// Copyright (c) 2015- 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/. #pragma once #include "Common/Vulkan/VulkanLoader.h" #include "GPU/Common/FramebufferCommon.h" #include "GPU/GPUInterface.h" #include "GPU/Common/GPUDebugInterface.h" #include "GPU/Vulkan/VulkanUtil.h" // TODO: Remove? enum VulkanFBOColorDepth { VK_FBO_8888, VK_FBO_565, VK_FBO_4444, VK_FBO_5551, }; class TextureCacheVulkan; class DrawEngineVulkan; class VulkanContext; class ShaderManagerVulkan; class VulkanTexture; class VulkanPushBuffer; struct PostShaderUniforms { float texelDelta[2]; float pad[2]; float pixelDelta[2]; float pad0[2]; float time[4]; }; static const char *ub_post_shader = R"( vec2 texelDelta; vec2 pixelDelta; vec4 time; )"; // Simple struct for asynchronous PBO readbacks // TODO: Probably will need a complete redesign. struct AsyncPBOVulkan { // handle; u32 maxSize; u32 fb_address; u32 stride; u32 height; u32 size; GEBufferFormat format; bool reading; }; struct CardboardSettings { bool enabled; float leftEyeXPosition; float rightEyeXPosition; float screenYPosition; float screenWidth; float screenHeight; }; class FramebufferManagerVulkan : public FramebufferManagerCommon { public: FramebufferManagerVulkan(VulkanContext *vulkan); ~FramebufferManagerVulkan(); void SetTextureCache(TextureCacheVulkan *tc) { textureCache_ = tc; } void SetShaderManager(ShaderManagerVulkan *sm) { shaderManager_ = sm; } void SetDrawEngine(DrawEngineVulkan *td) { drawEngine_ = td; } void DrawPixels(VirtualFramebuffer *vfb, int dstX, int dstY, const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) override; void DrawFramebufferToOutput(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, bool applyPostShader) override; // If texture != 0, will bind it. // x,y,w,h are relative to destW, destH which fill out the target completely. void DrawTexture(VulkanTexture *texture, float x, float y, float w, float h, float destW, float destH, float u0, float v0, float u1, float v1, VkPipeline pipeline, int uvRotation); void DestroyAllFBOs(bool forceDelete); virtual void Init() override; void BeginFrameVulkan(); // there's a BeginFrame in the base class, which this calls void EndFrame(); void Resized(); void DeviceLost(); void CopyDisplayToOutput(); int GetLineWidth(); void ReformatFramebufferFrom(VirtualFramebuffer *vfb, GEBufferFormat old); void BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst); // For use when texturing from a framebuffer. May create a duplicate if target. VulkanTexture *GetFramebufferColor(u32 fbRawAddress, VirtualFramebuffer *framebuffer, int flags); // Reads a rectangular subregion of a framebuffer to the right position in its backing memory. void ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool sync, int x, int y, int w, int h) override; void DownloadFramebufferForClut(u32 fb_address, u32 loadBytes) override; std::vector GetFramebufferList(); bool NotifyStencilUpload(u32 addr, int size, bool skipZero = false) override; void DestroyFramebuf(VirtualFramebuffer *vfb) override; void ResizeFramebufFBO(VirtualFramebuffer *vfb, u16 w, u16 h, bool force = false) override; bool GetFramebuffer(u32 fb_address, int fb_stride, GEBufferFormat format, GPUDebugBuffer &buffer); bool GetDepthbuffer(u32 fb_address, int fb_stride, u32 z_address, int z_stride, GPUDebugBuffer &buffer); bool GetStencilbuffer(u32 fb_address, int fb_stride, GPUDebugBuffer &buffer); static bool GetDisplayFramebuffer(GPUDebugBuffer &buffer); virtual void RebindFramebuffer() override; // VulkanFBO *GetTempFBO(u16 w, u16 h, VulkanFBOColorDepth depth = VK_FBO_8888); // Cardboard Settings Calculator struct CardboardSettings * GetCardboardSettings(struct CardboardSettings * cardboardSettings); // Pass management // void BeginPassClear() // If within a render pass, this will just issue a regular clear. If beginning a new render pass, // do that. void NotifyClear(bool clearColor, bool clearAlpha, bool clearDepth, uint32_t color, float depth); void NotifyDraw() { DoNotifyDraw(); } protected: void DisableState() override {} void ClearBuffer(bool keepState = false) override; void FlushBeforeCopy() override; void DecimateFBOs() override; // Used by ReadFramebufferToMemory and later framebuffer block copies void BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp) override; void NotifyRenderFramebufferCreated(VirtualFramebuffer *vfb) override; void NotifyRenderFramebufferSwitched(VirtualFramebuffer *prevVfb, VirtualFramebuffer *vfb, bool isClearingDepth) override; void NotifyRenderFramebufferUpdated(VirtualFramebuffer *vfb, bool vfbFormatChanged) override; bool CreateDownloadTempBuffer(VirtualFramebuffer *nvfb) override; void UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb) override; private: // The returned texture does not need to be free'd, might be returned from a pool (currently single entry) VulkanTexture *MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height); void DoNotifyDraw(); VkCommandBuffer AllocFrameCommandBuffer(); void UpdatePostShaderUniforms(int bufferWidth, int bufferHeight, int renderWidth, int renderHeight); void PackFramebufferAsync_(VirtualFramebuffer *vfb); void PackFramebufferSync_(VirtualFramebuffer *vfb, int x, int y, int w, int h); VulkanContext *vulkan_; // The command buffer of the current framebuffer pass being rendered to. // One framebuffer can be used as a texturing source at multiple times in a frame, // but then the contents have to be copied out into a new texture every time. VkCommandBuffer curCmd_; VkCommandBuffer cmdInit_; // Used by DrawPixels VulkanTexture *drawPixelsTex_; GEBufferFormat drawPixelsTexFormat_; u8 *convBuf_; u32 convBufSize_; TextureCacheVulkan *textureCache_; ShaderManagerVulkan *shaderManager_; DrawEngineVulkan *drawEngine_; bool resized_; AsyncPBOVulkan *pixelBufObj_; int currentPBO_; enum { MAX_COMMAND_BUFFERS = 32, }; struct FrameData { VkCommandPool cmdPool_; // Keep track of command buffers we allocated so we can reset or free them at an appropriate point. VkCommandBuffer commandBuffers_[MAX_COMMAND_BUFFERS]; VulkanPushBuffer *push_; int numCommandBuffers_; int totalCommandBuffers_; }; FrameData frameData_[2]; int curFrame_; // This gets copied to the current frame's push buffer as needed. PostShaderUniforms postUniforms_; // Renderpasses, all combination of preserving or clearing fb contents VkRenderPass rpLoadColorLoadDepth_; VkRenderPass rpClearColorLoadDepth_; VkRenderPass rpLoadColorClearDepth_; VkRenderPass rpClearColorClearDepth_; VkPipelineCache pipelineCache2D_; // Basic shaders VkShaderModule fsBasicTex_; VkShaderModule vsBasicTex_; VkPipeline pipelineBasicTex_; // Postprocessing VkPipeline pipelinePostShader_; VkSampler linearSampler_; VkSampler nearestSampler_; // Simple 2D drawing engine. Vulkan2D vulkan2D_; };