ppsspp/Common/GPU/Vulkan/VulkanBarrier.cpp
Henrik Rydgård e01ca5b057
Logging API change (refactor) (#19324)
* Rename LogType to Log

* Explicitly use the Log:: enum when logging. Allows for autocomplete when editing.

* Mac/ARM64 buildfix

* Do the same with the hle result log macros

* Rename the log names to mixed case while at it.

* iOS buildfix

* Qt buildfix attempt, ARM32 buildfix
2024-07-14 14:42:59 +02:00

212 lines
8.7 KiB
C++

#include "VulkanLoader.h"
#include "VulkanContext.h"
#include "VulkanBarrier.h"
#include "VulkanFramebuffer.h"
#include "Common/Log.h"
VulkanBarrierBatch::~VulkanBarrierBatch() {
// _dbg_assert_(imageBarriers_.empty());
if (!imageBarriers_.empty()) {
ERROR_LOG(Log::G3D, "~VulkanBarrierBatch: %d barriers remaining", (int)imageBarriers_.size());
}
}
void VulkanBarrierBatch::Flush(VkCommandBuffer cmd) {
if (!imageBarriers_.empty()) {
vkCmdPipelineBarrier(cmd, srcStageMask_, dstStageMask_, dependencyFlags_, 0, nullptr, 0, nullptr, (uint32_t)imageBarriers_.size(), imageBarriers_.data());
}
imageBarriers_.clear();
srcStageMask_ = 0;
dstStageMask_ = 0;
dependencyFlags_ = 0;
}
void VulkanBarrierBatch::TransitionImage(
VkImage image, int baseMip, int numMipLevels, int numLayers, VkImageAspectFlags aspectMask,
VkImageLayout oldImageLayout, VkImageLayout newImageLayout,
VkAccessFlags srcAccessMask, VkAccessFlags dstAccessMask,
VkPipelineStageFlags srcStageMask, VkPipelineStageFlags dstStageMask
) {
_dbg_assert_(image != VK_NULL_HANDLE);
srcStageMask_ |= srcStageMask;
dstStageMask_ |= dstStageMask;
dependencyFlags_ |= VK_DEPENDENCY_BY_REGION_BIT;
VkImageMemoryBarrier &imageBarrier = imageBarriers_.push_uninitialized();
imageBarrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
imageBarrier.pNext = nullptr;
imageBarrier.srcAccessMask = srcAccessMask;
imageBarrier.dstAccessMask = dstAccessMask;
imageBarrier.oldLayout = oldImageLayout;
imageBarrier.newLayout = newImageLayout;
imageBarrier.image = image;
imageBarrier.subresourceRange.aspectMask = aspectMask;
imageBarrier.subresourceRange.baseMipLevel = baseMip;
imageBarrier.subresourceRange.levelCount = numMipLevels;
imageBarrier.subresourceRange.layerCount = numLayers; // NOTE: We could usually use VK_REMAINING_ARRAY_LAYERS/VK_REMAINING_MIP_LEVELS, but really old Mali drivers have problems with those.
imageBarrier.subresourceRange.baseArrayLayer = 0;
imageBarrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
imageBarrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
}
void VulkanBarrierBatch::TransitionColorImageAuto(
VkImage image, VkImageLayout *imageLayout, VkImageLayout newImageLayout, int baseMip, int numMipLevels, int numLayers) {
_dbg_assert_(image != VK_NULL_HANDLE);
VkAccessFlags srcAccessMask = 0;
VkAccessFlags dstAccessMask = 0;
switch (*imageLayout) {
case VK_IMAGE_LAYOUT_UNDEFINED:
srcAccessMask = 0;
srcStageMask_ |= VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
break;
case VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL:
srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
srcStageMask_ |= VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
break;
case VK_IMAGE_LAYOUT_GENERAL:
// We came from the Mali workaround, and are transitioning back to COLOR_ATTACHMENT_OPTIMAL.
srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
srcStageMask_ |= VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
break;
case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
// We only texture from images in the fragment shader, so can do this simply.
srcAccessMask = VK_ACCESS_SHADER_READ_BIT;
srcStageMask_ |= VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
break;
case VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL:
srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
srcStageMask_ |= VK_PIPELINE_STAGE_TRANSFER_BIT;
break;
case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL:
srcAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
srcStageMask_ |= VK_PIPELINE_STAGE_TRANSFER_BIT;
break;
default:
_assert_msg_(false, "Unexpected oldLayout: %s", VulkanImageLayoutToString(*imageLayout));
break;
}
switch (newImageLayout) {
case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
dstStageMask_ |= VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
break;
case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL:
dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
dstStageMask_ |= VK_PIPELINE_STAGE_TRANSFER_BIT;
break;
case VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL:
dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
dstStageMask_ |= VK_PIPELINE_STAGE_TRANSFER_BIT;
break;
case VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL:
dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_COLOR_ATTACHMENT_READ_BIT;
dstStageMask_ |= VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
break;
default:
_assert_msg_(false, "Unexpected newLayout: %s", VulkanImageLayoutToString(newImageLayout));
break;
}
VkImageMemoryBarrier &imageBarrier = imageBarriers_.push_uninitialized();
imageBarrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
imageBarrier.pNext = nullptr;
imageBarrier.srcAccessMask = srcAccessMask;
imageBarrier.dstAccessMask = dstAccessMask;
imageBarrier.oldLayout = *imageLayout;
imageBarrier.newLayout = newImageLayout;
imageBarrier.image = image;
imageBarrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
imageBarrier.subresourceRange.baseMipLevel = baseMip;
imageBarrier.subresourceRange.levelCount = numMipLevels;
imageBarrier.subresourceRange.layerCount = numLayers; // NOTE: We could usually use VK_REMAINING_ARRAY_LAYERS/VK_REMAINING_MIP_LEVELS, but really old Mali drivers have problems with those.
imageBarrier.subresourceRange.baseArrayLayer = 0;
imageBarrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
imageBarrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
*imageLayout = newImageLayout;
}
void VulkanBarrierBatch::TransitionDepthStencilImageAuto(
VkImage image, VkImageLayout *imageLayout, VkImageLayout newImageLayout, int baseMip, int numMipLevels, int numLayers) {
_dbg_assert_(image != VK_NULL_HANDLE);
VkAccessFlags srcAccessMask = 0;
VkAccessFlags dstAccessMask = 0;
switch (*imageLayout) {
case VK_IMAGE_LAYOUT_UNDEFINED:
srcAccessMask = 0;
srcStageMask_ |= VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
break;
case VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL:
srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
srcStageMask_ |= VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
break;
case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
// We only texture from images in the fragment shader, so can do this simply.
srcAccessMask = VK_ACCESS_SHADER_READ_BIT;
srcStageMask_ |= VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
break;
case VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL:
srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
srcStageMask_ |= VK_PIPELINE_STAGE_TRANSFER_BIT;
break;
case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL:
srcAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
srcStageMask_ |= VK_PIPELINE_STAGE_TRANSFER_BIT;
break;
default:
_assert_msg_(false, "Unexpected oldLayout: %s", VulkanImageLayoutToString(*imageLayout));
break;
}
switch (newImageLayout) {
case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
dstStageMask_ |= VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
break;
case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL:
dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
dstStageMask_ |= VK_PIPELINE_STAGE_TRANSFER_BIT;
break;
case VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL:
dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
dstStageMask_ |= VK_PIPELINE_STAGE_TRANSFER_BIT;
break;
case VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL:
dstAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT;
dstStageMask_ |= VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
break;
default:
_assert_msg_(false, "Unexpected newLayout: %s", VulkanImageLayoutToString(newImageLayout));
break;
}
VkImageMemoryBarrier &imageBarrier = imageBarriers_.push_uninitialized();
imageBarrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
imageBarrier.pNext = nullptr;
imageBarrier.srcAccessMask = srcAccessMask;
imageBarrier.dstAccessMask = dstAccessMask;
imageBarrier.oldLayout = *imageLayout;
imageBarrier.newLayout = newImageLayout;
imageBarrier.image = image;
imageBarrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
imageBarrier.subresourceRange.baseMipLevel = baseMip;
imageBarrier.subresourceRange.levelCount = numMipLevels;
imageBarrier.subresourceRange.layerCount = numLayers; // NOTE: We could usually use VK_REMAINING_ARRAY_LAYERS/VK_REMAINING_MIP_LEVELS, but really old Mali drivers have problems with those.
imageBarrier.subresourceRange.baseArrayLayer = 0;
imageBarrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
imageBarrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
*imageLayout = newImageLayout;
}
void VulkanBarrierBatch::TransitionColorImageAuto(VKRImage *image, VkImageLayout newImageLayout) {
TransitionColorImageAuto(image->image, &image->layout, newImageLayout, 0, 1, image->numLayers);
}
void VulkanBarrierBatch::TransitionDepthStencilImageAuto(VKRImage *image, VkImageLayout newImageLayout) {
TransitionDepthStencilImageAuto(image->image, &image->layout, newImageLayout, 0, 1, image->numLayers);
}