ppsspp/GPU/Vulkan/GPU_Vulkan.cpp

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// Copyright (c) 2015- 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/.
#include "base/logging.h"
#include "profiler/profiler.h"
#include "Common/ChunkFile.h"
#include "Common/GraphicsContext.h"
#include "Core/Config.h"
#include "Core/Debugger/Breakpoints.h"
#include "Core/MemMapHelpers.h"
#include "Core/Host.h"
#include "Core/Config.h"
#include "Core/Reporting.h"
#include "Core/System.h"
#include "GPU/GPUState.h"
#include "GPU/ge_constants.h"
#include "GPU/GeDisasm.h"
#include "GPU/Common/FramebufferCommon.h"
#include "GPU/Vulkan/ShaderManagerVulkan.h"
#include "GPU/Vulkan/GPU_Vulkan.h"
#include "GPU/Vulkan/FramebufferVulkan.h"
#include "GPU/Vulkan/DrawEngineVulkan.h"
#include "GPU/Vulkan/TextureCacheVulkan.h"
#include "Core/MIPS/MIPS.h"
#include "Core/HLE/sceKernelThread.h"
#include "Core/HLE/sceKernelInterrupt.h"
#include "Core/HLE/sceGe.h"
struct VulkanCommandTableEntry {
uint8_t cmd;
uint8_t flags;
uint64_t dirty;
GPU_Vulkan::CmdFunc func;
};
GPU_Vulkan::CommandInfo GPU_Vulkan::cmdInfo_[256];
// This table gets crunched into a faster form by init.
static const VulkanCommandTableEntry commandTable[] = {
// Changes that dirty the current texture.
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{ GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPUCommon::Execute_TexSize0 },
// Changing the vertex type requires us to flush.
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{ GE_CMD_VERTEXTYPE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_VertexType },
{ GE_CMD_PRIM, FLAG_EXECUTE, 0, &GPU_Vulkan::Execute_Prim },
{ GE_CMD_BEZIER, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPUCommon::Execute_Bezier },
{ GE_CMD_SPLINE, FLAG_FLUSHBEFORE | FLAG_EXECUTE, 0, &GPUCommon::Execute_Spline },
// Changes that trigger data copies. Only flushing on change for LOADCLUT must be a bit of a hack...
{ GE_CMD_LOADCLUT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPU_Vulkan::Execute_LoadClut },
};
GPU_Vulkan::GPU_Vulkan(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
: GPUCommon(gfxCtx, draw),
vulkan_((VulkanContext *)gfxCtx->GetAPIContext()),
drawEngine_(vulkan_, draw),
depalShaderCache_(draw, vulkan_),
vulkan2D_(vulkan_) {
UpdateVsyncInterval(true);
CheckGPUFeatures();
shaderManagerVulkan_ = new ShaderManagerVulkan(vulkan_);
pipelineManager_ = new PipelineManagerVulkan(vulkan_);
framebufferManagerVulkan_ = new FramebufferManagerVulkan(draw, vulkan_);
framebufferManager_ = framebufferManagerVulkan_;
textureCacheVulkan_ = new TextureCacheVulkan(draw, vulkan_);
textureCache_ = textureCacheVulkan_;
drawEngineCommon_ = &drawEngine_;
shaderManager_ = shaderManagerVulkan_;
drawEngine_.SetTextureCache(textureCacheVulkan_);
drawEngine_.SetFramebufferManager(framebufferManagerVulkan_);
drawEngine_.SetShaderManager(shaderManagerVulkan_);
drawEngine_.SetPipelineManager(pipelineManager_);
framebufferManagerVulkan_->SetVulkan2D(&vulkan2D_);
framebufferManagerVulkan_->Init();
framebufferManagerVulkan_->SetTextureCache(textureCacheVulkan_);
framebufferManagerVulkan_->SetDrawEngine(&drawEngine_);
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framebufferManagerVulkan_->SetShaderManager(shaderManagerVulkan_);
textureCacheVulkan_->SetDepalShaderCache(&depalShaderCache_);
textureCacheVulkan_->SetFramebufferManager(framebufferManagerVulkan_);
textureCacheVulkan_->SetShaderManager(shaderManagerVulkan_);
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textureCacheVulkan_->SetDrawEngine(&drawEngine_);
textureCacheVulkan_->SetVulkan2D(&vulkan2D_);
InitDeviceObjects();
// Sanity check gstate
if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) {
ERROR_LOG(G3D, "gstate has drifted out of sync!");
}
memset(cmdInfo_, 0, sizeof(cmdInfo_));
// Import both the global and local command tables, and check for dupes
std::set<u8> dupeCheck;
for (size_t i = 0; i < commonCommandTableSize; i++) {
const u8 cmd = commonCommandTable[i].cmd;
if (dupeCheck.find(cmd) != dupeCheck.end()) {
ERROR_LOG(G3D, "Command table Dupe: %02x (%i)", (int)cmd, (int)cmd);
} else {
dupeCheck.insert(cmd);
}
cmdInfo_[cmd].flags |= (uint64_t)commonCommandTable[i].flags | (commonCommandTable[i].dirty << 8);
cmdInfo_[cmd].func = commonCommandTable[i].func;
if ((cmdInfo_[cmd].flags & (FLAG_EXECUTE | FLAG_EXECUTEONCHANGE)) && !cmdInfo_[cmd].func) {
Crash();
}
}
for (size_t i = 0; i < ARRAY_SIZE(commandTable); i++) {
const u8 cmd = commandTable[i].cmd;
if (dupeCheck.find(cmd) != dupeCheck.end()) {
ERROR_LOG(G3D, "Command table Dupe: %02x (%i)", (int)cmd, (int)cmd);
} else {
dupeCheck.insert(cmd);
}
cmdInfo_[cmd].flags |= (uint64_t)commandTable[i].flags | (commandTable[i].dirty << 8);
cmdInfo_[cmd].func = commandTable[i].func;
if ((cmdInfo_[cmd].flags & (FLAG_EXECUTE | FLAG_EXECUTEONCHANGE)) && !cmdInfo_[cmd].func) {
Crash();
}
}
// Find commands missing from the table.
for (int i = 0; i < 0xEF; i++) {
if (dupeCheck.find((u8)i) == dupeCheck.end()) {
ERROR_LOG(G3D, "Command missing from table: %02x (%i)", i, i);
}
}
UpdateCmdInfo();
BuildReportingInfo();
// Update again after init to be sure of any silly driver problems.
UpdateVsyncInterval(true);
textureCacheVulkan_->NotifyConfigChanged();
if (vulkan_->GetFeaturesEnabled().wideLines) {
drawEngine_.SetLineWidth(PSP_CoreParameter().renderWidth / 480.0f);
}
}
GPU_Vulkan::~GPU_Vulkan() {
DestroyDeviceObjects();
framebufferManagerVulkan_->DestroyAllFBOs();
vulkan2D_.Shutdown();
depalShaderCache_.Clear();
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drawEngine_.DeviceLost();
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delete textureCacheVulkan_;
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delete pipelineManager_;
delete shaderManagerVulkan_;
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delete framebufferManagerVulkan_;
}
void GPU_Vulkan::CheckGPUFeatures() {
uint32_t features = 0;
switch (vulkan_->GetPhysicalDeviceProperties().vendorID) {
case VULKAN_VENDOR_AMD:
// Accurate depth is required on AMD (due to reverse-Z driver bug) so we ignore the compat flag to disable it on those. See #9545
features |= GPU_SUPPORTS_ACCURATE_DEPTH;
break;
case VULKAN_VENDOR_ARM:
// Also required on older ARM Mali drivers, like the one on many Galaxy S7.
if (!PSP_CoreParameter().compat.flags().DisableAccurateDepth ||
vulkan_->GetPhysicalDeviceProperties().driverVersion <= VK_MAKE_VERSION(428, 811, 2674)) {
features |= GPU_SUPPORTS_ACCURATE_DEPTH;
}
break;
default:
if (!PSP_CoreParameter().compat.flags().DisableAccurateDepth)
features |= GPU_SUPPORTS_ACCURATE_DEPTH;
break;
}
// Mandatory features on Vulkan, which may be checked in "centralized" code
features |= GPU_SUPPORTS_TEXTURE_LOD_CONTROL;
features |= GPU_SUPPORTS_FBO;
features |= GPU_SUPPORTS_BLEND_MINMAX;
features |= GPU_SUPPORTS_ANY_COPY_IMAGE;
features |= GPU_SUPPORTS_OES_TEXTURE_NPOT;
features |= GPU_SUPPORTS_LARGE_VIEWPORTS;
features |= GPU_SUPPORTS_16BIT_FORMATS;
features |= GPU_SUPPORTS_INSTANCE_RENDERING;
features |= GPU_SUPPORTS_VERTEX_TEXTURE_FETCH;
features |= GPU_SUPPORTS_TEXTURE_FLOAT;
if (vulkan_->GetFeaturesEnabled().wideLines) {
features |= GPU_SUPPORTS_WIDE_LINES;
}
if (vulkan_->GetFeaturesEnabled().depthClamp) {
features |= GPU_SUPPORTS_DEPTH_CLAMP;
}
if (vulkan_->GetFeaturesEnabled().dualSrcBlend) {
switch (vulkan_->GetPhysicalDeviceProperties().vendorID) {
case VULKAN_VENDOR_NVIDIA:
// Workaround for Shield TV and Shield Tablet driver bug.
if (strcmp(vulkan_->GetPhysicalDeviceProperties().deviceName, "NVIDIA Tegra X1") != 0 &&
strcmp(vulkan_->GetPhysicalDeviceProperties().deviceName, "NVIDIA Tegra K1") != 0)
features |= GPU_SUPPORTS_DUALSOURCE_BLEND;
break;
case VULKAN_VENDOR_INTEL:
// Workaround for Intel driver bug.
break;
case VULKAN_VENDOR_AMD:
// See issue #10074, and also #10065 (AMD) and #10109 for the choice of the driver version to check for
if (vulkan_->GetPhysicalDeviceProperties().driverVersion >= 0x00407000)
features |= GPU_SUPPORTS_DUALSOURCE_BLEND;
break;
default:
features |= GPU_SUPPORTS_DUALSOURCE_BLEND;
break;
}
}
if (vulkan_->GetFeaturesEnabled().logicOp) {
features |= GPU_SUPPORTS_LOGIC_OP;
}
if (vulkan_->GetFeaturesEnabled().samplerAnisotropy) {
features |= GPU_SUPPORTS_ANISOTROPY;
}
if (PSP_CoreParameter().compat.flags().ClearToRAM) {
features |= GPU_USE_CLEAR_RAM_HACK;
}
if (!g_Config.bHighQualityDepth && (features & GPU_SUPPORTS_ACCURATE_DEPTH) != 0) {
features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT;
}
else if (PSP_CoreParameter().compat.flags().PixelDepthRounding) {
// Use fragment rounding on desktop and GLES3, most accurate.
features |= GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT;
}
else if (PSP_CoreParameter().compat.flags().VertexDepthRounding) {
features |= GPU_ROUND_DEPTH_TO_16BIT;
}
gstate_c.featureFlags = features;
}
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void GPU_Vulkan::BeginHostFrame() {
drawEngine_.BeginFrame();
UpdateCmdInfo();
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if (resized_) {
CheckGPUFeatures();
// In case the GPU changed.
BuildReportingInfo();
framebufferManager_->Resized();
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drawEngine_.Resized();
textureCacheVulkan_->NotifyConfigChanged();
if (vulkan_->GetFeaturesEnabled ().wideLines) {
drawEngine_.SetLineWidth(PSP_CoreParameter().renderWidth / 480.0f);
}
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}
resized_ = false;
textureCacheVulkan_->StartFrame();
int curFrame = vulkan_->GetCurFrame();
FrameData &frame = frameData_[curFrame];
frame.push_->Reset();
frame.push_->Begin(vulkan_);
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framebufferManagerVulkan_->BeginFrameVulkan();
framebufferManagerVulkan_->SetPushBuffer(frameData_[curFrame].push_);
depalShaderCache_.SetPushBuffer(frameData_[curFrame].push_);
textureCacheVulkan_->SetPushBuffer(frameData_[curFrame].push_);
vulkan2D_.BeginFrame();
shaderManagerVulkan_->DirtyShader();
gstate_c.Dirty(DIRTY_ALL);
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if (dumpNextFrame_) {
NOTICE_LOG(G3D, "DUMPING THIS FRAME");
dumpThisFrame_ = true;
dumpNextFrame_ = false;
} else if (dumpThisFrame_) {
dumpThisFrame_ = false;
}
}
void GPU_Vulkan::EndHostFrame() {
int curFrame = vulkan_->GetCurFrame();
FrameData &frame = frameData_[curFrame];
frame.push_->End();
vulkan2D_.EndFrame();
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drawEngine_.EndFrame();
framebufferManagerVulkan_->EndFrame();
textureCacheVulkan_->EndFrame();
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}
// Needs to be called on GPU thread, not reporting thread.
void GPU_Vulkan::BuildReportingInfo() {
const auto &props = vulkan_->GetPhysicalDeviceProperties();
const auto &features = vulkan_->GetFeaturesAvailable();
#define CHECK_BOOL_FEATURE(n) do { if (features.n) { featureNames += ", " #n; } } while (false)
std::string featureNames = "";
CHECK_BOOL_FEATURE(robustBufferAccess);
CHECK_BOOL_FEATURE(fullDrawIndexUint32);
CHECK_BOOL_FEATURE(imageCubeArray);
CHECK_BOOL_FEATURE(independentBlend);
CHECK_BOOL_FEATURE(geometryShader);
CHECK_BOOL_FEATURE(tessellationShader);
CHECK_BOOL_FEATURE(sampleRateShading);
CHECK_BOOL_FEATURE(dualSrcBlend);
CHECK_BOOL_FEATURE(logicOp);
CHECK_BOOL_FEATURE(multiDrawIndirect);
CHECK_BOOL_FEATURE(drawIndirectFirstInstance);
CHECK_BOOL_FEATURE(depthClamp);
CHECK_BOOL_FEATURE(depthBiasClamp);
CHECK_BOOL_FEATURE(fillModeNonSolid);
CHECK_BOOL_FEATURE(depthBounds);
CHECK_BOOL_FEATURE(wideLines);
CHECK_BOOL_FEATURE(largePoints);
CHECK_BOOL_FEATURE(alphaToOne);
CHECK_BOOL_FEATURE(multiViewport);
CHECK_BOOL_FEATURE(samplerAnisotropy);
CHECK_BOOL_FEATURE(textureCompressionETC2);
CHECK_BOOL_FEATURE(textureCompressionASTC_LDR);
CHECK_BOOL_FEATURE(textureCompressionBC);
CHECK_BOOL_FEATURE(occlusionQueryPrecise);
CHECK_BOOL_FEATURE(pipelineStatisticsQuery);
CHECK_BOOL_FEATURE(vertexPipelineStoresAndAtomics);
CHECK_BOOL_FEATURE(fragmentStoresAndAtomics);
CHECK_BOOL_FEATURE(shaderTessellationAndGeometryPointSize);
CHECK_BOOL_FEATURE(shaderImageGatherExtended);
CHECK_BOOL_FEATURE(shaderStorageImageExtendedFormats);
CHECK_BOOL_FEATURE(shaderStorageImageMultisample);
CHECK_BOOL_FEATURE(shaderStorageImageReadWithoutFormat);
CHECK_BOOL_FEATURE(shaderStorageImageWriteWithoutFormat);
CHECK_BOOL_FEATURE(shaderUniformBufferArrayDynamicIndexing);
CHECK_BOOL_FEATURE(shaderSampledImageArrayDynamicIndexing);
CHECK_BOOL_FEATURE(shaderStorageBufferArrayDynamicIndexing);
CHECK_BOOL_FEATURE(shaderStorageImageArrayDynamicIndexing);
CHECK_BOOL_FEATURE(shaderClipDistance);
CHECK_BOOL_FEATURE(shaderCullDistance);
CHECK_BOOL_FEATURE(shaderFloat64);
CHECK_BOOL_FEATURE(shaderInt64);
CHECK_BOOL_FEATURE(shaderInt16);
CHECK_BOOL_FEATURE(shaderResourceResidency);
CHECK_BOOL_FEATURE(shaderResourceMinLod);
CHECK_BOOL_FEATURE(sparseBinding);
CHECK_BOOL_FEATURE(sparseResidencyBuffer);
CHECK_BOOL_FEATURE(sparseResidencyImage2D);
CHECK_BOOL_FEATURE(sparseResidencyImage3D);
CHECK_BOOL_FEATURE(sparseResidency2Samples);
CHECK_BOOL_FEATURE(sparseResidency4Samples);
CHECK_BOOL_FEATURE(sparseResidency8Samples);
CHECK_BOOL_FEATURE(sparseResidency16Samples);
CHECK_BOOL_FEATURE(sparseResidencyAliased);
CHECK_BOOL_FEATURE(variableMultisampleRate);
CHECK_BOOL_FEATURE(inheritedQueries);
#undef CHECK_BOOL_FEATURE
if (!featureNames.empty()) {
featureNames = featureNames.substr(2);
}
char temp[16384];
snprintf(temp, sizeof(temp), "v%08x driver v%08x (%s), vendorID=%d, deviceID=%d (features: %s)", props.apiVersion, props.driverVersion, props.deviceName, props.vendorID, props.deviceID, featureNames.c_str());
reportingPrimaryInfo_ = props.deviceName;
reportingFullInfo_ = temp;
Reporting::UpdateConfig();
}
void GPU_Vulkan::Reinitialize() {
GPUCommon::Reinitialize();
textureCacheVulkan_->Clear(true);
depalShaderCache_.Clear();
framebufferManagerVulkan_->DestroyAllFBOs();
}
void GPU_Vulkan::InitClear() {
bool useNonBufferedRendering = g_Config.iRenderingMode == FB_NON_BUFFERED_MODE;
if (useNonBufferedRendering) {
// TODO?
}
}
void GPU_Vulkan::UpdateVsyncInterval(bool force) {
// TODO
}
void GPU_Vulkan::UpdateCmdInfo() {
if (g_Config.bSoftwareSkinning) {
cmdInfo_[GE_CMD_VERTEXTYPE].flags &= ~FLAG_FLUSHBEFOREONCHANGE;
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cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPUCommon::Execute_VertexTypeSkinning;
} else {
cmdInfo_[GE_CMD_VERTEXTYPE].flags |= FLAG_FLUSHBEFOREONCHANGE;
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cmdInfo_[GE_CMD_VERTEXTYPE].func = &GPUCommon::Execute_VertexType;
}
}
void GPU_Vulkan::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
host->GPUNotifyDisplay(framebuf, stride, format);
framebufferManager_->SetDisplayFramebuffer(framebuf, stride, format);
}
bool GPU_Vulkan::FramebufferDirty() {
VirtualFramebuffer *vfb = framebufferManager_->GetDisplayVFB();
if (vfb) {
bool dirty = vfb->dirtyAfterDisplay;
vfb->dirtyAfterDisplay = false;
return dirty;
}
return true;
}
bool GPU_Vulkan::FramebufferReallyDirty() {
VirtualFramebuffer *vfb = framebufferManager_->GetDisplayVFB();
if (vfb) {
bool dirty = vfb->reallyDirtyAfterDisplay;
vfb->reallyDirtyAfterDisplay = false;
return dirty;
}
return true;
}
void GPU_Vulkan::CopyDisplayToOutput() {
// Flush anything left over.
drawEngine_.Flush();
shaderManagerVulkan_->DirtyLastShader();
framebufferManagerVulkan_->CopyDisplayToOutput();
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
}
// Maybe should write this in ASM...
void GPU_Vulkan::FastRunLoop(DisplayList &list) {
PROFILE_THIS_SCOPE("gpuloop");
const CommandInfo *cmdInfo = cmdInfo_;
int dc = downcount;
for (; dc > 0; --dc) {
// We know that display list PCs have the upper nibble == 0 - no need to mask the pointer
const u32 op = *(const u32 *)(Memory::base + list.pc);
const u32 cmd = op >> 24;
const CommandInfo &info = cmdInfo[cmd];
const u32 diff = op ^ gstate.cmdmem[cmd];
if (diff == 0) {
if (info.flags & FLAG_EXECUTE) {
downcount = dc;
(this->*info.func)(op, diff);
dc = downcount;
}
} else {
uint64_t flags = info.flags;
if (flags & FLAG_FLUSHBEFOREONCHANGE) {
drawEngine_.Flush();
}
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gstate.cmdmem[cmd] = op;
if (flags & (FLAG_EXECUTE | FLAG_EXECUTEONCHANGE)) {
downcount = dc;
(this->*info.func)(op, diff);
dc = downcount;
} else {
uint64_t dirty = flags >> 8;
if (dirty)
gstate_c.Dirty(dirty);
}
}
list.pc += 4;
}
downcount = 0;
}
void GPU_Vulkan::FinishDeferred() {
drawEngine_.FinishDeferred();
}
inline void GPU_Vulkan::CheckFlushOp(int cmd, u32 diff) {
const u8 cmdFlags = cmdInfo_[cmd].flags;
if ((cmdFlags & FLAG_FLUSHBEFORE) || (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE))) {
if (dumpThisFrame_) {
NOTICE_LOG(G3D, "================ FLUSH ================");
}
drawEngine_.Flush();
}
}
void GPU_Vulkan::PreExecuteOp(u32 op, u32 diff) {
CheckFlushOp(op >> 24, diff);
}
void GPU_Vulkan::ExecuteOp(u32 op, u32 diff) {
const u8 cmd = op >> 24;
const CommandInfo info = cmdInfo_[cmd];
const u8 cmdFlags = info.flags;
if ((cmdFlags & FLAG_EXECUTE) || (diff && (cmdFlags & FLAG_EXECUTEONCHANGE))) {
(this->*info.func)(op, diff);
} else if (diff) {
uint64_t dirty = info.flags >> 8;
if (dirty)
gstate_c.Dirty(dirty);
}
}
void GPU_Vulkan::Execute_Prim(u32 op, u32 diff) {
// This drives all drawing. All other state we just buffer up, then we apply it only
// when it's time to draw. As most PSP games set state redundantly ALL THE TIME, this is a huge optimization.
PROFILE_THIS_SCOPE("execprim");
u32 data = op & 0xFFFFFF;
u32 count = data & 0xFFFF;
if (count == 0)
return;
// Upper bits are ignored.
GEPrimitiveType prim = static_cast<GEPrimitiveType>((data >> 16) & 7);
SetDrawType(DRAW_PRIM, prim);
// Discard AA lines as we can't do anything that makes sense with these anyway. The SW plugin might, though.
if (gstate.isAntiAliasEnabled()) {
// Discard AA lines in DOA
if (prim == GE_PRIM_LINE_STRIP)
return;
// Discard AA lines in Summon Night 5
if ((prim == GE_PRIM_LINES) && gstate.isSkinningEnabled())
return;
}
// This also makes skipping drawing very effective.
framebufferManager_->SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason);
if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
drawEngine_.SetupVertexDecoder(gstate.vertType); // Do we still need to do this?
// Rough estimate, not sure what's correct.
cyclesExecuted += EstimatePerVertexCost() * count;
return;
}
if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
return;
}
void *verts = Memory::GetPointerUnchecked(gstate_c.vertexAddr);
void *inds = 0;
u32 vertexType = gstate.vertType;
if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
u32 indexAddr = gstate_c.indexAddr;
if (!Memory::IsValidAddress(indexAddr)) {
ERROR_LOG_REPORT(G3D, "Bad index address %08x!", indexAddr);
return;
}
inds = Memory::GetPointerUnchecked(indexAddr);
}
#ifndef MOBILE_DEVICE
if (prim > GE_PRIM_RECTANGLES) {
ERROR_LOG_REPORT_ONCE(reportPrim, G3D, "Unexpected prim type: %d", prim);
}
#endif
if (gstate_c.dirty & DIRTY_VERTEXSHADER_STATE) {
vertexCost_ = EstimatePerVertexCost();
}
gpuStats.vertexGPUCycles += vertexCost_ * count;
cyclesExecuted += vertexCost_* count;
int bytesRead = 0;
UpdateUVScaleOffset();
drawEngine_.SubmitPrim(verts, inds, prim, count, vertexType, &bytesRead);
// After drawing, we advance the vertexAddr (when non indexed) or indexAddr (when indexed).
// Some games rely on this, they don't bother reloading VADDR and IADDR.
// The VADDR/IADDR registers are NOT updated.
AdvanceVerts(vertexType, count, bytesRead);
}
void GPU_Vulkan::Execute_LoadClut(u32 op, u32 diff) {
gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
textureCacheVulkan_->LoadClut(gstate.getClutAddress(), gstate.getClutLoadBytes());
}
void GPU_Vulkan::InitDeviceObjects() {
ILOG("GPU_Vulkan::InitDeviceObjects");
// Initialize framedata
for (int i = 0; i < VulkanContext::MAX_INFLIGHT_FRAMES; i++) {
assert(!frameData_[i].push_);
frameData_[i].push_ = new VulkanPushBuffer(vulkan_, 64 * 1024);
}
}
void GPU_Vulkan::DestroyDeviceObjects() {
ILOG("GPU_Vulkan::DestroyDeviceObjects");
for (int i = 0; i < VulkanContext::MAX_INFLIGHT_FRAMES; i++) {
if (frameData_[i].push_) {
frameData_[i].push_->Destroy(vulkan_);
delete frameData_[i].push_;
frameData_[i].push_ = nullptr;
}
}
}
void GPU_Vulkan::DeviceLost() {
DestroyDeviceObjects();
framebufferManagerVulkan_->DeviceLost();
vulkan2D_.DeviceLost();
drawEngine_.DeviceLost();
pipelineManager_->DeviceLost();
textureCacheVulkan_->DeviceLost();
depalShaderCache_.DeviceLost();
shaderManagerVulkan_->ClearShaders();
}
void GPU_Vulkan::DeviceRestore() {
vulkan_ = (VulkanContext *)PSP_CoreParameter().graphicsContext->GetAPIContext();
draw_ = (Draw::DrawContext *)PSP_CoreParameter().graphicsContext->GetDrawContext();
InitDeviceObjects();
CheckGPUFeatures();
BuildReportingInfo();
UpdateCmdInfo();
framebufferManagerVulkan_->DeviceRestore(vulkan_, draw_);
vulkan2D_.DeviceRestore(vulkan_);
drawEngine_.DeviceRestore(vulkan_, draw_);
pipelineManager_->DeviceRestore(vulkan_);
textureCacheVulkan_->DeviceRestore(vulkan_, draw_);
shaderManagerVulkan_->DeviceRestore(vulkan_);
depalShaderCache_.DeviceRestore(draw_, vulkan_);
}
void GPU_Vulkan::GetStats(char *buffer, size_t bufsize) {
const DrawEngineVulkanStats &drawStats = drawEngine_.GetStats();
char texStats[256];
textureCacheVulkan_->GetStats(texStats, sizeof(texStats));
float vertexAverageCycles = gpuStats.numVertsSubmitted > 0 ? (float)gpuStats.vertexGPUCycles / (float)gpuStats.numVertsSubmitted : 0.0f;
snprintf(buffer, bufsize - 1,
"DL processing time: %0.2f ms\n"
"Draw calls: %i, flushes %i, clears %i\n"
"Cached Draw calls: %i\n"
"Num Tracked Vertex Arrays: %i\n"
"GPU cycles executed: %d (%f per vertex)\n"
"Commands per call level: %i %i %i %i\n"
"Vertices submitted: %i\n"
"Cached, Uncached Vertices Drawn: %i, %i\n"
"FBOs active: %i\n"
"Textures active: %i, decoded: %i invalidated: %i\n"
"Readbacks: %d\n"
"Vertex, Fragment, Pipelines loaded: %i, %i, %i\n"
"Pushbuffer space used: UBO %d, Vtx %d, Idx %d\n"
"%s\n",
gpuStats.msProcessingDisplayLists * 1000.0f,
gpuStats.numDrawCalls,
gpuStats.numFlushes,
gpuStats.numClears,
gpuStats.numCachedDrawCalls,
gpuStats.numTrackedVertexArrays,
gpuStats.vertexGPUCycles + gpuStats.otherGPUCycles,
vertexAverageCycles,
gpuStats.gpuCommandsAtCallLevel[0], gpuStats.gpuCommandsAtCallLevel[1], gpuStats.gpuCommandsAtCallLevel[2], gpuStats.gpuCommandsAtCallLevel[3],
gpuStats.numVertsSubmitted,
gpuStats.numCachedVertsDrawn,
gpuStats.numUncachedVertsDrawn,
(int)framebufferManager_->NumVFBs(),
(int)textureCacheVulkan_->NumLoadedTextures(),
gpuStats.numTexturesDecoded,
gpuStats.numTextureInvalidations,
gpuStats.numReadbacks,
shaderManagerVulkan_->GetNumVertexShaders(),
shaderManagerVulkan_->GetNumFragmentShaders(),
pipelineManager_->GetNumPipelines(),
drawStats.pushUBOSpaceUsed,
drawStats.pushVertexSpaceUsed,
drawStats.pushIndexSpaceUsed,
texStats
);
}
void GPU_Vulkan::ClearCacheNextFrame() {
textureCacheVulkan_->ClearNextFrame();
}
void GPU_Vulkan::ClearShaderCache() {
// TODO
}
void GPU_Vulkan::DoState(PointerWrap &p) {
GPUCommon::DoState(p);
// TODO: Some of these things may not be necessary.
// None of these are necessary when saving.
// In Freeze-Frame mode, we don't want to do any of this.
if (p.mode == p.MODE_READ && !PSP_CoreParameter().frozen) {
textureCacheVulkan_->Clear(true);
depalShaderCache_.Clear();
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
framebufferManagerVulkan_->DestroyAllFBOs();
}
}
std::vector<std::string> GPU_Vulkan::DebugGetShaderIDs(DebugShaderType type) {
if (type == SHADER_TYPE_VERTEXLOADER) {
return drawEngine_.DebugGetVertexLoaderIDs();
} else if (type == SHADER_TYPE_PIPELINE) {
return pipelineManager_->DebugGetObjectIDs(type);
} else if (type == SHADER_TYPE_DEPAL) {
///...
return std::vector<std::string>();
} else if (type == SHADER_TYPE_VERTEX || type == SHADER_TYPE_FRAGMENT) {
return shaderManagerVulkan_->DebugGetShaderIDs(type);
} else if (type == SHADER_TYPE_SAMPLER) {
return textureCacheVulkan_->DebugGetSamplerIDs();
} else {
return std::vector<std::string>();
}
}
std::string GPU_Vulkan::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) {
if (type == SHADER_TYPE_VERTEXLOADER) {
return drawEngine_.DebugGetVertexLoaderString(id, stringType);
} else if (type == SHADER_TYPE_PIPELINE) {
return pipelineManager_->DebugGetObjectString(id, type, stringType);
} else if (type == SHADER_TYPE_DEPAL) {
return "";
} else if (type == SHADER_TYPE_SAMPLER) {
return textureCacheVulkan_->DebugGetSamplerString(id, stringType);
} else if (type == SHADER_TYPE_VERTEX || type == SHADER_TYPE_FRAGMENT) {
return shaderManagerVulkan_->DebugGetShaderString(id, type, stringType);
} else {
return std::string();
}
}