Beginnings of texture conversion/uploads

This commit is contained in:
Dr. Chat 2016-03-05 22:09:18 -06:00
parent 8ca9c6f6f4
commit af7fc20c38
4 changed files with 405 additions and 103 deletions

View File

@ -81,83 +81,304 @@ TextureCache::TextureCache(RegisterFile* register_file,
nullptr, &texture_descriptor_set_layout_);
CheckResult(err, "vkCreateDescriptorSetLayout");
SetupGridImages();
// Allocate memory for a staging buffer.
VkBufferCreateInfo staging_buffer_info;
staging_buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
staging_buffer_info.pNext = nullptr;
staging_buffer_info.flags = 0;
staging_buffer_info.size = 2048 * 2048 * 4; // 16MB buffer
staging_buffer_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
staging_buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
staging_buffer_info.queueFamilyIndexCount = 0;
staging_buffer_info.pQueueFamilyIndices = nullptr;
err =
vkCreateBuffer(*device_, &staging_buffer_info, nullptr, &staging_buffer_);
CheckResult(err, "vkCreateBuffer");
if (err == VK_SUCCESS) {
VkMemoryRequirements staging_buffer_reqs;
vkGetBufferMemoryRequirements(*device_, staging_buffer_,
&staging_buffer_reqs);
staging_buffer_mem_ = device_->AllocateMemory(staging_buffer_reqs);
assert_not_null(staging_buffer_mem_);
err = vkBindBufferMemory(*device_, staging_buffer_, staging_buffer_mem_, 0);
CheckResult(err, "vkBindBufferMemory");
// Upload a grid into the staging buffer.
uint32_t* gpu_data = nullptr;
err =
vkMapMemory(*device_, staging_buffer_mem_, 0, staging_buffer_info.size,
0, reinterpret_cast<void**>(&gpu_data));
CheckResult(err, "vkMapMemory");
int width = 2048;
int height = 2048;
for (int y = 0; y < height; ++y) {
for (int x = 0; x < width; ++x) {
gpu_data[y * width + x] =
((y % 32 < 16) ^ (x % 32 >= 16)) ? 0xFF0000FF : 0xFFFFFFFF;
}
}
vkUnmapMemory(*device_, staging_buffer_mem_);
}
}
TextureCache::~TextureCache() {
vkDestroyImageView(*device_, grid_image_2d_view_, nullptr);
vkDestroyImage(*device_, grid_image_2d_, nullptr);
vkFreeMemory(*device_, grid_image_2d_memory_, nullptr);
vkDestroyDescriptorSetLayout(*device_, texture_descriptor_set_layout_,
nullptr);
vkDestroyDescriptorPool(*device_, descriptor_pool_, nullptr);
}
void TextureCache::SetupGridImages() {
VkImageCreateInfo image_info;
TextureCache::Texture* TextureCache::Demand(const TextureInfo& texture_info,
VkCommandBuffer command_buffer) {
// Run a tight loop to scan for an existing texture.
auto texture_hash = texture_info.hash();
for (auto it = textures_.find(texture_hash); it != textures_.end(); ++it) {
if (it->second->texture_info == texture_info) {
return it->second.get();
}
}
// Though we didn't find an exact match, that doesn't mean we're out of the
// woods yet. This texture could either be a portion of another texture or
// vice versa. Check for overlap before uploading.
for (auto it = textures_.begin(); it != textures_.end(); ++it) {
}
if (!command_buffer) {
// Texture not found and no command buffer was passed allowing us to upload
// a new one.
return nullptr;
}
// Create a new texture and cache it.
auto texture = AllocateTexture(texture_info);
if (!texture) {
// Failed to allocate texture (out of memory?)
assert_always();
return nullptr;
}
if (!UploadTexture2D(command_buffer, texture, texture_info)) {
// TODO: Destroy the texture.
assert_always();
return nullptr;
}
textures_[texture_hash] = std::unique_ptr<Texture>(texture);
return texture;
}
TextureCache::Sampler* TextureCache::Demand(const SamplerInfo& sampler_info) {
auto sampler_hash = sampler_info.hash();
for (auto it = samplers_.find(sampler_hash); it != samplers_.end(); ++it) {
if (it->second->sampler_info == sampler_info) {
// Found a compatible sampler.
return it->second.get();
}
}
VkResult status = VK_SUCCESS;
// Create a new sampler and cache it.
// TODO: Actually set the properties
VkSamplerCreateInfo sampler_create_info;
sampler_create_info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
sampler_create_info.pNext = nullptr;
sampler_create_info.flags = 0;
sampler_create_info.magFilter = VK_FILTER_NEAREST;
sampler_create_info.minFilter = VK_FILTER_NEAREST;
sampler_create_info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST;
sampler_create_info.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
sampler_create_info.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
sampler_create_info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
sampler_create_info.mipLodBias = 0.0f;
sampler_create_info.anisotropyEnable = VK_FALSE;
sampler_create_info.maxAnisotropy = 1.0f;
sampler_create_info.compareEnable = VK_FALSE;
sampler_create_info.compareOp = VK_COMPARE_OP_ALWAYS;
sampler_create_info.minLod = 0.0f;
sampler_create_info.maxLod = 0.0f;
sampler_create_info.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_BLACK;
sampler_create_info.unnormalizedCoordinates = VK_FALSE;
VkSampler vk_sampler;
status =
vkCreateSampler(*device_, &sampler_create_info, nullptr, &vk_sampler);
CheckResult(status, "vkCreateSampler");
if (status != VK_SUCCESS) {
return nullptr;
}
auto sampler = new Sampler();
sampler->sampler = vk_sampler;
sampler->sampler_info = sampler_info;
samplers_[sampler_hash] = std::unique_ptr<Sampler>(sampler);
return sampler;
}
TextureCache::Texture* TextureCache::AllocateTexture(TextureInfo texture_info) {
// Create an image first.
VkImageCreateInfo image_info = {};
image_info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
image_info.pNext = nullptr;
image_info.flags = 0;
switch (texture_info.dimension) {
case Dimension::k1D:
image_info.imageType = VK_IMAGE_TYPE_1D;
break;
case Dimension::k2D:
image_info.imageType = VK_IMAGE_TYPE_2D;
break;
case Dimension::k3D:
image_info.imageType = VK_IMAGE_TYPE_3D;
break;
case Dimension::kCube:
image_info.imageType = VK_IMAGE_TYPE_2D;
image_info.flags |= VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT;
break;
default:
assert_unhandled_case(texture_info.dimension);
return nullptr;
}
// TODO: Format
image_info.format = VK_FORMAT_R8G8B8A8_UNORM;
image_info.extent = {8, 8, 1};
image_info.extent = {texture_info.width + 1, texture_info.height + 1,
texture_info.depth + 1};
image_info.mipLevels = 1;
image_info.arrayLayers = 1;
image_info.samples = VK_SAMPLE_COUNT_1_BIT;
image_info.tiling = VK_IMAGE_TILING_LINEAR;
image_info.usage = VK_IMAGE_USAGE_SAMPLED_BIT;
image_info.tiling = VK_IMAGE_TILING_OPTIMAL;
image_info.usage =
VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
image_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
image_info.queueFamilyIndexCount = 0;
image_info.pQueueFamilyIndices = nullptr;
image_info.initialLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
auto err = vkCreateImage(*device_, &image_info, nullptr, &grid_image_2d_);
image_info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
VkImage image;
auto err = vkCreateImage(*device_, &image_info, nullptr, &image);
CheckResult(err, "vkCreateImage");
VkMemoryRequirements memory_requirements;
vkGetImageMemoryRequirements(*device_, grid_image_2d_, &memory_requirements);
grid_image_2d_memory_ = device_->AllocateMemory(
memory_requirements, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT);
err = vkBindImageMemory(*device_, grid_image_2d_, grid_image_2d_memory_, 0);
VkMemoryRequirements mem_requirements;
vkGetImageMemoryRequirements(*device_, image, &mem_requirements);
// TODO: Use a circular buffer or something else to allocate this memory.
// The device has a limited amount (around 64) of memory allocations that we
// can make.
// Now that we have the size, back the image with GPU memory.
auto memory = device_->AllocateMemory(mem_requirements, 0);
err = vkBindImageMemory(*device_, image, memory, 0);
CheckResult(err, "vkBindImageMemory");
auto texture = new Texture();
texture->format = image_info.format;
texture->image = image;
texture->memory_offset = 0;
texture->memory_size = mem_requirements.size;
texture->texture_info = texture_info;
texture->texture_memory = memory;
// Create a default view, just for kicks.
VkImageViewCreateInfo view_info;
view_info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
view_info.pNext = nullptr;
view_info.flags = 0;
view_info.image = grid_image_2d_;
view_info.image = image;
view_info.viewType = VK_IMAGE_VIEW_TYPE_2D;
view_info.format = VK_FORMAT_R8G8B8A8_UNORM;
view_info.format = image_info.format;
view_info.components = {
VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_B,
VK_COMPONENT_SWIZZLE_A,
};
view_info.subresourceRange = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1};
err = vkCreateImageView(*device_, &view_info, nullptr, &grid_image_2d_view_);
VkImageView view;
err = vkCreateImageView(*device_, &view_info, nullptr, &view);
CheckResult(err, "vkCreateImageView");
VkImageSubresource subresource;
subresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
subresource.mipLevel = 0;
subresource.arrayLayer = 0;
VkSubresourceLayout layout;
vkGetImageSubresourceLayout(*device_, grid_image_2d_, &subresource, &layout);
void* gpu_data = nullptr;
err = vkMapMemory(*device_, grid_image_2d_memory_, 0, layout.size, 0,
&gpu_data);
CheckResult(err, "vkMapMemory");
uint32_t grid_pixels[8 * 8];
for (int y = 0; y < 8; ++y) {
for (int x = 0; x < 8; ++x) {
grid_pixels[y * 8 + x] =
((y % 2 == 0) ^ (x % 2 != 0)) ? 0xFFFFFFFF : 0xFF0000FF;
if (err == VK_SUCCESS) {
auto texture_view = std::make_unique<TextureView>();
texture_view->texture = texture;
texture_view->view = view;
texture->views.push_back(std::move(texture_view));
}
}
std::memcpy(gpu_data, grid_pixels, sizeof(grid_pixels));
vkUnmapMemory(*device_, grid_image_2d_memory_);
return texture;
}
bool TextureCache::FreeTexture(Texture* texture) {
// TODO(DrChat)
return false;
}
bool TextureCache::UploadTexture2D(VkCommandBuffer command_buffer,
Texture* dest, TextureInfo src) {
// TODO: We need to allocate memory to use as a staging buffer. We can then
// raw copy the texture from system memory into the staging buffer and use a
// shader to convert the texture into a format consumable by the host GPU.
// Need to have unique memory for every upload for at least one frame. If we
// run out of memory, we need to flush all queued upload commands to the GPU.
// TODO: Upload memory here.
// Insert a memory barrier into the command buffer to ensure the upload has
// finished before we copy it into the destination texture.
VkBufferMemoryBarrier upload_barrier = {
VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
NULL,
VK_ACCESS_HOST_WRITE_BIT,
VK_ACCESS_TRANSFER_READ_BIT,
VK_QUEUE_FAMILY_IGNORED,
VK_QUEUE_FAMILY_IGNORED,
staging_buffer_,
0,
2048 * 2048 * 4,
};
vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, 0, 0, nullptr, 1,
&upload_barrier, 0, nullptr);
// Transition the texture into a transfer destination layout.
VkImageMemoryBarrier barrier;
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.pNext = nullptr;
barrier.srcAccessMask = 0;
barrier.dstAccessMask =
VK_ACCESS_TRANSFER_WRITE_BIT | VK_ACCESS_HOST_WRITE_BIT;
barrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
barrier.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.image = dest->image;
barrier.subresourceRange = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1};
vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, 0, 0, nullptr, 0,
nullptr, 1, &barrier);
// For now, just transfer the grid we uploaded earlier into the texture.
VkBufferImageCopy copy_region;
copy_region.bufferOffset = 0;
copy_region.bufferRowLength = 0;
copy_region.bufferImageHeight = 0;
copy_region.imageSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1};
copy_region.imageOffset = {0, 0, 0};
copy_region.imageExtent = {dest->texture_info.width + 1,
dest->texture_info.height + 1,
dest->texture_info.depth + 1};
vkCmdCopyBufferToImage(command_buffer, staging_buffer_, dest->image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &copy_region);
// Now transition the texture into a shader readonly source.
barrier.srcAccessMask = barrier.dstAccessMask;
barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
barrier.oldLayout = barrier.newLayout;
barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, 0, 0, nullptr, 0,
nullptr, 1, &barrier);
return true;
}
VkDescriptorSet TextureCache::PrepareTextureSet(
@ -179,9 +400,11 @@ VkDescriptorSet TextureCache::PrepareTextureSet(
// shaders.
bool any_failed = false;
any_failed =
!SetupTextureBindings(update_set_info, vertex_bindings) || any_failed;
!SetupTextureBindings(update_set_info, vertex_bindings, command_buffer) ||
any_failed;
any_failed =
!SetupTextureBindings(update_set_info, pixel_bindings) || any_failed;
!SetupTextureBindings(update_set_info, pixel_bindings, command_buffer) ||
any_failed;
if (any_failed) {
XELOGW("Failed to setup one or more texture bindings");
// TODO(benvanik): actually bail out here?
@ -269,13 +492,16 @@ VkDescriptorSet TextureCache::PrepareTextureSet(
bool TextureCache::SetupTextureBindings(
UpdateSetInfo* update_set_info,
const std::vector<Shader::TextureBinding>& bindings) {
const std::vector<Shader::TextureBinding>& bindings,
VkCommandBuffer command_buffer) {
bool any_failed = false;
for (auto& binding : bindings) {
uint32_t fetch_bit = 1 << binding.fetch_constant;
if ((update_set_info->has_setup_fetch_mask & fetch_bit) == 0) {
// Needs setup.
any_failed = !SetupTextureBinding(update_set_info, binding) || any_failed;
any_failed =
!SetupTextureBinding(update_set_info, binding, command_buffer) ||
any_failed;
update_set_info->has_setup_fetch_mask |= fetch_bit;
}
}
@ -283,7 +509,8 @@ bool TextureCache::SetupTextureBindings(
}
bool TextureCache::SetupTextureBinding(UpdateSetInfo* update_set_info,
const Shader::TextureBinding& binding) {
const Shader::TextureBinding& binding,
VkCommandBuffer command_buffer) {
auto& regs = *register_file_;
int r = XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 + binding.fetch_constant * 6;
auto group =
@ -308,41 +535,21 @@ bool TextureCache::SetupTextureBinding(UpdateSetInfo* update_set_info,
return false; // invalid texture used
}
auto texture = Demand(texture_info, command_buffer);
auto sampler = Demand(sampler_info);
assert_true(texture != nullptr && sampler != nullptr);
trace_writer_->WriteMemoryRead(texture_info.guest_address,
texture_info.input_length);
// TODO(benvanik): reuse.
VkSamplerCreateInfo sampler_create_info;
sampler_create_info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
sampler_create_info.pNext = nullptr;
sampler_create_info.flags = 0;
sampler_create_info.magFilter = VK_FILTER_NEAREST;
sampler_create_info.minFilter = VK_FILTER_NEAREST;
sampler_create_info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST;
sampler_create_info.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
sampler_create_info.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
sampler_create_info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
sampler_create_info.mipLodBias = 0.0f;
sampler_create_info.anisotropyEnable = VK_FALSE;
sampler_create_info.maxAnisotropy = 1.0f;
sampler_create_info.compareEnable = VK_FALSE;
sampler_create_info.compareOp = VK_COMPARE_OP_ALWAYS;
sampler_create_info.minLod = 0.0f;
sampler_create_info.maxLod = 0.0f;
sampler_create_info.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_BLACK;
sampler_create_info.unnormalizedCoordinates = VK_FALSE;
VkSampler sampler;
auto err = vkCreateSampler(*device_, &sampler_create_info, nullptr, &sampler);
CheckResult(err, "vkCreateSampler");
auto& sampler_write =
update_set_info->sampler_infos[update_set_info->sampler_write_count++];
sampler_write.sampler = sampler;
sampler_write.sampler = sampler->sampler;
auto& image_write =
update_set_info->image_2d_infos[update_set_info->image_2d_write_count++];
image_write.imageView = grid_image_2d_view_;
image_write.imageLayout = VK_IMAGE_LAYOUT_GENERAL;
image_write.imageView = texture->views[0]->view;
image_write.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
return true;
}

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@ -10,8 +10,12 @@
#ifndef XENIA_GPU_VULKAN_TEXTURE_CACHE_H_
#define XENIA_GPU_VULKAN_TEXTURE_CACHE_H_
#include <unordered_map>
#include "xenia/gpu/register_file.h"
#include "xenia/gpu/sampler_info.h"
#include "xenia/gpu/shader.h"
#include "xenia/gpu/texture_info.h"
#include "xenia/gpu/trace_writer.h"
#include "xenia/gpu/xenos.h"
#include "xenia/ui/vulkan/vulkan.h"
@ -50,14 +54,51 @@ class TextureCache {
private:
struct UpdateSetInfo;
struct TextureView;
void SetupGridImages();
// This represents an uploaded Vulkan texture.
struct Texture {
TextureInfo texture_info;
VkDeviceMemory texture_memory;
VkDeviceSize memory_offset;
VkDeviceSize memory_size;
VkImage image;
VkFormat format;
std::vector<std::unique_ptr<TextureView>> views;
};
bool SetupTextureBindings(
UpdateSetInfo* update_set_info,
const std::vector<Shader::TextureBinding>& bindings);
struct TextureView {
Texture* texture;
VkImageView view;
};
// Cached Vulkan sampler.
struct Sampler {
SamplerInfo sampler_info;
VkSampler sampler;
};
// Demands a texture. If command_buffer is null and the texture hasn't been
// uploaded to graphics memory already, we will return null and bail.
Texture* Demand(const TextureInfo& texture_info,
VkCommandBuffer command_buffer = nullptr);
Sampler* Demand(const SamplerInfo& sampler_info);
// Allocates a new texture and memory to back it on the GPU.
Texture* AllocateTexture(TextureInfo texture_info);
bool FreeTexture(Texture* texture);
// Queues commands to upload a texture from system memory, applying any
// conversions necessary.
bool UploadTexture2D(VkCommandBuffer command_buffer, Texture* dest,
TextureInfo src);
bool SetupTextureBindings(UpdateSetInfo* update_set_info,
const std::vector<Shader::TextureBinding>& bindings,
VkCommandBuffer command_buffer = nullptr);
bool SetupTextureBinding(UpdateSetInfo* update_set_info,
const Shader::TextureBinding& binding);
const Shader::TextureBinding& binding,
VkCommandBuffer command_buffer = nullptr);
RegisterFile* register_file_ = nullptr;
TraceWriter* trace_writer_ = nullptr;
@ -66,9 +107,11 @@ class TextureCache {
VkDescriptorPool descriptor_pool_ = nullptr;
VkDescriptorSetLayout texture_descriptor_set_layout_ = nullptr;
VkDeviceMemory grid_image_2d_memory_ = nullptr;
VkImage grid_image_2d_ = nullptr;
VkImageView grid_image_2d_view_ = nullptr;
// Temporary until we have circular buffers.
VkBuffer staging_buffer_ = nullptr;
VkDeviceMemory staging_buffer_mem_ = nullptr;
std::unordered_map<uint64_t, std::unique_ptr<Texture>> textures_;
std::unordered_map<uint64_t, std::unique_ptr<Sampler>> samplers_;
struct UpdateSetInfo {
// Bitmap of all 32 fetch constants and whether they have been setup yet.

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@ -217,6 +217,14 @@ bool VulkanCommandProcessor::IssueDraw(PrimitiveType primitive_type,
auto err = vkBeginCommandBuffer(command_buffer, &command_buffer_begin_info);
CheckResult(err, "vkBeginCommandBuffer");
// Upload and set descriptors for all textures.
// We do this outside of the render pass so the texture cache can upload and
// convert textures.
auto samplers = PopulateSamplers(command_buffer, vertex_shader, pixel_shader);
if (!samplers) {
return false;
}
// Begin the render pass.
// This will setup our framebuffer and begin the pass in the command buffer.
auto render_state = render_cache_->BeginRenderPass(
@ -253,11 +261,10 @@ bool VulkanCommandProcessor::IssueDraw(PrimitiveType primitive_type,
return false;
}
// Upload and set descriptors for all textures.
if (!PopulateSamplers(command_buffer, vertex_shader, pixel_shader)) {
render_cache_->EndRenderPass();
return false;
}
// Bind samplers/textures.
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
pipeline_cache_->pipeline_layout(), 1, 1, &samplers,
0, nullptr);
// Actually issue the draw.
if (!index_buffer_info) {
@ -471,8 +478,8 @@ bool VulkanCommandProcessor::PopulateVertexBuffers(
return true;
}
bool VulkanCommandProcessor::PopulateSamplers(VkCommandBuffer command_buffer,
VulkanShader* vertex_shader,
VkDescriptorSet VulkanCommandProcessor::PopulateSamplers(
VkCommandBuffer command_buffer, VulkanShader* vertex_shader,
VulkanShader* pixel_shader) {
#if FINE_GRAINED_DRAW_SCOPES
SCOPE_profile_cpu_f("gpu");
@ -483,20 +490,63 @@ bool VulkanCommandProcessor::PopulateSamplers(VkCommandBuffer command_buffer,
pixel_shader->texture_bindings());
if (!descriptor_set) {
// Unable to bind set.
return false;
return nullptr;
}
// Bind samplers/textures.
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
pipeline_cache_->pipeline_layout(), 1, 1,
&descriptor_set, 0, nullptr);
return true;
return descriptor_set;
}
bool VulkanCommandProcessor::IssueCopy() {
SCOPE_profile_cpu_f("gpu");
// TODO(benvanik): resolve.
auto& regs = *register_file_;
// This is used to resolve surfaces, taking them from EDRAM render targets
// to system memory. It can optionally clear color/depth surfaces, too.
// The command buffer has stuff for actually doing this by drawing, however
// we should be able to do it without that much easier.
uint32_t copy_control = regs[XE_GPU_REG_RB_COPY_CONTROL].u32;
// Render targets 0-3, 4 = depth
uint32_t copy_src_select = copy_control & 0x7;
bool color_clear_enabled = (copy_control >> 8) & 0x1;
bool depth_clear_enabled = (copy_control >> 9) & 0x1;
auto copy_command = static_cast<CopyCommand>((copy_control >> 20) & 0x3);
uint32_t copy_dest_info = regs[XE_GPU_REG_RB_COPY_DEST_INFO].u32;
auto copy_dest_endian = static_cast<Endian128>(copy_dest_info & 0x7);
uint32_t copy_dest_array = (copy_dest_info >> 3) & 0x1;
assert_true(copy_dest_array == 0);
uint32_t copy_dest_slice = (copy_dest_info >> 4) & 0x7;
assert_true(copy_dest_slice == 0);
auto copy_dest_format =
static_cast<ColorFormat>((copy_dest_info >> 7) & 0x3F);
uint32_t copy_dest_number = (copy_dest_info >> 13) & 0x7;
// assert_true(copy_dest_number == 0); // ?
uint32_t copy_dest_bias = (copy_dest_info >> 16) & 0x3F;
// assert_true(copy_dest_bias == 0);
uint32_t copy_dest_swap = (copy_dest_info >> 25) & 0x1;
uint32_t copy_dest_base = regs[XE_GPU_REG_RB_COPY_DEST_BASE].u32;
uint32_t copy_dest_pitch = regs[XE_GPU_REG_RB_COPY_DEST_PITCH].u32;
uint32_t copy_dest_height = (copy_dest_pitch >> 16) & 0x3FFF;
copy_dest_pitch &= 0x3FFF;
// None of this is supported yet:
uint32_t copy_surface_slice = regs[XE_GPU_REG_RB_COPY_SURFACE_SLICE].u32;
assert_true(copy_surface_slice == 0);
uint32_t copy_func = regs[XE_GPU_REG_RB_COPY_FUNC].u32;
assert_true(copy_func == 0);
uint32_t copy_ref = regs[XE_GPU_REG_RB_COPY_REF].u32;
assert_true(copy_ref == 0);
uint32_t copy_mask = regs[XE_GPU_REG_RB_COPY_MASK].u32;
assert_true(copy_mask == 0);
// RB_SURFACE_INFO
// http://fossies.org/dox/MesaLib-10.3.5/fd2__gmem_8c_source.html
uint32_t surface_info = regs[XE_GPU_REG_RB_SURFACE_INFO].u32;
uint32_t surface_pitch = surface_info & 0x3FFF;
auto surface_msaa = static_cast<MsaaSamples>((surface_info >> 16) & 0x3);
return true;
}

View File

@ -49,6 +49,8 @@ class VulkanCommandProcessor : public CommandProcessor {
void ClearCaches() override;
RenderCache* render_cache() { return render_cache_.get(); }
private:
bool SetupContext() override;
void ShutdownContext() override;
@ -73,7 +75,7 @@ class VulkanCommandProcessor : public CommandProcessor {
IndexBufferInfo* index_buffer_info);
bool PopulateVertexBuffers(VkCommandBuffer command_buffer,
VulkanShader* vertex_shader);
bool PopulateSamplers(VkCommandBuffer command_buffer,
VkDescriptorSet PopulateSamplers(VkCommandBuffer command_buffer,
VulkanShader* vertex_shader,
VulkanShader* pixel_shader);
bool IssueCopy() override;