Duckstation/src/core/gpu_hw_vulkan.cpp

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#include "gpu_hw_vulkan.h"
#include "common/assert.h"
#include "common/log.h"
#include "common/scope_guard.h"
#include "common/timer.h"
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#include "common/vulkan/builders.h"
#include "common/vulkan/context.h"
#include "common/vulkan/shader_cache.h"
#include "common/vulkan/util.h"
#include "gpu_hw_shadergen.h"
#include "host_display.h"
#include "host_interface.h"
#include "system.h"
Log_SetChannel(GPU_HW_Vulkan);
GPU_HW_Vulkan::GPU_HW_Vulkan() = default;
GPU_HW_Vulkan::~GPU_HW_Vulkan()
{
if (m_host_display)
{
m_host_display->ClearDisplayTexture();
ResetGraphicsAPIState();
}
DestroyResources();
}
JIT optimizations and refactoring (#675) * CPU/Recompiler: Use rel32 call where possible for no-args * JitCodeBuffer: Support using preallocated buffer * CPU/Recompiler/AArch64: Use bl instead of blr for short branches * CPU/CodeCache: Allocate recompiler buffer in program space This means we don't need 64-bit moves for every call out of the recompiler. * GTE: Don't store as u16 and load as u32 * CPU/Recompiler: Add methods to emit global load/stores * GTE: Convert class to namespace * CPU/Recompiler: Call GTE functions directly * Settings: Turn into a global variable * GPU: Replace local pointers with global * InterruptController: Turn into a global pointer * System: Replace local pointers with global * Timers: Turn into a global instance * DMA: Turn into a global instance * SPU: Turn into a global instance * CDROM: Turn into a global instance * MDEC: Turn into a global instance * Pad: Turn into a global instance * SIO: Turn into a global instance * CDROM: Move audio FIFO to the heap * CPU/Recompiler: Drop ASMFunctions No longer needed since we have code in the same 4GB window. * CPUCodeCache: Turn class into namespace * Bus: Local pointer -> global pointers * CPU: Turn class into namespace * Bus: Turn into namespace * GTE: Store registers in CPU state struct Allows relative addressing on ARM. * CPU/Recompiler: Align code storage to page size * CPU/Recompiler: Fix relative branches on A64 * HostInterface: Local references to global * System: Turn into a namespace, move events out * Add guard pages * Android: Fix build
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bool GPU_HW_Vulkan::Initialize(HostDisplay* host_display)
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{
if (host_display->GetRenderAPI() != HostDisplay::RenderAPI::Vulkan)
{
Log_ErrorPrintf("Host render API is incompatible");
return false;
}
Assert(g_vulkan_shader_cache);
SetCapabilities();
JIT optimizations and refactoring (#675) * CPU/Recompiler: Use rel32 call where possible for no-args * JitCodeBuffer: Support using preallocated buffer * CPU/Recompiler/AArch64: Use bl instead of blr for short branches * CPU/CodeCache: Allocate recompiler buffer in program space This means we don't need 64-bit moves for every call out of the recompiler. * GTE: Don't store as u16 and load as u32 * CPU/Recompiler: Add methods to emit global load/stores * GTE: Convert class to namespace * CPU/Recompiler: Call GTE functions directly * Settings: Turn into a global variable * GPU: Replace local pointers with global * InterruptController: Turn into a global pointer * System: Replace local pointers with global * Timers: Turn into a global instance * DMA: Turn into a global instance * SPU: Turn into a global instance * CDROM: Turn into a global instance * MDEC: Turn into a global instance * Pad: Turn into a global instance * SIO: Turn into a global instance * CDROM: Move audio FIFO to the heap * CPU/Recompiler: Drop ASMFunctions No longer needed since we have code in the same 4GB window. * CPUCodeCache: Turn class into namespace * Bus: Local pointer -> global pointers * CPU: Turn class into namespace * Bus: Turn into namespace * GTE: Store registers in CPU state struct Allows relative addressing on ARM. * CPU/Recompiler: Align code storage to page size * CPU/Recompiler: Fix relative branches on A64 * HostInterface: Local references to global * System: Turn into a namespace, move events out * Add guard pages * Android: Fix build
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if (!GPU_HW::Initialize(host_display))
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return false;
if (!CreatePipelineLayouts())
{
Log_ErrorPrintf("Failed to create pipeline layouts");
return false;
}
if (!CreateSamplers())
{
Log_ErrorPrintf("Failed to create samplers");
return false;
}
if (!CreateVertexBuffer())
{
Log_ErrorPrintf("Failed to create vertex buffer");
return false;
}
if (!CreateUniformBuffer())
{
Log_ErrorPrintf("Failed to create uniform buffer");
return false;
}
if (!CreateTextureBuffer())
{
Log_ErrorPrintf("Failed to create texture buffer");
return false;
}
if (!CreateFramebuffer())
{
Log_ErrorPrintf("Failed to create framebuffer");
return false;
}
if (!CompilePipelines())
{
Log_ErrorPrintf("Failed to compile pipelines");
return false;
}
UpdateDepthBufferFromMaskBit();
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RestoreGraphicsAPIState();
return true;
}
void GPU_HW_Vulkan::Reset()
{
GPU_HW::Reset();
EndRenderPass();
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ClearFramebuffer();
}
void GPU_HW_Vulkan::ResetGraphicsAPIState()
{
GPU_HW::ResetGraphicsAPIState();
EndRenderPass();
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}
void GPU_HW_Vulkan::RestoreGraphicsAPIState()
{
VkCommandBuffer cmdbuf = g_vulkan_context->GetCurrentCommandBuffer();
m_vram_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
VkDeviceSize vertex_buffer_offset = 0;
vkCmdBindVertexBuffers(cmdbuf, 0, 1, m_vertex_stream_buffer.GetBufferPointer(), &vertex_buffer_offset);
Vulkan::Util::SetViewport(cmdbuf, 0, 0, m_vram_texture.GetWidth(), m_vram_texture.GetHeight());
vkCmdBindDescriptorSets(cmdbuf, VK_PIPELINE_BIND_POINT_GRAPHICS, m_batch_pipeline_layout, 0, 1,
&m_batch_descriptor_set, 1, &m_current_uniform_buffer_offset);
SetScissorFromDrawingArea();
}
void GPU_HW_Vulkan::UpdateSettings()
{
GPU_HW::UpdateSettings();
bool framebuffer_changed, shaders_changed;
UpdateHWSettings(&framebuffer_changed, &shaders_changed);
if (framebuffer_changed)
{
RestoreGraphicsAPIState();
ReadVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT);
ResetGraphicsAPIState();
}
// Everything should be finished executing before recreating resources.
m_host_display->ClearDisplayTexture();
g_vulkan_context->ExecuteCommandBuffer(true);
if (framebuffer_changed)
CreateFramebuffer();
if (shaders_changed)
{
// clear it since we draw a loading screen and it's not in the correct state
DestroyPipelines();
CompilePipelines();
}
// this has to be done here, because otherwise we're using destroyed pipelines in the same cmdbuffer
if (framebuffer_changed)
{
RestoreGraphicsAPIState();
UpdateVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT, m_vram_ptr, false, false);
UpdateDepthBufferFromMaskBit();
UpdateDisplay();
ResetGraphicsAPIState();
}
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}
void GPU_HW_Vulkan::MapBatchVertexPointer(u32 required_vertices)
{
DebugAssert(!m_batch_start_vertex_ptr);
const u32 required_space = required_vertices * sizeof(BatchVertex);
if (!m_vertex_stream_buffer.ReserveMemory(required_space, sizeof(BatchVertex)))
{
Log_PerfPrintf("Executing command buffer while waiting for %u bytes in vertex stream buffer", required_space);
EndRenderPass();
g_vulkan_context->ExecuteCommandBuffer(false);
RestoreGraphicsAPIState();
if (!m_vertex_stream_buffer.ReserveMemory(required_space, sizeof(BatchVertex)))
Panic("Failed to reserve vertex stream buffer memory");
}
m_batch_start_vertex_ptr = static_cast<BatchVertex*>(m_vertex_stream_buffer.GetCurrentHostPointer());
m_batch_current_vertex_ptr = m_batch_start_vertex_ptr;
m_batch_end_vertex_ptr = m_batch_start_vertex_ptr + (m_vertex_stream_buffer.GetCurrentSpace() / sizeof(BatchVertex));
m_batch_base_vertex = m_vertex_stream_buffer.GetCurrentOffset() / sizeof(BatchVertex);
}
void GPU_HW_Vulkan::UnmapBatchVertexPointer(u32 used_vertices)
{
DebugAssert(m_batch_start_vertex_ptr);
if (used_vertices > 0)
m_vertex_stream_buffer.CommitMemory(used_vertices * sizeof(BatchVertex));
m_batch_start_vertex_ptr = nullptr;
m_batch_end_vertex_ptr = nullptr;
m_batch_current_vertex_ptr = nullptr;
}
void GPU_HW_Vulkan::UploadUniformBuffer(const void* data, u32 data_size)
{
const u32 alignment = static_cast<u32>(g_vulkan_context->GetUniformBufferAlignment());
if (!m_uniform_stream_buffer.ReserveMemory(data_size, alignment))
{
Log_PerfPrintf("Executing command buffer while waiting for %u bytes in uniform stream buffer", data_size);
EndRenderPass();
g_vulkan_context->ExecuteCommandBuffer(false);
RestoreGraphicsAPIState();
if (!m_uniform_stream_buffer.ReserveMemory(data_size, alignment))
Panic("Failed to reserve uniform stream buffer memory");
}
m_current_uniform_buffer_offset = m_uniform_stream_buffer.GetCurrentOffset();
std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer(), data, data_size);
m_uniform_stream_buffer.CommitMemory(data_size);
vkCmdBindDescriptorSets(g_vulkan_context->GetCurrentCommandBuffer(), VK_PIPELINE_BIND_POINT_GRAPHICS,
m_batch_pipeline_layout, 0, 1, &m_batch_descriptor_set, 1, &m_current_uniform_buffer_offset);
}
void GPU_HW_Vulkan::SetCapabilities()
{
const u32 max_texture_size = g_vulkan_context->GetDeviceLimits().maxImageDimension2D;
const u32 max_texture_scale = max_texture_size / VRAM_WIDTH;
Log_InfoPrintf("Max texture size: %ux%u", max_texture_size, max_texture_size);
m_max_resolution_scale = max_texture_scale;
VkImageFormatProperties color_properties = {};
vkGetPhysicalDeviceImageFormatProperties(g_vulkan_context->GetPhysicalDevice(), VK_FORMAT_R8G8B8A8_UNORM,
VK_IMAGE_TYPE_2D, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, 0, &color_properties);
VkImageFormatProperties depth_properties = {};
vkGetPhysicalDeviceImageFormatProperties(g_vulkan_context->GetPhysicalDevice(), VK_FORMAT_D32_SFLOAT,
VK_IMAGE_TYPE_2D, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT, 0, &depth_properties);
const VkSampleCountFlags combined_properties =
g_vulkan_context->GetDeviceProperties().limits.framebufferColorSampleCounts &
g_vulkan_context->GetDeviceProperties().limits.framebufferDepthSampleCounts & color_properties.sampleCounts &
depth_properties.sampleCounts;
if (combined_properties & VK_SAMPLE_COUNT_64_BIT)
m_max_multisamples = 64;
else if (combined_properties & VK_SAMPLE_COUNT_32_BIT)
m_max_multisamples = 32;
else if (combined_properties & VK_SAMPLE_COUNT_16_BIT)
m_max_multisamples = 16;
else if (combined_properties & VK_SAMPLE_COUNT_8_BIT)
m_max_multisamples = 8;
else if (combined_properties & VK_SAMPLE_COUNT_4_BIT)
m_max_multisamples = 4;
else if (combined_properties & VK_SAMPLE_COUNT_2_BIT)
m_max_multisamples = 2;
else
m_max_multisamples = 1;
m_supports_dual_source_blend = g_vulkan_context->GetDeviceFeatures().dualSrcBlend;
m_supports_per_sample_shading = g_vulkan_context->GetDeviceFeatures().sampleRateShading;
Log_InfoPrintf("Dual-source blend: %s", m_supports_dual_source_blend ? "supported" : "not supported");
Log_InfoPrintf("Per-sample shading: %s", m_supports_per_sample_shading ? "supported" : "not supported");
Log_InfoPrintf("Max multisamples: %u", m_max_multisamples);
#ifdef __APPLE__
// Partial texture buffer uploads appear to be broken in macOS/MoltenVK.
m_use_ssbos_for_vram_writes = true;
#else
const u32 max_texel_buffer_elements = g_vulkan_context->GetDeviceLimits().maxTexelBufferElements;
Log_InfoPrintf("Max texel buffer elements: %u", max_texel_buffer_elements);
if (max_texel_buffer_elements < (VRAM_WIDTH * VRAM_HEIGHT))
{
Log_WarningPrintf("Texel buffer elements insufficient, using shader storage buffers instead.");
m_use_ssbos_for_vram_writes = true;
}
#endif
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}
void GPU_HW_Vulkan::DestroyResources()
{
// Everything should be finished executing before recreating resources.
if (g_vulkan_context)
g_vulkan_context->ExecuteCommandBuffer(true);
DestroyFramebuffer();
DestroyPipelines();
Vulkan::Util::SafeFreeGlobalDescriptorSet(m_vram_write_descriptor_set);
Vulkan::Util::SafeDestroyBufferView(m_texture_stream_buffer_view);
m_vertex_stream_buffer.Destroy(false);
m_uniform_stream_buffer.Destroy(false);
m_texture_stream_buffer.Destroy(false);
Vulkan::Util::SafeDestroyPipelineLayout(m_vram_write_pipeline_layout);
Vulkan::Util::SafeDestroyPipelineLayout(m_single_sampler_pipeline_layout);
Vulkan::Util::SafeDestroyPipelineLayout(m_no_samplers_pipeline_layout);
Vulkan::Util::SafeDestroyPipelineLayout(m_batch_pipeline_layout);
Vulkan::Util::SafeDestroyDescriptorSetLayout(m_vram_write_descriptor_set_layout);
Vulkan::Util::SafeDestroyDescriptorSetLayout(m_single_sampler_descriptor_set_layout);
Vulkan::Util::SafeDestroyDescriptorSetLayout(m_batch_descriptor_set_layout);
Vulkan::Util::SafeDestroySampler(m_point_sampler);
Vulkan::Util::SafeDestroySampler(m_linear_sampler);
}
void GPU_HW_Vulkan::BeginRenderPass(VkRenderPass render_pass, VkFramebuffer framebuffer, u32 x, u32 y, u32 width,
u32 height)
{
DebugAssert(m_current_render_pass == VK_NULL_HANDLE);
const VkRenderPassBeginInfo bi = {VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO,
nullptr,
render_pass,
framebuffer,
{{static_cast<s32>(x), static_cast<s32>(y)}, {width, height}},
0u,
nullptr};
vkCmdBeginRenderPass(g_vulkan_context->GetCurrentCommandBuffer(), &bi, VK_SUBPASS_CONTENTS_INLINE);
m_current_render_pass = render_pass;
}
void GPU_HW_Vulkan::BeginVRAMRenderPass()
{
if (m_current_render_pass == m_vram_render_pass)
return;
EndRenderPass();
BeginRenderPass(m_vram_render_pass, m_vram_framebuffer, 0, 0, m_vram_texture.GetWidth(), m_vram_texture.GetHeight());
}
void GPU_HW_Vulkan::EndRenderPass()
{
if (m_current_render_pass == VK_NULL_HANDLE)
return;
vkCmdEndRenderPass(g_vulkan_context->GetCurrentCommandBuffer());
m_current_render_pass = VK_NULL_HANDLE;
}
bool GPU_HW_Vulkan::CreatePipelineLayouts()
{
VkDevice device = g_vulkan_context->GetDevice();
Vulkan::DescriptorSetLayoutBuilder dslbuilder;
dslbuilder.AddBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT);
dslbuilder.AddBinding(1, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
m_batch_descriptor_set_layout = dslbuilder.Create(device);
if (m_batch_descriptor_set_layout == VK_NULL_HANDLE)
return false;
// textures start at 1
dslbuilder.AddBinding(1, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
m_single_sampler_descriptor_set_layout = dslbuilder.Create(device);
if (m_single_sampler_descriptor_set_layout == VK_NULL_HANDLE)
return false;
if (m_use_ssbos_for_vram_writes)
dslbuilder.AddBinding(0, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
else
dslbuilder.AddBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
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m_vram_write_descriptor_set_layout = dslbuilder.Create(device);
if (m_vram_write_descriptor_set_layout == VK_NULL_HANDLE)
return false;
Vulkan::PipelineLayoutBuilder plbuilder;
plbuilder.AddDescriptorSet(m_batch_descriptor_set_layout);
m_batch_pipeline_layout = plbuilder.Create(device);
if (m_batch_pipeline_layout == VK_NULL_HANDLE)
return false;
plbuilder.AddDescriptorSet(m_single_sampler_descriptor_set_layout);
plbuilder.AddPushConstants(VK_SHADER_STAGE_FRAGMENT_BIT, 0, MAX_PUSH_CONSTANTS_SIZE);
m_single_sampler_pipeline_layout = plbuilder.Create(device);
if (m_single_sampler_pipeline_layout == VK_NULL_HANDLE)
return false;
plbuilder.AddPushConstants(VK_SHADER_STAGE_FRAGMENT_BIT, 0, MAX_PUSH_CONSTANTS_SIZE);
m_no_samplers_pipeline_layout = plbuilder.Create(device);
if (m_no_samplers_pipeline_layout == VK_NULL_HANDLE)
return false;
plbuilder.AddDescriptorSet(m_vram_write_descriptor_set_layout);
plbuilder.AddPushConstants(VK_SHADER_STAGE_FRAGMENT_BIT, 0, MAX_PUSH_CONSTANTS_SIZE);
m_vram_write_pipeline_layout = plbuilder.Create(device);
if (m_vram_write_pipeline_layout == VK_NULL_HANDLE)
return false;
return true;
}
bool GPU_HW_Vulkan::CreateSamplers()
{
VkDevice device = g_vulkan_context->GetDevice();
Vulkan::SamplerBuilder sbuilder;
sbuilder.SetPointSampler(VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER);
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sbuilder.SetAddressMode(VK_SAMPLER_ADDRESS_MODE_REPEAT, VK_SAMPLER_ADDRESS_MODE_REPEAT,
VK_SAMPLER_ADDRESS_MODE_REPEAT);
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m_point_sampler = sbuilder.Create(device);
if (m_point_sampler == VK_NULL_HANDLE)
return false;
sbuilder.SetLinearSampler(false, VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER);
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sbuilder.SetAddressMode(VK_SAMPLER_ADDRESS_MODE_REPEAT, VK_SAMPLER_ADDRESS_MODE_REPEAT,
VK_SAMPLER_ADDRESS_MODE_REPEAT);
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m_linear_sampler = sbuilder.Create(device);
if (m_linear_sampler == VK_NULL_HANDLE)
return false;
return true;
}
bool GPU_HW_Vulkan::CreateFramebuffer()
{
DestroyFramebuffer();
// scale vram size to internal resolution
const u32 texture_width = VRAM_WIDTH * m_resolution_scale;
const u32 texture_height = VRAM_HEIGHT * m_resolution_scale;
const VkFormat texture_format = VK_FORMAT_R8G8B8A8_UNORM;
const VkFormat depth_format = VK_FORMAT_D16_UNORM;
const VkSampleCountFlagBits samples = static_cast<VkSampleCountFlagBits>(m_multisamples);
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if (!m_vram_texture.Create(texture_width, texture_height, 1, 1, texture_format, samples, VK_IMAGE_VIEW_TYPE_2D,
VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT |
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT) ||
!m_vram_depth_texture.Create(texture_width, texture_height, 1, 1, depth_format, samples, VK_IMAGE_VIEW_TYPE_2D,
VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT) ||
!m_vram_read_texture.Create(texture_width, texture_height, 1, 1, texture_format, VK_SAMPLE_COUNT_1_BIT,
VK_IMAGE_VIEW_TYPE_2D, VK_IMAGE_TILING_OPTIMAL,
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VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT) ||
!m_display_texture.Create(texture_width, texture_height, 1, 1, texture_format, VK_SAMPLE_COUNT_1_BIT,
VK_IMAGE_VIEW_TYPE_2D, VK_IMAGE_TILING_OPTIMAL,
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VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT |
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT) ||
!m_vram_readback_texture.Create(VRAM_WIDTH, VRAM_HEIGHT, 1, 1, texture_format, VK_SAMPLE_COUNT_1_BIT,
VK_IMAGE_VIEW_TYPE_2D, VK_IMAGE_TILING_OPTIMAL,
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VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT) ||
!m_vram_readback_staging_texture.Create(Vulkan::StagingBuffer::Type::Readback, texture_format, VRAM_WIDTH / 2,
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VRAM_HEIGHT))
{
return false;
}
m_vram_render_pass =
g_vulkan_context->GetRenderPass(texture_format, depth_format, samples, VK_ATTACHMENT_LOAD_OP_LOAD);
m_vram_update_depth_render_pass =
g_vulkan_context->GetRenderPass(VK_FORMAT_UNDEFINED, depth_format, samples, VK_ATTACHMENT_LOAD_OP_DONT_CARE);
m_display_render_pass = g_vulkan_context->GetRenderPass(m_display_texture.GetFormat(), VK_FORMAT_UNDEFINED,
m_display_texture.GetSamples(), VK_ATTACHMENT_LOAD_OP_LOAD);
m_vram_readback_render_pass =
g_vulkan_context->GetRenderPass(m_vram_readback_texture.GetFormat(), VK_FORMAT_UNDEFINED,
m_vram_readback_texture.GetSamples(), VK_ATTACHMENT_LOAD_OP_DONT_CARE);
if (m_vram_render_pass == VK_NULL_HANDLE || m_vram_update_depth_render_pass == VK_NULL_HANDLE ||
m_display_render_pass == VK_NULL_HANDLE || m_vram_readback_render_pass == VK_NULL_HANDLE)
{
return false;
}
// vram framebuffer has both colour and depth
{
Vulkan::FramebufferBuilder fbb;
fbb.AddAttachment(m_vram_texture.GetView());
fbb.AddAttachment(m_vram_depth_texture.GetView());
fbb.SetRenderPass(m_vram_render_pass);
fbb.SetSize(m_vram_texture.GetWidth(), m_vram_texture.GetHeight(), m_vram_texture.GetLayers());
m_vram_framebuffer = fbb.Create(g_vulkan_context->GetDevice());
if (m_vram_framebuffer == VK_NULL_HANDLE)
return false;
}
m_vram_update_depth_framebuffer = m_vram_depth_texture.CreateFramebuffer(m_vram_update_depth_render_pass);
m_vram_readback_framebuffer = m_vram_readback_texture.CreateFramebuffer(m_vram_readback_render_pass);
m_display_framebuffer = m_display_texture.CreateFramebuffer(m_display_render_pass);
if (m_vram_update_depth_framebuffer == VK_NULL_HANDLE || m_vram_readback_framebuffer == VK_NULL_HANDLE ||
m_display_framebuffer == VK_NULL_HANDLE)
{
return false;
}
VkCommandBuffer cmdbuf = g_vulkan_context->GetCurrentCommandBuffer();
m_vram_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
m_vram_depth_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
m_vram_read_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
Vulkan::DescriptorSetUpdateBuilder dsubuilder;
m_batch_descriptor_set = g_vulkan_context->AllocateGlobalDescriptorSet(m_batch_descriptor_set_layout);
m_vram_copy_descriptor_set = g_vulkan_context->AllocateGlobalDescriptorSet(m_single_sampler_descriptor_set_layout);
m_vram_read_descriptor_set = g_vulkan_context->AllocateGlobalDescriptorSet(m_single_sampler_descriptor_set_layout);
if (m_batch_descriptor_set == VK_NULL_HANDLE || m_vram_copy_descriptor_set == VK_NULL_HANDLE ||
m_vram_read_descriptor_set == VK_NULL_HANDLE)
{
return false;
}
dsubuilder.AddBufferDescriptorWrite(m_batch_descriptor_set, 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC,
m_uniform_stream_buffer.GetBuffer(), 0, sizeof(BatchUBOData));
dsubuilder.AddCombinedImageSamplerDescriptorWrite(m_batch_descriptor_set, 1, m_vram_read_texture.GetView(),
m_point_sampler, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
dsubuilder.AddCombinedImageSamplerDescriptorWrite(m_vram_copy_descriptor_set, 1, m_vram_read_texture.GetView(),
m_point_sampler, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
dsubuilder.AddCombinedImageSamplerDescriptorWrite(m_vram_read_descriptor_set, 1, m_vram_texture.GetView(),
m_point_sampler, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
dsubuilder.Update(g_vulkan_context->GetDevice());
ClearDisplay();
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SetFullVRAMDirtyRectangle();
return true;
}
void GPU_HW_Vulkan::ClearFramebuffer()
{
VkCommandBuffer cmdbuf = g_vulkan_context->GetCurrentCommandBuffer();
m_vram_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
m_vram_depth_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
static constexpr VkClearColorValue cc = {};
static constexpr VkImageSubresourceRange csrr = {VK_IMAGE_ASPECT_COLOR_BIT, 0u, 1u, 0u, 1u};
static constexpr VkClearDepthStencilValue cds = {};
static constexpr VkImageSubresourceRange dsrr = {VK_IMAGE_ASPECT_DEPTH_BIT, 0u, 1u, 0u, 1u};
vkCmdClearColorImage(cmdbuf, m_vram_texture.GetImage(), m_vram_texture.GetLayout(), &cc, 1u, &csrr);
vkCmdClearDepthStencilImage(cmdbuf, m_vram_depth_texture.GetImage(), m_vram_depth_texture.GetLayout(), &cds, 1u,
&dsrr);
m_vram_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
m_vram_depth_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
SetFullVRAMDirtyRectangle();
}
void GPU_HW_Vulkan::DestroyFramebuffer()
{
Vulkan::Util::SafeFreeGlobalDescriptorSet(m_batch_descriptor_set);
Vulkan::Util::SafeFreeGlobalDescriptorSet(m_vram_copy_descriptor_set);
Vulkan::Util::SafeFreeGlobalDescriptorSet(m_vram_read_descriptor_set);
Vulkan::Util::SafeDestroyFramebuffer(m_vram_framebuffer);
Vulkan::Util::SafeDestroyFramebuffer(m_vram_update_depth_framebuffer);
Vulkan::Util::SafeDestroyFramebuffer(m_vram_readback_framebuffer);
Vulkan::Util::SafeDestroyFramebuffer(m_display_framebuffer);
m_vram_read_texture.Destroy(false);
m_vram_depth_texture.Destroy(false);
m_vram_texture.Destroy(false);
m_vram_readback_texture.Destroy(false);
m_display_texture.Destroy(false);
m_vram_readback_staging_texture.Destroy(false);
}
bool GPU_HW_Vulkan::CreateVertexBuffer()
{
return m_vertex_stream_buffer.Create(VK_BUFFER_USAGE_VERTEX_BUFFER_BIT, VERTEX_BUFFER_SIZE);
}
bool GPU_HW_Vulkan::CreateUniformBuffer()
{
return m_uniform_stream_buffer.Create(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, UNIFORM_BUFFER_SIZE);
}
bool GPU_HW_Vulkan::CreateTextureBuffer()
{
if (m_use_ssbos_for_vram_writes)
{
if (!m_texture_stream_buffer.Create(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT, VRAM_UPDATE_TEXTURE_BUFFER_SIZE))
return false;
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m_vram_write_descriptor_set = g_vulkan_context->AllocateGlobalDescriptorSet(m_vram_write_descriptor_set_layout);
if (m_vram_write_descriptor_set == VK_NULL_HANDLE)
return false;
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Vulkan::DescriptorSetUpdateBuilder dsubuilder;
dsubuilder.AddBufferDescriptorWrite(m_vram_write_descriptor_set, 0, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
m_texture_stream_buffer.GetBuffer(), 0,
m_texture_stream_buffer.GetCurrentSize());
dsubuilder.Update(g_vulkan_context->GetDevice());
return true;
}
else
{
if (!m_texture_stream_buffer.Create(VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT, VRAM_UPDATE_TEXTURE_BUFFER_SIZE))
return false;
Vulkan::BufferViewBuilder bvbuilder;
bvbuilder.Set(m_texture_stream_buffer.GetBuffer(), VK_FORMAT_R16_UINT, 0, m_texture_stream_buffer.GetCurrentSize());
m_texture_stream_buffer_view = bvbuilder.Create(g_vulkan_context->GetDevice());
if (m_texture_stream_buffer_view == VK_NULL_HANDLE)
return false;
m_vram_write_descriptor_set = g_vulkan_context->AllocateGlobalDescriptorSet(m_vram_write_descriptor_set_layout);
if (m_vram_write_descriptor_set == VK_NULL_HANDLE)
return false;
Vulkan::DescriptorSetUpdateBuilder dsubuilder;
dsubuilder.AddBufferViewDescriptorWrite(m_vram_write_descriptor_set, 0, VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER,
m_texture_stream_buffer_view);
dsubuilder.Update(g_vulkan_context->GetDevice());
}
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return true;
}
bool GPU_HW_Vulkan::CompilePipelines()
{
VkDevice device = g_vulkan_context->GetDevice();
VkPipelineCache pipeline_cache = g_vulkan_shader_cache->GetPipelineCache();
GPU_HW_ShaderGen shadergen(m_host_display->GetRenderAPI(), m_resolution_scale, m_multisamples, m_per_sample_shading,
m_true_color, m_scaled_dithering, m_texture_filtering, m_using_uv_limits,
m_supports_dual_source_blend);
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Common::Timer compile_time;
const int progress_total = 2 + (4 * 9 * 2 * 2) + (2 * 4 * 5 * 9 * 2 * 2) + 1 + 2 + 2 + 2 + 2 + (2 * 3);
int progress_value = 0;
#define UPDATE_PROGRESS() \
do \
{ \
progress_value++; \
if (compile_time.GetTimeSeconds() >= 1.0f) \
{ \
compile_time.Reset(); \
g_host_interface->DisplayLoadingScreen("Compiling Shaders", 0, progress_total, progress_value); \
} \
} while (0)
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// vertex shaders - [textured]
// fragment shaders - [render_mode][texture_mode][dithering][interlacing]
DimensionalArray<VkShaderModule, 2> batch_vertex_shaders{};
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DimensionalArray<VkShaderModule, 2, 2, 9, 4> batch_fragment_shaders{};
Common::ScopeGuard batch_shader_guard([&batch_vertex_shaders, &batch_fragment_shaders]() {
batch_vertex_shaders.enumerate(Vulkan::Util::SafeDestroyShaderModule);
batch_fragment_shaders.enumerate(Vulkan::Util::SafeDestroyShaderModule);
});
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for (u8 textured = 0; textured < 2; textured++)
{
const std::string vs = shadergen.GenerateBatchVertexShader(ConvertToBoolUnchecked(textured));
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VkShaderModule shader = g_vulkan_shader_cache->GetVertexShader(vs);
if (shader == VK_NULL_HANDLE)
return false;
batch_vertex_shaders[textured] = shader;
UPDATE_PROGRESS();
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}
for (u8 render_mode = 0; render_mode < 4; render_mode++)
{
for (u8 texture_mode = 0; texture_mode < 9; texture_mode++)
{
for (u8 dithering = 0; dithering < 2; dithering++)
{
for (u8 interlacing = 0; interlacing < 2; interlacing++)
{
const std::string fs = shadergen.GenerateBatchFragmentShader(
static_cast<BatchRenderMode>(render_mode), static_cast<GPUTextureMode>(texture_mode),
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ConvertToBoolUnchecked(dithering), ConvertToBoolUnchecked(interlacing));
VkShaderModule shader = g_vulkan_shader_cache->GetFragmentShader(fs);
if (shader == VK_NULL_HANDLE)
return false;
batch_fragment_shaders[render_mode][texture_mode][dithering][interlacing] = shader;
UPDATE_PROGRESS();
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}
}
}
}
Vulkan::GraphicsPipelineBuilder gpbuilder;
// [depth_test][render_mode][texture_mode][transparency_mode][dithering][interlacing]
for (u8 depth_test = 0; depth_test < 2; depth_test++)
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{
for (u8 render_mode = 0; render_mode < 4; render_mode++)
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{
for (u8 transparency_mode = 0; transparency_mode < 5; transparency_mode++)
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{
for (u8 texture_mode = 0; texture_mode < 9; texture_mode++)
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{
for (u8 dithering = 0; dithering < 2; dithering++)
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{
for (u8 interlacing = 0; interlacing < 2; interlacing++)
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{
const bool textured = (static_cast<GPUTextureMode>(texture_mode) != GPUTextureMode::Disabled);
gpbuilder.SetPipelineLayout(m_batch_pipeline_layout);
gpbuilder.SetRenderPass(m_vram_render_pass, 0);
gpbuilder.AddVertexBuffer(0, sizeof(BatchVertex), VK_VERTEX_INPUT_RATE_VERTEX);
gpbuilder.AddVertexAttribute(0, 0, VK_FORMAT_R32G32B32A32_SFLOAT, offsetof(BatchVertex, x));
gpbuilder.AddVertexAttribute(1, 0, VK_FORMAT_R8G8B8A8_UNORM, offsetof(BatchVertex, color));
if (textured)
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{
gpbuilder.AddVertexAttribute(2, 0, VK_FORMAT_R32_UINT, offsetof(BatchVertex, u));
gpbuilder.AddVertexAttribute(3, 0, VK_FORMAT_R32_UINT, offsetof(BatchVertex, texpage));
if (m_using_uv_limits)
gpbuilder.AddVertexAttribute(4, 0, VK_FORMAT_R8G8B8A8_UNORM, offsetof(BatchVertex, uv_limits));
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}
gpbuilder.SetPrimitiveTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST);
gpbuilder.SetVertexShader(batch_vertex_shaders[BoolToUInt8(textured)]);
gpbuilder.SetFragmentShader(batch_fragment_shaders[render_mode][texture_mode][dithering][interlacing]);
gpbuilder.SetRasterizationState(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE, VK_FRONT_FACE_CLOCKWISE);
gpbuilder.SetDepthState(true, true,
(depth_test != 0) ? VK_COMPARE_OP_GREATER_OR_EQUAL : VK_COMPARE_OP_ALWAYS);
gpbuilder.SetNoBlendingState();
gpbuilder.SetMultisamples(m_multisamples, m_per_sample_shading);
if ((static_cast<GPUTransparencyMode>(transparency_mode) != GPUTransparencyMode::Disabled &&
(static_cast<BatchRenderMode>(render_mode) != BatchRenderMode::TransparencyDisabled &&
static_cast<BatchRenderMode>(render_mode) != BatchRenderMode::OnlyOpaque)) ||
m_texture_filtering != GPUTextureFilter::Nearest)
{
gpbuilder.SetBlendAttachment(
0, true, VK_BLEND_FACTOR_ONE,
m_supports_dual_source_blend ? VK_BLEND_FACTOR_SRC1_ALPHA : VK_BLEND_FACTOR_SRC_ALPHA,
(static_cast<GPUTransparencyMode>(transparency_mode) ==
GPUTransparencyMode::BackgroundMinusForeground &&
static_cast<BatchRenderMode>(render_mode) != BatchRenderMode::TransparencyDisabled &&
static_cast<BatchRenderMode>(render_mode) != BatchRenderMode::OnlyOpaque) ?
VK_BLEND_OP_REVERSE_SUBTRACT :
VK_BLEND_OP_ADD,
VK_BLEND_FACTOR_ONE, VK_BLEND_FACTOR_ZERO, VK_BLEND_OP_ADD);
}
gpbuilder.SetDynamicViewportAndScissorState();
VkPipeline pipeline = gpbuilder.Create(device, pipeline_cache);
if (pipeline == VK_NULL_HANDLE)
return false;
m_batch_pipelines[depth_test][render_mode][texture_mode][transparency_mode][dithering][interlacing] =
pipeline;
UPDATE_PROGRESS();
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}
}
}
}
}
}
batch_shader_guard.Exit();
VkShaderModule fullscreen_quad_vertex_shader =
g_vulkan_shader_cache->GetVertexShader(shadergen.GenerateScreenQuadVertexShader());
if (fullscreen_quad_vertex_shader == VK_NULL_HANDLE)
return false;
UPDATE_PROGRESS();
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Common::ScopeGuard fullscreen_quad_vertex_shader_guard([&fullscreen_quad_vertex_shader]() {
vkDestroyShaderModule(g_vulkan_context->GetDevice(), fullscreen_quad_vertex_shader, nullptr);
});
// common state
gpbuilder.SetRenderPass(m_vram_render_pass, 0);
gpbuilder.SetPrimitiveTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST);
gpbuilder.SetNoCullRasterizationState();
gpbuilder.SetNoDepthTestState();
gpbuilder.SetNoBlendingState();
gpbuilder.SetDynamicViewportAndScissorState();
gpbuilder.SetVertexShader(fullscreen_quad_vertex_shader);
gpbuilder.SetMultisamples(m_multisamples, false);
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// VRAM fill
{
for (u8 interlaced = 0; interlaced < 2; interlaced++)
{
VkShaderModule fs = g_vulkan_shader_cache->GetFragmentShader(
(interlaced == 0) ? shadergen.GenerateFillFragmentShader() : shadergen.GenerateInterlacedFillFragmentShader());
if (fs == VK_NULL_HANDLE)
return false;
gpbuilder.SetPipelineLayout(m_no_samplers_pipeline_layout);
gpbuilder.SetFragmentShader(fs);
gpbuilder.SetDepthState(true, true, VK_COMPARE_OP_ALWAYS);
m_vram_fill_pipelines[interlaced] = gpbuilder.Create(device, pipeline_cache, false);
vkDestroyShaderModule(device, fs, nullptr);
if (m_vram_fill_pipelines[interlaced] == VK_NULL_HANDLE)
return false;
UPDATE_PROGRESS();
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}
}
// VRAM copy
{
VkShaderModule fs = g_vulkan_shader_cache->GetFragmentShader(shadergen.GenerateVRAMCopyFragmentShader());
if (fs == VK_NULL_HANDLE)
return false;
gpbuilder.SetPipelineLayout(m_single_sampler_pipeline_layout);
gpbuilder.SetFragmentShader(fs);
for (u8 depth_test = 0; depth_test < 2; depth_test++)
{
gpbuilder.SetDepthState((depth_test != 0), true,
(depth_test != 0) ? VK_COMPARE_OP_GREATER_OR_EQUAL : VK_COMPARE_OP_ALWAYS);
m_vram_copy_pipelines[depth_test] = gpbuilder.Create(device, pipeline_cache, false);
if (m_vram_copy_pipelines[depth_test] == VK_NULL_HANDLE)
{
vkDestroyShaderModule(device, fs, nullptr);
return false;
}
UPDATE_PROGRESS();
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}
vkDestroyShaderModule(device, fs, nullptr);
}
// VRAM write
{
VkShaderModule fs =
g_vulkan_shader_cache->GetFragmentShader(shadergen.GenerateVRAMWriteFragmentShader(m_use_ssbos_for_vram_writes));
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if (fs == VK_NULL_HANDLE)
return false;
gpbuilder.SetPipelineLayout(m_vram_write_pipeline_layout);
gpbuilder.SetFragmentShader(fs);
for (u8 depth_test = 0; depth_test < 2; depth_test++)
{
gpbuilder.SetDepthState(true, true, (depth_test != 0) ? VK_COMPARE_OP_GREATER_OR_EQUAL : VK_COMPARE_OP_ALWAYS);
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m_vram_write_pipelines[depth_test] = gpbuilder.Create(device, pipeline_cache, false);
if (m_vram_write_pipelines[depth_test] == VK_NULL_HANDLE)
{
vkDestroyShaderModule(device, fs, nullptr);
return false;
}
UPDATE_PROGRESS();
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}
vkDestroyShaderModule(device, fs, nullptr);
}
// VRAM update depth
{
VkShaderModule fs = g_vulkan_shader_cache->GetFragmentShader(shadergen.GenerateVRAMUpdateDepthFragmentShader());
if (fs == VK_NULL_HANDLE)
return false;
gpbuilder.SetRenderPass(m_vram_update_depth_render_pass, 0);
gpbuilder.SetPipelineLayout(m_single_sampler_pipeline_layout);
gpbuilder.SetFragmentShader(fs);
gpbuilder.SetDepthState(true, true, VK_COMPARE_OP_ALWAYS);
gpbuilder.SetBlendAttachment(0, false, VK_BLEND_FACTOR_ONE, VK_BLEND_FACTOR_ZERO, VK_BLEND_OP_ADD,
VK_BLEND_FACTOR_ONE, VK_BLEND_FACTOR_ZERO, VK_BLEND_OP_ADD, 0);
m_vram_update_depth_pipeline = gpbuilder.Create(device, pipeline_cache, false);
vkDestroyShaderModule(device, fs, nullptr);
if (m_vram_update_depth_pipeline == VK_NULL_HANDLE)
return false;
UPDATE_PROGRESS();
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}
gpbuilder.Clear();
// VRAM read
{
VkShaderModule fs = g_vulkan_shader_cache->GetFragmentShader(shadergen.GenerateVRAMReadFragmentShader());
if (fs == VK_NULL_HANDLE)
return false;
gpbuilder.SetRenderPass(m_vram_readback_render_pass, 0);
gpbuilder.SetPipelineLayout(m_single_sampler_pipeline_layout);
gpbuilder.SetVertexShader(fullscreen_quad_vertex_shader);
gpbuilder.SetFragmentShader(fs);
gpbuilder.SetNoCullRasterizationState();
gpbuilder.SetNoDepthTestState();
gpbuilder.SetNoBlendingState();
gpbuilder.SetDynamicViewportAndScissorState();
m_vram_readback_pipeline = gpbuilder.Create(device, pipeline_cache, false);
vkDestroyShaderModule(device, fs, nullptr);
if (m_vram_readback_pipeline == VK_NULL_HANDLE)
return false;
UPDATE_PROGRESS();
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}
gpbuilder.Clear();
// Display
{
gpbuilder.SetRenderPass(m_display_render_pass, 0);
gpbuilder.SetPipelineLayout(m_single_sampler_pipeline_layout);
gpbuilder.SetVertexShader(fullscreen_quad_vertex_shader);
gpbuilder.SetNoCullRasterizationState();
gpbuilder.SetNoDepthTestState();
gpbuilder.SetNoBlendingState();
gpbuilder.SetDynamicViewportAndScissorState();
for (u8 depth_24 = 0; depth_24 < 2; depth_24++)
{
for (u8 interlace_mode = 0; interlace_mode < 3; interlace_mode++)
{
VkShaderModule fs = g_vulkan_shader_cache->GetFragmentShader(shadergen.GenerateDisplayFragmentShader(
ConvertToBoolUnchecked(depth_24), static_cast<InterlacedRenderMode>(interlace_mode), m_chroma_smoothing));
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if (fs == VK_NULL_HANDLE)
return false;
gpbuilder.SetFragmentShader(fs);
m_display_pipelines[depth_24][interlace_mode] = gpbuilder.Create(device, pipeline_cache, false);
vkDestroyShaderModule(device, fs, nullptr);
if (m_display_pipelines[depth_24][interlace_mode] == VK_NULL_HANDLE)
return false;
UPDATE_PROGRESS();
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}
}
}
#undef UPDATE_PROGRESS
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return true;
}
void GPU_HW_Vulkan::DestroyPipelines()
{
m_batch_pipelines.enumerate(Vulkan::Util::SafeDestroyPipeline);
for (VkPipeline& p : m_vram_fill_pipelines)
Vulkan::Util::SafeDestroyPipeline(p);
for (VkPipeline& p : m_vram_write_pipelines)
Vulkan::Util::SafeDestroyPipeline(p);
for (VkPipeline& p : m_vram_copy_pipelines)
Vulkan::Util::SafeDestroyPipeline(p);
Vulkan::Util::SafeDestroyPipeline(m_vram_readback_pipeline);
Vulkan::Util::SafeDestroyPipeline(m_vram_update_depth_pipeline);
m_display_pipelines.enumerate(Vulkan::Util::SafeDestroyPipeline);
}
void GPU_HW_Vulkan::DrawBatchVertices(BatchRenderMode render_mode, u32 base_vertex, u32 num_vertices)
{
BeginVRAMRenderPass();
VkCommandBuffer cmdbuf = g_vulkan_context->GetCurrentCommandBuffer();
// [primitive][depth_test][render_mode][texture_mode][transparency_mode][dithering][interlacing]
VkPipeline pipeline =
m_batch_pipelines[BoolToUInt8(m_batch.check_mask_before_draw)][static_cast<u8>(render_mode)]
[static_cast<u8>(m_batch.texture_mode)][static_cast<u8>(m_batch.transparency_mode)]
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[BoolToUInt8(m_batch.dithering)][BoolToUInt8(m_batch.interlacing)];
vkCmdBindPipeline(cmdbuf, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
vkCmdDraw(cmdbuf, num_vertices, 1, base_vertex, 0);
}
void GPU_HW_Vulkan::SetScissorFromDrawingArea()
{
int left, top, right, bottom;
CalcScissorRect(&left, &top, &right, &bottom);
Vulkan::Util::SetScissor(g_vulkan_context->GetCurrentCommandBuffer(), left, top, right - left, bottom - top);
}
void GPU_HW_Vulkan::ClearDisplay()
{
GPU_HW::ClearDisplay();
EndRenderPass();
VkCommandBuffer cmdbuf = g_vulkan_context->GetCurrentCommandBuffer();
m_display_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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static const VkClearColorValue cc = {{0.0f, 0.0f, 0.0f, 1.0f}};
static const VkImageSubresourceRange srr = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1};
vkCmdClearColorImage(cmdbuf, m_display_texture.GetImage(), m_display_texture.GetLayout(), &cc, 1, &srr);
}
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void GPU_HW_Vulkan::UpdateDisplay()
{
GPU_HW::UpdateDisplay();
EndRenderPass();
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JIT optimizations and refactoring (#675) * CPU/Recompiler: Use rel32 call where possible for no-args * JitCodeBuffer: Support using preallocated buffer * CPU/Recompiler/AArch64: Use bl instead of blr for short branches * CPU/CodeCache: Allocate recompiler buffer in program space This means we don't need 64-bit moves for every call out of the recompiler. * GTE: Don't store as u16 and load as u32 * CPU/Recompiler: Add methods to emit global load/stores * GTE: Convert class to namespace * CPU/Recompiler: Call GTE functions directly * Settings: Turn into a global variable * GPU: Replace local pointers with global * InterruptController: Turn into a global pointer * System: Replace local pointers with global * Timers: Turn into a global instance * DMA: Turn into a global instance * SPU: Turn into a global instance * CDROM: Turn into a global instance * MDEC: Turn into a global instance * Pad: Turn into a global instance * SIO: Turn into a global instance * CDROM: Move audio FIFO to the heap * CPU/Recompiler: Drop ASMFunctions No longer needed since we have code in the same 4GB window. * CPUCodeCache: Turn class into namespace * Bus: Local pointer -> global pointers * CPU: Turn class into namespace * Bus: Turn into namespace * GTE: Store registers in CPU state struct Allows relative addressing on ARM. * CPU/Recompiler: Align code storage to page size * CPU/Recompiler: Fix relative branches on A64 * HostInterface: Local references to global * System: Turn into a namespace, move events out * Add guard pages * Android: Fix build
2020-07-31 07:09:18 +00:00
if (g_settings.debugging.show_vram)
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{
if (IsUsingMultisampling())
{
UpdateVRAMReadTexture();
m_host_display->SetDisplayTexture(&m_vram_read_texture, HostDisplayPixelFormat::RGBA8,
m_vram_read_texture.GetWidth(), m_vram_read_texture.GetHeight(), 0, 0,
m_vram_read_texture.GetWidth(), m_vram_read_texture.GetHeight());
}
else
{
m_vram_texture.TransitionToLayout(g_vulkan_context->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
m_host_display->SetDisplayTexture(&m_vram_texture, HostDisplayPixelFormat::RGBA8, m_vram_texture.GetWidth(),
m_vram_texture.GetHeight(), 0, 0, m_vram_texture.GetWidth(),
m_vram_texture.GetHeight());
}
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m_host_display->SetDisplayParameters(VRAM_WIDTH, VRAM_HEIGHT, 0, 0, VRAM_WIDTH, VRAM_HEIGHT,
static_cast<float>(VRAM_WIDTH) / static_cast<float>(VRAM_HEIGHT));
}
else
{
const u32 resolution_scale = m_GPUSTAT.display_area_color_depth_24 ? 1 : m_resolution_scale;
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const u32 vram_offset_x = m_crtc_state.display_vram_left;
const u32 vram_offset_y = m_crtc_state.display_vram_top;
const u32 scaled_vram_offset_x = vram_offset_x * resolution_scale;
const u32 scaled_vram_offset_y = vram_offset_y * resolution_scale;
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const u32 display_width = m_crtc_state.display_vram_width;
const u32 display_height = m_crtc_state.display_vram_height;
const u32 scaled_display_width = display_width * resolution_scale;
const u32 scaled_display_height = display_height * resolution_scale;
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const InterlacedRenderMode interlaced = GetInterlacedRenderMode();
if (IsDisplayDisabled())
{
m_host_display->ClearDisplayTexture();
}
else if (!m_GPUSTAT.display_area_color_depth_24 && interlaced == InterlacedRenderMode::None &&
!IsUsingMultisampling() && (scaled_vram_offset_x + scaled_display_width) <= m_vram_texture.GetWidth() &&
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(scaled_vram_offset_y + scaled_display_height) <= m_vram_texture.GetHeight())
{
m_vram_texture.TransitionToLayout(g_vulkan_context->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
m_host_display->SetDisplayTexture(&m_vram_texture, HostDisplayPixelFormat::RGBA8, m_vram_texture.GetWidth(),
m_vram_texture.GetHeight(), scaled_vram_offset_x, scaled_vram_offset_y,
scaled_display_width, scaled_display_height);
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}
else
{
EndRenderPass();
const u32 reinterpret_field_offset = (interlaced != InterlacedRenderMode::None) ? GetInterlacedDisplayField() : 0;
const u32 reinterpret_start_x = m_crtc_state.regs.X * resolution_scale;
const u32 reinterpret_crop_left = (m_crtc_state.display_vram_left - m_crtc_state.regs.X) * resolution_scale;
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const u32 uniforms[4] = {reinterpret_start_x, scaled_vram_offset_y + reinterpret_field_offset,
reinterpret_crop_left, reinterpret_field_offset};
VkCommandBuffer cmdbuf = g_vulkan_context->GetCurrentCommandBuffer();
m_display_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
m_vram_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
BeginRenderPass(m_display_render_pass, m_display_framebuffer, 0, 0, scaled_display_width, scaled_display_height);
vkCmdBindPipeline(
cmdbuf, VK_PIPELINE_BIND_POINT_GRAPHICS,
m_display_pipelines[BoolToUInt8(m_GPUSTAT.display_area_color_depth_24)][static_cast<u8>(interlaced)]);
vkCmdPushConstants(cmdbuf, m_single_sampler_pipeline_layout, VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(uniforms),
uniforms);
vkCmdBindDescriptorSets(cmdbuf, VK_PIPELINE_BIND_POINT_GRAPHICS, m_single_sampler_pipeline_layout, 0, 1,
&m_vram_read_descriptor_set, 0, nullptr);
Vulkan::Util::SetViewportAndScissor(cmdbuf, 0, 0, scaled_display_width, scaled_display_height);
vkCmdDraw(cmdbuf, 3, 1, 0, 0);
EndRenderPass();
m_vram_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
m_display_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
m_host_display->SetDisplayTexture(&m_display_texture, HostDisplayPixelFormat::RGBA8, m_display_texture.GetWidth(),
m_display_texture.GetHeight(), 0, 0, scaled_display_width,
scaled_display_height);
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RestoreGraphicsAPIState();
}
m_host_display->SetDisplayParameters(m_crtc_state.display_width, m_crtc_state.display_height,
m_crtc_state.display_origin_left, m_crtc_state.display_origin_top,
m_crtc_state.display_vram_width, m_crtc_state.display_vram_height,
GetDisplayAspectRatio());
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}
}
void GPU_HW_Vulkan::ReadVRAM(u32 x, u32 y, u32 width, u32 height)
{
// Get bounds with wrap-around handled.
const Common::Rectangle<u32> copy_rect = GetVRAMTransferBounds(x, y, width, height);
const u32 encoded_width = (copy_rect.GetWidth() + 1) / 2;
const u32 encoded_height = copy_rect.GetHeight();
EndRenderPass();
VkCommandBuffer cmdbuf = g_vulkan_context->GetCurrentCommandBuffer();
m_vram_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
m_vram_readback_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
// Work around Mali driver bug: set full framebuffer size for render area. The GPU crashes with a page fault if we use
// the actual size we're rendering to...
BeginRenderPass(m_vram_readback_render_pass, m_vram_readback_framebuffer, 0, 0, m_vram_readback_texture.GetWidth(),
m_vram_readback_texture.GetHeight());
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// Encode the 24-bit texture as 16-bit.
const u32 uniforms[4] = {copy_rect.left, copy_rect.top, copy_rect.GetWidth(), copy_rect.GetHeight()};
vkCmdBindPipeline(cmdbuf, VK_PIPELINE_BIND_POINT_GRAPHICS, m_vram_readback_pipeline);
vkCmdPushConstants(cmdbuf, m_single_sampler_pipeline_layout, VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(uniforms),
uniforms);
vkCmdBindDescriptorSets(cmdbuf, VK_PIPELINE_BIND_POINT_GRAPHICS, m_single_sampler_pipeline_layout, 0, 1,
&m_vram_read_descriptor_set, 0, nullptr);
Vulkan::Util::SetViewportAndScissor(cmdbuf, 0, 0, encoded_width, encoded_height);
vkCmdDraw(cmdbuf, 3, 1, 0, 0);
EndRenderPass();
m_vram_readback_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
m_vram_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
// Stage the readback.
m_vram_readback_staging_texture.CopyFromTexture(m_vram_readback_texture, 0, 0, 0, 0, 0, 0, encoded_width,
encoded_height);
// And copy it into our shadow buffer (will execute command buffer and stall).
m_vram_readback_staging_texture.ReadTexels(0, 0, encoded_width, encoded_height,
&m_vram_shadow[copy_rect.top * VRAM_WIDTH + copy_rect.left],
VRAM_WIDTH * sizeof(u16));
RestoreGraphicsAPIState();
}
void GPU_HW_Vulkan::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
{
if ((x + width) > VRAM_WIDTH || (y + height) > VRAM_HEIGHT)
{
// CPU round trip if oversized for now.
Log_WarningPrintf("Oversized VRAM fill (%u-%u, %u-%u), CPU round trip", x, x + width, y, y + height);
ReadVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT);
GPU::FillVRAM(x, y, width, height, color);
UpdateVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT, m_vram_shadow.data(), false, false);
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return;
}
GPU_HW::FillVRAM(x, y, width, height, color);
x *= m_resolution_scale;
y *= m_resolution_scale;
width *= m_resolution_scale;
height *= m_resolution_scale;
BeginVRAMRenderPass();
VkCommandBuffer cmdbuf = g_vulkan_context->GetCurrentCommandBuffer();
const VRAMFillUBOData uniforms = GetVRAMFillUBOData(x, y, width, height, color);
vkCmdPushConstants(cmdbuf, m_no_samplers_pipeline_layout, VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(uniforms),
&uniforms);
vkCmdBindPipeline(cmdbuf, VK_PIPELINE_BIND_POINT_GRAPHICS,
m_vram_fill_pipelines[BoolToUInt8(IsInterlacedRenderingEnabled())]);
Vulkan::Util::SetViewportAndScissor(cmdbuf, x, y, width, height);
vkCmdDraw(cmdbuf, 3, 1, 0, 0);
RestoreGraphicsAPIState();
}
void GPU_HW_Vulkan::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data, bool set_mask, bool check_mask)
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{
const Common::Rectangle<u32> bounds = GetVRAMTransferBounds(x, y, width, height);
GPU_HW::UpdateVRAM(bounds.left, bounds.top, bounds.GetWidth(), bounds.GetHeight(), data, set_mask, check_mask);
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const u32 data_size = width * height * sizeof(u16);
const u32 alignment = std::max<u32>(sizeof(u16), static_cast<u32>(g_vulkan_context->GetTexelBufferAlignment()));
if (!m_texture_stream_buffer.ReserveMemory(data_size, alignment))
{
Log_PerfPrintf("Executing command buffer while waiting for %u bytes in stream buffer", data_size);
EndRenderPass();
g_vulkan_context->ExecuteCommandBuffer(false);
RestoreGraphicsAPIState();
if (!m_texture_stream_buffer.ReserveMemory(data_size, alignment))
{
Panic("Failed to allocate space in stream buffer for VRAM write");
return;
}
}
const u32 start_index = m_texture_stream_buffer.GetCurrentOffset() / sizeof(u16);
std::memcpy(m_texture_stream_buffer.GetCurrentHostPointer(), data, data_size);
m_texture_stream_buffer.CommitMemory(data_size);
BeginVRAMRenderPass();
VkCommandBuffer cmdbuf = g_vulkan_context->GetCurrentCommandBuffer();
const VRAMWriteUBOData uniforms = GetVRAMWriteUBOData(x, y, width, height, start_index, set_mask, check_mask);
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vkCmdPushConstants(cmdbuf, m_vram_write_pipeline_layout, VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(uniforms),
&uniforms);
vkCmdBindPipeline(cmdbuf, VK_PIPELINE_BIND_POINT_GRAPHICS, m_vram_write_pipelines[BoolToUInt8(check_mask)]);
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vkCmdBindDescriptorSets(cmdbuf, VK_PIPELINE_BIND_POINT_GRAPHICS, m_vram_write_pipeline_layout, 0, 1,
&m_vram_write_descriptor_set, 0, nullptr);
// the viewport should already be set to the full vram, so just adjust the scissor
const Common::Rectangle<u32> scaled_bounds = bounds * m_resolution_scale;
Vulkan::Util::SetScissor(cmdbuf, scaled_bounds.left, scaled_bounds.top, scaled_bounds.GetWidth(),
scaled_bounds.GetHeight());
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vkCmdDraw(cmdbuf, 3, 1, 0, 0);
RestoreGraphicsAPIState();
}
void GPU_HW_Vulkan::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height)
{
if (UseVRAMCopyShader(src_x, src_y, dst_x, dst_y, width, height) || IsUsingMultisampling())
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{
const Common::Rectangle<u32> src_bounds = GetVRAMTransferBounds(src_x, src_y, width, height);
const Common::Rectangle<u32> dst_bounds = GetVRAMTransferBounds(dst_x, dst_y, width, height);
if (m_vram_dirty_rect.Intersects(src_bounds))
UpdateVRAMReadTexture();
IncludeVRAMDityRectangle(dst_bounds);
const VRAMCopyUBOData uniforms(GetVRAMCopyUBOData(src_x, src_y, dst_x, dst_y, width, height));
const Common::Rectangle<u32> dst_bounds_scaled(dst_bounds * m_resolution_scale);
BeginVRAMRenderPass();
VkCommandBuffer cmdbuf = g_vulkan_context->GetCurrentCommandBuffer();
vkCmdBindPipeline(cmdbuf, VK_PIPELINE_BIND_POINT_GRAPHICS,
m_vram_copy_pipelines[BoolToUInt8(m_GPUSTAT.check_mask_before_draw)]);
vkCmdBindDescriptorSets(cmdbuf, VK_PIPELINE_BIND_POINT_GRAPHICS, m_single_sampler_pipeline_layout, 0, 1,
&m_vram_copy_descriptor_set, 0, nullptr);
vkCmdPushConstants(cmdbuf, m_single_sampler_pipeline_layout, VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(uniforms),
&uniforms);
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Vulkan::Util::SetViewportAndScissor(cmdbuf, dst_bounds_scaled.left, dst_bounds_scaled.top,
dst_bounds_scaled.GetWidth(), dst_bounds_scaled.GetHeight());
vkCmdDraw(cmdbuf, 3, 1, 0, 0);
RestoreGraphicsAPIState();
if (m_GPUSTAT.check_mask_before_draw)
m_current_depth++;
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return;
}
GPU_HW::CopyVRAM(src_x, src_y, dst_x, dst_y, width, height);
src_x *= m_resolution_scale;
src_y *= m_resolution_scale;
dst_x *= m_resolution_scale;
dst_y *= m_resolution_scale;
width *= m_resolution_scale;
height *= m_resolution_scale;
EndRenderPass();
VkCommandBuffer cmdbuf = g_vulkan_context->GetCurrentCommandBuffer();
m_vram_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_GENERAL);
const VkImageCopy ic{{VK_IMAGE_ASPECT_COLOR_BIT, 0u, 0u, 1u},
{static_cast<s32>(src_x), static_cast<s32>(src_y), 0},
{VK_IMAGE_ASPECT_COLOR_BIT, 0u, 0u, 1u},
{static_cast<s32>(dst_x), static_cast<s32>(dst_y), 0},
{width, height, 1u}};
vkCmdCopyImage(cmdbuf, m_vram_texture.GetImage(), m_vram_texture.GetLayout(), m_vram_texture.GetImage(),
m_vram_texture.GetLayout(), 1, &ic);
m_vram_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
}
void GPU_HW_Vulkan::UpdateVRAMReadTexture()
{
EndRenderPass();
VkCommandBuffer cmdbuf = g_vulkan_context->GetCurrentCommandBuffer();
m_vram_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
m_vram_read_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
const auto scaled_rect = m_vram_dirty_rect * m_resolution_scale;
if (m_vram_texture.GetSamples() > VK_SAMPLE_COUNT_1_BIT)
{
const VkImageResolve resolve{{VK_IMAGE_ASPECT_COLOR_BIT, 0u, 0u, 1u},
{static_cast<s32>(scaled_rect.left), static_cast<s32>(scaled_rect.top), 0},
{VK_IMAGE_ASPECT_COLOR_BIT, 0u, 0u, 1u},
{static_cast<s32>(scaled_rect.left), static_cast<s32>(scaled_rect.top), 0},
{scaled_rect.GetWidth(), scaled_rect.GetHeight(), 1u}};
vkCmdResolveImage(cmdbuf, m_vram_texture.GetImage(), m_vram_texture.GetLayout(), m_vram_read_texture.GetImage(),
m_vram_read_texture.GetLayout(), 1, &resolve);
}
else
{
const VkImageCopy copy{{VK_IMAGE_ASPECT_COLOR_BIT, 0u, 0u, 1u},
{static_cast<s32>(scaled_rect.left), static_cast<s32>(scaled_rect.top), 0},
{VK_IMAGE_ASPECT_COLOR_BIT, 0u, 0u, 1u},
{static_cast<s32>(scaled_rect.left), static_cast<s32>(scaled_rect.top), 0},
{scaled_rect.GetWidth(), scaled_rect.GetHeight(), 1u}};
vkCmdCopyImage(cmdbuf, m_vram_texture.GetImage(), m_vram_texture.GetLayout(), m_vram_read_texture.GetImage(),
m_vram_read_texture.GetLayout(), 1u, &copy);
}
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m_vram_read_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
m_vram_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
GPU_HW::UpdateVRAMReadTexture();
}
void GPU_HW_Vulkan::UpdateDepthBufferFromMaskBit()
{
EndRenderPass();
VkCommandBuffer cmdbuf = g_vulkan_context->GetCurrentCommandBuffer();
m_vram_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
BeginRenderPass(m_vram_update_depth_render_pass, m_vram_update_depth_framebuffer, 0, 0, m_vram_texture.GetWidth(),
m_vram_texture.GetHeight());
vkCmdBindPipeline(cmdbuf, VK_PIPELINE_BIND_POINT_GRAPHICS, m_vram_update_depth_pipeline);
vkCmdBindDescriptorSets(cmdbuf, VK_PIPELINE_BIND_POINT_GRAPHICS, m_single_sampler_pipeline_layout, 0, 1,
&m_vram_read_descriptor_set, 0, nullptr);
Vulkan::Util::SetViewportAndScissor(cmdbuf, 0, 0, m_vram_texture.GetWidth(), m_vram_texture.GetHeight());
vkCmdDraw(cmdbuf, 3, 1, 0, 0);
EndRenderPass();
m_vram_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
RestoreGraphicsAPIState();
}
std::unique_ptr<GPU> GPU::CreateHardwareVulkanRenderer()
{
return std::make_unique<GPU_HW_Vulkan>();
}