2015-10-10 16:41:19 +02:00
// 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/.
2023-01-18 07:28:12 -08:00
# include "ppsspp_config.h"
2020-09-15 00:34:45 +02:00
# include <algorithm>
2022-11-24 10:38:49 +01:00
# include <functional>
2020-09-15 00:34:45 +02:00
2020-10-04 00:25:21 +02:00
# include "Common/Data/Convert/SmallDataConvert.h"
2020-10-04 10:04:01 +02:00
# include "Common/Profiler/Profiler.h"
2020-10-04 23:24:14 +02:00
# include "Common/GPU/Vulkan/VulkanRenderManager.h"
2015-10-10 16:41:19 +02:00
2020-08-15 12:25:39 +02:00
# include "Common/Log.h"
2015-10-10 16:41:19 +02:00
# include "Common/MemoryUtil.h"
2020-08-15 20:53:08 +02:00
# include "Common/TimeUtil.h"
2015-10-10 16:41:19 +02:00
# include "Core/MemMap.h"
# include "Core/System.h"
# include "Core/Config.h"
# include "Core/CoreTiming.h"
# include "GPU/Math3D.h"
# include "GPU/GPUState.h"
# include "GPU/ge_constants.h"
2020-10-04 23:24:14 +02:00
# include "Common/GPU/Vulkan/VulkanContext.h"
# include "Common/GPU/Vulkan/VulkanMemory.h"
2016-03-20 09:35:10 +01:00
2015-10-10 16:41:19 +02:00
# 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"
2022-10-18 00:26:10 +02:00
# include "GPU/Common/ShaderUniforms.h"
2018-09-01 08:32:03 -07:00
# include "GPU/Debugger/Debugger.h"
2015-10-10 16:41:19 +02:00
# include "GPU/Vulkan/DrawEngineVulkan.h"
# include "GPU/Vulkan/TextureCacheVulkan.h"
# include "GPU/Vulkan/ShaderManagerVulkan.h"
# include "GPU/Vulkan/PipelineManagerVulkan.h"
2020-08-03 23:22:11 +02:00
# include "GPU/Vulkan/FramebufferManagerVulkan.h"
2015-10-10 16:41:19 +02:00
# include "GPU/Vulkan/GPU_Vulkan.h"
2021-08-21 12:39:15 +02:00
using namespace PPSSPP_VK ;
2017-08-17 11:22:23 +02:00
2015-10-10 16:41:19 +02:00
enum {
TRANSFORMED_VERTEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * sizeof ( TransformedVertex )
} ;
2021-11-14 15:25:28 -08:00
DrawEngineVulkan : : DrawEngineVulkan ( Draw : : DrawContext * draw )
2023-10-10 10:49:58 +02:00
: draw_ ( draw ) {
2016-01-10 13:47:56 +01:00
decOptions_ . expandAllWeightsToFloat = false ;
decOptions_ . expand8BitNormalsToFloat = false ;
2023-01-18 07:28:12 -08:00
# if PPSSPP_PLATFORM(MAC) || PPSSPP_PLATFORM(IOS)
decOptions_ . alignOutputToWord = true ;
# endif
2015-10-10 16:41:19 +02:00
2023-05-23 18:00:50 +02:00
indexGen . Setup ( decIndex_ ) ;
2016-10-09 10:53:01 -07:00
}
void DrawEngineVulkan : : InitDeviceObjects ( ) {
2016-01-06 12:52:42 +01:00
// All resources we need for PSP drawing. Usually only bindings 0 and 2-4 are populated.
2022-02-19 20:40:27 +01:00
2023-10-08 11:37:30 +02:00
BindingType bindingTypes [ VKRPipelineLayout : : MAX_DESC_SET_BINDINGS ] = {
BindingType : : COMBINED_IMAGE_SAMPLER , // main
BindingType : : COMBINED_IMAGE_SAMPLER , // framebuffer-read
BindingType : : COMBINED_IMAGE_SAMPLER , // palette
BindingType : : UNIFORM_BUFFER_DYNAMIC_ALL , // uniforms
BindingType : : UNIFORM_BUFFER_DYNAMIC_VERTEX , // lights
BindingType : : UNIFORM_BUFFER_DYNAMIC_VERTEX , // bones
2023-10-08 11:54:37 +02:00
BindingType : : STORAGE_BUFFER_VERTEX , // tess
BindingType : : STORAGE_BUFFER_VERTEX ,
BindingType : : STORAGE_BUFFER_VERTEX ,
2023-10-08 11:37:30 +02:00
} ;
2016-01-03 18:31:03 +01:00
2021-11-14 15:25:28 -08:00
VulkanContext * vulkan = ( VulkanContext * ) draw_ - > GetNativeObject ( Draw : : NativeObject : : CONTEXT ) ;
VkDevice device = vulkan - > GetDevice ( ) ;
2016-01-03 18:31:03 +01:00
2023-10-08 11:37:30 +02:00
VulkanRenderManager * renderManager = ( VulkanRenderManager * ) draw_ - > GetNativeObject ( Draw : : NativeObject : : RENDER_MANAGER ) ;
pipelineLayout_ = renderManager - > CreatePipelineLayout ( bindingTypes , ARRAY_SIZE ( bindingTypes ) , draw_ - > GetDeviceCaps ( ) . geometryShaderSupported , " drawengine_layout " ) ;
2016-01-03 18:31:03 +01:00
2023-03-15 10:09:39 +01:00
pushUBO_ = ( VulkanPushPool * ) draw_ - > GetNativeObject ( Draw : : NativeObject : : PUSH_POOL ) ;
pushVertex_ = new VulkanPushPool ( vulkan , " pushVertex " , 4 * 1024 * 1024 , VK_BUFFER_USAGE_VERTEX_BUFFER_BIT ) ;
pushIndex_ = new VulkanPushPool ( vulkan , " pushIndex " , 1 * 512 * 1024 , VK_BUFFER_USAGE_INDEX_BUFFER_BIT ) ;
2023-03-14 23:13:08 +01:00
2018-02-24 16:55:32 +01:00
VkSamplerCreateInfo samp { VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO } ;
2016-01-09 01:23:32 +01:00
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 ;
2022-07-20 00:05:07 +02:00
samp . magFilter = VK_FILTER_LINEAR ;
samp . minFilter = VK_FILTER_LINEAR ;
2022-08-24 09:31:47 +02:00
samp . maxLod = VK_LOD_CLAMP_NONE ; // recommended by best practices, has no effect since we don't use mipmaps.
2023-10-08 11:37:30 +02:00
VkResult res = vkCreateSampler ( device , & samp , nullptr , & samplerSecondaryLinear_ ) ;
2022-08-24 09:31:47 +02:00
samp . magFilter = VK_FILTER_NEAREST ;
samp . minFilter = VK_FILTER_NEAREST ;
res = vkCreateSampler ( device , & samp , nullptr , & samplerSecondaryNearest_ ) ;
2020-09-15 23:09:58 +02:00
_dbg_assert_ ( VK_SUCCESS = = res ) ;
2016-03-20 22:46:49 +01:00
res = vkCreateSampler ( device , & samp , nullptr , & nullSampler_ ) ;
2020-08-16 00:38:55 +02:00
_dbg_assert_ ( VK_SUCCESS = = res ) ;
2017-08-17 11:22:23 +02:00
2021-11-14 15:25:28 -08:00
tessDataTransferVulkan = new TessellationDataTransferVulkan ( vulkan ) ;
2018-07-11 01:09:20 +09:00
tessDataTransfer = tessDataTransferVulkan ;
2022-11-24 10:38:49 +01:00
draw_ - > SetInvalidationCallback ( std : : bind ( & DrawEngineVulkan : : Invalidate , this , std : : placeholders : : _1 ) ) ;
2016-01-03 18:31:03 +01:00
}
2015-10-10 16:41:19 +02:00
DrawEngineVulkan : : ~ DrawEngineVulkan ( ) {
2016-10-09 10:53:01 -07:00
DestroyDeviceObjects ( ) ;
}
void DrawEngineVulkan : : DestroyDeviceObjects ( ) {
2022-11-24 10:38:49 +01:00
if ( ! draw_ ) {
// We've already done this from LostDevice.
return ;
}
VulkanContext * vulkan = ( VulkanContext * ) draw_ - > GetNativeObject ( Draw : : NativeObject : : CONTEXT ) ;
2023-10-08 19:29:06 +02:00
VulkanRenderManager * renderManager = ( VulkanRenderManager * ) draw_ - > GetNativeObject ( Draw : : NativeObject : : RENDER_MANAGER ) ;
2022-11-24 10:38:49 +01:00
draw_ - > SetInvalidationCallback ( InvalidationCallback ( ) ) ;
2021-11-14 15:25:28 -08:00
2018-07-13 18:35:44 +09:00
delete tessDataTransferVulkan ;
2018-12-01 13:59:47 -08:00
tessDataTransfer = nullptr ;
tessDataTransferVulkan = nullptr ;
2017-11-10 12:40:51 +01:00
2023-03-15 10:09:39 +01:00
pushUBO_ = nullptr ;
if ( pushVertex_ ) {
pushVertex_ - > Destroy ( ) ;
delete pushVertex_ ;
pushVertex_ = nullptr ;
2023-03-14 23:13:08 +01:00
}
2023-03-15 10:09:39 +01:00
if ( pushIndex_ ) {
pushIndex_ - > Destroy ( ) ;
delete pushIndex_ ;
pushIndex_ = nullptr ;
2023-03-14 23:13:08 +01:00
}
2023-03-14 23:21:43 +01:00
2022-08-24 09:31:47 +02:00
if ( samplerSecondaryNearest_ ! = VK_NULL_HANDLE )
vulkan - > Delete ( ) . QueueDeleteSampler ( samplerSecondaryNearest_ ) ;
if ( samplerSecondaryLinear_ ! = VK_NULL_HANDLE )
vulkan - > Delete ( ) . QueueDeleteSampler ( samplerSecondaryLinear_ ) ;
2016-10-09 10:53:01 -07:00
if ( nullSampler_ ! = VK_NULL_HANDLE )
2021-11-14 15:25:28 -08:00
vulkan - > Delete ( ) . QueueDeleteSampler ( nullSampler_ ) ;
2022-08-24 09:31:47 +02:00
2023-10-10 10:49:58 +02:00
renderManager - > DestroyPipelineLayout ( pipelineLayout_ ) ;
2016-10-09 10:53:01 -07:00
}
void DrawEngineVulkan : : DeviceLost ( ) {
DestroyDeviceObjects ( ) ;
DirtyAllUBOs ( ) ;
2022-02-06 23:34:44 -08:00
draw_ = nullptr ;
2016-10-09 10:53:01 -07:00
}
2021-11-14 15:25:28 -08:00
void DrawEngineVulkan : : DeviceRestore ( Draw : : DrawContext * draw ) {
2017-11-09 16:28:22 +01:00
draw_ = draw ;
2016-10-09 10:53:01 -07:00
InitDeviceObjects ( ) ;
2015-10-10 16:41:19 +02:00
}
2016-01-09 23:27:53 +01:00
void DrawEngineVulkan : : BeginFrame ( ) {
2017-08-15 10:38:20 +02:00
lastPipeline_ = nullptr ;
2023-03-15 00:02:57 +01:00
// pushUBO is the thin3d push pool, don't need to BeginFrame again.
2023-03-15 10:09:39 +01:00
pushVertex_ - > BeginFrame ( ) ;
pushIndex_ - > BeginFrame ( ) ;
2023-03-14 23:21:43 +01:00
2023-03-15 10:09:39 +01:00
tessDataTransferVulkan - > SetPushPool ( pushUBO_ ) ;
2023-03-14 23:21:43 +01:00
DirtyAllUBOs ( ) ;
2016-01-09 23:27:53 +01:00
}
void DrawEngineVulkan : : EndFrame ( ) {
2023-03-15 10:19:00 +01:00
stats_ . pushVertexSpaceUsed = ( int ) pushVertex_ - > GetUsedThisFrame ( ) ;
stats_ . pushIndexSpaceUsed = ( int ) pushIndex_ - > GetUsedThisFrame ( ) ;
2016-01-09 23:27:53 +01:00
}
2017-11-19 12:33:20 +01:00
void DrawEngineVulkan : : DecodeVertsToPushBuffer ( VulkanPushBuffer * push , uint32_t * bindOffset , VkBuffer * vkbuf ) {
2023-05-23 16:46:43 +02:00
u8 * dest = decoded_ ;
2016-03-20 16:06:11 +01:00
// Figure out how much pushbuffer space we need to allocate.
if ( push ) {
2017-08-17 11:22:23 +02:00
int vertsToDecode = ComputeNumVertsToDecode ( ) ;
2023-03-15 09:56:32 +01:00
dest = ( u8 * ) push - > Allocate ( vertsToDecode * dec_ - > GetDecVtxFmt ( ) . stride , 4 , vkbuf , bindOffset ) ;
2015-10-10 16:41:19 +02:00
}
2017-11-19 12:33:20 +01:00
DecodeVerts ( dest ) ;
}
2015-10-10 16:41:19 +02:00
2023-03-14 23:13:08 +01:00
void DrawEngineVulkan : : DecodeVertsToPushPool ( VulkanPushPool * push , uint32_t * bindOffset , VkBuffer * vkbuf ) {
2023-05-23 16:46:43 +02:00
u8 * dest = decoded_ ;
2023-03-14 23:13:08 +01:00
// Figure out how much pushbuffer space we need to allocate.
if ( push ) {
int vertsToDecode = ComputeNumVertsToDecode ( ) ;
dest = push - > Allocate ( vertsToDecode * dec_ - > GetDecVtxFmt ( ) . stride , 4 , vkbuf , bindOffset ) ;
}
DecodeVerts ( dest ) ;
}
2016-03-20 16:33:34 +01:00
void DrawEngineVulkan : : DirtyAllUBOs ( ) {
baseUBOOffset = 0 ;
lightUBOOffset = 0 ;
2018-04-10 12:22:02 +02:00
boneUBOOffset = 0 ;
2016-03-20 16:33:34 +01:00
baseBuf = VK_NULL_HANDLE ;
lightBuf = VK_NULL_HANDLE ;
2018-04-10 12:22:02 +02:00
boneBuf = VK_NULL_HANDLE ;
dirtyUniforms_ = DIRTY_BASE_UNIFORMS | DIRTY_LIGHT_UNIFORMS | DIRTY_BONE_UNIFORMS ;
2016-03-20 22:46:49 +01:00
imageView = VK_NULL_HANDLE ;
sampler = VK_NULL_HANDLE ;
2017-01-24 09:41:38 +01:00
gstate_c . Dirty ( DIRTY_TEXTURE_IMAGE ) ;
2016-03-20 16:33:34 +01:00
}
2022-12-01 19:15:38 +01:00
void DrawEngineVulkan : : Invalidate ( InvalidationCallbackFlags flags ) {
if ( flags & InvalidationCallbackFlags : : COMMAND_BUFFER_STATE ) {
2022-12-16 13:03:44 +01:00
// Nothing here anymore (removed the "frame descriptor set"
// If we add back "seldomly-changing" descriptors, we might use this again.
2022-11-24 10:38:49 +01:00
}
2022-12-01 19:15:38 +01:00
if ( flags & InvalidationCallbackFlags : : RENDER_PASS_STATE ) {
2022-11-24 10:38:49 +01:00
// If have a new render pass, dirty our dynamic state so it gets re-set.
//
// Dirty everything that has dynamic state that will need re-recording.
gstate_c . Dirty ( DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_BLEND_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS ) ;
lastPipeline_ = nullptr ;
}
}
2023-05-23 18:00:50 +02:00
// The inline wrapper in the header checks for numDrawCalls_ == 0
2017-05-19 17:21:08 +02:00
void DrawEngineVulkan : : DoFlush ( ) {
2022-08-05 21:11:33 +02:00
VulkanRenderManager * renderManager = ( VulkanRenderManager * ) draw_ - > GetNativeObject ( Draw : : NativeObject : : RENDER_MANAGER ) ;
2017-08-18 13:39:42 +02:00
PROFILE_THIS_SCOPE ( " Flush " ) ;
2017-05-24 00:45:15 +02:00
2020-12-13 16:04:16 +01:00
bool tess = gstate_c . submitType = = SubmitType : : HW_BEZIER | | gstate_c . submitType = = SubmitType : : HW_SPLINE ;
2017-11-13 10:29:01 +01:00
2016-05-01 16:25:09 -07:00
bool textureNeedsApply = false ;
2017-01-24 09:41:38 +01:00
if ( gstate_c . IsDirty ( DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS ) & & ! gstate . isModeClear ( ) & & gstate . isTextureMapEnabled ( ) ) {
2016-05-01 17:27:14 -07:00
textureCache_ - > SetTexture ( ) ;
2017-01-24 09:41:38 +01:00
gstate_c . Clean ( DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS ) ;
2016-05-01 16:25:09 -07:00
textureNeedsApply = true ;
2022-10-02 20:44:35 -07:00
} else if ( gstate . getTextureAddress ( 0 ) = = ( gstate . getFrameBufRawAddress ( ) | 0x04000000 ) ) {
2018-04-22 11:16:33 -07:00
// This catches the case of clearing a texture.
gstate_c . Dirty ( DIRTY_TEXTURE_IMAGE ) ;
2016-01-09 21:19:18 +01:00
}
2015-10-10 16:41:19 +02:00
GEPrimitiveType prim = prevPrim_ ;
2016-01-09 11:07:14 +01:00
2018-04-28 16:38:29 -07:00
// Always use software for flat shading to fix the provoking index.
2018-06-28 19:30:20 -07:00
bool useHWTransform = CanUseHardwareTransform ( prim ) & & ( tess | | gstate . getShadeMode ( ) ! = GE_SHADE_FLAT ) ;
2015-10-10 16:41:19 +02:00
2017-08-17 22:51:20 +02:00
uint32_t ibOffset ;
uint32_t vbOffset ;
2016-01-03 18:31:03 +01:00
2023-01-05 15:37:42 +01:00
// The optimization to avoid indexing isn't really worth it on Vulkan since it means creating more pipelines.
// This could be avoided with the new dynamic state extensions, but not available enough on mobile.
2023-01-11 22:59:30 +01:00
const bool forceIndexed = draw_ - > GetDeviceCaps ( ) . verySlowShaderCompiler ;
2023-01-05 15:37:42 +01:00
2016-01-09 11:07:14 +01:00
if ( useHWTransform ) {
2015-10-10 16:41:19 +02:00
int vertexCount = 0 ;
bool useElements = true ;
2017-08-17 11:22:23 +02:00
VkBuffer vbuf = VK_NULL_HANDLE ;
VkBuffer ibuf = VK_NULL_HANDLE ;
2023-06-05 10:47:20 +02:00
bool useIndexGen = true ;
2023-10-10 10:49:58 +02:00
if ( decOptions_ . applySkinInDecode & & ( lastVType_ & GE_VTYPE_WEIGHT_MASK ) ) {
// If software skinning, we're predecoding into "decoded". So make sure we're done, then push that content.
DecodeVerts ( decoded_ ) ;
VkDeviceSize size = decodedVerts_ * dec_ - > GetDecVtxFmt ( ) . stride ;
u8 * dest = ( u8 * ) pushVertex_ - > Allocate ( size , 4 , & vbuf , & vbOffset ) ;
memcpy ( dest , decoded_ , size ) ;
2017-08-17 11:22:23 +02:00
} else {
2023-10-10 10:49:58 +02:00
// Decode directly into the pushbuffer
DecodeVertsToPushPool ( pushVertex_ , & vbOffset , & vbuf ) ;
2023-06-05 10:47:20 +02:00
}
2023-10-10 10:49:58 +02:00
DecodeInds ( ) ;
gpuStats . numUncachedVertsDrawn + = indexGen . VertexCount ( ) ;
2023-01-05 15:37:42 +01:00
2023-06-05 10:47:20 +02:00
if ( useIndexGen ) {
2017-08-17 11:22:23 +02:00
vertexCount = indexGen . VertexCount ( ) ;
2023-01-05 15:37:42 +01:00
if ( forceIndexed ) {
useElements = true ;
prim = indexGen . GeneralPrim ( ) ;
} else {
useElements = ! indexGen . SeenOnlyPurePrims ( ) ;
if ( ! useElements & & indexGen . PureCount ( ) ) {
vertexCount = indexGen . PureCount ( ) ;
}
prim = indexGen . Prim ( ) ;
2017-08-17 11:22:23 +02:00
}
2015-10-10 16:41:19 +02:00
}
2017-05-21 23:13:53 +02:00
bool hasColor = ( lastVType_ & GE_VTYPE_COL_MASK ) ! = GE_VTYPE_COL_NONE ;
2015-10-10 16:41:19 +02:00
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 ) ;
}
2016-05-01 16:25:09 -07:00
if ( textureNeedsApply ) {
2017-02-19 23:19:55 +01:00
textureCache_ - > ApplyTexture ( ) ;
textureCache_ - > GetVulkanHandles ( imageView , sampler ) ;
2016-05-01 16:25:09 -07:00
if ( imageView = = VK_NULL_HANDLE )
2023-05-25 14:46:33 +02:00
imageView = ( VkImageView ) draw_ - > GetNativeObject ( gstate_c . textureIsArray ? Draw : : NativeObject : : NULL_IMAGEVIEW_ARRAY : Draw : : NativeObject : : NULL_IMAGEVIEW ) ;
2016-05-01 16:25:09 -07:00
if ( sampler = = VK_NULL_HANDLE )
sampler = nullSampler_ ;
}
2022-10-01 19:22:16 -07:00
if ( ! lastPipeline_ | | gstate_c . IsDirty ( DIRTY_BLEND_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_GEOMETRYSHADER_STATE ) | | prim ! = lastPrim_ ) {
2017-08-15 16:01:50 +02:00
if ( prim ! = lastPrim_ | | gstate_c . IsDirty ( DIRTY_BLEND_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE ) ) {
ConvertStateToVulkanKey ( * framebufferManager_ , shaderManager_ , prim , pipelineKey_ , dynState_ ) ;
}
2020-03-29 14:51:54 +02:00
2022-10-23 11:21:35 +02:00
VulkanVertexShader * vshader = nullptr ;
VulkanFragmentShader * fshader = nullptr ;
VulkanGeometryShader * gshader = nullptr ;
2022-12-14 22:48:17 +01:00
shaderManager_ - > GetShaders ( prim , dec_ , & vshader , & fshader , & gshader , pipelineState_ , true , useHWTessellation_ , decOptions_ . expandAllWeightsToFloat , decOptions_ . applySkinInDecode ) ;
2020-07-19 17:47:02 +02:00
_dbg_assert_msg_ ( vshader - > UseHWTransform ( ) , " Bad vshader " ) ;
2023-01-13 10:14:29 +01:00
VulkanPipeline * pipeline = pipelineManager_ - > GetOrCreatePipeline ( renderManager , pipelineLayout_ , pipelineKey_ , & dec_ - > decFmt , vshader , fshader , gshader , true , 0 , framebufferManager_ - > GetMSAALevel ( ) , false ) ;
2018-03-19 17:46:58 +01:00
if ( ! pipeline | | ! pipeline - > pipeline ) {
2017-08-15 16:01:50 +02:00
// Already logged, let's bail out.
2023-09-20 22:25:22 +02:00
ResetAfterDraw ( ) ;
2017-08-15 16:01:50 +02:00
return ;
}
2017-11-15 20:43:29 +01:00
BindShaderBlendTex ( ) ; // This might cause copies so important to do before BindPipeline.
2020-06-02 09:50:20 +02:00
2023-09-20 22:25:22 +02:00
if ( ! renderManager - > BindPipeline ( pipeline - > pipeline , pipeline - > pipelineFlags , pipelineLayout_ ) ) {
renderManager - > ReportBadStateForDraw ( ) ;
ResetAfterDraw ( ) ;
return ;
}
2017-08-15 16:01:50 +02:00
if ( pipeline ! = lastPipeline_ ) {
2018-03-16 17:38:02 +01:00
if ( lastPipeline_ & & ! ( lastPipeline_ - > UsesBlendConstant ( ) & & pipeline - > UsesBlendConstant ( ) ) ) {
2017-10-20 18:09:05 +02:00
gstate_c . Dirty ( DIRTY_BLEND_STATE ) ;
}
2017-10-22 10:07:35 +02:00
lastPipeline_ = pipeline ;
2017-08-15 16:01:50 +02:00
}
2018-03-16 17:38:02 +01:00
ApplyDrawStateLate ( renderManager , false , 0 , pipeline - > UsesBlendConstant ( ) ) ;
2017-08-15 16:01:50 +02:00
gstate_c . Clean ( DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE ) ;
2022-08-28 08:34:48 -07:00
gstate_c . Dirty ( dirtyRequiresRecheck_ ) ;
dirtyRequiresRecheck_ = 0 ;
2017-08-22 13:25:45 +02:00
lastPipeline_ = pipeline ;
2017-08-15 16:01:50 +02:00
}
lastPrim_ = prim ;
2016-03-20 16:33:34 +01:00
2020-04-04 11:03:07 -07:00
dirtyUniforms_ | = shaderManager_ - > UpdateUniforms ( framebufferManager_ - > UseBufferedRendering ( ) ) ;
2023-10-09 11:51:32 +02:00
UpdateUBOs ( ) ;
PackedDescriptor descriptors [ 9 ] { } ;
int descCount = 6 ;
descriptors [ 0 ] . image . view = imageView ;
descriptors [ 0 ] . image . sampler = sampler ;
if ( boundSecondary_ ) {
descriptors [ 1 ] . image . view = boundSecondary_ ;
descriptors [ 1 ] . image . sampler = samplerSecondaryNearest_ ;
}
if ( boundDepal_ ) {
descriptors [ 2 ] . image . view = boundDepal_ ;
descriptors [ 2 ] . image . sampler = boundDepalSmoothed_ ? samplerSecondaryLinear_ : samplerSecondaryNearest_ ;
}
descriptors [ 3 ] . buffer . buffer = baseBuf ;
descriptors [ 3 ] . buffer . range = sizeof ( UB_VS_FS_Base ) ;
descriptors [ 4 ] . buffer . buffer = lightBuf ;
descriptors [ 4 ] . buffer . range = sizeof ( UB_VS_Lights ) ;
descriptors [ 5 ] . buffer . buffer = boneBuf ;
descriptors [ 5 ] . buffer . range = sizeof ( UB_VS_Bones ) ;
if ( tess ) {
const VkDescriptorBufferInfo * bufInfo = tessDataTransferVulkan - > GetBufferInfo ( ) ;
for ( int j = 0 ; j < 3 ; j + + ) {
descriptors [ j + 6 ] . buffer . buffer = bufInfo [ j ] . buffer ;
descriptors [ j + 6 ] . buffer . offset = bufInfo [ j ] . offset ;
descriptors [ j + 6 ] . buffer . range = bufInfo [ j ] . range ;
}
2023-10-09 21:48:00 +02:00
descCount = 9 ;
2023-10-09 11:51:32 +02:00
}
2023-06-05 09:49:58 +02:00
// TODO: Can we avoid binding all three when not needed? Same below for hardware transform.
// Think this will require different descriptor set layouts.
2018-04-10 12:22:02 +02:00
const uint32_t dynamicUBOOffsets [ 3 ] = {
baseUBOOffset , lightUBOOffset , boneUBOOffset ,
2016-01-03 18:31:03 +01:00
} ;
2015-10-10 16:41:19 +02:00
if ( useElements ) {
2020-12-13 00:20:47 +01:00
if ( ! ibuf ) {
2023-05-23 18:00:50 +02:00
ibOffset = ( uint32_t ) pushIndex_ - > Push ( decIndex_ , sizeof ( uint16_t ) * indexGen . VertexCount ( ) , 4 , & ibuf ) ;
2020-12-13 00:20:47 +01:00
}
2023-10-09 11:51:32 +02:00
renderManager - > DrawIndexed ( descriptors , descCount , ARRAY_SIZE ( dynamicUBOOffsets ) , dynamicUBOOffsets , vbuf , vbOffset , ibuf , ibOffset , vertexCount , 1 ) ;
2015-10-10 16:41:19 +02:00
} else {
2023-10-09 11:51:32 +02:00
renderManager - > Draw ( descriptors , descCount , ARRAY_SIZE ( dynamicUBOOffsets ) , dynamicUBOOffsets , vbuf , vbOffset , vertexCount ) ;
2015-10-10 16:41:19 +02:00
}
} else {
2017-08-18 13:39:42 +02:00
PROFILE_THIS_SCOPE ( " soft " ) ;
2022-11-09 07:07:39 -08:00
if ( ! decOptions_ . applySkinInDecode ) {
decOptions_ . applySkinInDecode = true ;
lastVType_ | = ( 1 < < 26 ) ;
dec_ = GetVertexDecoder ( lastVType_ ) ;
}
2023-05-23 16:46:43 +02:00
DecodeVerts ( decoded_ ) ;
2023-10-02 00:50:20 +02:00
DecodeInds ( ) ;
2017-05-21 23:13:53 +02:00
bool hasColor = ( lastVType_ & GE_VTYPE_COL_MASK ) ! = GE_VTYPE_COL_NONE ;
2015-10-10 16:41:19 +02:00
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 ;
2023-10-02 00:50:20 +02:00
_dbg_assert_ ( prim ! = GE_PRIM_INVALID ) ;
2015-10-10 16:41:19 +02:00
2023-09-27 20:04:37 +02:00
u16 * inds = decIndex_ ;
2017-12-02 09:58:13 +01:00
SoftwareTransformResult result { } ;
SoftwareTransformParams params { } ;
2023-05-23 16:46:43 +02:00
params . decoded = decoded_ ;
2023-05-23 18:00:50 +02:00
params . transformed = transformed_ ;
params . transformedExpanded = transformedExpanded_ ;
2016-03-12 13:37:08 -08:00
params . fbman = framebufferManager_ ;
params . texCache = textureCache_ ;
2022-08-05 21:11:33 +02:00
// In Vulkan, we have to force drawing of primitives if !framebufferManager_->UseBufferedRendering() because Vulkan clears
2017-12-02 09:58:13 +01:00
// do not respect scissor rects.
2020-04-04 10:51:47 -07:00
params . allowClear = framebufferManager_ - > UseBufferedRendering ( ) ;
2016-03-12 13:37:08 -08:00
params . allowSeparateAlphaClear = false ;
2018-04-28 16:32:09 -07:00
params . provokeFlatFirst = true ;
2021-10-23 11:59:34 -07:00
params . flippedY = true ;
2021-10-23 14:20:44 -07:00
params . usesHalfZ = true ;
2016-03-12 13:37:08 -08:00
2020-01-26 15:30:20 +01:00
// We need to update the viewport early because it's checked for flipping in SoftwareTransform.
// We don't have a "DrawStateEarly" in vulkan, so...
// TODO: Probably should eventually refactor this and feed the vp size into SoftwareTransform directly (Unknown's idea).
if ( gstate_c . IsDirty ( DIRTY_VIEWPORTSCISSOR_STATE ) ) {
2021-10-30 17:30:05 -07:00
ViewportAndScissor vpAndScissor ;
ConvertViewportAndScissor ( framebufferManager_ - > UseBufferedRendering ( ) ,
framebufferManager_ - > GetRenderWidth ( ) , framebufferManager_ - > GetRenderHeight ( ) ,
framebufferManager_ - > GetTargetBufferWidth ( ) , framebufferManager_ - > GetTargetBufferHeight ( ) ,
vpAndScissor ) ;
2022-08-20 14:16:55 -07:00
UpdateCachedViewportState ( vpAndScissor ) ;
2020-01-26 15:30:20 +01:00
}
2023-10-02 11:25:27 +02:00
int maxIndex = MaxIndex ( ) ;
2020-05-08 00:26:41 -07:00
SoftwareTransform swTransform ( params ) ;
2021-10-23 11:59:34 -07:00
const Lin : : Vec3 trans ( gstate_c . vpXOffset , gstate_c . vpYOffset , gstate_c . vpZOffset * 0.5f + 0.5f ) ;
const Lin : : Vec3 scale ( gstate_c . vpWidthScale , gstate_c . vpHeightScale , gstate_c . vpDepthScale * 0.5f ) ;
swTransform . SetProjMatrix ( gstate . projMatrix , gstate_c . vpWidth < 0 , gstate_c . vpHeight < 0 , trans , scale ) ;
2020-05-08 00:26:41 -07:00
swTransform . Decode ( prim , dec_ - > VertexType ( ) , dec_ - > GetDecVtxFmt ( ) , maxIndex , & result ) ;
2022-11-09 20:34:29 -08:00
// Non-zero depth clears are unusual, but some drivers don't match drawn depth values to cleared values.
// Games sometimes expect exact matches (see #12626, for example) for equal comparisons.
if ( result . action = = SW_CLEAR & & everUsedEqualDepth_ & & gstate . isClearModeDepthMask ( ) & & result . depth > 0.0f & & result . depth < 1.0f )
result . action = SW_NOT_READY ;
2020-05-08 00:26:41 -07:00
if ( result . action = = SW_NOT_READY ) {
swTransform . DetectOffsetTexture ( maxIndex ) ;
2023-09-27 20:04:37 +02:00
swTransform . BuildDrawingParams ( prim , indexGen . VertexCount ( ) , dec_ - > VertexType ( ) , inds , maxIndex , & result ) ;
2020-05-08 00:26:41 -07:00
}
2015-10-10 16:41:19 +02:00
2020-05-23 00:25:39 -07:00
if ( result . setSafeSize )
framebufferManager_ - > SetSafeSize ( result . safeWidth , result . safeHeight ) ;
2016-01-24 17:30:26 +01:00
// 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.
2015-10-10 16:41:19 +02:00
if ( result . action = = SW_DRAW_PRIMITIVES ) {
2016-05-01 16:25:09 -07:00
if ( textureNeedsApply ) {
2017-02-19 23:19:55 +01:00
textureCache_ - > ApplyTexture ( ) ;
textureCache_ - > GetVulkanHandles ( imageView , sampler ) ;
2016-05-01 16:25:09 -07:00
if ( imageView = = VK_NULL_HANDLE )
2023-05-25 14:46:33 +02:00
imageView = ( VkImageView ) draw_ - > GetNativeObject ( gstate_c . textureIsArray ? Draw : : NativeObject : : NULL_IMAGEVIEW_ARRAY : Draw : : NativeObject : : NULL_IMAGEVIEW ) ;
2016-05-01 16:25:09 -07:00
if ( sampler = = VK_NULL_HANDLE )
sampler = nullSampler_ ;
}
2022-10-01 19:22:16 -07:00
if ( ! lastPipeline_ | | gstate_c . IsDirty ( DIRTY_BLEND_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_GEOMETRYSHADER_STATE ) | | prim ! = lastPrim_ ) {
2017-08-18 13:39:42 +02:00
if ( prim ! = lastPrim_ | | gstate_c . IsDirty ( DIRTY_BLEND_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE ) ) {
ConvertStateToVulkanKey ( * framebufferManager_ , shaderManager_ , prim , pipelineKey_ , dynState_ ) ;
}
2022-10-23 11:21:35 +02:00
VulkanVertexShader * vshader = nullptr ;
VulkanFragmentShader * fshader = nullptr ;
VulkanGeometryShader * gshader = nullptr ;
2022-12-14 22:48:17 +01:00
shaderManager_ - > GetShaders ( prim , dec_ , & vshader , & fshader , & gshader , pipelineState_ , false , false , decOptions_ . expandAllWeightsToFloat , true ) ;
2022-09-02 22:40:15 +02:00
_dbg_assert_msg_ ( ! vshader - > UseHWTransform ( ) , " Bad vshader " ) ;
2023-01-13 10:14:29 +01:00
VulkanPipeline * pipeline = pipelineManager_ - > GetOrCreatePipeline ( renderManager , pipelineLayout_ , pipelineKey_ , & dec_ - > decFmt , vshader , fshader , gshader , false , 0 , framebufferManager_ - > GetMSAALevel ( ) , false ) ;
2018-03-19 17:46:58 +01:00
if ( ! pipeline | | ! pipeline - > pipeline ) {
2017-08-18 13:39:42 +02:00
// Already logged, let's bail out.
2023-09-20 22:25:22 +02:00
ResetAfterDraw ( ) ;
2017-08-18 13:39:42 +02:00
return ;
}
2017-11-15 20:43:29 +01:00
BindShaderBlendTex ( ) ; // This might cause copies so super important to do before BindPipeline.
2020-06-02 09:50:20 +02:00
2023-09-20 22:25:22 +02:00
if ( ! renderManager - > BindPipeline ( pipeline - > pipeline , pipeline - > pipelineFlags , pipelineLayout_ ) ) {
renderManager - > ReportBadStateForDraw ( ) ;
ResetAfterDraw ( ) ;
return ;
}
2017-08-18 13:39:42 +02:00
if ( pipeline ! = lastPipeline_ ) {
2018-03-16 17:38:02 +01:00
if ( lastPipeline_ & & ! lastPipeline_ - > UsesBlendConstant ( ) & & pipeline - > UsesBlendConstant ( ) ) {
2017-10-20 18:09:05 +02:00
gstate_c . Dirty ( DIRTY_BLEND_STATE ) ;
}
2017-10-22 10:07:35 +02:00
lastPipeline_ = pipeline ;
2017-08-18 13:39:42 +02:00
}
2018-03-16 17:38:02 +01:00
ApplyDrawStateLate ( renderManager , result . setStencil , result . stencilValue , pipeline - > UsesBlendConstant ( ) ) ;
2017-08-18 13:39:42 +02:00
gstate_c . Clean ( DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE ) ;
2022-08-28 08:34:48 -07:00
gstate_c . Dirty ( dirtyRequiresRecheck_ ) ;
dirtyRequiresRecheck_ = 0 ;
2017-08-22 13:25:45 +02:00
lastPipeline_ = pipeline ;
2016-03-12 09:21:13 -08:00
}
2022-08-05 21:11:33 +02:00
2017-08-18 13:39:42 +02:00
lastPrim_ = prim ;
2016-01-09 01:23:32 +01:00
2020-04-04 11:03:07 -07:00
dirtyUniforms_ | = shaderManager_ - > UpdateUniforms ( framebufferManager_ - > UseBufferedRendering ( ) ) ;
2017-08-15 16:01:50 +02:00
2016-03-20 16:33:34 +01:00
// Even if the first draw is through-mode, make sure we at least have one copy of these uniforms buffered
2023-10-09 11:51:32 +02:00
UpdateUBOs ( ) ;
PackedDescriptor descriptors [ 9 ] { } ;
int descCount = 6 ;
descriptors [ 0 ] . image . view = imageView ;
descriptors [ 0 ] . image . sampler = sampler ;
if ( boundSecondary_ ) {
descriptors [ 1 ] . image . view = boundSecondary_ ;
descriptors [ 1 ] . image . sampler = samplerSecondaryNearest_ ;
}
if ( boundDepal_ ) {
descriptors [ 2 ] . image . view = boundDepal_ ;
descriptors [ 2 ] . image . sampler = boundDepalSmoothed_ ? samplerSecondaryLinear_ : samplerSecondaryNearest_ ;
}
descriptors [ 3 ] . buffer . buffer = baseBuf ;
descriptors [ 3 ] . buffer . range = sizeof ( UB_VS_FS_Base ) ;
descriptors [ 4 ] . buffer . buffer = lightBuf ;
descriptors [ 4 ] . buffer . range = sizeof ( UB_VS_Lights ) ;
descriptors [ 5 ] . buffer . buffer = boneBuf ;
descriptors [ 5 ] . buffer . range = sizeof ( UB_VS_Bones ) ;
2016-01-09 01:23:32 +01:00
2018-04-10 12:22:02 +02:00
const uint32_t dynamicUBOOffsets [ 3 ] = {
baseUBOOffset , lightUBOOffset , boneUBOOffset ,
2016-01-09 01:23:32 +01:00
} ;
2017-08-18 13:39:42 +02:00
2017-08-22 13:25:45 +02:00
PROFILE_THIS_SCOPE ( " renderman_q " ) ;
2016-01-09 01:23:32 +01:00
2020-05-08 00:26:41 -07:00
if ( result . drawIndexed ) {
2016-03-20 09:52:13 +01:00
VkBuffer vbuf , ibuf ;
2023-03-15 10:09:39 +01:00
vbOffset = ( uint32_t ) pushVertex_ - > Push ( result . drawBuffer , maxIndex * sizeof ( TransformedVertex ) , 4 , & vbuf ) ;
2023-09-27 20:04:37 +02:00
ibOffset = ( uint32_t ) pushIndex_ - > Push ( inds , sizeof ( short ) * result . drawNumTrans , 4 , & ibuf ) ;
2023-10-09 11:51:32 +02:00
renderManager - > DrawIndexed ( descriptors , descCount , ARRAY_SIZE ( dynamicUBOOffsets ) , dynamicUBOOffsets , vbuf , vbOffset , ibuf , ibOffset , result . drawNumTrans , 1 ) ;
2023-09-27 20:04:37 +02:00
} else {
2016-03-20 09:52:13 +01:00
VkBuffer vbuf ;
2023-03-15 10:09:39 +01:00
vbOffset = ( uint32_t ) pushVertex_ - > Push ( result . drawBuffer , result . drawNumTrans * sizeof ( TransformedVertex ) , 4 , & vbuf ) ;
2023-10-09 11:51:32 +02:00
renderManager - > Draw ( descriptors , descCount , ARRAY_SIZE ( dynamicUBOOffsets ) , dynamicUBOOffsets , vbuf , vbOffset , result . drawNumTrans ) ;
2015-10-10 16:41:19 +02:00
}
} else if ( result . action = = SW_CLEAR ) {
2016-03-12 13:37:08 -08:00
// Note: we won't get here if the clear is alpha but not color, or color but not alpha.
2023-02-25 18:31:13 +01:00
bool clearColor = gstate . isClearModeColorMask ( ) ;
bool clearAlpha = gstate . isClearModeAlphaMask ( ) ; // and stencil
bool clearDepth = gstate . isClearModeDepthMask ( ) ;
int mask = 0 ;
// The Clear detection takes care of doing a regular draw instead if separate masking
// of color and alpha is needed, so we can just treat them as the same.
if ( clearColor | | clearAlpha ) mask | = Draw : : FBChannel : : FB_COLOR_BIT ;
if ( clearDepth ) mask | = Draw : : FBChannel : : FB_DEPTH_BIT ;
if ( clearAlpha ) mask | = Draw : : FBChannel : : FB_STENCIL_BIT ;
// Note that since the alpha channel and the stencil channel are shared on the PSP,
// when we clear alpha, we also clear stencil to the same value.
draw_ - > Clear ( mask , result . color , result . depth , result . color > > 24 ) ;
if ( clearColor | | clearAlpha ) {
framebufferManager_ - > SetColorUpdated ( gstate_c . skipDrawReason ) ;
}
2022-10-17 08:27:49 +02:00
if ( gstate_c . Use ( GPU_USE_CLEAR_RAM_HACK ) & & gstate . isClearModeColorMask ( ) & & ( gstate . isClearModeAlphaMask ( ) | | gstate . FrameBufFormat ( ) = = GE_FORMAT_565 ) ) {
2020-05-23 00:25:39 -07:00
int scissorX1 = gstate . getScissorX1 ( ) ;
int scissorY1 = gstate . getScissorY1 ( ) ;
int scissorX2 = gstate . getScissorX2 ( ) + 1 ;
int scissorY2 = gstate . getScissorY2 ( ) + 1 ;
2017-04-09 15:10:07 -07:00
framebufferManager_ - > ApplyClearToMemory ( scissorX1 , scissorY1 , scissorX2 , scissorY2 , result . color ) ;
2016-09-18 19:40:44 -07:00
}
2015-10-10 16:41:19 +02:00
}
2022-11-06 08:55:07 -08:00
decOptions_ . applySkinInDecode = g_Config . bSoftwareSkinning ;
2015-10-10 16:41:19 +02:00
}
2023-10-06 12:24:59 +02:00
ResetAfterDrawInline ( ) ;
2015-10-10 16:41:19 +02:00
framebufferManager_ - > SetColorUpdated ( gstate_c . skipDrawReason ) ;
2018-09-01 08:32:03 -07:00
GPUDebug : : NotifyDraw ( ) ;
2015-10-10 16:41:19 +02:00
}
2023-09-20 22:25:22 +02:00
void DrawEngineVulkan : : ResetAfterDraw ( ) {
indexGen . Reset ( ) ;
decodedVerts_ = 0 ;
2023-10-02 00:50:20 +02:00
numDrawVerts_ = 0 ;
numDrawInds_ = 0 ;
2023-10-02 11:25:27 +02:00
vertexCountInDrawCalls_ = 0 ;
2023-10-02 00:50:20 +02:00
decodeIndsCounter_ = 0 ;
decodeVertsCounter_ = 0 ;
2023-09-20 22:25:22 +02:00
decOptions_ . applySkinInDecode = g_Config . bSoftwareSkinning ;
gstate_c . vertexFullAlpha = true ;
}
2023-10-09 11:51:32 +02:00
void DrawEngineVulkan : : UpdateUBOs ( ) {
2016-03-20 15:13:17 -07:00
if ( ( dirtyUniforms_ & DIRTY_BASE_UNIFORMS ) | | baseBuf = = VK_NULL_HANDLE ) {
2023-03-15 10:09:39 +01:00
baseUBOOffset = shaderManager_ - > PushBaseBuffer ( pushUBO_ , & baseBuf ) ;
2016-03-20 15:13:17 -07:00
dirtyUniforms_ & = ~ DIRTY_BASE_UNIFORMS ;
}
if ( ( dirtyUniforms_ & DIRTY_LIGHT_UNIFORMS ) | | lightBuf = = VK_NULL_HANDLE ) {
2023-03-15 10:09:39 +01:00
lightUBOOffset = shaderManager_ - > PushLightBuffer ( pushUBO_ , & lightBuf ) ;
2016-03-20 15:13:17 -07:00
dirtyUniforms_ & = ~ DIRTY_LIGHT_UNIFORMS ;
}
2018-04-10 12:22:02 +02:00
if ( ( dirtyUniforms_ & DIRTY_BONE_UNIFORMS ) | | boneBuf = = VK_NULL_HANDLE ) {
2023-03-15 10:09:39 +01:00
boneUBOOffset = shaderManager_ - > PushBoneBuffer ( pushUBO_ , & boneBuf ) ;
2018-04-10 12:22:02 +02:00
dirtyUniforms_ & = ~ DIRTY_BONE_UNIFORMS ;
}
2016-03-20 15:13:17 -07:00
}
2018-09-29 13:39:02 +09:00
void TessellationDataTransferVulkan : : SendDataToShader ( const SimpleVertex * const * points , int size_u , int size_v , u32 vertType , const Spline : : Weight2D & weights ) {
2018-04-12 12:00:19 +02:00
// SSBOs that are not simply float1 or float2 need to be padded up to a float4 size. vec3 members
// also need to be 16-byte aligned, hence the padding.
2017-11-12 12:07:33 +01:00
struct TessData {
float pos [ 3 ] ; float pad1 ;
float uv [ 2 ] ; float pad2 [ 2 ] ;
float color [ 4 ] ;
} ;
2018-09-22 22:06:40 +09:00
int size = size_u * size_v ;
2019-02-05 10:05:22 +01:00
int ssboAlignment = vulkan_ - > GetPhysicalDeviceProperties ( ) . properties . limits . minStorageBufferOffsetAlignment ;
2023-03-14 23:21:43 +01:00
uint8_t * data = ( uint8_t * ) push_ - > Allocate ( size * sizeof ( TessData ) , ssboAlignment , & bufInfo_ [ 0 ] . buffer , ( uint32_t * ) & bufInfo_ [ 0 ] . offset ) ;
2018-07-11 01:09:20 +09:00
bufInfo_ [ 0 ] . range = size * sizeof ( TessData ) ;
2017-11-12 12:07:33 +01:00
2018-06-28 01:41:16 +09:00
float * pos = ( float * ) ( data ) ;
float * tex = ( float * ) ( data + offsetof ( TessData , uv ) ) ;
float * col = ( float * ) ( data + offsetof ( TessData , color ) ) ;
int stride = sizeof ( TessData ) / sizeof ( float ) ;
2017-03-23 23:28:38 +09:00
2018-06-28 01:41:16 +09:00
CopyControlPoints ( pos , tex , col , stride , stride , stride , points , size , vertType ) ;
2018-07-11 01:09:20 +09:00
2018-09-29 13:39:02 +09:00
using Spline : : Weight ;
2018-07-11 01:09:20 +09:00
// Weights U
2023-03-14 23:21:43 +01:00
data = ( uint8_t * ) push_ - > Allocate ( weights . size_u * sizeof ( Weight ) , ssboAlignment , & bufInfo_ [ 1 ] . buffer , ( uint32_t * ) & bufInfo_ [ 1 ] . offset ) ;
2018-07-11 01:09:20 +09:00
memcpy ( data , weights . u , weights . size_u * sizeof ( Weight ) ) ;
bufInfo_ [ 1 ] . range = weights . size_u * sizeof ( Weight ) ;
// Weights V
2023-03-14 23:21:43 +01:00
data = ( uint8_t * ) push_ - > Allocate ( weights . size_v * sizeof ( Weight ) , ssboAlignment , & bufInfo_ [ 2 ] . buffer , ( uint32_t * ) & bufInfo_ [ 2 ] . offset ) ;
2018-07-11 01:09:20 +09:00
memcpy ( data , weights . v , weights . size_v * sizeof ( Weight ) ) ;
bufInfo_ [ 2 ] . range = weights . size_v * sizeof ( Weight ) ;
2017-11-11 21:50:24 +01:00
}