1000 lines
35 KiB
C++
1000 lines
35 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 <cstddef>
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#include <cstdio>
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#include <limits>
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#include <string>
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#include <tuple>
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#include "Common/CommonTypes.h"
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.h"
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#include "Core/Core.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/PostProcessing.h"
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#include "VideoBackends/Vulkan/RasterFont.h"
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#include "VideoBackends/Vulkan/Renderer.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/VKTexture.h"
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#include "VideoBackends/Vulkan/VulkanContext.h"
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#include "VideoCommon/BPFunctions.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/DriverDetails.h"
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#include "VideoCommon/OnScreenDisplay.h"
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#include "VideoCommon/PixelEngine.h"
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#include "VideoCommon/RenderState.h"
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#include "VideoCommon/TextureCacheBase.h"
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#include "VideoCommon/VideoBackendBase.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h"
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namespace Vulkan
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{
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Renderer::Renderer(std::unique_ptr<SwapChain> swap_chain)
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: ::Renderer(swap_chain ? static_cast<int>(swap_chain->GetWidth()) : 1,
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swap_chain ? static_cast<int>(swap_chain->GetHeight()) : 0),
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m_swap_chain(std::move(swap_chain))
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{
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UpdateActiveConfig();
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for (size_t i = 0; i < m_sampler_states.size(); i++)
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m_sampler_states[i].hex = RenderState::GetPointSamplerState().hex;
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}
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Renderer::~Renderer()
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{
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UpdateActiveConfig();
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DestroyShaders();
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DestroySemaphores();
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}
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Renderer* Renderer::GetInstance()
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{
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return static_cast<Renderer*>(g_renderer.get());
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}
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bool Renderer::Initialize()
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{
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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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StateTracker::GetInstance()->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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// Initialize post processing.
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m_post_processor = std::make_unique<VulkanPostProcessing>();
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if (!static_cast<VulkanPostProcessing*>(m_post_processor.get())
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->Initialize(m_raster_font->GetTexture()))
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{
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PanicAlert("failed to initialize post processor.");
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return false;
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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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std::unique_ptr<AbstractTexture> Renderer::CreateTexture(const TextureConfig& config)
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{
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return VKTexture::Create(config);
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}
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std::unique_ptr<AbstractStagingTexture> Renderer::CreateStagingTexture(StagingTextureType type,
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const TextureConfig& config)
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{
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return VKStagingTexture::Create(type, config);
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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 == EFBAccessType::PeekColor)
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{
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u32 color = FramebufferManager::GetInstance()->PeekEFBColor(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 == EFBAccessType::PeekZ)
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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 - FramebufferManager::GetInstance()->PeekEFBDepth(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 == EFBAccessType::PokeColor)
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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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FramebufferManager::GetInstance()->PokeEFBColor(point.x, point.y, color);
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}
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}
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else // if (type == EFBAccessType::PokeZ)
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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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FramebufferManager::GetInstance()->PokeEFBDepth(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(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 / m_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 / m_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 * m_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 * m_target_height / EFB_HEIGHT;
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}
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m_bounding_box->Set(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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StateTracker::GetInstance()->InvalidateDescriptorSets();
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StateTracker::GetInstance()->InvalidateConstants();
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StateTracker::GetInstance()->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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// Size we pass this size to vkBeginRenderPass, it has to be clamped to the framebuffer
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// dimensions. The other backends just silently ignore this case.
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target_rc.ClampUL(0, 0, m_target_width, m_target_height);
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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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// 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 clear the alpha channel. This is different to the other backends,
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// where the existing values of the alpha channel are preserved.
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alpha_enable = true;
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color &= 0x00FFFFFF;
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}
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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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// 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_attachments = (color_enable && alpha_enable) || z_enable;
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bool use_clear_render_pass =
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!StateTracker::GetInstance()->InRenderPass() && color_enable && alpha_enable && z_enable;
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// The NVIDIA Vulkan driver causes the GPU to lock up, or throw exceptions if MSAA is enabled,
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// a non-full clear rect is specified, and a clear loadop or vkCmdClearAttachments is used.
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if (g_ActiveConfig.iMultisamples > 1 &&
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DriverDetails::HasBug(DriverDetails::BUG_BROKEN_MSAA_CLEAR))
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{
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use_clear_render_pass = false;
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use_clear_attachments = false;
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}
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// This path cannot be used if the driver implementation doesn't guarantee pixels with no drawn
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// geometry in "this" renderpass won't be cleared
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if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_CLEAR_LOADOP_RENDERPASS))
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use_clear_render_pass = false;
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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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StateTracker::GetInstance()->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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if (use_clear_attachments)
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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 vk_rect = {target_vk_rc, 0, FramebufferManager::GetInstance()->GetEFBLayers()};
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if (!StateTracker::GetInstance()->IsWithinRenderArea(
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target_vk_rc.offset.x, target_vk_rc.offset.y, target_vk_rc.extent.width,
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target_vk_rc.extent.height))
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{
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StateTracker::GetInstance()->EndClearRenderPass();
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}
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StateTracker::GetInstance()->BeginRenderPass();
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vkCmdClearAttachments(g_command_buffer_mgr->GetCurrentCommandBuffer(), num_clear_attachments,
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clear_attachments, 1, &vk_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 (!StateTracker::GetInstance()->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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StateTracker::GetInstance()->EndClearRenderPass();
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}
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StateTracker::GetInstance()->BeginRenderPass();
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StateTracker::GetInstance()->SetPendingRebind();
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// Mask away the appropriate colors and use a shader
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BlendingState blend_state = RenderState::GetNoBlendingBlendState();
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blend_state.colorupdate = color_enable;
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blend_state.alphaupdate = alpha_enable;
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DepthState depth_state = RenderState::GetNoDepthTestingDepthStencilState();
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depth_state.testenable = z_enable;
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depth_state.updateenable = z_enable;
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depth_state.func = ZMode::ALWAYS;
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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(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD),
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FramebufferManager::GetInstance()->GetEFBLoadRenderPass(),
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g_shader_cache->GetPassthroughVertexShader(),
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g_shader_cache->GetPassthroughGeometryShader(), m_clear_fragment_shader);
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draw.SetMultisamplingState(FramebufferManager::GetInstance()->GetEFBMultisamplingState());
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draw.SetDepthState(depth_state);
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draw.SetBlendState(blend_state);
|
|
|
|
draw.DrawColoredQuad(target_rc.left, target_rc.top, target_rc.GetWidth(), target_rc.GetHeight(),
|
|
clear_color_value.color.float32[0], clear_color_value.color.float32[1],
|
|
clear_color_value.color.float32[2], clear_color_value.color.float32[3],
|
|
clear_depth_value.depthStencil.depth);
|
|
}
|
|
|
|
void Renderer::ReinterpretPixelData(unsigned int convtype)
|
|
{
|
|
StateTracker::GetInstance()->EndRenderPass();
|
|
StateTracker::GetInstance()->SetPendingRebind();
|
|
FramebufferManager::GetInstance()->ReinterpretPixelData(convtype);
|
|
|
|
// EFB framebuffer has now changed, so update accordingly.
|
|
BindEFBToStateTracker();
|
|
}
|
|
|
|
void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region, u64 ticks,
|
|
float Gamma)
|
|
{
|
|
// Pending/batched EFB pokes should be included in the final image.
|
|
FramebufferManager::GetInstance()->FlushEFBPokes();
|
|
|
|
auto* xfb_texture = static_cast<VKTexture*>(texture);
|
|
|
|
// End the current render pass.
|
|
StateTracker::GetInstance()->EndRenderPass();
|
|
StateTracker::GetInstance()->OnEndFrame();
|
|
|
|
// There are a few variables which can alter the final window draw rectangle, and some of them
|
|
// are determined by guest state. Currently, the only way to catch these is to update every frame.
|
|
UpdateDrawRectangle();
|
|
|
|
// 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(xfb_texture, xfb_region);
|
|
|
|
// 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();
|
|
|
|
// Restore the EFB color texture to color attachment ready for rendering the next frame.
|
|
FramebufferManager::GetInstance()->GetEFBColorTexture()->TransitionToLayout(
|
|
g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
|
|
|
|
// Determine what (if anything) has changed in the config.
|
|
CheckForConfigChanges();
|
|
|
|
// Handle host window resizes.
|
|
CheckForSurfaceChange();
|
|
|
|
if (CalculateTargetSize())
|
|
ResizeEFBTextures();
|
|
|
|
// Update the window size based on the frame that was just rendered.
|
|
// Due to depending on guest state, we need to call this every frame.
|
|
SetWindowSize(xfb_texture->GetConfig().width, xfb_texture->GetConfig().height);
|
|
|
|
// Clean up stale textures.
|
|
TextureCache::GetInstance()->Cleanup(frameCount);
|
|
|
|
// Pull in now-ready async shaders.
|
|
g_shader_cache->RetrieveAsyncShaders();
|
|
}
|
|
|
|
void Renderer::DrawScreen(VKTexture* xfb_texture, const EFBRectangle& xfb_region)
|
|
{
|
|
VkResult res;
|
|
if (!g_command_buffer_mgr->CheckLastPresentFail())
|
|
{
|
|
// Grab the next image from the swap chain in preparation for drawing the window.
|
|
res = m_swap_chain->AcquireNextImage(m_image_available_semaphore);
|
|
}
|
|
else
|
|
{
|
|
// If the last present failed, we need to recreate the swap chain.
|
|
res = VK_ERROR_OUT_OF_DATE_KHR;
|
|
}
|
|
|
|
if (res == VK_SUBOPTIMAL_KHR || res == VK_ERROR_OUT_OF_DATE_KHR)
|
|
{
|
|
// There's an issue here. We can't resize the swap chain while the GPU is still busy with it,
|
|
// but calling WaitForGPUIdle would create a deadlock as PrepareToSubmitCommandBuffer has been
|
|
// called by SwapImpl. WaitForGPUIdle waits on the semaphore, which PrepareToSubmitCommandBuffer
|
|
// has already done, so it blocks indefinitely. To work around this, we submit the current
|
|
// command buffer, resize the swap chain (which calls WaitForGPUIdle), and then finally call
|
|
// PrepareToSubmitCommandBuffer to return to the state that the caller expects.
|
|
g_command_buffer_mgr->SubmitCommandBuffer(false);
|
|
m_swap_chain->ResizeSwapChain();
|
|
BeginFrame();
|
|
g_command_buffer_mgr->PrepareToSubmitCommandBuffer();
|
|
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);
|
|
|
|
// Begin render pass for rendering to the swap chain.
|
|
VkClearValue clear_value = {{{0.0f, 0.0f, 0.0f, 1.0f}}};
|
|
VkRenderPassBeginInfo info = {VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO,
|
|
nullptr,
|
|
m_swap_chain->GetRenderPass(),
|
|
m_swap_chain->GetCurrentFramebuffer(),
|
|
{{0, 0}, {backbuffer->GetWidth(), backbuffer->GetHeight()}},
|
|
1,
|
|
&clear_value};
|
|
vkCmdBeginRenderPass(g_command_buffer_mgr->GetCurrentCommandBuffer(), &info,
|
|
VK_SUBPASS_CONTENTS_INLINE);
|
|
|
|
// Draw
|
|
TargetRectangle source_rc = xfb_texture->GetConfig().GetRect();
|
|
BlitScreen(m_swap_chain->GetRenderPass(), GetTargetRectangle(), xfb_region,
|
|
xfb_texture->GetRawTexIdentifier());
|
|
|
|
// Draw OSD
|
|
Util::SetViewportAndScissor(g_command_buffer_mgr->GetCurrentCommandBuffer(), 0, 0,
|
|
backbuffer->GetWidth(), backbuffer->GetHeight());
|
|
DrawDebugText();
|
|
OSD::DoCallbacks(OSD::CallbackType::OnFrame);
|
|
OSD::DrawMessages();
|
|
|
|
// End drawing to backbuffer
|
|
vkCmdEndRenderPass(g_command_buffer_mgr->GetCurrentCommandBuffer());
|
|
|
|
// 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);
|
|
}
|
|
|
|
void Renderer::BlitScreen(VkRenderPass render_pass, const TargetRectangle& dst_rect,
|
|
const TargetRectangle& src_rect, const Texture2D* src_tex)
|
|
{
|
|
VulkanPostProcessing* post_processor = static_cast<VulkanPostProcessing*>(m_post_processor.get());
|
|
if (g_ActiveConfig.stereo_mode == StereoMode::SBS ||
|
|
g_ActiveConfig.stereo_mode == StereoMode::TAB)
|
|
{
|
|
TargetRectangle left_rect;
|
|
TargetRectangle right_rect;
|
|
std::tie(left_rect, right_rect) = ConvertStereoRectangle(dst_rect);
|
|
|
|
post_processor->BlitFromTexture(left_rect, src_rect, src_tex, 0, render_pass);
|
|
post_processor->BlitFromTexture(right_rect, src_rect, src_tex, 1, render_pass);
|
|
}
|
|
else if (g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer)
|
|
{
|
|
post_processor->BlitFromTexture(dst_rect, src_rect, src_tex, -1, render_pass);
|
|
}
|
|
else
|
|
{
|
|
post_processor->BlitFromTexture(dst_rect, src_rect, src_tex, 0, render_pass);
|
|
}
|
|
}
|
|
|
|
void Renderer::CheckForSurfaceChange()
|
|
{
|
|
if (!m_surface_needs_change.IsSet())
|
|
return;
|
|
|
|
// Wait for the GPU to catch up since we're going to destroy the swap chain.
|
|
g_command_buffer_mgr->WaitForGPUIdle();
|
|
|
|
// Clear the present failed flag, since we don't want to resize after recreating.
|
|
g_command_buffer_mgr->CheckLastPresentFail();
|
|
|
|
// Fast path, if the surface handle is the same, the window has just been resized.
|
|
if (m_swap_chain && m_new_surface_handle == m_swap_chain->GetNativeHandle())
|
|
{
|
|
INFO_LOG(VIDEO, "Detected window resize.");
|
|
m_swap_chain->RecreateSwapChain();
|
|
|
|
// Notify the main thread we are done.
|
|
m_surface_needs_change.Clear();
|
|
m_new_surface_handle = nullptr;
|
|
m_surface_changed.Set();
|
|
}
|
|
else
|
|
{
|
|
// Did we previously have a swap chain?
|
|
if (m_swap_chain)
|
|
{
|
|
if (!m_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(m_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(),
|
|
m_new_surface_handle);
|
|
if (surface != VK_NULL_HANDLE)
|
|
{
|
|
m_swap_chain = SwapChain::Create(m_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.
|
|
m_surface_needs_change.Clear();
|
|
m_new_surface_handle = nullptr;
|
|
m_surface_changed.Set();
|
|
}
|
|
|
|
// Handle case where the dimensions are now different.
|
|
OnSwapChainResized();
|
|
}
|
|
|
|
void Renderer::CheckForConfigChanges()
|
|
{
|
|
// Save the video config so we can compare against to determine which settings have changed.
|
|
const int old_anisotropy = g_ActiveConfig.iMaxAnisotropy;
|
|
const AspectMode old_aspect_mode = g_ActiveConfig.aspect_mode;
|
|
const int old_efb_scale = g_ActiveConfig.iEFBScale;
|
|
const bool old_force_filtering = g_ActiveConfig.bForceFiltering;
|
|
|
|
// 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.
|
|
const bool anisotropy_changed = old_anisotropy != g_ActiveConfig.iMaxAnisotropy;
|
|
const bool force_texture_filtering_changed =
|
|
old_force_filtering != g_ActiveConfig.bForceFiltering;
|
|
const bool efb_scale_changed = old_efb_scale != g_ActiveConfig.iEFBScale;
|
|
const bool aspect_changed = old_aspect_mode != g_ActiveConfig.aspect_mode;
|
|
|
|
// Update texture cache settings with any changed options.
|
|
TextureCache::GetInstance()->OnConfigChanged(g_ActiveConfig);
|
|
|
|
// Handle settings that can cause the target rectangle to change.
|
|
if (efb_scale_changed || aspect_changed)
|
|
{
|
|
if (CalculateTargetSize())
|
|
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.
|
|
// SSAA changed on/off, we have to recompile shaders.
|
|
// Changing stereoscopy from off<->on also requires shaders to be recompiled.
|
|
if (CheckForHostConfigChanges())
|
|
{
|
|
g_command_buffer_mgr->WaitForGPUIdle();
|
|
FramebufferManager::GetInstance()->RecreateRenderPass();
|
|
FramebufferManager::GetInstance()->ResizeEFBTextures();
|
|
BindEFBToStateTracker();
|
|
RecompileShaders();
|
|
FramebufferManager::GetInstance()->RecompileShaders();
|
|
g_shader_cache->ReloadShaderAndPipelineCaches();
|
|
g_shader_cache->RecompileSharedShaders();
|
|
StateTracker::GetInstance()->InvalidateShaderPointers();
|
|
StateTracker::GetInstance()->ReloadPipelineUIDCache();
|
|
}
|
|
|
|
// 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());
|
|
}
|
|
|
|
// For quad-buffered stereo we need to change the layer count, so recreate the swap chain.
|
|
if (m_swap_chain &&
|
|
(g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer) != m_swap_chain->IsStereoEnabled())
|
|
{
|
|
g_command_buffer_mgr->WaitForGPUIdle();
|
|
m_swap_chain->RecreateSwapChain();
|
|
}
|
|
|
|
// Wipe sampler cache if force texture filtering or anisotropy changes.
|
|
if (anisotropy_changed || force_texture_filtering_changed)
|
|
ResetSamplerStates();
|
|
|
|
// Check for a changed post-processing shader and recompile if needed.
|
|
static_cast<VulkanPostProcessing*>(m_post_processor.get())->UpdateConfig();
|
|
}
|
|
|
|
void Renderer::OnSwapChainResized()
|
|
{
|
|
m_backbuffer_width = m_swap_chain->GetWidth();
|
|
m_backbuffer_height = m_swap_chain->GetHeight();
|
|
UpdateDrawRectangle();
|
|
if (CalculateTargetSize())
|
|
ResizeEFBTextures();
|
|
}
|
|
|
|
void Renderer::BindEFBToStateTracker()
|
|
{
|
|
// Update framebuffer in state tracker
|
|
VkRect2D framebuffer_size = {{0, 0},
|
|
{FramebufferManager::GetInstance()->GetEFBWidth(),
|
|
FramebufferManager::GetInstance()->GetEFBHeight()}};
|
|
StateTracker::GetInstance()->SetRenderPass(
|
|
FramebufferManager::GetInstance()->GetEFBLoadRenderPass(),
|
|
FramebufferManager::GetInstance()->GetEFBClearRenderPass());
|
|
StateTracker::GetInstance()->SetFramebuffer(
|
|
FramebufferManager::GetInstance()->GetEFBFramebuffer(), framebuffer_size);
|
|
StateTracker::GetInstance()->SetMultisamplingstate(
|
|
FramebufferManager::GetInstance()->GetEFBMultisamplingState());
|
|
}
|
|
|
|
void Renderer::ResizeEFBTextures()
|
|
{
|
|
// Ensure the GPU is finished with the current EFB textures.
|
|
g_command_buffer_mgr->WaitForGPUIdle();
|
|
FramebufferManager::GetInstance()->ResizeEFBTextures();
|
|
BindEFBToStateTracker();
|
|
|
|
// Viewport and scissor rect have to be reset since they will be scaled differently.
|
|
SetViewport();
|
|
BPFunctions::SetScissor();
|
|
}
|
|
|
|
void Renderer::ApplyState()
|
|
{
|
|
}
|
|
|
|
void Renderer::ResetAPIState()
|
|
{
|
|
// End the EFB render pass if active
|
|
StateTracker::GetInstance()->EndRenderPass();
|
|
}
|
|
|
|
void Renderer::RestoreAPIState()
|
|
{
|
|
// Instruct the state tracker to re-bind everything before the next draw
|
|
StateTracker::GetInstance()->SetPendingRebind();
|
|
}
|
|
|
|
void Renderer::SetRasterizationState(const RasterizationState& state)
|
|
{
|
|
StateTracker::GetInstance()->SetRasterizationState(state);
|
|
}
|
|
|
|
void Renderer::SetDepthState(const DepthState& state)
|
|
{
|
|
StateTracker::GetInstance()->SetDepthState(state);
|
|
}
|
|
|
|
void Renderer::SetBlendingState(const BlendingState& state)
|
|
{
|
|
StateTracker::GetInstance()->SetBlendState(state);
|
|
}
|
|
|
|
void Renderer::SetSamplerState(u32 index, const SamplerState& state)
|
|
{
|
|
// Skip lookup if the state hasn't changed.
|
|
if (m_sampler_states[index].hex == state.hex)
|
|
return;
|
|
|
|
// Look up new state and replace in state tracker.
|
|
VkSampler sampler = g_object_cache->GetSampler(state);
|
|
if (sampler == VK_NULL_HANDLE)
|
|
{
|
|
ERROR_LOG(VIDEO, "Failed to create sampler");
|
|
sampler = g_object_cache->GetPointSampler();
|
|
}
|
|
|
|
StateTracker::GetInstance()->SetSampler(index, sampler);
|
|
m_sampler_states[index].hex = state.hex;
|
|
}
|
|
|
|
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].hex = RenderState::GetPointSamplerState().hex;
|
|
StateTracker::GetInstance()->SetSampler(i, g_object_cache->GetPointSampler());
|
|
}
|
|
|
|
// Invalidate all sampler objects (some will be unused now).
|
|
g_object_cache->ClearSamplerCache();
|
|
}
|
|
|
|
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())}};
|
|
|
|
StateTracker::GetInstance()->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);
|
|
float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
|
|
float max_depth = xfmem.viewport.farZ / 16777216.0f;
|
|
if (width < 0.0f)
|
|
{
|
|
x += width;
|
|
width = -width;
|
|
}
|
|
if (height < 0.0f)
|
|
{
|
|
y += height;
|
|
height = -height;
|
|
}
|
|
|
|
// If an oversized or inverted depth range is used, we need to calculate the depth range in the
|
|
// vertex shader.
|
|
// TODO: Inverted depth ranges are bugged in all drivers, which should be added to DriverDetails.
|
|
if (UseVertexDepthRange())
|
|
{
|
|
// We need to ensure depth values are clamped the maximum value supported by the console GPU.
|
|
min_depth = 0.0f;
|
|
max_depth = GX_MAX_DEPTH;
|
|
}
|
|
|
|
// We use an inverted depth range here to apply the Reverse Z trick.
|
|
// This trick makes sure we match the precision provided by the 1:0
|
|
// clipping depth range on the hardware.
|
|
VkViewport viewport = {x, y, width, height, 1.0f - max_depth, 1.0f - min_depth};
|
|
StateTracker::GetInstance()->SetViewport(viewport);
|
|
}
|
|
|
|
void Renderer::ChangeSurface(void* new_surface_handle)
|
|
{
|
|
// Called by the main thread when the window is resized.
|
|
m_new_surface_handle = new_surface_handle;
|
|
m_surface_needs_change.Set();
|
|
m_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;
|
|
}
|
|
|
|
)";
|
|
|
|
std::string source = g_shader_cache->GetUtilityShaderHeader() + CLEAR_FRAGMENT_SHADER_SOURCE;
|
|
m_clear_fragment_shader = Util::CompileAndCreateFragmentShader(source);
|
|
|
|
return m_clear_fragment_shader != VK_NULL_HANDLE;
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
} // namespace Vulkan
|