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// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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# include <cassert>
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# include "base/logging.h"
# include "base/timeutil.h"
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# include "math/dataconv.h"
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# include "Common/MemoryUtil.h"
# include "Core/MemMap.h"
# include "Core/Host.h"
# include "Core/System.h"
# include "Core/Reporting.h"
# include "Core/Config.h"
# include "Core/CoreTiming.h"
# include "GPU/Math3D.h"
# include "GPU/GPUState.h"
# include "GPU/ge_constants.h"
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# include "Common/Vulkan/VulkanContext.h"
# include "Common/Vulkan/VulkanMemory.h"
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# include "GPU/Common/TextureDecoder.h"
# include "GPU/Common/SplineCommon.h"
# include "GPU/Common/TransformCommon.h"
# include "GPU/Common/VertexDecoderCommon.h"
# include "GPU/Common/SoftwareTransformCommon.h"
# include "GPU/Common/DrawEngineCommon.h"
# include "GPU/Vulkan/DrawEngineVulkan.h"
# include "GPU/Vulkan/TextureCacheVulkan.h"
# include "GPU/Vulkan/ShaderManagerVulkan.h"
# include "GPU/Vulkan/PipelineManagerVulkan.h"
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# include "GPU/Vulkan/FramebufferVulkan.h"
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# include "GPU/Vulkan/GPU_Vulkan.h"
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enum {
DRAW_BINDING_TEXTURE = 0 ,
DRAW_BINDING_2ND_TEXTURE = 1 ,
DRAW_BINDING_DYNUBO_BASE = 2 ,
DRAW_BINDING_DYNUBO_LIGHT = 3 ,
DRAW_BINDING_DYNUBO_BONE = 4 ,
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DRAW_BINDING_TESS_POS_TEXTURE = 5 ,
DRAW_BINDING_TESS_TEX_TEXTURE = 6 ,
DRAW_BINDING_TESS_COL_TEXTURE = 7 ,
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} ;
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enum {
TRANSFORMED_VERTEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * sizeof ( TransformedVertex )
} ;
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DrawEngineVulkan : : DrawEngineVulkan ( VulkanContext * vulkan )
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: vulkan_ ( vulkan ) ,
prevPrim_ ( GE_PRIM_INVALID ) ,
lastVTypeID_ ( - 1 ) ,
numDrawCalls ( 0 ) ,
vertexCountInDrawCalls ( 0 ) ,
curFrame_ ( 0 ) ,
nullTexture_ ( nullptr ) ,
stats_ { } {
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decOptions_ . expandAllWeightsToFloat = false ;
decOptions_ . expand8BitNormalsToFloat = false ;
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// Allocate nicely aligned memory. Maybe graphics drivers will
// appreciate it.
// All this is a LOT of memory, need to see if we can cut down somehow.
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decoded = ( u8 * ) AllocateMemoryPages ( DECODED_VERTEX_BUFFER_SIZE , MEM_PROT_READ | MEM_PROT_WRITE ) ;
decIndex = ( u16 * ) AllocateMemoryPages ( DECODED_INDEX_BUFFER_SIZE , MEM_PROT_READ | MEM_PROT_WRITE ) ;
splineBuffer = ( u8 * ) AllocateMemoryPages ( SPLINE_BUFFER_SIZE , MEM_PROT_READ | MEM_PROT_WRITE ) ;
transformed = ( TransformedVertex * ) AllocateMemoryPages ( TRANSFORMED_VERTEX_BUFFER_SIZE , MEM_PROT_READ | MEM_PROT_WRITE ) ;
transformedExpanded = ( TransformedVertex * ) AllocateMemoryPages ( 3 * TRANSFORMED_VERTEX_BUFFER_SIZE , MEM_PROT_READ | MEM_PROT_WRITE ) ;
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indexGen . Setup ( decIndex ) ;
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InitDeviceObjects ( ) ;
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tessDataTransfer = new TessellationDataTransferVulkan ( vulkan ) ;
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}
void DrawEngineVulkan : : InitDeviceObjects ( ) {
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// All resources we need for PSP drawing. Usually only bindings 0 and 2-4 are populated.
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VkDescriptorSetLayoutBinding bindings [ 8 ] ;
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bindings [ 0 ] . descriptorCount = 1 ;
bindings [ 0 ] . pImmutableSamplers = nullptr ;
bindings [ 0 ] . descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER ;
bindings [ 0 ] . stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT ;
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bindings [ 0 ] . binding = DRAW_BINDING_TEXTURE ;
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bindings [ 1 ] . descriptorCount = 1 ;
bindings [ 1 ] . pImmutableSamplers = nullptr ;
bindings [ 1 ] . descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER ;
bindings [ 1 ] . stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT ;
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bindings [ 1 ] . binding = DRAW_BINDING_2ND_TEXTURE ;
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bindings [ 2 ] . descriptorCount = 1 ;
bindings [ 2 ] . pImmutableSamplers = nullptr ;
bindings [ 2 ] . descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC ;
bindings [ 2 ] . stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT ;
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bindings [ 2 ] . binding = DRAW_BINDING_DYNUBO_BASE ;
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bindings [ 3 ] . descriptorCount = 1 ;
bindings [ 3 ] . pImmutableSamplers = nullptr ;
bindings [ 3 ] . descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC ;
bindings [ 3 ] . stageFlags = VK_SHADER_STAGE_VERTEX_BIT ;
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bindings [ 3 ] . binding = DRAW_BINDING_DYNUBO_LIGHT ;
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bindings [ 4 ] . descriptorCount = 1 ;
bindings [ 4 ] . pImmutableSamplers = nullptr ;
bindings [ 4 ] . descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC ;
bindings [ 4 ] . stageFlags = VK_SHADER_STAGE_VERTEX_BIT ;
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bindings [ 4 ] . binding = DRAW_BINDING_DYNUBO_BONE ;
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// Hardware tessellation
bindings [ 5 ] . descriptorCount = 1 ;
bindings [ 5 ] . pImmutableSamplers = nullptr ;
bindings [ 5 ] . descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER ;
bindings [ 5 ] . stageFlags = VK_SHADER_STAGE_VERTEX_BIT ;
bindings [ 5 ] . binding = DRAW_BINDING_TESS_POS_TEXTURE ;
bindings [ 6 ] . descriptorCount = 1 ;
bindings [ 6 ] . pImmutableSamplers = nullptr ;
bindings [ 6 ] . descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER ;
bindings [ 6 ] . stageFlags = VK_SHADER_STAGE_VERTEX_BIT ;
bindings [ 6 ] . binding = DRAW_BINDING_TESS_TEX_TEXTURE ;
bindings [ 7 ] . descriptorCount = 1 ;
bindings [ 7 ] . pImmutableSamplers = nullptr ;
bindings [ 7 ] . descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER ;
bindings [ 7 ] . stageFlags = VK_SHADER_STAGE_VERTEX_BIT ;
bindings [ 7 ] . binding = DRAW_BINDING_TESS_COL_TEXTURE ;
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VkDevice device = vulkan_ - > GetDevice ( ) ;
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VkDescriptorSetLayoutCreateInfo dsl = { VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO } ;
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dsl . bindingCount = 8 ;
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dsl . pBindings = bindings ;
VkResult res = vkCreateDescriptorSetLayout ( device , & dsl , nullptr , & descriptorSetLayout_ ) ;
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assert ( VK_SUCCESS = = res ) ;
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VkDescriptorPoolSize dpTypes [ 2 ] ;
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dpTypes [ 0 ] . descriptorCount = 2048 ;
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dpTypes [ 0 ] . type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC ;
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dpTypes [ 1 ] . descriptorCount = 2048 ;
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dpTypes [ 1 ] . type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER ;
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VkDescriptorPoolCreateInfo dp = { VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO } ;
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dp . pNext = nullptr ;
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dp . flags = 0 ; // Don't want to mess around with individually freeing these, let's go fixed each frame and zap the whole array. Might try the dynamic approach later.
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dp . maxSets = 2048 ;
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dp . pPoolSizes = dpTypes ;
dp . poolSizeCount = ARRAY_SIZE ( dpTypes ) ;
// We are going to use one-shot descriptors in the initial implementation. Might look into caching them
// if creating and updating them turns out to be expensive.
for ( int i = 0 ; i < 2 ; i + + ) {
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// If we run out of memory, try with less descriptors.
for ( int tries = 0 ; tries < 3 ; + + tries ) {
VkResult res = vkCreateDescriptorPool ( vulkan_ - > GetDevice ( ) , & dp , nullptr , & frame_ [ i ] . descPool ) ;
if ( res = = VK_SUCCESS ) {
break ;
}
// Let's try to reduce the counts.
assert ( res = = VK_ERROR_OUT_OF_HOST_MEMORY | | res = = VK_ERROR_OUT_OF_DEVICE_MEMORY ) ;
dpTypes [ 0 ] . descriptorCount / = 2 ;
dpTypes [ 1 ] . descriptorCount / = 2 ;
}
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frame_ [ i ] . pushUBO = new VulkanPushBuffer ( vulkan_ , 8 * 1024 * 1024 ) ;
frame_ [ i ] . pushVertex = new VulkanPushBuffer ( vulkan_ , 2 * 1024 * 1024 ) ;
frame_ [ i ] . pushIndex = new VulkanPushBuffer ( vulkan_ , 1 * 1024 * 1024 ) ;
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}
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VkPipelineLayoutCreateInfo pl = { VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO } ;
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pl . pPushConstantRanges = nullptr ;
pl . pushConstantRangeCount = 0 ;
pl . setLayoutCount = 1 ;
pl . pSetLayouts = & descriptorSetLayout_ ;
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pl . flags = 0 ;
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res = vkCreatePipelineLayout ( device , & pl , nullptr , & pipelineLayout_ ) ;
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assert ( VK_SUCCESS = = res ) ;
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VkSamplerCreateInfo samp = { VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO } ;
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samp . addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE ;
samp . addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE ;
samp . addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE ;
samp . mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST ;
samp . flags = 0 ;
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samp . magFilter = VK_FILTER_NEAREST ;
samp . minFilter = VK_FILTER_NEAREST ;
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res = vkCreateSampler ( device , & samp , nullptr , & depalSampler_ ) ;
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res = vkCreateSampler ( device , & samp , nullptr , & nullSampler_ ) ;
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assert ( VK_SUCCESS = = res ) ;
}
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DrawEngineVulkan : : ~ DrawEngineVulkan ( ) {
FreeMemoryPages ( decoded , DECODED_VERTEX_BUFFER_SIZE ) ;
FreeMemoryPages ( decIndex , DECODED_INDEX_BUFFER_SIZE ) ;
FreeMemoryPages ( splineBuffer , SPLINE_BUFFER_SIZE ) ;
FreeMemoryPages ( transformed , TRANSFORMED_VERTEX_BUFFER_SIZE ) ;
FreeMemoryPages ( transformedExpanded , 3 * TRANSFORMED_VERTEX_BUFFER_SIZE ) ;
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DestroyDeviceObjects ( ) ;
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delete tessDataTransfer ;
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}
void DrawEngineVulkan : : FrameData : : Destroy ( VulkanContext * vulkan ) {
if ( descPool ! = VK_NULL_HANDLE ) {
vulkan - > Delete ( ) . QueueDeleteDescriptorPool ( descPool ) ;
}
if ( pushUBO ) {
pushUBO - > Destroy ( vulkan ) ;
delete pushUBO ;
pushUBO = nullptr ;
}
if ( pushVertex ) {
pushVertex - > Destroy ( vulkan ) ;
delete pushVertex ;
pushVertex = nullptr ;
}
if ( pushIndex ) {
pushIndex - > Destroy ( vulkan ) ;
delete pushIndex ;
pushIndex = nullptr ;
}
}
void DrawEngineVulkan : : DestroyDeviceObjects ( ) {
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for ( int i = 0 ; i < 2 ; i + + ) {
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frame_ [ i ] . Destroy ( vulkan_ ) ;
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}
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if ( depalSampler_ ! = VK_NULL_HANDLE )
vulkan_ - > Delete ( ) . QueueDeleteSampler ( depalSampler_ ) ;
if ( nullSampler_ ! = VK_NULL_HANDLE )
vulkan_ - > Delete ( ) . QueueDeleteSampler ( nullSampler_ ) ;
if ( pipelineLayout_ ! = VK_NULL_HANDLE )
vkDestroyPipelineLayout ( vulkan_ - > GetDevice ( ) , pipelineLayout_ , nullptr ) ;
pipelineLayout_ = VK_NULL_HANDLE ;
if ( descriptorSetLayout_ ! = VK_NULL_HANDLE )
vkDestroyDescriptorSetLayout ( vulkan_ - > GetDevice ( ) , descriptorSetLayout_ , nullptr ) ;
descriptorSetLayout_ = VK_NULL_HANDLE ;
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if ( nullTexture_ ) {
nullTexture_ - > Destroy ( ) ;
delete nullTexture_ ;
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nullTexture_ = nullptr ;
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}
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}
void DrawEngineVulkan : : DeviceLost ( ) {
DestroyDeviceObjects ( ) ;
DirtyAllUBOs ( ) ;
}
void DrawEngineVulkan : : DeviceRestore ( VulkanContext * vulkan ) {
vulkan_ = vulkan ;
InitDeviceObjects ( ) ;
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}
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void DrawEngineVulkan : : BeginFrame ( ) {
FrameData * frame = & frame_ [ curFrame_ & 1 ] ;
vkResetDescriptorPool ( vulkan_ - > GetDevice ( ) , frame - > descPool , 0 ) ;
frame - > descSets . clear ( ) ;
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// First reset all buffers, then begin. This is so that Reset can free memory and Begin can allocate it,
// if growing the buffer is needed. Doing it this way will reduce fragmentation if more than one buffer
// needs to grow in the same frame. The state where many buffers are reset can also be used to
// defragment memory.
frame - > pushUBO - > Reset ( ) ;
frame - > pushVertex - > Reset ( ) ;
frame - > pushIndex - > Reset ( ) ;
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frame - > pushUBO - > Begin ( vulkan_ ) ;
frame - > pushVertex - > Begin ( vulkan_ ) ;
frame - > pushIndex - > Begin ( vulkan_ ) ;
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// TODO : Find a better place to do this.
if ( ! nullTexture_ ) {
nullTexture_ = new VulkanTexture ( vulkan_ ) ;
int w = 8 ;
int h = 8 ;
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nullTexture_ - > CreateDirect ( w , h , 1 , VK_FORMAT_A8B8G8R8_UNORM_PACK32 , VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL ,
VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT ) ;
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uint32_t bindOffset ;
VkBuffer bindBuf ;
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uint32_t * data = ( uint32_t * ) frame - > pushUBO - > Push ( w * h * 4 , & bindOffset , & bindBuf ) ;
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for ( int y = 0 ; y < h ; y + + ) {
for ( int x = 0 ; x < w ; x + + ) {
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// data[y*w + x] = ((x ^ y) & 1) ? 0xFF808080 : 0xFF000000; // gray/black checkerboard
data [ y * w + x ] = 0 ; // black
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}
}
nullTexture_ - > UploadMip ( 0 , w , h , bindBuf , bindOffset , w ) ;
nullTexture_ - > EndCreate ( ) ;
}
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DirtyAllUBOs ( ) ;
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}
void DrawEngineVulkan : : EndFrame ( ) {
FrameData * frame = & frame_ [ curFrame_ & 1 ] ;
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stats_ . pushUBOSpaceUsed = ( int ) frame - > pushUBO - > GetOffset ( ) ;
stats_ . pushVertexSpaceUsed = ( int ) frame - > pushVertex - > GetOffset ( ) ;
stats_ . pushIndexSpaceUsed = ( int ) frame - > pushIndex - > GetOffset ( ) ;
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frame - > pushUBO - > End ( ) ;
frame - > pushVertex - > End ( ) ;
frame - > pushIndex - > End ( ) ;
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curFrame_ + + ;
}
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void DrawEngineVulkan : : SetupVertexDecoder ( u32 vertType ) {
SetupVertexDecoderInternal ( vertType ) ;
}
inline void DrawEngineVulkan : : SetupVertexDecoderInternal ( u32 vertType ) {
// As the decoder depends on the UVGenMode when we use UV prescale, we simply mash it
// into the top of the verttype where there are unused bits.
const u32 vertTypeID = ( vertType & 0xFFFFFF ) | ( gstate . getUVGenMode ( ) < < 24 ) ;
// If vtype has changed, setup the vertex decoder.
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if ( vertTypeID ! = lastVTypeID_ ) {
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dec_ = GetVertexDecoder ( vertTypeID ) ;
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lastVTypeID_ = vertTypeID ;
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}
}
void DrawEngineVulkan : : SubmitPrim ( void * verts , void * inds , GEPrimitiveType prim , int vertexCount , u32 vertType , int * bytesRead ) {
if ( ! indexGen . PrimCompatible ( prevPrim_ , prim ) | | numDrawCalls > = MAX_DEFERRED_DRAW_CALLS | | vertexCountInDrawCalls + vertexCount > VERTEX_BUFFER_MAX )
Flush ( cmd_ ) ;
// TODO: Is this the right thing to do?
if ( prim = = GE_PRIM_KEEP_PREVIOUS ) {
prim = prevPrim_ ! = GE_PRIM_INVALID ? prevPrim_ : GE_PRIM_POINTS ;
} else {
prevPrim_ = prim ;
}
SetupVertexDecoderInternal ( vertType ) ;
* bytesRead = vertexCount * dec_ - > VertexSize ( ) ;
if ( ( vertexCount < 2 & & prim > 0 ) | | ( vertexCount < 3 & & prim > 2 & & prim ! = GE_PRIM_RECTANGLES ) )
return ;
DeferredDrawCall & dc = drawCalls [ numDrawCalls ] ;
dc . verts = verts ;
dc . inds = inds ;
dc . vertType = vertType ;
dc . indexType = ( vertType & GE_VTYPE_IDX_MASK ) > > GE_VTYPE_IDX_SHIFT ;
dc . prim = prim ;
dc . vertexCount = vertexCount ;
if ( inds ) {
GetIndexBounds ( inds , vertexCount , vertType , & dc . indexLowerBound , & dc . indexUpperBound ) ;
} else {
dc . indexLowerBound = 0 ;
dc . indexUpperBound = vertexCount - 1 ;
}
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uvScale [ numDrawCalls ] = gstate_c . uv ;
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numDrawCalls + + ;
vertexCountInDrawCalls + = vertexCount ;
if ( prim = = GE_PRIM_RECTANGLES & & ( gstate . getTextureAddress ( 0 ) & 0x3FFFFFFF ) = = ( gstate . getFrameBufAddress ( ) & 0x3FFFFFFF ) ) {
// Rendertarget == texture?
if ( ! g_Config . bDisableSlowFramebufEffects ) {
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gstate_c . Dirty ( DIRTY_TEXTURE_PARAMS ) ;
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Flush ( cmd_ ) ;
}
}
}
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void DrawEngineVulkan : : DecodeVertsStep ( u8 * dest , int & i , int & decodedVerts ) {
const DeferredDrawCall & dc = drawCalls [ i ] ;
indexGen . SetIndex ( decodedVerts ) ;
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int indexLowerBound = dc . indexLowerBound ;
int indexUpperBound = dc . indexUpperBound ;
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void * inds = dc . inds ;
if ( dc . indexType = = GE_VTYPE_IDX_NONE > > GE_VTYPE_IDX_SHIFT ) {
// Decode the verts and apply morphing. Simple.
dec_ - > DecodeVerts ( dest + decodedVerts * ( int ) dec_ - > GetDecVtxFmt ( ) . stride ,
dc . verts , indexLowerBound , indexUpperBound ) ;
decodedVerts + = indexUpperBound - indexLowerBound + 1 ;
indexGen . AddPrim ( dc . prim , dc . vertexCount ) ;
} else {
// It's fairly common that games issue long sequences of PRIM calls, with differing
// inds pointer but the same base vertex pointer. We'd like to reuse vertices between
// these as much as possible, so we make sure here to combine as many as possible
// into one nice big drawcall, sharing data.
// 1. Look ahead to find the max index, only looking as "matching" drawcalls.
// Expand the lower and upper bounds as we go.
int lastMatch = i ;
const int total = numDrawCalls ;
for ( int j = i + 1 ; j < total ; + + j ) {
if ( drawCalls [ j ] . verts ! = dc . verts )
break ;
indexLowerBound = std : : min ( indexLowerBound , ( int ) drawCalls [ j ] . indexLowerBound ) ;
indexUpperBound = std : : max ( indexUpperBound , ( int ) drawCalls [ j ] . indexUpperBound ) ;
lastMatch = j ;
}
// 2. Loop through the drawcalls, translating indices as we go.
switch ( dc . indexType ) {
case GE_VTYPE_IDX_8BIT > > GE_VTYPE_IDX_SHIFT :
for ( int j = i ; j < = lastMatch ; j + + ) {
indexGen . TranslatePrim ( drawCalls [ j ] . prim , drawCalls [ j ] . vertexCount , ( const u8 * ) drawCalls [ j ] . inds , indexLowerBound ) ;
}
break ;
case GE_VTYPE_IDX_16BIT > > GE_VTYPE_IDX_SHIFT :
for ( int j = i ; j < = lastMatch ; j + + ) {
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indexGen . TranslatePrim ( drawCalls [ j ] . prim , drawCalls [ j ] . vertexCount , ( const u16_le * ) drawCalls [ j ] . inds , indexLowerBound ) ;
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}
break ;
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case GE_VTYPE_IDX_32BIT > > GE_VTYPE_IDX_SHIFT :
for ( int j = i ; j < = lastMatch ; j + + ) {
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indexGen . TranslatePrim ( drawCalls [ j ] . prim , drawCalls [ j ] . vertexCount , ( const u32_le * ) drawCalls [ j ] . inds , indexLowerBound ) ;
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}
break ;
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}
const int vertexCount = indexUpperBound - indexLowerBound + 1 ;
// This check is a workaround for Pangya Fantasy Golf, which sends bogus index data when switching items in "My Room" sometimes.
if ( decodedVerts + vertexCount > VERTEX_BUFFER_MAX ) {
return ;
}
// 3. Decode that range of vertex data.
dec_ - > DecodeVerts ( dest + decodedVerts * ( int ) dec_ - > GetDecVtxFmt ( ) . stride ,
dc . verts , indexLowerBound , indexUpperBound ) ;
decodedVerts + = vertexCount ;
// 4. Advance indexgen vertex counter.
indexGen . Advance ( vertexCount ) ;
i = lastMatch ;
}
}
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void DrawEngineVulkan : : DecodeVerts ( VulkanPushBuffer * push , uint32_t * bindOffset , VkBuffer * vkbuf ) {
int decodedVerts = 0 ;
u8 * dest = decoded ;
// Figure out how much pushbuffer space we need to allocate.
if ( push ) {
int vertsToDecode = 0 ;
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if ( drawCalls [ 0 ] . indexType = = GE_VTYPE_IDX_NONE > > GE_VTYPE_IDX_SHIFT ) {
for ( int i = 0 ; i < numDrawCalls ; i + + ) {
const DeferredDrawCall & dc = drawCalls [ i ] ;
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vertsToDecode + = dc . vertexCount ;
}
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} else {
// TODO: Share this computation with DecodeVertsStep?
for ( int i = 0 ; i < numDrawCalls ; i + + ) {
const DeferredDrawCall & dc = drawCalls [ i ] ;
int lastMatch = i ;
const int total = numDrawCalls ;
int indexLowerBound = dc . indexLowerBound ;
int indexUpperBound = dc . indexUpperBound ;
for ( int j = i + 1 ; j < total ; + + j ) {
if ( drawCalls [ j ] . verts ! = dc . verts )
break ;
indexLowerBound = std : : min ( indexLowerBound , ( int ) drawCalls [ j ] . indexLowerBound ) ;
indexUpperBound = std : : max ( indexUpperBound , ( int ) drawCalls [ j ] . indexUpperBound ) ;
lastMatch = j ;
}
vertsToDecode + = indexUpperBound - indexLowerBound + 1 ;
i = lastMatch ;
}
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}
dest = ( u8 * ) push - > Push ( vertsToDecode * dec_ - > GetDecVtxFmt ( ) . stride , bindOffset , vkbuf ) ;
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}
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const UVScale origUV = gstate_c . uv ;
for ( int i = 0 ; i < numDrawCalls ; i + + ) {
gstate_c . uv = uvScale [ i ] ;
DecodeVertsStep ( dest , i , decodedVerts ) ; // Note that this can modify i
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}
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gstate_c . uv = origUV ;
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// Sanity check
if ( indexGen . Prim ( ) < 0 ) {
ERROR_LOG_REPORT ( G3D , " DecodeVerts: Failed to deduce prim: %i " , indexGen . Prim ( ) ) ;
// Force to points (0)
indexGen . AddPrim ( GE_PRIM_POINTS , 0 ) ;
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}
}
inline u32 ComputeMiniHashRange ( const void * ptr , size_t sz ) {
// Switch to u32 units.
const u32 * p = ( const u32 * ) ptr ;
sz > > = 2 ;
if ( sz > 100 ) {
size_t step = sz / 4 ;
u32 hash = 0 ;
for ( size_t i = 0 ; i < sz ; i + = step ) {
hash + = DoReliableHash32 ( p + i , 100 , 0x3A44B9C4 ) ;
}
return hash ;
} else {
return p [ 0 ] + p [ sz - 1 ] ;
}
}
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VkDescriptorSet DrawEngineVulkan : : GetDescriptorSet ( VkImageView imageView , VkSampler sampler , VkBuffer base , VkBuffer light , VkBuffer bone ) {
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DescriptorSetKey key ;
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key . imageView_ = imageView ;
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key . sampler_ = sampler ;
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key . secondaryImageView_ = VK_NULL_HANDLE ;
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key . base_ = base ;
key . light_ = light ;
key . bone_ = bone ;
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assert ( base ! = VK_NULL_HANDLE ) ;
assert ( light ! = VK_NULL_HANDLE ) ;
assert ( bone ! = VK_NULL_HANDLE ) ;
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FrameData * frame = & frame_ [ curFrame_ & 1 ] ;
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if ( ! ( gstate_c . bezier | | gstate_c . spline ) ) { // Has no cache when HW tessellation.
auto iter = frame - > descSets . find ( key ) ;
if ( iter ! = frame - > descSets . end ( ) ) {
return iter - > second ;
}
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}
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// Didn't find one in the frame descriptor set cache, let's make a new one.
// We wipe the cache on every frame.
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VkDescriptorSet desc ;
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VkDescriptorSetAllocateInfo descAlloc = { VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO } ;
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descAlloc . pNext = nullptr ;
descAlloc . pSetLayouts = & descriptorSetLayout_ ;
descAlloc . descriptorPool = frame - > descPool ;
descAlloc . descriptorSetCount = 1 ;
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VkResult result = vkAllocateDescriptorSets ( vulkan_ - > GetDevice ( ) , & descAlloc , & desc ) ;
assert ( result = = VK_SUCCESS ) ;
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// We just don't write to the slots we don't care about.
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VkWriteDescriptorSet writes [ 7 ] ;
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memset ( writes , 0 , sizeof ( writes ) ) ;
// Main texture
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int n = 0 ;
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VkDescriptorImageInfo tex ;
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if ( imageView ) {
// TODO: Also support LAYOUT_GENERAL to be able to texture from framebuffers without transitioning them?
tex . imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL ;
tex . imageView = imageView ;
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tex . sampler = sampler ;
writes [ n ] . sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET ;
writes [ n ] . pNext = nullptr ;
writes [ n ] . dstBinding = DRAW_BINDING_TEXTURE ;
writes [ n ] . pImageInfo = & tex ;
writes [ n ] . descriptorCount = 1 ;
writes [ n ] . descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER ;
writes [ n ] . dstSet = desc ;
n + + ;
}
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// Skipping 2nd texture for now.
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// Tessellation data textures
if ( gstate_c . bezier | | gstate_c . spline ) {
VkDescriptorImageInfo tess_tex [ 3 ] ;
VkSampler sampler = ( ( TessellationDataTransferVulkan * ) tessDataTransfer ) - > GetSampler ( ) ;
for ( int i = 0 ; i < 3 ; i + + ) {
VulkanTexture * texture = ( ( TessellationDataTransferVulkan * ) tessDataTransfer ) - > GetTexture ( i ) ;
VkImageView imageView = texture - > GetImageView ( ) ;
if ( i = = 0 | | imageView ) {
tess_tex [ i ] . imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL ;
tess_tex [ i ] . imageView = imageView ;
tess_tex [ i ] . sampler = sampler ;
writes [ n ] . sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET ;
writes [ n ] . pNext = nullptr ;
writes [ n ] . dstBinding = DRAW_BINDING_TESS_POS_TEXTURE + i ;
writes [ n ] . pImageInfo = & tess_tex [ i ] ;
writes [ n ] . descriptorCount = 1 ;
writes [ n ] . descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER ;
writes [ n ] . dstSet = desc ;
n + + ;
}
}
}
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// Uniform buffer objects
VkDescriptorBufferInfo buf [ 3 ] ;
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int count = 0 ;
buf [ count ] . buffer = base ;
buf [ count ] . offset = 0 ;
buf [ count ] . range = sizeof ( UB_VS_FS_Base ) ;
count + + ;
buf [ count ] . buffer = light ;
buf [ count ] . offset = 0 ;
buf [ count ] . range = sizeof ( UB_VS_Lights ) ;
count + + ;
buf [ count ] . buffer = bone ;
buf [ count ] . offset = 0 ;
buf [ count ] . range = sizeof ( UB_VS_Bones ) ;
count + + ;
for ( int i = 0 ; i < count ; i + + ) {
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writes [ n ] . sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET ;
writes [ n ] . pNext = nullptr ;
writes [ n ] . dstBinding = DRAW_BINDING_DYNUBO_BASE + i ;
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writes [ n ] . dstArrayElement = 0 ;
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writes [ n ] . pBufferInfo = & buf [ i ] ;
writes [ n ] . dstSet = desc ;
writes [ n ] . descriptorCount = 1 ;
writes [ n ] . descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC ;
n + + ;
}
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vkUpdateDescriptorSets ( vulkan_ - > GetDevice ( ) , n , writes , 0 , nullptr ) ;
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if ( ! ( gstate_c . bezier | | gstate_c . spline ) ) // Avoid caching when HW tessellation.
frame - > descSets [ key ] = desc ;
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return desc ;
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}
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void DrawEngineVulkan : : DirtyAllUBOs ( ) {
baseUBOOffset = 0 ;
lightUBOOffset = 0 ;
boneUBOOffset = 0 ;
baseBuf = VK_NULL_HANDLE ;
lightBuf = VK_NULL_HANDLE ;
boneBuf = VK_NULL_HANDLE ;
dirtyUniforms_ = DIRTY_BASE_UNIFORMS | DIRTY_LIGHT_UNIFORMS | DIRTY_BONE_UNIFORMS ;
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imageView = VK_NULL_HANDLE ;
sampler = VK_NULL_HANDLE ;
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gstate_c . Dirty ( DIRTY_TEXTURE_IMAGE ) ;
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}
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//void DrawEngineVulkan::ApplyDrawStateLate() {
/*
// At this point, we know if the vertices are full alpha or not.
// TODO: Set the nearest/linear here (since we correctly know if alpha/color tests are needed)?
if ( ! gstate . isModeClear ( ) ) {
// TODO: Test texture?
if ( fboTexNeedBind_ ) {
// Note that this is positions, not UVs, that we need the copy from.
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framebufferManager_ - > BindFramebufferAsColorTexture ( 1 , framebufferManager_ - > GetCurrentRenderVFB ( ) , BINDFBCOLOR_MAY_COPY ) ;
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// If we are rendering at a higher resolution, linear is probably best for the dest color.
fboTexBound_ = true ;
fboTexNeedBind_ = false ;
}
}
*/
//}
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// The inline wrapper in the header checks for numDrawCalls == 0d
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void DrawEngineVulkan : : DoFlush ( VkCommandBuffer cmd ) {
gpuStats . numFlushes + + ;
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FrameData * frame = & frame_ [ curFrame_ & 1 ] ;
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bool textureNeedsApply = false ;
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if ( gstate_c . IsDirty ( DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS ) & & ! gstate . isModeClear ( ) & & gstate . isTextureMapEnabled ( ) ) {
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textureCache_ - > SetTexture ( ) ;
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gstate_c . Clean ( DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS ) ;
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textureNeedsApply = true ;
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if ( gstate_c . needShaderTexClamp ) {
// We will rarely need to set this, so let's do it every time on use rather than in runloop.
// Most of the time non-framebuffer textures will be used which can be clamped themselves.
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gstate_c . Dirty ( DIRTY_TEXCLAMP ) ;
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}
}
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GEPrimitiveType prim = prevPrim_ ;
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bool useHWTransform = CanUseHardwareTransform ( prim ) ;
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VulkanVertexShader * vshader = nullptr ;
VulkanFragmentShader * fshader = nullptr ;
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uint32_t ibOffset = 0 ;
uint32_t vbOffset = 0 ;
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if ( useHWTransform ) {
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// We don't detect clears in this path, so here we can switch framebuffers if necessary.
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int vertexCount = 0 ;
bool useElements = true ;
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// Decode directly into the pushbuffer
VkBuffer vbuf ;
DecodeVerts ( frame - > pushVertex , & vbOffset , & vbuf ) ;
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gpuStats . numUncachedVertsDrawn + = indexGen . VertexCount ( ) ;
useElements = ! indexGen . SeenOnlyPurePrims ( ) ;
vertexCount = indexGen . VertexCount ( ) ;
if ( ! useElements & & indexGen . PureCount ( ) ) {
vertexCount = indexGen . PureCount ( ) ;
}
prim = indexGen . Prim ( ) ;
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bool hasColor = ( lastVTypeID_ & GE_VTYPE_COL_MASK ) ! = GE_VTYPE_COL_NONE ;
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if ( gstate . isModeThrough ( ) ) {
gstate_c . vertexFullAlpha = gstate_c . vertexFullAlpha & & ( hasColor | | gstate . getMaterialAmbientA ( ) = = 255 ) ;
} else {
gstate_c . vertexFullAlpha = gstate_c . vertexFullAlpha & & ( ( hasColor & & ( gstate . materialupdate & 1 ) ) | | gstate . getMaterialAmbientA ( ) = = 255 ) & & ( ! gstate . isLightingEnabled ( ) | | gstate . getAmbientA ( ) = = 255 ) ;
}
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if ( textureNeedsApply ) {
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textureCache_ - > ApplyTexture ( ) ;
textureCache_ - > GetVulkanHandles ( imageView , sampler ) ;
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if ( imageView = = VK_NULL_HANDLE )
imageView = nullTexture_ - > GetImageView ( ) ;
if ( sampler = = VK_NULL_HANDLE )
sampler = nullSampler_ ;
}
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ConvertStateToVulkanKey ( * framebufferManager_ , shaderManager_ , prim , pipelineKey_ , dynState_ ) ;
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// TODO: Dirty-flag these.
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vkCmdSetScissor ( cmd_ , 0 , 1 , & dynState_ . scissor ) ;
vkCmdSetViewport ( cmd_ , 0 , 1 , & dynState_ . viewport ) ;
if ( dynState_ . useStencil ) {
vkCmdSetStencilWriteMask ( cmd_ , VK_STENCIL_FRONT_AND_BACK , dynState_ . stencilWriteMask ) ;
vkCmdSetStencilCompareMask ( cmd_ , VK_STENCIL_FRONT_AND_BACK , dynState_ . stencilCompareMask ) ;
vkCmdSetStencilReference ( cmd_ , VK_STENCIL_FRONT_AND_BACK , dynState_ . stencilRef ) ;
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}
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if ( dynState_ . useBlendColor ) {
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float bc [ 4 ] ;
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Uint8x4ToFloat4 ( bc , dynState_ . blendColor ) ;
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vkCmdSetBlendConstants ( cmd_ , bc ) ;
}
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dirtyUniforms_ | = shaderManager_ - > UpdateUniforms ( ) ;
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shaderManager_ - > GetShaders ( prim , lastVTypeID_ , & vshader , & fshader , useHWTransform ) ;
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VulkanPipeline * pipeline = pipelineManager_ - > GetOrCreatePipeline ( pipelineLayout_ , pipelineKey_ , dec_ , vshader , fshader , true ) ;
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if ( ! pipeline ) {
// Already logged, let's bail out.
return ;
}
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vkCmdBindPipeline ( cmd_ , VK_PIPELINE_BIND_POINT_GRAPHICS , pipeline - > pipeline ) ; // TODO: Avoid if same as last draw.
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UpdateUBOs ( frame ) ;
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VkDescriptorSet ds = GetDescriptorSet ( imageView , sampler , baseBuf , lightBuf , boneBuf ) ;
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const uint32_t dynamicUBOOffsets [ 3 ] = {
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baseUBOOffset , lightUBOOffset , boneUBOOffset ,
} ;
vkCmdBindDescriptorSets ( cmd_ , VK_PIPELINE_BIND_POINT_GRAPHICS , pipelineLayout_ , 0 , 1 , & ds , 3 , dynamicUBOOffsets ) ;
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int stride = dec_ - > GetDecVtxFmt ( ) . stride ;
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VkDeviceSize offsets [ 1 ] = { vbOffset } ;
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if ( useElements ) {
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VkBuffer ibuf ;
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ibOffset = ( uint32_t ) frame - > pushIndex - > Push ( decIndex , 2 * indexGen . VertexCount ( ) , & ibuf ) ;
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// TODO: Avoid rebinding vertex/index buffers if the vertex size stays the same by using the offset arguments
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vkCmdBindVertexBuffers ( cmd_ , 0 , 1 , & vbuf , offsets ) ;
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vkCmdBindIndexBuffer ( cmd_ , ibuf , ibOffset , VK_INDEX_TYPE_UINT16 ) ;
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int numInstances = ( gstate_c . bezier | | gstate_c . spline ) ? numPatches : 1 ;
vkCmdDrawIndexed ( cmd_ , vertexCount , numInstances , 0 , 0 , 0 ) ;
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} else {
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vkCmdBindVertexBuffers ( cmd_ , 0 , 1 , & vbuf , offsets ) ;
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vkCmdDraw ( cmd_ , vertexCount , 1 , 0 , 0 ) ;
}
} else {
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// Decode to "decoded"
DecodeVerts ( nullptr , nullptr , nullptr ) ;
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bool hasColor = ( lastVTypeID_ & GE_VTYPE_COL_MASK ) ! = GE_VTYPE_COL_NONE ;
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if ( gstate . isModeThrough ( ) ) {
gstate_c . vertexFullAlpha = gstate_c . vertexFullAlpha & & ( hasColor | | gstate . getMaterialAmbientA ( ) = = 255 ) ;
} else {
gstate_c . vertexFullAlpha = gstate_c . vertexFullAlpha & & ( ( hasColor & & ( gstate . materialupdate & 1 ) ) | | gstate . getMaterialAmbientA ( ) = = 255 ) & & ( ! gstate . isLightingEnabled ( ) | | gstate . getAmbientA ( ) = = 255 ) ;
}
gpuStats . numUncachedVertsDrawn + = indexGen . VertexCount ( ) ;
prim = indexGen . Prim ( ) ;
// Undo the strip optimization, not supported by the SW code yet.
if ( prim = = GE_PRIM_TRIANGLE_STRIP )
prim = GE_PRIM_TRIANGLES ;
VERBOSE_LOG ( G3D , " Flush prim %i SW! %i verts in one go " , prim , indexGen . VertexCount ( ) ) ;
int numTrans = 0 ;
bool drawIndexed = false ;
u16 * inds = decIndex ;
TransformedVertex * drawBuffer = NULL ;
SoftwareTransformResult result ;
memset ( & result , 0 , sizeof ( result ) ) ;
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SoftwareTransformParams params ;
memset ( & params , 0 , sizeof ( params ) ) ;
params . decoded = decoded ;
params . transformed = transformed ;
params . transformedExpanded = transformedExpanded ;
params . fbman = framebufferManager_ ;
params . texCache = textureCache_ ;
params . allowSeparateAlphaClear = false ;
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int maxIndex = indexGen . MaxIndex ( ) ;
SoftwareTransform (
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prim , indexGen . VertexCount ( ) ,
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dec_ - > VertexType ( ) , inds , GE_VTYPE_IDX_16BIT , dec_ - > GetDecVtxFmt ( ) ,
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maxIndex , drawBuffer , numTrans , drawIndexed , & params , & result ) ;
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// Only here, where we know whether to clear or to draw primitives, should we actually set the current framebuffer! Because that gives use the opportunity
// to use a "pre-clear" render pass, for high efficiency on tilers.
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if ( result . action = = SW_DRAW_PRIMITIVES ) {
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if ( textureNeedsApply ) {
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textureCache_ - > ApplyTexture ( ) ;
textureCache_ - > GetVulkanHandles ( imageView , sampler ) ;
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if ( imageView = = VK_NULL_HANDLE )
imageView = nullTexture_ - > GetImageView ( ) ;
if ( sampler = = VK_NULL_HANDLE )
sampler = nullSampler_ ;
}
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VulkanPipelineRasterStateKey pipelineKey ;
VulkanDynamicState dynState ;
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ConvertStateToVulkanKey ( * framebufferManager_ , shaderManager_ , prim , pipelineKey , dynState ) ;
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// TODO: Dirty-flag these.
vkCmdSetScissor ( cmd_ , 0 , 1 , & dynState . scissor ) ;
vkCmdSetViewport ( cmd_ , 0 , 1 , & dynState . viewport ) ;
if ( dynState . useStencil ) {
vkCmdSetStencilWriteMask ( cmd_ , VK_STENCIL_FRONT_AND_BACK , dynState . stencilWriteMask ) ;
vkCmdSetStencilCompareMask ( cmd_ , VK_STENCIL_FRONT_AND_BACK , dynState . stencilCompareMask ) ;
}
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if ( result . setStencil ) {
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vkCmdSetStencilReference ( cmd_ , VK_STENCIL_FRONT_AND_BACK , result . stencilValue ) ;
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} else if ( dynState . useStencil ) {
vkCmdSetStencilReference ( cmd_ , VK_STENCIL_FRONT_AND_BACK , dynState . stencilRef ) ;
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}
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if ( dynState . useBlendColor ) {
float bc [ 4 ] ;
Uint8x4ToFloat4 ( bc , dynState . blendColor ) ;
vkCmdSetBlendConstants ( cmd_ , bc ) ;
}
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dirtyUniforms_ | = shaderManager_ - > UpdateUniforms ( ) ;
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shaderManager_ - > GetShaders ( prim , lastVTypeID_ , & vshader , & fshader , useHWTransform ) ;
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VulkanPipeline * pipeline = pipelineManager_ - > GetOrCreatePipeline ( pipelineLayout_ , pipelineKey , dec_ , vshader , fshader , false ) ;
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if ( ! pipeline ) {
// Already logged, let's bail out.
return ;
}
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vkCmdBindPipeline ( cmd_ , VK_PIPELINE_BIND_POINT_GRAPHICS , pipeline - > pipeline ) ; // TODO: Avoid if same as last draw.
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// Even if the first draw is through-mode, make sure we at least have one copy of these uniforms buffered
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UpdateUBOs ( frame ) ;
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VkDescriptorSet ds = GetDescriptorSet ( imageView , sampler , baseBuf , lightBuf , boneBuf ) ;
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const uint32_t dynamicUBOOffsets [ 3 ] = {
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baseUBOOffset , lightUBOOffset , boneUBOOffset ,
} ;
vkCmdBindDescriptorSets ( cmd_ , VK_PIPELINE_BIND_POINT_GRAPHICS , pipelineLayout_ , 0 , 1 , & ds , 3 , dynamicUBOOffsets ) ;
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if ( drawIndexed ) {
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VkBuffer vbuf , ibuf ;
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vbOffset = ( uint32_t ) frame - > pushVertex - > Push ( drawBuffer , maxIndex * sizeof ( TransformedVertex ) , & vbuf ) ;
ibOffset = ( uint32_t ) frame - > pushIndex - > Push ( inds , sizeof ( short ) * numTrans , & ibuf ) ;
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VkDeviceSize offsets [ 1 ] = { vbOffset } ;
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// TODO: Avoid rebinding if the vertex size stays the same by using the offset arguments
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vkCmdBindVertexBuffers ( cmd_ , 0 , 1 , & vbuf , offsets ) ;
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vkCmdBindIndexBuffer ( cmd_ , ibuf , ibOffset , VK_INDEX_TYPE_UINT16 ) ;
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vkCmdDrawIndexed ( cmd_ , numTrans , 1 , 0 , 0 , 0 ) ;
} else {
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VkBuffer vbuf ;
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vbOffset = ( uint32_t ) frame - > pushVertex - > Push ( drawBuffer , numTrans * sizeof ( TransformedVertex ) , & vbuf ) ;
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VkDeviceSize offsets [ 1 ] = { vbOffset } ;
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// TODO: Avoid rebinding if the vertex size stays the same by using the offset arguments
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vkCmdBindVertexBuffers ( cmd_ , 0 , 1 , & vbuf , offsets ) ;
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vkCmdDraw ( cmd_ , numTrans , 1 , 0 , 0 ) ;
}
} else if ( result . action = = SW_CLEAR ) {
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// Note: we won't get here if the clear is alpha but not color, or color but not alpha.
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// We let the framebuffer manager handle the clear. It can use renderpasses to optimize on tilers.
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// If non-buffered though, it'll just do a plain clear.
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framebufferManager_ - > NotifyClear ( gstate . isClearModeColorMask ( ) , gstate . isClearModeAlphaMask ( ) , gstate . isClearModeDepthMask ( ) , result . color , result . depth ) ;
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int scissorX1 = gstate . getScissorX1 ( ) ;
int scissorY1 = gstate . getScissorY1 ( ) ;
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int scissorX2 = gstate . getScissorX2 ( ) + 1 ;
int scissorY2 = gstate . getScissorY2 ( ) + 1 ;
framebufferManager_ - > SetSafeSize ( scissorX2 , scissorY2 ) ;
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if ( g_Config . bBlockTransferGPU & & ( gstate_c . featureFlags & GPU_USE_CLEAR_RAM_HACK ) & & gstate . isClearModeColorMask ( ) & & ( gstate . isClearModeAlphaMask ( ) | | gstate . FrameBufFormat ( ) = = GE_FORMAT_565 ) ) {
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framebufferManager_ - > ApplyClearToMemory ( scissorX1 , scissorY1 , scissorX2 , scissorY2 , result . color ) ;
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}
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}
}
gpuStats . numDrawCalls + = numDrawCalls ;
gpuStats . numVertsSubmitted + = vertexCountInDrawCalls ;
indexGen . Reset ( ) ;
numDrawCalls = 0 ;
vertexCountInDrawCalls = 0 ;
prevPrim_ = GE_PRIM_INVALID ;
gstate_c . vertexFullAlpha = true ;
framebufferManager_ - > SetColorUpdated ( gstate_c . skipDrawReason ) ;
// Now seems as good a time as any to reset the min/max coords, which we may examine later.
gstate_c . vertBounds . minU = 512 ;
gstate_c . vertBounds . minV = 512 ;
gstate_c . vertBounds . maxU = 0 ;
gstate_c . vertBounds . maxV = 0 ;
host - > GPUNotifyDraw ( ) ;
}
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void DrawEngineVulkan : : UpdateUBOs ( FrameData * frame ) {
if ( ( dirtyUniforms_ & DIRTY_BASE_UNIFORMS ) | | baseBuf = = VK_NULL_HANDLE ) {
baseUBOOffset = shaderManager_ - > PushBaseBuffer ( frame - > pushUBO , & baseBuf ) ;
dirtyUniforms_ & = ~ DIRTY_BASE_UNIFORMS ;
}
if ( ( dirtyUniforms_ & DIRTY_LIGHT_UNIFORMS ) | | lightBuf = = VK_NULL_HANDLE ) {
lightUBOOffset = shaderManager_ - > PushLightBuffer ( frame - > pushUBO , & lightBuf ) ;
dirtyUniforms_ & = ~ DIRTY_LIGHT_UNIFORMS ;
}
if ( ( dirtyUniforms_ & DIRTY_BONE_UNIFORMS ) | | boneBuf = = VK_NULL_HANDLE ) {
boneUBOOffset = shaderManager_ - > PushBoneBuffer ( frame - > pushUBO , & boneBuf ) ;
dirtyUniforms_ & = ~ DIRTY_BONE_UNIFORMS ;
}
}
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bool DrawEngineVulkan : : IsCodePtrVertexDecoder ( const u8 * ptr ) const {
return decJitCache_ - > IsInSpace ( ptr ) ;
}
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void DrawEngineVulkan : : TessellationDataTransferVulkan : : PrepareBuffers ( float * & pos , float * & tex , float * & col , int size , bool hasColor , bool hasTexCoords ) {
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int rowPitch ;
// Position
if ( prevSize < size ) {
prevSize = size ;
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data_tex [ 0 ] - > CreateDirect ( size , 1 , 1 , VK_FORMAT_R32G32B32A32_SFLOAT , VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL ) ;
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}
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pos = ( float * ) data_tex [ 0 ] - > Lock ( 0 , & rowPitch ) ;
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// Texcoords
if ( hasTexCoords ) {
if ( prevSizeTex < size ) {
prevSizeTex = size ;
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data_tex [ 1 ] - > CreateDirect ( size , 1 , 1 , VK_FORMAT_R32G32B32A32_SFLOAT , VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL ) ;
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}
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tex = ( float * ) data_tex [ 1 ] - > Lock ( 0 , & rowPitch ) ;
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}
// Color
int sizeColor = hasColor ? size : 1 ;
if ( prevSizeCol < sizeColor ) {
prevSizeCol = sizeColor ;
data_tex [ 2 ] - > CreateDirect ( sizeColor , 1 , 1 , VK_FORMAT_R32G32B32A32_SFLOAT , VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL ) ;
}
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col = ( float * ) data_tex [ 2 ] - > Lock ( 0 , & rowPitch ) ;
}
void DrawEngineVulkan : : TessellationDataTransferVulkan : : SendDataToShader ( const float * pos , const float * tex , const float * col , int size , bool hasColor , bool hasTexCoords ) {
// Position
data_tex [ 0 ] - > Unlock ( ) ;
// Texcoords
if ( hasTexCoords )
data_tex [ 1 ] - > Unlock ( ) ;
// Color
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data_tex [ 2 ] - > Unlock ( ) ;
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}