// Copyright (c) 2014- 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 "Common/Vulkan/VulkanContext.h" #include "GPU/GPUState.h" #include "GPU/Common/DepalettizeShaderCommon.h" #include "GPU/Vulkan/DepalettizeShaderVulkan.h" #include "GPU/Vulkan/VulkanUtil.h" #include "Common/Vulkan/VulkanImage.h" static const char depal_vs[] = R"(#version 400 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (location = 0) in vec3 a_position; layout (location = 1) in vec2 a_texcoord0; layout (location = 0) out vec2 v_texcoord0; out gl_PerVertex { vec4 gl_Position; }; void main() { v_texcoord0 = a_texcoord0; gl_Position = vec4(a_position, 1.0); } )"; static VkFormat GetClutDestFormat(GEPaletteFormat format) { switch (format) { case GE_CMODE_16BIT_ABGR4444: return VK_FORMAT_R4G4B4A4_UNORM_PACK16; case GE_CMODE_16BIT_ABGR5551: return VK_FORMAT_A1R5G5B5_UNORM_PACK16; case GE_CMODE_16BIT_BGR5650: return VK_FORMAT_R5G6B5_UNORM_PACK16; case GE_CMODE_32BIT_ABGR8888: return VK_FORMAT_R8G8B8A8_UNORM; } return VK_FORMAT_UNDEFINED; } DepalShaderCacheVulkan::DepalShaderCacheVulkan(Draw::DrawContext *draw, VulkanContext *vulkan) : draw_(draw), vulkan_(vulkan) { std::string errors; vshader_ = CompileShaderModule(vulkan_, VK_SHADER_STAGE_VERTEX_BIT, depal_vs, &errors); assert(vshader_ != VK_NULL_HANDLE); } DepalShaderCacheVulkan::~DepalShaderCacheVulkan() { Clear(); vulkan_->Delete().QueueDeleteShaderModule(vshader_); } DepalShaderVulkan *DepalShaderCacheVulkan::GetDepalettizeShader(uint32_t clutMode, GEBufferFormat pixelFormat) { u32 id = GenerateShaderID(clutMode, pixelFormat); auto shader = cache_.find(id); if (shader != cache_.end()) { return shader->second; } VkRenderPass rp = (VkRenderPass)draw_->GetNativeObject(Draw::NativeObject::FRAMEBUFFER_RENDERPASS); char *buffer = new char[2048]; GenerateDepalShader(buffer, pixelFormat, GLSL_VULKAN); std::string error; VkShaderModule fshader = CompileShaderModule(vulkan_, VK_SHADER_STAGE_FRAGMENT_BIT, buffer, &error); if (fshader == VK_NULL_HANDLE) { Crash(); delete[] buffer; return nullptr; } VkPipeline pipeline = vulkan2D_->GetPipeline(rp, vshader_, fshader); // Can delete the shader module now that the pipeline has been created. // Maybe don't even need to queue it.. vulkan_->Delete().QueueDeleteShaderModule(fshader); DepalShaderVulkan *depal = new DepalShaderVulkan(); depal->pipeline = pipeline; depal->code = buffer; cache_[id] = depal; return depal; } VulkanTexture *DepalShaderCacheVulkan::GetClutTexture(GEPaletteFormat clutFormat, u32 clutID, u32 *rawClut) { VkCommandBuffer cmd = (VkCommandBuffer)draw_->GetNativeObject(Draw::NativeObject::INIT_COMMANDBUFFER); const u32 realClutID = clutID ^ clutFormat; auto oldtex = texCache_.find(realClutID); if (oldtex != texCache_.end()) { oldtex->second->lastFrame = gpuStats.numFlips; return oldtex->second->texture; } VkFormat destFormat = GetClutDestFormat(clutFormat); int texturePixels = clutFormat == GE_CMODE_32BIT_ABGR8888 ? 256 : 512; VkBuffer pushBuffer; uint32_t pushOffset = push_->PushAligned(rawClut, 1024, 4, &pushBuffer); VulkanTexture *vktex = new VulkanTexture(vulkan_, alloc_); if (!vktex->CreateDirect(cmd, texturePixels, 1, 1, destFormat, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT, nullptr)) { Crash(); } vktex->UploadMip(cmd, 0, texturePixels, 1, pushBuffer, pushOffset, texturePixels); vktex->EndCreate(cmd); DepalTextureVulkan *tex = new DepalTextureVulkan(); tex->texture = vktex; tex->lastFrame = gpuStats.numFlips; texCache_[realClutID] = tex; return tex->texture; } void DepalShaderCacheVulkan::Clear() { for (auto shader = cache_.begin(); shader != cache_.end(); ++shader) { // Delete the shader/pipeline too. vulkan_->Delete().QueueDeletePipeline(shader->second->pipeline); delete[] shader->second->code; delete shader->second; } cache_.clear(); for (auto tex = texCache_.begin(); tex != texCache_.end(); ++tex) { delete tex->second->texture; delete tex->second; } texCache_.clear(); } void DepalShaderCacheVulkan::Decimate() { // We don't bother decimating the generated shaders, there are never very many of them. for (auto tex = texCache_.begin(); tex != texCache_.end(); ) { if (tex->second->lastFrame + DEPAL_TEXTURE_OLD_AGE < gpuStats.numFlips) { delete tex->second->texture; delete tex->second; texCache_.erase(tex++); } else { ++tex; } } } u32 DepalShaderCacheVulkan::GenerateShaderID(uint32_t clutMode, GEBufferFormat pixelFormat) { return (clutMode & 0xFFFFFF) | (pixelFormat << 24); }