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

417 lines
15 KiB
C++

// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/Vulkan/TextureCache.h"
#include <algorithm>
#include <cstring>
#include <string>
#include <vector>
#include "Common/Assert.h"
#include "Common/CommonFuncs.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "VideoBackends/Vulkan/CommandBufferManager.h"
#include "VideoBackends/Vulkan/FramebufferManager.h"
#include "VideoBackends/Vulkan/ObjectCache.h"
#include "VideoBackends/Vulkan/Renderer.h"
#include "VideoBackends/Vulkan/StateTracker.h"
#include "VideoBackends/Vulkan/StreamBuffer.h"
#include "VideoBackends/Vulkan/Texture2D.h"
#include "VideoBackends/Vulkan/TextureConverter.h"
#include "VideoBackends/Vulkan/Util.h"
#include "VideoBackends/Vulkan/VKTexture.h"
#include "VideoBackends/Vulkan/VulkanContext.h"
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/TextureConfig.h"
namespace Vulkan
{
TextureCache::TextureCache()
{
}
TextureCache::~TextureCache()
{
if (m_render_pass != VK_NULL_HANDLE)
vkDestroyRenderPass(g_vulkan_context->GetDevice(), m_render_pass, nullptr);
TextureCache::DeleteShaders();
}
VkShaderModule TextureCache::GetCopyShader() const
{
return m_copy_shader;
}
VkRenderPass TextureCache::GetTextureCopyRenderPass() const
{
return m_render_pass;
}
StreamBuffer* TextureCache::GetTextureUploadBuffer() const
{
return m_texture_upload_buffer.get();
}
TextureCache* TextureCache::GetInstance()
{
return static_cast<TextureCache*>(g_texture_cache.get());
}
bool TextureCache::Initialize()
{
m_texture_upload_buffer =
StreamBuffer::Create(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, INITIAL_TEXTURE_UPLOAD_BUFFER_SIZE,
MAXIMUM_TEXTURE_UPLOAD_BUFFER_SIZE);
if (!m_texture_upload_buffer)
{
PanicAlert("Failed to create texture upload buffer");
return false;
}
if (!CreateRenderPasses())
{
PanicAlert("Failed to create copy render pass");
return false;
}
m_texture_converter = std::make_unique<TextureConverter>();
if (!m_texture_converter->Initialize())
{
PanicAlert("Failed to initialize texture converter");
return false;
}
if (!CompileShaders())
{
PanicAlert("Failed to compile one or more shaders");
return false;
}
return true;
}
void TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source, void* palette,
TlutFormat format)
{
m_texture_converter->ConvertTexture(destination, source, m_render_pass, palette, format);
// Ensure both textures remain in the SHADER_READ_ONLY layout so they can be bound.
static_cast<VKTexture*>(source->texture.get())
->GetRawTexIdentifier()
->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
static_cast<VKTexture*>(destination->texture.get())
->GetRawTexIdentifier()
->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
}
void TextureCache::CopyEFB(u8* dst, const EFBCopyFormat& format, u32 native_width,
u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
bool is_depth_copy, const EFBRectangle& src_rect, bool scale_by_half)
{
// Flush EFB pokes first, as they're expected to be included.
FramebufferManager::GetInstance()->FlushEFBPokes();
// MSAA case where we need to resolve first.
// An out-of-bounds source region is valid here, and fine for the draw (since it is converted
// to texture coordinates), but it's not valid to resolve an out-of-range rectangle.
TargetRectangle scaled_src_rect = g_renderer->ConvertEFBRectangle(src_rect);
VkRect2D region = {{scaled_src_rect.left, scaled_src_rect.top},
{static_cast<u32>(scaled_src_rect.GetWidth()),
static_cast<u32>(scaled_src_rect.GetHeight())}};
region = Util::ClampRect2D(region, FramebufferManager::GetInstance()->GetEFBWidth(),
FramebufferManager::GetInstance()->GetEFBHeight());
Texture2D* src_texture;
if (is_depth_copy)
src_texture = FramebufferManager::GetInstance()->ResolveEFBDepthTexture(region);
else
src_texture = FramebufferManager::GetInstance()->ResolveEFBColorTexture(region);
// End render pass before barrier (since we have no self-dependencies).
// The barrier has to happen after the render pass, not inside it, as we are going to be
// reading from the texture immediately afterwards.
StateTracker::GetInstance()->EndRenderPass();
StateTracker::GetInstance()->OnReadback();
// Transition to shader resource before reading.
VkImageLayout original_layout = src_texture->GetLayout();
src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
m_texture_converter->EncodeTextureToMemory(src_texture->GetView(), dst, format, native_width,
bytes_per_row, num_blocks_y, memory_stride,
is_depth_copy, src_rect, scale_by_half);
// Transition back to original state
src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), original_layout);
}
bool TextureCache::SupportsGPUTextureDecode(TextureFormat format, TlutFormat palette_format)
{
return m_texture_converter->SupportsTextureDecoding(format, palette_format);
}
void TextureCache::DecodeTextureOnGPU(TCacheEntry* entry, u32 dst_level, const u8* data,
size_t data_size, TextureFormat format, u32 width, u32 height,
u32 aligned_width, u32 aligned_height, u32 row_stride,
const u8* palette, TlutFormat palette_format)
{
// Group compute shader dispatches together in the init command buffer. That way we don't have to
// pay a penalty for switching from graphics->compute, or end/restart our render pass.
VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentInitCommandBuffer();
m_texture_converter->DecodeTexture(command_buffer, entry, dst_level, data, data_size, format,
width, height, aligned_width, aligned_height, row_stride,
palette, palette_format);
// Last mip level? Ensure the texture is ready for use.
if (dst_level == (entry->GetNumLevels() - 1))
{
static_cast<VKTexture*>(entry->texture.get())
->GetRawTexIdentifier()
->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
}
}
std::unique_ptr<AbstractTexture> TextureCache::CreateTexture(const TextureConfig& config)
{
return VKTexture::Create(config);
}
bool TextureCache::CreateRenderPasses()
{
static constexpr VkAttachmentDescription update_attachment = {
0,
TEXTURECACHE_TEXTURE_FORMAT,
VK_SAMPLE_COUNT_1_BIT,
VK_ATTACHMENT_LOAD_OP_DONT_CARE,
VK_ATTACHMENT_STORE_OP_STORE,
VK_ATTACHMENT_LOAD_OP_DONT_CARE,
VK_ATTACHMENT_STORE_OP_DONT_CARE,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL};
static constexpr VkAttachmentReference color_attachment_reference = {
0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL};
static constexpr VkSubpassDescription subpass_description = {
0, VK_PIPELINE_BIND_POINT_GRAPHICS,
0, nullptr,
1, &color_attachment_reference,
nullptr, nullptr,
0, nullptr};
VkRenderPassCreateInfo update_info = {VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO,
nullptr,
0,
1,
&update_attachment,
1,
&subpass_description,
0,
nullptr};
VkResult res =
vkCreateRenderPass(g_vulkan_context->GetDevice(), &update_info, nullptr, &m_render_pass);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkCreateRenderPass failed: ");
return false;
}
return true;
}
bool TextureCache::CompileShaders()
{
static const char COPY_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 = texture(samp0, uv0);
}
)";
static const char EFB_COLOR_TO_TEX_SOURCE[] = R"(
SAMPLER_BINDING(0) uniform sampler2DArray samp0;
layout(std140, push_constant) uniform PSBlock
{
vec4 colmat[7];
} C;
layout(location = 0) in vec3 uv0;
layout(location = 1) in vec4 col0;
layout(location = 0) out vec4 ocol0;
void main()
{
float4 texcol = texture(samp0, uv0);
texcol = floor(texcol * C.colmat[5]) * C.colmat[6];
ocol0 = texcol * mat4(C.colmat[0], C.colmat[1], C.colmat[2], C.colmat[3]) + C.colmat[4];
}
)";
static const char EFB_DEPTH_TO_TEX_SOURCE[] = R"(
SAMPLER_BINDING(0) uniform sampler2DArray samp0;
layout(std140, push_constant) uniform PSBlock
{
vec4 colmat[5];
} C;
layout(location = 0) in vec3 uv0;
layout(location = 1) in vec4 col0;
layout(location = 0) out vec4 ocol0;
void main()
{
#if MONO_DEPTH
vec4 texcol = texture(samp0, vec3(uv0.xy, 0.0f));
#else
vec4 texcol = texture(samp0, uv0);
#endif
int depth = int((1.0 - texcol.x) * 16777216.0);
// Convert to Z24 format
ivec4 workspace;
workspace.r = (depth >> 16) & 255;
workspace.g = (depth >> 8) & 255;
workspace.b = depth & 255;
// Convert to Z4 format
workspace.a = (depth >> 16) & 0xF0;
// Normalize components to [0.0..1.0]
texcol = vec4(workspace) / 255.0;
ocol0 = texcol * mat4(C.colmat[0], C.colmat[1], C.colmat[2], C.colmat[3]) + C.colmat[4];
}
)";
std::string header = g_object_cache->GetUtilityShaderHeader();
std::string source;
source = header + COPY_SHADER_SOURCE;
m_copy_shader = Util::CompileAndCreateFragmentShader(source);
source = header + EFB_COLOR_TO_TEX_SOURCE;
m_efb_color_to_tex_shader = Util::CompileAndCreateFragmentShader(source);
if (g_ActiveConfig.bStereoEFBMonoDepth)
source = header + "#define MONO_DEPTH 1\n" + EFB_DEPTH_TO_TEX_SOURCE;
else
source = header + EFB_DEPTH_TO_TEX_SOURCE;
m_efb_depth_to_tex_shader = Util::CompileAndCreateFragmentShader(source);
return m_copy_shader != VK_NULL_HANDLE && m_efb_color_to_tex_shader != VK_NULL_HANDLE &&
m_efb_depth_to_tex_shader != VK_NULL_HANDLE;
}
void TextureCache::DeleteShaders()
{
// It is safe to destroy shader modules after they are consumed by creating a pipeline.
// Therefore, no matter where this function is called from, it won't cause an issue due to
// pending commands, although at the time of writing should only be called at the end of
// a frame. See Vulkan spec, section 2.3.1. Object Lifetime.
if (m_copy_shader != VK_NULL_HANDLE)
{
vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_copy_shader, nullptr);
m_copy_shader = VK_NULL_HANDLE;
}
if (m_efb_color_to_tex_shader != VK_NULL_HANDLE)
{
vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_efb_color_to_tex_shader, nullptr);
m_efb_color_to_tex_shader = VK_NULL_HANDLE;
}
if (m_efb_depth_to_tex_shader != VK_NULL_HANDLE)
{
vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_efb_depth_to_tex_shader, nullptr);
m_efb_depth_to_tex_shader = VK_NULL_HANDLE;
}
}
void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
const EFBRectangle& src_rect, bool scale_by_half,
unsigned int cbuf_id, const float* colmat)
{
VKTexture* texture = static_cast<VKTexture*>(entry->texture.get());
// A better way of doing this would be nice.
FramebufferManager* framebuffer_mgr =
static_cast<FramebufferManager*>(g_framebuffer_manager.get());
TargetRectangle scaled_src_rect = g_renderer->ConvertEFBRectangle(src_rect);
// Flush EFB pokes first, as they're expected to be included.
framebuffer_mgr->FlushEFBPokes();
// Has to be flagged as a render target.
_assert_(texture->GetFramebuffer() != VK_NULL_HANDLE);
// Can't be done in a render pass, since we're doing our own render pass!
VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
StateTracker::GetInstance()->EndRenderPass();
// Transition EFB to shader resource before binding.
// An out-of-bounds source region is valid here, and fine for the draw (since it is converted
// to texture coordinates), but it's not valid to resolve an out-of-range rectangle.
VkRect2D region = {{scaled_src_rect.left, scaled_src_rect.top},
{static_cast<u32>(scaled_src_rect.GetWidth()),
static_cast<u32>(scaled_src_rect.GetHeight())}};
region = Util::ClampRect2D(region, FramebufferManager::GetInstance()->GetEFBWidth(),
FramebufferManager::GetInstance()->GetEFBHeight());
Texture2D* src_texture;
if (is_depth_copy)
src_texture = FramebufferManager::GetInstance()->ResolveEFBDepthTexture(region);
else
src_texture = FramebufferManager::GetInstance()->ResolveEFBColorTexture(region);
VkSampler src_sampler =
scale_by_half ? g_object_cache->GetLinearSampler() : g_object_cache->GetPointSampler();
VkImageLayout original_layout = src_texture->GetLayout();
src_texture->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
texture->GetRawTexIdentifier()->TransitionToLayout(command_buffer,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
UtilityShaderDraw draw(command_buffer,
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_PUSH_CONSTANT),
m_render_pass, g_object_cache->GetPassthroughVertexShader(),
g_object_cache->GetPassthroughGeometryShader(),
is_depth_copy ? m_efb_depth_to_tex_shader : m_efb_color_to_tex_shader);
draw.SetPushConstants(colmat, (is_depth_copy ? sizeof(float) * 20 : sizeof(float) * 28));
draw.SetPSSampler(0, src_texture->GetView(), src_sampler);
VkRect2D dest_region = {{0, 0}, {texture->GetConfig().width, texture->GetConfig().height}};
draw.BeginRenderPass(texture->GetFramebuffer(), dest_region);
draw.DrawQuad(0, 0, texture->GetConfig().width, texture->GetConfig().height, scaled_src_rect.left,
scaled_src_rect.top, 0, scaled_src_rect.GetWidth(), scaled_src_rect.GetHeight(),
framebuffer_mgr->GetEFBWidth(), framebuffer_mgr->GetEFBHeight());
draw.EndRenderPass();
// We touched everything, so put it back.
StateTracker::GetInstance()->SetPendingRebind();
// Transition the EFB back to its original layout.
src_texture->TransitionToLayout(command_buffer, original_layout);
// Ensure texture is in SHADER_READ_ONLY layout, ready for usage.
texture->GetRawTexIdentifier()->TransitionToLayout(command_buffer,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
}
} // namespace Vulkan