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https://github.com/hrydgard/ppsspp.git
synced 2025-04-02 11:01:50 -04:00
Turns out these were needed after all. For some reason, on Windows and Mac, <algorithm> gets auto-included by something else so I don't notice when it's missing, and MSVC's include dependency tracker doesn't see it either.
343 lines
14 KiB
C++
343 lines
14 KiB
C++
#include <algorithm>
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#include "Common/Log.h"
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#include "Common/GPU/Vulkan/VulkanContext.h"
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#include "Common/GPU/Vulkan/VulkanAlloc.h"
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#include "Common/GPU/Vulkan/VulkanImage.h"
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#include "Common/GPU/Vulkan/VulkanMemory.h"
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#include "Common/GPU/Vulkan/VulkanBarrier.h"
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#include "Common/StringUtils.h"
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using namespace PPSSPP_VK;
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VulkanTexture::VulkanTexture(VulkanContext *vulkan, const char *tag)
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: vulkan_(vulkan) {
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truncate_cpy(tag_, tag);
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}
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void VulkanTexture::Wipe() {
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if (view_ != VK_NULL_HANDLE) {
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vulkan_->Delete().QueueDeleteImageView(view_);
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}
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if (image_ != VK_NULL_HANDLE) {
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_dbg_assert_(allocation_ != VK_NULL_HANDLE);
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vulkan_->Delete().QueueDeleteImageAllocation(image_, allocation_);
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}
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}
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static bool IsDepthStencilFormat(VkFormat format) {
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switch (format) {
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case VK_FORMAT_D16_UNORM:
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case VK_FORMAT_D16_UNORM_S8_UINT:
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case VK_FORMAT_D24_UNORM_S8_UINT:
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case VK_FORMAT_D32_SFLOAT:
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case VK_FORMAT_D32_SFLOAT_S8_UINT:
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return true;
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default:
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return false;
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}
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}
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bool VulkanTexture::CreateDirect(int w, int h, int depth, int numMips, VkFormat format, VkImageLayout initialLayout, VkImageUsageFlags usage, VulkanBarrierBatch *barrierBatch, const VkComponentMapping *mapping) {
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if (w == 0 || h == 0 || numMips == 0) {
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ERROR_LOG(Log::G3D, "Can't create a zero-size VulkanTexture");
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return false;
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}
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int maxDim = vulkan_->GetPhysicalDeviceProperties(0).properties.limits.maxImageDimension2D;
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if (w > maxDim || h > maxDim) {
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ERROR_LOG(Log::G3D, "Can't create a texture this large");
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return false;
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}
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Wipe();
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width_ = (int16_t)w;
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height_ = (int16_t)h;
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depth_ = (int16_t)depth;
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numMips_ = (int16_t)numMips;
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format_ = format;
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VkImageAspectFlags aspect = IsDepthStencilFormat(format) ? VK_IMAGE_ASPECT_DEPTH_BIT : VK_IMAGE_ASPECT_COLOR_BIT;
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VkImageCreateInfo image_create_info{ VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO };
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image_create_info.imageType = depth > 1 ? VK_IMAGE_TYPE_3D : VK_IMAGE_TYPE_2D;
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image_create_info.format = format_;
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image_create_info.extent.width = width_;
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image_create_info.extent.height = height_;
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image_create_info.extent.depth = depth;
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image_create_info.mipLevels = numMips;
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image_create_info.arrayLayers = 1;
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image_create_info.samples = VK_SAMPLE_COUNT_1_BIT;
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image_create_info.flags = 0;
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image_create_info.tiling = VK_IMAGE_TILING_OPTIMAL;
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image_create_info.usage = usage;
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if (initialLayout == VK_IMAGE_LAYOUT_PREINITIALIZED) {
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image_create_info.initialLayout = VK_IMAGE_LAYOUT_PREINITIALIZED;
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} else {
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image_create_info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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}
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// The graphics debugger always "needs" TRANSFER_SRC but in practice doesn't matter -
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// unless validation is on. So let's only force it on when being validated, for now.
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if (vulkan_->GetFlags() & VULKAN_FLAG_VALIDATE) {
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image_create_info.usage |= VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
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}
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VmaAllocationCreateInfo allocCreateInfo{};
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allocCreateInfo.usage = VMA_MEMORY_USAGE_GPU_ONLY;
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VmaAllocationInfo allocInfo{};
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VkResult res = vmaCreateImage(vulkan_->Allocator(), &image_create_info, &allocCreateInfo, &image_, &allocation_, &allocInfo);
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if (res != VK_SUCCESS) {
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ERROR_LOG(Log::G3D, "vmaCreateImage failed: %s. Destroying image.", VulkanResultToString(res));
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_dbg_assert_msg_(res == VK_ERROR_OUT_OF_HOST_MEMORY || res == VK_ERROR_OUT_OF_DEVICE_MEMORY || res == VK_ERROR_TOO_MANY_OBJECTS, "%d", (int)res);
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view_ = VK_NULL_HANDLE;
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image_ = VK_NULL_HANDLE;
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allocation_ = VK_NULL_HANDLE;
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return false;
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}
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// Apply the tag
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vulkan_->SetDebugName(image_, VK_OBJECT_TYPE_IMAGE, tag_);
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// Write a command to transition the image to the requested layout, if it's not already that layout.
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// TODO: We may generate mipmaps right after, so can't add to the end of frame batch. Well actually depending
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// on the amount of mips we probably sometimes can..
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if (initialLayout != VK_IMAGE_LAYOUT_UNDEFINED && initialLayout != VK_IMAGE_LAYOUT_PREINITIALIZED) {
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VkPipelineStageFlags dstStage = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
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VkAccessFlagBits dstAccessFlags;
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switch (initialLayout) {
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case VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL:
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dstStage = VK_PIPELINE_STAGE_TRANSFER_BIT;
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dstAccessFlags = VK_ACCESS_TRANSFER_WRITE_BIT;
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break;
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case VK_IMAGE_LAYOUT_GENERAL:
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// We use this initial layout when we're about to write to the image using a compute shader, only.
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dstStage = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
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dstAccessFlags = VK_ACCESS_SHADER_READ_BIT;
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break;
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default:
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// If you planned to use UploadMip, you want VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL. After the
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// upload, you can transition using EndCreate.
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_assert_(false);
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break;
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}
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barrierBatch->TransitionImage(image_, 0, numMips, 1, VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_UNDEFINED, initialLayout,
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0, dstAccessFlags,
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VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, dstStage);
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}
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// Create the view while we're at it.
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VkImageViewCreateInfo view_info{ VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO };
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view_info.image = image_;
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view_info.viewType = depth > 1 ? VK_IMAGE_VIEW_TYPE_3D : VK_IMAGE_VIEW_TYPE_2D;
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view_info.format = format_;
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if (mapping) {
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view_info.components = *mapping;
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} else {
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view_info.components = { VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY };
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}
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view_info.subresourceRange.aspectMask = aspect;
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view_info.subresourceRange.baseMipLevel = 0;
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view_info.subresourceRange.levelCount = numMips;
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view_info.subresourceRange.baseArrayLayer = 0;
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view_info.subresourceRange.layerCount = 1;
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res = vkCreateImageView(vulkan_->GetDevice(), &view_info, NULL, &view_);
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if (res != VK_SUCCESS) {
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ERROR_LOG(Log::G3D, "vkCreateImageView failed: %s. Destroying image.", VulkanResultToString(res));
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_assert_msg_(res == VK_ERROR_OUT_OF_HOST_MEMORY || res == VK_ERROR_OUT_OF_DEVICE_MEMORY || res == VK_ERROR_TOO_MANY_OBJECTS, "%d", (int)res);
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vmaDestroyImage(vulkan_->Allocator(), image_, allocation_);
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view_ = VK_NULL_HANDLE;
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image_ = VK_NULL_HANDLE;
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allocation_ = VK_NULL_HANDLE;
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return false;
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}
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vulkan_->SetDebugName(view_, VK_OBJECT_TYPE_IMAGE_VIEW, tag_);
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// Additionally, create an array view, but only if it's a 2D texture.
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if (view_info.viewType == VK_IMAGE_VIEW_TYPE_2D) {
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view_info.viewType = VK_IMAGE_VIEW_TYPE_2D_ARRAY;
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res = vkCreateImageView(vulkan_->GetDevice(), &view_info, NULL, &arrayView_);
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// Assume that if the above view creation succeeded, so will this.
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_assert_msg_(res == VK_SUCCESS, "View creation failed: %d", (int)res);
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vulkan_->SetDebugName(arrayView_, VK_OBJECT_TYPE_IMAGE_VIEW, tag_);
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}
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return true;
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}
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void VulkanTexture::CopyBufferToMipLevel(VkCommandBuffer cmd, TextureCopyBatch *copyBatch, int mip, int mipWidth, int mipHeight, int depthLayer, VkBuffer buffer, uint32_t offset, size_t rowLength) {
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VkBufferImageCopy copy_region{};
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copy_region.bufferOffset = offset;
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copy_region.bufferRowLength = (uint32_t)rowLength;
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copy_region.bufferImageHeight = 0; // 2D
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copy_region.imageOffset.z = depthLayer;
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copy_region.imageExtent.width = mipWidth;
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copy_region.imageExtent.height = mipHeight;
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copy_region.imageExtent.depth = 1;
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copy_region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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copy_region.imageSubresource.mipLevel = mip;
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copy_region.imageSubresource.baseArrayLayer = 0;
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copy_region.imageSubresource.layerCount = 1;
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_dbg_assert_(mip < numMips_);
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if (!copyBatch->buffer) {
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copyBatch->buffer = buffer;
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} else if (copyBatch->buffer != buffer) {
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// Need to flush the batch if this image isn't from the same buffer as the previous ones.
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FinishCopyBatch(cmd, copyBatch);
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copyBatch->buffer = buffer;
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}
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copyBatch->copies.push_back(copy_region);
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}
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void VulkanTexture::FinishCopyBatch(VkCommandBuffer cmd, TextureCopyBatch *copyBatch) {
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if (!copyBatch->copies.empty()) {
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vkCmdCopyBufferToImage(cmd, copyBatch->buffer, image_, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, (uint32_t)copyBatch->copies.size(), copyBatch->copies.data());
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copyBatch->copies.clear();
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}
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}
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void VulkanTexture::ClearMip(VkCommandBuffer cmd, int mip, uint32_t value) {
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// Must be in TRANSFER_DST mode.
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VkClearColorValue clearVal;
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for (int i = 0; i < 4; i++) {
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clearVal.float32[i] = ((value >> (i * 8)) & 0xFF) / 255.0f;
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}
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VkImageSubresourceRange range{};
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range.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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range.layerCount = 1;
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range.baseMipLevel = mip;
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range.levelCount = 1;
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vkCmdClearColorImage(cmd, image_, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, &clearVal, 1, &range);
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}
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// Low-quality mipmap generation by bilinear blit, but works okay.
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void VulkanTexture::GenerateMips(VkCommandBuffer cmd, int firstMipToGenerate, bool fromCompute) {
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_assert_msg_(firstMipToGenerate > 0, "Cannot generate the first level");
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_assert_msg_(firstMipToGenerate < numMips_, "Can't generate levels beyond storage");
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VulkanBarrierBatch batch;
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// Transition the pre-set levels to GENERAL.
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VkImageMemoryBarrier *barrier = batch.Add(image_,
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fromCompute ? VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT : VK_PIPELINE_STAGE_TRANSFER_BIT,
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VK_PIPELINE_STAGE_TRANSFER_BIT, 0);
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barrier->oldLayout = fromCompute ? VK_IMAGE_LAYOUT_GENERAL : VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
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barrier->newLayout = VK_IMAGE_LAYOUT_GENERAL;
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barrier->srcAccessMask = fromCompute ? VK_ACCESS_SHADER_WRITE_BIT : VK_ACCESS_TRANSFER_WRITE_BIT;
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barrier->dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
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barrier->subresourceRange.levelCount = firstMipToGenerate;
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barrier = batch.Add(image_,
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VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
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VK_PIPELINE_STAGE_TRANSFER_BIT, 0);
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barrier->subresourceRange.baseMipLevel = firstMipToGenerate;
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barrier->subresourceRange.levelCount = numMips_ - firstMipToGenerate;
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barrier->oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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barrier->newLayout = VK_IMAGE_LAYOUT_GENERAL;
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barrier->srcAccessMask = 0;
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barrier->dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
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batch.Flush(cmd);
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// Now we can blit and barrier the whole pipeline.
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for (int mip = firstMipToGenerate; mip < numMips_; mip++) {
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VkImageBlit blit{};
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blit.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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blit.srcSubresource.layerCount = 1;
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blit.srcSubresource.mipLevel = mip - 1;
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blit.srcOffsets[1].x = std::max(width_ >> (mip - 1), 1);
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blit.srcOffsets[1].y = std::max(height_ >> (mip - 1), 1);
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blit.srcOffsets[1].z = 1;
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blit.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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blit.dstSubresource.layerCount = 1;
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blit.dstSubresource.mipLevel = mip;
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blit.dstOffsets[1].x = std::max(width_ >> mip, 1);
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blit.dstOffsets[1].y = std::max(height_ >> mip, 1);
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blit.dstOffsets[1].z = 1;
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// TODO: We could do better with the image transitions - would be enough with one per level
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// for the memory barrier, then one final one for the whole stack when done. This function
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// currently doesn't have a global enough view, though.
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// We should also coalesce barriers across multiple texture uploads in a frame and all kinds of other stuff, but...
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vkCmdBlitImage(cmd, image_, VK_IMAGE_LAYOUT_GENERAL, image_, VK_IMAGE_LAYOUT_GENERAL, 1, &blit, VK_FILTER_LINEAR);
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barrier = batch.Add(image_, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0);
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barrier->subresourceRange.baseMipLevel = mip;
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barrier->oldLayout = VK_IMAGE_LAYOUT_GENERAL;
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barrier->newLayout = VK_IMAGE_LAYOUT_GENERAL;
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barrier->srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
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barrier->dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
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batch.Flush(cmd);
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}
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}
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void VulkanTexture::EndCreate(VkCommandBuffer cmd, bool vertexTexture, VkPipelineStageFlags prevStage, VkImageLayout layout) {
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VulkanBarrierBatch batch;
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VkImageMemoryBarrier *barrier = batch.Add(image_, prevStage, vertexTexture ? VK_PIPELINE_STAGE_VERTEX_SHADER_BIT : VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0);
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barrier->subresourceRange.levelCount = numMips_;
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barrier->oldLayout = layout;
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barrier->newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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barrier->srcAccessMask = prevStage == VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT ? VK_ACCESS_SHADER_WRITE_BIT : VK_ACCESS_TRANSFER_WRITE_BIT;
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barrier->dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
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batch.Flush(cmd);
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}
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void VulkanTexture::PrepareForTransferDst(VkCommandBuffer cmd, int levels) {
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VulkanBarrierBatch batch;
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VkImageMemoryBarrier *barrier = batch.Add(image_, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0);
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barrier->subresourceRange.levelCount = levels;
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barrier->srcAccessMask = VK_ACCESS_SHADER_READ_BIT;
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barrier->dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
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barrier->oldLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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barrier->newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
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batch.Flush(cmd);
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}
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void VulkanTexture::RestoreAfterTransferDst(int levels, VulkanBarrierBatch *barriers) {
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VkImageMemoryBarrier *barrier = barriers->Add(image_, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0);
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barrier->subresourceRange.levelCount = levels;
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barrier->srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
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barrier->dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
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barrier->oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
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barrier->newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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}
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VkImageView VulkanTexture::CreateViewForMip(int mip) {
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VkImageViewCreateInfo view_info = { VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO };
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view_info.image = image_;
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view_info.viewType = VK_IMAGE_VIEW_TYPE_2D;
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view_info.format = format_;
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view_info.components.r = VK_COMPONENT_SWIZZLE_IDENTITY;
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view_info.components.g = VK_COMPONENT_SWIZZLE_IDENTITY;
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view_info.components.b = VK_COMPONENT_SWIZZLE_IDENTITY;
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view_info.components.a = VK_COMPONENT_SWIZZLE_IDENTITY;
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view_info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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view_info.subresourceRange.baseMipLevel = mip;
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view_info.subresourceRange.levelCount = 1;
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view_info.subresourceRange.baseArrayLayer = 0;
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view_info.subresourceRange.layerCount = 1;
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VkImageView view;
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VkResult res = vkCreateImageView(vulkan_->GetDevice(), &view_info, NULL, &view);
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vulkan_->SetDebugName(view, VK_OBJECT_TYPE_IMAGE_VIEW, "mipview");
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_assert_(res == VK_SUCCESS);
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return view;
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}
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void VulkanTexture::Destroy() {
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if (view_ != VK_NULL_HANDLE) {
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vulkan_->Delete().QueueDeleteImageView(view_);
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}
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if (arrayView_ != VK_NULL_HANDLE) {
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vulkan_->Delete().QueueDeleteImageView(arrayView_);
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}
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if (image_ != VK_NULL_HANDLE) {
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_dbg_assert_(allocation_ != VK_NULL_HANDLE);
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vulkan_->Delete().QueueDeleteImageAllocation(image_, allocation_);
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}
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}
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