RenderCache: Track color target / depth target usage, refactor RawCopyToImage
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f903a559b3
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635d095b87
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@ -508,6 +508,7 @@ const RenderState* RenderCache::BeginRenderPass(VkCommandBuffer command_buffer,
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dirty |= SetShadowRegister(®s.rb_color1_info, XE_GPU_REG_RB_COLOR1_INFO);
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dirty |= SetShadowRegister(®s.rb_color2_info, XE_GPU_REG_RB_COLOR2_INFO);
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dirty |= SetShadowRegister(®s.rb_color3_info, XE_GPU_REG_RB_COLOR3_INFO);
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dirty |= SetShadowRegister(®s.rb_depthcontrol, XE_GPU_REG_RB_DEPTHCONTROL);
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dirty |= SetShadowRegister(®s.rb_depth_info, XE_GPU_REG_RB_DEPTH_INFO);
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dirty |= SetShadowRegister(®s.pa_sc_window_scissor_tl,
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XE_GPU_REG_PA_SC_WINDOW_SCISSOR_TL);
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@ -529,6 +530,12 @@ const RenderState* RenderCache::BeginRenderPass(VkCommandBuffer command_buffer,
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&framebuffer)) {
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return nullptr;
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}
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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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config->depth_stencil.used = !!(regs.rb_depthcontrol & (0x4 | 0x2));
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current_state_.render_pass = render_pass;
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current_state_.render_pass_handle = render_pass->handle;
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current_state_.framebuffer = framebuffer;
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@ -550,10 +557,33 @@ const RenderState* RenderCache::BeginRenderPass(VkCommandBuffer command_buffer,
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region.bufferRowLength = 0;
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region.bufferImageHeight = 0;
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region.imageOffset = {0, 0, 0};
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// Depth
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auto depth_target = current_state_.framebuffer->depth_stencil_attachment;
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if (depth_target && current_state_.config.depth_stencil.used) {
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region.imageSubresource = {
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VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT, 0, 0, 1};
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region.bufferOffset = depth_target->key.tile_offset * 5120;
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// Wait for any potential copies to finish.
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barrier.offset = region.bufferOffset;
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barrier.size = depth_target->key.tile_width * 80 *
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depth_target->key.tile_height * 16 * 4;
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vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
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VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, 0, 0, nullptr, 1,
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&barrier, 0, nullptr);
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region.imageExtent = {depth_target->key.tile_width * 80u,
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depth_target->key.tile_height * 16u, 1};
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vkCmdCopyBufferToImage(command_buffer, edram_buffer_, depth_target->image,
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VK_IMAGE_LAYOUT_GENERAL, 1, ®ion);
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}
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// Color
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region.imageSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1};
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for (int i = 0; i < 4; i++) {
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auto target = current_state_.framebuffer->color_attachments[i];
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if (!target) {
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if (!target || !current_state_.config.color[i].used) {
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continue;
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}
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@ -572,27 +602,6 @@ const RenderState* RenderCache::BeginRenderPass(VkCommandBuffer command_buffer,
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vkCmdCopyBufferToImage(command_buffer, edram_buffer_, target->image,
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VK_IMAGE_LAYOUT_GENERAL, 1, ®ion);
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}
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// Depth
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auto depth_target = current_state_.framebuffer->depth_stencil_attachment;
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if (depth_target) {
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region.imageSubresource = {
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VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT, 0, 0, 1};
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region.bufferOffset = depth_target->key.tile_offset * 5120;
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// Wait for any potential copies to finish.
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barrier.offset = region.bufferOffset;
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barrier.size = depth_target->key.tile_width * 80 *
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depth_target->key.tile_height * 16 * 4;
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vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
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VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, 0, 0, nullptr, 1,
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&barrier, 0, nullptr);
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region.imageExtent = {depth_target->key.tile_width * 80u,
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depth_target->key.tile_height * 16u, 1};
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vkCmdCopyBufferToImage(command_buffer, edram_buffer_, depth_target->image,
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VK_IMAGE_LAYOUT_GENERAL, 1, ®ion);
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}
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}
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if (!render_pass) {
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return nullptr;
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@ -809,10 +818,23 @@ void RenderCache::EndRenderPass() {
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region.bufferRowLength = 0;
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region.bufferImageHeight = 0;
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region.imageOffset = {0, 0, 0};
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// Depth/stencil
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auto depth_target = current_state_.framebuffer->depth_stencil_attachment;
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if (depth_target && current_state_.config.depth_stencil.used) {
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region.imageSubresource = {
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VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT, 0, 0, 1};
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region.bufferOffset = depth_target->key.tile_offset * 5120;
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region.imageExtent = {depth_target->key.tile_width * 80u,
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depth_target->key.tile_height * 16u, 1};
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vkCmdCopyImageToBuffer(current_command_buffer_, depth_target->image,
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VK_IMAGE_LAYOUT_GENERAL, edram_buffer_, 1, ®ion);
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}
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// Color
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region.imageSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1};
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for (int i = 0; i < 4; i++) {
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auto target = current_state_.framebuffer->color_attachments[i];
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if (!target) {
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if (!target || !current_state_.config.color[i].used) {
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continue;
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}
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@ -823,18 +845,6 @@ void RenderCache::EndRenderPass() {
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VK_IMAGE_LAYOUT_GENERAL, edram_buffer_, 1, ®ion);
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}
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// Depth/stencil
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auto depth_target = current_state_.framebuffer->depth_stencil_attachment;
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if (depth_target) {
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region.imageSubresource = {
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VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT, 0, 0, 1};
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region.bufferOffset = depth_target->key.tile_offset * 5120;
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region.imageExtent = {depth_target->key.tile_width * 80u,
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depth_target->key.tile_height * 16u, 1};
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vkCmdCopyImageToBuffer(current_command_buffer_, depth_target->image,
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VK_IMAGE_LAYOUT_GENERAL, edram_buffer_, 1, ®ion);
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}
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current_command_buffer_ = nullptr;
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}
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@ -845,24 +855,27 @@ void RenderCache::ClearCache() {
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void RenderCache::RawCopyToImage(VkCommandBuffer command_buffer,
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uint32_t edram_base, VkImage image,
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VkImageLayout image_layout,
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bool color_or_depth, int32_t offset_x,
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int32_t offset_y, uint32_t width,
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uint32_t height) {
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bool color_or_depth, VkOffset3D offset,
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VkExtent3D extents) {
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// Transition the texture into a transfer destination layout.
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VkImageMemoryBarrier image_barrier;
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image_barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
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image_barrier.pNext = nullptr;
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image_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
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image_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
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if (image_layout != VK_IMAGE_LAYOUT_GENERAL &&
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image_layout != VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL) {
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image_barrier.srcAccessMask = 0;
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image_barrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
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image_barrier.oldLayout = image_layout;
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image_barrier.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
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image_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
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image_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
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image_barrier.image = image;
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image_barrier.subresourceRange = {0, 0, 1, 0, 1};
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image_barrier.subresourceRange.aspectMask =
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color_or_depth ? VK_IMAGE_ASPECT_COLOR_BIT
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color_or_depth
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? VK_IMAGE_ASPECT_COLOR_BIT
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: VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
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}
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VkBufferMemoryBarrier buffer_barrier;
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buffer_barrier.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
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@ -872,7 +885,8 @@ void RenderCache::RawCopyToImage(VkCommandBuffer command_buffer,
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buffer_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
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buffer_barrier.buffer = edram_buffer_;
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buffer_barrier.offset = edram_base * 5120;
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buffer_barrier.size = width * height * 4; // TODO: Calculate this accurately.
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// TODO: Calculate this accurately (need texel size)
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buffer_barrier.size = extents.width * extents.height * 4;
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vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
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VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, 0, 0, nullptr, 1,
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@ -880,11 +894,11 @@ void RenderCache::RawCopyToImage(VkCommandBuffer command_buffer,
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// Issue the copy command.
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VkBufferImageCopy region;
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region.bufferImageHeight = 0;
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region.bufferOffset = edram_base * 5120;
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region.bufferImageHeight = 0;
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region.bufferRowLength = 0;
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region.imageExtent = {width, height, 1};
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region.imageOffset = {offset_x, offset_y, 0};
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region.imageOffset = offset;
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region.imageExtent = extents;
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region.imageSubresource = {0, 0, 0, 1};
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region.imageSubresource.aspectMask =
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color_or_depth ? VK_IMAGE_ASPECT_COLOR_BIT
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@ -893,6 +907,8 @@ void RenderCache::RawCopyToImage(VkCommandBuffer command_buffer,
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®ion);
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// Transition the image back into its previous layout.
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if (image_layout != VK_IMAGE_LAYOUT_GENERAL &&
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image_layout != VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL) {
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image_barrier.srcAccessMask = image_barrier.dstAccessMask;
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image_barrier.dstAccessMask = 0;
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std::swap(image_barrier.oldLayout, image_barrier.newLayout);
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@ -900,6 +916,7 @@ void RenderCache::RawCopyToImage(VkCommandBuffer command_buffer,
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VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, 0, 0, nullptr, 0,
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nullptr, 1, &image_barrier);
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}
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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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@ -82,11 +82,13 @@ struct RenderConfiguration {
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MsaaSamples surface_msaa;
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// Color attachments for the 4 render targets.
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struct {
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bool used;
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uint32_t edram_base;
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ColorRenderTargetFormat format;
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} color[4];
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// Depth/stencil attachment.
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struct {
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bool used;
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uint32_t edram_base;
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DepthRenderTargetFormat format;
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} depth_stencil;
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@ -262,8 +264,8 @@ class RenderCache {
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// Queues commands to copy EDRAM contents into an image.
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void RawCopyToImage(VkCommandBuffer command_buffer, uint32_t edram_base,
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VkImage image, VkImageLayout image_layout,
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bool color_or_depth, int32_t offset_x, int32_t offset_y,
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uint32_t width, uint32_t height);
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bool color_or_depth, VkOffset3D offset,
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VkExtent3D extents);
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private:
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// Parses the current state into a configuration object.
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@ -309,6 +311,7 @@ class RenderCache {
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uint32_t rb_color1_info;
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uint32_t rb_color2_info;
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uint32_t rb_color3_info;
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uint32_t rb_depthcontrol;
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uint32_t rb_depth_info;
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uint32_t pa_sc_window_scissor_tl;
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uint32_t pa_sc_window_scissor_br;
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