// 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/. #include #include "Common/Profiler/Profiler.h" #include "Common/System/Display.h" #include "Common/Math/lin/matrix4x4.h" #include "Common/Data/Convert/ColorConv.h" #include "Common/Data/Convert/SmallDataConvert.h" #include "Common/GPU/thin3d.h" #include "Common/GPU/Vulkan/VulkanContext.h" #include "Common/GPU/Vulkan/VulkanMemory.h" #include "Common/GPU/Vulkan/VulkanImage.h" #include "Common/GPU/Vulkan/VulkanRenderManager.h" #include "Core/MemMap.h" #include "Core/Config.h" #include "Core/ConfigValues.h" #include "Core/System.h" #include "Core/Reporting.h" #include "Core/HLE/sceDisplay.h" #include "GPU/ge_constants.h" #include "GPU/GPUInterface.h" #include "GPU/GPUState.h" #include "GPU/Common/TextureDecoder.h" #include "GPU/Common/FramebufferManagerCommon.h" #include "GPU/Debugger/Stepping.h" #include "GPU/Vulkan/FramebufferManagerVulkan.h" #include "GPU/Vulkan/DrawEngineVulkan.h" #include "GPU/Vulkan/TextureCacheVulkan.h" #include "GPU/Vulkan/ShaderManagerVulkan.h" #include "GPU/Vulkan/VulkanUtil.h" static const char tex_fs[] = R"(#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 0) uniform sampler2D sampler0; layout (location = 0) in vec2 v_texcoord0; layout (location = 0) out vec4 fragColor; void main() { fragColor = texture(sampler0, v_texcoord0); } )"; static const char tex_vs[] = R"(#version 450 #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); } )"; FramebufferManagerVulkan::FramebufferManagerVulkan(Draw::DrawContext *draw, VulkanContext *vulkan) : FramebufferManagerCommon(draw), vulkan_(vulkan) { presentation_->SetLanguage(GLSL_VULKAN); InitDeviceObjects(); // After a blit we do need to rebind for the VulkanRenderManager to know what to do. needGLESRebinds_ = true; } FramebufferManagerVulkan::~FramebufferManagerVulkan() { DeviceLost(); } void FramebufferManagerVulkan::SetTextureCache(TextureCacheVulkan *tc) { textureCacheVulkan_ = tc; textureCache_ = tc; } void FramebufferManagerVulkan::SetShaderManager(ShaderManagerVulkan *sm) { shaderManagerVulkan_ = sm; shaderManager_ = sm; } void FramebufferManagerVulkan::SetDrawEngine(DrawEngineVulkan *td) { drawEngineVulkan_ = td; drawEngine_ = td; } void FramebufferManagerVulkan::InitDeviceObjects() { std::string fs_errors, vs_errors; fsBasicTex_ = CompileShaderModule(vulkan_, VK_SHADER_STAGE_FRAGMENT_BIT, tex_fs, &fs_errors); vsBasicTex_ = CompileShaderModule(vulkan_, VK_SHADER_STAGE_VERTEX_BIT, tex_vs, &vs_errors); _assert_(fsBasicTex_ != VK_NULL_HANDLE); _assert_(vsBasicTex_ != VK_NULL_HANDLE); VkSamplerCreateInfo samp = { VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO }; samp.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE; samp.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE; samp.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE; samp.magFilter = VK_FILTER_NEAREST; samp.minFilter = VK_FILTER_NEAREST; VkResult res = vkCreateSampler(vulkan_->GetDevice(), &samp, nullptr, &nearestSampler_); _assert_(res == VK_SUCCESS); samp.magFilter = VK_FILTER_LINEAR; samp.minFilter = VK_FILTER_LINEAR; res = vkCreateSampler(vulkan_->GetDevice(), &samp, nullptr, &linearSampler_); _assert_(res == VK_SUCCESS); } void FramebufferManagerVulkan::DestroyDeviceObjects() { if (fsBasicTex_ != VK_NULL_HANDLE) { vulkan2D_->PurgeFragmentShader(fsBasicTex_); vulkan_->Delete().QueueDeleteShaderModule(fsBasicTex_); } if (vsBasicTex_ != VK_NULL_HANDLE) { vulkan2D_->PurgeVertexShader(vsBasicTex_); vulkan_->Delete().QueueDeleteShaderModule(vsBasicTex_); } if (stencilFs_ != VK_NULL_HANDLE) { vulkan2D_->PurgeFragmentShader(stencilFs_); vulkan_->Delete().QueueDeleteShaderModule(stencilFs_); } if (stencilVs_ != VK_NULL_HANDLE) { vulkan2D_->PurgeVertexShader(stencilVs_); vulkan_->Delete().QueueDeleteShaderModule(stencilVs_); } if (linearSampler_ != VK_NULL_HANDLE) vulkan_->Delete().QueueDeleteSampler(linearSampler_); if (nearestSampler_ != VK_NULL_HANDLE) vulkan_->Delete().QueueDeleteSampler(nearestSampler_); } void FramebufferManagerVulkan::NotifyClear(bool clearColor, bool clearAlpha, bool clearDepth, uint32_t color, float depth) { int mask = 0; // The Clear detection takes care of doing a regular draw instead if separate masking // of color and alpha is needed, so we can just treat them as the same. if (clearColor || clearAlpha) mask |= Draw::FBChannel::FB_COLOR_BIT; if (clearDepth) mask |= Draw::FBChannel::FB_DEPTH_BIT; if (clearAlpha) mask |= Draw::FBChannel::FB_STENCIL_BIT; // Note that since the alpha channel and the stencil channel are shared on the PSP, // when we clear alpha, we also clear stencil to the same value. draw_->Clear(mask, color, depth, color >> 24); if (clearColor || clearAlpha) { SetColorUpdated(gstate_c.skipDrawReason); } if (clearDepth) { SetDepthUpdated(); } } void FramebufferManagerVulkan::DrawActiveTexture(float x, float y, float w, float h, float destW, float destH, float u0, float v0, float u1, float v1, int uvRotation, int flags) { float texCoords[8] = { u0,v0, u1,v0, u1,v1, u0,v1, }; if (uvRotation != ROTATION_LOCKED_HORIZONTAL) { float temp[8]; int rotation = 0; switch (uvRotation) { case ROTATION_LOCKED_HORIZONTAL180: rotation = 4; break; case ROTATION_LOCKED_VERTICAL: rotation = 2; break; case ROTATION_LOCKED_VERTICAL180: rotation = 6; break; } for (int i = 0; i < 8; i++) { temp[i] = texCoords[(i + rotation) & 7]; } memcpy(texCoords, temp, sizeof(temp)); } Vulkan2D::Vertex vtx[4] = { {x, y, 0, texCoords[0], texCoords[1]}, {x + w, y, 0, texCoords[2], texCoords[3]}, {x, y + h, 0, texCoords[6], texCoords[7]}, {x + w, y + h, 0, texCoords[4], texCoords[5]}, }; float invDestW = 1.0f / (destW * 0.5f); float invDestH = 1.0f / (destH * 0.5f); for (int i = 0; i < 4; i++) { vtx[i].x = vtx[i].x * invDestW - 1.0f; vtx[i].y = vtx[i].y * invDestH - 1.0f; } if ((flags & DRAWTEX_TO_BACKBUFFER) && g_display_rotation != DisplayRotation::ROTATE_0) { for (int i = 0; i < 4; i++) { Lin::Vec3 v(vtx[i].x, vtx[i].y, 0.0f); // backwards notation, should fix that... v = v * g_display_rot_matrix; vtx[i].x = v.x; vtx[i].y = v.y; } } draw_->FlushState(); // TODO: Should probably use draw_ directly and not go low level VulkanRenderManager *renderManager = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER); VkImageView view = (VkImageView)draw_->GetNativeObject(Draw::NativeObject::BOUND_TEXTURE0_IMAGEVIEW); VkDescriptorSet descSet = vulkan2D_->GetDescriptorSet(view, (flags & DRAWTEX_LINEAR) ? linearSampler_ : nearestSampler_, VK_NULL_HANDLE, VK_NULL_HANDLE); VkBuffer vbuffer; VkDeviceSize offset = push_->Push(vtx, sizeof(vtx), &vbuffer); renderManager->BindPipeline(cur2DPipeline_, (PipelineFlags)0); renderManager->Draw(vulkan2D_->GetPipelineLayout(), descSet, 0, nullptr, vbuffer, offset, 4); } void FramebufferManagerVulkan::Bind2DShader() { VkRenderPass rp = (VkRenderPass)draw_->GetNativeObject(Draw::NativeObject::COMPATIBLE_RENDERPASS); cur2DPipeline_ = vulkan2D_->GetPipeline(rp, vsBasicTex_, fsBasicTex_); } void FramebufferManagerVulkan::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp, const char *tag) { if (!dst->fbo || !src->fbo || !useBufferedRendering_) { // This can happen if they recently switched from non-buffered. if (useBufferedRendering_) { draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "BlitFramebuffer_Fail"); gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE); } return; } // Perform a little bit of clipping first. // Block transfer coords are unsigned so I don't think we need to clip on the left side.. if (dstX + w > dst->bufferWidth) { w -= dstX + w - dst->bufferWidth; } if (dstY + h > dst->bufferHeight) { h -= dstY + h - dst->bufferHeight; } if (srcX + w > src->bufferWidth) { w -= srcX + w - src->bufferWidth; } if (srcY + h > src->bufferHeight) { h -= srcY + h - src->bufferHeight; } if (w <= 0 || h <= 0) { // The whole rectangle got clipped. return; } float srcXFactor = (float)src->renderScaleFactor; float srcYFactor = (float)src->renderScaleFactor; // Some games use wrong-format block transfers. Simulate that. const int srcBpp = src->format == GE_FORMAT_8888 ? 4 : 2; if (srcBpp != bpp && bpp != 0) { srcXFactor = (srcXFactor * bpp) / srcBpp; } int srcX1 = srcX * srcXFactor; int srcX2 = (srcX + w) * srcXFactor; int srcY1 = srcY * srcYFactor; int srcY2 = (srcY + h) * srcYFactor; float dstXFactor = (float)dst->renderScaleFactor; float dstYFactor = (float)dst->renderScaleFactor; const int dstBpp = dst->format == GE_FORMAT_8888 ? 4 : 2; if (dstBpp != bpp && bpp != 0) { dstXFactor = (dstXFactor * bpp) / dstBpp; } int dstX1 = dstX * dstXFactor; int dstX2 = (dstX + w) * dstXFactor; int dstY1 = dstY * dstYFactor; int dstY2 = (dstY + h) * dstYFactor; if (src == dst && srcX == dstX && srcY == dstY) { // Let's just skip a copy where the destination is equal to the source. WARN_LOG_REPORT_ONCE(blitSame, G3D, "Skipped blit with equal dst and src"); return; } const bool sameSize = dstX2 - dstX1 == srcX2 - srcX1 && dstY2 - dstY1 == srcY2 - srcY1; const bool srcInsideBounds = srcX2 <= src->renderWidth && srcY2 <= src->renderHeight; const bool dstInsideBounds = dstX2 <= dst->renderWidth && dstY2 <= dst->renderHeight; const bool xOverlap = src == dst && srcX2 > dstX1 && srcX1 < dstX2; const bool yOverlap = src == dst && srcY2 > dstY1 && srcY1 < dstY2; if (sameSize && srcInsideBounds && dstInsideBounds && !(xOverlap && yOverlap)) { draw_->CopyFramebufferImage(src->fbo, 0, srcX1, srcY1, 0, dst->fbo, 0, dstX1, dstY1, 0, dstX2 - dstX1, dstY2 - dstY1, 1, Draw::FB_COLOR_BIT, tag); } else { draw_->BlitFramebuffer(src->fbo, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2, Draw::FB_COLOR_BIT, Draw::FB_BLIT_NEAREST, tag); } } void FramebufferManagerVulkan::BeginFrameVulkan() { BeginFrame(); } void FramebufferManagerVulkan::EndFrame() { } void FramebufferManagerVulkan::DeviceLost() { FramebufferManagerCommon::DeviceLost(); DestroyDeviceObjects(); } void FramebufferManagerVulkan::DeviceRestore(Draw::DrawContext *draw) { FramebufferManagerCommon::DeviceRestore(draw); vulkan_ = (VulkanContext *)draw->GetNativeObject(Draw::NativeObject::CONTEXT); InitDeviceObjects(); }