255 lines
8.4 KiB
C++
255 lines
8.4 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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#include <vector>
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#include "Common/Assert.h"
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#include "Common/Logging/Log.h"
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#include "VideoBackends/Vulkan/CommandBufferManager.h"
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#include "VideoBackends/Vulkan/ObjectCache.h"
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#include "VideoBackends/Vulkan/StagingBuffer.h"
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#include "VideoBackends/Vulkan/StateTracker.h"
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#include "VideoBackends/Vulkan/VKBoundingBox.h"
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#include "VideoBackends/Vulkan/VKRenderer.h"
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#include "VideoBackends/Vulkan/VulkanContext.h"
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namespace Vulkan
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{
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BoundingBox::BoundingBox()
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{
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}
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BoundingBox::~BoundingBox()
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{
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if (m_gpu_buffer != VK_NULL_HANDLE)
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{
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vkDestroyBuffer(g_vulkan_context->GetDevice(), m_gpu_buffer, nullptr);
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vkFreeMemory(g_vulkan_context->GetDevice(), m_gpu_memory, nullptr);
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}
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}
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bool BoundingBox::Initialize()
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{
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if (!g_ActiveConfig.backend_info.bSupportsBBox)
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{
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WARN_LOG_FMT(VIDEO, "Vulkan: Bounding box is unsupported by your device.");
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return true;
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}
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if (!CreateGPUBuffer())
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return false;
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if (!CreateReadbackBuffer())
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return false;
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// Bind bounding box to state tracker
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StateTracker::GetInstance()->SetSSBO(m_gpu_buffer, 0, BUFFER_SIZE);
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return true;
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}
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void BoundingBox::Flush()
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{
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if (m_gpu_buffer == VK_NULL_HANDLE)
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return;
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// Combine updates together, chances are the game would have written all 4.
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bool updated_buffer = false;
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for (size_t start = 0; start < 4; start++)
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{
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if (!m_values_dirty[start])
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continue;
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size_t count = 0;
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std::array<s32, 4> write_values;
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for (; (start + count) < 4; count++)
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{
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if (!m_values_dirty[start + count])
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break;
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m_readback_buffer->Read((start + count) * sizeof(s32), &write_values[count], sizeof(s32),
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false);
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m_values_dirty[start + count] = false;
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}
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// We can't issue vkCmdUpdateBuffer within a render pass.
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// However, the writes must be serialized, so we can't put it in the init buffer.
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if (!updated_buffer)
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{
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StateTracker::GetInstance()->EndRenderPass();
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// Ensure GPU buffer is in a state where it can be transferred to.
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StagingBuffer::BufferMemoryBarrier(
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g_command_buffer_mgr->GetCurrentCommandBuffer(), m_gpu_buffer,
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VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT, VK_ACCESS_TRANSFER_WRITE_BIT, 0,
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BUFFER_SIZE, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT);
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updated_buffer = true;
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}
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vkCmdUpdateBuffer(g_command_buffer_mgr->GetCurrentCommandBuffer(), m_gpu_buffer,
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start * sizeof(s32), count * sizeof(s32),
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reinterpret_cast<const u32*>(write_values.data()));
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}
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// Restore fragment shader access to the buffer.
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if (updated_buffer)
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{
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StagingBuffer::BufferMemoryBarrier(
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g_command_buffer_mgr->GetCurrentCommandBuffer(), m_gpu_buffer, VK_ACCESS_TRANSFER_WRITE_BIT,
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VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT, 0, BUFFER_SIZE,
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VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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}
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// We're now up-to-date.
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m_valid = true;
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}
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void BoundingBox::Invalidate()
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{
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if (m_gpu_buffer == VK_NULL_HANDLE)
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return;
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m_valid = false;
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}
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s32 BoundingBox::Get(size_t index)
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{
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ASSERT(index < NUM_VALUES);
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if (!m_valid)
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Readback();
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s32 value;
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m_readback_buffer->Read(index * sizeof(s32), &value, sizeof(value), false);
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return value;
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}
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void BoundingBox::Set(size_t index, s32 value)
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{
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ASSERT(index < NUM_VALUES);
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// If we're currently valid, update the stored value in both our cache and the GPU buffer.
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if (m_valid)
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{
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// Skip when it hasn't changed.
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s32 current_value;
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m_readback_buffer->Read(index * sizeof(s32), ¤t_value, sizeof(current_value), false);
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if (current_value == value)
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return;
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}
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// Flag as dirty, and update values.
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m_readback_buffer->Write(index * sizeof(s32), &value, sizeof(value), true);
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m_values_dirty[index] = true;
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}
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bool BoundingBox::CreateGPUBuffer()
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{
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VkBufferUsageFlags buffer_usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT |
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VK_BUFFER_USAGE_TRANSFER_SRC_BIT |
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VK_BUFFER_USAGE_TRANSFER_DST_BIT;
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VkBufferCreateInfo info = {
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VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO, // VkStructureType sType
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nullptr, // const void* pNext
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0, // VkBufferCreateFlags flags
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BUFFER_SIZE, // VkDeviceSize size
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buffer_usage, // VkBufferUsageFlags usage
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VK_SHARING_MODE_EXCLUSIVE, // VkSharingMode sharingMode
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0, // uint32_t queueFamilyIndexCount
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nullptr // const uint32_t* pQueueFamilyIndices
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};
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VkBuffer buffer;
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VkResult res = vkCreateBuffer(g_vulkan_context->GetDevice(), &info, nullptr, &buffer);
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if (res != VK_SUCCESS)
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{
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LOG_VULKAN_ERROR(res, "vkCreateBuffer failed: ");
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return false;
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}
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VkMemoryRequirements memory_requirements;
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vkGetBufferMemoryRequirements(g_vulkan_context->GetDevice(), buffer, &memory_requirements);
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uint32_t memory_type_index = g_vulkan_context
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->GetMemoryType(memory_requirements.memoryTypeBits,
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VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, false)
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.value_or(0);
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VkMemoryAllocateInfo memory_allocate_info = {
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VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO, // VkStructureType sType
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nullptr, // const void* pNext
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memory_requirements.size, // VkDeviceSize allocationSize
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memory_type_index // uint32_t memoryTypeIndex
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};
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VkDeviceMemory memory;
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res = vkAllocateMemory(g_vulkan_context->GetDevice(), &memory_allocate_info, nullptr, &memory);
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if (res != VK_SUCCESS)
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{
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LOG_VULKAN_ERROR(res, "vkAllocateMemory failed: ");
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vkDestroyBuffer(g_vulkan_context->GetDevice(), buffer, nullptr);
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return false;
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}
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res = vkBindBufferMemory(g_vulkan_context->GetDevice(), buffer, memory, 0);
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if (res != VK_SUCCESS)
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{
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LOG_VULKAN_ERROR(res, "vkBindBufferMemory failed: ");
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vkDestroyBuffer(g_vulkan_context->GetDevice(), buffer, nullptr);
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vkFreeMemory(g_vulkan_context->GetDevice(), memory, nullptr);
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return false;
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}
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m_gpu_buffer = buffer;
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m_gpu_memory = memory;
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return true;
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}
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bool BoundingBox::CreateReadbackBuffer()
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{
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m_readback_buffer = StagingBuffer::Create(STAGING_BUFFER_TYPE_READBACK, BUFFER_SIZE,
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VK_BUFFER_USAGE_TRANSFER_DST_BIT);
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if (!m_readback_buffer || !m_readback_buffer->Map())
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return false;
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return true;
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}
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void BoundingBox::Readback()
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{
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// Can't be done within a render pass.
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StateTracker::GetInstance()->EndRenderPass();
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// Ensure all writes are completed to the GPU buffer prior to the transfer.
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StagingBuffer::BufferMemoryBarrier(
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g_command_buffer_mgr->GetCurrentCommandBuffer(), m_gpu_buffer,
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VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT, VK_ACCESS_TRANSFER_READ_BIT, 0,
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BUFFER_SIZE, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT);
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m_readback_buffer->PrepareForGPUWrite(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_ACCESS_TRANSFER_WRITE_BIT,
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VK_PIPELINE_STAGE_TRANSFER_BIT);
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// Copy from GPU -> readback buffer.
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VkBufferCopy region = {0, 0, BUFFER_SIZE};
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vkCmdCopyBuffer(g_command_buffer_mgr->GetCurrentCommandBuffer(), m_gpu_buffer,
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m_readback_buffer->GetBuffer(), 1, ®ion);
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// Restore GPU buffer access.
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StagingBuffer::BufferMemoryBarrier(
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g_command_buffer_mgr->GetCurrentCommandBuffer(), m_gpu_buffer, VK_ACCESS_TRANSFER_READ_BIT,
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VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT, 0, BUFFER_SIZE,
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VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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m_readback_buffer->FlushGPUCache(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_ACCESS_TRANSFER_WRITE_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT);
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// Wait until these commands complete.
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Renderer::GetInstance()->ExecuteCommandBuffer(false, true);
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// Cache is now valid.
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m_readback_buffer->InvalidateCPUCache();
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m_valid = true;
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}
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} // namespace Vulkan
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