364 lines
17 KiB
C++
364 lines
17 KiB
C++
// Copyright 2017 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 <algorithm>
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#include <cstddef>
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#include <cstring>
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#include "Common/Align.h"
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#include "Common/Assert.h"
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#include "Common/CommonTypes.h"
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.h"
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#include "VideoBackends/Vulkan/CommandBufferManager.h"
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#include "VideoBackends/Vulkan/FramebufferManager.h"
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#include "VideoBackends/Vulkan/StagingTexture2D.h"
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#include "VideoBackends/Vulkan/StateTracker.h"
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#include "VideoBackends/Vulkan/Texture2D.h"
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#include "VideoBackends/Vulkan/Util.h"
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#include "VideoBackends/Vulkan/VKTexture.h"
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#include "VideoBackends/Vulkan/VulkanContext.h"
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#include "VideoCommon/ImageWrite.h"
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#include "VideoCommon/TextureConfig.h"
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namespace Vulkan
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{
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VKTexture::VKTexture(const TextureConfig& tex_config, std::unique_ptr<Texture2D> texture,
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VkFramebuffer framebuffer)
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: AbstractTexture(tex_config), m_texture(std::move(texture)), m_framebuffer(framebuffer)
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{
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}
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std::unique_ptr<VKTexture> VKTexture::Create(const TextureConfig& tex_config)
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{
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// Determine image usage, we need to flag as an attachment if it can be used as a rendertarget.
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VkImageUsageFlags usage = VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT |
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VK_IMAGE_USAGE_SAMPLED_BIT;
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if (tex_config.rendertarget)
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usage |= VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
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// Allocate texture object
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VkFormat vk_format = Util::GetVkFormatForHostTextureFormat(tex_config.format);
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auto texture = Texture2D::Create(tex_config.width, tex_config.height, tex_config.levels,
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tex_config.layers, vk_format, VK_SAMPLE_COUNT_1_BIT,
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VK_IMAGE_VIEW_TYPE_2D_ARRAY, VK_IMAGE_TILING_OPTIMAL, usage);
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if (!texture)
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{
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return nullptr;
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}
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// If this is a render target (for efb copies), allocate a framebuffer
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VkFramebuffer framebuffer = VK_NULL_HANDLE;
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if (tex_config.rendertarget)
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{
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VkImageView framebuffer_attachments[] = {texture->GetView()};
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VkFramebufferCreateInfo framebuffer_info = {
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VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO,
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nullptr,
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0,
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TextureCache::GetInstance()->GetTextureCopyRenderPass(),
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static_cast<u32>(ArraySize(framebuffer_attachments)),
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framebuffer_attachments,
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texture->GetWidth(),
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texture->GetHeight(),
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texture->GetLayers()};
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VkResult res = vkCreateFramebuffer(g_vulkan_context->GetDevice(), &framebuffer_info, nullptr,
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&framebuffer);
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if (res != VK_SUCCESS)
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{
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LOG_VULKAN_ERROR(res, "vkCreateFramebuffer failed: ");
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return nullptr;
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}
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// Clear render targets before use to prevent reading uninitialized memory.
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VkClearColorValue clear_value = {{0.0f, 0.0f, 0.0f, 1.0f}};
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VkImageSubresourceRange clear_range = {VK_IMAGE_ASPECT_COLOR_BIT, 0, tex_config.levels, 0,
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tex_config.layers};
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texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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vkCmdClearColorImage(g_command_buffer_mgr->GetCurrentInitCommandBuffer(), texture->GetImage(),
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texture->GetLayout(), &clear_value, 1, &clear_range);
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}
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return std::unique_ptr<VKTexture>(new VKTexture(tex_config, std::move(texture), framebuffer));
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}
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VKTexture::~VKTexture()
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{
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// Texture is automatically cleaned up, however, we don't want to leave it bound.
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StateTracker::GetInstance()->UnbindTexture(m_texture->GetView());
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if (m_framebuffer != VK_NULL_HANDLE)
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g_command_buffer_mgr->DeferFramebufferDestruction(m_framebuffer);
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}
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Texture2D* VKTexture::GetRawTexIdentifier() const
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{
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return m_texture.get();
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}
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VkFramebuffer VKTexture::GetFramebuffer() const
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{
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return m_framebuffer;
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}
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void VKTexture::Bind(unsigned int stage)
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{
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// Texture should always be in SHADER_READ_ONLY layout prior to use.
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// This is so we don't need to transition during render passes.
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_assert_(m_texture->GetLayout() == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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StateTracker::GetInstance()->SetTexture(stage, m_texture->GetView());
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}
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bool VKTexture::Save(const std::string& filename, unsigned int level)
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{
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_assert_(level < m_config.levels);
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// We can't dump compressed textures currently (it would mean drawing them to a RGBA8
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// framebuffer, and saving that). TextureCache does not call Save for custom textures
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// anyway, so this is fine for now.
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_assert_(m_config.format == AbstractTextureFormat::RGBA8);
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// Determine dimensions of image we want to save.
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u32 level_width = std::max(1u, m_config.width >> level);
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u32 level_height = std::max(1u, m_config.height >> level);
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// Use a temporary staging texture for the download. Certainly not optimal,
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// but since we have to idle the GPU anyway it doesn't really matter.
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std::unique_ptr<StagingTexture2D> staging_texture = StagingTexture2D::Create(
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STAGING_BUFFER_TYPE_READBACK, level_width, level_height, TEXTURECACHE_TEXTURE_FORMAT);
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// Transition image to transfer source, and invalidate the current state,
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// since we'll be executing the command buffer.
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m_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
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StateTracker::GetInstance()->EndRenderPass();
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// Copy to download buffer.
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staging_texture->CopyFromImage(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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m_texture->GetImage(), VK_IMAGE_ASPECT_COLOR_BIT, 0, 0,
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level_width, level_height, level, 0);
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// Restore original state of texture.
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m_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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// Block until the GPU has finished copying to the staging texture.
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Util::ExecuteCurrentCommandsAndRestoreState(false, true);
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// Map the staging texture so we can copy the contents out.
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if (!staging_texture->Map())
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{
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PanicAlert("Failed to map staging texture");
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return false;
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}
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// Write texture out to file.
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// It's okay to throw this texture away immediately, since we're done with it, and
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// we blocked until the copy completed on the GPU anyway.
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bool result = TextureToPng(reinterpret_cast<u8*>(staging_texture->GetMapPointer()),
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static_cast<u32>(staging_texture->GetRowStride()), filename,
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level_width, level_height);
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staging_texture->Unmap();
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return result;
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}
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void VKTexture::CopyTextureRectangle(const MathUtil::Rectangle<int>& dst_rect,
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Texture2D* src_texture,
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const MathUtil::Rectangle<int>& src_rect)
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{
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_assert_msg_(VIDEO, static_cast<u32>(src_rect.GetWidth()) <= src_texture->GetWidth() &&
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static_cast<u32>(src_rect.GetHeight()) <= src_texture->GetHeight(),
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"Source rect is too large for CopyRectangleFromTexture");
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_assert_msg_(VIDEO, static_cast<u32>(dst_rect.GetWidth()) <= m_config.width &&
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static_cast<u32>(dst_rect.GetHeight()) <= m_config.height,
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"Dest rect is too large for CopyRectangleFromTexture");
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VkImageCopy image_copy = {
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{VK_IMAGE_ASPECT_COLOR_BIT, 0, 0,
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src_texture->GetLayers()}, // VkImageSubresourceLayers srcSubresource
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{src_rect.left, src_rect.top, 0}, // VkOffset3D srcOffset
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{VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, // VkImageSubresourceLayers dstSubresource
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m_config.layers},
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{dst_rect.left, dst_rect.top, 0}, // VkOffset3D dstOffset
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{static_cast<uint32_t>(src_rect.GetWidth()), static_cast<uint32_t>(src_rect.GetHeight()),
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1} // VkExtent3D extent
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};
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// Must be called outside of a render pass.
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StateTracker::GetInstance()->EndRenderPass();
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src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
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m_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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vkCmdCopyImage(g_command_buffer_mgr->GetCurrentCommandBuffer(), src_texture->GetImage(),
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VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, m_texture->GetImage(),
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &image_copy);
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}
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void VKTexture::ScaleTextureRectangle(const MathUtil::Rectangle<int>& dst_rect,
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Texture2D* src_texture,
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const MathUtil::Rectangle<int>& src_rect)
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{
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// Can't do this within a game render pass.
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StateTracker::GetInstance()->EndRenderPass();
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StateTracker::GetInstance()->SetPendingRebind();
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// Can't render to a non-rendertarget (no framebuffer).
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_assert_msg_(VIDEO, m_config.rendertarget,
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"Destination texture for partial copy is not a rendertarget");
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// Render pass expects dst_texture to be in COLOR_ATTACHMENT_OPTIMAL state.
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// src_texture should already be in SHADER_READ_ONLY state, but transition in case (XFB).
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src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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m_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD),
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TextureCache::GetInstance()->GetTextureCopyRenderPass(),
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g_shader_cache->GetPassthroughVertexShader(),
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g_shader_cache->GetPassthroughGeometryShader(),
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TextureCache::GetInstance()->GetCopyShader());
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VkRect2D region = {
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{dst_rect.left, dst_rect.top},
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{static_cast<u32>(dst_rect.GetWidth()), static_cast<u32>(dst_rect.GetHeight())}};
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draw.BeginRenderPass(m_framebuffer, region);
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draw.SetPSSampler(0, src_texture->GetView(), g_object_cache->GetLinearSampler());
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draw.DrawQuad(dst_rect.left, dst_rect.top, dst_rect.GetWidth(), dst_rect.GetHeight(),
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src_rect.left, src_rect.top, 0, src_rect.GetWidth(), src_rect.GetHeight(),
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static_cast<int>(src_texture->GetWidth()),
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static_cast<int>(src_texture->GetHeight()));
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draw.EndRenderPass();
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}
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void VKTexture::CopyRectangleFromTexture(const AbstractTexture* source,
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const MathUtil::Rectangle<int>& srcrect,
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const MathUtil::Rectangle<int>& dstrect)
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{
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auto* raw_source_texture = static_cast<const VKTexture*>(source)->GetRawTexIdentifier();
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CopyRectangleFromTexture(raw_source_texture, srcrect, dstrect);
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}
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void VKTexture::CopyRectangleFromTexture(Texture2D* source, const MathUtil::Rectangle<int>& srcrect,
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const MathUtil::Rectangle<int>& dstrect)
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{
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if (srcrect.GetWidth() == dstrect.GetWidth() && srcrect.GetHeight() == dstrect.GetHeight())
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CopyTextureRectangle(dstrect, source, srcrect);
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else
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ScaleTextureRectangle(dstrect, source, srcrect);
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// Ensure both textures remain in the SHADER_READ_ONLY layout so they can be bound.
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source->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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m_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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}
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void VKTexture::Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
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size_t buffer_size)
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{
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// Can't copy data larger than the texture extents.
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width = std::max(1u, std::min(width, m_texture->GetWidth() >> level));
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height = std::max(1u, std::min(height, m_texture->GetHeight() >> level));
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// We don't care about the existing contents of the texture, so we could the image layout to
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// VK_IMAGE_LAYOUT_UNDEFINED here. However, under section 2.2.1, Queue Operation of the Vulkan
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// specification, it states:
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//
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// Command buffer submissions to a single queue must always adhere to command order and
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// API order, but otherwise may overlap or execute out of order.
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//
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// Therefore, if a previous frame's command buffer is still sampling from this texture, and we
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// overwrite it without a pipeline barrier, a texture sample could occur in parallel with the
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// texture upload/copy. I'm not sure if any drivers currently take advantage of this, but we
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// should insert an explicit pipeline barrier just in case (done by TransitionToLayout).
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//
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// We transition to TRANSFER_DST, ready for the image copy, and leave the texture in this state.
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// When the last mip level is uploaded, we transition to SHADER_READ_ONLY, ready for use. This is
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// because we can't transition in a render pass, and we don't necessarily know when this texture
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// is going to be used.
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m_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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// For unaligned textures, we can save some memory in the transfer buffer by skipping the rows
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// that lie outside of the texture's dimensions.
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u32 upload_alignment = static_cast<u32>(g_vulkan_context->GetBufferImageGranularity());
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u32 block_size = Util::GetBlockSize(m_texture->GetFormat());
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u32 num_rows = Common::AlignUp(height, block_size) / block_size;
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size_t source_pitch = CalculateHostTextureLevelPitch(m_config.format, row_length);
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size_t upload_size = source_pitch * num_rows;
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std::unique_ptr<StagingBuffer> temp_buffer;
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VkBuffer upload_buffer;
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VkDeviceSize upload_buffer_offset;
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// Does this texture data fit within the streaming buffer?
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if (upload_size <= STAGING_TEXTURE_UPLOAD_THRESHOLD &&
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upload_size <= MAXIMUM_TEXTURE_UPLOAD_BUFFER_SIZE)
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{
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StreamBuffer* stream_buffer = TextureCache::GetInstance()->GetTextureUploadBuffer();
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if (!stream_buffer->ReserveMemory(upload_size, upload_alignment))
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{
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// Execute the command buffer first.
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WARN_LOG(VIDEO, "Executing command list while waiting for space in texture upload buffer");
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Util::ExecuteCurrentCommandsAndRestoreState(false);
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// Try allocating again. This may cause a fence wait.
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if (!stream_buffer->ReserveMemory(upload_size, upload_alignment))
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PanicAlert("Failed to allocate space in texture upload buffer");
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}
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// Copy to the streaming buffer.
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upload_buffer = stream_buffer->GetBuffer();
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upload_buffer_offset = stream_buffer->GetCurrentOffset();
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std::memcpy(stream_buffer->GetCurrentHostPointer(), buffer, upload_size);
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stream_buffer->CommitMemory(upload_size);
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}
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else
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{
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// Create a temporary staging buffer that is destroyed after the image is copied.
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temp_buffer = StagingBuffer::Create(STAGING_BUFFER_TYPE_UPLOAD, upload_size,
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VK_BUFFER_USAGE_TRANSFER_SRC_BIT);
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if (!temp_buffer || !temp_buffer->Map())
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{
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PanicAlert("Failed to allocate staging texture for large texture upload.");
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return;
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}
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upload_buffer = temp_buffer->GetBuffer();
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upload_buffer_offset = 0;
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temp_buffer->Write(0, buffer, upload_size, true);
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temp_buffer->Unmap();
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}
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// Copy from the streaming buffer to the actual image.
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VkBufferImageCopy image_copy = {
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upload_buffer_offset, // VkDeviceSize bufferOffset
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row_length, // uint32_t bufferRowLength
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0, // uint32_t bufferImageHeight
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{VK_IMAGE_ASPECT_COLOR_BIT, level, 0, 1}, // VkImageSubresourceLayers imageSubresource
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{0, 0, 0}, // VkOffset3D imageOffset
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{width, height, 1} // VkExtent3D imageExtent
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};
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vkCmdCopyBufferToImage(g_command_buffer_mgr->GetCurrentInitCommandBuffer(), upload_buffer,
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m_texture->GetImage(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1,
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&image_copy);
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// Last mip level? We shouldn't be doing any further uploads now, so transition for rendering.
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if (level == (m_config.levels - 1))
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{
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m_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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}
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}
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} // namespace Vulkan
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