ppsspp/Common/GPU/Vulkan/VulkanQueueRunner.cpp

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#include <unordered_map>
#include "Common/GPU/DataFormat.h"
#include "Common/GPU/Vulkan/VulkanQueueRunner.h"
#include "Common/GPU/Vulkan/VulkanRenderManager.h"
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#include "Common/VR/PPSSPPVR.h"
#include "Common/Log.h"
#include "Common/TimeUtil.h"
using namespace PPSSPP_VK;
// Debug help: adb logcat -s DEBUG AndroidRuntime PPSSPPNativeActivity PPSSPP NativeGLView NativeRenderer NativeSurfaceView PowerSaveModeReceiver InputDeviceState PpssppActivity CameraHelper
static void MergeRenderAreaRectInto(VkRect2D *dest, const VkRect2D &src) {
if (dest->offset.x > src.offset.x) {
dest->extent.width += (dest->offset.x - src.offset.x);
dest->offset.x = src.offset.x;
}
if (dest->offset.y > src.offset.y) {
dest->extent.height += (dest->offset.y - src.offset.y);
dest->offset.y = src.offset.y;
}
if (dest->extent.width < src.extent.width) {
dest->extent.width = src.extent.width;
}
if (dest->extent.height < src.extent.height) {
dest->extent.height = src.extent.height;
}
}
// We need to take the "max" of the features used in the two render passes.
RenderPassType MergeRPTypes(RenderPassType a, RenderPassType b) {
// Either both are backbuffer type, or neither are.
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// These can't merge with other renderpasses
if (a == RenderPassType::BACKBUFFER || b == RenderPassType::BACKBUFFER) {
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_dbg_assert_(a == b);
return a;
}
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_dbg_assert_((a & RenderPassType::MULTIVIEW) == (b & RenderPassType::MULTIVIEW));
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// The rest we can just OR together to get the maximum feature set.
return (RenderPassType)((u32)a | (u32)b);
}
void VulkanQueueRunner::CreateDeviceObjects() {
INFO_LOG(G3D, "VulkanQueueRunner::CreateDeviceObjects");
RPKey key{
VKRRenderPassLoadAction::CLEAR, VKRRenderPassLoadAction::CLEAR, VKRRenderPassLoadAction::CLEAR,
VKRRenderPassStoreAction::STORE, VKRRenderPassStoreAction::DONT_CARE, VKRRenderPassStoreAction::DONT_CARE,
};
compatibleRenderPass_ = GetRenderPass(key);
#if 0
// Just to check whether it makes sense to split some of these. drawidx is way bigger than the others...
// We should probably just move to variable-size data in a raw buffer anyway...
VkRenderData rd;
INFO_LOG(G3D, "sizeof(pipeline): %d", (int)sizeof(rd.pipeline));
INFO_LOG(G3D, "sizeof(draw): %d", (int)sizeof(rd.draw));
INFO_LOG(G3D, "sizeof(drawidx): %d", (int)sizeof(rd.drawIndexed));
INFO_LOG(G3D, "sizeof(clear): %d", (int)sizeof(rd.clear));
INFO_LOG(G3D, "sizeof(viewport): %d", (int)sizeof(rd.viewport));
INFO_LOG(G3D, "sizeof(scissor): %d", (int)sizeof(rd.scissor));
INFO_LOG(G3D, "sizeof(blendColor): %d", (int)sizeof(rd.blendColor));
INFO_LOG(G3D, "sizeof(push): %d", (int)sizeof(rd.push));
#endif
}
void VulkanQueueRunner::DestroyDeviceObjects() {
INFO_LOG(G3D, "VulkanQueueRunner::DestroyDeviceObjects");
syncReadback_.Destroy(vulkan_);
renderPasses_.IterateMut([&](const RPKey &rpkey, VKRRenderPass *rp) {
_assert_(rp);
rp->Destroy(vulkan_);
delete rp;
});
renderPasses_.Clear();
}
bool VulkanQueueRunner::CreateSwapchain(VkCommandBuffer cmdInit) {
VkResult res = vkGetSwapchainImagesKHR(vulkan_->GetDevice(), vulkan_->GetSwapchain(), &swapchainImageCount_, nullptr);
_dbg_assert_(res == VK_SUCCESS);
VkImage *swapchainImages = new VkImage[swapchainImageCount_];
res = vkGetSwapchainImagesKHR(vulkan_->GetDevice(), vulkan_->GetSwapchain(), &swapchainImageCount_, swapchainImages);
if (res != VK_SUCCESS) {
ERROR_LOG(G3D, "vkGetSwapchainImagesKHR failed");
delete[] swapchainImages;
return false;
}
for (uint32_t i = 0; i < swapchainImageCount_; i++) {
SwapchainImageData sc_buffer{};
sc_buffer.image = swapchainImages[i];
VkImageViewCreateInfo color_image_view = { VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO };
color_image_view.format = vulkan_->GetSwapchainFormat();
color_image_view.components.r = VK_COMPONENT_SWIZZLE_IDENTITY;
color_image_view.components.g = VK_COMPONENT_SWIZZLE_IDENTITY;
color_image_view.components.b = VK_COMPONENT_SWIZZLE_IDENTITY;
color_image_view.components.a = VK_COMPONENT_SWIZZLE_IDENTITY;
color_image_view.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
color_image_view.subresourceRange.baseMipLevel = 0;
color_image_view.subresourceRange.levelCount = 1;
color_image_view.subresourceRange.baseArrayLayer = 0;
color_image_view.subresourceRange.layerCount = 1; // TODO: Investigate hw-assisted stereo.
color_image_view.viewType = VK_IMAGE_VIEW_TYPE_2D;
color_image_view.flags = 0;
color_image_view.image = sc_buffer.image;
// We leave the images as UNDEFINED, there's no need to pre-transition them as
// the backbuffer renderpass starts out with them being auto-transitioned from UNDEFINED anyway.
// Also, turns out it's illegal to transition un-acquired images, thanks Hans-Kristian. See #11417.
res = vkCreateImageView(vulkan_->GetDevice(), &color_image_view, nullptr, &sc_buffer.view);
vulkan_->SetDebugName(sc_buffer.view, VK_OBJECT_TYPE_IMAGE_VIEW, "swapchain_view");
swapchainImages_.push_back(sc_buffer);
_dbg_assert_(res == VK_SUCCESS);
}
delete[] swapchainImages;
// Must be before InitBackbufferRenderPass.
if (InitDepthStencilBuffer(cmdInit)) {
InitBackbufferFramebuffers(vulkan_->GetBackbufferWidth(), vulkan_->GetBackbufferHeight());
}
return true;
}
bool VulkanQueueRunner::InitBackbufferFramebuffers(int width, int height) {
VkResult res;
// We share the same depth buffer but have multiple color buffers, see the loop below.
VkImageView attachments[2] = { VK_NULL_HANDLE, depth_.view };
VkFramebufferCreateInfo fb_info = { VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO };
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fb_info.renderPass = GetCompatibleRenderPass()->Get(vulkan_, RenderPassType::BACKBUFFER, VK_SAMPLE_COUNT_1_BIT);
fb_info.attachmentCount = 2;
fb_info.pAttachments = attachments;
fb_info.width = width;
fb_info.height = height;
fb_info.layers = 1;
framebuffers_.resize(swapchainImageCount_);
for (uint32_t i = 0; i < swapchainImageCount_; i++) {
attachments[0] = swapchainImages_[i].view;
res = vkCreateFramebuffer(vulkan_->GetDevice(), &fb_info, nullptr, &framebuffers_[i]);
_dbg_assert_(res == VK_SUCCESS);
if (res != VK_SUCCESS) {
framebuffers_.clear();
return false;
}
}
return true;
}
bool VulkanQueueRunner::InitDepthStencilBuffer(VkCommandBuffer cmd) {
const VkFormat depth_format = vulkan_->GetDeviceInfo().preferredDepthStencilFormat;
int aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
VkImageCreateInfo image_info = { VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO };
image_info.imageType = VK_IMAGE_TYPE_2D;
image_info.format = depth_format;
image_info.extent.width = vulkan_->GetBackbufferWidth();
image_info.extent.height = vulkan_->GetBackbufferHeight();
image_info.extent.depth = 1;
image_info.mipLevels = 1;
image_info.arrayLayers = 1;
image_info.samples = VK_SAMPLE_COUNT_1_BIT;
image_info.queueFamilyIndexCount = 0;
image_info.pQueueFamilyIndices = nullptr;
image_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
image_info.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
image_info.flags = 0;
depth_.format = depth_format;
VmaAllocationCreateInfo allocCreateInfo{};
VmaAllocationInfo allocInfo{};
allocCreateInfo.usage = VMA_MEMORY_USAGE_GPU_ONLY;
VkResult res = vmaCreateImage(vulkan_->Allocator(), &image_info, &allocCreateInfo, &depth_.image, &depth_.alloc, &allocInfo);
_dbg_assert_(res == VK_SUCCESS);
if (res != VK_SUCCESS)
return false;
vulkan_->SetDebugName(depth_.image, VK_OBJECT_TYPE_IMAGE, "BackbufferDepth");
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TransitionImageLayout2(cmd, depth_.image, 0, 1, 1,
aspectMask,
VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
0, VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT);
VkImageViewCreateInfo depth_view_info = { VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO };
depth_view_info.image = depth_.image;
depth_view_info.format = depth_format;
depth_view_info.components.r = VK_COMPONENT_SWIZZLE_IDENTITY;
depth_view_info.components.g = VK_COMPONENT_SWIZZLE_IDENTITY;
depth_view_info.components.b = VK_COMPONENT_SWIZZLE_IDENTITY;
depth_view_info.components.a = VK_COMPONENT_SWIZZLE_IDENTITY;
depth_view_info.subresourceRange.aspectMask = aspectMask;
depth_view_info.subresourceRange.baseMipLevel = 0;
depth_view_info.subresourceRange.levelCount = 1;
depth_view_info.subresourceRange.baseArrayLayer = 0;
depth_view_info.subresourceRange.layerCount = 1;
depth_view_info.viewType = VK_IMAGE_VIEW_TYPE_2D;
depth_view_info.flags = 0;
VkDevice device = vulkan_->GetDevice();
res = vkCreateImageView(device, &depth_view_info, NULL, &depth_.view);
vulkan_->SetDebugName(depth_.view, VK_OBJECT_TYPE_IMAGE_VIEW, "depth_stencil_backbuffer");
_dbg_assert_(res == VK_SUCCESS);
if (res != VK_SUCCESS)
return false;
return true;
}
void VulkanQueueRunner::DestroyBackBuffers() {
for (auto &image : swapchainImages_) {
vulkan_->Delete().QueueDeleteImageView(image.view);
}
swapchainImages_.clear();
if (depth_.view) {
vulkan_->Delete().QueueDeleteImageView(depth_.view);
}
if (depth_.image) {
_dbg_assert_(depth_.alloc);
vulkan_->Delete().QueueDeleteImageAllocation(depth_.image, depth_.alloc);
}
depth_ = {};
for (uint32_t i = 0; i < framebuffers_.size(); i++) {
_dbg_assert_(framebuffers_[i] != VK_NULL_HANDLE);
vulkan_->Delete().QueueDeleteFramebuffer(framebuffers_[i]);
}
framebuffers_.clear();
INFO_LOG(G3D, "Backbuffers destroyed");
}
// Self-dependency: https://github.com/gpuweb/gpuweb/issues/442#issuecomment-547604827
// Also see https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/vkspec.html#synchronization-pipeline-barriers-subpass-self-dependencies
VKRRenderPass *VulkanQueueRunner::GetRenderPass(const RPKey &key) {
auto foundPass = renderPasses_.Get(key);
if (foundPass) {
return foundPass;
}
VKRRenderPass *pass = new VKRRenderPass(key);
renderPasses_.Insert(key, pass);
return pass;
}
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// Must match the subpass self-dependency declared above.
void VulkanQueueRunner::SelfDependencyBarrier(VKRImage &img, VkImageAspectFlags aspect, VulkanBarrier *recordBarrier) {
if (aspect & VK_IMAGE_ASPECT_COLOR_BIT) {
VkAccessFlags srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
VkAccessFlags dstAccessMask = VK_ACCESS_INPUT_ATTACHMENT_READ_BIT;
VkPipelineStageFlags srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
VkPipelineStageFlags dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
recordBarrier->TransitionImage(
img.image,
0,
1,
img.numLayers,
aspect,
VK_IMAGE_LAYOUT_GENERAL,
VK_IMAGE_LAYOUT_GENERAL,
srcAccessMask,
dstAccessMask,
srcStageMask,
dstStageMask
);
} else {
_assert_msg_(false, "Depth self-dependencies not yet supported");
}
}
void VulkanQueueRunner::PreprocessSteps(std::vector<VKRStep *> &steps) {
// Optimizes renderpasses, then sequences them.
// Planned optimizations:
// * Create copies of render target that are rendered to multiple times and textured from in sequence, and push those render passes
// as early as possible in the frame (Wipeout billboards). This will require taking over more of descriptor management so we can
// substitute descriptors, alternatively using texture array layers creatively.
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for (int j = 0; j < (int)steps.size(); j++) {
if (steps[j]->stepType == VKRStepType::RENDER &&
steps[j]->render.framebuffer) {
if (steps[j]->render.finalColorLayout == VK_IMAGE_LAYOUT_UNDEFINED) {
steps[j]->render.finalColorLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
}
if (steps[j]->render.finalDepthStencilLayout == VK_IMAGE_LAYOUT_UNDEFINED) {
steps[j]->render.finalDepthStencilLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
}
}
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}
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for (int j = 0; j < (int)steps.size() - 1; j++) {
// Push down empty "Clear/Store" renderpasses, and merge them with the first "Load/Store" to the same framebuffer.
if (steps.size() > 1 && steps[j]->stepType == VKRStepType::RENDER &&
steps[j]->render.numDraws == 0 &&
steps[j]->render.numReads == 0 &&
steps[j]->render.colorLoad == VKRRenderPassLoadAction::CLEAR &&
steps[j]->render.stencilLoad == VKRRenderPassLoadAction::CLEAR &&
steps[j]->render.depthLoad == VKRRenderPassLoadAction::CLEAR) {
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// Drop the clear step, and merge it into the next step that touches the same framebuffer.
for (int i = j + 1; i < (int)steps.size(); i++) {
if (steps[i]->stepType == VKRStepType::RENDER &&
steps[i]->render.framebuffer == steps[j]->render.framebuffer) {
if (steps[i]->render.colorLoad != VKRRenderPassLoadAction::CLEAR) {
steps[i]->render.colorLoad = VKRRenderPassLoadAction::CLEAR;
steps[i]->render.clearColor = steps[j]->render.clearColor;
}
if (steps[i]->render.depthLoad != VKRRenderPassLoadAction::CLEAR) {
steps[i]->render.depthLoad = VKRRenderPassLoadAction::CLEAR;
steps[i]->render.clearDepth = steps[j]->render.clearDepth;
}
if (steps[i]->render.stencilLoad != VKRRenderPassLoadAction::CLEAR) {
steps[i]->render.stencilLoad = VKRRenderPassLoadAction::CLEAR;
steps[i]->render.clearStencil = steps[j]->render.clearStencil;
}
MergeRenderAreaRectInto(&steps[i]->render.renderArea, steps[j]->render.renderArea);
steps[i]->render.renderPassType = MergeRPTypes(steps[i]->render.renderPassType, steps[j]->render.renderPassType);
steps[i]->render.numDraws += steps[j]->render.numDraws;
steps[i]->render.numReads += steps[j]->render.numReads;
// Cheaply skip the first step.
steps[j]->stepType = VKRStepType::RENDER_SKIP;
break;
} else if (steps[i]->stepType == VKRStepType::COPY &&
steps[i]->copy.src == steps[j]->render.framebuffer) {
// Can't eliminate the clear if a game copies from it before it's
// rendered to. However this should be rare.
// TODO: This should never happen when we check numReads now.
break;
}
}
}
}
// Queue hacks.
if (hacksEnabled_) {
if (hacksEnabled_ & QUEUE_HACK_MGS2_ACID) {
// Massive speedup.
ApplyMGSHack(steps);
}
if (hacksEnabled_ & QUEUE_HACK_SONIC) {
ApplySonicHack(steps);
}
if (hacksEnabled_ & QUEUE_HACK_RENDERPASS_MERGE) {
ApplyRenderPassMerge(steps);
}
}
}
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void VulkanQueueRunner::RunSteps(std::vector<VKRStep *> &steps, FrameData &frameData, FrameDataShared &frameDataShared, bool keepSteps) {
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QueueProfileContext *profile = frameData.profilingEnabled_ ? &frameData.profile : nullptr;
if (profile)
profile->cpuStartTime = time_now_d();
bool emitLabels = vulkan_->Extensions().EXT_debug_utils;
VkCommandBuffer cmd = frameData.hasPresentCommands ? frameData.presentCmd : frameData.mainCmd;
for (size_t i = 0; i < steps.size(); i++) {
const VKRStep &step = *steps[i];
if (emitLabels) {
VkDebugUtilsLabelEXT labelInfo{ VK_STRUCTURE_TYPE_DEBUG_UTILS_LABEL_EXT };
char temp[128];
if (step.stepType == VKRStepType::RENDER && step.render.framebuffer) {
snprintf(temp, sizeof(temp), "%s: %s", step.tag, step.render.framebuffer->Tag());
labelInfo.pLabelName = temp;
} else {
labelInfo.pLabelName = step.tag;
}
vkCmdBeginDebugUtilsLabelEXT(cmd, &labelInfo);
}
switch (step.stepType) {
case VKRStepType::RENDER:
if (!step.render.framebuffer) {
if (emitLabels) {
vkCmdEndDebugUtilsLabelEXT(cmd);
}
frameData.SubmitPending(vulkan_, FrameSubmitType::Pending, frameDataShared);
// When stepping in the GE debugger, we can end up here multiple times in a "frame".
// So only acquire once.
if (!frameData.hasAcquired) {
frameData.AcquireNextImage(vulkan_, frameDataShared);
SetBackbuffer(framebuffers_[frameData.curSwapchainImage], swapchainImages_[frameData.curSwapchainImage].image);
}
if (!frameData.hasPresentCommands) {
// A RENDER step rendering to the backbuffer is normally the last step that happens in a frame,
// unless taking a screenshot, in which case there might be a READBACK_IMAGE after it.
// This is why we have to switch cmd to presentCmd, in this case.
VkCommandBufferBeginInfo begin{ VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO };
begin.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
vkBeginCommandBuffer(frameData.presentCmd, &begin);
frameData.hasPresentCommands = true;
}
cmd = frameData.presentCmd;
if (emitLabels) {
VkDebugUtilsLabelEXT labelInfo{ VK_STRUCTURE_TYPE_DEBUG_UTILS_LABEL_EXT };
labelInfo.pLabelName = "present";
vkCmdBeginDebugUtilsLabelEXT(cmd, &labelInfo);
}
}
PerformRenderPass(step, cmd);
break;
case VKRStepType::COPY:
PerformCopy(step, cmd);
break;
case VKRStepType::BLIT:
PerformBlit(step, cmd);
break;
case VKRStepType::READBACK:
PerformReadback(step, cmd, frameData);
break;
case VKRStepType::READBACK_IMAGE:
PerformReadbackImage(step, cmd);
break;
case VKRStepType::RENDER_SKIP:
break;
}
if (profile && profile->timestampDescriptions.size() + 1 < MAX_TIMESTAMP_QUERIES) {
vkCmdWriteTimestamp(cmd, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, profile->queryPool, (uint32_t)profile->timestampDescriptions.size());
profile->timestampDescriptions.push_back(StepToString(step));
}
if (emitLabels) {
vkCmdEndDebugUtilsLabelEXT(cmd);
}
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}
// Deleting all in one go should be easier on the instruction cache than deleting
// them as we go - and easier to debug because we can look backwards in the frame.
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if (!keepSteps) {
for (auto step : steps) {
delete step;
}
steps.clear();
}
if (profile)
profile->cpuEndTime = time_now_d();
}
void VulkanQueueRunner::ApplyMGSHack(std::vector<VKRStep *> &steps) {
// Really need a sane way to express transforms of steps.
// We want to turn a sequence of copy,render(1),copy,render(1),copy,render(1) to copy,copy,copy,render(n).
for (int i = 0; i < (int)steps.size() - 3; i++) {
int last = -1;
if (!(steps[i]->stepType == VKRStepType::COPY &&
steps[i + 1]->stepType == VKRStepType::RENDER &&
steps[i + 2]->stepType == VKRStepType::COPY &&
steps[i + 1]->render.numDraws == 1 &&
steps[i]->copy.dst == steps[i + 2]->copy.dst))
continue;
// Looks promising! Let's start by finding the last one.
for (int j = i; j < (int)steps.size(); j++) {
switch (steps[j]->stepType) {
case VKRStepType::RENDER:
if (steps[j]->render.numDraws > 1)
last = j - 1;
// should really also check descriptor sets...
if (steps[j]->commands.size()) {
VkRenderData &cmd = steps[j]->commands.back();
if (cmd.cmd == VKRRenderCommand::DRAW_INDEXED && cmd.draw.count != 6)
last = j - 1;
}
break;
case VKRStepType::COPY:
if (steps[j]->copy.dst != steps[i]->copy.dst)
last = j - 1;
break;
default:
break;
}
if (last != -1)
break;
}
if (last != -1) {
// We've got a sequence from i to last that needs reordering.
// First, let's sort it, keeping the same length.
std::vector<VKRStep *> copies;
std::vector<VKRStep *> renders;
copies.reserve((last - i) / 2);
renders.reserve((last - i) / 2);
for (int n = i; n <= last; n++) {
if (steps[n]->stepType == VKRStepType::COPY)
copies.push_back(steps[n]);
else if (steps[n]->stepType == VKRStepType::RENDER)
renders.push_back(steps[n]);
}
// Write the copies back. TODO: Combine them too.
for (int j = 0; j < (int)copies.size(); j++) {
steps[i + j] = copies[j];
}
// Write the renders back (so they will be deleted properly).
for (int j = 0; j < (int)renders.size(); j++) {
steps[i + j + copies.size()] = renders[j];
}
_assert_(steps[i + copies.size()]->stepType == VKRStepType::RENDER);
// Combine the renders.
for (int j = 1; j < (int)renders.size(); j++) {
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for (int k = 0; k < (int)renders[j]->commands.size(); k++) {
steps[i + copies.size()]->commands.push_back(renders[j]->commands[k]);
}
steps[i + copies.size() + j]->stepType = VKRStepType::RENDER_SKIP;
}
// We're done.
break;
}
}
// There's also a post processing effect using depals that's just brutal in some parts
// of the game.
for (int i = 0; i < (int)steps.size() - 3; i++) {
int last = -1;
if (!(steps[i]->stepType == VKRStepType::RENDER &&
steps[i + 1]->stepType == VKRStepType::RENDER &&
steps[i + 2]->stepType == VKRStepType::RENDER &&
steps[i]->render.numDraws == 1 &&
steps[i + 1]->render.numDraws == 1 &&
steps[i + 2]->render.numDraws == 1 &&
steps[i]->render.colorLoad == VKRRenderPassLoadAction::DONT_CARE &&
steps[i + 1]->render.colorLoad == VKRRenderPassLoadAction::KEEP &&
steps[i + 2]->render.colorLoad == VKRRenderPassLoadAction::DONT_CARE))
continue;
VKRFramebuffer *depalFramebuffer = steps[i]->render.framebuffer;
VKRFramebuffer *targetFramebuffer = steps[i + 1]->render.framebuffer;
// OK, found the start of a post-process sequence. Let's scan until we find the end.
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for (int j = i; j < (int)steps.size() - 3; j++) {
if (((j - i) & 1) == 0) {
// This should be a depal draw.
if (steps[j]->render.numDraws != 1)
break;
if (steps[j]->render.colorLoad != VKRRenderPassLoadAction::DONT_CARE)
break;
if (steps[j]->render.framebuffer != depalFramebuffer)
break;
last = j;
} else {
// This should be a target draw.
if (steps[j]->render.numDraws != 1)
break;
if (steps[j]->render.colorLoad != VKRRenderPassLoadAction::KEEP)
break;
if (steps[j]->render.framebuffer != targetFramebuffer)
break;
last = j;
}
}
if (last == -1)
continue;
// Combine the depal renders.
for (int j = i + 2; j <= last + 1; j += 2) {
for (int k = 0; k < (int)steps[j]->commands.size(); k++) {
switch (steps[j]->commands[k].cmd) {
case VKRRenderCommand::DRAW:
case VKRRenderCommand::DRAW_INDEXED:
steps[i]->commands.push_back(steps[j]->commands[k]);
break;
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default:
break;
}
}
steps[j]->stepType = VKRStepType::RENDER_SKIP;
}
// Combine the target renders.
for (int j = i + 3; j <= last; j += 2) {
for (int k = 0; k < (int)steps[j]->commands.size(); k++) {
switch (steps[j]->commands[k].cmd) {
case VKRRenderCommand::DRAW:
case VKRRenderCommand::DRAW_INDEXED:
steps[i + 1]->commands.push_back(steps[j]->commands[k]);
break;
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default:
break;
}
}
steps[j]->stepType = VKRStepType::RENDER_SKIP;
}
// We're done - we only expect one of these sequences per frame.
break;
}
}
void VulkanQueueRunner::ApplySonicHack(std::vector<VKRStep *> &steps) {
// We want to turn a sequence of render(3),render(1),render(6),render(1),render(6),render(1),render(3) to
// render(1), render(1), render(1), render(6), render(6), render(6)
for (int i = 0; i < (int)steps.size() - 4; i++) {
int last = -1;
if (!(steps[i]->stepType == VKRStepType::RENDER &&
steps[i + 1]->stepType == VKRStepType::RENDER &&
steps[i + 2]->stepType == VKRStepType::RENDER &&
steps[i + 3]->stepType == VKRStepType::RENDER &&
steps[i]->render.numDraws == 3 &&
steps[i + 1]->render.numDraws == 1 &&
steps[i + 2]->render.numDraws == 6 &&
steps[i + 3]->render.numDraws == 1 &&
steps[i]->render.framebuffer == steps[i + 2]->render.framebuffer &&
steps[i + 1]->render.framebuffer == steps[i + 3]->render.framebuffer))
continue;
// Looks promising! Let's start by finding the last one.
for (int j = i; j < (int)steps.size(); j++) {
switch (steps[j]->stepType) {
case VKRStepType::RENDER:
if ((j - i) & 1) {
if (steps[j]->render.framebuffer != steps[i + 1]->render.framebuffer)
last = j - 1;
if (steps[j]->render.numDraws != 1)
last = j - 1;
} else {
if (steps[j]->render.framebuffer != steps[i]->render.framebuffer)
last = j - 1;
if (steps[j]->render.numDraws != 3 && steps[j]->render.numDraws != 6)
last = j - 1;
}
break;
default:
break;
}
if (last != -1)
break;
}
if (last != -1) {
// We've got a sequence from i to last that needs reordering.
// First, let's sort it, keeping the same length.
std::vector<VKRStep *> type1;
std::vector<VKRStep *> type2;
type1.reserve((last - i) / 2);
type2.reserve((last - i) / 2);
for (int n = i; n <= last; n++) {
if (steps[n]->render.framebuffer == steps[i]->render.framebuffer)
type1.push_back(steps[n]);
else
type2.push_back(steps[n]);
}
// Write the renders back in order. Same amount, so deletion will work fine.
for (int j = 0; j < (int)type1.size(); j++) {
steps[i + j] = type1[j];
}
for (int j = 0; j < (int)type2.size(); j++) {
steps[i + j + type1.size()] = type2[j];
}
// Combine the renders.
for (int j = 1; j < (int)type1.size(); j++) {
for (int k = 0; k < (int)type1[j]->commands.size(); k++) {
steps[i]->commands.push_back(type1[j]->commands[k]);
}
steps[i + j]->stepType = VKRStepType::RENDER_SKIP;
}
for (int j = 1; j < (int)type2.size(); j++) {
for (int k = 0; k < (int)type2[j]->commands.size(); k++) {
steps[i + type1.size()]->commands.push_back(type2[j]->commands[k]);
}
steps[i + j + type1.size()]->stepType = VKRStepType::RENDER_SKIP;
}
// We're done.
break;
}
}
}
const char *AspectToString(VkImageAspectFlags aspect) {
switch (aspect) {
case VK_IMAGE_ASPECT_COLOR_BIT: return "COLOR";
case VK_IMAGE_ASPECT_DEPTH_BIT: return "DEPTH";
case VK_IMAGE_ASPECT_STENCIL_BIT: return "STENCIL";
case VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT: return "DEPTHSTENCIL";
default: return "UNUSUAL";
}
}
static const char *rpTypeDebugNames[] = {
"RENDER",
"RENDER_DEPTH",
"RENDER_INPUT",
"RENDER_DEPTH_INPUT",
"MV_RENDER",
"MV_RENDER_DEPTH",
"MV_RENDER_INPUT",
"MV_RENDER_DEPTH_INPUT",
"MS_RENDER",
"MS_RENDER_DEPTH",
"MS_RENDER_INPUT",
"MS_RENDER_DEPTH_INPUT",
"MS_MV_RENDER",
"MS_MV_RENDER_DEPTH",
"MS_MV_RENDER_INPUT",
"MS_MV_RENDER_DEPTH_INPUT",
"BACKBUF",
};
std::string VulkanQueueRunner::StepToString(const VKRStep &step) const {
char buffer[256];
switch (step.stepType) {
case VKRStepType::RENDER:
{
int w = step.render.framebuffer ? step.render.framebuffer->width : vulkan_->GetBackbufferWidth();
int h = step.render.framebuffer ? step.render.framebuffer->height : vulkan_->GetBackbufferHeight();
int actual_w = step.render.renderArea.extent.width;
int actual_h = step.render.renderArea.extent.height;
const char *renderCmd = rpTypeDebugNames[(size_t)step.render.renderPassType];
snprintf(buffer, sizeof(buffer), "%s %s %s (draws: %d, %dx%d/%dx%d)", renderCmd, step.tag, step.render.framebuffer ? step.render.framebuffer->Tag() : "", step.render.numDraws, actual_w, actual_h, w, h);
break;
}
case VKRStepType::COPY:
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snprintf(buffer, sizeof(buffer), "COPY '%s' %s -> %s (%dx%d, %s)", step.tag, step.copy.src->Tag(), step.copy.dst->Tag(), step.copy.srcRect.extent.width, step.copy.srcRect.extent.height, AspectToString(step.copy.aspectMask));
break;
case VKRStepType::BLIT:
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snprintf(buffer, sizeof(buffer), "BLIT '%s' %s -> %s (%dx%d->%dx%d, %s)", step.tag, step.copy.src->Tag(), step.copy.dst->Tag(), step.blit.srcRect.extent.width, step.blit.srcRect.extent.height, step.blit.dstRect.extent.width, step.blit.dstRect.extent.height, AspectToString(step.blit.aspectMask));
break;
case VKRStepType::READBACK:
snprintf(buffer, sizeof(buffer), "READBACK '%s' %s (%dx%d, %s)", step.tag, step.readback.src ? step.readback.src->Tag() : "(backbuffer)", step.readback.srcRect.extent.width, step.readback.srcRect.extent.height, AspectToString(step.readback.aspectMask));
break;
case VKRStepType::READBACK_IMAGE:
snprintf(buffer, sizeof(buffer), "READBACK_IMAGE '%s' (%dx%d)", step.tag, step.readback_image.srcRect.extent.width, step.readback_image.srcRect.extent.height);
break;
case VKRStepType::RENDER_SKIP:
snprintf(buffer, sizeof(buffer), "(RENDER_SKIP) %s", step.tag);
break;
default:
buffer[0] = 0;
break;
}
return std::string(buffer);
}
// Ideally, this should be cheap enough to be applied to all games. At least on mobile, it's pretty
// much a guaranteed neutral or win in terms of GPU power. However, dependency calculation really
// must be perfect!
void VulkanQueueRunner::ApplyRenderPassMerge(std::vector<VKRStep *> &steps) {
// First let's count how many times each framebuffer is rendered to.
// If it's more than one, let's do our best to merge them. This can help God of War quite a bit.
std::unordered_map<VKRFramebuffer *, int> counts;
for (int i = 0; i < (int)steps.size(); i++) {
if (steps[i]->stepType == VKRStepType::RENDER) {
counts[steps[i]->render.framebuffer]++;
}
}
auto mergeRenderSteps = [](VKRStep *dst, VKRStep *src) {
// OK. Now, if it's a render, slurp up all the commands and kill the step.
// Also slurp up any pretransitions.
dst->preTransitions.append(src->preTransitions);
dst->commands.insert(dst->commands.end(), src->commands.begin(), src->commands.end());
MergeRenderAreaRectInto(&dst->render.renderArea, src->render.renderArea);
// So we don't consider it for other things, maybe doesn't matter.
src->dependencies.clear();
src->stepType = VKRStepType::RENDER_SKIP;
dst->render.numDraws += src->render.numDraws;
dst->render.numReads += src->render.numReads;
dst->render.pipelineFlags |= src->render.pipelineFlags;
dst->render.renderPassType = MergeRPTypes(dst->render.renderPassType, src->render.renderPassType);
};
auto renderHasClear = [](const VKRStep *step) {
const auto &r = step->render;
return r.colorLoad == VKRRenderPassLoadAction::CLEAR || r.depthLoad == VKRRenderPassLoadAction::CLEAR || r.stencilLoad == VKRRenderPassLoadAction::CLEAR;
};
// Now, let's go through the steps. If we find one that is rendered to more than once,
// we'll scan forward and slurp up any rendering that can be merged across.
for (int i = 0; i < (int)steps.size(); i++) {
if (steps[i]->stepType == VKRStepType::RENDER && counts[steps[i]->render.framebuffer] > 1) {
auto fb = steps[i]->render.framebuffer;
TinySet<VKRFramebuffer *, 8> touchedFramebuffers; // must be the same fast-size as the dependencies TinySet for annoying reasons.
for (int j = i + 1; j < (int)steps.size(); j++) {
// If any other passes are reading from this framebuffer as-is, we cancel the scan.
if (steps[j]->dependencies.contains(fb)) {
// Reading from itself means a KEEP, which is okay.
if (steps[j]->stepType != VKRStepType::RENDER || steps[j]->render.framebuffer != fb)
break;
}
switch (steps[j]->stepType) {
case VKRStepType::RENDER:
if (steps[j]->render.framebuffer == fb) {
// Prevent Unknown's example case from https://github.com/hrydgard/ppsspp/pull/12242
if (renderHasClear(steps[j]) || steps[j]->dependencies.contains(touchedFramebuffers)) {
goto done_fb;
} else {
// Safe to merge, great.
mergeRenderSteps(steps[i], steps[j]);
}
} else {
// Remember the framebuffer this wrote to. We can't merge with later passes that depend on these.
touchedFramebuffers.insert(steps[j]->render.framebuffer);
}
break;
case VKRStepType::COPY:
if (steps[j]->copy.dst == fb) {
// Without framebuffer "renaming", we can't merge past a clobbered fb.
goto done_fb;
}
touchedFramebuffers.insert(steps[j]->copy.dst);
break;
case VKRStepType::BLIT:
if (steps[j]->blit.dst == fb) {
// Without framebuffer "renaming", we can't merge past a clobbered fb.
goto done_fb;
}
touchedFramebuffers.insert(steps[j]->blit.dst);
break;
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case VKRStepType::READBACK:
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// Not sure this has much effect, when executed READBACK is always the last step
// since we stall the GPU and wait immediately after.
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break;
case VKRStepType::RENDER_SKIP:
case VKRStepType::READBACK_IMAGE:
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break;
default:
// We added a new step? Might be unsafe.
goto done_fb;
}
}
done_fb:
;
}
}
}
void VulkanQueueRunner::LogSteps(const std::vector<VKRStep *> &steps, bool verbose) {
INFO_LOG(G3D, "=================== FRAME ====================");
for (size_t i = 0; i < steps.size(); i++) {
const VKRStep &step = *steps[i];
switch (step.stepType) {
case VKRStepType::RENDER:
LogRenderPass(step, verbose);
break;
case VKRStepType::COPY:
LogCopy(step);
break;
case VKRStepType::BLIT:
LogBlit(step);
break;
case VKRStepType::READBACK:
LogReadback(step);
break;
case VKRStepType::READBACK_IMAGE:
LogReadbackImage(step);
break;
case VKRStepType::RENDER_SKIP:
INFO_LOG(G3D, "(skipped render pass)");
break;
}
}
INFO_LOG(G3D, "------------------- SUBMIT ------------------");
}
const char *RenderPassActionName(VKRRenderPassLoadAction a) {
switch (a) {
case VKRRenderPassLoadAction::CLEAR:
return "CLEAR";
case VKRRenderPassLoadAction::DONT_CARE:
return "DONT_CARE";
case VKRRenderPassLoadAction::KEEP:
return "KEEP";
}
return "?";
}
const char *ImageLayoutToString(VkImageLayout layout) {
switch (layout) {
case VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL: return "COLOR_ATTACHMENT";
case VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL: return "DEPTH_STENCIL_ATTACHMENT";
case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL: return "SHADER_READ_ONLY";
case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL: return "TRANSFER_SRC";
case VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL: return "TRANSFER_DST";
case VK_IMAGE_LAYOUT_GENERAL: return "GENERAL";
case VK_IMAGE_LAYOUT_PRESENT_SRC_KHR: return "PRESENT_SRC_KHR";
case VK_IMAGE_LAYOUT_UNDEFINED: return "UNDEFINED";
default: return "(unknown)";
}
}
void VulkanQueueRunner::LogRenderPass(const VKRStep &pass, bool verbose) {
const auto &r = pass.render;
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const char *framebuf = r.framebuffer ? r.framebuffer->Tag() : "backbuffer";
int w = r.framebuffer ? r.framebuffer->width : vulkan_->GetBackbufferWidth();
int h = r.framebuffer ? r.framebuffer->height : vulkan_->GetBackbufferHeight();
INFO_LOG(G3D, "RENDER %s Begin(%s, draws: %d, %dx%d, %s, %s, %s)", pass.tag, framebuf, r.numDraws, w, h, RenderPassActionName(r.colorLoad), RenderPassActionName(r.depthLoad), RenderPassActionName(r.stencilLoad));
// TODO: Log these in detail.
for (int i = 0; i < (int)pass.preTransitions.size(); i++) {
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INFO_LOG(G3D, " PRETRANSITION: %s %s -> %s", pass.preTransitions[i].fb->Tag(), AspectToString(pass.preTransitions[i].aspect), ImageLayoutToString(pass.preTransitions[i].targetLayout));
}
if (verbose) {
for (auto &cmd : pass.commands) {
switch (cmd.cmd) {
case VKRRenderCommand::REMOVED:
INFO_LOG(G3D, " (Removed)");
break;
case VKRRenderCommand::SELF_DEPENDENCY_BARRIER:
INFO_LOG(G3D, " SelfBarrier()");
break;
case VKRRenderCommand::BIND_GRAPHICS_PIPELINE:
INFO_LOG(G3D, " BindGraphicsPipeline(%x)", (int)(intptr_t)cmd.graphics_pipeline.pipeline);
break;
case VKRRenderCommand::BIND_COMPUTE_PIPELINE:
INFO_LOG(G3D, " BindComputePipeline(%x)", (int)(intptr_t)cmd.compute_pipeline.pipeline);
break;
case VKRRenderCommand::BLEND:
INFO_LOG(G3D, " BlendColor(%08x)", cmd.blendColor.color);
break;
case VKRRenderCommand::CLEAR:
INFO_LOG(G3D, " Clear");
break;
case VKRRenderCommand::DRAW:
INFO_LOG(G3D, " Draw(%d)", cmd.draw.count);
break;
case VKRRenderCommand::DRAW_INDEXED:
INFO_LOG(G3D, " DrawIndexed(%d)", cmd.drawIndexed.count);
break;
case VKRRenderCommand::SCISSOR:
INFO_LOG(G3D, " Scissor(%d, %d, %d, %d)", (int)cmd.scissor.scissor.offset.x, (int)cmd.scissor.scissor.offset.y, (int)cmd.scissor.scissor.extent.width, (int)cmd.scissor.scissor.extent.height);
break;
case VKRRenderCommand::STENCIL:
INFO_LOG(G3D, " Stencil(ref=%d, compare=%d, write=%d)", cmd.stencil.stencilRef, cmd.stencil.stencilCompareMask, cmd.stencil.stencilWriteMask);
break;
case VKRRenderCommand::VIEWPORT:
INFO_LOG(G3D, " Viewport(%f, %f, %f, %f, %f, %f)", cmd.viewport.vp.x, cmd.viewport.vp.y, cmd.viewport.vp.width, cmd.viewport.vp.height, cmd.viewport.vp.minDepth, cmd.viewport.vp.maxDepth);
break;
case VKRRenderCommand::PUSH_CONSTANTS:
INFO_LOG(G3D, " PushConstants(%d)", cmd.push.size);
break;
case VKRRenderCommand::DEBUG_ANNOTATION:
INFO_LOG(G3D, " DebugAnnotation(%s)", cmd.debugAnnotation.annotation);
break;
case VKRRenderCommand::NUM_RENDER_COMMANDS:
break;
}
}
}
INFO_LOG(G3D, " Final: %s %s", ImageLayoutToString(pass.render.finalColorLayout), ImageLayoutToString(pass.render.finalDepthStencilLayout));
INFO_LOG(G3D, "RENDER End(%s) - %d commands executed", framebuf, (int)pass.commands.size());
}
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void VulkanQueueRunner::LogCopy(const VKRStep &step) {
INFO_LOG(G3D, "%s", StepToString(step).c_str());
}
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void VulkanQueueRunner::LogBlit(const VKRStep &step) {
INFO_LOG(G3D, "%s", StepToString(step).c_str());
}
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void VulkanQueueRunner::LogReadback(const VKRStep &step) {
INFO_LOG(G3D, "%s", StepToString(step).c_str());
}
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void VulkanQueueRunner::LogReadbackImage(const VKRStep &step) {
INFO_LOG(G3D, "%s", StepToString(step).c_str());
}
void TransitionToOptimal(VkCommandBuffer cmd, VkImage colorImage, VkImageLayout colorLayout, VkImage depthStencilImage, VkImageLayout depthStencilLayout, int numLayers, VulkanBarrier *recordBarrier) {
if (colorLayout != VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL) {
VkPipelineStageFlags srcStageMask = 0;
VkAccessFlags srcAccessMask = 0;
switch (colorLayout) {
case VK_IMAGE_LAYOUT_UNDEFINED:
// No need to specify stage or access.
break;
case VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL:
// Already the right color layout. Unclear that we need to do a lot here..
break;
case VK_IMAGE_LAYOUT_GENERAL:
// We came from the Mali workaround, and are transitioning back to COLOR_ATTACHMENT_OPTIMAL.
srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
break;
case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
srcAccessMask = VK_ACCESS_SHADER_READ_BIT;
srcStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
break;
case VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL:
srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
srcStageMask = VK_PIPELINE_STAGE_TRANSFER_BIT;
break;
case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL:
srcAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
srcStageMask = VK_PIPELINE_STAGE_TRANSFER_BIT;
break;
default:
_dbg_assert_msg_(false, "TransitionToOptimal: Unexpected color layout %d", (int)colorLayout);
break;
}
recordBarrier->TransitionImage(
colorImage, 0, 1, numLayers, VK_IMAGE_ASPECT_COLOR_BIT,
colorLayout,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
srcAccessMask,
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
srcStageMask,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT);
}
if (depthStencilImage != VK_NULL_HANDLE && depthStencilLayout != VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL) {
VkPipelineStageFlags srcStageMask = 0;
VkAccessFlags srcAccessMask = 0;
switch (depthStencilLayout) {
case VK_IMAGE_LAYOUT_UNDEFINED:
// No need to specify stage or access.
break;
case VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL:
// Already the right depth layout. Unclear that we need to do a lot here..
break;
case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
srcAccessMask = VK_ACCESS_SHADER_READ_BIT;
srcStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
break;
case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL:
srcAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
srcStageMask = VK_PIPELINE_STAGE_TRANSFER_BIT;
break;
case VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL:
srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
srcStageMask = VK_PIPELINE_STAGE_TRANSFER_BIT;
break;
default:
_dbg_assert_msg_(false, "TransitionToOptimal: Unexpected depth layout %d", (int)depthStencilLayout);
break;
}
recordBarrier->TransitionImage(
depthStencilImage, 0, 1, numLayers, VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT,
depthStencilLayout,
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
srcAccessMask,
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT,
srcStageMask,
VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT);
}
}
void TransitionFromOptimal(VkCommandBuffer cmd, VkImage colorImage, VkImageLayout colorLayout, VkImage depthStencilImage, int numLayers, VkImageLayout depthStencilLayout) {
VkPipelineStageFlags srcStageMask = 0;
VkPipelineStageFlags dstStageMask = 0;
// If layouts aren't optimal, transition them.
VkImageMemoryBarrier barrier[2]{};
int barrierCount = 0;
if (colorLayout != VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL) {
barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier[0].pNext = nullptr;
srcStageMask |= VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
barrier[0].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
// And the final transition.
// Don't need to transition it if VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL.
switch (colorLayout) {
case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
barrier[0].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
dstStageMask |= VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
break;
case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL:
barrier[0].dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
dstStageMask |= VK_PIPELINE_STAGE_TRANSFER_BIT;
break;
case VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL:
barrier[0].dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
dstStageMask |= VK_PIPELINE_STAGE_TRANSFER_BIT;
break;
case VK_IMAGE_LAYOUT_UNDEFINED:
case VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL:
// Nothing to do.
break;
default:
_dbg_assert_msg_(false, "TransitionFromOptimal: Unexpected final color layout %d", (int)colorLayout);
break;
}
barrier[0].oldLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
barrier[0].newLayout = colorLayout;
barrier[0].image = colorImage;
barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
barrier[0].subresourceRange.baseMipLevel = 0;
barrier[0].subresourceRange.levelCount = 1;
barrier[0].subresourceRange.layerCount = numLayers;
barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrierCount++;
}
if (depthStencilImage && depthStencilLayout != VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL) {
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barrier[barrierCount].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier[barrierCount].pNext = nullptr;
srcStageMask |= VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
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barrier[barrierCount].srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
switch (depthStencilLayout) {
case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
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barrier[barrierCount].dstAccessMask |= VK_ACCESS_SHADER_READ_BIT;
dstStageMask |= VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
break;
case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL:
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barrier[barrierCount].dstAccessMask |= VK_ACCESS_TRANSFER_READ_BIT;
dstStageMask |= VK_PIPELINE_STAGE_TRANSFER_BIT;
break;
case VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL:
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barrier[barrierCount].dstAccessMask |= VK_ACCESS_TRANSFER_READ_BIT;
dstStageMask |= VK_PIPELINE_STAGE_TRANSFER_BIT;
break;
case VK_IMAGE_LAYOUT_UNDEFINED:
case VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL:
// Nothing to do.
break;
default:
_dbg_assert_msg_(false, "TransitionFromOptimal: Unexpected final depth layout %d", (int)depthStencilLayout);
break;
}
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barrier[barrierCount].oldLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
barrier[barrierCount].newLayout = depthStencilLayout;
barrier[barrierCount].image = depthStencilImage;
barrier[barrierCount].subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
barrier[barrierCount].subresourceRange.baseMipLevel = 0;
barrier[barrierCount].subresourceRange.levelCount = 1;
barrier[barrierCount].subresourceRange.layerCount = numLayers;
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barrier[barrierCount].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier[barrierCount].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrierCount++;
}
if (barrierCount) {
vkCmdPipelineBarrier(cmd, srcStageMask, dstStageMask, VK_DEPENDENCY_BY_REGION_BIT, 0, nullptr, 0, nullptr, barrierCount, barrier);
}
}
void VulkanQueueRunner::PerformRenderPass(const VKRStep &step, VkCommandBuffer cmd) {
for (size_t i = 0; i < step.preTransitions.size(); i++) {
const TransitionRequest &iter = step.preTransitions[i];
if (iter.aspect == VK_IMAGE_ASPECT_COLOR_BIT && iter.fb->color.layout != iter.targetLayout) {
recordBarrier_.TransitionImageAuto(
iter.fb->color.image,
0,
1,
iter.fb->numLayers,
VK_IMAGE_ASPECT_COLOR_BIT,
iter.fb->color.layout,
iter.targetLayout
);
iter.fb->color.layout = iter.targetLayout;
} else if (iter.fb->depth.image != VK_NULL_HANDLE && (iter.aspect & (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)) && iter.fb->depth.layout != iter.targetLayout) {
recordBarrier_.TransitionImageAuto(
iter.fb->depth.image,
0,
1,
iter.fb->numLayers,
VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT,
iter.fb->depth.layout,
iter.targetLayout
);
iter.fb->depth.layout = iter.targetLayout;
}
}
// Don't execute empty renderpasses that keep the contents.
if (step.commands.empty() && step.render.colorLoad == VKRRenderPassLoadAction::KEEP && step.render.depthLoad == VKRRenderPassLoadAction::KEEP && step.render.stencilLoad == VKRRenderPassLoadAction::KEEP) {
// Flush the pending barrier
recordBarrier_.Flush(cmd);
// Nothing to do.
// TODO: Though - a later step might have used this step's finalColorLayout etc to get things in a layout it expects.
// Should we just do a barrier? Or just let the later step deal with not having things in its preferred layout, like now?
return;
}
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// Write-after-write hazards. Fixed flicker in God of War on ARM (before we added another fix that removed these).
// These aren't so common so not bothering to combine the barrier with the pretransition one.
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if (step.render.framebuffer) {
int n = 0;
int stage = 0;
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if (step.render.framebuffer->color.layout == VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL) {
recordBarrier_.TransitionImage(
step.render.framebuffer->color.image,
0,
1,
step.render.framebuffer->numLayers,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_COLOR_ATTACHMENT_READ_BIT,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT
);
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}
if (step.render.framebuffer->depth.image != VK_NULL_HANDLE && step.render.framebuffer->depth.layout == VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL) {
recordBarrier_.TransitionImage(
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step.render.framebuffer->depth.image,
0,
1,
step.render.framebuffer->numLayers,
VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT,
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT,
VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT
);
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}
}
// This reads the layout of the color and depth images, and chooses a render pass using them that
// will transition to the desired final layout.
//
// NOTE: Flushes recordBarrier_.
VKRRenderPass *renderPass = PerformBindFramebufferAsRenderTarget(step, cmd);
int curWidth = step.render.framebuffer ? step.render.framebuffer->width : vulkan_->GetBackbufferWidth();
int curHeight = step.render.framebuffer ? step.render.framebuffer->height : vulkan_->GetBackbufferHeight();
VKRFramebuffer *fb = step.render.framebuffer;
VKRGraphicsPipeline *lastGraphicsPipeline = nullptr;
VKRComputePipeline *lastComputePipeline = nullptr;
auto &commands = step.commands;
// We can do a little bit of state tracking here to eliminate some calls into the driver.
// The stencil ones are very commonly mostly redundant so let's eliminate them where possible.
// Might also want to consider scissor and viewport.
VkPipeline lastPipeline = VK_NULL_HANDLE;
VkPipelineLayout pipelineLayout = VK_NULL_HANDLE;
bool pipelineOK = false;
int lastStencilWriteMask = -1;
int lastStencilCompareMask = -1;
int lastStencilReference = -1;
const RenderPassType rpType = step.render.renderPassType;
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for (size_t i = 0; i < commands.size(); i++) {
const VkRenderData &c = commands[i];
switch (c.cmd) {
case VKRRenderCommand::REMOVED:
break;
case VKRRenderCommand::BIND_GRAPHICS_PIPELINE:
{
VKRGraphicsPipeline *graphicsPipeline = c.graphics_pipeline.pipeline;
if (graphicsPipeline != lastGraphicsPipeline) {
VkSampleCountFlagBits fbSampleCount = fb ? fb->sampleCount : VK_SAMPLE_COUNT_1_BIT;
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if (RenderPassTypeHasMultisample(rpType) && fbSampleCount != graphicsPipeline->SampleCount()) {
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// should have been invalidated.
_assert_msg_(graphicsPipeline->SampleCount() == VK_SAMPLE_COUNT_FLAG_BITS_MAX_ENUM,
"expected %d sample count, got %d", fbSampleCount, graphicsPipeline->SampleCount());
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}
if (!graphicsPipeline->pipeline[(size_t)rpType]) {
// NOTE: If render steps got merged, it can happen that, as they ended during recording,
// they didn't know their final render pass type so they created the wrong pipelines in EndCurRenderStep().
// Unfortunately I don't know if we can fix it in any more sensible place than here.
// Maybe a middle pass. But let's try to just block and compile here for now, this doesn't
// happen all that much.
graphicsPipeline->pipeline[(size_t)rpType] = Promise<VkPipeline>::CreateEmpty();
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graphicsPipeline->Create(vulkan_, renderPass->Get(vulkan_, rpType, fbSampleCount), rpType, fbSampleCount, time_now_d(), -1);
}
VkPipeline pipeline = graphicsPipeline->pipeline[(size_t)rpType]->BlockUntilReady();
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if (pipeline != VK_NULL_HANDLE) {
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
pipelineLayout = c.pipeline.pipelineLayout;
lastGraphicsPipeline = graphicsPipeline;
pipelineOK = true;
} else {
pipelineOK = false;
}
// Reset dynamic state so it gets refreshed with the new pipeline.
lastStencilWriteMask = -1;
lastStencilCompareMask = -1;
lastStencilReference = -1;
}
break;
}
case VKRRenderCommand::BIND_COMPUTE_PIPELINE:
{
VKRComputePipeline *computePipeline = c.compute_pipeline.pipeline;
if (computePipeline != lastComputePipeline) {
VkPipeline pipeline = computePipeline->pipeline->BlockUntilReady();
if (pipeline != VK_NULL_HANDLE) {
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, pipeline);
pipelineLayout = c.pipeline.pipelineLayout;
lastComputePipeline = computePipeline;
}
}
break;
}
case VKRRenderCommand::VIEWPORT:
if (fb != nullptr) {
vkCmdSetViewport(cmd, 0, 1, &c.viewport.vp);
} else {
const VkViewport &vp = c.viewport.vp;
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DisplayRect<float> rc{ vp.x, vp.y, vp.width, vp.height };
RotateRectToDisplay(rc, (float)vulkan_->GetBackbufferWidth(), (float)vulkan_->GetBackbufferHeight());
VkViewport final_vp;
final_vp.x = rc.x;
final_vp.y = rc.y;
final_vp.width = rc.w;
final_vp.height = rc.h;
final_vp.maxDepth = vp.maxDepth;
final_vp.minDepth = vp.minDepth;
vkCmdSetViewport(cmd, 0, 1, &final_vp);
}
break;
case VKRRenderCommand::SCISSOR:
{
if (fb != nullptr) {
vkCmdSetScissor(cmd, 0, 1, &c.scissor.scissor);
} else {
// Rendering to backbuffer. Might need to rotate.
const VkRect2D &rc = c.scissor.scissor;
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DisplayRect<int> rotated_rc{ rc.offset.x, rc.offset.y, (int)rc.extent.width, (int)rc.extent.height };
RotateRectToDisplay(rotated_rc, vulkan_->GetBackbufferWidth(), vulkan_->GetBackbufferHeight());
_dbg_assert_(rotated_rc.x >= 0);
_dbg_assert_(rotated_rc.y >= 0);
VkRect2D finalRect = VkRect2D{ { rotated_rc.x, rotated_rc.y }, { (uint32_t)rotated_rc.w, (uint32_t)rotated_rc.h} };
vkCmdSetScissor(cmd, 0, 1, &finalRect);
}
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break;
}
case VKRRenderCommand::BLEND:
{
float bc[4];
Uint8x4ToFloat4(bc, c.blendColor.color);
vkCmdSetBlendConstants(cmd, bc);
break;
}
case VKRRenderCommand::SELF_DEPENDENCY_BARRIER:
{
_assert_(step.render.pipelineFlags & PipelineFlags::USES_INPUT_ATTACHMENT);
_assert_(fb);
VulkanBarrier barrier;
if (fb->sampleCount != VK_SAMPLE_COUNT_1_BIT) {
// Rendering is happening to the multisample buffer, not the color buffer.
SelfDependencyBarrier(fb->msaaColor, VK_IMAGE_ASPECT_COLOR_BIT, &barrier);
} else {
SelfDependencyBarrier(fb->color, VK_IMAGE_ASPECT_COLOR_BIT, &barrier);
}
barrier.Flush(cmd);
break;
}
case VKRRenderCommand::PUSH_CONSTANTS:
if (pipelineOK) {
vkCmdPushConstants(cmd, pipelineLayout, c.push.stages, c.push.offset, c.push.size, c.push.data);
}
break;
case VKRRenderCommand::STENCIL:
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if (lastStencilWriteMask != c.stencil.stencilWriteMask) {
lastStencilWriteMask = (int)c.stencil.stencilWriteMask;
vkCmdSetStencilWriteMask(cmd, VK_STENCIL_FRONT_AND_BACK, c.stencil.stencilWriteMask);
}
if (lastStencilCompareMask != c.stencil.stencilCompareMask) {
lastStencilCompareMask = c.stencil.stencilCompareMask;
vkCmdSetStencilCompareMask(cmd, VK_STENCIL_FRONT_AND_BACK, c.stencil.stencilCompareMask);
}
if (lastStencilReference != c.stencil.stencilRef) {
lastStencilReference = c.stencil.stencilRef;
vkCmdSetStencilReference(cmd, VK_STENCIL_FRONT_AND_BACK, c.stencil.stencilRef);
}
break;
case VKRRenderCommand::DRAW_INDEXED:
if (pipelineOK) {
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &c.drawIndexed.ds, c.drawIndexed.numUboOffsets, c.drawIndexed.uboOffsets);
vkCmdBindIndexBuffer(cmd, c.drawIndexed.ibuffer, c.drawIndexed.ioffset, (VkIndexType)c.drawIndexed.indexType);
VkDeviceSize voffset = c.drawIndexed.voffset;
vkCmdBindVertexBuffers(cmd, 0, 1, &c.drawIndexed.vbuffer, &voffset);
vkCmdDrawIndexed(cmd, c.drawIndexed.count, c.drawIndexed.instances, 0, 0, 0);
}
break;
case VKRRenderCommand::DRAW:
if (pipelineOK) {
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &c.draw.ds, c.draw.numUboOffsets, c.draw.uboOffsets);
if (c.draw.vbuffer) {
vkCmdBindVertexBuffers(cmd, 0, 1, &c.draw.vbuffer, &c.draw.voffset);
}
vkCmdDraw(cmd, c.draw.count, 1, c.draw.offset, 0);
}
break;
case VKRRenderCommand::CLEAR:
{
// If we get here, we failed to merge a clear into a render pass load op. This is bad for perf.
int numAttachments = 0;
VkClearRect rc{};
rc.baseArrayLayer = 0;
rc.layerCount = 1; // In multiview mode, 1 means to replicate to all the active layers.
rc.rect.extent.width = (uint32_t)curWidth;
rc.rect.extent.height = (uint32_t)curHeight;
VkClearAttachment attachments[2]{};
if (c.clear.clearMask & VK_IMAGE_ASPECT_COLOR_BIT) {
VkClearAttachment &attachment = attachments[numAttachments++];
attachment.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
attachment.colorAttachment = 0;
Uint8x4ToFloat4(attachment.clearValue.color.float32, c.clear.clearColor);
}
if (c.clear.clearMask & (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)) {
VkClearAttachment &attachment = attachments[numAttachments++];
attachment.aspectMask = 0;
if (c.clear.clearMask & VK_IMAGE_ASPECT_DEPTH_BIT) {
attachment.clearValue.depthStencil.depth = c.clear.clearZ;
attachment.aspectMask |= VK_IMAGE_ASPECT_DEPTH_BIT;
}
if (c.clear.clearMask & VK_IMAGE_ASPECT_STENCIL_BIT) {
attachment.clearValue.depthStencil.stencil = (uint32_t)c.clear.clearStencil;
attachment.aspectMask |= VK_IMAGE_ASPECT_STENCIL_BIT;
}
}
if (numAttachments) {
vkCmdClearAttachments(cmd, numAttachments, attachments, 1, &rc);
}
break;
}
case VKRRenderCommand::DEBUG_ANNOTATION:
if (vulkan_->Extensions().EXT_debug_utils) {
VkDebugUtilsLabelEXT labelInfo{ VK_STRUCTURE_TYPE_DEBUG_UTILS_LABEL_EXT };
labelInfo.pLabelName = c.debugAnnotation.annotation;
vkCmdInsertDebugUtilsLabelEXT(cmd, &labelInfo);
}
break;
default:
ERROR_LOG(G3D, "Unimpl queue command");
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break;
}
}
vkCmdEndRenderPass(cmd);
if (fb) {
// If the desired final layout aren't the optimal layout for rendering, transition.
TransitionFromOptimal(cmd, fb->color.image, step.render.finalColorLayout, fb->depth.image, fb->numLayers, step.render.finalDepthStencilLayout);
fb->color.layout = step.render.finalColorLayout;
fb->depth.layout = step.render.finalDepthStencilLayout;
}
}
VKRRenderPass *VulkanQueueRunner::PerformBindFramebufferAsRenderTarget(const VKRStep &step, VkCommandBuffer cmd) {
VKRRenderPass *renderPass;
int numClearVals = 0;
VkClearValue clearVal[4]{};
VkFramebuffer framebuf;
int w;
int h;
bool hasDepth = RenderPassTypeHasDepth(step.render.renderPassType);
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VkSampleCountFlagBits sampleCount;
if (step.render.framebuffer) {
_dbg_assert_(step.render.finalColorLayout != VK_IMAGE_LAYOUT_UNDEFINED);
_dbg_assert_(step.render.finalDepthStencilLayout != VK_IMAGE_LAYOUT_UNDEFINED);
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RPKey key{
step.render.colorLoad, step.render.depthLoad, step.render.stencilLoad,
step.render.colorStore, step.render.depthStore, step.render.stencilStore,
};
renderPass = GetRenderPass(key);
VKRFramebuffer *fb = step.render.framebuffer;
framebuf = fb->Get(renderPass, step.render.renderPassType);
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sampleCount = fb->sampleCount;
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_dbg_assert_(framebuf != VK_NULL_HANDLE);
w = fb->width;
h = fb->height;
// Mali driver on S8 (Android O) and S9 mishandles renderpasses that do just a clear
// and then no draw calls. Memory transaction elimination gets mis-flagged or something.
// To avoid this, we transition to GENERAL and back in this case (ARM-approved workaround).
// See pull request #10723.
bool maliBugWorkaround = step.render.numDraws == 0 &&
step.render.colorLoad == VKRRenderPassLoadAction::CLEAR &&
vulkan_->GetPhysicalDeviceProperties().properties.driverVersion == 0xaa9c4b29;
if (maliBugWorkaround) {
recordBarrier_.TransitionImage(fb->color.image, 0, 1, fb->numLayers, VK_IMAGE_ASPECT_COLOR_BIT,
fb->color.layout, VK_IMAGE_LAYOUT_GENERAL,
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT);
fb->color.layout = VK_IMAGE_LAYOUT_GENERAL;
}
TransitionToOptimal(cmd, fb->color.image, fb->color.layout, fb->depth.image, fb->depth.layout, fb->numLayers, &recordBarrier_);
// The transition from the optimal format happens after EndRenderPass, now that we don't
// do it as part of the renderpass itself anymore.
if (sampleCount != VK_SAMPLE_COUNT_1_BIT) {
// We don't initialize values for these.
numClearVals = hasDepth ? 2 : 1; // Skip the resolve buffers, don't need to clear those.
}
if (step.render.colorLoad == VKRRenderPassLoadAction::CLEAR) {
Uint8x4ToFloat4(clearVal[numClearVals].color.float32, step.render.clearColor);
}
numClearVals++;
if (hasDepth) {
if (step.render.depthLoad == VKRRenderPassLoadAction::CLEAR || step.render.stencilLoad == VKRRenderPassLoadAction::CLEAR) {
clearVal[numClearVals].depthStencil.depth = step.render.clearDepth;
clearVal[numClearVals].depthStencil.stencil = step.render.clearStencil;
}
numClearVals++;
}
_dbg_assert_(numClearVals != 3);
} else {
RPKey key{
VKRRenderPassLoadAction::CLEAR, VKRRenderPassLoadAction::CLEAR, VKRRenderPassLoadAction::CLEAR,
VKRRenderPassStoreAction::STORE, VKRRenderPassStoreAction::DONT_CARE, VKRRenderPassStoreAction::DONT_CARE,
};
renderPass = GetRenderPass(key);
if (IsVREnabled()) {
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framebuf = (VkFramebuffer)BindVRFramebuffer();
} else {
framebuf = backbuffer_;
}
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// Raw, rotated backbuffer size.
w = vulkan_->GetBackbufferWidth();
h = vulkan_->GetBackbufferHeight();
Uint8x4ToFloat4(clearVal[0].color.float32, step.render.clearColor);
numClearVals = hasDepth ? 2 : 1; // We might do depth-less backbuffer in the future, though doubtful of the value.
clearVal[1].depthStencil.depth = 0.0f;
clearVal[1].depthStencil.stencil = 0;
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sampleCount = VK_SAMPLE_COUNT_1_BIT;
}
VkRenderPassBeginInfo rp_begin = { VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO };
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rp_begin.renderPass = renderPass->Get(vulkan_, step.render.renderPassType, sampleCount);
rp_begin.framebuffer = framebuf;
VkRect2D rc = step.render.renderArea;
if (!step.render.framebuffer) {
// Rendering to backbuffer, must rotate, just like scissors.
DisplayRect<int> rotated_rc{ rc.offset.x, rc.offset.y, (int)rc.extent.width, (int)rc.extent.height };
RotateRectToDisplay(rotated_rc, vulkan_->GetBackbufferWidth(), vulkan_->GetBackbufferHeight());
rc.offset.x = rotated_rc.x;
rc.offset.y = rotated_rc.y;
rc.extent.width = rotated_rc.w;
rc.extent.height = rotated_rc.h;
}
recordBarrier_.Flush(cmd);
rp_begin.renderArea = rc;
rp_begin.clearValueCount = numClearVals;
rp_begin.pClearValues = numClearVals ? clearVal : nullptr;
vkCmdBeginRenderPass(cmd, &rp_begin, VK_SUBPASS_CONTENTS_INLINE);
return renderPass;
}
void VulkanQueueRunner::PerformCopy(const VKRStep &step, VkCommandBuffer cmd) {
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// The barrier code doesn't handle this case. We'd need to transition to GENERAL to do an intra-image copy.
_dbg_assert_(step.copy.src != step.copy.dst);
VKRFramebuffer *src = step.copy.src;
VKRFramebuffer *dst = step.copy.dst;
int layerCount = std::min(step.copy.src->numLayers, step.copy.dst->numLayers);
_dbg_assert_(step.copy.src->numLayers >= step.copy.dst->numLayers);
// TODO: If dst covers exactly the whole destination, we can set up a UNDEFINED->TRANSFER_DST_OPTIMAL transition,
// which can potentially be more efficient.
// First source barriers.
if (step.copy.aspectMask & VK_IMAGE_ASPECT_COLOR_BIT) {
SetupTransitionToTransferSrc(src->color, VK_IMAGE_ASPECT_COLOR_BIT, &recordBarrier_);
SetupTransitionToTransferDst(dst->color, VK_IMAGE_ASPECT_COLOR_BIT, &recordBarrier_);
}
// We can't copy only depth or only stencil unfortunately - or can we?.
if (step.copy.aspectMask & (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)) {
_dbg_assert_(src->depth.image != VK_NULL_HANDLE);
SetupTransitionToTransferSrc(src->depth, VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT, &recordBarrier_);
if (dst->depth.layout != VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL) {
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SetupTransitionToTransferDst(dst->depth, VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT, &recordBarrier_);
_dbg_assert_(dst->depth.layout == VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
} else {
// Kingdom Hearts: Subsequent copies twice to the same depth buffer without any other use.
// Not super sure how that happens, but we need a barrier to pass sync validation.
SetupTransferDstWriteAfterWrite(dst->depth, VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT, &recordBarrier_);
}
}
recordBarrier_.Flush(cmd);
bool multisampled = src->sampleCount != VK_SAMPLE_COUNT_1_BIT && dst->sampleCount != VK_SAMPLE_COUNT_1_BIT;
if (multisampled) {
// If both the targets are multisampled, copy the msaa targets too.
// For that, we need to transition them from their normally permanent VK_*_ATTACHMENT_OPTIMAL layouts, and then back.
if (step.copy.aspectMask & VK_IMAGE_ASPECT_COLOR_BIT) {
SetupTransitionToTransferSrc(src->msaaColor, VK_IMAGE_ASPECT_COLOR_BIT, &recordBarrier_);
recordBarrier_.Flush(cmd);
SetupTransitionToTransferDst(dst->msaaColor, VK_IMAGE_ASPECT_COLOR_BIT, &recordBarrier_);
recordBarrier_.Flush(cmd);
}
if (step.copy.aspectMask & (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)) {
// Kingdom Hearts: Subsequent copies to the same depth buffer without any other use.
// Not super sure how that happens, but we need a barrier to pass sync validation.
SetupTransitionToTransferSrc(src->msaaDepth, VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT, &recordBarrier_);
recordBarrier_.Flush(cmd);
SetupTransitionToTransferDst(dst->msaaDepth, VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT, &recordBarrier_);
recordBarrier_.Flush(cmd);
}
}
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recordBarrier_.Flush(cmd);
VkImageCopy copy{};
copy.srcOffset.x = step.copy.srcRect.offset.x;
copy.srcOffset.y = step.copy.srcRect.offset.y;
copy.srcOffset.z = 0;
copy.srcSubresource.mipLevel = 0;
copy.srcSubresource.layerCount = layerCount;
copy.dstOffset.x = step.copy.dstPos.x;
copy.dstOffset.y = step.copy.dstPos.y;
copy.dstOffset.z = 0;
copy.dstSubresource.mipLevel = 0;
copy.dstSubresource.layerCount = layerCount;
copy.extent.width = step.copy.srcRect.extent.width;
copy.extent.height = step.copy.srcRect.extent.height;
copy.extent.depth = 1;
if (step.copy.aspectMask & VK_IMAGE_ASPECT_COLOR_BIT) {
copy.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
copy.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
vkCmdCopyImage(cmd, src->color.image, src->color.layout, dst->color.image, dst->color.layout, 1, &copy);
if (multisampled) {
vkCmdCopyImage(cmd, src->msaaColor.image, src->msaaColor.layout, dst->msaaColor.image, dst->msaaColor.layout, 1, &copy);
}
}
if (step.copy.aspectMask & (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)) {
_dbg_assert_(src->depth.image != VK_NULL_HANDLE);
_dbg_assert_(dst->depth.image != VK_NULL_HANDLE);
copy.srcSubresource.aspectMask = step.copy.aspectMask & (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT);
copy.dstSubresource.aspectMask = step.copy.aspectMask & (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT);
vkCmdCopyImage(cmd, src->depth.image, src->depth.layout, dst->depth.image, dst->depth.layout, 1, &copy);
if (multisampled) {
vkCmdCopyImage(cmd, src->msaaDepth.image, src->msaaDepth.layout, dst->msaaDepth.image, dst->msaaDepth.layout, 1, &copy);
}
}
if (multisampled) {
// Transition the MSAA surfaces back to optimal.
if (step.copy.aspectMask & VK_IMAGE_ASPECT_COLOR_BIT) {
recordBarrier_.TransitionImage(
src->msaaColor.image,
0,
1,
src->msaaColor.numLayers,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_ACCESS_TRANSFER_READ_BIT,
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT
);
recordBarrier_.TransitionImage(
dst->msaaColor.image,
0,
1,
dst->msaaColor.numLayers,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_ACCESS_TRANSFER_WRITE_BIT,
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT
);
src->msaaColor.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
dst->msaaColor.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
}
if (step.copy.aspectMask & (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)) {
recordBarrier_.TransitionImage(
src->msaaDepth.image,
0,
1,
src->msaaDepth.numLayers,
VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
VK_ACCESS_TRANSFER_READ_BIT,
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT
);
recordBarrier_.TransitionImage(
dst->msaaDepth.image,
0,
1,
dst->msaaDepth.numLayers,
VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
VK_ACCESS_TRANSFER_WRITE_BIT,
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT
);
src->msaaDepth.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
dst->msaaDepth.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
}
recordBarrier_.Flush(cmd);
}
}
void VulkanQueueRunner::PerformBlit(const VKRStep &step, VkCommandBuffer cmd) {
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// The barrier code doesn't handle this case. We'd need to transition to GENERAL to do an intra-image copy.
_dbg_assert_(step.blit.src != step.blit.dst);
int layerCount = std::min(step.blit.src->numLayers, step.blit.dst->numLayers);
_dbg_assert_(step.blit.src->numLayers >= step.blit.dst->numLayers);
VKRFramebuffer *src = step.blit.src;
VKRFramebuffer *dst = step.blit.dst;
// First source barriers.
if (step.blit.aspectMask & VK_IMAGE_ASPECT_COLOR_BIT) {
SetupTransitionToTransferSrc(src->color, VK_IMAGE_ASPECT_COLOR_BIT, &recordBarrier_);
SetupTransitionToTransferDst(dst->color, VK_IMAGE_ASPECT_COLOR_BIT, &recordBarrier_);
}
// We can't copy only depth or only stencil unfortunately.
if (step.blit.aspectMask & (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)) {
_dbg_assert_(src->depth.image != VK_NULL_HANDLE);
_dbg_assert_(dst->depth.image != VK_NULL_HANDLE);
SetupTransitionToTransferSrc(src->depth, VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT, &recordBarrier_);
SetupTransitionToTransferDst(dst->depth, VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT, &recordBarrier_);
}
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recordBarrier_.Flush(cmd);
// If any validation needs to be performed here, it should probably have been done
// already when the blit was queued. So don't validate here.
VkImageBlit blit{};
blit.srcOffsets[0].x = step.blit.srcRect.offset.x;
blit.srcOffsets[0].y = step.blit.srcRect.offset.y;
blit.srcOffsets[0].z = 0;
blit.srcOffsets[1].x = step.blit.srcRect.offset.x + step.blit.srcRect.extent.width;
blit.srcOffsets[1].y = step.blit.srcRect.offset.y + step.blit.srcRect.extent.height;
blit.srcOffsets[1].z = 1;
blit.srcSubresource.mipLevel = 0;
blit.srcSubresource.layerCount = layerCount;
blit.dstOffsets[0].x = step.blit.dstRect.offset.x;
blit.dstOffsets[0].y = step.blit.dstRect.offset.y;
blit.dstOffsets[0].z = 0;
blit.dstOffsets[1].x = step.blit.dstRect.offset.x + step.blit.dstRect.extent.width;
blit.dstOffsets[1].y = step.blit.dstRect.offset.y + step.blit.dstRect.extent.height;
blit.dstOffsets[1].z = 1;
blit.dstSubresource.mipLevel = 0;
blit.dstSubresource.layerCount = layerCount;
if (step.blit.aspectMask & VK_IMAGE_ASPECT_COLOR_BIT) {
blit.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
blit.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
vkCmdBlitImage(cmd, src->color.image, src->color.layout, dst->color.image, dst->color.layout, 1, &blit, step.blit.filter);
}
// TODO: Need to check if the depth format is blittable.
// Actually, we should probably almost always use copies rather than blits for depth buffers.
if (step.blit.aspectMask & (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)) {
blit.srcSubresource.aspectMask = 0;
blit.dstSubresource.aspectMask = 0;
if (step.blit.aspectMask & VK_IMAGE_ASPECT_DEPTH_BIT) {
blit.srcSubresource.aspectMask |= VK_IMAGE_ASPECT_DEPTH_BIT;
blit.dstSubresource.aspectMask |= VK_IMAGE_ASPECT_DEPTH_BIT;
}
if (step.blit.aspectMask & VK_IMAGE_ASPECT_STENCIL_BIT) {
blit.srcSubresource.aspectMask |= VK_IMAGE_ASPECT_STENCIL_BIT;
blit.dstSubresource.aspectMask |= VK_IMAGE_ASPECT_STENCIL_BIT;
}
vkCmdBlitImage(cmd, src->depth.image, src->depth.layout, dst->depth.image, dst->depth.layout, 1, &blit, step.blit.filter);
}
}
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void VulkanQueueRunner::SetupTransitionToTransferSrc(VKRImage &img, VkImageAspectFlags aspect, VulkanBarrier *recordBarrier) {
if (img.layout == VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL) {
return;
}
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VkImageAspectFlags imageAspect = aspect;
VkAccessFlags srcAccessMask = 0;
VkPipelineStageFlags srcStageMask = 0;
switch (img.layout) {
case VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL:
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srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_COLOR_ATTACHMENT_READ_BIT;
srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
break;
case VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL:
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srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
srcStageMask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
break;
case VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL:
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srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
srcStageMask = VK_PIPELINE_STAGE_TRANSFER_BIT;
break;
case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
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srcAccessMask = VK_ACCESS_SHADER_READ_BIT;
srcStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
break;
default:
_dbg_assert_msg_(false, "Transition from this layout to transfer src not supported (%d)", (int)img.layout);
break;
}
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if (img.format == VK_FORMAT_D16_UNORM_S8_UINT || img.format == VK_FORMAT_D24_UNORM_S8_UINT || img.format == VK_FORMAT_D32_SFLOAT_S8_UINT) {
// Barrier must specify both for combined depth/stencil buffers.
imageAspect = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
} else {
imageAspect = aspect;
}
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recordBarrier->TransitionImage(
img.image,
0,
1,
img.numLayers,
imageAspect,
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img.layout,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
srcAccessMask,
VK_ACCESS_TRANSFER_READ_BIT,
srcStageMask,
VK_PIPELINE_STAGE_TRANSFER_BIT
);
img.layout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
}
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void VulkanQueueRunner::SetupTransitionToTransferDst(VKRImage &img, VkImageAspectFlags aspect, VulkanBarrier *recordBarrier) {
if (img.layout == VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL) {
return;
}
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VkImageAspectFlags imageAspect = aspect;
VkAccessFlags srcAccessMask = 0;
VkPipelineStageFlags srcStageMask = 0;
if (img.format == VK_FORMAT_D16_UNORM_S8_UINT || img.format == VK_FORMAT_D24_UNORM_S8_UINT || img.format == VK_FORMAT_D32_SFLOAT_S8_UINT) {
// Barrier must specify both for combined depth/stencil buffers.
imageAspect = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
} else {
imageAspect = aspect;
}
switch (img.layout) {
case VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL:
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srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
break;
case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL:
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srcAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
srcStageMask = VK_PIPELINE_STAGE_TRANSFER_BIT;
break;
case VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL:
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srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
srcStageMask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
break;
case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
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srcAccessMask = VK_ACCESS_SHADER_READ_BIT;
srcStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
break;
default:
_dbg_assert_msg_(false, "Transition from this layout to transfer dst not supported (%d)", (int)img.layout);
break;
}
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recordBarrier->TransitionImage(
img.image,
0,
1,
img.numLayers,
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aspect,
img.layout,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
srcAccessMask,
VK_ACCESS_TRANSFER_WRITE_BIT,
srcStageMask,
VK_PIPELINE_STAGE_TRANSFER_BIT
);
img.layout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
}
void VulkanQueueRunner::SetupTransferDstWriteAfterWrite(VKRImage &img, VkImageAspectFlags aspect, VulkanBarrier *recordBarrier) {
VkImageAspectFlags imageAspect = aspect;
VkAccessFlags srcAccessMask = 0;
VkPipelineStageFlags srcStageMask = 0;
if (img.format == VK_FORMAT_D16_UNORM_S8_UINT || img.format == VK_FORMAT_D24_UNORM_S8_UINT || img.format == VK_FORMAT_D32_SFLOAT_S8_UINT) {
// Barrier must specify both for combined depth/stencil buffers.
imageAspect = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
} else {
imageAspect = aspect;
}
_dbg_assert_(img.layout == VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
srcStageMask = VK_PIPELINE_STAGE_TRANSFER_BIT;
recordBarrier->TransitionImage(
img.image,
0,
1,
img.numLayers,
aspect,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_ACCESS_TRANSFER_WRITE_BIT,
VK_ACCESS_TRANSFER_WRITE_BIT,
VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_PIPELINE_STAGE_TRANSFER_BIT
);
}
void VulkanQueueRunner::ResizeReadbackBuffer(CachedReadback *readback, VkDeviceSize requiredSize) {
if (readback->buffer && requiredSize <= readback->bufferSize) {
return;
}
if (readback->buffer) {
vulkan_->Delete().QueueDeleteBufferAllocation(readback->buffer, readback->allocation);
}
readback->bufferSize = requiredSize;
VkDevice device = vulkan_->GetDevice();
VkBufferCreateInfo buf{ VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
buf.size = readback->bufferSize;
buf.usage = VK_BUFFER_USAGE_TRANSFER_DST_BIT;
VmaAllocationCreateInfo allocCreateInfo{};
allocCreateInfo.usage = VMA_MEMORY_USAGE_GPU_TO_CPU;
VmaAllocationInfo allocInfo{};
VkResult res = vmaCreateBuffer(vulkan_->Allocator(), &buf, &allocCreateInfo, &readback->buffer, &readback->allocation, &allocInfo);
_assert_(res == VK_SUCCESS);
const VkMemoryType &memoryType = vulkan_->GetMemoryProperties().memoryTypes[allocInfo.memoryType];
readback->isCoherent = (memoryType.propertyFlags & VK_MEMORY_PROPERTY_HOST_COHERENT_BIT) != 0;
}
void VulkanQueueRunner::PerformReadback(const VKRStep &step, VkCommandBuffer cmd, FrameData &frameData) {
VkImage image;
VkImageLayout copyLayout;
// Special case for backbuffer readbacks.
if (step.readback.src == nullptr) {
// We only take screenshots after the main render pass (anything else would be stupid) so we need to transition out of PRESENT,
// and then back into it.
// Regarding layers, backbuffer currently only has one layer.
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TransitionImageLayout2(cmd, backbufferImage_, 0, 1, 1, VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_PRESENT_SRC_KHR, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT,
0, VK_ACCESS_TRANSFER_READ_BIT);
copyLayout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
image = backbufferImage_;
} else {
VKRImage *srcImage;
if (step.readback.aspectMask & VK_IMAGE_ASPECT_COLOR_BIT) {
srcImage = &step.readback.src->color;
} else if (step.readback.aspectMask & (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)) {
srcImage = &step.readback.src->depth;
_dbg_assert_(srcImage->image != VK_NULL_HANDLE);
} else {
_dbg_assert_msg_(false, "No image aspect to readback?");
return;
}
if (srcImage->layout != VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL) {
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SetupTransitionToTransferSrc(*srcImage, step.readback.aspectMask, &recordBarrier_);
recordBarrier_.Flush(cmd);
}
image = srcImage->image;
copyLayout = srcImage->layout;
}
// TODO: Handle different readback formats!
u32 readbackSizeInBytes = sizeof(uint32_t) * step.readback.srcRect.extent.width * step.readback.srcRect.extent.height;
CachedReadback *cached = nullptr;
if (step.readback.delayed) {
ReadbackKey key;
key.framebuf = step.readback.src;
key.width = step.readback.srcRect.extent.width;
key.height = step.readback.srcRect.extent.height;
// See if there's already a buffer we can reuse
cached = frameData.readbacks_.Get(key);
if (!cached) {
cached = new CachedReadback();
cached->bufferSize = 0;
frameData.readbacks_.Insert(key, cached);
}
} else {
cached = &syncReadback_;
}
ResizeReadbackBuffer(cached, readbackSizeInBytes);
VkBufferImageCopy region{};
region.imageOffset = { step.readback.srcRect.offset.x, step.readback.srcRect.offset.y, 0 };
region.imageExtent = { step.readback.srcRect.extent.width, step.readback.srcRect.extent.height, 1 };
region.imageSubresource.aspectMask = step.readback.aspectMask;
region.imageSubresource.layerCount = 1;
region.bufferOffset = 0;
region.bufferRowLength = step.readback.srcRect.extent.width;
region.bufferImageHeight = step.readback.srcRect.extent.height;
vkCmdCopyImageToBuffer(cmd, image, copyLayout, cached->buffer, 1, &region);
// NOTE: Can't read the buffer using the CPU here - need to sync first.
// If we copied from the backbuffer, transition it back.
if (step.readback.src == nullptr) {
// We only take screenshots after the main render pass (anything else would be stupid) so we need to transition out of PRESENT,
// and then back into it.
// Regarding layers, backbuffer currently only has one layer.
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TransitionImageLayout2(cmd, backbufferImage_, 0, 1, 1, VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, VK_IMAGE_LAYOUT_PRESENT_SRC_KHR,
VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
VK_ACCESS_TRANSFER_READ_BIT, 0);
copyLayout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
}
}
void VulkanQueueRunner::PerformReadbackImage(const VKRStep &step, VkCommandBuffer cmd) {
// TODO: Clean this up - just reusing `SetupTransitionToTransferSrc`.
VKRImage srcImage{};
srcImage.image = step.readback_image.image;
srcImage.layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
srcImage.numLayers = 1;
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SetupTransitionToTransferSrc(srcImage, VK_IMAGE_ASPECT_COLOR_BIT, &recordBarrier_);
recordBarrier_.Flush(cmd);
ResizeReadbackBuffer(&syncReadback_, sizeof(uint32_t) * step.readback_image.srcRect.extent.width * step.readback_image.srcRect.extent.height);
VkBufferImageCopy region{};
region.imageOffset = { step.readback_image.srcRect.offset.x, step.readback_image.srcRect.offset.y, 0 };
region.imageExtent = { step.readback_image.srcRect.extent.width, step.readback_image.srcRect.extent.height, 1 };
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.imageSubresource.layerCount = 1;
region.imageSubresource.mipLevel = step.readback_image.mipLevel;
region.bufferOffset = 0;
region.bufferRowLength = step.readback_image.srcRect.extent.width;
region.bufferImageHeight = step.readback_image.srcRect.extent.height;
vkCmdCopyImageToBuffer(cmd, step.readback_image.image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, syncReadback_.buffer, 1, &region);
// Now transfer it back to a texture.
TransitionImageLayout2(cmd, step.readback_image.image, 0, 1, 1, // I don't think we have any multilayer cases for regular textures. Above in PerformReadback, though..
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
VK_ACCESS_TRANSFER_READ_BIT, VK_ACCESS_SHADER_READ_BIT);
// NOTE: Can't read the buffer using the CPU here - need to sync first.
// Doing that will also act like a heavyweight barrier ensuring that device writes are visible on the host.
}
bool VulkanQueueRunner::CopyReadbackBuffer(FrameData &frameData, VKRFramebuffer *src, int width, int height, Draw::DataFormat srcFormat, Draw::DataFormat destFormat, int pixelStride, uint8_t *pixels) {
CachedReadback *readback = &syncReadback_;
// Look up in readback cache.
if (src) {
ReadbackKey key;
key.framebuf = src;
key.width = width;
key.height = height;
CachedReadback *cached = frameData.readbacks_.Get(key);
if (cached) {
readback = cached;
} else {
// Didn't have a cached image ready yet
return false;
}
}
if (!readback->buffer)
return false; // Didn't find anything in cache, or something has gone really wrong.
// Read back to the requested address in ram from buffer.
void *mappedData;
const size_t srcPixelSize = DataFormatSizeInBytes(srcFormat);
VkResult res = vmaMapMemory(vulkan_->Allocator(), readback->allocation, &mappedData);
if (res != VK_SUCCESS) {
ERROR_LOG(G3D, "CopyReadbackBuffer: vkMapMemory failed! result=%d", (int)res);
return false;
}
if (!readback->isCoherent) {
vmaInvalidateAllocation(vulkan_->Allocator(), readback->allocation, 0, width * height * srcPixelSize);
}
// TODO: Perform these conversions in a compute shader on the GPU.
if (srcFormat == Draw::DataFormat::R8G8B8A8_UNORM) {
ConvertFromRGBA8888(pixels, (const uint8_t *)mappedData, pixelStride, width, width, height, destFormat);
} else if (srcFormat == Draw::DataFormat::B8G8R8A8_UNORM) {
ConvertFromBGRA8888(pixels, (const uint8_t *)mappedData, pixelStride, width, width, height, destFormat);
} else if (srcFormat == destFormat) {
// Can just memcpy when it matches no matter the format!
uint8_t *dst = pixels;
const uint8_t *src = (const uint8_t *)mappedData;
for (int y = 0; y < height; ++y) {
memcpy(dst, src, width * srcPixelSize);
src += width * srcPixelSize;
dst += pixelStride * srcPixelSize;
}
} else if (destFormat == Draw::DataFormat::D32F) {
ConvertToD32F(pixels, (const uint8_t *)mappedData, pixelStride, width, width, height, srcFormat);
} else if (destFormat == Draw::DataFormat::D16) {
ConvertToD16(pixels, (const uint8_t *)mappedData, pixelStride, width, width, height, srcFormat);
} else {
// TODO: Maybe a depth conversion or something?
ERROR_LOG(G3D, "CopyReadbackBuffer: Unknown format");
_assert_msg_(false, "CopyReadbackBuffer: Unknown src format %d", (int)srcFormat);
}
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vmaUnmapMemory(vulkan_->Allocator(), readback->allocation);
return true;
}