dolphin/Source/Core/VideoBackends/Vulkan/FramebufferManager.h

163 lines
5.6 KiB
C++

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