mirror of
https://github.com/hrydgard/ppsspp.git
synced 2025-04-02 11:01:50 -04:00
711 lines
26 KiB
C++
711 lines
26 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <cassert>
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#include "base/logging.h"
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#include "base/timeutil.h"
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#include "Common/MemoryUtil.h"
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#include "Core/MemMap.h"
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#include "Core/Host.h"
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#include "Core/System.h"
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#include "Core/Reporting.h"
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#include "Core/Config.h"
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#include "Core/CoreTiming.h"
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#include "GPU/Math3D.h"
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#include "GPU/GPUState.h"
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#include "GPU/ge_constants.h"
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#include "GPU/Common/TextureDecoder.h"
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#include "GPU/Common/SplineCommon.h"
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#include "GPU/Common/TransformCommon.h"
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#include "GPU/Common/VertexDecoderCommon.h"
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#include "GPU/Common/SoftwareTransformCommon.h"
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#include "GPU/Common/DrawEngineCommon.h"
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#include "GPU/Vulkan/DrawEngineVulkan.h"
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#include "GPU/Vulkan/TextureCacheVulkan.h"
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#include "GPU/Vulkan/ShaderManagerVulkan.h"
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#include "GPU/Vulkan/PipelineManagerVulkan.h"
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#include "GPU/Vulkan/GPU_Vulkan.h"
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enum {
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DRAW_BINDING_TEXTURE = 0,
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DRAW_BINDING_2ND_TEXTURE = 1,
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DRAW_BINDING_DYNUBO_BASE = 2,
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DRAW_BINDING_DYNUBO_LIGHT = 3,
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DRAW_BINDING_DYNUBO_BONE = 4,
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};
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const VkPrimitiveTopology prim[8] = {
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VK_PRIMITIVE_TOPOLOGY_POINT_LIST,
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VK_PRIMITIVE_TOPOLOGY_LINE_LIST,
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VK_PRIMITIVE_TOPOLOGY_LINE_STRIP,
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VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
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VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP,
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VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN,
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VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, // Vulkan doesn't do quads. We could do strips with restart-index though. We could also do RECT primitives in the geometry shader.
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};
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enum {
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TRANSFORMED_VERTEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * sizeof(TransformedVertex)
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};
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DrawEngineVulkan::DrawEngineVulkan(VulkanContext *vulkan)
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:
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vulkan_(vulkan),
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decodedVerts_(0),
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prevPrim_(GE_PRIM_INVALID),
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lastVType_(-1),
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pipelineManager_(nullptr),
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textureCache_(nullptr),
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framebufferManager_(nullptr),
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numDrawCalls(0),
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vertexCountInDrawCalls(0),
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decodeCounter_(0),
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fboTexNeedBind_(false),
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fboTexBound_(false),
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curFrame_(0) {
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memset(&decOptions_, 0, sizeof(decOptions_));
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decOptions_.expandAllUVtoFloat = true;
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decOptions_.expandAllWeightsToFloat = true;
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decOptions_.expand8BitNormalsToFloat = true;
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// Allocate nicely aligned memory. Maybe graphics drivers will
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// appreciate it.
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// All this is a LOT of memory, need to see if we can cut down somehow.
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decoded = (u8 *)AllocateMemoryPages(DECODED_VERTEX_BUFFER_SIZE);
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decIndex = (u16 *)AllocateMemoryPages(DECODED_INDEX_BUFFER_SIZE);
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splineBuffer = (u8 *)AllocateMemoryPages(SPLINE_BUFFER_SIZE);
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transformed = (TransformedVertex *)AllocateMemoryPages(TRANSFORMED_VERTEX_BUFFER_SIZE);
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transformedExpanded = (TransformedVertex *)AllocateMemoryPages(3 * TRANSFORMED_VERTEX_BUFFER_SIZE);
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indexGen.Setup(decIndex);
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// All resources we need for PSP drawing. Usually only bindings 0 and 2-4 are populated.
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VkDescriptorSetLayoutBinding bindings[5];
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bindings[0].descriptorCount = 1;
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bindings[0].pImmutableSamplers = nullptr;
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bindings[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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bindings[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
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bindings[0].binding = DRAW_BINDING_TEXTURE;
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bindings[1].descriptorCount = 1;
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bindings[1].pImmutableSamplers = nullptr;
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bindings[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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bindings[1].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
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bindings[1].binding = DRAW_BINDING_2ND_TEXTURE;
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bindings[2].descriptorCount = 1;
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bindings[2].pImmutableSamplers = nullptr;
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bindings[2].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
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bindings[2].stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT;
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bindings[2].binding = DRAW_BINDING_DYNUBO_BASE;
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bindings[3].descriptorCount = 1;
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bindings[3].pImmutableSamplers = nullptr;
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bindings[3].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
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bindings[3].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
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bindings[3].binding = DRAW_BINDING_DYNUBO_LIGHT;
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bindings[4].descriptorCount = 1;
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bindings[4].pImmutableSamplers = nullptr;
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bindings[4].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
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bindings[4].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
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bindings[4].binding = DRAW_BINDING_DYNUBO_BONE;
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VkDevice device = vulkan_->GetDevice();
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VkDescriptorSetLayoutCreateInfo dsl;
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dsl.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
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dsl.pNext = nullptr;
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dsl.bindingCount = 5;
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dsl.pBindings = bindings;
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VkResult res = vkCreateDescriptorSetLayout(device, &dsl, nullptr, &descriptorSetLayout_);
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VkDescriptorPoolSize dpTypes[2];
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dpTypes[0].descriptorCount = 800;
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dpTypes[0].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
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dpTypes[1].descriptorCount = 200;
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dpTypes[1].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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VkDescriptorPoolCreateInfo dp;
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dp.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
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dp.pNext = nullptr;
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dp.flags = 0; // Don't want to mess around with individually freeing these, let's go fixed each frame and zap the whole array. Might try the dynamic approach later.
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dp.maxSets = 1000;
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dp.pPoolSizes = dpTypes;
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dp.poolSizeCount = ARRAY_SIZE(dpTypes);
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res = vkCreateDescriptorPool(device, &dp, nullptr, &frame_[0].descPool);
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assert(VK_SUCCESS == res);
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res = vkCreateDescriptorPool(device, &dp, nullptr, &frame_[1].descPool);
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assert(VK_SUCCESS == res);
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// We are going to use one-shot descriptors in the initial implementation. Might look into caching them
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// if creating and updating them turns out to be expensive.
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for (int i = 0; i < 2; i++) {
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VkResult res = vkCreateDescriptorPool(vulkan_->GetDevice(), &dp, nullptr, &frame_[i].descPool);
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assert(VK_SUCCESS == res);
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frame_[i].pushData = new VulkanPushBuffer(vulkan_, 4 * 1024 * 1024); // TODO: Do something more dynamic
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}
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VkPipelineLayoutCreateInfo pl;
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pl.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
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pl.pNext = nullptr;
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pl.pPushConstantRanges = nullptr;
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pl.pushConstantRangeCount = 0;
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pl.setLayoutCount = 1;
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pl.pSetLayouts = &descriptorSetLayout_;
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res = vkCreatePipelineLayout(device, &pl, nullptr, &pipelineLayout_);
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assert(VK_SUCCESS == res);
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VkSamplerCreateInfo samp = {};
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samp.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
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samp.pNext = nullptr;
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samp.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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samp.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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samp.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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samp.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST;
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samp.flags = 0;
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samp.magFilter = VK_FILTER_LINEAR;
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samp.minFilter = VK_FILTER_LINEAR;
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res = vkCreateSampler(device, &samp, nullptr, &depalSampler_);
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assert(VK_SUCCESS == res);
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}
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void DrawEngineVulkan::BeginFrame() {
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FrameData *frame = &frame_[curFrame_ & 1];
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vkResetDescriptorPool(vulkan_->GetDevice(), frame->descPool, 0);
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frame->pushData->Begin(vulkan_->GetDevice());
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frame->pushData->Reset();
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}
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void DrawEngineVulkan::EndFrame() {
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FrameData *frame = &frame_[curFrame_ & 1];
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frame->pushData->End(vulkan_->GetDevice());
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curFrame_++;
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}
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DrawEngineVulkan::~DrawEngineVulkan() {
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FreeMemoryPages(decoded, DECODED_VERTEX_BUFFER_SIZE);
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FreeMemoryPages(decIndex, DECODED_INDEX_BUFFER_SIZE);
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FreeMemoryPages(splineBuffer, SPLINE_BUFFER_SIZE);
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FreeMemoryPages(transformed, TRANSFORMED_VERTEX_BUFFER_SIZE);
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FreeMemoryPages(transformedExpanded, 3 * TRANSFORMED_VERTEX_BUFFER_SIZE);
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for (int i = 0; i < 2; i++) {
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vulkan_->QueueDelete(frame_[i].descPool);
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delete frame_[i].pushData;
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}
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vulkan_->QueueDelete(depalSampler_);
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}
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VertexDecoder *DrawEngineVulkan::GetVertexDecoder(u32 vtype) {
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auto iter = decoderMap_.find(vtype);
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if (iter != decoderMap_.end())
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return iter->second;
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VertexDecoder *dec = new VertexDecoder();
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dec->SetVertexType(vtype, decOptions_, decJitCache_);
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decoderMap_[vtype] = dec;
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return dec;
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}
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void DrawEngineVulkan::SetupVertexDecoder(u32 vertType) {
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SetupVertexDecoderInternal(vertType);
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}
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inline void DrawEngineVulkan::SetupVertexDecoderInternal(u32 vertType) {
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// As the decoder depends on the UVGenMode when we use UV prescale, we simply mash it
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// into the top of the verttype where there are unused bits.
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const u32 vertTypeID = (vertType & 0xFFFFFF) | (gstate.getUVGenMode() << 24);
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// If vtype has changed, setup the vertex decoder.
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if (vertTypeID != lastVType_) {
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dec_ = GetVertexDecoder(vertTypeID);
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lastVType_ = vertTypeID;
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}
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}
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void DrawEngineVulkan::SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int *bytesRead) {
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if (!indexGen.PrimCompatible(prevPrim_, prim) || numDrawCalls >= MAX_DEFERRED_DRAW_CALLS || vertexCountInDrawCalls + vertexCount > VERTEX_BUFFER_MAX)
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Flush(cmd_);
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// TODO: Is this the right thing to do?
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if (prim == GE_PRIM_KEEP_PREVIOUS) {
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prim = prevPrim_ != GE_PRIM_INVALID ? prevPrim_ : GE_PRIM_POINTS;
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} else {
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prevPrim_ = prim;
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}
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SetupVertexDecoderInternal(vertType);
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*bytesRead = vertexCount * dec_->VertexSize();
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if ((vertexCount < 2 && prim > 0) || (vertexCount < 3 && prim > 2 && prim != GE_PRIM_RECTANGLES))
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return;
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DeferredDrawCall &dc = drawCalls[numDrawCalls];
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dc.verts = verts;
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dc.inds = inds;
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dc.vertType = vertType;
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dc.indexType = (vertType & GE_VTYPE_IDX_MASK) >> GE_VTYPE_IDX_SHIFT;
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dc.prim = prim;
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dc.vertexCount = vertexCount;
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if (inds) {
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GetIndexBounds(inds, vertexCount, vertType, &dc.indexLowerBound, &dc.indexUpperBound);
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} else {
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dc.indexLowerBound = 0;
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dc.indexUpperBound = vertexCount - 1;
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}
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numDrawCalls++;
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vertexCountInDrawCalls += vertexCount;
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if (g_Config.bSoftwareSkinning && (vertType & GE_VTYPE_WEIGHT_MASK)) {
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DecodeVertsStep();
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decodeCounter_++;
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}
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if (prim == GE_PRIM_RECTANGLES && (gstate.getTextureAddress(0) & 0x3FFFFFFF) == (gstate.getFrameBufAddress() & 0x3FFFFFFF)) {
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// Rendertarget == texture?
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if (!g_Config.bDisableSlowFramebufEffects) {
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gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
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Flush(cmd_);
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}
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}
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}
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void DrawEngineVulkan::DecodeVerts() {
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for (; decodeCounter_ < numDrawCalls; decodeCounter_++) {
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DecodeVertsStep();
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}
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// Sanity check
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if (indexGen.Prim() < 0) {
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ERROR_LOG_REPORT(G3D, "DecodeVerts: Failed to deduce prim: %i", indexGen.Prim());
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// Force to points (0)
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indexGen.AddPrim(GE_PRIM_POINTS, 0);
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}
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}
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void DrawEngineVulkan::DecodeVertsStep() {
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const int i = decodeCounter_;
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const DeferredDrawCall &dc = drawCalls[i];
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indexGen.SetIndex(decodedVerts_);
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int indexLowerBound = dc.indexLowerBound, indexUpperBound = dc.indexUpperBound;
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u32 indexType = dc.indexType;
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void *inds = dc.inds;
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if (indexType == GE_VTYPE_IDX_NONE >> GE_VTYPE_IDX_SHIFT) {
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// Decode the verts and apply morphing. Simple.
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dec_->DecodeVerts(decoded + decodedVerts_ * (int)dec_->GetDecVtxFmt().stride,
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dc.verts, indexLowerBound, indexUpperBound);
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decodedVerts_ += indexUpperBound - indexLowerBound + 1;
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indexGen.AddPrim(dc.prim, dc.vertexCount);
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} else {
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// It's fairly common that games issue long sequences of PRIM calls, with differing
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// inds pointer but the same base vertex pointer. We'd like to reuse vertices between
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// these as much as possible, so we make sure here to combine as many as possible
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// into one nice big drawcall, sharing data.
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// 1. Look ahead to find the max index, only looking as "matching" drawcalls.
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// Expand the lower and upper bounds as we go.
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int lastMatch = i;
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const int total = numDrawCalls;
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for (int j = i + 1; j < total; ++j) {
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if (drawCalls[j].verts != dc.verts)
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break;
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indexLowerBound = std::min(indexLowerBound, (int)drawCalls[j].indexLowerBound);
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indexUpperBound = std::max(indexUpperBound, (int)drawCalls[j].indexUpperBound);
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lastMatch = j;
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}
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// 2. Loop through the drawcalls, translating indices as we go.
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switch (indexType) {
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case GE_VTYPE_IDX_8BIT >> GE_VTYPE_IDX_SHIFT:
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for (int j = i; j <= lastMatch; j++) {
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indexGen.TranslatePrim(drawCalls[j].prim, drawCalls[j].vertexCount, (const u8 *)drawCalls[j].inds, indexLowerBound);
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}
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break;
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case GE_VTYPE_IDX_16BIT >> GE_VTYPE_IDX_SHIFT:
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for (int j = i; j <= lastMatch; j++) {
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indexGen.TranslatePrim(drawCalls[j].prim, drawCalls[j].vertexCount, (const u16 *)drawCalls[j].inds, indexLowerBound);
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}
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break;
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}
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const int vertexCount = indexUpperBound - indexLowerBound + 1;
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// This check is a workaround for Pangya Fantasy Golf, which sends bogus index data when switching items in "My Room" sometimes.
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if (decodedVerts_ + vertexCount > VERTEX_BUFFER_MAX) {
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return;
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}
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// 3. Decode that range of vertex data.
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dec_->DecodeVerts(decoded + decodedVerts_ * (int)dec_->GetDecVtxFmt().stride,
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dc.verts, indexLowerBound, indexUpperBound);
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decodedVerts_ += vertexCount;
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// 4. Advance indexgen vertex counter.
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indexGen.Advance(vertexCount);
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decodeCounter_ = lastMatch;
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}
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}
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inline u32 ComputeMiniHashRange(const void *ptr, size_t sz) {
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// Switch to u32 units.
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const u32 *p = (const u32 *)ptr;
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sz >>= 2;
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if (sz > 100) {
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size_t step = sz / 4;
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u32 hash = 0;
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for (size_t i = 0; i < sz; i += step) {
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hash += DoReliableHash32(p + i, 100, 0x3A44B9C4);
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}
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return hash;
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} else {
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return p[0] + p[sz - 1];
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}
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}
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VkDescriptorSet DrawEngineVulkan::GetDescriptorSet(CachedTextureVulkan *texture, VkSampler sampler, VkBuffer dynamicUbo) {
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DescriptorSetKey key;
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key.texture_ = texture;
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key.sampler_ = sampler;
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key.secondaryTexture_ = nullptr;
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key.buffer_ = dynamicUbo;
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FrameData *frame = &frame_[curFrame_ & 1];
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auto iter = frame->descSets.find(key);
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if (iter != frame->descSets.end()) {
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return iter->second;
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}
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// Didn't find one in the frame cache, let's make a new one.
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VkDescriptorSet desc;
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VkDescriptorSetAllocateInfo descAlloc;
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descAlloc.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
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descAlloc.pNext = nullptr;
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descAlloc.pSetLayouts = &descriptorSetLayout_;
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descAlloc.descriptorPool = frame->descPool;
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descAlloc.descriptorSetCount = 1;
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vkAllocateDescriptorSets(vulkan_->GetDevice(), &descAlloc, &desc);
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// We just don't write to the slots we don't care about.
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VkWriteDescriptorSet writes[4];
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memset(writes, 0, sizeof(writes));
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// Main texture
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int n = 0;
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if (texture) {
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VkDescriptorImageInfo tex;
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tex.imageLayout = texture->imageLayout;
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tex.imageView = texture->imageView;
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tex.sampler = sampler;
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writes[n].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
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writes[n].pNext = nullptr;
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writes[n].dstBinding = DRAW_BINDING_TEXTURE;
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writes[n].pImageInfo = &tex;
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writes[n].descriptorCount = 1;
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writes[n].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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writes[n].dstSet = desc;
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n++;
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}
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// Skipping 2nd texture for now.
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|
// Uniform buffer objects
|
|
VkDescriptorBufferInfo buf[3];
|
|
buf[0].buffer = dynamicUbo;
|
|
buf[0].offset = 0;
|
|
buf[0].range = sizeof(UB_VS_FS_Base);
|
|
buf[1].buffer = dynamicUbo;
|
|
buf[1].offset = 0;
|
|
buf[1].range = sizeof(UB_VS_Lights);
|
|
buf[2].buffer = dynamicUbo;
|
|
buf[2].offset = 0;
|
|
buf[2].range = sizeof(UB_VS_Bones);
|
|
writes[n].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
|
writes[n].pNext = nullptr;
|
|
writes[n].dstBinding = DRAW_BINDING_DYNUBO_BASE;
|
|
writes[n].pBufferInfo = &buf[0];
|
|
writes[n].dstSet = desc;
|
|
writes[n].descriptorCount = 3;
|
|
writes[n].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
|
|
n++;
|
|
|
|
vkUpdateDescriptorSets(vulkan_->GetDevice(), n, writes, 0, nullptr);
|
|
|
|
frame->descSets[key] = desc;
|
|
return desc;
|
|
}
|
|
|
|
// The inline wrapper in the header checks for numDrawCalls == 0d
|
|
void DrawEngineVulkan::DoFlush(VkCommandBuffer cmd) {
|
|
gpuStats.numFlushes++;
|
|
|
|
FrameData *frame = &frame_[curFrame_ & 1];
|
|
|
|
// Note than when we implement overflow in pushbuffer, we need to make sure to overflow here, not between
|
|
// the three ubo pushes. The reason is that the three UBOs must be in the same buffer as that's how we
|
|
// designed the descriptor set.
|
|
|
|
// CachedTextureVulkan *tex = textureCache_->ApplyTexture();
|
|
VkDescriptorSet ds = GetDescriptorSet(nullptr, nullptr, frame->pushData->GetVkBuffer());
|
|
|
|
GEPrimitiveType prim = prevPrim_;
|
|
|
|
bool useHWTransform = CanUseHardwareTransform(prim);
|
|
|
|
VulkanVertexShader *vshader;
|
|
VulkanFragmentShader *fshader;
|
|
|
|
uint32_t baseUBOOffset = 0;
|
|
uint32_t lightUBOOffset = 0;
|
|
uint32_t boneUBOOffset = 0;
|
|
|
|
uint32_t ibOffset = 0;
|
|
uint32_t vbOffset = 0;
|
|
|
|
if (useHWTransform) {
|
|
int vertexCount = 0;
|
|
int maxIndex = 0;
|
|
bool useElements = true;
|
|
|
|
DecodeVerts();
|
|
gpuStats.numUncachedVertsDrawn += indexGen.VertexCount();
|
|
useElements = !indexGen.SeenOnlyPurePrims();
|
|
vertexCount = indexGen.VertexCount();
|
|
maxIndex = indexGen.MaxIndex();
|
|
if (!useElements && indexGen.PureCount()) {
|
|
vertexCount = indexGen.PureCount();
|
|
}
|
|
prim = indexGen.Prim();
|
|
|
|
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);
|
|
}
|
|
|
|
VulkanPipelineRasterStateKey pipelineKey;
|
|
VulkanDynamicState dynState;
|
|
ConvertStateToVulkanKey(*framebufferManager_, prim, pipelineKey, dynState);
|
|
// TODO: Dirty-flag these.
|
|
vkCmdSetScissor(cmd_, 0, 1, &dynState.scissor);
|
|
vkCmdSetViewport(cmd_, 0, 1, &dynState.viewport);
|
|
vkCmdSetStencilReference(cmd_, VK_STENCIL_FRONT_AND_BACK, dynState.stencilRef);
|
|
vkCmdSetStencilWriteMask(cmd_, VK_STENCIL_FRONT_AND_BACK, dynState.stencilWriteMask);
|
|
vkCmdSetStencilCompareMask(cmd_, VK_STENCIL_FRONT_AND_BACK, dynState.stencilCompareMask);
|
|
// vkCmdSetBlendConstants(cmd_, dynState.blendColor);
|
|
shaderManager_->UpdateUniforms();
|
|
shaderManager_->GetShaders(prim, lastVType_, &vshader, &fshader, useHWTransform);
|
|
VulkanPipeline *pipeline = pipelineManager_->GetOrCreatePipeline(pipelineLayout_, pipelineKey, dec_, vshader->GetModule(), fshader->GetModule(), true);
|
|
vkCmdBindPipeline(cmd_, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline->pipeline); // TODO: Avoid if same as last draw.
|
|
|
|
if (pipeline->uniformBlocks & UB_VS_FS_BASE) {
|
|
baseUBOOffset = shaderManager_->PushBaseBuffer(frame->pushData);
|
|
}
|
|
if (pipeline->uniformBlocks & UB_VS_LIGHTS) {
|
|
lightUBOOffset = shaderManager_->PushLightBuffer(frame->pushData);
|
|
}
|
|
if (pipeline->uniformBlocks & UB_VS_BONES) {
|
|
boneUBOOffset = shaderManager_->PushBoneBuffer(frame->pushData);
|
|
}
|
|
|
|
VkBuffer buf[1] = {frame->pushData->GetVkBuffer()};
|
|
const uint32_t dynamicUBOOffsets[3] = {
|
|
baseUBOOffset, lightUBOOffset, boneUBOOffset,
|
|
};
|
|
vkCmdBindDescriptorSets(cmd_, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout_, 0, 1, &ds, 3, dynamicUBOOffsets);
|
|
|
|
vbOffset = (uint32_t)frame->pushData->Push(decoded, vertexCount * dec_->GetDecVtxFmt().stride);
|
|
|
|
VkDeviceSize offsets[1] = { vbOffset };
|
|
if (useElements) {
|
|
ibOffset = (uint32_t)frame->pushData->Push(decIndex, 2 * indexGen.VertexCount());
|
|
// TODO: Avoid rebinding vertex/index buffers if the vertex size stays the same by using the offset arguments
|
|
// Might want to separate vertices out into a different push buffer in that case.
|
|
vkCmdBindVertexBuffers(cmd_, 0, 1, buf, offsets);
|
|
vkCmdBindIndexBuffer(cmd_, buf[0], ibOffset, VK_INDEX_TYPE_UINT16);
|
|
vkCmdDrawIndexed(cmd_, indexGen.VertexCount(), 1, 0, 0, 0);
|
|
} else {
|
|
vkCmdBindVertexBuffers(cmd_, 0, 1, buf, offsets);
|
|
vkCmdDraw(cmd_, vertexCount, 1, 0, 0);
|
|
}
|
|
} else {
|
|
DecodeVerts();
|
|
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 += indexGen.VertexCount();
|
|
prim = indexGen.Prim();
|
|
// Undo the strip optimization, not supported by the SW code yet.
|
|
if (prim == GE_PRIM_TRIANGLE_STRIP)
|
|
prim = GE_PRIM_TRIANGLES;
|
|
VERBOSE_LOG(G3D, "Flush prim %i SW! %i verts in one go", prim, indexGen.VertexCount());
|
|
|
|
int numTrans = 0;
|
|
bool drawIndexed = false;
|
|
u16 *inds = decIndex;
|
|
TransformedVertex *drawBuffer = NULL;
|
|
SoftwareTransformResult result;
|
|
memset(&result, 0, sizeof(result));
|
|
|
|
int maxIndex = indexGen.MaxIndex();
|
|
SoftwareTransform(
|
|
prim, decoded, indexGen.VertexCount(),
|
|
dec_->VertexType(), inds, GE_VTYPE_IDX_16BIT, dec_->GetDecVtxFmt(),
|
|
maxIndex, framebufferManager_, textureCache_, transformed, transformedExpanded, drawBuffer, numTrans, drawIndexed, &result, 1.0f);
|
|
|
|
if (result.action == SW_DRAW_PRIMITIVES) {
|
|
VulkanPipelineRasterStateKey pipelineKey;
|
|
VulkanDynamicState dynState;
|
|
ConvertStateToVulkanKey(*framebufferManager_, prim, pipelineKey, dynState);
|
|
// TODO: Dirty-flag these.
|
|
vkCmdSetScissor(cmd_, 0, 1, &dynState.scissor);
|
|
vkCmdSetViewport(cmd_, 0, 1, &dynState.viewport);
|
|
if (dynState.useStencil) {
|
|
vkCmdSetStencilWriteMask(cmd_, VK_STENCIL_FRONT_AND_BACK, dynState.stencilWriteMask);
|
|
vkCmdSetStencilCompareMask(cmd_, VK_STENCIL_FRONT_AND_BACK, dynState.stencilCompareMask);
|
|
}
|
|
if (result.setStencil) {
|
|
// hey, dynamic state!
|
|
vkCmdSetStencilReference(cmd_, VK_STENCIL_FRONT_AND_BACK, result.stencilValue);
|
|
} else if (dynState.useStencil) {
|
|
vkCmdSetStencilReference(cmd_, VK_STENCIL_FRONT_AND_BACK, dynState.stencilRef);
|
|
}
|
|
|
|
// vkCmdSetBlendConstants(cmd_, dynState.blendColor);
|
|
shaderManager_->UpdateUniforms();
|
|
shaderManager_->GetShaders(prim, lastVType_, &vshader, &fshader, useHWTransform);
|
|
VulkanPipeline *pipeline = pipelineManager_->GetOrCreatePipeline(pipelineLayout_, pipelineKey, dec_, vshader->GetModule(), fshader->GetModule(), false);
|
|
vkCmdBindPipeline(cmd_, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline->pipeline); // TODO: Avoid if same as last draw.
|
|
|
|
if (pipeline->uniformBlocks & UB_VS_FS_BASE) {
|
|
baseUBOOffset = shaderManager_->PushBaseBuffer(frame->pushData);
|
|
}
|
|
|
|
const uint32_t dynamicUBOOffsets[3] = {
|
|
baseUBOOffset, lightUBOOffset, boneUBOOffset,
|
|
};
|
|
vkCmdBindDescriptorSets(cmd_, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout_, 0, 1, &ds, 3, dynamicUBOOffsets);
|
|
|
|
vbOffset = (uint32_t)frame->pushData->Push(drawBuffer, numTrans * sizeof(TransformedVertex));
|
|
|
|
VkBuffer buf[1] = { frame->pushData->GetVkBuffer() };
|
|
VkDeviceSize offsets[1] = { vbOffset };
|
|
if (drawIndexed) {
|
|
ibOffset = (uint32_t)frame->pushData->Push(decIndex, 2 * indexGen.VertexCount());
|
|
// TODO: Have a buffer per frame, use a walking buffer pointer
|
|
// TODO: Avoid rebinding if the vertex size stays the same by using the offset arguments
|
|
vkCmdBindVertexBuffers(cmd_, 0, 1, buf, offsets);
|
|
vkCmdBindIndexBuffer(cmd_, buf[0], ibOffset, VK_INDEX_TYPE_UINT16);
|
|
vkCmdDrawIndexed(cmd_, numTrans, 1, 0, 0, 0);
|
|
} else {
|
|
// TODO: Avoid rebinding if the vertex size stays the same by using the offset arguments
|
|
vkCmdBindVertexBuffers(cmd_, 0, 1, buf, offsets);
|
|
vkCmdDraw(cmd_, numTrans, 1, 0, 0);
|
|
}
|
|
} else if (result.action == SW_CLEAR) {
|
|
// TODO: Support clearing only color and not alpha, or vice versa. This is not supported (probably for good reason) by vkCmdClearColorAttachment
|
|
// so we will have to simply draw a rectangle instead.
|
|
|
|
int mask = gstate.isClearModeColorMask() ? 1 : 0;
|
|
if (gstate.isClearModeAlphaMask()) mask |= 2;
|
|
if (gstate.isClearModeDepthMask()) mask |= 4;
|
|
|
|
VkClearValue colorValue, depthValue;
|
|
colorValue.color.float32[0] = (result.color & 0xFF) * (1.0f / 255.0f);
|
|
colorValue.color.float32[1] = ((result.color >> 8) & 0xFF) * (1.0f / 255.0f);
|
|
colorValue.color.float32[2] = ((result.color >> 16) & 0xFF) * (1.0f / 255.0f);
|
|
colorValue.color.float32[3] = ((result.color >> 24) & 0xFF) * (1.0f / 255.0f);
|
|
depthValue.depthStencil.depth = result.depth;
|
|
depthValue.depthStencil.stencil = (result.color >> 24) & 0xFF;
|
|
|
|
VkClearRect rect;
|
|
rect.baseArrayLayer = 0;
|
|
rect.layerCount = 1;
|
|
rect.rect.offset.x = 0;
|
|
rect.rect.offset.y = 0;
|
|
rect.rect.extent.width = gstate_c.curRTRenderWidth;
|
|
rect.rect.extent.height = gstate_c.curRTRenderHeight;
|
|
|
|
int count = 0;
|
|
VkClearAttachment attach[2];
|
|
if (mask & 3) {
|
|
attach[count].aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
|
attach[count].clearValue = colorValue;
|
|
attach[count].colorAttachment = 0;
|
|
count++;
|
|
}
|
|
if (mask & 4) {
|
|
attach[count].aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
|
|
attach[count].clearValue = depthValue;
|
|
attach[count].colorAttachment = 0;
|
|
}
|
|
vkCmdClearAttachments(cmd_, count, attach, 1, &rect);
|
|
|
|
if (mask & 1) {
|
|
framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason);
|
|
}
|
|
if (mask & 4) {
|
|
framebufferManager_->SetDepthUpdated();
|
|
}
|
|
}
|
|
}
|
|
|
|
gpuStats.numDrawCalls += numDrawCalls;
|
|
gpuStats.numVertsSubmitted += vertexCountInDrawCalls;
|
|
|
|
indexGen.Reset();
|
|
decodedVerts_ = 0;
|
|
numDrawCalls = 0;
|
|
vertexCountInDrawCalls = 0;
|
|
decodeCounter_ = 0;
|
|
prevPrim_ = GE_PRIM_INVALID;
|
|
gstate_c.vertexFullAlpha = true;
|
|
framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason);
|
|
|
|
// Now seems as good a time as any to reset the min/max coords, which we may examine later.
|
|
gstate_c.vertBounds.minU = 512;
|
|
gstate_c.vertBounds.minV = 512;
|
|
gstate_c.vertBounds.maxU = 0;
|
|
gstate_c.vertBounds.maxV = 0;
|
|
|
|
host->GPUNotifyDraw();
|
|
}
|
|
|
|
void DrawEngineVulkan::Resized() {
|
|
decJitCache_->Clear();
|
|
lastVType_ = -1;
|
|
dec_ = NULL;
|
|
for (auto iter = decoderMap_.begin(); iter != decoderMap_.end(); iter++) {
|
|
delete iter->second;
|
|
}
|
|
decoderMap_.clear();
|
|
}
|
|
|
|
bool DrawEngineVulkan::IsCodePtrVertexDecoder(const u8 *ptr) const {
|
|
return decJitCache_->IsInSpace(ptr);
|
|
}
|