// Copyright (c) 2016- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program 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 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #include "base/basictypes.h" #include "Common/Log.h" #include "Common/Vulkan/VulkanContext.h" #include "GPU/Vulkan/VulkanUtil.h" VulkanFBO::VulkanFBO() : color_(nullptr), depthStencil_(nullptr) {} VulkanFBO::~VulkanFBO() { delete color_; delete depthStencil_; } void VulkanFBO::Create(VulkanContext *vulkan, VkRenderPass rp_compatible, int width, int height, VkFormat color_Format) { color_ = new VulkanTexture(vulkan); VkImageCreateFlags flags = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT; color_->CreateDirect(width, height, 1, VK_FORMAT_R8G8B8A8_UNORM, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, flags | VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, nullptr); depthStencil_->CreateDirect(width, height, 1, VK_FORMAT_D24_UNORM_S8_UINT, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, flags | VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT, nullptr); VkImageView views[2] = { color_->GetImageView(), depthStencil_->GetImageView() }; VkFramebufferCreateInfo fb = { VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO }; fb.pAttachments = views; fb.attachmentCount = 2; fb.flags = 0; fb.renderPass = rp_compatible; fb.width = width; fb.height = height; fb.layers = 1; vkCreateFramebuffer(vulkan->GetDevice(), &fb, nullptr, &framebuffer_); } Vulkan2D::Vulkan2D(VulkanContext *vulkan) : vulkan_(vulkan) { InitDeviceObjects(); } Vulkan2D::~Vulkan2D() { DestroyDeviceObjects(); } void Vulkan2D::DestroyDeviceObjects() { for (int i = 0; i < 2; i++) { if (frameData_[i].descPool != VK_NULL_HANDLE) { vulkan_->Delete().QueueDeleteDescriptorPool(frameData_[i].descPool); } } for (auto it : pipelines_) { vulkan_->Delete().QueueDeletePipeline(it.second); } pipelines_.clear(); VkDevice device = vulkan_->GetDevice(); if (descriptorSetLayout_ != VK_NULL_HANDLE) { vkDestroyDescriptorSetLayout(device, descriptorSetLayout_, nullptr); descriptorSetLayout_ = VK_NULL_HANDLE; } if (pipelineLayout_ != VK_NULL_HANDLE) { vkDestroyPipelineLayout(device, pipelineLayout_, nullptr); pipelineLayout_ = VK_NULL_HANDLE; } } void Vulkan2D::InitDeviceObjects() { // All resources we need for PSP drawing. Usually only bindings 0 and 2-4 are populated. VkDescriptorSetLayoutBinding bindings[2] = {}; bindings[0].descriptorCount = 1; bindings[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; bindings[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT; bindings[0].binding = 0; bindings[1].descriptorCount = 1; bindings[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; bindings[1].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT; bindings[1].binding = 1; VkDevice device = vulkan_->GetDevice(); VkDescriptorSetLayoutCreateInfo dsl = { VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO }; dsl.bindingCount = 2; dsl.pBindings = bindings; VkResult res = vkCreateDescriptorSetLayout(device, &dsl, nullptr, &descriptorSetLayout_); assert(VK_SUCCESS == res); VkDescriptorPoolSize dpTypes[1]; dpTypes[0].descriptorCount = 200; dpTypes[0].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; VkDescriptorPoolCreateInfo dp = { VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO }; dp.flags = 0; // Don't want to mess around with individually freeing these, let's go fixed each frame and zap the whole array. Might try the dynamic approach later. dp.maxSets = 200; dp.pPoolSizes = dpTypes; dp.poolSizeCount = ARRAY_SIZE(dpTypes); for (int i = 0; i < 2; i++) { VkResult res = vkCreateDescriptorPool(vulkan_->GetDevice(), &dp, nullptr, &frameData_[i].descPool); assert(VK_SUCCESS == res); } VkPushConstantRange push = {}; push.offset = 0; push.size = 32; push.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT; VkPipelineLayoutCreateInfo pl = { VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO }; pl.pPushConstantRanges = &push; pl.pushConstantRangeCount = 1; pl.setLayoutCount = 1; pl.pSetLayouts = &descriptorSetLayout_; pl.flags = 0; res = vkCreatePipelineLayout(device, &pl, nullptr, &pipelineLayout_); assert(VK_SUCCESS == res); } void Vulkan2D::DeviceLost() { DestroyDeviceObjects(); } void Vulkan2D::DeviceRestore(VulkanContext *vulkan) { vulkan_ = vulkan; InitDeviceObjects(); } void Vulkan2D::BeginFrame() { FrameData &frame = frameData_[curFrame_]; frame.descSets.clear(); vkResetDescriptorPool(vulkan_->GetDevice(), frame.descPool, 0); } void Vulkan2D::EndFrame() { curFrame_ = (curFrame_ + 1) & 1; } VkDescriptorSet Vulkan2D::GetDescriptorSet(VkImageView tex1, VkSampler sampler1, VkImageView tex2, VkSampler sampler2) { DescriptorSetKey key; key.imageView[0] = tex1; key.imageView[1] = tex2; key.sampler[0] = sampler1; key.sampler[1] = sampler2; FrameData *frame = &frameData_[curFrame_ & 1]; auto iter = frame->descSets.find(key); if (iter != frame->descSets.end()) { return iter->second; } // Didn't find one in the frame descriptor set cache, let's make a new one. // We wipe the cache on every frame. VkDescriptorSet desc; VkDescriptorSetAllocateInfo descAlloc = { VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO }; descAlloc.pSetLayouts = &descriptorSetLayout_; descAlloc.descriptorPool = frame->descPool; descAlloc.descriptorSetCount = 1; VkResult result = vkAllocateDescriptorSets(vulkan_->GetDevice(), &descAlloc, &desc); assert(result == VK_SUCCESS); // We just don't write to the slots we don't care about. VkWriteDescriptorSet writes[2]; memset(writes, 0, sizeof(writes)); // Main and sub textures int n = 0; VkDescriptorImageInfo image1 = {}; VkDescriptorImageInfo image2 = {}; if (tex1) { // TODO: Also support LAYOUT_GENERAL to be able to texture from framebuffers without transitioning them? image1.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; image1.imageView = tex1; image1.sampler = sampler1; writes[n].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; writes[n].dstBinding = 0; writes[n].pImageInfo = &image1; writes[n].descriptorCount = 1; writes[n].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; writes[n].dstSet = desc; n++; } if (tex2) { // TODO: Also support LAYOUT_GENERAL to be able to texture from framebuffers without transitioning them? image2.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; image2.imageView = tex2; image2.sampler = sampler2; writes[n].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; writes[n].dstBinding = 1; writes[n].pImageInfo = &image2; writes[n].descriptorCount = 1; writes[n].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; writes[n].dstSet = desc; n++; } vkUpdateDescriptorSets(vulkan_->GetDevice(), n, writes, 0, nullptr); frame->descSets[key] = desc; return desc; } VkPipeline Vulkan2D::GetPipeline(VkPipelineCache cache, VkRenderPass rp, VkShaderModule vs, VkShaderModule fs) { PipelineKey key; key.vs = vs; key.fs = fs; auto iter = pipelines_.find(key); if (iter != pipelines_.end()) { return iter->second; } VkPipelineColorBlendAttachmentState blend0 = {}; blend0.blendEnable = false; blend0.colorWriteMask = 0xF; VkPipelineColorBlendStateCreateInfo cbs = { VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO }; cbs.pAttachments = &blend0; cbs.attachmentCount = 1; cbs.logicOpEnable = false; VkPipelineDepthStencilStateCreateInfo dss = { VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO }; dss.depthBoundsTestEnable = false; dss.stencilTestEnable = false; dss.depthTestEnable = false; VkDynamicState dynamicStates[2]; int numDyn = 0; dynamicStates[numDyn++] = VK_DYNAMIC_STATE_SCISSOR; dynamicStates[numDyn++] = VK_DYNAMIC_STATE_VIEWPORT; VkPipelineDynamicStateCreateInfo ds = { VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO }; ds.pDynamicStates = dynamicStates; ds.dynamicStateCount = numDyn; VkPipelineRasterizationStateCreateInfo rs = { VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO }; rs.lineWidth = 1.0f; VkPipelineMultisampleStateCreateInfo ms = { VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO }; ms.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT; VkPipelineShaderStageCreateInfo ss[2] = {}; ss[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; ss[0].stage = VK_SHADER_STAGE_VERTEX_BIT; ss[0].module = vs; ss[0].pName = "main"; ss[0].flags = 0; ss[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; ss[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT; ss[1].module = fs; ss[1].pName = "main"; ss[1].flags = 0; VkPipelineInputAssemblyStateCreateInfo inputAssembly = { VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO }; inputAssembly.flags = 0; inputAssembly.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP; inputAssembly.primitiveRestartEnable = true; VkVertexInputAttributeDescription attrs[2]; int attributeCount = 2; attrs[0].binding = 0; attrs[0].format = VK_FORMAT_R32G32B32_SFLOAT; attrs[0].location = 0; attrs[0].offset = 0; attrs[1].binding = 0; attrs[1].format = VK_FORMAT_R32G32_SFLOAT; attrs[1].location = 1; attrs[1].offset = 12; int vertexStride = 12 + 8; 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.vertexBindingDescriptionCount = 1; vis.pVertexBindingDescriptions = &ibd; vis.vertexAttributeDescriptionCount = attributeCount; vis.pVertexAttributeDescriptions = attrs; VkPipelineViewportStateCreateInfo views = { VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO }; 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 = pipelineLayout_; pipe.basePipelineHandle = VK_NULL_HANDLE; pipe.basePipelineIndex = 0; pipe.renderPass = rp; pipe.subpass = 0; VkPipeline pipeline; VkResult result = vkCreateGraphicsPipelines(vulkan_->GetDevice(), cache, 1, &pipe, nullptr, &pipeline); if (result == VK_SUCCESS) { pipelines_[key] = pipeline; return pipeline; } else { return VK_NULL_HANDLE; } } void Vulkan2D::BindDescriptorSet(VkCommandBuffer cmd, VkImageView tex1, VkSampler sampler1) { VkDescriptorSet descSet = GetDescriptorSet(tex1, sampler1, VK_NULL_HANDLE, VK_NULL_HANDLE); vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout_, 0, 1, &descSet, 0, nullptr); } VkShaderModule CompileShaderModule(VulkanContext *vulkan, VkShaderStageFlagBits stage, const char *code, std::string *error) { std::vector spirv; bool success = GLSLtoSPV(stage, code, spirv, error); if (!error->empty()) { if (success) { ERROR_LOG(G3D, "Warnings in shader compilation!"); } else { ERROR_LOG(G3D, "Error in shader compilation!"); } ERROR_LOG(G3D, "Messages: %s", error->c_str()); ERROR_LOG(G3D, "Shader source:\n%s", code); OutputDebugStringUTF8("Messages:\n"); OutputDebugStringUTF8(error->c_str()); return VK_NULL_HANDLE; } else { VkShaderModule module; if (vulkan->CreateShaderModule(spirv, &module)) { return module; } else { return VK_NULL_HANDLE; } } }