2015-10-10 16:41:19 +02:00
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// Copyright (c) 2015- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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2016-01-10 14:24:10 +01:00
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#include "GPU/Vulkan/VulkanUtil.h"
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2015-10-10 16:41:19 +02:00
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#include "GPU/Common/FramebufferCommon.h"
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2016-01-05 21:18:43 +01:00
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#include "GPU/GPUInterface.h"
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#include "GPU/Common/GPUDebugInterface.h"
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2015-10-10 16:41:19 +02:00
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#include "GPU/Vulkan/VulkanUtil.h"
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2016-01-03 23:09:37 +01:00
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// TODO: WTF?
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enum VulkanFBOColorDepth {
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VK_FBO_8888,
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VK_FBO_565,
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VK_FBO_4444,
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VK_FBO_5551,
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};
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2016-01-05 21:18:43 +01:00
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class TextureCacheVulkan;
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class DrawEngineVulkan;
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class VulkanContext;
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class ShaderManagerVulkan;
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class VulkanTexture;
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class VulkanFramebuffer;
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struct PostShaderUniforms {
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float texelDelta[2]; float pad[2];
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float pixelDelta[2]; float pad0[2];
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float time[4];
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};
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// Simple struct for asynchronous PBO readbacks
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// TODO: Probably will need a complete redesign.
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struct AsyncPBOVulkan {
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// handle;
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u32 maxSize;
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u32 fb_address;
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u32 stride;
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u32 height;
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u32 size;
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GEBufferFormat format;
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bool reading;
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};
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struct CardboardSettings {
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bool enabled;
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float leftEyeXPosition;
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float rightEyeXPosition;
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float screenYPosition;
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float screenWidth;
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float screenHeight;
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};
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class FramebufferManagerVulkan : public FramebufferManagerCommon {
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public:
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FramebufferManagerVulkan(VulkanContext *vulkan);
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~FramebufferManagerVulkan();
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void SetTextureCache(TextureCacheVulkan *tc) {
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textureCache_ = tc;
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}
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void SetShaderManager(ShaderManagerVulkan *sm) {
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shaderManager_ = sm;
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}
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void SetDrawEngine(DrawEngineVulkan *td) {
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transformDraw_ = td;
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}
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void MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) override;
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void DrawPixels(VirtualFramebuffer *vfb, int dstX, int dstY, const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) override;
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void DrawFramebufferToOutput(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, bool applyPostShader) override;
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// If texture != 0, will bind it.
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// x,y,w,h are relative to destW, destH which fill out the target completely.
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void DrawActiveTexture(VulkanTexture *texture, float x, float y, float w, float h, float destW, float destH, float u0, float v0, float u1, float v1, VkPipeline pipeline, int uvRotation);
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void DestroyAllFBOs();
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virtual void Init() override;
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void EndFrame();
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void Resized();
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void DeviceLost();
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void CopyDisplayToOutput();
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int GetLineWidth();
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void ReformatFramebufferFrom(VirtualFramebuffer *vfb, GEBufferFormat old);
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void BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst);
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// For use when texturing from a framebuffer. May create a duplicate if target.
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void BindFramebufferColor(int stage, u32 fbRawAddress, VirtualFramebuffer *framebuffer, int flags);
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// Reads a rectangular subregion of a framebuffer to the right position in its backing memory.
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void ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool sync, int x, int y, int w, int h) override;
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void DownloadFramebufferForClut(u32 fb_address, u32 loadBytes) override;
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std::vector<FramebufferInfo> GetFramebufferList();
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bool NotifyStencilUpload(u32 addr, int size, bool skipZero = false) override;
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void DestroyFramebuf(VirtualFramebuffer *vfb) override;
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void ResizeFramebufFBO(VirtualFramebuffer *vfb, u16 w, u16 h, bool force = false) override;
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bool GetFramebuffer(u32 fb_address, int fb_stride, GEBufferFormat format, GPUDebugBuffer &buffer);
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bool GetDepthbuffer(u32 fb_address, int fb_stride, u32 z_address, int z_stride, GPUDebugBuffer &buffer);
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bool GetStencilbuffer(u32 fb_address, int fb_stride, GPUDebugBuffer &buffer);
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static bool GetDisplayFramebuffer(GPUDebugBuffer &buffer);
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virtual void RebindFramebuffer() override;
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VulkanFramebuffer *GetTempFBO(u16 w, u16 h, VulkanFBOColorDepth depth = VK_FBO_8888);
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// Cardboard Settings Calculator
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struct CardboardSettings * GetCardboardSettings(struct CardboardSettings * cardboardSettings);
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protected:
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virtual void DisableState() override;
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virtual void ClearBuffer(bool keepState = false);
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virtual void FlushBeforeCopy() override;
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virtual void DecimateFBOs() override;
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// Used by ReadFramebufferToMemory and later framebuffer block copies
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virtual void BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp) override;
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virtual void NotifyRenderFramebufferCreated(VirtualFramebuffer *vfb) override;
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virtual void NotifyRenderFramebufferSwitched(VirtualFramebuffer *prevVfb, VirtualFramebuffer *vfb, bool isClearingDepth) override;
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virtual void NotifyRenderFramebufferUpdated(VirtualFramebuffer *vfb, bool vfbFormatChanged) override;
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virtual bool CreateDownloadTempBuffer(VirtualFramebuffer *nvfb) override;
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virtual void UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb) override;
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private:
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void UpdatePostShaderUniforms(int bufferWidth, int bufferHeight, int renderWidth, int renderHeight);
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void CompileDraw2DProgram();
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void DestroyDraw2DProgram();
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void SetNumExtraFBOs(int num);
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void PackFramebufferAsync_(VirtualFramebuffer *vfb); // Not used under ES currently
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void PackFramebufferSync_(VirtualFramebuffer *vfb, int x, int y, int w, int h);
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VulkanContext *vulkan_;
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// The command buffer of the current framebuffer pass being rendered to.
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// One framebuffer can be used as a texturing source at multiple times in a frame,
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// but then the contents have to be copied out into a new texture every time.
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VkCommandBuffer curCmd_;
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DrawEngineVulkan *drawEngine_;
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// Used by DrawPixels
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VulkanTexture *drawPixelsTex_;
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GEBufferFormat drawPixelsTexFormat_;
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int drawPixelsTexW_;
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int drawPixelsTexH_;
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u8 *convBuf_;
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u32 convBufSize_;
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TextureCacheVulkan *textureCache_;
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ShaderManagerVulkan *shaderManager_;
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DrawEngineVulkan *transformDraw_;
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// Used by post-processing shader
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std::vector<FBO *> extraFBOs_;
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bool resized_;
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struct TempFBO {
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VulkanFramebuffer *fbo_vk;
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int last_frame_used;
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};
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std::map<u64, TempFBO> tempFBOs_;
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// Not used under ES currently.
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AsyncPBOVulkan *pixelBufObj_; //this isn't that large
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u8 currentPBO_;
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// This gets copied to the current frame's push buffer as needed.
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PostShaderUniforms postUniforms_;
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};
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