// Copyright (c) 2012- 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 "ppsspp_config.h" #include #include #include "Common/Data/Convert/SmallDataConvert.h" #include "Common/Profiler/Profiler.h" #include "Common/GPU/Vulkan/VulkanRenderManager.h" #include "Common/Log.h" #include "Common/MemoryUtil.h" #include "Common/TimeUtil.h" #include "Core/MemMap.h" #include "Core/System.h" #include "Core/Config.h" #include "Core/CoreTiming.h" #include "GPU/Math3D.h" #include "GPU/GPUState.h" #include "GPU/ge_constants.h" #include "Common/GPU/Vulkan/VulkanContext.h" #include "Common/GPU/Vulkan/VulkanMemory.h" #include "GPU/Common/SplineCommon.h" #include "GPU/Common/TransformCommon.h" #include "GPU/Common/VertexDecoderCommon.h" #include "GPU/Common/SoftwareTransformCommon.h" #include "GPU/Common/DrawEngineCommon.h" #include "GPU/Common/ShaderUniforms.h" #include "GPU/Debugger/Debugger.h" #include "GPU/Vulkan/DrawEngineVulkan.h" #include "GPU/Vulkan/TextureCacheVulkan.h" #include "GPU/Vulkan/ShaderManagerVulkan.h" #include "GPU/Vulkan/PipelineManagerVulkan.h" #include "GPU/Vulkan/FramebufferManagerVulkan.h" #include "GPU/Vulkan/GPU_Vulkan.h" using namespace PPSSPP_VK; enum { TRANSFORMED_VERTEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * sizeof(TransformedVertex) }; DrawEngineVulkan::DrawEngineVulkan(Draw::DrawContext *draw) : draw_(draw) { decOptions_.expandAllWeightsToFloat = false; decOptions_.expand8BitNormalsToFloat = false; indexGen.Setup(decIndex_); } void DrawEngineVulkan::InitDeviceObjects() { // All resources we need for PSP drawing. Usually only bindings 0 and 2-4 are populated. BindingType bindingTypes[VKRPipelineLayout::MAX_DESC_SET_BINDINGS] = { BindingType::COMBINED_IMAGE_SAMPLER, // main BindingType::COMBINED_IMAGE_SAMPLER, // framebuffer-read BindingType::COMBINED_IMAGE_SAMPLER, // palette BindingType::UNIFORM_BUFFER_DYNAMIC_ALL, // uniforms BindingType::UNIFORM_BUFFER_DYNAMIC_VERTEX, // lights BindingType::UNIFORM_BUFFER_DYNAMIC_VERTEX, // bones BindingType::STORAGE_BUFFER_VERTEX, // tess BindingType::STORAGE_BUFFER_VERTEX, BindingType::STORAGE_BUFFER_VERTEX, }; VulkanContext *vulkan = (VulkanContext *)draw_->GetNativeObject(Draw::NativeObject::CONTEXT); VkDevice device = vulkan->GetDevice(); VulkanRenderManager *renderManager = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER); pipelineLayout_ = renderManager->CreatePipelineLayout(bindingTypes, ARRAY_SIZE(bindingTypes), draw_->GetDeviceCaps().geometryShaderSupported, "drawengine_layout"); pushUBO_ = (VulkanPushPool *)draw_->GetNativeObject(Draw::NativeObject::PUSH_POOL); pushVertex_ = new VulkanPushPool(vulkan, "pushVertex", 4 * 1024 * 1024, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT); pushIndex_ = new VulkanPushPool(vulkan, "pushIndex", 1 * 512 * 1024, VK_BUFFER_USAGE_INDEX_BUFFER_BIT); 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_LINEAR; samp.minFilter = VK_FILTER_LINEAR; samp.maxLod = VK_LOD_CLAMP_NONE; // recommended by best practices, has no effect since we don't use mipmaps. VkResult res = vkCreateSampler(device, &samp, nullptr, &samplerSecondaryLinear_); samp.magFilter = VK_FILTER_NEAREST; samp.minFilter = VK_FILTER_NEAREST; res = vkCreateSampler(device, &samp, nullptr, &samplerSecondaryNearest_); _dbg_assert_(VK_SUCCESS == res); res = vkCreateSampler(device, &samp, nullptr, &nullSampler_); _dbg_assert_(VK_SUCCESS == res); tessDataTransferVulkan = new TessellationDataTransferVulkan(vulkan); tessDataTransfer = tessDataTransferVulkan; draw_->SetInvalidationCallback(std::bind(&DrawEngineVulkan::Invalidate, this, std::placeholders::_1)); } DrawEngineVulkan::~DrawEngineVulkan() { DestroyDeviceObjects(); } void DrawEngineVulkan::DestroyDeviceObjects() { if (!draw_) { // We've already done this from LostDevice. return; } VulkanContext *vulkan = (VulkanContext *)draw_->GetNativeObject(Draw::NativeObject::CONTEXT); VulkanRenderManager *renderManager = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER); draw_->SetInvalidationCallback(InvalidationCallback()); delete tessDataTransferVulkan; tessDataTransfer = nullptr; tessDataTransferVulkan = nullptr; pushUBO_ = nullptr; if (pushVertex_) { pushVertex_->Destroy(); delete pushVertex_; pushVertex_ = nullptr; } if (pushIndex_) { pushIndex_->Destroy(); delete pushIndex_; pushIndex_ = nullptr; } if (samplerSecondaryNearest_ != VK_NULL_HANDLE) vulkan->Delete().QueueDeleteSampler(samplerSecondaryNearest_); if (samplerSecondaryLinear_ != VK_NULL_HANDLE) vulkan->Delete().QueueDeleteSampler(samplerSecondaryLinear_); if (nullSampler_ != VK_NULL_HANDLE) vulkan->Delete().QueueDeleteSampler(nullSampler_); renderManager->DestroyPipelineLayout(pipelineLayout_); } void DrawEngineVulkan::DeviceLost() { DestroyDeviceObjects(); DirtyAllUBOs(); draw_ = nullptr; } void DrawEngineVulkan::DeviceRestore(Draw::DrawContext *draw) { draw_ = draw; InitDeviceObjects(); } void DrawEngineVulkan::BeginFrame() { lastPipeline_ = nullptr; // pushUBO is the thin3d push pool, don't need to BeginFrame again. pushVertex_->BeginFrame(); pushIndex_->BeginFrame(); tessDataTransferVulkan->SetPushPool(pushUBO_); DirtyAllUBOs(); AssertEmpty(); } void DrawEngineVulkan::EndFrame() { stats_.pushVertexSpaceUsed = (int)pushVertex_->GetUsedThisFrame(); stats_.pushIndexSpaceUsed = (int)pushIndex_->GetUsedThisFrame(); AssertEmpty(); } void DrawEngineVulkan::DirtyAllUBOs() { baseUBOOffset = 0; lightUBOOffset = 0; boneUBOOffset = 0; baseBuf = VK_NULL_HANDLE; lightBuf = VK_NULL_HANDLE; boneBuf = VK_NULL_HANDLE; dirtyUniforms_ = DIRTY_BASE_UNIFORMS | DIRTY_LIGHT_UNIFORMS | DIRTY_BONE_UNIFORMS; imageView = VK_NULL_HANDLE; sampler = VK_NULL_HANDLE; gstate_c.Dirty(DIRTY_TEXTURE_IMAGE); } void DrawEngineVulkan::Invalidate(InvalidationCallbackFlags flags) { if (flags & InvalidationCallbackFlags::COMMAND_BUFFER_STATE) { // Nothing here anymore (removed the "frame descriptor set" // If we add back "seldomly-changing" descriptors, we might use this again. } if (flags & InvalidationCallbackFlags::RENDER_PASS_STATE) { // If have a new render pass, dirty our dynamic state so it gets re-set. // // Dirty everything that has dynamic state that will need re-recording. gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_BLEND_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS); lastPipeline_ = nullptr; } } // The inline wrapper in the header checks for numDrawCalls_ == 0 void DrawEngineVulkan::DoFlush() { VulkanRenderManager *renderManager = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER); renderManager->AssertInRenderPass(); PROFILE_THIS_SCOPE("Flush"); bool tess = gstate_c.submitType == SubmitType::HW_BEZIER || gstate_c.submitType == SubmitType::HW_SPLINE; bool textureNeedsApply = false; if (gstate_c.IsDirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS) && !gstate.isModeClear() && gstate.isTextureMapEnabled()) { textureCache_->SetTexture(); gstate_c.Clean(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS); // NOTE: After this is set, we MUST call ApplyTexture before returning. textureNeedsApply = true; } else if (gstate.getTextureAddress(0) == (gstate.getFrameBufRawAddress() | 0x04000000)) { // This catches the case of clearing a texture. gstate_c.Dirty(DIRTY_TEXTURE_IMAGE); } GEPrimitiveType prim = prevPrim_; // Always use software for flat shading to fix the provoking index // if the provoking vertex extension is not available. bool provokingVertexOk = (tess || gstate.getShadeMode() != GE_SHADE_FLAT); if (renderManager->GetVulkanContext()->GetDeviceFeatures().enabled.provokingVertex.provokingVertexLast) { provokingVertexOk = true; } bool useHWTransform = CanUseHardwareTransform(prim) && provokingVertexOk; uint32_t ibOffset; uint32_t vbOffset; // The optimization to avoid indexing isn't really worth it on Vulkan since it means creating more pipelines. // This could be avoided with the new dynamic state extensions, but not available enough on mobile. const bool forceIndexed = draw_->GetDeviceCaps().verySlowShaderCompiler; if (useHWTransform) { VkBuffer vbuf = VK_NULL_HANDLE; VkBuffer ibuf = VK_NULL_HANDLE; if (decOptions_.applySkinInDecode && (lastVType_ & GE_VTYPE_WEIGHT_MASK)) { // If software skinning, we're predecoding into "decoded". So make sure we're done, then push that content. DecodeVerts(decoded_); VkDeviceSize size = numDecodedVerts_ * dec_->GetDecVtxFmt().stride; u8 *dest = (u8 *)pushVertex_->Allocate(size, 4, &vbuf, &vbOffset); memcpy(dest, decoded_, size); } else { // Figure out how much pushbuffer space we need to allocate. int vertsToDecode = ComputeNumVertsToDecode(); // Decode directly into the pushbuffer u8 *dest = pushVertex_->Allocate(vertsToDecode * dec_->GetDecVtxFmt().stride, 4, &vbuf, &vbOffset); DecodeVerts(dest); } int vertexCount; int maxIndex; bool useElements; DecodeIndsAndGetData(&prim, &vertexCount, &maxIndex, &useElements, false); bool hasColor = (lastVType_ & GE_VTYPE_COL_MASK) != GE_VTYPE_COL_NONE; if (gstate.isModeThrough()) { gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && (hasColor || gstate.getMaterialAmbientA() == 255); } else { gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && ((hasColor && (gstate.materialupdate & 1)) || gstate.getMaterialAmbientA() == 255) && (!gstate.isLightingEnabled() || gstate.getAmbientA() == 255); } if (textureNeedsApply) { textureCache_->ApplyTexture(); textureCache_->GetVulkanHandles(imageView, sampler); if (imageView == VK_NULL_HANDLE) imageView = (VkImageView)draw_->GetNativeObject(gstate_c.textureIsArray ? Draw::NativeObject::NULL_IMAGEVIEW_ARRAY : Draw::NativeObject::NULL_IMAGEVIEW); if (sampler == VK_NULL_HANDLE) sampler = nullSampler_; } if (!lastPipeline_ || gstate_c.IsDirty(DIRTY_BLEND_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_GEOMETRYSHADER_STATE) || prim != lastPrim_) { if (prim != lastPrim_ || gstate_c.IsDirty(DIRTY_BLEND_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE)) { ConvertStateToVulkanKey(*framebufferManager_, shaderManager_, prim, pipelineKey_, dynState_); } VulkanVertexShader *vshader = nullptr; VulkanFragmentShader *fshader = nullptr; VulkanGeometryShader *gshader = nullptr; shaderManager_->GetShaders(prim, dec_, &vshader, &fshader, &gshader, pipelineState_, true, useHWTessellation_, decOptions_.expandAllWeightsToFloat, decOptions_.applySkinInDecode); _dbg_assert_msg_(vshader->UseHWTransform(), "Bad vshader"); VulkanPipeline *pipeline = pipelineManager_->GetOrCreatePipeline(renderManager, pipelineLayout_, pipelineKey_, &dec_->decFmt, vshader, fshader, gshader, true, 0, framebufferManager_->GetMSAALevel(), false); if (!pipeline || !pipeline->pipeline) { // Already logged, let's bail out. ResetAfterDraw(); return; } BindShaderBlendTex(); // This might cause copies so important to do before BindPipeline. if (!renderManager->BindPipeline(pipeline->pipeline, pipeline->pipelineFlags, pipelineLayout_)) { renderManager->ReportBadStateForDraw(); ResetAfterDraw(); return; } if (pipeline != lastPipeline_) { if (lastPipeline_ && !(lastPipeline_->UsesBlendConstant() && pipeline->UsesBlendConstant())) { gstate_c.Dirty(DIRTY_BLEND_STATE); } lastPipeline_ = pipeline; } ApplyDrawStateLate(renderManager, false, 0, pipeline->UsesBlendConstant()); gstate_c.Clean(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE); gstate_c.Dirty(dirtyRequiresRecheck_); dirtyRequiresRecheck_ = 0; lastPipeline_ = pipeline; } lastPrim_ = prim; dirtyUniforms_ |= shaderManager_->UpdateUniforms(framebufferManager_->UseBufferedRendering()); UpdateUBOs(); int descCount = 6; if (tess) descCount = 9; int descSetIndex; PackedDescriptor *descriptors = renderManager->PushDescriptorSet(descCount, &descSetIndex); descriptors[0].image.view = imageView; descriptors[0].image.sampler = sampler; descriptors[1].image.view = boundSecondary_; descriptors[1].image.sampler = samplerSecondaryNearest_; descriptors[2].image.view = boundDepal_; descriptors[2].image.sampler = (boundDepal_ && boundDepalSmoothed_) ? samplerSecondaryLinear_ : samplerSecondaryNearest_; descriptors[3].buffer.buffer = baseBuf; descriptors[3].buffer.range = sizeof(UB_VS_FS_Base); descriptors[3].buffer.offset = 0; descriptors[4].buffer.buffer = lightBuf; descriptors[4].buffer.range = sizeof(UB_VS_Lights); descriptors[4].buffer.offset = 0; descriptors[5].buffer.buffer = boneBuf; descriptors[5].buffer.range = sizeof(UB_VS_Bones); descriptors[5].buffer.offset = 0; if (tess) { const VkDescriptorBufferInfo *bufInfo = tessDataTransferVulkan->GetBufferInfo(); for (int j = 0; j < 3; j++) { descriptors[j + 6].buffer.buffer = bufInfo[j].buffer; descriptors[j + 6].buffer.range = bufInfo[j].range; descriptors[j + 6].buffer.offset = bufInfo[j].offset; } } // TODO: Can we avoid binding all three when not needed? Same below for hardware transform. // Think this will require different descriptor set layouts. const uint32_t dynamicUBOOffsets[3] = { baseUBOOffset, lightUBOOffset, boneUBOOffset, }; if (useElements) { if (!ibuf) { ibOffset = (uint32_t)pushIndex_->Push(decIndex_, sizeof(uint16_t) * vertexCount, 4, &ibuf); } renderManager->DrawIndexed(descSetIndex, ARRAY_SIZE(dynamicUBOOffsets), dynamicUBOOffsets, vbuf, vbOffset, ibuf, ibOffset, vertexCount, 1); } else { renderManager->Draw(descSetIndex, ARRAY_SIZE(dynamicUBOOffsets), dynamicUBOOffsets, vbuf, vbOffset, vertexCount); } } else { PROFILE_THIS_SCOPE("soft"); if (!decOptions_.applySkinInDecode) { decOptions_.applySkinInDecode = true; lastVType_ |= (1 << 26); dec_ = GetVertexDecoder(lastVType_); } int prevDecodedVerts = numDecodedVerts_; DecodeVerts(decoded_); int vertexCount = DecodeInds(); bool hasColor = (lastVType_ & GE_VTYPE_COL_MASK) != GE_VTYPE_COL_NONE; if (gstate.isModeThrough()) { gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && (hasColor || gstate.getMaterialAmbientA() == 255); } else { gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && ((hasColor && (gstate.materialupdate & 1)) || gstate.getMaterialAmbientA() == 255) && (!gstate.isLightingEnabled() || gstate.getAmbientA() == 255); } gpuStats.numUncachedVertsDrawn += vertexCount; prim = IndexGenerator::GeneralPrim((GEPrimitiveType)drawInds_[0].prim); // At this point, the output is always an index triangle/line/point list, no strips/fans. u16 *inds = decIndex_; SoftwareTransformResult result{}; SoftwareTransformParams params{}; params.decoded = decoded_; params.transformed = transformed_; params.transformedExpanded = transformedExpanded_; params.fbman = framebufferManager_; params.texCache = textureCache_; // In Vulkan, we have to force drawing of primitives if !framebufferManager_->UseBufferedRendering() because Vulkan clears // do not respect scissor rects. params.allowClear = framebufferManager_->UseBufferedRendering(); params.allowSeparateAlphaClear = false; if (gstate.getShadeMode() == GE_SHADE_FLAT) { if (!renderManager->GetVulkanContext()->GetDeviceFeatures().enabled.provokingVertex.provokingVertexLast) { // If we can't have the hardware do it, we need to rotate the index buffer to simulate a different provoking vertex. // We do this before line expansion etc. IndexBufferProvokingLastToFirst(prim, inds, vertexCount); } } params.flippedY = true; params.usesHalfZ = true; // We need to update the viewport early because it's checked for flipping in SoftwareTransform. // We don't have a "DrawStateEarly" in vulkan, so... // TODO: Probably should eventually refactor this and feed the vp size into SoftwareTransform directly (Unknown's idea). if (gstate_c.IsDirty(DIRTY_VIEWPORTSCISSOR_STATE)) { ViewportAndScissor vpAndScissor; ConvertViewportAndScissor(framebufferManager_->UseBufferedRendering(), framebufferManager_->GetRenderWidth(), framebufferManager_->GetRenderHeight(), framebufferManager_->GetTargetBufferWidth(), framebufferManager_->GetTargetBufferHeight(), vpAndScissor); UpdateCachedViewportState(vpAndScissor); } SoftwareTransform swTransform(params); const Lin::Vec3 trans(gstate_c.vpXOffset, gstate_c.vpYOffset, gstate_c.vpZOffset * 0.5f + 0.5f); const Lin::Vec3 scale(gstate_c.vpWidthScale, gstate_c.vpHeightScale, gstate_c.vpDepthScale * 0.5f); swTransform.SetProjMatrix(gstate.projMatrix, gstate_c.vpWidth < 0, gstate_c.vpHeight < 0, trans, scale); swTransform.Transform(prim, dec_->VertexType(), dec_->GetDecVtxFmt(), numDecodedVerts_, &result); // Non-zero depth clears are unusual, but some drivers don't match drawn depth values to cleared values. // Games sometimes expect exact matches (see #12626, for example) for equal comparisons. if (result.action == SW_CLEAR && everUsedEqualDepth_ && gstate.isClearModeDepthMask() && result.depth > 0.0f && result.depth < 1.0f) result.action = SW_NOT_READY; if (result.action == SW_NOT_READY) { // decIndex_ here is always equal to inds currently, but it may not be in the future. swTransform.BuildDrawingParams(prim, vertexCount, dec_->VertexType(), inds, RemainingIndices(inds), numDecodedVerts_, VERTEX_BUFFER_MAX, &result); } if (result.setSafeSize) framebufferManager_->SetSafeSize(result.safeWidth, result.safeHeight); // Only here, where we know whether to clear or to draw primitives, should we actually set the current framebuffer! Because that gives use the opportunity // to use a "pre-clear" render pass, for high efficiency on tilers. if (result.action == SW_DRAW_INDEXED) { if (textureNeedsApply) { gstate_c.pixelMapped = result.pixelMapped; textureCache_->ApplyTexture(); gstate_c.pixelMapped = false; textureCache_->GetVulkanHandles(imageView, sampler); if (imageView == VK_NULL_HANDLE) imageView = (VkImageView)draw_->GetNativeObject(gstate_c.textureIsArray ? Draw::NativeObject::NULL_IMAGEVIEW_ARRAY : Draw::NativeObject::NULL_IMAGEVIEW); if (sampler == VK_NULL_HANDLE) sampler = nullSampler_; } if (!lastPipeline_ || gstate_c.IsDirty(DIRTY_BLEND_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_GEOMETRYSHADER_STATE) || prim != lastPrim_) { if (prim != lastPrim_ || gstate_c.IsDirty(DIRTY_BLEND_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE)) { ConvertStateToVulkanKey(*framebufferManager_, shaderManager_, prim, pipelineKey_, dynState_); } VulkanVertexShader *vshader = nullptr; VulkanFragmentShader *fshader = nullptr; VulkanGeometryShader *gshader = nullptr; shaderManager_->GetShaders(prim, dec_, &vshader, &fshader, &gshader, pipelineState_, false, false, decOptions_.expandAllWeightsToFloat, true); _dbg_assert_msg_(!vshader->UseHWTransform(), "Bad vshader"); VulkanPipeline *pipeline = pipelineManager_->GetOrCreatePipeline(renderManager, pipelineLayout_, pipelineKey_, &dec_->decFmt, vshader, fshader, gshader, false, 0, framebufferManager_->GetMSAALevel(), false); if (!pipeline || !pipeline->pipeline) { // Already logged, let's bail out. ResetAfterDraw(); return; } BindShaderBlendTex(); // This might cause copies so super important to do before BindPipeline. if (!renderManager->BindPipeline(pipeline->pipeline, pipeline->pipelineFlags, pipelineLayout_)) { renderManager->ReportBadStateForDraw(); ResetAfterDraw(); return; } if (pipeline != lastPipeline_) { if (lastPipeline_ && !lastPipeline_->UsesBlendConstant() && pipeline->UsesBlendConstant()) { gstate_c.Dirty(DIRTY_BLEND_STATE); } lastPipeline_ = pipeline; } ApplyDrawStateLate(renderManager, result.setStencil, result.stencilValue, pipeline->UsesBlendConstant()); gstate_c.Clean(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE); gstate_c.Dirty(dirtyRequiresRecheck_); dirtyRequiresRecheck_ = 0; lastPipeline_ = pipeline; } lastPrim_ = prim; dirtyUniforms_ |= shaderManager_->UpdateUniforms(framebufferManager_->UseBufferedRendering()); // Even if the first draw is through-mode, make sure we at least have one copy of these uniforms buffered UpdateUBOs(); int descCount = 6; int descSetIndex; PackedDescriptor *descriptors = renderManager->PushDescriptorSet(descCount, &descSetIndex); descriptors[0].image.view = imageView; descriptors[0].image.sampler = sampler; descriptors[1].image.view = boundSecondary_; descriptors[1].image.sampler = samplerSecondaryNearest_; descriptors[2].image.view = boundDepal_; descriptors[2].image.sampler = (boundDepal_ && boundDepalSmoothed_) ? samplerSecondaryLinear_ : samplerSecondaryNearest_; descriptors[3].buffer.buffer = baseBuf; descriptors[3].buffer.range = sizeof(UB_VS_FS_Base); descriptors[4].buffer.buffer = lightBuf; descriptors[4].buffer.range = sizeof(UB_VS_Lights); descriptors[5].buffer.buffer = boneBuf; descriptors[5].buffer.range = sizeof(UB_VS_Bones); const uint32_t dynamicUBOOffsets[3] = { baseUBOOffset, lightUBOOffset, boneUBOOffset, }; PROFILE_THIS_SCOPE("renderman_q"); VkBuffer vbuf, ibuf; vbOffset = (uint32_t)pushVertex_->Push(result.drawBuffer, numDecodedVerts_ * sizeof(TransformedVertex), 4, &vbuf); ibOffset = (uint32_t)pushIndex_->Push(inds, sizeof(short) * result.drawNumTrans, 4, &ibuf); renderManager->DrawIndexed(descSetIndex, ARRAY_SIZE(dynamicUBOOffsets), dynamicUBOOffsets, vbuf, vbOffset, ibuf, ibOffset, result.drawNumTrans, 1); } else if (result.action == SW_CLEAR) { // Note: we won't get here if the clear is alpha but not color, or color but not alpha. bool clearColor = gstate.isClearModeColorMask(); bool clearAlpha = gstate.isClearModeAlphaMask(); // and stencil bool clearDepth = gstate.isClearModeDepthMask(); 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, result.color, result.depth, result.color >> 24); if (clearColor || clearAlpha) { framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason); } if (gstate_c.Use(GPU_USE_CLEAR_RAM_HACK) && gstate.isClearModeColorMask() && (gstate.isClearModeAlphaMask() || gstate.FrameBufFormat() == GE_FORMAT_565)) { int scissorX1 = gstate.getScissorX1(); int scissorY1 = gstate.getScissorY1(); int scissorX2 = gstate.getScissorX2() + 1; int scissorY2 = gstate.getScissorY2() + 1; framebufferManager_->ApplyClearToMemory(scissorX1, scissorY1, scissorX2, scissorY2, result.color); } } decOptions_.applySkinInDecode = g_Config.bSoftwareSkinning; } ResetAfterDrawInline(); framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason); GPUDebug::NotifyDraw(); } void DrawEngineVulkan::ResetAfterDraw() { indexGen.Reset(); numDecodedVerts_ = 0; numDrawVerts_ = 0; numDrawInds_ = 0; vertexCountInDrawCalls_ = 0; decodeIndsCounter_ = 0; decodeVertsCounter_ = 0; decOptions_.applySkinInDecode = g_Config.bSoftwareSkinning; gstate_c.vertexFullAlpha = true; } void DrawEngineVulkan::UpdateUBOs() { if ((dirtyUniforms_ & DIRTY_BASE_UNIFORMS) || baseBuf == VK_NULL_HANDLE) { baseUBOOffset = shaderManager_->PushBaseBuffer(pushUBO_, &baseBuf); dirtyUniforms_ &= ~DIRTY_BASE_UNIFORMS; } if ((dirtyUniforms_ & DIRTY_LIGHT_UNIFORMS) || lightBuf == VK_NULL_HANDLE) { lightUBOOffset = shaderManager_->PushLightBuffer(pushUBO_, &lightBuf); dirtyUniforms_ &= ~DIRTY_LIGHT_UNIFORMS; } if ((dirtyUniforms_ & DIRTY_BONE_UNIFORMS) || boneBuf == VK_NULL_HANDLE) { boneUBOOffset = shaderManager_->PushBoneBuffer(pushUBO_, &boneBuf); dirtyUniforms_ &= ~DIRTY_BONE_UNIFORMS; } } void TessellationDataTransferVulkan::SendDataToShader(const SimpleVertex *const *points, int size_u, int size_v, u32 vertType, const Spline::Weight2D &weights) { // SSBOs that are not simply float1 or float2 need to be padded up to a float4 size. vec3 members // also need to be 16-byte aligned, hence the padding. struct TessData { float pos[3]; float pad1; float uv[2]; float pad2[2]; float color[4]; }; int size = size_u * size_v; int ssboAlignment = vulkan_->GetPhysicalDeviceProperties().properties.limits.minStorageBufferOffsetAlignment; uint8_t *data = (uint8_t *)push_->Allocate(size * sizeof(TessData), ssboAlignment, &bufInfo_[0].buffer, (uint32_t *)&bufInfo_[0].offset); bufInfo_[0].range = size * sizeof(TessData); float *pos = (float *)(data); float *tex = (float *)(data + offsetof(TessData, uv)); float *col = (float *)(data + offsetof(TessData, color)); int stride = sizeof(TessData) / sizeof(float); CopyControlPoints(pos, tex, col, stride, stride, stride, points, size, vertType); using Spline::Weight; // Weights U data = (uint8_t *)push_->Allocate(weights.size_u * sizeof(Weight), ssboAlignment, &bufInfo_[1].buffer, (uint32_t *)&bufInfo_[1].offset); memcpy(data, weights.u, weights.size_u * sizeof(Weight)); bufInfo_[1].range = weights.size_u * sizeof(Weight); // Weights V data = (uint8_t *)push_->Allocate(weights.size_v * sizeof(Weight), ssboAlignment, &bufInfo_[2].buffer, (uint32_t *)&bufInfo_[2].offset); memcpy(data, weights.v, weights.size_v * sizeof(Weight)); bufInfo_[2].range = weights.size_v * sizeof(Weight); }