// 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 #include "Common/Profiler/Profiler.h" #include "Common/Log.h" #include "Common/File/FileUtil.h" #include "Common/GraphicsContext.h" #include "Common/Serialize/Serializer.h" #include "Common/TimeUtil.h" #include "Core/Config.h" #include "Core/Debugger/Breakpoints.h" #include "Core/MemMapHelpers.h" #include "Core/Reporting.h" #include "Core/System.h" #include "Core/ELF/ParamSFO.h" #include "GPU/GPUState.h" #include "GPU/ge_constants.h" #include "GPU/GeDisasm.h" #include "GPU/Common/FramebufferManagerCommon.h" #include "GPU/Vulkan/ShaderManagerVulkan.h" #include "GPU/Vulkan/GPU_Vulkan.h" #include "GPU/Vulkan/FramebufferManagerVulkan.h" #include "GPU/Vulkan/DrawEngineVulkan.h" #include "GPU/Vulkan/TextureCacheVulkan.h" #include "Common/GPU/Vulkan/VulkanRenderManager.h" #include "Common/GPU/Vulkan/VulkanQueueRunner.h" GPU_Vulkan::GPU_Vulkan(GraphicsContext *gfxCtx, Draw::DrawContext *draw) : GPUCommonHW(gfxCtx, draw), drawEngine_(draw) { gstate_c.SetUseFlags(CheckGPUFeatures()); drawEngine_.InitDeviceObjects(); VulkanContext *vulkan = (VulkanContext *)gfxCtx->GetAPIContext(); vulkan->SetProfilerEnabledPtr(&g_Config.bGpuLogProfiler); shaderManagerVulkan_ = new ShaderManagerVulkan(draw); pipelineManager_ = new PipelineManagerVulkan(vulkan); framebufferManagerVulkan_ = new FramebufferManagerVulkan(draw); framebufferManager_ = framebufferManagerVulkan_; textureCacheVulkan_ = new TextureCacheVulkan(draw, framebufferManager_->GetDraw2D(), vulkan); textureCache_ = textureCacheVulkan_; drawEngineCommon_ = &drawEngine_; shaderManager_ = shaderManagerVulkan_; drawEngine_.SetTextureCache(textureCacheVulkan_); drawEngine_.SetFramebufferManager(framebufferManagerVulkan_); drawEngine_.SetShaderManager(shaderManagerVulkan_); drawEngine_.SetPipelineManager(pipelineManager_); drawEngine_.Init(); framebufferManagerVulkan_->SetTextureCache(textureCacheVulkan_); framebufferManagerVulkan_->SetDrawEngine(&drawEngine_); framebufferManagerVulkan_->SetShaderManager(shaderManagerVulkan_); framebufferManagerVulkan_->Init(msaaLevel_); textureCacheVulkan_->SetFramebufferManager(framebufferManagerVulkan_); textureCacheVulkan_->SetShaderManager(shaderManagerVulkan_); textureCacheVulkan_->SetDrawEngine(&drawEngine_); InitDeviceObjects(); // Sanity check gstate if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) { ERROR_LOG(G3D, "gstate has drifted out of sync!"); } BuildReportingInfo(); // Update again after init to be sure of any silly driver problems. UpdateVsyncInterval(true); textureCache_->NotifyConfigChanged(); // Load shader cache. std::string discID = g_paramSFO.GetDiscID(); if (discID.size()) { File::CreateFullPath(GetSysDirectory(DIRECTORY_APP_CACHE)); shaderCachePath_ = GetSysDirectory(DIRECTORY_APP_CACHE) / (discID + ".vkshadercache"); shaderCacheLoaded_ = false; std::thread th([&] { LoadCache(shaderCachePath_); shaderCacheLoaded_ = true; }); th.detach(); } else { shaderCacheLoaded_ = true; } } bool GPU_Vulkan::IsReady() { return shaderCacheLoaded_; } void GPU_Vulkan::CancelReady() { pipelineManager_->CancelCache(); } void GPU_Vulkan::LoadCache(const Path &filename) { if (!g_Config.bShaderCache) { WARN_LOG(G3D, "Shader cache disabled. Not loading."); return; } PSP_SetLoading("Loading shader cache..."); // Actually precompiled by IsReady() since we're single-threaded. FILE *f = File::OpenCFile(filename, "rb"); if (!f) return; // First compile shaders to SPIR-V, then load the pipeline cache and recreate the pipelines. // It's when recreating the pipelines that the pipeline cache is useful - in the ideal case, // it can just memcpy the finished shader binaries out of the pipeline cache file. bool result = shaderManagerVulkan_->LoadCacheFlags(f, &drawEngine_); if (!result) { WARN_LOG(G3D, "ShaderManagerVulkan failed to load cache header."); } if (result) { // Reload use flags in case LoadCacheFlags() changed them. if (drawEngineCommon_->EverUsedExactEqualDepth()) { sawExactEqualDepth_ = true; } gstate_c.SetUseFlags(CheckGPUFeatures()); result = shaderManagerVulkan_->LoadCache(f); if (!result) { WARN_LOG(G3D, "ShaderManagerVulkan failed to load cache."); } } if (result) { // WARNING: See comment in LoadPipelineCache if you are tempted to flip the second parameter to true. result = pipelineManager_->LoadPipelineCache(f, false, shaderManagerVulkan_, draw_, drawEngine_.GetPipelineLayout(), msaaLevel_); } fclose(f); if (!result) { WARN_LOG(G3D, "Incompatible Vulkan pipeline cache - rebuilding."); // Bad cache file for this GPU/Driver/etc. Delete it. File::Delete(filename); } else { INFO_LOG(G3D, "Loaded Vulkan pipeline cache."); } } void GPU_Vulkan::SaveCache(const Path &filename) { if (!g_Config.bShaderCache) { INFO_LOG(G3D, "Shader cache disabled. Not saving."); return; } if (!draw_) { // Already got the lost message, we're in shutdown. WARN_LOG(G3D, "Not saving shaders - shutting down from in-game."); return; } FILE *f = File::OpenCFile(filename, "wb"); if (!f) return; shaderManagerVulkan_->SaveCache(f, &drawEngine_); // WARNING: See comment in LoadCache if you are tempted to flip the second parameter to true. pipelineManager_->SavePipelineCache(f, false, shaderManagerVulkan_, draw_); INFO_LOG(G3D, "Saved Vulkan pipeline cache"); fclose(f); } GPU_Vulkan::~GPU_Vulkan() { if (draw_) { VulkanRenderManager *rm = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER); rm->DrainCompileQueue(); } SaveCache(shaderCachePath_); // Note: We save the cache in DeviceLost DestroyDeviceObjects(); drawEngine_.DeviceLost(); shaderManager_->ClearShaders(); delete pipelineManager_; // other managers are deleted in ~GPUCommonHW. } u32 GPU_Vulkan::CheckGPUFeatures() const { uint32_t features = GPUCommonHW::CheckGPUFeatures(); VulkanContext *vulkan = (VulkanContext *)draw_->GetNativeObject(Draw::NativeObject::CONTEXT); // Could simplify this, but it's good as documentation. switch (vulkan->GetPhysicalDeviceProperties().properties.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_USE_ACCURATE_DEPTH; break; case VULKAN_VENDOR_QUALCOMM: // Accurate depth is required on Adreno too (seems to also have a reverse-Z driver bug). features |= GPU_USE_ACCURATE_DEPTH; break; case VULKAN_VENDOR_ARM: { // This check is probably not exactly accurate. But old drivers had problems with reverse-Z, just like AMD and Qualcomm. // NOTE: Galaxy S8 has version 16 but still seems to have some problems with accurate depth. // TODO: Move this check to thin3d_vulkan. bool driverTooOld = IsHashMaliDriverVersion(vulkan->GetPhysicalDeviceProperties().properties) || VK_VERSION_MAJOR(vulkan->GetPhysicalDeviceProperties().properties.driverVersion) < 14; if (!PSP_CoreParameter().compat.flags().DisableAccurateDepth || driverTooOld) { features |= GPU_USE_ACCURATE_DEPTH; } else { features &= ~GPU_USE_ACCURATE_DEPTH; } break; } case VULKAN_VENDOR_IMGTEC: // We ignore the disable flag on IMGTec. Another reverse-Z bug (plus, not really any reason to bother). See #17044 features |= GPU_USE_ACCURATE_DEPTH; break; default: // On other GPUs we'll just assume we don't need inaccurate depth, leaving ARM Mali as the odd one out. features |= GPU_USE_ACCURATE_DEPTH; break; } // Might enable this later - in the first round we are mostly looking at depth/stencil/discard. // if (!g_Config.bEnableVendorBugChecks) // features |= GPU_USE_ACCURATE_DEPTH; // Mandatory features on Vulkan, which may be checked in "centralized" code features |= GPU_USE_TEXTURE_LOD_CONTROL; features |= GPU_USE_INSTANCE_RENDERING; features |= GPU_USE_VERTEX_TEXTURE_FETCH; features |= GPU_USE_TEXTURE_FLOAT; // Fall back to geometry shader culling if we can't do vertex range culling. // Checking accurate depth here because the old depth path is uncommon and not well tested for this. if (draw_->GetDeviceCaps().geometryShaderSupported && (features & GPU_USE_ACCURATE_DEPTH) != 0) { const bool useGeometry = g_Config.bUseGeometryShader && !draw_->GetBugs().Has(Draw::Bugs::GEOMETRY_SHADERS_SLOW_OR_BROKEN); const bool vertexSupported = draw_->GetDeviceCaps().clipDistanceSupported && draw_->GetDeviceCaps().cullDistanceSupported; if (useGeometry && (!vertexSupported || (features & GPU_USE_VS_RANGE_CULLING) == 0)) { // Switch to culling via the geometry shader if not fully supported in vertex. features |= GPU_USE_GS_CULLING; features &= ~GPU_USE_VS_RANGE_CULLING; } } // These are VULKAN_4444_FORMAT and friends. uint32_t fmt4444 = draw_->GetDataFormatSupport(Draw::DataFormat::B4G4R4A4_UNORM_PACK16); uint32_t fmt1555 = draw_->GetDataFormatSupport(Draw::DataFormat::A1R5G5B5_UNORM_PACK16); // Note that we are (accidentally) using B5G6R5 instead of the mandatory R5G6B5. // Support is almost as widespread, but not quite. So let's just not use any 16-bit formats // if it's not available, for simplicity. uint32_t fmt565 = draw_->GetDataFormatSupport(Draw::DataFormat::B5G6R5_UNORM_PACK16); if ((fmt4444 & Draw::FMT_TEXTURE) && (fmt565 & Draw::FMT_TEXTURE) && (fmt1555 & Draw::FMT_TEXTURE)) { features |= GPU_USE_16BIT_FORMATS; } else { INFO_LOG(G3D, "Deficient texture format support: 4444: %d 1555: %d 565: %d", fmt4444, fmt1555, fmt565); } if (g_Config.bStereoRendering && draw_->GetDeviceCaps().multiViewSupported) { features |= GPU_USE_SINGLE_PASS_STEREO; features |= GPU_USE_SIMPLE_STEREO_PERSPECTIVE; features &= ~GPU_USE_FRAMEBUFFER_FETCH; // Need to figure out if this can be supported with multiview rendering if (features & GPU_USE_GS_CULLING) { // Many devices that support stereo and GS don't support GS during stereo. features &= ~GPU_USE_GS_CULLING; features |= GPU_USE_VS_RANGE_CULLING; } } // We need to turn off framebuffer fetch through input attachments if MSAA is on for now. // This is fixable, just needs some shader generator work (subpassInputMS). // Actually, I've decided to disable framebuffer fetch entirely for now. Perf isn't worth // the compatibility problems. // if (msaaLevel_ != 0) { features &= ~GPU_USE_FRAMEBUFFER_FETCH; // } // Only a few low-power GPUs should probably avoid this. // Let's figure that out later. features |= GPU_USE_FRAGMENT_UBERSHADER; // Attempt to workaround #17386 if (draw_->GetBugs().Has(Draw::Bugs::UNIFORM_INDEXING_BROKEN)) { features &= ~GPU_USE_LIGHT_UBERSHADER; } return CheckGPUFeaturesLate(features); } void GPU_Vulkan::BeginHostFrame() { GPUCommonHW::BeginHostFrame(); drawEngine_.BeginFrame(); textureCache_->StartFrame(); VulkanContext *vulkan = (VulkanContext *)draw_->GetNativeObject(Draw::NativeObject::CONTEXT); int curFrame = vulkan->GetCurFrame(); framebufferManager_->BeginFrame(); shaderManagerVulkan_->DirtyShader(); gstate_c.Dirty(DIRTY_ALL); if (gstate_c.useFlagsChanged) { // TODO: It'd be better to recompile them in the background, probably? // This most likely means that saw equal depth changed. WARN_LOG(G3D, "Shader use flags changed, clearing all shaders and depth buffers"); // TODO: Not all shaders need to be recompiled. In fact, quite few? Of course, depends on // the use flag change.. This is a major frame rate hitch in the start of a race in Outrun. shaderManager_->ClearShaders(); pipelineManager_->Clear(); framebufferManager_->ClearAllDepthBuffers(); gstate_c.useFlagsChanged = false; } if (dumpNextFrame_) { NOTICE_LOG(G3D, "DUMPING THIS FRAME"); dumpThisFrame_ = true; dumpNextFrame_ = false; } else if (dumpThisFrame_) { dumpThisFrame_ = false; } } void GPU_Vulkan::EndHostFrame() { VulkanContext *vulkan = (VulkanContext *)draw_->GetNativeObject(Draw::NativeObject::CONTEXT); drawEngine_.EndFrame(); GPUCommonHW::EndHostFrame(); } // Needs to be called on GPU thread, not reporting thread. void GPU_Vulkan::BuildReportingInfo() { VulkanContext *vulkan = (VulkanContext *)draw_->GetNativeObject(Draw::NativeObject::CONTEXT); const auto &props = vulkan->GetPhysicalDeviceProperties().properties; const auto &available = vulkan->GetDeviceFeatures().available; #define CHECK_BOOL_FEATURE(n) do { if (available.standard.n) { featureNames += ", " #n; } } while (false) #define CHECK_BOOL_FEATURE_MULTIVIEW(n) do { if (available.multiview.n) { featureNames += ", " #n; } } while (false) std::string featureNames = ""; CHECK_BOOL_FEATURE(fullDrawIndexUint32); CHECK_BOOL_FEATURE(geometryShader); 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(depthBounds); 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(fragmentStoresAndAtomics); CHECK_BOOL_FEATURE(shaderTessellationAndGeometryPointSize); CHECK_BOOL_FEATURE(shaderStorageImageMultisample); CHECK_BOOL_FEATURE(shaderSampledImageArrayDynamicIndexing); CHECK_BOOL_FEATURE(shaderClipDistance); CHECK_BOOL_FEATURE(shaderCullDistance); CHECK_BOOL_FEATURE(shaderInt64); CHECK_BOOL_FEATURE(shaderInt16); CHECK_BOOL_FEATURE_MULTIVIEW(multiview); CHECK_BOOL_FEATURE_MULTIVIEW(multiviewGeometryShader); #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::FinishDeferred() { drawEngine_.FinishDeferred(); } void GPU_Vulkan::InitDeviceObjects() { INFO_LOG(G3D, "GPU_Vulkan::InitDeviceObjects"); uint32_t hacks = 0; if (PSP_CoreParameter().compat.flags().MGS2AcidHack) hacks |= QUEUE_HACK_MGS2_ACID; if (PSP_CoreParameter().compat.flags().SonicRivalsHack) hacks |= QUEUE_HACK_SONIC; // Always on. hacks |= QUEUE_HACK_RENDERPASS_MERGE; if (hacks) { VulkanRenderManager *rm = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER); rm->GetQueueRunner()->EnableHacks(hacks); } } void GPU_Vulkan::DestroyDeviceObjects() { INFO_LOG(G3D, "GPU_Vulkan::DestroyDeviceObjects"); // Need to turn off hacks when shutting down the GPU. Don't want them running in the menu. if (draw_) { VulkanRenderManager *rm = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER); if (rm) rm->GetQueueRunner()->EnableHacks(0); } } void GPU_Vulkan::CheckRenderResized() { if (renderResized_) { GPUCommonHW::CheckRenderResized(); pipelineManager_->InvalidateMSAAPipelines(); framebufferManager_->ReleasePipelines(); } } void GPU_Vulkan::DeviceLost() { CancelReady(); while (!IsReady()) { sleep_ms(10); } if (shaderCachePath_.Valid()) { SaveCache(shaderCachePath_); } DestroyDeviceObjects(); pipelineManager_->DeviceLost(); GPUCommonHW::DeviceLost(); } void GPU_Vulkan::DeviceRestore(Draw::DrawContext *draw) { GPUCommonHW::DeviceRestore(draw); VulkanContext *vulkan = (VulkanContext *)draw_->GetNativeObject(Draw::NativeObject::CONTEXT); pipelineManager_->DeviceRestore(vulkan); InitDeviceObjects(); } void GPU_Vulkan::GetStats(char *buffer, size_t bufsize) { size_t offset = FormatGPUStatsCommon(buffer, bufsize); buffer += offset; bufsize -= offset; if ((int)bufsize < 0) return; const DrawEngineVulkanStats &drawStats = drawEngine_.GetStats(); char texStats[256]; textureCacheVulkan_->GetStats(texStats, sizeof(texStats)); snprintf(buffer, bufsize, "Vertex, Fragment, Pipelines loaded: %i, %i, %i\n" "Pushbuffer space used: Vtx %d, Idx %d\n" "%s\n", shaderManagerVulkan_->GetNumVertexShaders(), shaderManagerVulkan_->GetNumFragmentShaders(), pipelineManager_->GetNumPipelines(), drawStats.pushVertexSpaceUsed, drawStats.pushIndexSpaceUsed, texStats ); } std::vector GPU_Vulkan::DebugGetShaderIDs(DebugShaderType type) { switch (type) { case SHADER_TYPE_PIPELINE: return pipelineManager_->DebugGetObjectIDs(type); case SHADER_TYPE_SAMPLER: return textureCacheVulkan_->DebugGetSamplerIDs(); default: return GPUCommonHW::DebugGetShaderIDs(type); } } std::string GPU_Vulkan::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) { switch (type) { case SHADER_TYPE_PIPELINE: return pipelineManager_->DebugGetObjectString(id, type, stringType, shaderManagerVulkan_); case SHADER_TYPE_SAMPLER: return textureCacheVulkan_->DebugGetSamplerString(id, stringType); default: return GPUCommonHW::DebugGetShaderString(id, type, stringType); } } std::string GPU_Vulkan::GetGpuProfileString() { VulkanRenderManager *rm = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER); return rm->GetGpuProfileString(); }