#include #include "Common/Log.h" #include "Common/StringUtils.h" #include "Common/Vulkan/VulkanContext.h" #include "GPU/Vulkan/VulkanUtil.h" #include "GPU/Vulkan/PipelineManagerVulkan.h" #include "GPU/Vulkan/ShaderManagerVulkan.h" PipelineManagerVulkan::PipelineManagerVulkan(VulkanContext *vulkan) : vulkan_(vulkan) { pipelineCache_ = vulkan->CreatePipelineCache(); } PipelineManagerVulkan::~PipelineManagerVulkan() { Clear(); vulkan_->Delete().QueueDeletePipelineCache(pipelineCache_); } void PipelineManagerVulkan::Clear() { // This should kill off all the shaders at once. // This could also be an opportunity to store the whole cache to disk. Will need to also // store the keys. for (auto iter : pipelines_) { delete iter.second; } pipelines_.clear(); } struct DeclTypeInfo { VkFormat type; const char *name; }; static const DeclTypeInfo VComp[] = { { VK_FORMAT_UNDEFINED, "NULL" }, // DEC_NONE, { VK_FORMAT_R32_SFLOAT, "R32_SFLOAT " }, // DEC_FLOAT_1, { VK_FORMAT_R32G32_SFLOAT, "R32G32_SFLOAT " }, // DEC_FLOAT_2, { VK_FORMAT_R32G32B32_SFLOAT, "R32G32B32_SFLOAT " }, // DEC_FLOAT_3, { VK_FORMAT_R32G32B32A32_SFLOAT, "R32G32B32A32_SFLOAT " }, // DEC_FLOAT_4, { VK_FORMAT_R8G8B8A8_SNORM, "R8G8B8A8_SNORM" }, // DEC_S8_3, { VK_FORMAT_R16G16B16A16_SNORM, "R16G16B16A16_SNORM " }, // DEC_S16_3, { VK_FORMAT_R8G8B8A8_UNORM, "R8G8B8A8_UNORM " }, // DEC_U8_1, { VK_FORMAT_R8G8B8A8_UNORM, "R8G8B8A8_UNORM " }, // DEC_U8_2, { VK_FORMAT_R8G8B8A8_UNORM, "R8G8B8A8_UNORM " }, // DEC_U8_3, { VK_FORMAT_R8G8B8A8_UNORM, "R8G8B8A8_UNORM " }, // DEC_U8_4, { VK_FORMAT_R16G16_UNORM, "R16G16_UNORM" }, // DEC_U16_1, { VK_FORMAT_R16G16_UNORM, "R16G16_UNORM" }, // DEC_U16_2, { VK_FORMAT_R16G16B16A16_UNORM, "R16G16B16A16_UNORM " }, // DEC_U16_3, { VK_FORMAT_R16G16B16A16_UNORM, "R16G16B16A16_UNORM " }, // DEC_U16_4, { VK_FORMAT_R8G8_UINT, "R8G8_UINT" }, // DEC_U8A_2, { VK_FORMAT_R16G16_UINT, "R16G16_UINT" }, // DEC_U16A_2, }; void VertexAttribSetup(VkVertexInputAttributeDescription *attr, int fmt, int offset, PspAttributeLocation location) { attr->location = (uint32_t)location; attr->binding = 0; attr->format = VComp[fmt].type; attr->offset = offset; } // Returns the number of attributes that were set. // We could cache these AttributeDescription arrays (with pspFmt as the key), but hardly worth bothering // as we will only call this code when we need to create a new VkPipeline. int SetupVertexAttribs(VkVertexInputAttributeDescription attrs[], const DecVtxFormat &decFmt) { int count = 0; if (decFmt.w0fmt != 0) { VertexAttribSetup(&attrs[count++], decFmt.w0fmt, decFmt.w0off, PspAttributeLocation::W1); } if (decFmt.w1fmt != 0) { VertexAttribSetup(&attrs[count++], decFmt.w1fmt, decFmt.w1off, PspAttributeLocation::W2); } if (decFmt.uvfmt != 0) { VertexAttribSetup(&attrs[count++], decFmt.uvfmt, decFmt.uvoff, PspAttributeLocation::TEXCOORD); } if (decFmt.c0fmt != 0) { VertexAttribSetup(&attrs[count++], decFmt.c0fmt, decFmt.c0off, PspAttributeLocation::COLOR0); } if (decFmt.c1fmt != 0) { VertexAttribSetup(&attrs[count++], decFmt.c1fmt, decFmt.c1off, PspAttributeLocation::COLOR1); } if (decFmt.nrmfmt != 0) { VertexAttribSetup(&attrs[count++], decFmt.nrmfmt, decFmt.nrmoff, PspAttributeLocation::NORMAL); } // Position is always there. VertexAttribSetup(&attrs[count++], decFmt.posfmt, decFmt.posoff, PspAttributeLocation::POSITION); return count; } int SetupVertexAttribsPretransformed(VkVertexInputAttributeDescription attrs[], const DecVtxFormat &decFmt) { int count = 0; VertexAttribSetup(&attrs[count++], DEC_FLOAT_4, 0, PspAttributeLocation::POSITION); VertexAttribSetup(&attrs[count++], DEC_FLOAT_3, 16, PspAttributeLocation::TEXCOORD); VertexAttribSetup(&attrs[count++], DEC_U8_4, 28, PspAttributeLocation::COLOR0); VertexAttribSetup(&attrs[count++], DEC_U8_4, 32, PspAttributeLocation::COLOR1); return count; } static VulkanPipeline *CreateVulkanPipeline(VkDevice device, VkPipelineCache pipelineCache, VkPipelineLayout layout, VkRenderPass renderPass, const VulkanPipelineRasterStateKey &key, const VertexDecoder *vtxDec, VulkanVertexShader *vs, VulkanFragmentShader *fs, bool useHwTransform) { VkPipelineColorBlendAttachmentState blend0 = {}; blend0.blendEnable = key.blendEnable; if (key.blendEnable) { blend0.colorBlendOp = (VkBlendOp)key.blendOpColor; blend0.alphaBlendOp = (VkBlendOp)key.blendOpAlpha; blend0.srcColorBlendFactor = (VkBlendFactor)key.srcColor; blend0.srcAlphaBlendFactor = (VkBlendFactor)key.srcAlpha; blend0.dstColorBlendFactor = (VkBlendFactor)key.destColor; blend0.dstAlphaBlendFactor = (VkBlendFactor)key.destAlpha; } blend0.colorWriteMask = key.colorWriteMask; VkPipelineColorBlendStateCreateInfo cbs = { VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO }; cbs.flags = 0; cbs.pAttachments = &blend0; cbs.attachmentCount = 1; cbs.logicOpEnable = key.logicOpEnable; if (key.logicOpEnable) cbs.logicOp = (VkLogicOp)key.logicOp; else cbs.logicOp = VK_LOGIC_OP_COPY; VkPipelineDepthStencilStateCreateInfo dss = { VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO }; dss.depthBoundsTestEnable = false; dss.stencilTestEnable = key.stencilTestEnable; if (key.stencilTestEnable) { dss.front.compareOp = (VkCompareOp)key.stencilCompareOp; dss.front.passOp = (VkStencilOp)key.stencilPassOp; dss.front.failOp = (VkStencilOp)key.stencilFailOp; dss.front.depthFailOp = (VkStencilOp)key.stencilDepthFailOp; // Back stencil is always the same as front on PSP. memcpy(&dss.back, &dss.front, sizeof(dss.front)); } dss.depthTestEnable = key.depthTestEnable; if (key.depthTestEnable) { dss.depthCompareOp = (VkCompareOp)key.depthCompareOp; dss.depthWriteEnable = key.depthWriteEnable; } VkDynamicState dynamicStates[8]; int numDyn = 0; if (key.blendEnable) { dynamicStates[numDyn++] = VK_DYNAMIC_STATE_BLEND_CONSTANTS; } dynamicStates[numDyn++] = VK_DYNAMIC_STATE_SCISSOR; dynamicStates[numDyn++] = VK_DYNAMIC_STATE_VIEWPORT; if (key.stencilTestEnable) { dynamicStates[numDyn++] = VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK; dynamicStates[numDyn++] = VK_DYNAMIC_STATE_STENCIL_REFERENCE; dynamicStates[numDyn++] = VK_DYNAMIC_STATE_STENCIL_WRITE_MASK; } VkPipelineDynamicStateCreateInfo ds = { VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO }; ds.flags = 0; ds.pDynamicStates = dynamicStates; ds.dynamicStateCount = numDyn; VkPipelineRasterizationStateCreateInfo rs = { VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO }; rs.flags = 0; rs.depthBiasEnable = false; rs.cullMode = key.cullMode; rs.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE; rs.lineWidth = 1.0f; rs.rasterizerDiscardEnable = false; rs.polygonMode = VK_POLYGON_MODE_FILL; rs.depthClampEnable = false; VkPipelineMultisampleStateCreateInfo ms = { VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO }; ms.pSampleMask = nullptr; ms.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT; VkPipelineShaderStageCreateInfo ss[2]; ss[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; ss[0].pNext = nullptr; ss[0].stage = VK_SHADER_STAGE_VERTEX_BIT; ss[0].pSpecializationInfo = nullptr; ss[0].module = vs->GetModule(); ss[0].pName = "main"; ss[0].flags = 0; ss[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; ss[1].pNext = nullptr; ss[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT; ss[1].pSpecializationInfo = nullptr; ss[1].module = fs->GetModule(); ss[1].pName = "main"; ss[1].flags = 0; if (!ss[0].module || !ss[1].module) { ERROR_LOG(G3D, "Failed creating graphics pipeline - bad shaders"); return nullptr; } VkPipelineInputAssemblyStateCreateInfo inputAssembly = { VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO }; inputAssembly.flags = 0; inputAssembly.topology = (VkPrimitiveTopology)key.topology; inputAssembly.primitiveRestartEnable = false; int vertexStride = 0; int offset = 0; VkVertexInputAttributeDescription attrs[8]; int attributeCount; if (useHwTransform) { attributeCount = SetupVertexAttribs(attrs, vtxDec->decFmt); vertexStride = vtxDec->decFmt.stride; } else { attributeCount = SetupVertexAttribsPretransformed(attrs, vtxDec->decFmt); vertexStride = 36; } VkVertexInputBindingDescription ibd; ibd.binding = 0; ibd.inputRate = VK_VERTEX_INPUT_RATE_VERTEX; ibd.stride = vertexStride; VkPipelineVertexInputStateCreateInfo vis = { VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO }; vis.flags = 0; vis.vertexBindingDescriptionCount = 1; vis.pVertexBindingDescriptions = &ibd; vis.vertexAttributeDescriptionCount = attributeCount; vis.pVertexAttributeDescriptions = attrs; VkPipelineViewportStateCreateInfo views = { VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO }; views.flags = 0; views.viewportCount = 1; views.scissorCount = 1; views.pViewports = nullptr; // dynamic views.pScissors = nullptr; // dynamic VkGraphicsPipelineCreateInfo pipe = { VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO }; pipe.flags = 0; pipe.stageCount = 2; pipe.pStages = ss; pipe.basePipelineIndex = 0; pipe.pColorBlendState = &cbs; pipe.pDepthStencilState = &dss; pipe.pRasterizationState = &rs; // We will use dynamic viewport state. pipe.pVertexInputState = &vis; pipe.pViewportState = &views; pipe.pTessellationState = nullptr; pipe.pDynamicState = &ds; pipe.pInputAssemblyState = &inputAssembly; pipe.pMultisampleState = &ms; pipe.layout = layout; pipe.basePipelineHandle = VK_NULL_HANDLE; pipe.basePipelineIndex = 0; pipe.renderPass = renderPass; pipe.subpass = 0; VkPipeline pipeline; VkResult result = vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipe, nullptr, &pipeline); if (result != VK_SUCCESS) { ERROR_LOG(G3D, "Failed creating graphics pipeline!"); return nullptr; } VulkanPipeline *vulkanPipeline = new VulkanPipeline(); vulkanPipeline->pipeline = pipeline; vulkanPipeline->uniformBlocks = UB_VS_FS_BASE; if (useHwTransform) { if (vs->HasLights()) { vulkanPipeline->uniformBlocks |= UB_VS_LIGHTS; } if (vs->HasBones()) { vulkanPipeline->uniformBlocks |= UB_VS_BONES; } } return vulkanPipeline; } VulkanPipeline *PipelineManagerVulkan::GetOrCreatePipeline(VkPipelineLayout layout, const VulkanPipelineRasterStateKey &rasterKey, const VertexDecoder *vtxDec, VulkanVertexShader *vs, VulkanFragmentShader *fs, bool useHwTransform) { VulkanPipelineKey key; key.raster = rasterKey; key.useHWTransform = useHwTransform; key.vShader = vs->GetModule(); key.fShader = fs->GetModule(); key.vtxDec = useHwTransform ? vtxDec : nullptr; auto iter = pipelines_.find(key); if (iter != pipelines_.end()) { return iter->second; } VulkanPipeline *pipeline = CreateVulkanPipeline( vulkan_->GetDevice(), pipelineCache_, layout, vulkan_->GetSurfaceRenderPass(), rasterKey, vtxDec, vs, fs, useHwTransform); pipelines_[key] = pipeline; return pipeline; } std::vector PipelineManagerVulkan::DebugGetObjectIDs(DebugShaderType type) { std::string id; std::vector ids; switch (type) { case SHADER_TYPE_PIPELINE: { for (auto iter : pipelines_) { iter.first.ToString(&id); ids.push_back(id); } } break; default: break; } return ids; } std::string PipelineManagerVulkan::DebugGetObjectString(std::string id, DebugShaderType type, DebugShaderStringType stringType) { if (type != SHADER_TYPE_PIPELINE) return "N/A"; VulkanPipelineKey shaderId; shaderId.FromString(id); auto iter = pipelines_.find(shaderId); if (iter == pipelines_.end()) { return ""; } switch (stringType) { case SHADER_STRING_SHORT_DESC: { return StringFromFormat("%p", &iter->second); } case SHADER_STRING_SOURCE_CODE: { return "N/A"; } default: return "N/A"; } }