163 lines
5.6 KiB
C++
163 lines
5.6 KiB
C++
// Copyright 2016 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <memory>
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#include <utility>
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#include "Common/CommonTypes.h"
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#include "VideoBackends/Vulkan/Constants.h"
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#include "VideoBackends/Vulkan/TextureCache.h"
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#include "VideoCommon/FramebufferManagerBase.h"
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#include "VideoCommon/RenderState.h"
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class AbstractStagingTexture;
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namespace Vulkan
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{
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class StateTracker;
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class StreamBuffer;
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class Texture2D;
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class VertexFormat;
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class VKTexture;
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class XFBSource;
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class FramebufferManager : public FramebufferManagerBase
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{
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public:
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FramebufferManager();
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~FramebufferManager();
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static FramebufferManager* GetInstance();
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bool Initialize();
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VkRenderPass GetEFBLoadRenderPass() const { return m_efb_load_render_pass; }
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VkRenderPass GetEFBClearRenderPass() const { return m_efb_clear_render_pass; }
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Texture2D* GetEFBColorTexture() const { return m_efb_color_texture.get(); }
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Texture2D* GetEFBDepthTexture() const { return m_efb_depth_texture.get(); }
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VkFramebuffer GetEFBFramebuffer() const { return m_efb_framebuffer; }
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u32 GetEFBWidth() const;
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u32 GetEFBHeight() const;
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u32 GetEFBLayers() const;
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VkSampleCountFlagBits GetEFBSamples() const;
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MultisamplingState GetEFBMultisamplingState() const;
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void ResizeEFBTextures();
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// Recompile shaders, use when MSAA mode changes.
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void RecreateRenderPass();
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void RecompileShaders();
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// Reinterpret pixel format of EFB color texture.
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// Assumes no render pass is currently in progress.
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// Swaps EFB framebuffers, so re-bind afterwards.
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void ReinterpretPixelData(int convtype);
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// This render pass can be used for other readback operations.
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VkRenderPass GetColorCopyForReadbackRenderPass() const { return m_copy_color_render_pass; }
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// Resolve color/depth textures to a non-msaa texture, and return it.
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Texture2D* ResolveEFBColorTexture(const VkRect2D& region);
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Texture2D* ResolveEFBDepthTexture(const VkRect2D& region);
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// Returns the texture that the EFB color texture is resolved to when multisampling is enabled.
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// Ensure ResolveEFBColorTexture is called before this method.
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Texture2D* GetResolvedEFBColorTexture() const { return m_efb_resolve_color_texture.get(); }
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// Reads a framebuffer value back from the GPU. This may block if the cache is not current.
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u32 PeekEFBColor(u32 x, u32 y);
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float PeekEFBDepth(u32 x, u32 y);
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void InvalidatePeekCache();
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// Writes a value to the framebuffer. This will never block, and writes will be batched.
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void PokeEFBColor(u32 x, u32 y, u32 color);
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void PokeEFBDepth(u32 x, u32 y, float depth);
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void FlushEFBPokes();
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private:
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struct EFBPokeVertex
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{
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float position[4];
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u32 color;
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};
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bool CreateEFBRenderPasses();
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bool CreateEFBFramebuffer();
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void DestroyEFBFramebuffer();
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bool CompileConversionShaders();
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void DestroyConversionShaders();
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bool CreateReadbackRenderPasses();
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bool CompileReadbackShaders();
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void DestroyReadbackShaders();
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bool CreateReadbackTextures();
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void DestroyReadbackTextures();
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bool CreateReadbackFramebuffer();
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void DestroyReadbackFramebuffer();
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void CreatePokeVertexFormat();
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bool CreatePokeVertexBuffer();
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void DestroyPokeVertexBuffer();
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bool CompilePokeShaders();
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void DestroyPokeShaders();
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bool PopulateColorReadbackTexture();
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bool PopulateDepthReadbackTexture();
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void CreatePokeVertices(std::vector<EFBPokeVertex>* destination_list, u32 x, u32 y, float z,
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u32 color);
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void DrawPokeVertices(const EFBPokeVertex* vertices, size_t vertex_count, bool write_color,
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bool write_depth);
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VkRenderPass m_efb_load_render_pass = VK_NULL_HANDLE;
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VkRenderPass m_efb_clear_render_pass = VK_NULL_HANDLE;
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VkRenderPass m_depth_resolve_render_pass = VK_NULL_HANDLE;
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std::unique_ptr<Texture2D> m_efb_color_texture;
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std::unique_ptr<Texture2D> m_efb_convert_color_texture;
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std::unique_ptr<Texture2D> m_efb_depth_texture;
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std::unique_ptr<Texture2D> m_efb_resolve_color_texture;
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std::unique_ptr<Texture2D> m_efb_resolve_depth_texture;
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VkFramebuffer m_efb_framebuffer = VK_NULL_HANDLE;
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VkFramebuffer m_efb_convert_framebuffer = VK_NULL_HANDLE;
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VkFramebuffer m_depth_resolve_framebuffer = VK_NULL_HANDLE;
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// Format conversion shaders
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VkShaderModule m_ps_rgb8_to_rgba6 = VK_NULL_HANDLE;
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VkShaderModule m_ps_rgba6_to_rgb8 = VK_NULL_HANDLE;
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VkShaderModule m_ps_depth_resolve = VK_NULL_HANDLE;
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// EFB readback texture
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std::unique_ptr<Texture2D> m_color_copy_texture;
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std::unique_ptr<Texture2D> m_depth_copy_texture;
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VkFramebuffer m_color_copy_framebuffer = VK_NULL_HANDLE;
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VkFramebuffer m_depth_copy_framebuffer = VK_NULL_HANDLE;
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// CPU-side EFB readback texture
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std::unique_ptr<AbstractStagingTexture> m_color_readback_texture;
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std::unique_ptr<AbstractStagingTexture> m_depth_readback_texture;
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bool m_color_readback_texture_valid = false;
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bool m_depth_readback_texture_valid = false;
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// EFB poke drawing setup
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std::unique_ptr<VertexFormat> m_poke_vertex_format;
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std::unique_ptr<StreamBuffer> m_poke_vertex_stream_buffer;
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std::vector<EFBPokeVertex> m_color_poke_vertices;
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std::vector<EFBPokeVertex> m_depth_poke_vertices;
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PrimitiveType m_poke_primitive = PrimitiveType::TriangleStrip;
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VkRenderPass m_copy_color_render_pass = VK_NULL_HANDLE;
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VkRenderPass m_copy_depth_render_pass = VK_NULL_HANDLE;
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VkShaderModule m_copy_color_shader = VK_NULL_HANDLE;
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VkShaderModule m_copy_depth_shader = VK_NULL_HANDLE;
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VkShaderModule m_poke_vertex_shader = VK_NULL_HANDLE;
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VkShaderModule m_poke_geometry_shader = VK_NULL_HANDLE;
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VkShaderModule m_poke_fragment_shader = VK_NULL_HANDLE;
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};
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} // namespace Vulkan
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