dolphin/Source/Core/VideoBackends/Vulkan/StateTracker.cpp

1126 lines
38 KiB
C++

// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/Vulkan/StateTracker.h"
#include <cstring>
#include "Common/Align.h"
#include "Common/Assert.h"
#include "VideoBackends/Vulkan/CommandBufferManager.h"
#include "VideoBackends/Vulkan/Constants.h"
#include "VideoBackends/Vulkan/ObjectCache.h"
#include "VideoBackends/Vulkan/ShaderCache.h"
#include "VideoBackends/Vulkan/StreamBuffer.h"
#include "VideoBackends/Vulkan/Util.h"
#include "VideoBackends/Vulkan/VertexFormat.h"
#include "VideoBackends/Vulkan/VulkanContext.h"
#include "VideoCommon/GeometryShaderManager.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoConfig.h"
namespace Vulkan
{
static std::unique_ptr<StateTracker> s_state_tracker;
StateTracker* StateTracker::GetInstance()
{
return s_state_tracker.get();
}
bool StateTracker::CreateInstance()
{
_assert_(!s_state_tracker);
s_state_tracker = std::make_unique<StateTracker>();
if (!s_state_tracker->Initialize())
{
s_state_tracker.reset();
return false;
}
return true;
}
void StateTracker::DestroyInstance()
{
s_state_tracker.reset();
}
bool StateTracker::Initialize()
{
// BBox is disabled by default.
m_pipeline_state.pipeline_layout = g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD);
m_num_active_descriptor_sets = NUM_GX_DRAW_DESCRIPTOR_SETS;
m_bbox_enabled = false;
ClearShaders();
// Initialize all samplers to point by default
for (size_t i = 0; i < NUM_PIXEL_SHADER_SAMPLERS; i++)
{
m_bindings.ps_samplers[i].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
m_bindings.ps_samplers[i].imageView = g_object_cache->GetDummyImageView();
m_bindings.ps_samplers[i].sampler = g_object_cache->GetPointSampler();
}
// Create the streaming uniform buffer
m_uniform_stream_buffer =
StreamBuffer::Create(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, INITIAL_UNIFORM_STREAM_BUFFER_SIZE,
MAXIMUM_UNIFORM_STREAM_BUFFER_SIZE);
if (!m_uniform_stream_buffer)
{
PanicAlert("Failed to create uniform stream buffer");
return false;
}
// The validation layer complains if max(offsets) + max(ubo_ranges) >= ubo_size.
// To work around this we reserve the maximum buffer size at all times, but only commit
// as many bytes as we use.
m_uniform_buffer_reserve_size = sizeof(PixelShaderConstants);
m_uniform_buffer_reserve_size = Common::AlignUp(m_uniform_buffer_reserve_size,
g_vulkan_context->GetUniformBufferAlignment()) +
sizeof(VertexShaderConstants);
m_uniform_buffer_reserve_size = Common::AlignUp(m_uniform_buffer_reserve_size,
g_vulkan_context->GetUniformBufferAlignment()) +
sizeof(GeometryShaderConstants);
// Default dirty flags include all descriptors
InvalidateDescriptorSets();
SetPendingRebind();
// Set default constants
UploadAllConstants();
return true;
}
void StateTracker::InvalidateShaderPointers()
{
// Clear UIDs, forcing a false match next time.
m_vs_uid = {};
m_gs_uid = {};
m_ps_uid = {};
// Invalidate shader pointers.
m_pipeline_state.vs = VK_NULL_HANDLE;
m_pipeline_state.gs = VK_NULL_HANDLE;
m_pipeline_state.ps = VK_NULL_HANDLE;
}
void StateTracker::ReloadPipelineUIDCache()
{
class PipelineInserter final : public LinearDiskCacheReader<SerializedPipelineUID, u32>
{
public:
explicit PipelineInserter(StateTracker* this_ptr_) : this_ptr(this_ptr_) {}
void Read(const SerializedPipelineUID& key, const u32* value, u32 value_size)
{
this_ptr->PrecachePipelineUID(key);
}
private:
StateTracker* this_ptr;
};
m_uid_cache.Sync();
m_uid_cache.Close();
// UID caches don't contain any host state, so use a single uid cache per gameid.
std::string filename = GetDiskShaderCacheFileName(APIType::Vulkan, "PipelineUID", true, false);
if (g_ActiveConfig.bShaderCache)
{
PipelineInserter inserter(this);
m_uid_cache.OpenAndRead(filename, inserter);
}
// If we were using background compilation, ensure everything is ready before continuing.
if (g_ActiveConfig.bBackgroundShaderCompiling)
g_shader_cache->WaitForBackgroundCompilesToComplete();
}
void StateTracker::AppendToPipelineUIDCache(const PipelineInfo& info)
{
SerializedPipelineUID sinfo;
sinfo.blend_state_bits = info.blend_state.hex;
sinfo.rasterizer_state_bits = info.rasterization_state.hex;
sinfo.depth_state_bits = info.depth_state.hex;
sinfo.vertex_decl = m_pipeline_state.vertex_format->GetVertexDeclaration();
sinfo.vs_uid = m_vs_uid;
sinfo.gs_uid = m_gs_uid;
sinfo.ps_uid = m_ps_uid;
u32 dummy_value = 0;
m_uid_cache.Append(sinfo, &dummy_value, 1);
}
bool StateTracker::PrecachePipelineUID(const SerializedPipelineUID& uid)
{
PipelineInfo pinfo = {};
// Need to create the vertex declaration first, rather than deferring to when a game creates a
// vertex loader that uses this format, since we need it to create a pipeline.
pinfo.vertex_format =
static_cast<VertexFormat*>(VertexLoaderManager::GetOrCreateMatchingFormat(uid.vertex_decl));
pinfo.pipeline_layout = uid.ps_uid.GetUidData()->bounding_box ?
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_BBOX) :
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD);
pinfo.vs = g_shader_cache->GetVertexShaderForUid(uid.vs_uid);
if (pinfo.vs == VK_NULL_HANDLE)
{
WARN_LOG(VIDEO, "Failed to get vertex shader from cached UID.");
return false;
}
if (g_vulkan_context->SupportsGeometryShaders() && !uid.gs_uid.GetUidData()->IsPassthrough())
{
pinfo.gs = g_shader_cache->GetGeometryShaderForUid(uid.gs_uid);
if (pinfo.gs == VK_NULL_HANDLE)
{
WARN_LOG(VIDEO, "Failed to get geometry shader from cached UID.");
return false;
}
}
pinfo.ps = g_shader_cache->GetPixelShaderForUid(uid.ps_uid);
if (pinfo.ps == VK_NULL_HANDLE)
{
WARN_LOG(VIDEO, "Failed to get pixel shader from cached UID.");
return false;
}
pinfo.render_pass = m_load_render_pass;
pinfo.rasterization_state.hex = uid.rasterizer_state_bits;
pinfo.depth_state.hex = uid.depth_state_bits;
pinfo.blend_state.hex = uid.blend_state_bits;
pinfo.multisampling_state.hex = m_pipeline_state.multisampling_state.hex;
if (g_ActiveConfig.bBackgroundShaderCompiling)
{
// Use async for multithreaded compilation.
g_shader_cache->GetPipelineWithCacheResultAsync(pinfo);
}
else
{
VkPipeline pipeline = g_shader_cache->GetPipeline(pinfo);
if (pipeline == VK_NULL_HANDLE)
{
WARN_LOG(VIDEO, "Failed to get pipeline from cached UID.");
return false;
}
}
// We don't need to do anything with this pipeline, just make sure it exists.
return true;
}
void StateTracker::SetVertexBuffer(VkBuffer buffer, VkDeviceSize offset)
{
if (m_vertex_buffer == buffer && m_vertex_buffer_offset == offset)
return;
m_vertex_buffer = buffer;
m_vertex_buffer_offset = offset;
m_dirty_flags |= DIRTY_FLAG_VERTEX_BUFFER;
}
void StateTracker::SetIndexBuffer(VkBuffer buffer, VkDeviceSize offset, VkIndexType type)
{
if (m_index_buffer == buffer && m_index_buffer_offset == offset && m_index_type == type)
return;
m_index_buffer = buffer;
m_index_buffer_offset = offset;
m_index_type = type;
m_dirty_flags |= DIRTY_FLAG_INDEX_BUFFER;
}
void StateTracker::SetRenderPass(VkRenderPass load_render_pass, VkRenderPass clear_render_pass)
{
// Should not be changed within a render pass.
_assert_(!InRenderPass());
// The clear and load render passes are compatible, so we don't need to change our pipeline.
if (m_pipeline_state.render_pass != load_render_pass)
{
m_pipeline_state.render_pass = load_render_pass;
m_dirty_flags |= DIRTY_FLAG_PIPELINE;
}
m_load_render_pass = load_render_pass;
m_clear_render_pass = clear_render_pass;
}
void StateTracker::SetFramebuffer(VkFramebuffer framebuffer, const VkRect2D& render_area)
{
// Should not be changed within a render pass.
_assert_(!InRenderPass());
m_framebuffer = framebuffer;
m_framebuffer_size = render_area;
}
void StateTracker::SetVertexFormat(const VertexFormat* vertex_format)
{
if (m_vertex_format == vertex_format)
return;
m_vertex_format = vertex_format;
UpdatePipelineVertexFormat();
}
void StateTracker::SetRasterizationState(const RasterizationState& state)
{
if (m_pipeline_state.rasterization_state.hex == state.hex)
return;
m_pipeline_state.rasterization_state.hex = state.hex;
m_dirty_flags |= DIRTY_FLAG_PIPELINE;
}
void StateTracker::SetMultisamplingstate(const MultisamplingState& state)
{
if (m_pipeline_state.multisampling_state.hex == state.hex)
return;
m_pipeline_state.multisampling_state.hex = state.hex;
m_dirty_flags |= DIRTY_FLAG_PIPELINE;
}
void StateTracker::SetDepthState(const DepthState& state)
{
if (m_pipeline_state.depth_state.hex == state.hex)
return;
m_pipeline_state.depth_state.hex = state.hex;
m_dirty_flags |= DIRTY_FLAG_PIPELINE;
}
void StateTracker::SetBlendState(const BlendingState& state)
{
if (m_pipeline_state.blend_state.hex == state.hex)
return;
m_pipeline_state.blend_state.hex = state.hex;
m_dirty_flags |= DIRTY_FLAG_PIPELINE;
}
bool StateTracker::CheckForShaderChanges()
{
VertexShaderUid vs_uid = GetVertexShaderUid();
PixelShaderUid ps_uid = GetPixelShaderUid();
ClearUnusedPixelShaderUidBits(APIType::Vulkan, &ps_uid);
bool changed = false;
bool use_ubershaders = g_ActiveConfig.bDisableSpecializedShaders;
if (g_ActiveConfig.CanBackgroundCompileShaders() && !g_ActiveConfig.bDisableSpecializedShaders)
{
// Look up both VS and PS, and check if we can compile it asynchronously.
auto vs = g_shader_cache->GetVertexShaderForUidAsync(vs_uid);
auto ps = g_shader_cache->GetPixelShaderForUidAsync(ps_uid);
if (vs.second || ps.second)
{
// One of the shaders is still pending. Use the ubershader for both.
use_ubershaders = true;
}
else
{
// Use the standard shaders for both.
if (m_pipeline_state.vs != vs.first)
{
m_pipeline_state.vs = vs.first;
m_vs_uid = vs_uid;
changed = true;
}
if (m_pipeline_state.ps != ps.first)
{
m_pipeline_state.ps = ps.first;
m_ps_uid = ps_uid;
changed = true;
}
}
}
else
{
// Normal shader path. No ubershaders.
if (vs_uid != m_vs_uid)
{
m_vs_uid = vs_uid;
m_pipeline_state.vs = g_shader_cache->GetVertexShaderForUid(vs_uid);
changed = true;
}
if (ps_uid != m_ps_uid)
{
m_ps_uid = ps_uid;
m_pipeline_state.ps = g_shader_cache->GetPixelShaderForUid(ps_uid);
changed = true;
}
}
// Switching to/from ubershaders? Have to adjust the vertex format and pipeline layout.
if (use_ubershaders != m_using_ubershaders)
{
m_using_ubershaders = use_ubershaders;
UpdatePipelineLayout();
UpdatePipelineVertexFormat();
}
if (use_ubershaders)
{
UberShader::VertexShaderUid uber_vs_uid = UberShader::GetVertexShaderUid();
VkShaderModule vs = g_shader_cache->GetVertexUberShaderForUid(uber_vs_uid);
if (vs != m_pipeline_state.vs)
{
m_uber_vs_uid = uber_vs_uid;
m_pipeline_state.vs = vs;
changed = true;
}
UberShader::PixelShaderUid uber_ps_uid = UberShader::GetPixelShaderUid();
UberShader::ClearUnusedPixelShaderUidBits(APIType::Vulkan, &uber_ps_uid);
VkShaderModule ps = g_shader_cache->GetPixelUberShaderForUid(uber_ps_uid);
if (ps != m_pipeline_state.ps)
{
m_uber_ps_uid = uber_ps_uid;
m_pipeline_state.ps = ps;
changed = true;
}
}
if (g_vulkan_context->SupportsGeometryShaders())
{
GeometryShaderUid gs_uid = GetGeometryShaderUid(m_pipeline_state.rasterization_state.primitive);
if (gs_uid != m_gs_uid)
{
m_gs_uid = gs_uid;
if (gs_uid.GetUidData()->IsPassthrough())
m_pipeline_state.gs = VK_NULL_HANDLE;
else
m_pipeline_state.gs = g_shader_cache->GetGeometryShaderForUid(gs_uid);
changed = true;
}
}
if (changed)
m_dirty_flags |= DIRTY_FLAG_PIPELINE;
return changed;
}
void StateTracker::ClearShaders()
{
// Set the UIDs to something that will never match, so on the first access they are checked.
std::memset(&m_vs_uid, 0xFF, sizeof(m_vs_uid));
std::memset(&m_gs_uid, 0xFF, sizeof(m_gs_uid));
std::memset(&m_ps_uid, 0xFF, sizeof(m_ps_uid));
std::memset(&m_uber_vs_uid, 0xFF, sizeof(m_uber_vs_uid));
std::memset(&m_uber_ps_uid, 0xFF, sizeof(m_uber_ps_uid));
m_pipeline_state.vs = VK_NULL_HANDLE;
m_pipeline_state.gs = VK_NULL_HANDLE;
m_pipeline_state.ps = VK_NULL_HANDLE;
m_pipeline_state.vertex_format = nullptr;
m_dirty_flags |= DIRTY_FLAG_PIPELINE;
}
void StateTracker::UpdateVertexShaderConstants()
{
if (!VertexShaderManager::dirty || !ReserveConstantStorage())
return;
// Buffer allocation changed?
if (m_uniform_stream_buffer->GetBuffer() !=
m_bindings.uniform_buffer_bindings[UBO_DESCRIPTOR_SET_BINDING_VS].buffer)
{
m_bindings.uniform_buffer_bindings[UBO_DESCRIPTOR_SET_BINDING_VS].buffer =
m_uniform_stream_buffer->GetBuffer();
m_dirty_flags |= DIRTY_FLAG_VS_UBO;
}
m_bindings.uniform_buffer_offsets[UBO_DESCRIPTOR_SET_BINDING_VS] =
static_cast<uint32_t>(m_uniform_stream_buffer->GetCurrentOffset());
m_dirty_flags |= DIRTY_FLAG_DYNAMIC_OFFSETS;
memcpy(m_uniform_stream_buffer->GetCurrentHostPointer(), &VertexShaderManager::constants,
sizeof(VertexShaderConstants));
ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(VertexShaderConstants));
m_uniform_stream_buffer->CommitMemory(sizeof(VertexShaderConstants));
VertexShaderManager::dirty = false;
}
void StateTracker::UpdateGeometryShaderConstants()
{
// Skip updating geometry shader constants if it's not in use.
if (m_pipeline_state.gs == VK_NULL_HANDLE)
{
// However, if the buffer has changed, we can't skip the update, because then we'll
// try to include the now non-existant buffer in the descriptor set.
if (m_uniform_stream_buffer->GetBuffer() ==
m_bindings.uniform_buffer_bindings[UBO_DESCRIPTOR_SET_BINDING_GS].buffer)
{
return;
}
GeometryShaderManager::dirty = true;
}
if (!GeometryShaderManager::dirty || !ReserveConstantStorage())
return;
// Buffer allocation changed?
if (m_uniform_stream_buffer->GetBuffer() !=
m_bindings.uniform_buffer_bindings[UBO_DESCRIPTOR_SET_BINDING_GS].buffer)
{
m_bindings.uniform_buffer_bindings[UBO_DESCRIPTOR_SET_BINDING_GS].buffer =
m_uniform_stream_buffer->GetBuffer();
m_dirty_flags |= DIRTY_FLAG_GS_UBO;
}
m_bindings.uniform_buffer_offsets[UBO_DESCRIPTOR_SET_BINDING_GS] =
static_cast<uint32_t>(m_uniform_stream_buffer->GetCurrentOffset());
m_dirty_flags |= DIRTY_FLAG_DYNAMIC_OFFSETS;
memcpy(m_uniform_stream_buffer->GetCurrentHostPointer(), &GeometryShaderManager::constants,
sizeof(GeometryShaderConstants));
ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(GeometryShaderConstants));
m_uniform_stream_buffer->CommitMemory(sizeof(GeometryShaderConstants));
GeometryShaderManager::dirty = false;
}
void StateTracker::UpdatePixelShaderConstants()
{
if (!PixelShaderManager::dirty || !ReserveConstantStorage())
return;
// Buffer allocation changed?
if (m_uniform_stream_buffer->GetBuffer() !=
m_bindings.uniform_buffer_bindings[UBO_DESCRIPTOR_SET_BINDING_PS].buffer)
{
m_bindings.uniform_buffer_bindings[UBO_DESCRIPTOR_SET_BINDING_PS].buffer =
m_uniform_stream_buffer->GetBuffer();
m_dirty_flags |= DIRTY_FLAG_PS_UBO;
}
m_bindings.uniform_buffer_offsets[UBO_DESCRIPTOR_SET_BINDING_PS] =
static_cast<uint32_t>(m_uniform_stream_buffer->GetCurrentOffset());
m_dirty_flags |= DIRTY_FLAG_DYNAMIC_OFFSETS;
memcpy(m_uniform_stream_buffer->GetCurrentHostPointer(), &PixelShaderManager::constants,
sizeof(PixelShaderConstants));
ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(PixelShaderConstants));
m_uniform_stream_buffer->CommitMemory(sizeof(PixelShaderConstants));
PixelShaderManager::dirty = false;
}
bool StateTracker::ReserveConstantStorage()
{
// Since we invalidate all constants on command buffer execution, it doesn't matter if this
// causes the stream buffer to be resized.
if (m_uniform_stream_buffer->ReserveMemory(m_uniform_buffer_reserve_size,
g_vulkan_context->GetUniformBufferAlignment(), true,
true, false))
{
return true;
}
// The only places that call constant updates are safe to have state restored.
WARN_LOG(VIDEO, "Executing command buffer while waiting for space in uniform buffer");
Util::ExecuteCurrentCommandsAndRestoreState(false);
// Since we are on a new command buffer, all constants have been invalidated, and we need
// to reupload them. We may as well do this now, since we're issuing a draw anyway.
UploadAllConstants();
return false;
}
void StateTracker::UploadAllConstants()
{
// We are free to re-use parts of the buffer now since we're uploading all constants.
size_t ub_alignment = g_vulkan_context->GetUniformBufferAlignment();
size_t pixel_constants_offset = 0;
size_t vertex_constants_offset =
Common::AlignUp(pixel_constants_offset + sizeof(PixelShaderConstants), ub_alignment);
size_t geometry_constants_offset =
Common::AlignUp(vertex_constants_offset + sizeof(VertexShaderConstants), ub_alignment);
size_t allocation_size = geometry_constants_offset + sizeof(GeometryShaderConstants);
// Allocate everything at once.
// We should only be here if the buffer was full and a command buffer was submitted anyway.
if (!m_uniform_stream_buffer->ReserveMemory(allocation_size, ub_alignment, true, true, false))
{
PanicAlert("Failed to allocate space for constants in streaming buffer");
return;
}
// Update bindings
for (size_t i = 0; i < NUM_UBO_DESCRIPTOR_SET_BINDINGS; i++)
{
m_bindings.uniform_buffer_bindings[i].buffer = m_uniform_stream_buffer->GetBuffer();
m_bindings.uniform_buffer_bindings[i].offset = 0;
}
m_bindings.uniform_buffer_bindings[UBO_DESCRIPTOR_SET_BINDING_PS].range =
sizeof(PixelShaderConstants);
m_bindings.uniform_buffer_bindings[UBO_DESCRIPTOR_SET_BINDING_VS].range =
sizeof(VertexShaderConstants);
m_bindings.uniform_buffer_bindings[UBO_DESCRIPTOR_SET_BINDING_GS].range =
sizeof(GeometryShaderConstants);
// Update dynamic offsets
m_bindings.uniform_buffer_offsets[UBO_DESCRIPTOR_SET_BINDING_PS] =
static_cast<uint32_t>(m_uniform_stream_buffer->GetCurrentOffset() + pixel_constants_offset);
m_bindings.uniform_buffer_offsets[UBO_DESCRIPTOR_SET_BINDING_VS] =
static_cast<uint32_t>(m_uniform_stream_buffer->GetCurrentOffset() + vertex_constants_offset);
m_bindings.uniform_buffer_offsets[UBO_DESCRIPTOR_SET_BINDING_GS] = static_cast<uint32_t>(
m_uniform_stream_buffer->GetCurrentOffset() + geometry_constants_offset);
m_dirty_flags |= DIRTY_FLAG_ALL_DESCRIPTOR_SETS | DIRTY_FLAG_DYNAMIC_OFFSETS | DIRTY_FLAG_VS_UBO |
DIRTY_FLAG_GS_UBO | DIRTY_FLAG_PS_UBO;
// Copy the actual data in
memcpy(m_uniform_stream_buffer->GetCurrentHostPointer() + pixel_constants_offset,
&PixelShaderManager::constants, sizeof(PixelShaderConstants));
memcpy(m_uniform_stream_buffer->GetCurrentHostPointer() + vertex_constants_offset,
&VertexShaderManager::constants, sizeof(VertexShaderConstants));
memcpy(m_uniform_stream_buffer->GetCurrentHostPointer() + geometry_constants_offset,
&GeometryShaderManager::constants, sizeof(GeometryShaderConstants));
// Finally, flush buffer memory after copying
m_uniform_stream_buffer->CommitMemory(allocation_size);
// Clear dirty flags
VertexShaderManager::dirty = false;
GeometryShaderManager::dirty = false;
PixelShaderManager::dirty = false;
}
void StateTracker::SetTexture(size_t index, VkImageView view)
{
if (m_bindings.ps_samplers[index].imageView == view)
return;
m_bindings.ps_samplers[index].imageView = view;
m_bindings.ps_samplers[index].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
m_dirty_flags |= DIRTY_FLAG_PS_SAMPLERS;
}
void StateTracker::SetSampler(size_t index, VkSampler sampler)
{
if (m_bindings.ps_samplers[index].sampler == sampler)
return;
m_bindings.ps_samplers[index].sampler = sampler;
m_dirty_flags |= DIRTY_FLAG_PS_SAMPLERS;
}
void StateTracker::SetBBoxEnable(bool enable)
{
if (m_bbox_enabled == enable)
return;
m_bbox_enabled = enable;
UpdatePipelineLayout();
}
void StateTracker::SetBBoxBuffer(VkBuffer buffer, VkDeviceSize offset, VkDeviceSize range)
{
if (m_bindings.ps_ssbo.buffer == buffer && m_bindings.ps_ssbo.offset == offset &&
m_bindings.ps_ssbo.range == range)
{
return;
}
m_bindings.ps_ssbo.buffer = buffer;
m_bindings.ps_ssbo.offset = offset;
m_bindings.ps_ssbo.range = range;
// Defer descriptor update until bbox is actually enabled.
if (IsSSBODescriptorRequired())
m_dirty_flags |= DIRTY_FLAG_PS_SSBO;
}
void StateTracker::UnbindTexture(VkImageView view)
{
for (VkDescriptorImageInfo& it : m_bindings.ps_samplers)
{
if (it.imageView == view)
it.imageView = g_object_cache->GetDummyImageView();
}
}
void StateTracker::InvalidateDescriptorSets()
{
m_descriptor_sets.fill(VK_NULL_HANDLE);
m_dirty_flags |= DIRTY_FLAG_ALL_DESCRIPTOR_SETS;
// Defer SSBO descriptor update until bbox is actually enabled.
if (!IsSSBODescriptorRequired())
m_dirty_flags &= ~DIRTY_FLAG_PS_SSBO;
}
void StateTracker::InvalidateConstants()
{
VertexShaderManager::dirty = true;
GeometryShaderManager::dirty = true;
PixelShaderManager::dirty = true;
}
void StateTracker::SetPendingRebind()
{
m_dirty_flags |= DIRTY_FLAG_DYNAMIC_OFFSETS | DIRTY_FLAG_DESCRIPTOR_SET_BINDING |
DIRTY_FLAG_PIPELINE_BINDING | DIRTY_FLAG_VERTEX_BUFFER |
DIRTY_FLAG_INDEX_BUFFER | DIRTY_FLAG_VIEWPORT | DIRTY_FLAG_SCISSOR |
DIRTY_FLAG_PIPELINE;
}
void StateTracker::BeginRenderPass()
{
if (InRenderPass())
return;
m_current_render_pass = m_load_render_pass;
m_framebuffer_render_area = m_framebuffer_size;
VkRenderPassBeginInfo begin_info = {VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO,
nullptr,
m_current_render_pass,
m_framebuffer,
m_framebuffer_render_area,
0,
nullptr};
vkCmdBeginRenderPass(g_command_buffer_mgr->GetCurrentCommandBuffer(), &begin_info,
VK_SUBPASS_CONTENTS_INLINE);
}
void StateTracker::EndRenderPass()
{
if (!InRenderPass())
return;
vkCmdEndRenderPass(g_command_buffer_mgr->GetCurrentCommandBuffer());
m_current_render_pass = VK_NULL_HANDLE;
}
void StateTracker::BeginClearRenderPass(const VkRect2D& area, const VkClearValue* clear_values,
u32 num_clear_values)
{
_assert_(!InRenderPass());
m_current_render_pass = m_clear_render_pass;
m_framebuffer_render_area = area;
VkRenderPassBeginInfo begin_info = {VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO,
nullptr,
m_current_render_pass,
m_framebuffer,
m_framebuffer_render_area,
num_clear_values,
clear_values};
vkCmdBeginRenderPass(g_command_buffer_mgr->GetCurrentCommandBuffer(), &begin_info,
VK_SUBPASS_CONTENTS_INLINE);
}
void StateTracker::SetViewport(const VkViewport& viewport)
{
if (memcmp(&m_viewport, &viewport, sizeof(viewport)) == 0)
return;
m_viewport = viewport;
m_dirty_flags |= DIRTY_FLAG_VIEWPORT;
}
void StateTracker::SetScissor(const VkRect2D& scissor)
{
if (memcmp(&m_scissor, &scissor, sizeof(scissor)) == 0)
return;
m_scissor = scissor;
m_dirty_flags |= DIRTY_FLAG_SCISSOR;
}
bool StateTracker::Bind(bool rebind_all /*= false*/)
{
// Check the render area if we were in a clear pass.
if (m_current_render_pass == m_clear_render_pass && !IsViewportWithinRenderArea())
EndRenderPass();
// Get new pipeline object if any parts have changed
if (m_dirty_flags & DIRTY_FLAG_PIPELINE && !UpdatePipeline())
{
ERROR_LOG(VIDEO, "Failed to get pipeline object, skipping draw");
return false;
}
// Get a new descriptor set if any parts have changed
if (m_dirty_flags & DIRTY_FLAG_ALL_DESCRIPTOR_SETS && !UpdateDescriptorSet())
{
// We can fail to allocate descriptors if we exhaust the pool for this command buffer.
WARN_LOG(VIDEO, "Failed to get a descriptor set, executing buffer");
Util::ExecuteCurrentCommandsAndRestoreState(false, false);
if (!UpdateDescriptorSet())
{
// Something strange going on.
ERROR_LOG(VIDEO, "Failed to get descriptor set, skipping draw");
return false;
}
}
// Start render pass if not already started
if (!InRenderPass())
BeginRenderPass();
// Re-bind parts of the pipeline
VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
if (m_dirty_flags & DIRTY_FLAG_VERTEX_BUFFER || rebind_all)
vkCmdBindVertexBuffers(command_buffer, 0, 1, &m_vertex_buffer, &m_vertex_buffer_offset);
if (m_dirty_flags & DIRTY_FLAG_INDEX_BUFFER || rebind_all)
vkCmdBindIndexBuffer(command_buffer, m_index_buffer, m_index_buffer_offset, m_index_type);
if (m_dirty_flags & DIRTY_FLAG_PIPELINE_BINDING || rebind_all)
vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipeline_object);
if (m_dirty_flags & DIRTY_FLAG_DESCRIPTOR_SET_BINDING || rebind_all)
{
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
m_pipeline_state.pipeline_layout, 0, m_num_active_descriptor_sets,
m_descriptor_sets.data(), NUM_UBO_DESCRIPTOR_SET_BINDINGS,
m_bindings.uniform_buffer_offsets.data());
}
else if (m_dirty_flags & DIRTY_FLAG_DYNAMIC_OFFSETS)
{
vkCmdBindDescriptorSets(
command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipeline_state.pipeline_layout,
DESCRIPTOR_SET_BIND_POINT_UNIFORM_BUFFERS, 1,
&m_descriptor_sets[DESCRIPTOR_SET_BIND_POINT_UNIFORM_BUFFERS],
NUM_UBO_DESCRIPTOR_SET_BINDINGS, m_bindings.uniform_buffer_offsets.data());
}
if (m_dirty_flags & DIRTY_FLAG_VIEWPORT || rebind_all)
vkCmdSetViewport(command_buffer, 0, 1, &m_viewport);
if (m_dirty_flags & DIRTY_FLAG_SCISSOR || rebind_all)
vkCmdSetScissor(command_buffer, 0, 1, &m_scissor);
m_dirty_flags = 0;
return true;
}
void StateTracker::OnDraw()
{
m_draw_counter++;
// If we didn't have any CPU access last frame, do nothing.
if (m_scheduled_command_buffer_kicks.empty() || !m_allow_background_execution)
return;
// Check if this draw is scheduled to kick a command buffer.
// The draw counters will always be sorted so a binary search is possible here.
if (std::binary_search(m_scheduled_command_buffer_kicks.begin(),
m_scheduled_command_buffer_kicks.end(), m_draw_counter))
{
// Kick a command buffer on the background thread.
Util::ExecuteCurrentCommandsAndRestoreState(true);
}
}
void StateTracker::OnReadback()
{
// Check this isn't another access without any draws inbetween.
if (!m_cpu_accesses_this_frame.empty() && m_cpu_accesses_this_frame.back() == m_draw_counter)
return;
// Store the current draw counter for scheduling in OnEndFrame.
m_cpu_accesses_this_frame.emplace_back(m_draw_counter);
}
void StateTracker::OnEndFrame()
{
m_draw_counter = 0;
m_scheduled_command_buffer_kicks.clear();
// If we have no CPU access at all, leave everything in the one command buffer for maximum
// parallelism between CPU/GPU, at the cost of slightly higher latency.
if (m_cpu_accesses_this_frame.empty())
return;
// In order to reduce CPU readback latency, we want to kick a command buffer roughly halfway
// between the draw counters that invoked the readback, or every 250 draws, whichever is smaller.
if (g_ActiveConfig.iCommandBufferExecuteInterval > 0)
{
u32 last_draw_counter = 0;
u32 interval = static_cast<u32>(g_ActiveConfig.iCommandBufferExecuteInterval);
for (u32 draw_counter : m_cpu_accesses_this_frame)
{
// We don't want to waste executing command buffers for only a few draws, so set a minimum.
// Leave last_draw_counter as-is, so we get the correct number of draws between submissions.
u32 draw_count = draw_counter - last_draw_counter;
if (draw_count < MINIMUM_DRAW_CALLS_PER_COMMAND_BUFFER_FOR_READBACK)
continue;
if (draw_count <= interval)
{
u32 mid_point = draw_count / 2;
m_scheduled_command_buffer_kicks.emplace_back(last_draw_counter + mid_point);
}
else
{
u32 counter = interval;
while (counter < draw_count)
{
m_scheduled_command_buffer_kicks.emplace_back(last_draw_counter + counter);
counter += interval;
}
}
last_draw_counter = draw_counter;
}
}
#if 0
{
std::stringstream ss;
std::for_each(m_cpu_accesses_this_frame.begin(), m_cpu_accesses_this_frame.end(), [&ss](u32 idx) { ss << idx << ","; });
WARN_LOG(VIDEO, "CPU EFB accesses in last frame: %s", ss.str().c_str());
}
{
std::stringstream ss;
std::for_each(m_scheduled_command_buffer_kicks.begin(), m_scheduled_command_buffer_kicks.end(), [&ss](u32 idx) { ss << idx << ","; });
WARN_LOG(VIDEO, "Scheduled command buffer kicks: %s", ss.str().c_str());
}
#endif
m_cpu_accesses_this_frame.clear();
}
void StateTracker::SetBackgroundCommandBufferExecution(bool enabled)
{
m_allow_background_execution = enabled;
}
bool StateTracker::IsWithinRenderArea(s32 x, s32 y, u32 width, u32 height) const
{
// Check that the viewport does not lie outside the render area.
// If it does, we need to switch to a normal load/store render pass.
s32 left = m_framebuffer_render_area.offset.x;
s32 top = m_framebuffer_render_area.offset.y;
s32 right = left + static_cast<s32>(m_framebuffer_render_area.extent.width);
s32 bottom = top + static_cast<s32>(m_framebuffer_render_area.extent.height);
s32 test_left = x;
s32 test_top = y;
s32 test_right = test_left + static_cast<s32>(width);
s32 test_bottom = test_top + static_cast<s32>(height);
return test_left >= left && test_right <= right && test_top >= top && test_bottom <= bottom;
}
bool StateTracker::IsViewportWithinRenderArea() const
{
return IsWithinRenderArea(static_cast<s32>(m_viewport.x), static_cast<s32>(m_viewport.y),
static_cast<u32>(m_viewport.width),
static_cast<u32>(m_viewport.height));
}
void StateTracker::EndClearRenderPass()
{
if (m_current_render_pass != m_clear_render_pass)
return;
// End clear render pass. Bind() will call BeginRenderPass() which
// will switch to the load/store render pass.
EndRenderPass();
}
VkPipeline StateTracker::GetPipelineAndCacheUID()
{
// We can't cache ubershader uids, only normal shader uids.
if (g_ActiveConfig.CanBackgroundCompileShaders() && !m_using_ubershaders)
{
// Append to UID cache if it is a new pipeline.
auto result = g_shader_cache->GetPipelineWithCacheResultAsync(m_pipeline_state);
if (!result.second && g_ActiveConfig.bShaderCache)
AppendToPipelineUIDCache(m_pipeline_state);
// Still waiting for the pipeline to compile?
if (!result.first.second)
return result.first.first;
// Use ubershader instead.
m_using_ubershaders = true;
UpdatePipelineLayout();
UpdatePipelineVertexFormat();
PipelineInfo uber_info = m_pipeline_state;
UberShader::VertexShaderUid uber_vuid = UberShader::GetVertexShaderUid();
UberShader::PixelShaderUid uber_puid = UberShader::GetPixelShaderUid();
UberShader::ClearUnusedPixelShaderUidBits(APIType::Vulkan, &uber_puid);
uber_info.vs = g_shader_cache->GetVertexUberShaderForUid(uber_vuid);
uber_info.ps = g_shader_cache->GetPixelUberShaderForUid(uber_puid);
auto uber_result = g_shader_cache->GetPipelineWithCacheResult(uber_info);
return uber_result.first;
}
else
{
// Add to the UID cache if it is a new pipeline.
auto result = g_shader_cache->GetPipelineWithCacheResult(m_pipeline_state);
if (!result.second && !m_using_ubershaders && g_ActiveConfig.bShaderCache)
AppendToPipelineUIDCache(m_pipeline_state);
return result.first;
}
}
bool StateTracker::IsSSBODescriptorRequired() const
{
return m_bbox_enabled || (m_using_ubershaders && g_ActiveConfig.bBBoxEnable &&
g_ActiveConfig.BBoxUseFragmentShaderImplementation());
}
bool StateTracker::UpdatePipeline()
{
// We need at least a vertex and fragment shader
if (m_pipeline_state.vs == VK_NULL_HANDLE || m_pipeline_state.ps == VK_NULL_HANDLE)
return false;
// Grab a new pipeline object, this can fail.
m_pipeline_object = GetPipelineAndCacheUID();
m_dirty_flags |= DIRTY_FLAG_PIPELINE_BINDING;
return m_pipeline_object != VK_NULL_HANDLE;
}
void StateTracker::UpdatePipelineLayout()
{
const bool use_bbox_pipeline_layout = IsSSBODescriptorRequired();
VkPipelineLayout pipeline_layout =
use_bbox_pipeline_layout ? g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_BBOX) :
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD);
if (m_pipeline_state.pipeline_layout == pipeline_layout)
return;
// Change the number of active descriptor sets, as well as the pipeline layout
m_pipeline_state.pipeline_layout = pipeline_layout;
if (use_bbox_pipeline_layout)
{
m_num_active_descriptor_sets = NUM_GX_DRAW_WITH_BBOX_DESCRIPTOR_SETS;
// The bbox buffer never changes, so we defer descriptor updates until it is enabled.
if (m_descriptor_sets[DESCRIPTOR_SET_BIND_POINT_STORAGE_OR_TEXEL_BUFFER] == VK_NULL_HANDLE)
m_dirty_flags |= DIRTY_FLAG_PS_SSBO;
}
else
{
m_num_active_descriptor_sets = NUM_GX_DRAW_DESCRIPTOR_SETS;
}
m_dirty_flags |= DIRTY_FLAG_PIPELINE | DIRTY_FLAG_DESCRIPTOR_SET_BINDING;
}
void StateTracker::UpdatePipelineVertexFormat()
{
const NativeVertexFormat* vertex_format =
m_using_ubershaders ?
VertexLoaderManager::GetUberVertexFormat(m_vertex_format->GetVertexDeclaration()) :
m_vertex_format;
if (m_pipeline_state.vertex_format == vertex_format)
return;
m_pipeline_state.vertex_format = static_cast<const VertexFormat*>(vertex_format);
m_dirty_flags |= DIRTY_FLAG_PIPELINE;
}
bool StateTracker::UpdateDescriptorSet()
{
const size_t MAX_DESCRIPTOR_WRITES = NUM_UBO_DESCRIPTOR_SET_BINDINGS + // UBO
1 + // Samplers
1; // SSBO
std::array<VkWriteDescriptorSet, MAX_DESCRIPTOR_WRITES> writes;
u32 num_writes = 0;
if (m_dirty_flags & (DIRTY_FLAG_VS_UBO | DIRTY_FLAG_GS_UBO | DIRTY_FLAG_PS_UBO) ||
m_descriptor_sets[DESCRIPTOR_SET_BIND_POINT_UNIFORM_BUFFERS] == VK_NULL_HANDLE)
{
VkDescriptorSetLayout layout =
g_object_cache->GetDescriptorSetLayout(DESCRIPTOR_SET_LAYOUT_PER_STAGE_UNIFORM_BUFFERS);
VkDescriptorSet set = g_command_buffer_mgr->AllocateDescriptorSet(layout);
if (set == VK_NULL_HANDLE)
return false;
for (size_t i = 0; i < NUM_UBO_DESCRIPTOR_SET_BINDINGS; i++)
{
writes[num_writes++] = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
nullptr,
set,
static_cast<uint32_t>(i),
0,
1,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC,
nullptr,
&m_bindings.uniform_buffer_bindings[i],
nullptr};
}
m_descriptor_sets[DESCRIPTOR_SET_BIND_POINT_UNIFORM_BUFFERS] = set;
m_dirty_flags |= DIRTY_FLAG_DESCRIPTOR_SET_BINDING;
}
if (m_dirty_flags & DIRTY_FLAG_PS_SAMPLERS ||
m_descriptor_sets[DESCRIPTOR_SET_BIND_POINT_PIXEL_SHADER_SAMPLERS] == VK_NULL_HANDLE)
{
VkDescriptorSetLayout layout =
g_object_cache->GetDescriptorSetLayout(DESCRIPTOR_SET_LAYOUT_PIXEL_SHADER_SAMPLERS);
VkDescriptorSet set = g_command_buffer_mgr->AllocateDescriptorSet(layout);
if (set == VK_NULL_HANDLE)
return false;
writes[num_writes++] = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
nullptr,
set,
0,
0,
static_cast<u32>(NUM_PIXEL_SHADER_SAMPLERS),
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
m_bindings.ps_samplers.data(),
nullptr,
nullptr};
m_descriptor_sets[DESCRIPTOR_SET_BIND_POINT_PIXEL_SHADER_SAMPLERS] = set;
m_dirty_flags |= DIRTY_FLAG_DESCRIPTOR_SET_BINDING;
}
if (IsSSBODescriptorRequired() &&
(m_dirty_flags & DIRTY_FLAG_PS_SSBO ||
m_descriptor_sets[DESCRIPTOR_SET_BIND_POINT_STORAGE_OR_TEXEL_BUFFER] == VK_NULL_HANDLE))
{
VkDescriptorSetLayout layout =
g_object_cache->GetDescriptorSetLayout(DESCRIPTOR_SET_LAYOUT_SHADER_STORAGE_BUFFERS);
VkDescriptorSet set = g_command_buffer_mgr->AllocateDescriptorSet(layout);
if (set == VK_NULL_HANDLE)
return false;
writes[num_writes++] = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
nullptr,
set,
0,
0,
1,
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
nullptr,
&m_bindings.ps_ssbo,
nullptr};
m_descriptor_sets[DESCRIPTOR_SET_BIND_POINT_STORAGE_OR_TEXEL_BUFFER] = set;
m_dirty_flags |= DIRTY_FLAG_DESCRIPTOR_SET_BINDING;
}
if (num_writes > 0)
vkUpdateDescriptorSets(g_vulkan_context->GetDevice(), num_writes, writes.data(), 0, nullptr);
return true;
}
} // namespace Vulkan