/* PCSX2 - PS2 Emulator for PCs * Copyright (C) 2002-2021 PCSX2 Dev Team * * PCSX2 is free software: you can redistribute it and/or modify it under the terms * of the GNU Lesser General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR * PURPOSE. See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along with PCSX2. * If not, see . */ #include "common/Vulkan/Texture.h" #include "common/Vulkan/Context.h" #include "common/Vulkan/Util.h" #include "common/Assertions.h" #include "common/Console.h" #include static constexpr VkComponentMapping s_identity_swizzle{VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY}; namespace Vulkan { Texture::Texture() = default; Texture::Texture(Texture&& move) : m_width(move.m_width) , m_height(move.m_height) , m_levels(move.m_levels) , m_layers(move.m_layers) , m_format(move.m_format) , m_samples(move.m_samples) , m_view_type(move.m_view_type) , m_layout(move.m_layout) , m_image(move.m_image) , m_allocation(move.m_allocation) , m_view(move.m_view) { move.m_width = 0; move.m_height = 0; move.m_levels = 0; move.m_layers = 0; move.m_format = VK_FORMAT_UNDEFINED; move.m_samples = VK_SAMPLE_COUNT_1_BIT; move.m_view_type = VK_IMAGE_VIEW_TYPE_2D; move.m_layout = VK_IMAGE_LAYOUT_UNDEFINED; move.m_image = VK_NULL_HANDLE; move.m_allocation = VK_NULL_HANDLE; move.m_view = VK_NULL_HANDLE; } Texture::~Texture() { if (IsValid()) Destroy(true); } Vulkan::Texture& Texture::operator=(Texture&& move) { if (IsValid()) Destroy(true); std::swap(m_width, move.m_width); std::swap(m_height, move.m_height); std::swap(m_levels, move.m_levels); std::swap(m_layers, move.m_layers); std::swap(m_format, move.m_format); std::swap(m_samples, move.m_samples); std::swap(m_view_type, move.m_view_type); std::swap(m_layout, move.m_layout); std::swap(m_image, move.m_image); std::swap(m_allocation, move.m_allocation); std::swap(m_view, move.m_view); return *this; } bool Texture::Create(u32 width, u32 height, u32 levels, u32 layers, VkFormat format, VkSampleCountFlagBits samples, VkImageViewType view_type, VkImageTiling tiling, VkImageUsageFlags usage, const VkComponentMapping* swizzle /* = nullptr*/) { const VkImageCreateInfo image_info = {VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO, nullptr, 0, VK_IMAGE_TYPE_2D, format, {width, height, 1}, levels, layers, samples, tiling, usage, VK_SHARING_MODE_EXCLUSIVE, 0, nullptr, VK_IMAGE_LAYOUT_UNDEFINED}; VmaAllocationCreateInfo aci = {}; aci.usage = VMA_MEMORY_USAGE_GPU_ONLY; aci.flags = VMA_ALLOCATION_CREATE_WITHIN_BUDGET_BIT; aci.requiredFlags = VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT; VkImage image = VK_NULL_HANDLE; VmaAllocation allocation = VK_NULL_HANDLE; VkResult res = vmaCreateImage(g_vulkan_context->GetAllocator(), &image_info, &aci, &image, &allocation, nullptr); if (res == VK_ERROR_OUT_OF_DEVICE_MEMORY) { DevCon.WriteLn("Failed to allocate device memory for %ux%u texture", width, height); return false; } else if (res != VK_SUCCESS) { LOG_VULKAN_ERROR(res, "vmaCreateImage failed: "); return false; } const VkImageViewCreateInfo view_info = {VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO, nullptr, 0, image, view_type, format, swizzle ? *swizzle : s_identity_swizzle, {Util::IsDepthFormat(format) ? static_cast(VK_IMAGE_ASPECT_DEPTH_BIT) : static_cast(VK_IMAGE_ASPECT_COLOR_BIT), 0, levels, 0, layers}}; VkImageView view = VK_NULL_HANDLE; res = vkCreateImageView(g_vulkan_context->GetDevice(), &view_info, nullptr, &view); if (res != VK_SUCCESS) { LOG_VULKAN_ERROR(res, "vkCreateImageView failed: "); vmaDestroyImage(g_vulkan_context->GetAllocator(), image, allocation); return false; } if (IsValid()) Destroy(true); m_width = width; m_height = height; m_levels = levels; m_layers = layers; m_format = format; m_samples = samples; m_view_type = view_type; m_image = image; m_allocation = allocation; m_view = view; return true; } bool Texture::Adopt(VkImage existing_image, VkImageViewType view_type, u32 width, u32 height, u32 levels, u32 layers, VkFormat format, VkSampleCountFlagBits samples, const VkComponentMapping* swizzle /* = nullptr*/) { // Only need to create the image view, this is mainly for swap chains. const VkImageViewCreateInfo view_info = {VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO, nullptr, 0, existing_image, view_type, format, swizzle ? *swizzle : s_identity_swizzle, {Util::IsDepthFormat(format) ? static_cast(VK_IMAGE_ASPECT_DEPTH_BIT) : static_cast(VK_IMAGE_ASPECT_COLOR_BIT), 0, levels, 0, layers}}; // Memory is managed by the owner of the image. VkImageView view = VK_NULL_HANDLE; VkResult res = vkCreateImageView(g_vulkan_context->GetDevice(), &view_info, nullptr, &view); if (res != VK_SUCCESS) { LOG_VULKAN_ERROR(res, "vkCreateImageView failed: "); return false; } if (IsValid()) Destroy(true); m_width = width; m_height = height; m_levels = levels; m_layers = layers; m_format = format; m_samples = samples; m_view_type = view_type; m_image = existing_image; m_view = view; return true; } void Texture::Destroy(bool defer /* = true */) { if (m_view != VK_NULL_HANDLE) { if (defer) g_vulkan_context->DeferImageViewDestruction(m_view); else vkDestroyImageView(g_vulkan_context->GetDevice(), m_view, nullptr); m_view = VK_NULL_HANDLE; } // If we don't have device memory allocated, the image is not owned by us (e.g. swapchain) if (m_allocation != VK_NULL_HANDLE) { pxAssert(m_image != VK_NULL_HANDLE); if (defer) g_vulkan_context->DeferImageDestruction(m_image, m_allocation); else vmaDestroyImage(g_vulkan_context->GetAllocator(), m_image, m_allocation); m_image = VK_NULL_HANDLE; m_allocation = VK_NULL_HANDLE; } m_width = 0; m_height = 0; m_levels = 0; m_layers = 0; m_format = VK_FORMAT_UNDEFINED; m_samples = VK_SAMPLE_COUNT_1_BIT; m_view_type = VK_IMAGE_VIEW_TYPE_2D; m_layout = VK_IMAGE_LAYOUT_UNDEFINED; } void Texture::OverrideImageLayout(VkImageLayout new_layout) { m_layout = new_layout; } void Texture::TransitionToLayout(VkCommandBuffer command_buffer, VkImageLayout new_layout) { if (m_layout == new_layout) return; TransitionSubresourcesToLayout(command_buffer, 0, m_levels, 0, m_layers, m_layout, new_layout); m_layout = new_layout; } void Texture::TransitionSubresourcesToLayout(VkCommandBuffer command_buffer, u32 start_level, u32 num_levels, u32 start_layer, u32 num_layers, VkImageLayout old_layout, VkImageLayout new_layout) { VkImageAspectFlags aspect; if (Util::IsDepthStencilFormat(m_format)) aspect = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT; else if (Util::IsDepthFormat(m_format)) aspect = VK_IMAGE_ASPECT_DEPTH_BIT; else aspect = VK_IMAGE_ASPECT_COLOR_BIT; VkImageMemoryBarrier barrier = { VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER, // VkStructureType sType nullptr, // const void* pNext 0, // VkAccessFlags srcAccessMask 0, // VkAccessFlags dstAccessMask old_layout, // VkImageLayout oldLayout new_layout, // VkImageLayout newLayout VK_QUEUE_FAMILY_IGNORED, // uint32_t srcQueueFamilyIndex VK_QUEUE_FAMILY_IGNORED, // uint32_t dstQueueFamilyIndex m_image, // VkImage image {aspect, start_level, num_levels, start_layer, num_layers} // VkImageSubresourceRange subresourceRange }; // srcStageMask -> Stages that must complete before the barrier // dstStageMask -> Stages that must wait for after the barrier before beginning VkPipelineStageFlags srcStageMask, dstStageMask; switch (old_layout) { case VK_IMAGE_LAYOUT_UNDEFINED: // Layout undefined therefore contents undefined, and we don't care what happens to it. barrier.srcAccessMask = 0; srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT; break; case VK_IMAGE_LAYOUT_PREINITIALIZED: // Image has been pre-initialized by the host, so ensure all writes have completed. barrier.srcAccessMask = VK_ACCESS_HOST_WRITE_BIT; srcStageMask = VK_PIPELINE_STAGE_HOST_BIT; break; case VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL: // Image was being used as a color attachment, so ensure all writes have completed. barrier.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; break; case VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL: // Image was being used as a depthstencil attachment, so ensure all writes have completed. barrier.srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT; srcStageMask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT; break; case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL: // Image was being used as a shader resource, make sure all reads have finished. barrier.srcAccessMask = VK_ACCESS_SHADER_READ_BIT; srcStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT; break; case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL: // Image was being used as a copy source, ensure all reads have finished. barrier.srcAccessMask = VK_ACCESS_TRANSFER_READ_BIT; srcStageMask = VK_PIPELINE_STAGE_TRANSFER_BIT; break; case VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL: // Image was being used as a copy destination, ensure all writes have finished. barrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; srcStageMask = VK_PIPELINE_STAGE_TRANSFER_BIT; break; case VK_IMAGE_LAYOUT_GENERAL: // General is used for feedback loops. barrier.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_INPUT_ATTACHMENT_READ_BIT; srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT; break; default: srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT; break; } switch (new_layout) { case VK_IMAGE_LAYOUT_UNDEFINED: barrier.dstAccessMask = 0; dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT; break; case VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL: barrier.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; break; case VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL: barrier.dstAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT; dstStageMask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT; break; case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL: barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT; dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT; break; case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL: barrier.dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT; dstStageMask = VK_PIPELINE_STAGE_TRANSFER_BIT; break; case VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL: barrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; dstStageMask = VK_PIPELINE_STAGE_TRANSFER_BIT; break; case VK_IMAGE_LAYOUT_PRESENT_SRC_KHR: srcStageMask = VK_PIPELINE_STAGE_ALL_COMMANDS_BIT; dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT; break; case VK_IMAGE_LAYOUT_GENERAL: // General is used for feedback loops. barrier.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_INPUT_ATTACHMENT_READ_BIT; dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT; break; default: dstStageMask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT; break; } vkCmdPipelineBarrier(command_buffer, srcStageMask, dstStageMask, 0, 0, nullptr, 0, nullptr, 1, &barrier); } VkFramebuffer Texture::CreateFramebuffer(VkRenderPass render_pass) { const VkFramebufferCreateInfo ci = {VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO, nullptr, 0u, render_pass, 1, &m_view, m_width, m_height, m_layers}; VkFramebuffer fb = VK_NULL_HANDLE; VkResult res = vkCreateFramebuffer(g_vulkan_context->GetDevice(), &ci, nullptr, &fb); if (res != VK_SUCCESS) { LOG_VULKAN_ERROR(res, "vkCreateFramebuffer() failed: "); return VK_NULL_HANDLE; } return fb; } void Texture::UpdateFromBuffer(VkCommandBuffer cmdbuf, u32 level, u32 layer, u32 x, u32 y, u32 width, u32 height, u32 row_length, VkBuffer buffer, u32 buffer_offset) { const VkImageLayout old_layout = m_layout; if (old_layout != VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL) TransitionSubresourcesToLayout( cmdbuf, level, 1, layer, 1, old_layout, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL); const VkBufferImageCopy bic = {static_cast(buffer_offset), row_length, height, {VK_IMAGE_ASPECT_COLOR_BIT, level, layer, 1u}, {static_cast(x), static_cast(y), 0}, {width, height, 1u}}; vkCmdCopyBufferToImage(cmdbuf, buffer, m_image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &bic); if (old_layout != VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL) TransitionSubresourcesToLayout( cmdbuf, level, 1, layer, 1, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, old_layout); } } // namespace Vulkan