1527 lines
54 KiB
C++
1527 lines
54 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 "VideoBackends/Vulkan/Renderer.h"
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#include <cstddef>
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#include <cstdio>
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#include <limits>
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#include <string>
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.h"
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#include "Core/ConfigManager.h"
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#include "VideoBackends/Vulkan/BoundingBox.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/ObjectCache.h"
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#include "VideoBackends/Vulkan/RasterFont.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/SwapChain.h"
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#include "VideoBackends/Vulkan/TextureCache.h"
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#include "VideoBackends/Vulkan/Util.h"
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#include "VideoBackends/Vulkan/VulkanContext.h"
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#include "VideoCommon/AVIDump.h"
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#include "VideoCommon/BPFunctions.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/ImageWrite.h"
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#include "VideoCommon/OnScreenDisplay.h"
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#include "VideoCommon/PixelEngine.h"
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#include "VideoCommon/PixelShaderManager.h"
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#include "VideoCommon/SamplerCommon.h"
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#include "VideoCommon/TextureCacheBase.h"
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#include "VideoCommon/VideoConfig.h"
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namespace Vulkan
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{
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Renderer::Renderer(std::unique_ptr<SwapChain> swap_chain) : m_swap_chain(std::move(swap_chain))
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{
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g_Config.bRunning = true;
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UpdateActiveConfig();
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// Set to something invalid, forcing all states to be re-initialized.
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for (size_t i = 0; i < m_sampler_states.size(); i++)
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m_sampler_states[i].bits = std::numeric_limits<decltype(m_sampler_states[i].bits)>::max();
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// These have to be initialized before FramebufferManager is created.
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// If running surfaceless, assume a window size of MAX_XFB_{WIDTH,HEIGHT}.
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FramebufferManagerBase::SetLastXfbWidth(MAX_XFB_WIDTH);
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FramebufferManagerBase::SetLastXfbHeight(MAX_XFB_HEIGHT);
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s_backbuffer_width = m_swap_chain ? m_swap_chain->GetWidth() : MAX_XFB_WIDTH;
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s_backbuffer_height = m_swap_chain ? m_swap_chain->GetHeight() : MAX_XFB_HEIGHT;
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s_last_efb_scale = g_ActiveConfig.iEFBScale;
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UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
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CalculateTargetSize(s_backbuffer_width, s_backbuffer_height);
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PixelShaderManager::SetEfbScaleChanged();
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}
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Renderer::~Renderer()
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{
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g_Config.bRunning = false;
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UpdateActiveConfig();
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DestroyScreenshotResources();
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DestroyShaders();
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DestroySemaphores();
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}
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bool Renderer::Initialize(FramebufferManager* framebuffer_mgr)
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{
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m_framebuffer_mgr = framebuffer_mgr;
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m_state_tracker = std::make_unique<StateTracker>();
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BindEFBToStateTracker();
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if (!CreateSemaphores())
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{
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PanicAlert("Failed to create semaphores.");
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return false;
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}
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if (!CompileShaders())
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{
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PanicAlert("Failed to compile shaders.");
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return false;
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}
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m_raster_font = std::make_unique<RasterFont>();
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if (!m_raster_font->Initialize())
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{
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PanicAlert("Failed to initialize raster font.");
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return false;
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}
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m_bounding_box = std::make_unique<BoundingBox>();
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if (!m_bounding_box->Initialize())
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{
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PanicAlert("Failed to initialize bounding box.");
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return false;
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}
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if (g_vulkan_context->SupportsBoundingBox())
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{
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// Bind bounding box to state tracker
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m_state_tracker->SetBBoxBuffer(m_bounding_box->GetGPUBuffer(),
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m_bounding_box->GetGPUBufferOffset(),
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m_bounding_box->GetGPUBufferSize());
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}
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// Various initialization routines will have executed commands on the command buffer.
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// Execute what we have done before beginning the first frame.
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g_command_buffer_mgr->PrepareToSubmitCommandBuffer();
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g_command_buffer_mgr->SubmitCommandBuffer(false);
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BeginFrame();
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return true;
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}
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bool Renderer::CreateSemaphores()
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{
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// Create two semaphores, one that is triggered when the swapchain buffer is ready, another after
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// submit and before present
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VkSemaphoreCreateInfo semaphore_info = {
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VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO, // VkStructureType sType
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nullptr, // const void* pNext
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0 // VkSemaphoreCreateFlags flags
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};
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VkResult res;
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if ((res = vkCreateSemaphore(g_vulkan_context->GetDevice(), &semaphore_info, nullptr,
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&m_image_available_semaphore)) != VK_SUCCESS ||
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(res = vkCreateSemaphore(g_vulkan_context->GetDevice(), &semaphore_info, nullptr,
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&m_rendering_finished_semaphore)) != VK_SUCCESS)
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{
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LOG_VULKAN_ERROR(res, "vkCreateSemaphore failed: ");
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return false;
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}
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return true;
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}
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void Renderer::DestroySemaphores()
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{
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if (m_image_available_semaphore)
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{
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vkDestroySemaphore(g_vulkan_context->GetDevice(), m_image_available_semaphore, nullptr);
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m_image_available_semaphore = VK_NULL_HANDLE;
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}
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if (m_rendering_finished_semaphore)
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{
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vkDestroySemaphore(g_vulkan_context->GetDevice(), m_rendering_finished_semaphore, nullptr);
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m_rendering_finished_semaphore = VK_NULL_HANDLE;
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}
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}
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void Renderer::RenderText(const std::string& text, int left, int top, u32 color)
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{
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u32 backbuffer_width = m_swap_chain->GetWidth();
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u32 backbuffer_height = m_swap_chain->GetHeight();
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m_raster_font->PrintMultiLineText(m_swap_chain->GetRenderPass(), text,
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left * 2.0f / static_cast<float>(backbuffer_width) - 1,
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1 - top * 2.0f / static_cast<float>(backbuffer_height),
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backbuffer_width, backbuffer_height, color);
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}
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u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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{
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if (type == PEEK_COLOR)
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{
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u32 color = m_framebuffer_mgr->PeekEFBColor(m_state_tracker.get(), x, y);
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// a little-endian value is expected to be returned
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color = ((color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000));
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// check what to do with the alpha channel (GX_PokeAlphaRead)
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PixelEngine::UPEAlphaReadReg alpha_read_mode = PixelEngine::GetAlphaReadMode();
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if (bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24)
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{
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color = RGBA8ToRGBA6ToRGBA8(color);
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}
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else if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
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{
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color = RGBA8ToRGB565ToRGBA8(color);
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}
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if (bpmem.zcontrol.pixel_format != PEControl::RGBA6_Z24)
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{
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color |= 0xFF000000;
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}
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if (alpha_read_mode.ReadMode == 2)
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{
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return color; // GX_READ_NONE
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}
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else if (alpha_read_mode.ReadMode == 1)
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{
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return color | 0xFF000000; // GX_READ_FF
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}
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else /*if(alpha_read_mode.ReadMode == 0)*/
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{
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return color & 0x00FFFFFF; // GX_READ_00
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}
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}
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else // if (type == PEEK_Z)
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{
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// Depth buffer is inverted for improved precision near far plane
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float depth = 1.0f - m_framebuffer_mgr->PeekEFBDepth(m_state_tracker.get(), x, y);
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u32 ret = 0;
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if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
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{
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// if Z is in 16 bit format you must return a 16 bit integer
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ret = MathUtil::Clamp<u32>(static_cast<u32>(depth * 65536.0f), 0, 0xFFFF);
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}
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else
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{
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ret = MathUtil::Clamp<u32>(static_cast<u32>(depth * 16777216.0f), 0, 0xFFFFFF);
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}
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return ret;
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}
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}
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void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points)
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{
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if (type == POKE_COLOR)
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{
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for (size_t i = 0; i < num_points; i++)
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{
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// Convert to expected format (BGRA->RGBA)
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// TODO: Check alpha, depending on mode?
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const EfbPokeData& point = points[i];
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u32 color = ((point.data & 0xFF00FF00) | ((point.data >> 16) & 0xFF) |
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((point.data << 16) & 0xFF0000));
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m_framebuffer_mgr->PokeEFBColor(m_state_tracker.get(), point.x, point.y, color);
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}
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}
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else // if (type == POKE_Z)
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{
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for (size_t i = 0; i < num_points; i++)
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{
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// Convert to floating-point depth.
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const EfbPokeData& point = points[i];
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float depth = (1.0f - float(point.data & 0xFFFFFF) / 16777216.0f);
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m_framebuffer_mgr->PokeEFBDepth(m_state_tracker.get(), point.x, point.y, depth);
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}
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}
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}
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u16 Renderer::BBoxRead(int index)
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{
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s32 value = m_bounding_box->Get(m_state_tracker.get(), static_cast<size_t>(index));
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// Here we get the min/max value of the truncated position of the upscaled framebuffer.
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// So we have to correct them to the unscaled EFB sizes.
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if (index < 2)
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{
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// left/right
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value = value * EFB_WIDTH / s_target_width;
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}
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else
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{
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// up/down
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value = value * EFB_HEIGHT / s_target_height;
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}
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// fix max values to describe the outer border
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if (index & 1)
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value++;
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return static_cast<u16>(value);
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}
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void Renderer::BBoxWrite(int index, u16 value)
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{
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s32 scaled_value = static_cast<s32>(value);
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// fix max values to describe the outer border
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if (index & 1)
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scaled_value--;
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// scale to internal resolution
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if (index < 2)
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{
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// left/right
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scaled_value = scaled_value * s_target_width / EFB_WIDTH;
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}
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else
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{
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// up/down
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scaled_value = scaled_value * s_target_height / EFB_HEIGHT;
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}
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m_bounding_box->Set(m_state_tracker.get(), static_cast<size_t>(index), scaled_value);
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}
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TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
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{
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TargetRectangle result;
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result.left = EFBToScaledX(rc.left);
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result.top = EFBToScaledY(rc.top);
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result.right = EFBToScaledX(rc.right);
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result.bottom = EFBToScaledY(rc.bottom);
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return result;
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}
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void Renderer::BeginFrame()
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{
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// Activate a new command list, and restore state ready for the next draw
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g_command_buffer_mgr->ActivateCommandBuffer();
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// Ensure that the state tracker rebinds everything, and allocates a new set
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// of descriptors out of the next pool.
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m_state_tracker->InvalidateDescriptorSets();
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m_state_tracker->SetPendingRebind();
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}
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void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha_enable,
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bool z_enable, u32 color, u32 z)
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{
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// Native -> EFB coordinates
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TargetRectangle target_rc = Renderer::ConvertEFBRectangle(rc);
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VkRect2D target_vk_rc = {
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{target_rc.left, target_rc.top},
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{static_cast<uint32_t>(target_rc.GetWidth()), static_cast<uint32_t>(target_rc.GetHeight())}};
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// Convert RGBA8 -> floating-point values.
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VkClearValue clear_color_value = {};
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VkClearValue clear_depth_value = {};
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clear_color_value.color.float32[0] = static_cast<float>((color >> 16) & 0xFF) / 255.0f;
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clear_color_value.color.float32[1] = static_cast<float>((color >> 8) & 0xFF) / 255.0f;
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clear_color_value.color.float32[2] = static_cast<float>((color >> 0) & 0xFF) / 255.0f;
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clear_color_value.color.float32[3] = static_cast<float>((color >> 24) & 0xFF) / 255.0f;
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clear_depth_value.depthStencil.depth = (1.0f - (static_cast<float>(z & 0xFFFFFF) / 16777216.0f));
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// Determine whether the EFB has an alpha channel. If it doesn't, we can clear the alpha
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// channel to 0xFF. This hopefully allows us to use the fast path in most cases.
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if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16 ||
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bpmem.zcontrol.pixel_format == PEControl::RGB8_Z24 ||
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bpmem.zcontrol.pixel_format == PEControl::Z24)
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{
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// Force alpha writes, and set the color to 0xFF.
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alpha_enable = true;
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color |= 0xFF000000;
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}
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// If we're not in a render pass (start of the frame), we can use a clear render pass
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// to discard the data, rather than loading and then clearing.
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bool use_clear_render_pass = (color_enable && alpha_enable && z_enable);
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if (m_state_tracker->InRenderPass())
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{
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// Prefer not to end a render pass just to do a clear.
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use_clear_render_pass = false;
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}
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// Fastest path: Use a render pass to clear the buffers.
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if (use_clear_render_pass)
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{
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VkClearValue clear_values[2] = {clear_color_value, clear_depth_value};
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m_state_tracker->BeginClearRenderPass(target_vk_rc, clear_values);
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return;
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}
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// Fast path: Use vkCmdClearAttachments to clear the buffers within a render path
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// We can't use this when preserving alpha but clearing color.
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{
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VkClearAttachment clear_attachments[2];
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uint32_t num_clear_attachments = 0;
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if (color_enable && alpha_enable)
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{
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clear_attachments[num_clear_attachments].aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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clear_attachments[num_clear_attachments].colorAttachment = 0;
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clear_attachments[num_clear_attachments].clearValue = clear_color_value;
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num_clear_attachments++;
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color_enable = false;
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alpha_enable = false;
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}
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if (z_enable)
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{
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clear_attachments[num_clear_attachments].aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
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clear_attachments[num_clear_attachments].colorAttachment = 0;
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clear_attachments[num_clear_attachments].clearValue = clear_depth_value;
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num_clear_attachments++;
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z_enable = false;
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}
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if (num_clear_attachments > 0)
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{
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VkClearRect clear_rect = {target_vk_rc, 0, m_framebuffer_mgr->GetEFBLayers()};
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if (!m_state_tracker->IsWithinRenderArea(target_vk_rc.offset.x, target_vk_rc.offset.y,
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target_vk_rc.extent.width,
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target_vk_rc.extent.height))
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{
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m_state_tracker->EndClearRenderPass();
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}
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m_state_tracker->BeginRenderPass();
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vkCmdClearAttachments(g_command_buffer_mgr->GetCurrentCommandBuffer(), num_clear_attachments,
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clear_attachments, 1, &clear_rect);
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}
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}
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// Anything left over for the slow path?
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if (!color_enable && !alpha_enable && !z_enable)
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return;
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// Clearing must occur within a render pass.
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if (!m_state_tracker->IsWithinRenderArea(target_vk_rc.offset.x, target_vk_rc.offset.y,
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target_vk_rc.extent.width, target_vk_rc.extent.height))
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{
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m_state_tracker->EndClearRenderPass();
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}
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m_state_tracker->BeginRenderPass();
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m_state_tracker->SetPendingRebind();
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// Mask away the appropriate colors and use a shader
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BlendState blend_state = Util::GetNoBlendingBlendState();
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u32 write_mask = 0;
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if (color_enable)
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write_mask |= VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT;
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if (alpha_enable)
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write_mask |= VK_COLOR_COMPONENT_A_BIT;
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blend_state.write_mask = write_mask;
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DepthStencilState depth_state = Util::GetNoDepthTestingDepthStencilState();
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depth_state.test_enable = z_enable ? VK_TRUE : VK_FALSE;
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depth_state.write_enable = z_enable ? VK_TRUE : VK_FALSE;
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depth_state.compare_op = VK_COMPARE_OP_ALWAYS;
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RasterizationState rs_state = Util::GetNoCullRasterizationState();
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rs_state.per_sample_shading = g_ActiveConfig.bSSAA ? VK_TRUE : VK_FALSE;
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rs_state.samples = m_framebuffer_mgr->GetEFBSamples();
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// No need to start a new render pass, but we do need to restore viewport state
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UtilityShaderDraw draw(
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g_command_buffer_mgr->GetCurrentCommandBuffer(), g_object_cache->GetStandardPipelineLayout(),
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m_framebuffer_mgr->GetEFBLoadRenderPass(), g_object_cache->GetPassthroughVertexShader(),
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g_object_cache->GetPassthroughGeometryShader(), m_clear_fragment_shader);
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draw.SetRasterizationState(rs_state);
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draw.SetDepthStencilState(depth_state);
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draw.SetBlendState(blend_state);
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draw.DrawColoredQuad(target_rc.left, target_rc.top, target_rc.GetWidth(), target_rc.GetHeight(),
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clear_color_value.color.float32[0], clear_color_value.color.float32[1],
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clear_color_value.color.float32[2], clear_color_value.color.float32[3],
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clear_depth_value.depthStencil.depth);
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}
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void Renderer::ReinterpretPixelData(unsigned int convtype)
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{
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m_state_tracker->EndRenderPass();
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m_state_tracker->SetPendingRebind();
|
|
m_framebuffer_mgr->ReinterpretPixelData(convtype);
|
|
|
|
// EFB framebuffer has now changed, so update accordingly.
|
|
BindEFBToStateTracker();
|
|
}
|
|
|
|
void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height,
|
|
const EFBRectangle& rc, float gamma)
|
|
{
|
|
// Flush any pending EFB pokes.
|
|
m_framebuffer_mgr->FlushEFBPokes(m_state_tracker.get());
|
|
|
|
// End the current render pass.
|
|
m_state_tracker->EndRenderPass();
|
|
m_state_tracker->OnEndFrame();
|
|
|
|
// Scale the source rectangle to the selected internal resolution.
|
|
TargetRectangle source_rc = Renderer::ConvertEFBRectangle(rc);
|
|
|
|
// Transition the EFB render target to a shader resource.
|
|
VkRect2D src_region = {{0, 0},
|
|
{m_framebuffer_mgr->GetEFBWidth(), m_framebuffer_mgr->GetEFBHeight()}};
|
|
Texture2D* efb_color_texture =
|
|
m_framebuffer_mgr->ResolveEFBColorTexture(m_state_tracker.get(), src_region);
|
|
efb_color_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
|
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
|
|
|
// Draw to the screenshot buffer if needed.
|
|
bool needs_framedump = IsFrameDumping();
|
|
bool needs_screenshot = s_bScreenshot || needs_framedump;
|
|
if (needs_screenshot && DrawScreenshot(source_rc, efb_color_texture))
|
|
{
|
|
if (s_bScreenshot)
|
|
{
|
|
WriteScreenshot();
|
|
}
|
|
|
|
if (needs_framedump)
|
|
{
|
|
DumpFrameData(reinterpret_cast<const u8*>(m_screenshot_readback_texture->GetMapPointer()),
|
|
static_cast<int>(m_screenshot_render_texture->GetWidth()),
|
|
static_cast<int>(m_screenshot_render_texture->GetHeight()),
|
|
AVIDump::DumpFormat::FORMAT_RGBA);
|
|
FinishFrameData();
|
|
}
|
|
}
|
|
|
|
// Restore the EFB color texture to color attachment ready for rendering the next frame.
|
|
m_framebuffer_mgr->GetEFBColorTexture()->TransitionToLayout(
|
|
g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
|
|
|
|
// Ensure the worker thread is not still submitting a previous command buffer.
|
|
// In other words, the last frame has been submitted (otherwise the next call would
|
|
// be a race, as the image may not have been consumed yet).
|
|
g_command_buffer_mgr->PrepareToSubmitCommandBuffer();
|
|
|
|
// Draw to the screen if we have a swap chain.
|
|
if (m_swap_chain)
|
|
{
|
|
DrawScreen(source_rc, efb_color_texture);
|
|
|
|
// Submit the current command buffer, signaling rendering finished semaphore when it's done
|
|
// Because this final command buffer is rendering to the swap chain, we need to wait for
|
|
// the available semaphore to be signaled before executing the buffer. This final submission
|
|
// can happen off-thread in the background while we're preparing the next frame.
|
|
g_command_buffer_mgr->SubmitCommandBuffer(
|
|
true, m_image_available_semaphore, m_rendering_finished_semaphore,
|
|
m_swap_chain->GetSwapChain(), m_swap_chain->GetCurrentImageIndex());
|
|
}
|
|
else
|
|
{
|
|
// No swap chain, just execute command buffer.
|
|
g_command_buffer_mgr->SubmitCommandBuffer(true);
|
|
}
|
|
|
|
// NOTE: It is important that no rendering calls are made to the EFB between submitting the
|
|
// (now-previous) frame and after the below config checks are completed. If the target size
|
|
// changes, as the resize methods to not defer the destruction of the framebuffer, the current
|
|
// command buffer will contain references to a now non-existent framebuffer.
|
|
|
|
// Prep for the next frame (get command buffer ready) before doing anything else.
|
|
BeginFrame();
|
|
|
|
// Determine what (if anything) has changed in the config.
|
|
CheckForConfigChanges();
|
|
|
|
// Handle host window resizes.
|
|
CheckForSurfaceChange();
|
|
|
|
// Handle output size changes from the guest.
|
|
// There is a downside to doing this here is that if the game changes its XFB source area,
|
|
// the changes will be delayed by one frame. For the moment it has to be done here because
|
|
// this can cause a target size change, which would result in a black frame if done earlier.
|
|
CheckForTargetResize(fb_width, fb_stride, fb_height);
|
|
|
|
// Clean up stale textures.
|
|
TextureCacheBase::Cleanup(frameCount);
|
|
}
|
|
|
|
void Renderer::DrawScreen(const TargetRectangle& src_rect, const Texture2D* src_tex)
|
|
{
|
|
// Grab the next image from the swap chain in preparation for drawing the window.
|
|
VkResult res = m_swap_chain->AcquireNextImage(m_image_available_semaphore);
|
|
if (res == VK_SUBOPTIMAL_KHR || res == VK_ERROR_OUT_OF_DATE_KHR)
|
|
{
|
|
// Window has been resized. Update the swap chain and try again.
|
|
ResizeSwapChain();
|
|
res = m_swap_chain->AcquireNextImage(m_image_available_semaphore);
|
|
}
|
|
if (res != VK_SUCCESS)
|
|
PanicAlert("Failed to grab image from swap chain");
|
|
|
|
// Transition from undefined (or present src, but it can be substituted) to
|
|
// color attachment ready for writing. These transitions must occur outside
|
|
// a render pass, unless the render pass declares a self-dependency.
|
|
Texture2D* backbuffer = m_swap_chain->GetCurrentTexture();
|
|
backbuffer->OverrideImageLayout(VK_IMAGE_LAYOUT_UNDEFINED);
|
|
backbuffer->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
|
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
|
|
|
|
// Blit the EFB to the back buffer (Swap chain)
|
|
UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
|
g_object_cache->GetStandardPipelineLayout(), m_swap_chain->GetRenderPass(),
|
|
g_object_cache->GetPassthroughVertexShader(), VK_NULL_HANDLE,
|
|
m_blit_fragment_shader);
|
|
|
|
// Begin the present render pass
|
|
VkClearValue clear_value = {{{0.0f, 0.0f, 0.0f, 1.0f}}};
|
|
VkRect2D target_region = {{0, 0}, {backbuffer->GetWidth(), backbuffer->GetHeight()}};
|
|
draw.BeginRenderPass(m_swap_chain->GetCurrentFramebuffer(), target_region, &clear_value);
|
|
|
|
// Copy EFB -> backbuffer
|
|
const TargetRectangle& dst_rect = GetTargetRectangle();
|
|
BlitScreen(m_swap_chain->GetRenderPass(), dst_rect, src_rect, src_tex, true);
|
|
|
|
// OSD stuff
|
|
Util::SetViewportAndScissor(g_command_buffer_mgr->GetCurrentCommandBuffer(), 0, 0,
|
|
backbuffer->GetWidth(), backbuffer->GetHeight());
|
|
DrawDebugText();
|
|
|
|
// Do our OSD callbacks
|
|
OSD::DoCallbacks(OSD::CallbackType::OnFrame);
|
|
OSD::DrawMessages();
|
|
|
|
// End drawing to backbuffer
|
|
draw.EndRenderPass();
|
|
|
|
// Transition the backbuffer to PRESENT_SRC to ensure all commands drawing
|
|
// to it have finished before present.
|
|
backbuffer->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
|
VK_IMAGE_LAYOUT_PRESENT_SRC_KHR);
|
|
}
|
|
|
|
bool Renderer::DrawScreenshot(const TargetRectangle& src_rect, const Texture2D* src_tex)
|
|
{
|
|
// Draw the screenshot to an image containing only the active screen area, removing any
|
|
// borders as a result of the game rendering in a different aspect ratio.
|
|
TargetRectangle target_rect = GetTargetRectangle();
|
|
target_rect.right = target_rect.GetWidth();
|
|
target_rect.bottom = target_rect.GetHeight();
|
|
target_rect.left = 0;
|
|
target_rect.top = 0;
|
|
u32 width = std::max(1u, static_cast<u32>(target_rect.GetWidth()));
|
|
u32 height = std::max(1u, static_cast<u32>(target_rect.GetHeight()));
|
|
if (!ResizeScreenshotBuffer(width, height))
|
|
return false;
|
|
|
|
VkClearValue clear_value = {{{0.0f, 0.0f, 0.0f, 1.0f}}};
|
|
VkClearRect clear_rect = {{{0, 0}, {width, height}}, 0, 1};
|
|
VkClearAttachment clear_attachment = {VK_IMAGE_ASPECT_COLOR_BIT, 0, clear_value};
|
|
VkRenderPassBeginInfo info = {VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO,
|
|
nullptr,
|
|
m_framebuffer_mgr->GetColorCopyForReadbackRenderPass(),
|
|
m_screenshot_framebuffer,
|
|
{{0, 0}, {width, height}},
|
|
1,
|
|
&clear_value};
|
|
vkCmdBeginRenderPass(g_command_buffer_mgr->GetCurrentCommandBuffer(), &info,
|
|
VK_SUBPASS_CONTENTS_INLINE);
|
|
vkCmdClearAttachments(g_command_buffer_mgr->GetCurrentCommandBuffer(), 1, &clear_attachment, 1,
|
|
&clear_rect);
|
|
BlitScreen(m_framebuffer_mgr->GetColorCopyForReadbackRenderPass(), target_rect, src_rect, src_tex,
|
|
true);
|
|
vkCmdEndRenderPass(g_command_buffer_mgr->GetCurrentCommandBuffer());
|
|
|
|
// Copy to the readback texture.
|
|
m_screenshot_readback_texture->CopyFromImage(
|
|
g_command_buffer_mgr->GetCurrentCommandBuffer(), m_screenshot_render_texture->GetImage(),
|
|
VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, width, height, 0, 0);
|
|
|
|
// Wait for the command buffer to complete.
|
|
g_command_buffer_mgr->ExecuteCommandBuffer(false, true);
|
|
return true;
|
|
}
|
|
|
|
void Renderer::BlitScreen(VkRenderPass render_pass, const TargetRectangle& dst_rect,
|
|
const TargetRectangle& src_rect, const Texture2D* src_tex,
|
|
bool linear_filter)
|
|
{
|
|
// We could potentially use vkCmdBlitImage here.
|
|
VkSampler sampler =
|
|
linear_filter ? g_object_cache->GetLinearSampler() : g_object_cache->GetPointSampler();
|
|
|
|
// Set up common data
|
|
UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
|
g_object_cache->GetStandardPipelineLayout(), render_pass,
|
|
g_object_cache->GetPassthroughVertexShader(), VK_NULL_HANDLE,
|
|
m_blit_fragment_shader);
|
|
|
|
draw.SetPSSampler(0, src_tex->GetView(), sampler);
|
|
|
|
if (g_ActiveConfig.iStereoMode == STEREO_SBS || g_ActiveConfig.iStereoMode == STEREO_TAB)
|
|
{
|
|
TargetRectangle left_rect;
|
|
TargetRectangle right_rect;
|
|
if (g_ActiveConfig.iStereoMode == STEREO_TAB)
|
|
ConvertStereoRectangle(dst_rect, right_rect, left_rect);
|
|
else
|
|
ConvertStereoRectangle(dst_rect, left_rect, right_rect);
|
|
|
|
draw.DrawQuad(left_rect.left, left_rect.top, left_rect.GetWidth(), left_rect.GetHeight(),
|
|
src_rect.left, src_rect.top, 0, src_rect.GetWidth(), src_rect.GetHeight(),
|
|
src_tex->GetWidth(), src_tex->GetHeight());
|
|
|
|
draw.DrawQuad(right_rect.left, right_rect.top, right_rect.GetWidth(), right_rect.GetHeight(),
|
|
src_rect.left, src_rect.top, 1, src_rect.GetWidth(), src_rect.GetHeight(),
|
|
src_tex->GetWidth(), src_tex->GetHeight());
|
|
}
|
|
else
|
|
{
|
|
draw.DrawQuad(dst_rect.left, dst_rect.top, dst_rect.GetWidth(), dst_rect.GetHeight(),
|
|
src_rect.left, src_rect.top, 0, src_rect.GetWidth(), src_rect.GetHeight(),
|
|
src_tex->GetWidth(), src_tex->GetHeight());
|
|
}
|
|
}
|
|
|
|
bool Renderer::ResizeScreenshotBuffer(u32 new_width, u32 new_height)
|
|
{
|
|
if (m_screenshot_render_texture && m_screenshot_render_texture->GetWidth() == new_width &&
|
|
m_screenshot_render_texture->GetHeight() == new_height)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if (m_screenshot_framebuffer != VK_NULL_HANDLE)
|
|
{
|
|
vkDestroyFramebuffer(g_vulkan_context->GetDevice(), m_screenshot_framebuffer, nullptr);
|
|
m_screenshot_framebuffer = VK_NULL_HANDLE;
|
|
}
|
|
|
|
m_screenshot_render_texture =
|
|
Texture2D::Create(new_width, new_height, 1, 1, EFB_COLOR_TEXTURE_FORMAT,
|
|
VK_SAMPLE_COUNT_1_BIT, VK_IMAGE_VIEW_TYPE_2D, VK_IMAGE_TILING_OPTIMAL,
|
|
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT);
|
|
|
|
m_screenshot_readback_texture = StagingTexture2D::Create(STAGING_BUFFER_TYPE_READBACK, new_width,
|
|
new_height, EFB_COLOR_TEXTURE_FORMAT);
|
|
if (!m_screenshot_render_texture || !m_screenshot_readback_texture ||
|
|
!m_screenshot_readback_texture->Map())
|
|
{
|
|
WARN_LOG(VIDEO, "Failed to resize screenshot render texture");
|
|
m_screenshot_render_texture.reset();
|
|
m_screenshot_readback_texture.reset();
|
|
return false;
|
|
}
|
|
|
|
VkImageView attachment = m_screenshot_render_texture->GetView();
|
|
VkFramebufferCreateInfo info = {};
|
|
info.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
|
|
info.renderPass = m_framebuffer_mgr->GetColorCopyForReadbackRenderPass();
|
|
info.attachmentCount = 1;
|
|
info.pAttachments = &attachment;
|
|
info.width = new_width;
|
|
info.height = new_height;
|
|
info.layers = 1;
|
|
|
|
VkResult res =
|
|
vkCreateFramebuffer(g_vulkan_context->GetDevice(), &info, nullptr, &m_screenshot_framebuffer);
|
|
if (res != VK_SUCCESS)
|
|
{
|
|
WARN_LOG(VIDEO, "Failed to resize screenshot framebuffer");
|
|
m_screenshot_render_texture.reset();
|
|
m_screenshot_readback_texture.reset();
|
|
return false;
|
|
}
|
|
|
|
// Render pass expects texture is in transfer src to start with.
|
|
m_screenshot_render_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
|
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
|
|
|
|
return true;
|
|
}
|
|
|
|
void Renderer::DestroyScreenshotResources()
|
|
{
|
|
if (m_screenshot_framebuffer != VK_NULL_HANDLE)
|
|
{
|
|
vkDestroyFramebuffer(g_vulkan_context->GetDevice(), m_screenshot_framebuffer, nullptr);
|
|
m_screenshot_framebuffer = VK_NULL_HANDLE;
|
|
}
|
|
|
|
m_screenshot_render_texture.reset();
|
|
m_screenshot_readback_texture.reset();
|
|
}
|
|
|
|
void Renderer::WriteScreenshot()
|
|
{
|
|
std::lock_guard<std::mutex> guard(s_criticalScreenshot);
|
|
|
|
if (!TextureToPng(reinterpret_cast<u8*>(m_screenshot_readback_texture->GetMapPointer()),
|
|
static_cast<int>(m_screenshot_readback_texture->GetRowStride()),
|
|
s_sScreenshotName, static_cast<int>(m_screenshot_render_texture->GetWidth()),
|
|
static_cast<int>(m_screenshot_render_texture->GetHeight()), false))
|
|
{
|
|
WARN_LOG(VIDEO, "Failed to write screenshot to %s", s_sScreenshotName.c_str());
|
|
}
|
|
|
|
s_sScreenshotName.clear();
|
|
s_bScreenshot = false;
|
|
s_screenshotCompleted.Set();
|
|
}
|
|
|
|
void Renderer::CheckForTargetResize(u32 fb_width, u32 fb_stride, u32 fb_height)
|
|
{
|
|
if (FramebufferManagerBase::LastXfbWidth() == fb_stride &&
|
|
FramebufferManagerBase::LastXfbHeight() == fb_height)
|
|
{
|
|
return;
|
|
}
|
|
|
|
u32 new_width = (fb_stride < 1 || fb_stride > MAX_XFB_WIDTH) ? MAX_XFB_WIDTH : fb_stride;
|
|
u32 new_height = (fb_height < 1 || fb_height > MAX_XFB_HEIGHT) ? MAX_XFB_HEIGHT : fb_height;
|
|
FramebufferManagerBase::SetLastXfbWidth(new_width);
|
|
FramebufferManagerBase::SetLastXfbHeight(new_height);
|
|
|
|
// Changing the XFB source area will likely change the final drawing rectangle.
|
|
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
|
|
if (CalculateTargetSize(s_backbuffer_width, s_backbuffer_height))
|
|
{
|
|
PixelShaderManager::SetEfbScaleChanged();
|
|
ResizeEFBTextures();
|
|
}
|
|
|
|
// This call is needed for auto-resizing to work.
|
|
SetWindowSize(static_cast<int>(fb_stride), static_cast<int>(fb_height));
|
|
}
|
|
|
|
void Renderer::CheckForSurfaceChange()
|
|
{
|
|
if (!s_surface_needs_change.IsSet())
|
|
return;
|
|
|
|
u32 old_width = m_swap_chain ? m_swap_chain->GetWidth() : 0;
|
|
u32 old_height = m_swap_chain ? m_swap_chain->GetHeight() : 0;
|
|
|
|
// Fast path, if the surface handle is the same, the window has just been resized.
|
|
if (m_swap_chain && s_new_surface_handle == m_swap_chain->GetNativeHandle())
|
|
{
|
|
INFO_LOG(VIDEO, "Detected window resize.");
|
|
ResizeSwapChain();
|
|
|
|
// Notify the main thread we are done.
|
|
s_surface_needs_change.Clear();
|
|
s_new_surface_handle = nullptr;
|
|
s_surface_changed.Set();
|
|
}
|
|
else
|
|
{
|
|
// Wait for the GPU to catch up since we're going to destroy the swap chain.
|
|
g_command_buffer_mgr->WaitForGPUIdle();
|
|
|
|
// Did we previously have a swap chain?
|
|
if (m_swap_chain)
|
|
{
|
|
if (!s_new_surface_handle)
|
|
{
|
|
// If there is no surface now, destroy the swap chain.
|
|
m_swap_chain.reset();
|
|
}
|
|
else
|
|
{
|
|
// Recreate the surface. If this fails we're in trouble.
|
|
if (!m_swap_chain->RecreateSurface(s_new_surface_handle))
|
|
PanicAlert("Failed to recreate Vulkan surface. Cannot continue.");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Previously had no swap chain. So create one.
|
|
VkSurfaceKHR surface = SwapChain::CreateVulkanSurface(g_vulkan_context->GetVulkanInstance(),
|
|
s_new_surface_handle);
|
|
if (surface != VK_NULL_HANDLE)
|
|
{
|
|
m_swap_chain = SwapChain::Create(s_new_surface_handle, surface, g_ActiveConfig.IsVSync());
|
|
if (!m_swap_chain)
|
|
PanicAlert("Failed to create swap chain.");
|
|
}
|
|
else
|
|
{
|
|
PanicAlert("Failed to create surface.");
|
|
}
|
|
}
|
|
|
|
// Notify calling thread.
|
|
s_surface_needs_change.Clear();
|
|
s_new_surface_handle = nullptr;
|
|
s_surface_changed.Set();
|
|
}
|
|
|
|
if (m_swap_chain)
|
|
{
|
|
// Handle case where the dimensions are now different
|
|
if (old_width != m_swap_chain->GetWidth() || old_height != m_swap_chain->GetHeight())
|
|
OnSwapChainResized();
|
|
}
|
|
}
|
|
|
|
void Renderer::CheckForConfigChanges()
|
|
{
|
|
// Save the video config so we can compare against to determine which settings have changed.
|
|
int old_multisamples = g_ActiveConfig.iMultisamples;
|
|
int old_anisotropy = g_ActiveConfig.iMaxAnisotropy;
|
|
int old_stereo_mode = g_ActiveConfig.iStereoMode;
|
|
int old_aspect_ratio = g_ActiveConfig.iAspectRatio;
|
|
bool old_force_filtering = g_ActiveConfig.bForceFiltering;
|
|
bool old_ssaa = g_ActiveConfig.bSSAA;
|
|
|
|
// Copy g_Config to g_ActiveConfig.
|
|
// NOTE: This can potentially race with the UI thread, however if it does, the changes will be
|
|
// delayed until the next time CheckForConfigChanges is called.
|
|
UpdateActiveConfig();
|
|
|
|
// Determine which (if any) settings have changed.
|
|
bool msaa_changed = old_multisamples != g_ActiveConfig.iMultisamples;
|
|
bool ssaa_changed = old_ssaa != g_ActiveConfig.bSSAA;
|
|
bool anisotropy_changed = old_anisotropy != g_ActiveConfig.iMaxAnisotropy;
|
|
bool force_texture_filtering_changed = old_force_filtering != g_ActiveConfig.bForceFiltering;
|
|
bool stereo_changed = old_stereo_mode != g_ActiveConfig.iStereoMode;
|
|
bool efb_scale_changed = s_last_efb_scale != g_ActiveConfig.iEFBScale;
|
|
bool aspect_changed = old_aspect_ratio != g_ActiveConfig.iAspectRatio;
|
|
|
|
// Update texture cache settings with any changed options.
|
|
TextureCache::OnConfigChanged(g_ActiveConfig);
|
|
|
|
// Handle internal resolution changes.
|
|
if (efb_scale_changed)
|
|
s_last_efb_scale = g_ActiveConfig.iEFBScale;
|
|
|
|
// If the aspect ratio is changed, this changes the area that the game is drawn to.
|
|
if (aspect_changed)
|
|
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
|
|
|
|
if (efb_scale_changed || aspect_changed)
|
|
{
|
|
if (CalculateTargetSize(s_backbuffer_width, s_backbuffer_height))
|
|
ResizeEFBTextures();
|
|
}
|
|
|
|
// MSAA samples changed, we need to recreate the EFB render pass.
|
|
// If the stereoscopy mode changed, we need to recreate the buffers as well.
|
|
if (msaa_changed || stereo_changed)
|
|
{
|
|
g_command_buffer_mgr->WaitForGPUIdle();
|
|
m_framebuffer_mgr->RecreateRenderPass();
|
|
m_framebuffer_mgr->ResizeEFBTextures();
|
|
BindEFBToStateTracker();
|
|
}
|
|
|
|
// SSAA changed on/off, we can leave the buffers/render pass, but have to recompile shaders.
|
|
// Changing stereoscopy from off<->on also requires shaders to be recompiled.
|
|
if (msaa_changed || ssaa_changed || stereo_changed)
|
|
{
|
|
g_command_buffer_mgr->WaitForGPUIdle();
|
|
RecompileShaders();
|
|
m_framebuffer_mgr->RecompileShaders();
|
|
g_object_cache->ClearPipelineCache();
|
|
}
|
|
|
|
// For vsync, we need to change the present mode, which means recreating the swap chain.
|
|
if (m_swap_chain && g_ActiveConfig.IsVSync() != m_swap_chain->IsVSyncEnabled())
|
|
{
|
|
g_command_buffer_mgr->WaitForGPUIdle();
|
|
m_swap_chain->SetVSync(g_ActiveConfig.IsVSync());
|
|
}
|
|
|
|
// Wipe sampler cache if force texture filtering or anisotropy changes.
|
|
if (anisotropy_changed || force_texture_filtering_changed)
|
|
ResetSamplerStates();
|
|
}
|
|
|
|
void Renderer::OnSwapChainResized()
|
|
{
|
|
s_backbuffer_width = m_swap_chain->GetWidth();
|
|
s_backbuffer_height = m_swap_chain->GetHeight();
|
|
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
|
|
if (CalculateTargetSize(s_backbuffer_width, s_backbuffer_height))
|
|
{
|
|
PixelShaderManager::SetEfbScaleChanged();
|
|
ResizeEFBTextures();
|
|
}
|
|
}
|
|
|
|
void Renderer::BindEFBToStateTracker()
|
|
{
|
|
// Update framebuffer in state tracker
|
|
VkRect2D framebuffer_size = {
|
|
{0, 0}, {m_framebuffer_mgr->GetEFBWidth(), m_framebuffer_mgr->GetEFBHeight()}};
|
|
m_state_tracker->SetRenderPass(m_framebuffer_mgr->GetEFBLoadRenderPass(),
|
|
m_framebuffer_mgr->GetEFBClearRenderPass());
|
|
m_state_tracker->SetFramebuffer(m_framebuffer_mgr->GetEFBFramebuffer(), framebuffer_size);
|
|
|
|
// Update rasterization state with MSAA info
|
|
RasterizationState rs_state = {};
|
|
rs_state.bits = m_state_tracker->GetRasterizationState().bits;
|
|
rs_state.samples = m_framebuffer_mgr->GetEFBSamples();
|
|
rs_state.per_sample_shading = g_ActiveConfig.bSSAA ? VK_TRUE : VK_FALSE;
|
|
m_state_tracker->SetRasterizationState(rs_state);
|
|
}
|
|
|
|
void Renderer::ResizeEFBTextures()
|
|
{
|
|
// Ensure the GPU is finished with the current EFB textures.
|
|
g_command_buffer_mgr->WaitForGPUIdle();
|
|
m_framebuffer_mgr->ResizeEFBTextures();
|
|
BindEFBToStateTracker();
|
|
|
|
// Viewport and scissor rect have to be reset since they will be scaled differently.
|
|
SetViewport();
|
|
BPFunctions::SetScissor();
|
|
}
|
|
|
|
void Renderer::ResizeSwapChain()
|
|
{
|
|
// The worker thread may still be submitting a present on this swap chain.
|
|
g_command_buffer_mgr->WaitForGPUIdle();
|
|
|
|
// It's now safe to resize the swap chain.
|
|
if (!m_swap_chain->ResizeSwapChain())
|
|
PanicAlert("Failed to resize swap chain.");
|
|
|
|
OnSwapChainResized();
|
|
}
|
|
|
|
void Renderer::ApplyState(bool bUseDstAlpha)
|
|
{
|
|
}
|
|
|
|
void Renderer::ResetAPIState()
|
|
{
|
|
// End the EFB render pass if active
|
|
m_state_tracker->EndRenderPass();
|
|
}
|
|
|
|
void Renderer::RestoreAPIState()
|
|
{
|
|
// Instruct the state tracker to re-bind everything before the next draw
|
|
m_state_tracker->SetPendingRebind();
|
|
}
|
|
|
|
void Renderer::SetGenerationMode()
|
|
{
|
|
RasterizationState new_rs_state = {};
|
|
new_rs_state.bits = m_state_tracker->GetRasterizationState().bits;
|
|
|
|
switch (bpmem.genMode.cullmode)
|
|
{
|
|
case GenMode::CULL_NONE:
|
|
new_rs_state.cull_mode = VK_CULL_MODE_NONE;
|
|
break;
|
|
case GenMode::CULL_BACK:
|
|
new_rs_state.cull_mode = VK_CULL_MODE_BACK_BIT;
|
|
break;
|
|
case GenMode::CULL_FRONT:
|
|
new_rs_state.cull_mode = VK_CULL_MODE_FRONT_BIT;
|
|
break;
|
|
case GenMode::CULL_ALL:
|
|
new_rs_state.cull_mode = VK_CULL_MODE_FRONT_AND_BACK;
|
|
break;
|
|
default:
|
|
new_rs_state.cull_mode = VK_CULL_MODE_NONE;
|
|
break;
|
|
}
|
|
|
|
m_state_tracker->SetRasterizationState(new_rs_state);
|
|
}
|
|
|
|
void Renderer::SetDepthMode()
|
|
{
|
|
DepthStencilState new_ds_state = {};
|
|
new_ds_state.test_enable = bpmem.zmode.testenable ? VK_TRUE : VK_FALSE;
|
|
new_ds_state.write_enable = bpmem.zmode.updateenable ? VK_TRUE : VK_FALSE;
|
|
|
|
// Inverted depth, hence these are swapped
|
|
switch (bpmem.zmode.func)
|
|
{
|
|
case ZMode::NEVER:
|
|
new_ds_state.compare_op = VK_COMPARE_OP_NEVER;
|
|
break;
|
|
case ZMode::LESS:
|
|
new_ds_state.compare_op = VK_COMPARE_OP_GREATER;
|
|
break;
|
|
case ZMode::EQUAL:
|
|
new_ds_state.compare_op = VK_COMPARE_OP_EQUAL;
|
|
break;
|
|
case ZMode::LEQUAL:
|
|
new_ds_state.compare_op = VK_COMPARE_OP_GREATER_OR_EQUAL;
|
|
break;
|
|
case ZMode::GREATER:
|
|
new_ds_state.compare_op = VK_COMPARE_OP_LESS;
|
|
break;
|
|
case ZMode::NEQUAL:
|
|
new_ds_state.compare_op = VK_COMPARE_OP_NOT_EQUAL;
|
|
break;
|
|
case ZMode::GEQUAL:
|
|
new_ds_state.compare_op = VK_COMPARE_OP_LESS_OR_EQUAL;
|
|
break;
|
|
case ZMode::ALWAYS:
|
|
new_ds_state.compare_op = VK_COMPARE_OP_ALWAYS;
|
|
break;
|
|
default:
|
|
new_ds_state.compare_op = VK_COMPARE_OP_ALWAYS;
|
|
break;
|
|
}
|
|
|
|
m_state_tracker->SetDepthStencilState(new_ds_state);
|
|
}
|
|
|
|
void Renderer::SetColorMask()
|
|
{
|
|
u32 color_mask = 0;
|
|
|
|
if (bpmem.alpha_test.TestResult() != AlphaTest::FAIL)
|
|
{
|
|
if (bpmem.blendmode.alphaupdate && bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24)
|
|
color_mask |= VK_COLOR_COMPONENT_A_BIT;
|
|
if (bpmem.blendmode.colorupdate)
|
|
color_mask |= VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT;
|
|
}
|
|
|
|
BlendState new_blend_state = {};
|
|
new_blend_state.bits = m_state_tracker->GetBlendState().bits;
|
|
new_blend_state.write_mask = color_mask;
|
|
|
|
m_state_tracker->SetBlendState(new_blend_state);
|
|
}
|
|
|
|
void Renderer::SetBlendMode(bool force_update)
|
|
{
|
|
BlendState new_blend_state = {};
|
|
new_blend_state.bits = m_state_tracker->GetBlendState().bits;
|
|
|
|
// Fast path for blending disabled
|
|
if (!bpmem.blendmode.blendenable)
|
|
{
|
|
new_blend_state.blend_enable = VK_FALSE;
|
|
new_blend_state.blend_op = VK_BLEND_OP_ADD;
|
|
new_blend_state.src_blend = VK_BLEND_FACTOR_ONE;
|
|
new_blend_state.dst_blend = VK_BLEND_FACTOR_ZERO;
|
|
new_blend_state.alpha_blend_op = VK_BLEND_OP_ADD;
|
|
new_blend_state.src_alpha_blend = VK_BLEND_FACTOR_ONE;
|
|
new_blend_state.dst_alpha_blend = VK_BLEND_FACTOR_ZERO;
|
|
m_state_tracker->SetBlendState(new_blend_state);
|
|
return;
|
|
}
|
|
// Fast path for subtract blending
|
|
else if (bpmem.blendmode.subtract)
|
|
{
|
|
new_blend_state.blend_enable = VK_TRUE;
|
|
new_blend_state.blend_op = VK_BLEND_OP_REVERSE_SUBTRACT;
|
|
new_blend_state.src_blend = VK_BLEND_FACTOR_ONE;
|
|
new_blend_state.dst_blend = VK_BLEND_FACTOR_ONE;
|
|
new_blend_state.alpha_blend_op = VK_BLEND_OP_REVERSE_SUBTRACT;
|
|
new_blend_state.src_alpha_blend = VK_BLEND_FACTOR_ONE;
|
|
new_blend_state.dst_alpha_blend = VK_BLEND_FACTOR_ONE;
|
|
m_state_tracker->SetBlendState(new_blend_state);
|
|
return;
|
|
}
|
|
|
|
// Our render target always uses an alpha channel, so we need to override the blend functions to
|
|
// assume a destination alpha of 1 if the render target isn't supposed to have an alpha channel.
|
|
bool target_has_alpha = bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24;
|
|
bool use_dst_alpha = bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate && target_has_alpha &&
|
|
g_vulkan_context->SupportsDualSourceBlend();
|
|
|
|
new_blend_state.blend_enable = VK_TRUE;
|
|
new_blend_state.blend_op = VK_BLEND_OP_ADD;
|
|
|
|
switch (bpmem.blendmode.srcfactor)
|
|
{
|
|
case BlendMode::ZERO:
|
|
new_blend_state.src_blend = VK_BLEND_FACTOR_ZERO;
|
|
break;
|
|
case BlendMode::ONE:
|
|
new_blend_state.src_blend = VK_BLEND_FACTOR_ONE;
|
|
break;
|
|
case BlendMode::DSTCLR:
|
|
new_blend_state.src_blend = VK_BLEND_FACTOR_DST_COLOR;
|
|
break;
|
|
case BlendMode::INVDSTCLR:
|
|
new_blend_state.src_blend = VK_BLEND_FACTOR_ONE_MINUS_DST_COLOR;
|
|
break;
|
|
case BlendMode::SRCALPHA:
|
|
new_blend_state.src_blend =
|
|
use_dst_alpha ? VK_BLEND_FACTOR_SRC1_ALPHA : VK_BLEND_FACTOR_SRC_ALPHA;
|
|
break;
|
|
case BlendMode::INVSRCALPHA:
|
|
new_blend_state.src_blend =
|
|
use_dst_alpha ? VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA : VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
|
|
break;
|
|
case BlendMode::DSTALPHA:
|
|
new_blend_state.src_blend = target_has_alpha ? VK_BLEND_FACTOR_DST_ALPHA : VK_BLEND_FACTOR_ONE;
|
|
break;
|
|
case BlendMode::INVDSTALPHA:
|
|
new_blend_state.src_blend =
|
|
target_has_alpha ? VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA : VK_BLEND_FACTOR_ZERO;
|
|
break;
|
|
default:
|
|
new_blend_state.src_blend = VK_BLEND_FACTOR_ONE;
|
|
break;
|
|
}
|
|
|
|
switch (bpmem.blendmode.dstfactor)
|
|
{
|
|
case BlendMode::ZERO:
|
|
new_blend_state.dst_blend = VK_BLEND_FACTOR_ZERO;
|
|
break;
|
|
case BlendMode::ONE:
|
|
new_blend_state.dst_blend = VK_BLEND_FACTOR_ONE;
|
|
break;
|
|
case BlendMode::SRCCLR:
|
|
new_blend_state.dst_blend = VK_BLEND_FACTOR_SRC_COLOR;
|
|
break;
|
|
case BlendMode::INVSRCCLR:
|
|
new_blend_state.dst_blend = VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR;
|
|
break;
|
|
case BlendMode::SRCALPHA:
|
|
new_blend_state.dst_blend =
|
|
use_dst_alpha ? VK_BLEND_FACTOR_SRC1_ALPHA : VK_BLEND_FACTOR_SRC_ALPHA;
|
|
break;
|
|
case BlendMode::INVSRCALPHA:
|
|
new_blend_state.dst_blend =
|
|
use_dst_alpha ? VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA : VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
|
|
break;
|
|
case BlendMode::DSTALPHA:
|
|
new_blend_state.dst_blend = target_has_alpha ? VK_BLEND_FACTOR_DST_ALPHA : VK_BLEND_FACTOR_ONE;
|
|
break;
|
|
case BlendMode::INVDSTALPHA:
|
|
new_blend_state.dst_blend =
|
|
target_has_alpha ? VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA : VK_BLEND_FACTOR_ZERO;
|
|
break;
|
|
default:
|
|
new_blend_state.dst_blend = VK_BLEND_FACTOR_ONE;
|
|
break;
|
|
}
|
|
|
|
if (use_dst_alpha)
|
|
{
|
|
// Destination alpha sets 1*SRC
|
|
new_blend_state.alpha_blend_op = VK_BLEND_OP_ADD;
|
|
new_blend_state.src_alpha_blend = VK_BLEND_FACTOR_ONE;
|
|
new_blend_state.dst_alpha_blend = VK_BLEND_FACTOR_ZERO;
|
|
}
|
|
else
|
|
{
|
|
new_blend_state.alpha_blend_op = VK_BLEND_OP_ADD;
|
|
new_blend_state.src_alpha_blend = Util::GetAlphaBlendFactor(new_blend_state.src_blend);
|
|
new_blend_state.dst_alpha_blend = Util::GetAlphaBlendFactor(new_blend_state.dst_blend);
|
|
}
|
|
|
|
m_state_tracker->SetBlendState(new_blend_state);
|
|
}
|
|
|
|
void Renderer::SetLogicOpMode()
|
|
{
|
|
BlendState new_blend_state = {};
|
|
new_blend_state.bits = m_state_tracker->GetBlendState().bits;
|
|
|
|
// Does our device support logic ops?
|
|
bool logic_op_enable = bpmem.blendmode.logicopenable && !bpmem.blendmode.blendenable;
|
|
if (g_vulkan_context->SupportsLogicOps())
|
|
{
|
|
if (logic_op_enable)
|
|
{
|
|
static const std::array<VkLogicOp, 16> logic_ops = {
|
|
{VK_LOGIC_OP_CLEAR, VK_LOGIC_OP_AND, VK_LOGIC_OP_AND_REVERSE, VK_LOGIC_OP_COPY,
|
|
VK_LOGIC_OP_AND_INVERTED, VK_LOGIC_OP_NO_OP, VK_LOGIC_OP_XOR, VK_LOGIC_OP_OR,
|
|
VK_LOGIC_OP_NOR, VK_LOGIC_OP_EQUIVALENT, VK_LOGIC_OP_INVERT, VK_LOGIC_OP_OR_REVERSE,
|
|
VK_LOGIC_OP_COPY_INVERTED, VK_LOGIC_OP_OR_INVERTED, VK_LOGIC_OP_NAND, VK_LOGIC_OP_SET}};
|
|
|
|
new_blend_state.logic_op_enable = VK_TRUE;
|
|
new_blend_state.logic_op = logic_ops[bpmem.blendmode.logicmode];
|
|
}
|
|
else
|
|
{
|
|
new_blend_state.logic_op_enable = VK_FALSE;
|
|
new_blend_state.logic_op = VK_LOGIC_OP_CLEAR;
|
|
}
|
|
|
|
m_state_tracker->SetBlendState(new_blend_state);
|
|
}
|
|
else
|
|
{
|
|
// No logic op support, approximate with blending instead.
|
|
// This is by no means correct, but necessary for some devices.
|
|
if (logic_op_enable)
|
|
{
|
|
struct LogicOpBlend
|
|
{
|
|
VkBlendFactor src_factor;
|
|
VkBlendOp op;
|
|
VkBlendFactor dst_factor;
|
|
};
|
|
static const std::array<LogicOpBlend, 16> logic_ops = {
|
|
{{VK_BLEND_FACTOR_ZERO, VK_BLEND_OP_ADD, VK_BLEND_FACTOR_ZERO},
|
|
{VK_BLEND_FACTOR_DST_COLOR, VK_BLEND_OP_ADD, VK_BLEND_FACTOR_ZERO},
|
|
{VK_BLEND_FACTOR_ONE, VK_BLEND_OP_SUBTRACT, VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR},
|
|
{VK_BLEND_FACTOR_ONE, VK_BLEND_OP_ADD, VK_BLEND_FACTOR_ZERO},
|
|
{VK_BLEND_FACTOR_DST_COLOR, VK_BLEND_OP_REVERSE_SUBTRACT, VK_BLEND_FACTOR_ONE},
|
|
{VK_BLEND_FACTOR_ZERO, VK_BLEND_OP_ADD, VK_BLEND_FACTOR_ONE},
|
|
{VK_BLEND_FACTOR_ONE_MINUS_DST_COLOR, VK_BLEND_OP_MAX,
|
|
VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR},
|
|
{VK_BLEND_FACTOR_ONE_MINUS_DST_COLOR, VK_BLEND_OP_ADD, VK_BLEND_FACTOR_ONE},
|
|
{VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR, VK_BLEND_OP_MAX,
|
|
VK_BLEND_FACTOR_ONE_MINUS_DST_COLOR},
|
|
{VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR, VK_BLEND_OP_MAX, VK_BLEND_FACTOR_SRC_COLOR},
|
|
{VK_BLEND_FACTOR_ONE_MINUS_DST_COLOR, VK_BLEND_OP_ADD,
|
|
VK_BLEND_FACTOR_ONE_MINUS_DST_COLOR},
|
|
{VK_BLEND_FACTOR_ONE, VK_BLEND_OP_ADD, VK_BLEND_FACTOR_ONE_MINUS_DST_COLOR},
|
|
{VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR, VK_BLEND_OP_ADD,
|
|
VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR},
|
|
{VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR, VK_BLEND_OP_ADD, VK_BLEND_FACTOR_ONE},
|
|
{VK_BLEND_FACTOR_ONE_MINUS_DST_COLOR, VK_BLEND_OP_ADD,
|
|
VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR},
|
|
{VK_BLEND_FACTOR_ONE, VK_BLEND_OP_ADD, VK_BLEND_FACTOR_ONE}}};
|
|
|
|
new_blend_state.blend_enable = VK_TRUE;
|
|
new_blend_state.blend_op = logic_ops[bpmem.blendmode.logicmode].op;
|
|
new_blend_state.src_blend = logic_ops[bpmem.blendmode.logicmode].src_factor;
|
|
new_blend_state.dst_blend = logic_ops[bpmem.blendmode.logicmode].dst_factor;
|
|
new_blend_state.alpha_blend_op = new_blend_state.blend_op;
|
|
new_blend_state.src_alpha_blend = Util::GetAlphaBlendFactor(new_blend_state.src_blend);
|
|
new_blend_state.dst_alpha_blend = Util::GetAlphaBlendFactor(new_blend_state.dst_blend);
|
|
|
|
m_state_tracker->SetBlendState(new_blend_state);
|
|
}
|
|
else
|
|
{
|
|
// This is unfortunate. Since we clobber the blend state when enabling logic ops,
|
|
// we have to call SetBlendMode again to restore the current blend state.
|
|
SetBlendMode(true);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Renderer::SetSamplerState(int stage, int texindex, bool custom_tex)
|
|
{
|
|
const FourTexUnits& tex = bpmem.tex[texindex];
|
|
const TexMode0& tm0 = tex.texMode0[stage];
|
|
const TexMode1& tm1 = tex.texMode1[stage];
|
|
SamplerState new_state = {};
|
|
|
|
if (g_ActiveConfig.bForceFiltering)
|
|
{
|
|
new_state.min_filter = VK_FILTER_LINEAR;
|
|
new_state.mag_filter = VK_FILTER_LINEAR;
|
|
new_state.mipmap_mode = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ?
|
|
VK_SAMPLER_MIPMAP_MODE_LINEAR :
|
|
VK_SAMPLER_MIPMAP_MODE_NEAREST;
|
|
}
|
|
else
|
|
{
|
|
// Constants for these?
|
|
new_state.min_filter = (tm0.min_filter & 4) != 0 ? VK_FILTER_LINEAR : VK_FILTER_NEAREST;
|
|
new_state.mipmap_mode = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ?
|
|
VK_SAMPLER_MIPMAP_MODE_LINEAR :
|
|
VK_SAMPLER_MIPMAP_MODE_NEAREST;
|
|
new_state.mag_filter = tm0.mag_filter != 0 ? VK_FILTER_LINEAR : VK_FILTER_NEAREST;
|
|
}
|
|
|
|
// If mipmaps are disabled, clamp min/max lod
|
|
new_state.max_lod = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? tm1.max_lod : 0;
|
|
new_state.min_lod = std::min(new_state.max_lod.Value(), tm1.min_lod);
|
|
new_state.lod_bias = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? tm0.lod_bias : 0;
|
|
|
|
// Custom textures may have a greater number of mips
|
|
if (custom_tex)
|
|
new_state.max_lod = 255;
|
|
|
|
// Address modes
|
|
static const VkSamplerAddressMode address_modes[] = {
|
|
VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE, VK_SAMPLER_ADDRESS_MODE_REPEAT,
|
|
VK_SAMPLER_ADDRESS_MODE_MIRRORED_REPEAT, VK_SAMPLER_ADDRESS_MODE_REPEAT};
|
|
new_state.wrap_u = address_modes[tm0.wrap_s];
|
|
new_state.wrap_v = address_modes[tm0.wrap_t];
|
|
|
|
// Only use anisotropic filtering for textures that would be linearly filtered.
|
|
new_state.enable_anisotropic_filtering = SamplerCommon::IsBpTexMode0PointFiltering(tm0) ? 0 : 1;
|
|
|
|
// Skip lookup if the state hasn't changed.
|
|
size_t bind_index = (texindex * 4) + stage;
|
|
if (m_sampler_states[bind_index].bits == new_state.bits)
|
|
return;
|
|
|
|
// Look up new state and replace in state tracker.
|
|
VkSampler sampler = g_object_cache->GetSampler(new_state);
|
|
if (sampler == VK_NULL_HANDLE)
|
|
{
|
|
ERROR_LOG(VIDEO, "Failed to create sampler");
|
|
sampler = g_object_cache->GetPointSampler();
|
|
}
|
|
|
|
m_state_tracker->SetSampler(bind_index, sampler);
|
|
m_sampler_states[bind_index].bits = new_state.bits;
|
|
}
|
|
|
|
void Renderer::ResetSamplerStates()
|
|
{
|
|
// Ensure none of the sampler objects are in use.
|
|
// This assumes that none of the samplers are in use on the command list currently being recorded.
|
|
g_command_buffer_mgr->WaitForGPUIdle();
|
|
|
|
// Invalidate all sampler states, next draw will re-initialize them.
|
|
for (size_t i = 0; i < m_sampler_states.size(); i++)
|
|
{
|
|
m_sampler_states[i].bits = std::numeric_limits<decltype(m_sampler_states[i].bits)>::max();
|
|
m_state_tracker->SetSampler(i, g_object_cache->GetPointSampler());
|
|
}
|
|
|
|
// Invalidate all sampler objects (some will be unused now).
|
|
g_object_cache->ClearSamplerCache();
|
|
}
|
|
|
|
void Renderer::SetDitherMode()
|
|
{
|
|
}
|
|
|
|
void Renderer::SetInterlacingMode()
|
|
{
|
|
}
|
|
|
|
void Renderer::SetScissorRect(const EFBRectangle& rc)
|
|
{
|
|
TargetRectangle target_rc = ConvertEFBRectangle(rc);
|
|
|
|
VkRect2D scissor = {
|
|
{target_rc.left, target_rc.top},
|
|
{static_cast<uint32_t>(target_rc.GetWidth()), static_cast<uint32_t>(target_rc.GetHeight())}};
|
|
|
|
m_state_tracker->SetScissor(scissor);
|
|
}
|
|
|
|
void Renderer::SetViewport()
|
|
{
|
|
int scissor_x_offset = bpmem.scissorOffset.x * 2;
|
|
int scissor_y_offset = bpmem.scissorOffset.y * 2;
|
|
|
|
float x = Renderer::EFBToScaledXf(xfmem.viewport.xOrig - xfmem.viewport.wd - scissor_x_offset);
|
|
float y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissor_y_offset);
|
|
float width = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd);
|
|
float height = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht);
|
|
if (width < 0.0f)
|
|
{
|
|
x += width;
|
|
width = -width;
|
|
}
|
|
if (height < 0.0f)
|
|
{
|
|
y += height;
|
|
height = -height;
|
|
}
|
|
|
|
// If we do depth clipping and depth range in the vertex shader we only need to ensure
|
|
// depth values don't exceed the maximum value supported by the console GPU. If not,
|
|
// we simply clamp the near/far values themselves to the maximum value as done above.
|
|
float min_depth, max_depth;
|
|
if (g_ActiveConfig.backend_info.bSupportsDepthClamp)
|
|
{
|
|
min_depth = 1.0f - GX_MAX_DEPTH;
|
|
max_depth = 1.0f;
|
|
}
|
|
else
|
|
{
|
|
float near_val = MathUtil::Clamp<float>(xfmem.viewport.farZ -
|
|
MathUtil::Clamp<float>(xfmem.viewport.zRange,
|
|
-16777216.0f, 16777216.0f),
|
|
0.0f, 16777215.0f) /
|
|
16777216.0f;
|
|
float far_val = MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f;
|
|
min_depth = 1.0f - near_val;
|
|
max_depth = 1.0f - far_val;
|
|
}
|
|
|
|
VkViewport viewport = {x, y, width, height, min_depth, max_depth};
|
|
m_state_tracker->SetViewport(viewport);
|
|
}
|
|
|
|
void Renderer::ChangeSurface(void* new_surface_handle)
|
|
{
|
|
// Called by the main thread when the window is resized.
|
|
s_new_surface_handle = new_surface_handle;
|
|
s_surface_needs_change.Set();
|
|
s_surface_changed.Set();
|
|
}
|
|
|
|
void Renderer::RecompileShaders()
|
|
{
|
|
DestroyShaders();
|
|
if (!CompileShaders())
|
|
PanicAlert("Failed to recompile shaders.");
|
|
}
|
|
|
|
bool Renderer::CompileShaders()
|
|
{
|
|
static const char CLEAR_FRAGMENT_SHADER_SOURCE[] = R"(
|
|
layout(location = 0) in float3 uv0;
|
|
layout(location = 1) in float4 col0;
|
|
layout(location = 0) out float4 ocol0;
|
|
|
|
void main()
|
|
{
|
|
ocol0 = col0;
|
|
}
|
|
|
|
)";
|
|
|
|
static const char BLIT_FRAGMENT_SHADER_SOURCE[] = R"(
|
|
layout(set = 1, binding = 0) uniform sampler2DArray samp0;
|
|
|
|
layout(location = 0) in float3 uv0;
|
|
layout(location = 1) in float4 col0;
|
|
layout(location = 0) out float4 ocol0;
|
|
|
|
void main()
|
|
{
|
|
ocol0 = float4(texture(samp0, uv0).xyz, 1.0);
|
|
}
|
|
)";
|
|
|
|
std::string header = g_object_cache->GetUtilityShaderHeader();
|
|
std::string source;
|
|
|
|
source = header + CLEAR_FRAGMENT_SHADER_SOURCE;
|
|
m_clear_fragment_shader = Util::CompileAndCreateFragmentShader(source);
|
|
source = header + BLIT_FRAGMENT_SHADER_SOURCE;
|
|
m_blit_fragment_shader = Util::CompileAndCreateFragmentShader(source);
|
|
|
|
if (m_clear_fragment_shader == VK_NULL_HANDLE || m_blit_fragment_shader == VK_NULL_HANDLE)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void Renderer::DestroyShaders()
|
|
{
|
|
auto DestroyShader = [this](VkShaderModule& shader) {
|
|
if (shader != VK_NULL_HANDLE)
|
|
{
|
|
vkDestroyShaderModule(g_vulkan_context->GetDevice(), shader, nullptr);
|
|
shader = VK_NULL_HANDLE;
|
|
}
|
|
};
|
|
|
|
DestroyShader(m_clear_fragment_shader);
|
|
DestroyShader(m_blit_fragment_shader);
|
|
}
|
|
|
|
} // namespace Vulkan
|