture() { // From OGL: Why do we create a 1024 height texture? m_encoding_texture = Texture2D::Create( ENCODING_TEXTURE_WIDTH, ENCODING_TEXTURE_HEIGHT, 1, 1, ENCODING_TEXTURE_FORMAT, VK_SAMPLE_COUNT_1_BIT, VK_IMAGE_VIEW_TYPE_2D, VK_IMAGE_TILING_OPTIMAL, VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT); if (!m_encoding_texture) return false; VkImageView framebuffer_attachments[] = {m_encoding_texture->GetView()}; VkFramebufferCreateInfo framebuffer_info = {VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO, nullptr, 0, m_encoding_render_pass, static_cast(ArraySize(framebuffer_attachments)), framebuffer_attachments, m_encoding_texture->GetWidth(), m_encoding_texture->GetHeight(), m_encoding_texture->GetLayers()}; VkResult res = vkCreateFramebuffer(g_vulkan_context->GetDevice(), &framebuffer_info, nullptr, &m_encoding_texture_framebuffer); if (res != VK_SUCCESS) { LOG_VULKAN_ERROR(res, "vkCreateFramebuffer failed: "); return false; } return true; } bool TextureEncoder::CreateDownloadTexture() { m_download_texture = StagingTexture2D::Create(STAGING_BUFFER_TYPE_READBACK, ENCODING_TEXTURE_WIDTH, ENCODING_TEXTURE_HEIGHT, ENCODING_TEXTURE_FORMAT); if (!m_download_texture || !m_download_texture->Map()) return false; return true; } } // namespace Vulkan