RenderCache::ClearEDRAMColor/ClearEDRAMDepthStencil
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@ -531,6 +531,7 @@ const RenderState* RenderCache::BeginRenderPass(VkCommandBuffer command_buffer,
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return nullptr;
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}
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// Speculatively see if targets are actually used so we can skip copies
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for (int i = 0; i < 4; i++) {
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config->color[i].used = pixel_shader->writes_color_target(i);
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}
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@ -646,7 +647,6 @@ bool RenderCache::ParseConfiguration(RenderConfiguration* config) {
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// RB_SURFACE_INFO
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// http://fossies.org/dox/MesaLib-10.3.5/fd2__gmem_8c_source.html
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config->surface_pitch_px = regs.rb_surface_info & 0x3FFF;
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// config->surface_height_px = (regs.rb_surface_info >> 18) & 0x3FFF;
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config->surface_msaa =
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static_cast<MsaaSamples>((regs.rb_surface_info >> 16) & 0x3);
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@ -814,6 +814,11 @@ void RenderCache::EndRenderPass() {
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// Don't bother waiting on this command to complete, as next render pass may
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// reuse previous framebuffer attachments. If they need this, they will wait.
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// TODO: Should we bother re-tiling the images on copy back?
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//
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// FIXME: There's a case where we may have a really big render target (as we
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// can't get the correct height atm) and we may end up overwriting the valid
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// contents of another render target by mistake! Need to reorder copy commands
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// to avoid this.
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VkBufferImageCopy region;
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region.bufferRowLength = 0;
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region.bufferImageHeight = 0;
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@ -918,6 +923,83 @@ void RenderCache::RawCopyToImage(VkCommandBuffer command_buffer,
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}
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}
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void RenderCache::ClearEDRAMColor(VkCommandBuffer command_buffer,
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uint32_t edram_base,
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ColorRenderTargetFormat format,
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uint32_t pitch, uint32_t height,
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float* color) {
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// Grab a tile view (as we need to clear an image first)
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TileViewKey key;
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key.color_or_depth = 1;
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key.edram_format = static_cast<uint16_t>(format);
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key.tile_offset = edram_base;
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key.tile_width = pitch / 80;
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key.tile_height = height / 16;
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auto tile_view = FindOrCreateTileView(command_buffer, key);
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assert_not_null(tile_view);
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VkImageSubresourceRange range = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1};
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VkClearColorValue clear_value;
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std::memcpy(clear_value.float32, color, sizeof(float) * 4);
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// Issue a clear command
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vkCmdClearColorImage(command_buffer, tile_view->image,
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VK_IMAGE_LAYOUT_GENERAL, &clear_value, 1, &range);
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// Copy image back into EDRAM buffer
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VkBufferImageCopy copy_range;
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copy_range.bufferOffset = edram_base * 5120;
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copy_range.bufferImageHeight = 0;
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copy_range.bufferRowLength = 0;
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copy_range.imageSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1};
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copy_range.imageExtent = {key.tile_width * 80u, key.tile_height * 16u, 1u};
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copy_range.imageOffset = {0, 0, 0};
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vkCmdCopyImageToBuffer(command_buffer, tile_view->image,
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VK_IMAGE_LAYOUT_GENERAL, edram_buffer_, 1,
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©_range);
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}
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void RenderCache::ClearEDRAMDepthStencil(VkCommandBuffer command_buffer,
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uint32_t edram_base,
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DepthRenderTargetFormat format,
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uint32_t pitch, uint32_t height,
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float depth, uint32_t stencil) {
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// Grab a tile view (as we need to clear an image first)
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TileViewKey key;
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key.color_or_depth = 0;
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key.edram_format = static_cast<uint16_t>(format);
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key.tile_offset = edram_base;
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key.tile_width = pitch / 80;
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key.tile_height = height / 16;
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auto tile_view = FindOrCreateTileView(command_buffer, key);
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assert_not_null(tile_view);
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VkImageSubresourceRange range = {
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VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT, 0, 1, 0, 1,
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};
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VkClearDepthStencilValue clear_value;
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clear_value.depth = depth;
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clear_value.stencil = stencil;
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// Issue a clear command
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vkCmdClearDepthStencilImage(command_buffer, tile_view->image,
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VK_IMAGE_LAYOUT_GENERAL, &clear_value, 1, &range);
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// Copy image back into EDRAM buffer
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VkBufferImageCopy copy_range;
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copy_range.bufferOffset = edram_base * 5120;
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copy_range.bufferImageHeight = 0;
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copy_range.bufferRowLength = 0;
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copy_range.imageSubresource = {
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VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT, 0, 0, 1,
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};
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copy_range.imageExtent = {key.tile_width * 80u, key.tile_height * 16u, 1u};
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copy_range.imageOffset = {0, 0, 0};
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vkCmdCopyImageToBuffer(command_buffer, tile_view->image,
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VK_IMAGE_LAYOUT_GENERAL, edram_buffer_, 1,
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©_range);
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}
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bool RenderCache::SetShadowRegister(uint32_t* dest, uint32_t register_name) {
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uint32_t value = register_file_->values[register_name].u32;
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if (*dest == value) {
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@ -12,6 +12,7 @@
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#include "xenia/gpu/register_file.h"
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#include "xenia/gpu/shader.h"
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#include "xenia/gpu/texture_info.h"
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#include "xenia/gpu/vulkan/vulkan_shader.h"
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#include "xenia/gpu/xenos.h"
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#include "xenia/ui/vulkan/vulkan.h"
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@ -267,6 +268,16 @@ class RenderCache {
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bool color_or_depth, VkOffset3D offset,
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VkExtent3D extents);
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// Queues commands to clear EDRAM contents with a solid color
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void ClearEDRAMColor(VkCommandBuffer command_buffer, uint32_t edram_base,
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ColorRenderTargetFormat format, uint32_t pitch,
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uint32_t height, float* color);
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// Queues commands to clear EDRAM contents with depth/stencil values.
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void ClearEDRAMDepthStencil(VkCommandBuffer command_buffer,
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uint32_t edram_base,
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DepthRenderTargetFormat format, uint32_t pitch,
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uint32_t height, float depth, uint32_t stencil);
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private:
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// Parses the current state into a configuration object.
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bool ParseConfiguration(RenderConfiguration* config);
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