// 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 #include #include #include #include "Common/Vulkan/SPIRVDisasm.h" #include "Core/Config.h" #include "base/logging.h" #include "base/display.h" #include "base/stringutil.h" #include "image/zim_load.h" #include "math/lin/matrix4x4.h" #include "math/dataconv.h" #include "thin3d/thin3d.h" #include "thin3d/VulkanRenderManager.h" #include "Common/Vulkan/VulkanContext.h" #include "Common/Vulkan/VulkanImage.h" #include "Common/Vulkan/VulkanMemory.h" // We use a simple descriptor set for all rendering: 1 sampler, 1 texture, 1 UBO binding point. // binding 0 - uniform data // binding 1 - sampler // // Vertex data lives in a separate namespace (location = 0, 1, etc) #include "Common/Vulkan/VulkanLoader.h" namespace Draw { // This can actually be replaced with a cast as the values are in the right order. static const VkCompareOp compToVK[] = { VK_COMPARE_OP_NEVER, VK_COMPARE_OP_LESS, VK_COMPARE_OP_EQUAL, VK_COMPARE_OP_LESS_OR_EQUAL, VK_COMPARE_OP_GREATER, VK_COMPARE_OP_NOT_EQUAL, VK_COMPARE_OP_GREATER_OR_EQUAL, VK_COMPARE_OP_ALWAYS }; // So can this. static const VkBlendOp blendEqToVk[] = { VK_BLEND_OP_ADD, VK_BLEND_OP_SUBTRACT, VK_BLEND_OP_REVERSE_SUBTRACT, VK_BLEND_OP_MIN, VK_BLEND_OP_MAX, }; static const VkBlendFactor blendFactorToVk[] = { VK_BLEND_FACTOR_ZERO, VK_BLEND_FACTOR_ONE, VK_BLEND_FACTOR_SRC_COLOR, VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR, VK_BLEND_FACTOR_DST_COLOR, VK_BLEND_FACTOR_ONE_MINUS_DST_COLOR, VK_BLEND_FACTOR_SRC_ALPHA, VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA, VK_BLEND_FACTOR_DST_ALPHA, VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA, VK_BLEND_FACTOR_CONSTANT_COLOR, VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_COLOR, VK_BLEND_FACTOR_CONSTANT_ALPHA, VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA, VK_BLEND_FACTOR_SRC1_COLOR, VK_BLEND_FACTOR_ONE_MINUS_SRC1_COLOR, VK_BLEND_FACTOR_SRC1_ALPHA, VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA, }; static const VkLogicOp logicOpToVK[] = { VK_LOGIC_OP_CLEAR, VK_LOGIC_OP_SET, VK_LOGIC_OP_COPY, VK_LOGIC_OP_COPY_INVERTED, VK_LOGIC_OP_NO_OP, VK_LOGIC_OP_INVERT, VK_LOGIC_OP_AND, VK_LOGIC_OP_NAND, VK_LOGIC_OP_OR, VK_LOGIC_OP_NOR, VK_LOGIC_OP_XOR, VK_LOGIC_OP_EQUIVALENT, VK_LOGIC_OP_AND_REVERSE, VK_LOGIC_OP_AND_INVERTED, VK_LOGIC_OP_OR_REVERSE, VK_LOGIC_OP_OR_INVERTED, }; static const VkPrimitiveTopology primToVK[] = { VK_PRIMITIVE_TOPOLOGY_POINT_LIST, VK_PRIMITIVE_TOPOLOGY_LINE_LIST, VK_PRIMITIVE_TOPOLOGY_LINE_STRIP, VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN, // Tesselation shader primitive. VK_PRIMITIVE_TOPOLOGY_PATCH_LIST, // The rest are for geometry shaders only. VK_PRIMITIVE_TOPOLOGY_LINE_LIST_WITH_ADJACENCY, VK_PRIMITIVE_TOPOLOGY_LINE_STRIP_WITH_ADJACENCY, VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_WITH_ADJACENCY, VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP_WITH_ADJACENCY, }; static const VkStencilOp stencilOpToVK[8] = { VK_STENCIL_OP_KEEP, VK_STENCIL_OP_ZERO, VK_STENCIL_OP_REPLACE, VK_STENCIL_OP_INCREMENT_AND_CLAMP, VK_STENCIL_OP_DECREMENT_AND_CLAMP, VK_STENCIL_OP_INVERT, VK_STENCIL_OP_INCREMENT_AND_WRAP, VK_STENCIL_OP_DECREMENT_AND_WRAP, }; class VKBlendState : public BlendState { public: VkPipelineColorBlendStateCreateInfo info{ VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO }; std::vector attachments; }; class VKDepthStencilState : public DepthStencilState { public: VkPipelineDepthStencilStateCreateInfo info{ VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO }; }; class VKRasterState : public RasterState { public: VKRasterState(VulkanContext *vulkan, const RasterStateDesc &desc) { cullFace = desc.cull; frontFace = desc.frontFace; } Facing frontFace; CullMode cullFace; void ToVulkan(VkPipelineRasterizationStateCreateInfo *info) const { memset(info, 0, sizeof(*info)); info->sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO; info->frontFace = frontFace == Facing::CCW ? VK_FRONT_FACE_COUNTER_CLOCKWISE : VK_FRONT_FACE_CLOCKWISE; switch (cullFace) { case CullMode::BACK: info->cullMode = VK_CULL_MODE_BACK_BIT; break; case CullMode::FRONT: info->cullMode = VK_CULL_MODE_FRONT_BIT; break; case CullMode::FRONT_AND_BACK: info->cullMode = VK_CULL_MODE_FRONT_AND_BACK; break; case CullMode::NONE: info->cullMode = VK_CULL_MODE_NONE; break; } info->polygonMode = VK_POLYGON_MODE_FILL; info->lineWidth = 1.0f; } }; VkShaderStageFlagBits StageToVulkan(ShaderStage stage) { switch (stage) { case ShaderStage::VERTEX: return VK_SHADER_STAGE_VERTEX_BIT; case ShaderStage::GEOMETRY: return VK_SHADER_STAGE_GEOMETRY_BIT; case ShaderStage::COMPUTE: return VK_SHADER_STAGE_COMPUTE_BIT; case ShaderStage::EVALUATION: return VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT; case ShaderStage::CONTROL: return VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT; default: case ShaderStage::FRAGMENT: return VK_SHADER_STAGE_FRAGMENT_BIT; } } // Not registering this as a resource holder, instead the pipeline is registered. It will // invoke Compile again to recreate the shader then link them together. class VKShaderModule : public ShaderModule { public: VKShaderModule(ShaderStage stage) : module_(VK_NULL_HANDLE), ok_(false), stage_(stage) { vkstage_ = StageToVulkan(stage); } bool Compile(VulkanContext *vulkan, ShaderLanguage language, const uint8_t *data, size_t size); const std::string &GetSource() const { return source_; } ~VKShaderModule() { if (module_) { vulkan_->Delete().QueueDeleteShaderModule(module_); } } VkShaderModule Get() const { return module_; } ShaderStage GetStage() const override { return stage_; } private: VulkanContext *vulkan_; VkShaderModule module_; VkShaderStageFlagBits vkstage_; bool ok_; ShaderStage stage_; std::string source_; // So we can recompile in case of context loss. }; bool VKShaderModule::Compile(VulkanContext *vulkan, ShaderLanguage language, const uint8_t *data, size_t size) { vulkan_ = vulkan; // We'll need this to free it later. source_ = (const char *)data; std::vector spirv; if (!GLSLtoSPV(vkstage_, source_.c_str(), spirv)) { return false; } // Just for kicks, sanity check the SPIR-V. The disasm isn't perfect // but gives you some idea of what's going on. #if 0 std::string disasm; if (DisassembleSPIRV(spirv, &disasm)) { OutputDebugStringA(disasm.c_str()); } #endif if (vulkan->CreateShaderModule(spirv, &module_)) { ok_ = true; } else { ok_ = false; } return ok_; } class VKInputLayout : public InputLayout { public: std::vector bindings; std::vector attributes; VkPipelineVertexInputStateCreateInfo visc; }; class VKPipeline : public Pipeline { public: VKPipeline(VulkanContext *vulkan, size_t size) : vulkan_(vulkan) { uboSize_ = (int)size; ubo_ = new uint8_t[uboSize_]; } ~VKPipeline() { vulkan_->Delete().QueueDeletePipeline(vkpipeline); delete[] ubo_; } void SetDynamicUniformData(const void *data, size_t size) { memcpy(ubo_, data, size); } // Returns the binding offset, and the VkBuffer to bind. size_t PushUBO(VulkanPushBuffer *buf, VulkanContext *vulkan, VkBuffer *vkbuf) { return buf->PushAligned(ubo_, uboSize_, vulkan->GetPhysicalDeviceProperties().limits.minUniformBufferOffsetAlignment, vkbuf); } int GetUniformLoc(const char *name); int GetUBOSize() const { return uboSize_; } bool RequiresBuffer() override { return false; } VkPipeline vkpipeline; int stride[4]{}; int dynamicUniformSize = 0; private: VulkanContext *vulkan_; uint8_t *ubo_; int uboSize_; }; class VKTexture; class VKBuffer; class VKSamplerState; struct DescriptorSetKey { VKTexture *texture_; VKSamplerState *sampler_; VkBuffer buffer_; bool operator < (const DescriptorSetKey &other) const { if (texture_ < other.texture_) return true; else if (texture_ > other.texture_) return false; if (sampler_ < other.sampler_) return true; else if (sampler_ > other.sampler_) return false; if (buffer_ < other.buffer_) return true; else if (buffer_ > other.buffer_) return false; return false; } }; class VKTexture : public Texture { public: VKTexture(VulkanContext *vulkan, VkCommandBuffer cmd, VulkanPushBuffer *pushBuffer, const TextureDesc &desc, VulkanDeviceAllocator *alloc) : vulkan_(vulkan), mipLevels_(desc.mipLevels), format_(desc.format) { bool result = Create(cmd, pushBuffer, desc, alloc); _assert_(result); } ~VKTexture() { Destroy(); } VkImageView GetImageView() { vkTex_->Touch(); return vkTex_->GetImageView(); } private: bool Create(VkCommandBuffer cmd, VulkanPushBuffer *pushBuffer, const TextureDesc &desc, VulkanDeviceAllocator *alloc); void Destroy() { if (vkTex_) { vkTex_->Destroy(); delete vkTex_; vkTex_ = nullptr; } } VulkanContext *vulkan_; VulkanTexture *vkTex_ = nullptr; int mipLevels_; DataFormat format_; }; class VKFramebuffer; class VKContext : public DrawContext { public: VKContext(VulkanContext *vulkan, bool splitSubmit); virtual ~VKContext(); const DeviceCaps &GetDeviceCaps() const override { return caps_; } uint32_t GetSupportedShaderLanguages() const override { return (uint32_t)ShaderLanguage::GLSL_VULKAN | (uint32_t)ShaderLanguage::SPIRV_VULKAN; } uint32_t GetDataFormatSupport(DataFormat fmt) const override; DepthStencilState *CreateDepthStencilState(const DepthStencilStateDesc &desc) override; BlendState *CreateBlendState(const BlendStateDesc &desc) override; InputLayout *CreateInputLayout(const InputLayoutDesc &desc) override; SamplerState *CreateSamplerState(const SamplerStateDesc &desc) override; RasterState *CreateRasterState(const RasterStateDesc &desc) override; Pipeline *CreateGraphicsPipeline(const PipelineDesc &desc) override; ShaderModule *CreateShaderModule(ShaderStage stage, ShaderLanguage language, const uint8_t *data, size_t dataSize) override; Texture *CreateTexture(const TextureDesc &desc) override; Buffer *CreateBuffer(size_t size, uint32_t usageFlags) override; Framebuffer *CreateFramebuffer(const FramebufferDesc &desc) override; void UpdateBuffer(Buffer *buffer, const uint8_t *data, size_t offset, size_t size, UpdateBufferFlags flags) override; void CopyFramebufferImage(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth, int channelBits) override; bool BlitFramebuffer(Framebuffer *src, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dst, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) override; bool CopyFramebufferToMemorySync(Framebuffer *src, int channelBits, int x, int y, int w, int h, Draw::DataFormat format, void *pixels, int pixelStride) override; // These functions should be self explanatory. void BindFramebufferAsRenderTarget(Framebuffer *fbo, const RenderPassInfo &rp) override; // color must be 0, for now. void BindFramebufferAsTexture(Framebuffer *fbo, int binding, FBChannel channelBit, int attachment) override; uintptr_t GetFramebufferAPITexture(Framebuffer *fbo, int channelBit, int attachment) override; void GetFramebufferDimensions(Framebuffer *fbo, int *w, int *h) override; void SetScissorRect(int left, int top, int width, int height) override; void SetViewports(int count, Viewport *viewports) override; void SetBlendFactor(float color[4]) override; void BindSamplerStates(int start, int count, SamplerState **state) override; void BindTextures(int start, int count, Texture **textures) override; void BindPipeline(Pipeline *pipeline) override { curPipeline_ = (VKPipeline *)pipeline; } // TODO: Make VKBuffers proper buffers, and do a proper binding model. This is just silly. void BindVertexBuffers(int start, int count, Buffer **buffers, int *offsets) override { for (int i = 0; i < count; i++) { curVBuffers_[i + start] = (VKBuffer *)buffers[i]; curVBufferOffsets_[i + start] = offsets ? offsets[i] : 0; } } void BindIndexBuffer(Buffer *indexBuffer, int offset) override { curIBuffer_ = (VKBuffer *)indexBuffer; curIBufferOffset_ = offset; } void UpdateDynamicUniformBuffer(const void *ub, size_t size) override; // TODO: Add more sophisticated draws. void Draw(int vertexCount, int offset) override; void DrawIndexed(int vertexCount, int offset) override; void DrawUP(const void *vdata, int vertexCount) override; void Clear(int mask, uint32_t colorval, float depthVal, int stencilVal) override; void BeginFrame() override; void EndFrame() override; void WipeQueue() override; void FlushState() override { } void WaitRenderCompletion(Framebuffer *fbo) override; // From Sascha's code static std::string FormatDriverVersion(const VkPhysicalDeviceProperties &props) { if (props.vendorID == 4318) { // 10 bits = major version (up to r1023) // 8 bits = minor version (up to 255) // 8 bits = secondary branch version/build version (up to 255) // 6 bits = tertiary branch/build version (up to 63) uint32_t major = (props.driverVersion >> 22) & 0x3ff; uint32_t minor = (props.driverVersion >> 14) & 0x0ff; uint32_t secondaryBranch = (props.driverVersion >> 6) & 0x0ff; uint32_t tertiaryBranch = (props.driverVersion) & 0x003f; return StringFromFormat("%d.%d.%d.%d (%08x)", major, minor, secondaryBranch, tertiaryBranch, props.driverVersion); } else { // Standard scheme, use the standard macros. uint32_t major = VK_VERSION_MAJOR(props.driverVersion); uint32_t minor = VK_VERSION_MINOR(props.driverVersion); uint32_t branch = VK_VERSION_PATCH(props.driverVersion); return StringFromFormat("%d.%d.%d (%08x)", major, minor, branch, props.driverVersion); } } std::string GetInfoString(InfoField info) const override { // TODO: Make these actually query the right information switch (info) { case APINAME: return "Vulkan"; case VENDORSTRING: return vulkan_->GetPhysicalDeviceProperties().deviceName; case VENDOR: return VulkanVendorString(vulkan_->GetPhysicalDeviceProperties().vendorID); case DRIVER: return FormatDriverVersion(vulkan_->GetPhysicalDeviceProperties()); case SHADELANGVERSION: return "N/A";; case APIVERSION: { uint32_t ver = vulkan_->GetPhysicalDeviceProperties().apiVersion; return StringFromFormat("%d.%d.%d", ver >> 22, (ver >> 12) & 0x3ff, ver & 0xfff); } default: return "?"; } } VkDescriptorSet GetOrCreateDescriptorSet(VkBuffer buffer); std::vector GetFeatureList() const override; std::vector GetExtensionList() const override; uintptr_t GetNativeObject(NativeObject obj) override { switch (obj) { case NativeObject::FRAMEBUFFER_RENDERPASS: // Return a representative renderpass. return (uintptr_t)renderManager_.GetFramebufferRenderPass(); case NativeObject::BACKBUFFER_RENDERPASS: return (uintptr_t)renderManager_.GetBackbufferRenderPass(); case NativeObject::COMPATIBLE_RENDERPASS: return (uintptr_t)renderManager_.GetCompatibleRenderPass(); case NativeObject::INIT_COMMANDBUFFER: return (uintptr_t)renderManager_.GetInitCmd(); case NativeObject::BOUND_TEXTURE0_IMAGEVIEW: return (uintptr_t)boundImageView_[0]; case NativeObject::BOUND_TEXTURE1_IMAGEVIEW: return (uintptr_t)boundImageView_[1]; case NativeObject::RENDER_MANAGER: return (uintptr_t)&renderManager_; default: Crash(); return 0; } } void HandleEvent(Event ev, int width, int height, void *param1, void *param2) override; private: VulkanContext *vulkan_ = nullptr; VulkanRenderManager renderManager_; VulkanDeviceAllocator *allocator_ = nullptr; VKPipeline *curPipeline_ = nullptr; VKBuffer *curVBuffers_[4]{}; int curVBufferOffsets_[4]{}; VKBuffer *curIBuffer_ = nullptr; int curIBufferOffset_ = 0; VkDescriptorSetLayout descriptorSetLayout_ = VK_NULL_HANDLE; VkPipelineLayout pipelineLayout_ = VK_NULL_HANDLE; VkPipelineCache pipelineCache_ = VK_NULL_HANDLE; VKFramebuffer *curFramebuffer_ = nullptr; VkDevice device_; VkQueue queue_; int queueFamilyIndex_; enum { MAX_BOUND_TEXTURES = 2, MAX_FRAME_COMMAND_BUFFERS = 256, }; VKTexture *boundTextures_[MAX_BOUND_TEXTURES]{}; VKSamplerState *boundSamplers_[MAX_BOUND_TEXTURES]{}; VkImageView boundImageView_[MAX_BOUND_TEXTURES]{}; struct FrameData { VulkanPushBuffer *pushBuffer; // Per-frame descriptor set cache. As it's per frame and reset every frame, we don't need to // worry about invalidating descriptors pointing to deleted textures. // However! ARM is not a fan of doing it this way. std::map descSets_; VkDescriptorPool descriptorPool; }; FrameData frame_[VulkanContext::MAX_INFLIGHT_FRAMES]{}; VulkanPushBuffer *push_ = nullptr; DeviceCaps caps_{}; }; static int GetBpp(VkFormat format) { switch (format) { case VK_FORMAT_R8G8B8A8_UNORM: case VK_FORMAT_B8G8R8A8_UNORM: return 32; case VK_FORMAT_R4G4B4A4_UNORM_PACK16: case VK_FORMAT_B4G4R4A4_UNORM_PACK16: case VK_FORMAT_R5G5B5A1_UNORM_PACK16: case VK_FORMAT_R5G6B5_UNORM_PACK16: case VK_FORMAT_B5G5R5A1_UNORM_PACK16: case VK_FORMAT_B5G6R5_UNORM_PACK16: case VK_FORMAT_A1R5G5B5_UNORM_PACK16: return 16; case VK_FORMAT_D24_UNORM_S8_UINT: return 32; case VK_FORMAT_D16_UNORM: return 16; default: return 0; } } VkFormat DataFormatToVulkan(DataFormat format) { switch (format) { case DataFormat::D16: return VK_FORMAT_D16_UNORM; case DataFormat::D32F: return VK_FORMAT_D32_SFLOAT; case DataFormat::D32F_S8: return VK_FORMAT_D32_SFLOAT_S8_UINT; case DataFormat::S8: return VK_FORMAT_S8_UINT; case DataFormat::R16_FLOAT: return VK_FORMAT_R16_SFLOAT; case DataFormat::R16G16_FLOAT: return VK_FORMAT_R16G16_SFLOAT; case DataFormat::R16G16B16A16_FLOAT: return VK_FORMAT_R16G16B16A16_SFLOAT; case DataFormat::R8_UNORM: return VK_FORMAT_R8_UNORM; case DataFormat::R8G8_UNORM: return VK_FORMAT_R8G8_UNORM; case DataFormat::R8G8B8_UNORM: return VK_FORMAT_R8G8B8_UNORM; case DataFormat::R8G8B8A8_UNORM: return VK_FORMAT_R8G8B8A8_UNORM; case DataFormat::R4G4_UNORM_PACK8: return VK_FORMAT_R4G4_UNORM_PACK8; case DataFormat::R4G4B4A4_UNORM_PACK16: return VK_FORMAT_R4G4B4A4_UNORM_PACK16; case DataFormat::B4G4R4A4_UNORM_PACK16: return VK_FORMAT_B4G4R4A4_UNORM_PACK16; case DataFormat::R5G5B5A1_UNORM_PACK16: return VK_FORMAT_R5G5B5A1_UNORM_PACK16; case DataFormat::B5G5R5A1_UNORM_PACK16: return VK_FORMAT_B5G5R5A1_UNORM_PACK16; case DataFormat::R5G6B5_UNORM_PACK16: return VK_FORMAT_R5G6B5_UNORM_PACK16; case DataFormat::B5G6R5_UNORM_PACK16: return VK_FORMAT_B5G6R5_UNORM_PACK16; case DataFormat::A1R5G5B5_UNORM_PACK16: return VK_FORMAT_A1R5G5B5_UNORM_PACK16; case DataFormat::R32_FLOAT: return VK_FORMAT_R32_SFLOAT; case DataFormat::R32G32_FLOAT: return VK_FORMAT_R32G32_SFLOAT; case DataFormat::R32G32B32_FLOAT: return VK_FORMAT_R32G32B32_SFLOAT; case DataFormat::R32G32B32A32_FLOAT: return VK_FORMAT_R32G32B32A32_SFLOAT; case DataFormat::BC1_RGBA_UNORM_BLOCK: return VK_FORMAT_BC1_RGBA_UNORM_BLOCK; case DataFormat::BC2_UNORM_BLOCK: return VK_FORMAT_BC2_UNORM_BLOCK; case DataFormat::BC3_UNORM_BLOCK: return VK_FORMAT_BC3_UNORM_BLOCK; case DataFormat::BC4_UNORM_BLOCK: return VK_FORMAT_BC4_UNORM_BLOCK; case DataFormat::BC4_SNORM_BLOCK: return VK_FORMAT_BC4_SNORM_BLOCK; case DataFormat::BC5_UNORM_BLOCK: return VK_FORMAT_BC5_UNORM_BLOCK; case DataFormat::BC5_SNORM_BLOCK: return VK_FORMAT_BC5_SNORM_BLOCK; case DataFormat::BC6H_SFLOAT_BLOCK: return VK_FORMAT_BC6H_SFLOAT_BLOCK; case DataFormat::BC6H_UFLOAT_BLOCK: return VK_FORMAT_BC6H_UFLOAT_BLOCK; case DataFormat::BC7_UNORM_BLOCK: return VK_FORMAT_BC7_UNORM_BLOCK; case DataFormat::BC7_SRGB_BLOCK: return VK_FORMAT_BC7_SRGB_BLOCK; default: return VK_FORMAT_UNDEFINED; } } static inline VkSamplerAddressMode AddressModeToVulkan(Draw::TextureAddressMode mode) { switch (mode) { case TextureAddressMode::CLAMP_TO_BORDER: return VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER; case TextureAddressMode::CLAMP_TO_EDGE: return VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE; case TextureAddressMode::REPEAT_MIRROR: return VK_SAMPLER_ADDRESS_MODE_MIRRORED_REPEAT; default: case TextureAddressMode::REPEAT: return VK_SAMPLER_ADDRESS_MODE_REPEAT; } } class VKSamplerState : public SamplerState { public: VKSamplerState(VulkanContext *vulkan, const SamplerStateDesc &desc) : vulkan_(vulkan) { VkSamplerCreateInfo s = { VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO }; s.addressModeU = AddressModeToVulkan(desc.wrapU); s.addressModeV = AddressModeToVulkan(desc.wrapV); s.addressModeW = AddressModeToVulkan(desc.wrapW); s.anisotropyEnable = desc.maxAniso > 1.0f; s.magFilter = desc.magFilter == TextureFilter::LINEAR ? VK_FILTER_LINEAR : VK_FILTER_NEAREST; s.minFilter = desc.minFilter == TextureFilter::LINEAR ? VK_FILTER_LINEAR : VK_FILTER_NEAREST; s.mipmapMode = desc.mipFilter == TextureFilter::LINEAR ? VK_SAMPLER_MIPMAP_MODE_LINEAR : VK_SAMPLER_MIPMAP_MODE_NEAREST; s.maxLod = desc.maxLod; VkResult res = vkCreateSampler(vulkan_->GetDevice(), &s, nullptr, &sampler_); assert(VK_SUCCESS == res); } ~VKSamplerState() { vulkan_->Delete().QueueDeleteSampler(sampler_); } VkSampler GetSampler() { return sampler_; } private: VulkanContext *vulkan_; VkSampler sampler_; }; SamplerState *VKContext::CreateSamplerState(const SamplerStateDesc &desc) { return new VKSamplerState(vulkan_, desc); } RasterState *VKContext::CreateRasterState(const RasterStateDesc &desc) { return new VKRasterState(vulkan_, desc); } void VKContext::BindSamplerStates(int start, int count, SamplerState **state) { for (int i = start; i < start + count; i++) { boundSamplers_[i] = (VKSamplerState *)state[i]; } } enum class TextureState { UNINITIALIZED, STAGED, INITIALIZED, PENDING_DESTRUCTION, }; bool VKTexture::Create(VkCommandBuffer cmd, VulkanPushBuffer *push, const TextureDesc &desc, VulkanDeviceAllocator *alloc) { // Zero-sized textures not allowed. _assert_(desc.width * desc.height * desc.depth > 0); // remember to set depth to 1! _assert_(push); format_ = desc.format; mipLevels_ = desc.mipLevels; width_ = desc.width; height_ = desc.height; depth_ = desc.depth; vkTex_ = new VulkanTexture(vulkan_, alloc); vkTex_->SetTag(desc.tag); VkFormat vulkanFormat = DataFormatToVulkan(format_); int stride = desc.width * (int)DataFormatSizeInBytes(format_); int bpp = GetBpp(vulkanFormat); int bytesPerPixel = bpp / 8; int usageBits = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT; if (mipLevels_ > (int)desc.initData.size()) { // Gonna have to generate some, which requires TRANSFER_SRC usageBits |= VK_IMAGE_USAGE_TRANSFER_SRC_BIT; } if (!vkTex_->CreateDirect(cmd, width_, height_, mipLevels_, vulkanFormat, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, usageBits)) { ELOG("Failed to create VulkanTexture: %dx%dx%d fmt %d, %d levels", width_, height_, depth_, (int)vulkanFormat, mipLevels_); return false; } if (desc.initData.size()) { int w = width_; int h = height_; int i; for (i = 0; i < (int)desc.initData.size(); i++) { uint32_t offset; VkBuffer buf; size_t size = w * h * bytesPerPixel; offset = push->PushAligned((const void *)desc.initData[i], size, 16, &buf); vkTex_->UploadMip(cmd, i, w, h, buf, offset, w); w = (w + 1) / 2; h = (h + 1) / 2; } // Generate the rest of the mips automatically. for (; i < mipLevels_; i++) { vkTex_->GenerateMip(cmd, i); } } vkTex_->EndCreate(cmd, false); return true; } VKContext::VKContext(VulkanContext *vulkan, bool splitSubmit) : vulkan_(vulkan), caps_{}, renderManager_(vulkan) { caps_.anisoSupported = vulkan->GetFeaturesAvailable().samplerAnisotropy != 0; caps_.geometryShaderSupported = vulkan->GetFeaturesAvailable().geometryShader != 0; caps_.tesselationShaderSupported = vulkan->GetFeaturesAvailable().tessellationShader != 0; caps_.multiViewport = vulkan->GetFeaturesAvailable().multiViewport != 0; caps_.dualSourceBlend = vulkan->GetFeaturesAvailable().dualSrcBlend != 0; caps_.framebufferBlitSupported = true; caps_.framebufferCopySupported = true; caps_.framebufferDepthBlitSupported = false; // Can be checked for. caps_.framebufferDepthCopySupported = true; // Will pretty much always be the case. caps_.preferredDepthBufferFormat = DataFormat::D24_S8; // TODO: Ask vulkan. switch (vulkan->GetPhysicalDeviceProperties().vendorID) { case VULKAN_VENDOR_AMD: caps_.vendor = GPUVendor::VENDOR_AMD; break; case VULKAN_VENDOR_ARM: caps_.vendor = GPUVendor::VENDOR_ARM; break; case VULKAN_VENDOR_IMGTEC: caps_.vendor = GPUVendor::VENDOR_IMGTEC; break; case VULKAN_VENDOR_NVIDIA: caps_.vendor = GPUVendor::VENDOR_NVIDIA; break; case VULKAN_VENDOR_QUALCOMM: caps_.vendor = GPUVendor::VENDOR_QUALCOMM; break; case VULKAN_VENDOR_INTEL: caps_.vendor = GPUVendor::VENDOR_INTEL; break; default: caps_.vendor = GPUVendor::VENDOR_UNKNOWN; } device_ = vulkan->GetDevice(); queue_ = vulkan->GetGraphicsQueue(); queueFamilyIndex_ = vulkan->GetGraphicsQueueFamilyIndex(); memset(boundTextures_, 0, sizeof(boundTextures_)); VkDescriptorPoolSize dpTypes[2]; dpTypes[0].descriptorCount = 200; dpTypes[0].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC; dpTypes[1].descriptorCount = 200; dpTypes[1].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; VkDescriptorPoolCreateInfo dp{ VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO }; dp.flags = 0; // Don't want to mess around with individually freeing these, let's go dynamic each frame. dp.maxSets = 200; // 200 textures per frame should be enough for the UI... dp.pPoolSizes = dpTypes; dp.poolSizeCount = ARRAY_SIZE(dpTypes); VkCommandPoolCreateInfo p{ VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO }; p.flags = VK_COMMAND_POOL_CREATE_TRANSIENT_BIT; p.queueFamilyIndex = vulkan->GetGraphicsQueueFamilyIndex(); for (int i = 0; i < VulkanContext::MAX_INFLIGHT_FRAMES; i++) { frame_[i].pushBuffer = new VulkanPushBuffer(vulkan_, 1024 * 1024); VkResult res = vkCreateDescriptorPool(device_, &dp, nullptr, &frame_[i].descriptorPool); assert(res == VK_SUCCESS); } // binding 0 - uniform data // binding 1 - combined sampler/image VkDescriptorSetLayoutBinding bindings[2]; bindings[0].descriptorCount = 1; bindings[0].pImmutableSamplers = nullptr; bindings[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC; bindings[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT; bindings[0].binding = 0; bindings[1].descriptorCount = 1; bindings[1].pImmutableSamplers = nullptr; bindings[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; bindings[1].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT; bindings[1].binding = 1; VkDescriptorSetLayoutCreateInfo dsl = { VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO }; dsl.bindingCount = 2; dsl.pBindings = bindings; VkResult res = vkCreateDescriptorSetLayout(device_, &dsl, nullptr, &descriptorSetLayout_); assert(VK_SUCCESS == res); VkPipelineLayoutCreateInfo pl = { VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO }; pl.pPushConstantRanges = nullptr; pl.pushConstantRangeCount = 0; pl.setLayoutCount = 1; pl.pSetLayouts = &descriptorSetLayout_; res = vkCreatePipelineLayout(device_, &pl, nullptr, &pipelineLayout_); assert(VK_SUCCESS == res); VkPipelineCacheCreateInfo pc{ VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO }; res = vkCreatePipelineCache(vulkan_->GetDevice(), &pc, nullptr, &pipelineCache_); assert(VK_SUCCESS == res); renderManager_.SetSplitSubmit(splitSubmit); allocator_ = new VulkanDeviceAllocator(vulkan_, 256 * 1024, 2048 * 1024); } VKContext::~VKContext() { allocator_->Destroy(); delete allocator_; // This also destroys all descriptor sets. for (int i = 0; i < VulkanContext::MAX_INFLIGHT_FRAMES; i++) { frame_[i].descSets_.clear(); vulkan_->Delete().QueueDeleteDescriptorPool(frame_[i].descriptorPool); frame_[i].pushBuffer->Destroy(vulkan_); delete frame_[i].pushBuffer; } vulkan_->Delete().QueueDeleteDescriptorSetLayout(descriptorSetLayout_); vulkan_->Delete().QueueDeletePipelineLayout(pipelineLayout_); vulkan_->Delete().QueueDeletePipelineCache(pipelineCache_); } void VKContext::BeginFrame() { renderManager_.BeginFrame(); FrameData &frame = frame_[vulkan_->GetCurFrame()]; push_ = frame.pushBuffer; // OK, we now know that nothing is reading from this frame's data pushbuffer, push_->Reset(); push_->Begin(vulkan_); allocator_->Begin(); frame.descSets_.clear(); VkResult result = vkResetDescriptorPool(device_, frame.descriptorPool, 0); assert(result == VK_SUCCESS); } void VKContext::WaitRenderCompletion(Framebuffer *fbo) { // TODO } void VKContext::EndFrame() { // Stop collecting data in the frame's data pushbuffer. push_->End(); allocator_->End(); renderManager_.Finish(); push_ = nullptr; } void VKContext::WipeQueue() { renderManager_.Wipe(); } VkDescriptorSet VKContext::GetOrCreateDescriptorSet(VkBuffer buf) { DescriptorSetKey key; FrameData *frame = &frame_[vulkan_->GetCurFrame()]; key.texture_ = boundTextures_[0]; key.sampler_ = boundSamplers_[0]; key.buffer_ = buf; auto iter = frame->descSets_.find(key); if (iter != frame->descSets_.end()) { return iter->second; } VkDescriptorSet descSet; VkDescriptorSetAllocateInfo alloc = { VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO }; alloc.descriptorPool = frame->descriptorPool; alloc.pSetLayouts = &descriptorSetLayout_; alloc.descriptorSetCount = 1; VkResult res = vkAllocateDescriptorSets(device_, &alloc, &descSet); assert(VK_SUCCESS == res); VkDescriptorBufferInfo bufferDesc; bufferDesc.buffer = buf; bufferDesc.offset = 0; bufferDesc.range = curPipeline_->GetUBOSize(); VkDescriptorImageInfo imageDesc; imageDesc.imageView = boundTextures_[0]->GetImageView(); imageDesc.sampler = boundSamplers_[0]->GetSampler(); #ifdef VULKAN_USE_GENERAL_LAYOUT_FOR_COLOR imageDesc.imageLayout = VK_IMAGE_LAYOUT_GENERAL; #else imageDesc.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; #endif VkWriteDescriptorSet writes[2] = {}; writes[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; writes[0].dstSet = descSet; writes[0].dstArrayElement = 0; writes[0].dstBinding = 0; writes[0].pBufferInfo = &bufferDesc; writes[0].pImageInfo = nullptr; writes[0].pTexelBufferView = nullptr; writes[0].descriptorCount = 1; writes[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC; writes[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; writes[1].dstSet = descSet; writes[1].dstArrayElement = 0; writes[1].dstBinding = 1; writes[1].pBufferInfo = nullptr; writes[1].pImageInfo = &imageDesc; writes[1].pTexelBufferView = nullptr; writes[1].descriptorCount = 1; writes[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; vkUpdateDescriptorSets(device_, 2, writes, 0, nullptr); frame->descSets_[key] = descSet; return descSet; } Pipeline *VKContext::CreateGraphicsPipeline(const PipelineDesc &desc) { VKPipeline *pipeline = new VKPipeline(vulkan_, desc.uniformDesc ? desc.uniformDesc->uniformBufferSize : 16 * sizeof(float)); VKInputLayout *input = (VKInputLayout *)desc.inputLayout; VKBlendState *blend = (VKBlendState *)desc.blend; VKDepthStencilState *depth = (VKDepthStencilState *)desc.depthStencil; VKRasterState *raster = (VKRasterState *)desc.raster; for (int i = 0; i < (int)input->bindings.size(); i++) { pipeline->stride[i] = input->bindings[i].stride; } std::vector stages; stages.resize(desc.shaders.size()); int i = 0; for (auto &iter : desc.shaders) { VKShaderModule *vkshader = (VKShaderModule *)iter; if (!vkshader) { ELOG("CreateGraphicsPipeline got passed a null shader"); return nullptr; } VkPipelineShaderStageCreateInfo &stage = stages[i++]; stage.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; stage.pNext = nullptr; stage.pSpecializationInfo = nullptr; stage.stage = StageToVulkan(vkshader->GetStage()); stage.module = vkshader->Get(); stage.pName = "main"; stage.flags = 0; } VkPipelineInputAssemblyStateCreateInfo inputAssembly = { VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO }; inputAssembly.topology = primToVK[(int)desc.prim]; inputAssembly.primitiveRestartEnable = false; VkDynamicState dynamics[] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR }; VkPipelineDynamicStateCreateInfo dynamicInfo = { VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO }; dynamicInfo.dynamicStateCount = ARRAY_SIZE(dynamics); dynamicInfo.pDynamicStates = dynamics; VkPipelineMultisampleStateCreateInfo ms = { VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO }; ms.pNext = nullptr; ms.pSampleMask = nullptr; ms.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT; VkPipelineViewportStateCreateInfo vs = { VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO }; vs.pNext = nullptr; vs.viewportCount = 1; vs.scissorCount = 1; vs.pViewports = nullptr; // dynamic vs.pScissors = nullptr; // dynamic VkPipelineRasterizationStateCreateInfo rs{ VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO }; raster->ToVulkan(&rs); VkGraphicsPipelineCreateInfo info = { VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO }; info.pNext = nullptr; info.flags = 0; info.stageCount = (uint32_t)stages.size(); info.pStages = stages.data(); info.pColorBlendState = &blend->info; info.pDepthStencilState = &depth->info; info.pDynamicState = &dynamicInfo; info.pInputAssemblyState = &inputAssembly; info.pTessellationState = nullptr; info.pMultisampleState = &ms; info.pVertexInputState = &input->visc; info.pRasterizationState = &rs; info.pViewportState = &vs; // Must set viewport and scissor counts even if we set the actual state dynamically. info.layout = pipelineLayout_; info.subpass = 0; info.renderPass = renderManager_.GetBackbufferRenderPass(); // OK, need to create a new pipeline. VkResult result = vkCreateGraphicsPipelines(device_, pipelineCache_, 1, &info, nullptr, &pipeline->vkpipeline); if (result != VK_SUCCESS) { ELOG("Failed to create graphics pipeline"); delete pipeline; return nullptr; } if (desc.uniformDesc) { pipeline->dynamicUniformSize = (int)desc.uniformDesc->uniformBufferSize; } return pipeline; } void VKContext::SetScissorRect(int left, int top, int width, int height) { VkRect2D scissor{ {left, top}, {(uint32_t)width, (uint32_t)height} }; renderManager_.SetScissor(scissor); } void VKContext::SetViewports(int count, Viewport *viewports) { if (count > 0) { VkViewport viewport; viewport.x = viewports[0].TopLeftX; viewport.y = viewports[0].TopLeftY; viewport.width = viewports[0].Width; viewport.height = viewports[0].Height; viewport.minDepth = viewports[0].MinDepth; viewport.maxDepth = viewports[0].MaxDepth; renderManager_.SetViewport(viewport); } } void VKContext::SetBlendFactor(float color[4]) { renderManager_.SetBlendFactor(color); } InputLayout *VKContext::CreateInputLayout(const InputLayoutDesc &desc) { VKInputLayout *vl = new VKInputLayout(); vl->visc = { VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO }; vl->visc.flags = 0; vl->visc.vertexAttributeDescriptionCount = (uint32_t)desc.attributes.size(); vl->visc.vertexBindingDescriptionCount = (uint32_t)desc.bindings.size(); vl->bindings.resize(vl->visc.vertexBindingDescriptionCount); vl->attributes.resize(vl->visc.vertexAttributeDescriptionCount); vl->visc.pVertexBindingDescriptions = vl->bindings.data(); vl->visc.pVertexAttributeDescriptions = vl->attributes.data(); for (size_t i = 0; i < desc.attributes.size(); i++) { vl->attributes[i].binding = (uint32_t)desc.attributes[i].binding; vl->attributes[i].format = DataFormatToVulkan(desc.attributes[i].format); vl->attributes[i].location = desc.attributes[i].location; vl->attributes[i].offset = desc.attributes[i].offset; } for (size_t i = 0; i < desc.bindings.size(); i++) { vl->bindings[i].inputRate = desc.bindings[i].instanceRate ? VK_VERTEX_INPUT_RATE_INSTANCE : VK_VERTEX_INPUT_RATE_VERTEX; vl->bindings[i].binding = (uint32_t)i; vl->bindings[i].stride = desc.bindings[i].stride; } return vl; } Texture *VKContext::CreateTexture(const TextureDesc &desc) { if (!push_) { // Too early! Fail. ELOG("Can't create textures before the first frame has started."); return nullptr; } _assert_(renderManager_.GetInitCmd()); return new VKTexture(vulkan_, renderManager_.GetInitCmd(), push_, desc, allocator_); } static inline void CopySide(VkStencilOpState &dest, const StencilSide &src) { dest.compareMask = src.compareMask; dest.reference = src.reference; dest.writeMask = src.writeMask; dest.compareOp = compToVK[(int)src.compareOp]; dest.failOp = stencilOpToVK[(int)src.failOp]; dest.passOp = stencilOpToVK[(int)src.passOp]; dest.depthFailOp = stencilOpToVK[(int)src.depthFailOp]; } DepthStencilState *VKContext::CreateDepthStencilState(const DepthStencilStateDesc &desc) { VKDepthStencilState *ds = new VKDepthStencilState(); ds->info.depthCompareOp = compToVK[(int)desc.depthCompare]; ds->info.depthTestEnable = desc.depthTestEnabled; ds->info.depthWriteEnable = desc.depthWriteEnabled; ds->info.stencilTestEnable = false; ds->info.depthBoundsTestEnable = false; if (ds->info.stencilTestEnable) { CopySide(ds->info.front, desc.front); CopySide(ds->info.back, desc.back); } return ds; } BlendState *VKContext::CreateBlendState(const BlendStateDesc &desc) { VKBlendState *bs = new VKBlendState(); bs->info.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO; bs->info.attachmentCount = 1; bs->info.logicOp = logicOpToVK[(int)desc.logicOp]; bs->info.logicOpEnable = desc.logicEnabled; bs->attachments.resize(1); bs->attachments[0].blendEnable = desc.enabled; bs->attachments[0].colorBlendOp = blendEqToVk[(int)desc.eqCol]; bs->attachments[0].alphaBlendOp = blendEqToVk[(int)desc.eqAlpha]; bs->attachments[0].colorWriteMask = desc.colorMask; bs->attachments[0].dstAlphaBlendFactor = blendFactorToVk[(int)desc.dstAlpha]; bs->attachments[0].dstColorBlendFactor = blendFactorToVk[(int)desc.dstCol]; bs->attachments[0].srcAlphaBlendFactor = blendFactorToVk[(int)desc.srcAlpha]; bs->attachments[0].srcColorBlendFactor = blendFactorToVk[(int)desc.srcCol]; bs->info.pAttachments = bs->attachments.data(); return bs; } // Very simplistic buffer that will simply copy its contents into our "pushbuffer" when it's time to draw, // to avoid synchronization issues. class VKBuffer : public Buffer { public: VKBuffer(size_t size, uint32_t flags) : dataSize_(size) { data_ = new uint8_t[size]; } ~VKBuffer() override { delete[] data_; } size_t GetSize() const { return dataSize_; } const uint8_t *GetData() const { return data_; } uint8_t *data_; size_t dataSize_; }; Buffer *VKContext::CreateBuffer(size_t size, uint32_t usageFlags) { return new VKBuffer(size, usageFlags); } void VKContext::UpdateBuffer(Buffer *buffer, const uint8_t *data, size_t offset, size_t size, UpdateBufferFlags flags) { VKBuffer *buf = (VKBuffer *)buffer; memcpy(buf->data_ + offset, data, size); } void VKContext::BindTextures(int start, int count, Texture **textures) { for (int i = start; i < start + count; i++) { boundTextures_[i] = static_cast(textures[i]); boundImageView_[i] = boundTextures_[i]->GetImageView(); } } ShaderModule *VKContext::CreateShaderModule(ShaderStage stage, ShaderLanguage language, const uint8_t *data, size_t size) { VKShaderModule *shader = new VKShaderModule(stage); if (shader->Compile(vulkan_, language, data, size)) { return shader; } else { ELOG("Failed to compile shader: %s", (const char *)data); shader->Release(); return nullptr; } } int VKPipeline::GetUniformLoc(const char *name) { int loc = -1; // HACK! As we only use one uniform we hardcode it. if (!strcmp(name, "WorldViewProj")) { return 0; } return loc; } void VKContext::UpdateDynamicUniformBuffer(const void *ub, size_t size) { curPipeline_->SetDynamicUniformData(ub, size); } void VKContext::Draw(int vertexCount, int offset) { VKBuffer *vbuf = curVBuffers_[0]; VkBuffer vulkanVbuf; VkBuffer vulkanUBObuf; uint32_t ubo_offset = (uint32_t)curPipeline_->PushUBO(push_, vulkan_, &vulkanUBObuf); size_t vbBindOffset = push_->Push(vbuf->GetData(), vbuf->GetSize(), &vulkanVbuf); VkDescriptorSet descSet = GetOrCreateDescriptorSet(vulkanUBObuf); renderManager_.BindPipeline(curPipeline_->vkpipeline); // TODO: blend constants, stencil, viewports should be here, after bindpipeline.. renderManager_.Draw(pipelineLayout_, descSet, 1, &ubo_offset, vulkanVbuf, (int)vbBindOffset, vertexCount); } void VKContext::DrawIndexed(int vertexCount, int offset) { VKBuffer *ibuf = curIBuffer_; VKBuffer *vbuf = curVBuffers_[0]; VkBuffer vulkanVbuf, vulkanIbuf, vulkanUBObuf; uint32_t ubo_offset = (uint32_t)curPipeline_->PushUBO(push_, vulkan_, &vulkanUBObuf); size_t vbBindOffset = push_->Push(vbuf->GetData(), vbuf->GetSize(), &vulkanVbuf); size_t ibBindOffset = push_->Push(ibuf->GetData(), ibuf->GetSize(), &vulkanIbuf); VkDescriptorSet descSet = GetOrCreateDescriptorSet(vulkanUBObuf); renderManager_.BindPipeline(curPipeline_->vkpipeline); // TODO: blend constants, stencil, viewports should be here, after bindpipeline.. renderManager_.DrawIndexed(pipelineLayout_, descSet, 1, &ubo_offset, vulkanVbuf, (int)vbBindOffset, vulkanIbuf, (int)ibBindOffset, vertexCount, 1, VK_INDEX_TYPE_UINT32); } void VKContext::DrawUP(const void *vdata, int vertexCount) { VkBuffer vulkanVbuf, vulkanUBObuf; size_t vbBindOffset = push_->Push(vdata, vertexCount * curPipeline_->stride[0], &vulkanVbuf); uint32_t ubo_offset = (uint32_t)curPipeline_->PushUBO(push_, vulkan_, &vulkanUBObuf); VkDescriptorSet descSet = GetOrCreateDescriptorSet(vulkanUBObuf); renderManager_.BindPipeline(curPipeline_->vkpipeline); // TODO: blend constants, stencil, viewports should be here, after bindpipeline.. renderManager_.Draw(pipelineLayout_, descSet, 1, &ubo_offset, vulkanVbuf, (int)vbBindOffset, vertexCount); } void VKContext::Clear(int clearMask, uint32_t colorval, float depthVal, int stencilVal) { int mask = 0; if (clearMask & FBChannel::FB_COLOR_BIT) mask |= VK_IMAGE_ASPECT_COLOR_BIT; if (clearMask & FBChannel::FB_DEPTH_BIT) mask |= VK_IMAGE_ASPECT_DEPTH_BIT; if (clearMask & FBChannel::FB_STENCIL_BIT) mask |= VK_IMAGE_ASPECT_STENCIL_BIT; renderManager_.Clear(colorval, depthVal, stencilVal, mask); } DrawContext *T3DCreateVulkanContext(VulkanContext *vulkan, bool split) { return new VKContext(vulkan, split); } void AddFeature(std::vector &features, const char *name, VkBool32 available, VkBool32 enabled) { char buf[512]; snprintf(buf, sizeof(buf), "%s: Available: %d Enabled: %d", name, (int)available, (int)enabled); features.push_back(buf); } // Limited to depth buffer formats as that's what we need right now. static const char *VulkanFormatToString(VkFormat fmt) { switch (fmt) { case VkFormat::VK_FORMAT_D24_UNORM_S8_UINT: return "D24S8"; case VkFormat::VK_FORMAT_D16_UNORM: return "D16"; case VkFormat::VK_FORMAT_D16_UNORM_S8_UINT: return "D16S8"; case VkFormat::VK_FORMAT_D32_SFLOAT: return "D32f"; case VkFormat::VK_FORMAT_D32_SFLOAT_S8_UINT: return "D32fS8"; case VkFormat::VK_FORMAT_S8_UINT: return "S8"; case VkFormat::VK_FORMAT_UNDEFINED: return "UNDEFINED (BAD!)"; default: return "UNKNOWN"; } } std::vector VKContext::GetFeatureList() const { const VkPhysicalDeviceFeatures &available = vulkan_->GetFeaturesAvailable(); const VkPhysicalDeviceFeatures &enabled = vulkan_->GetFeaturesEnabled(); std::vector features; AddFeature(features, "dualSrcBlend", available.dualSrcBlend, enabled.dualSrcBlend); AddFeature(features, "logicOp", available.logicOp, enabled.logicOp); AddFeature(features, "geometryShader", available.geometryShader, enabled.geometryShader); AddFeature(features, "depthBounds", available.depthBounds, enabled.depthBounds); AddFeature(features, "depthClamp", available.depthClamp, enabled.depthClamp); AddFeature(features, "fillModeNonSolid", available.fillModeNonSolid, enabled.fillModeNonSolid); AddFeature(features, "largePoints", available.largePoints, enabled.largePoints); AddFeature(features, "wideLines", available.wideLines, enabled.wideLines); AddFeature(features, "pipelineStatisticsQuery", available.pipelineStatisticsQuery, enabled.pipelineStatisticsQuery); AddFeature(features, "samplerAnisotropy", available.samplerAnisotropy, enabled.samplerAnisotropy); AddFeature(features, "textureCompressionBC", available.textureCompressionBC, enabled.textureCompressionBC); AddFeature(features, "textureCompressionETC2", available.textureCompressionETC2, enabled.textureCompressionETC2); AddFeature(features, "textureCompressionASTC_LDR", available.textureCompressionASTC_LDR, enabled.textureCompressionASTC_LDR); AddFeature(features, "shaderClipDistance", available.shaderClipDistance, enabled.shaderClipDistance); AddFeature(features, "shaderCullDistance", available.shaderCullDistance, enabled.shaderCullDistance); AddFeature(features, "occlusionQueryPrecise", available.occlusionQueryPrecise, enabled.occlusionQueryPrecise); AddFeature(features, "multiDrawIndirect", available.multiDrawIndirect, enabled.multiDrawIndirect); features.push_back(std::string("Preferred depth buffer format: ") + VulkanFormatToString(vulkan_->GetDeviceInfo().preferredDepthStencilFormat)); // Also list texture formats and their properties. for (int i = VK_FORMAT_BEGIN_RANGE; i <= VK_FORMAT_END_RANGE; i++) { // TODO } return features; } std::vector VKContext::GetExtensionList() const { std::vector extensions; for (auto &iter : vulkan_->GetDeviceExtensionsAvailable()) { extensions.push_back(iter.extensionName); } return extensions; } uint32_t VKContext::GetDataFormatSupport(DataFormat fmt) const { // TODO: Actually do proper checks switch (fmt) { case DataFormat::B8G8R8A8_UNORM: return FMT_RENDERTARGET | FMT_TEXTURE; case DataFormat::B4G4R4A4_UNORM_PACK16: // This is the one that's guaranteed to be supported. // A four-component, 16-bit packed unsigned normalized format that has a 4-bit B component in bits 12..15, a 4-bit // G component in bits 8..11, a 4 - bit R component in bits 4..7, and a 4 - bit A component in bits 0..3 return FMT_RENDERTARGET | FMT_TEXTURE; case DataFormat::R4G4B4A4_UNORM_PACK16: return 0; case DataFormat::A4R4G4B4_UNORM_PACK16: return 0; case DataFormat::R8G8B8A8_UNORM: return FMT_RENDERTARGET | FMT_TEXTURE | FMT_INPUTLAYOUT; case DataFormat::R32_FLOAT: case DataFormat::R32G32_FLOAT: case DataFormat::R32G32B32_FLOAT: case DataFormat::R32G32B32A32_FLOAT: return FMT_INPUTLAYOUT; case DataFormat::R8_UNORM: return FMT_TEXTURE; case DataFormat::BC1_RGBA_UNORM_BLOCK: case DataFormat::BC2_UNORM_BLOCK: case DataFormat::BC3_UNORM_BLOCK: return FMT_TEXTURE; default: return 0; } } // A VKFramebuffer is a VkFramebuffer (note caps difference) plus all the textures it owns. // It also has a reference to the command buffer that it was last rendered to with. // If it needs to be transitioned, and the frame number matches, use it, otherwise // use this frame's init command buffer. class VKFramebuffer : public Framebuffer { public: VKFramebuffer(VKRFramebuffer *fb) : buf_(fb) { _assert_msg_(G3D, fb, "Null fb in VKFramebuffer constructor"); } ~VKFramebuffer() { _assert_msg_(G3D, buf_, "Null buf_ in VKFramebuffer - double delete?"); buf_->vulkan_->Delete().QueueCallback([](void *fb) { VKRFramebuffer *vfb = static_cast(fb); delete vfb; }, buf_); buf_ = nullptr; } VKRFramebuffer *GetFB() const { return buf_; } private: VKRFramebuffer *buf_; }; Framebuffer *VKContext::CreateFramebuffer(const FramebufferDesc &desc) { VkCommandBuffer cmd = renderManager_.GetInitCmd(); VKRFramebuffer *vkrfb = new VKRFramebuffer(vulkan_, cmd, renderManager_.GetFramebufferRenderPass(), desc.width, desc.height); return new VKFramebuffer(vkrfb); } void VKContext::CopyFramebufferImage(Framebuffer *srcfb, int level, int x, int y, int z, Framebuffer *dstfb, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth, int channelBits) { VKFramebuffer *src = (VKFramebuffer *)srcfb; VKFramebuffer *dst = (VKFramebuffer *)dstfb; int aspectMask = 0; if (channelBits & FBChannel::FB_COLOR_BIT) aspectMask |= VK_IMAGE_ASPECT_COLOR_BIT; if (channelBits & FBChannel::FB_DEPTH_BIT) aspectMask |= VK_IMAGE_ASPECT_DEPTH_BIT; if (channelBits & FBChannel::FB_STENCIL_BIT) aspectMask |= VK_IMAGE_ASPECT_STENCIL_BIT; renderManager_.CopyFramebuffer(src->GetFB(), VkRect2D{ {x, y}, {(uint32_t)width, (uint32_t)height } }, dst->GetFB(), VkOffset2D{ dstX, dstY }, aspectMask); } bool VKContext::BlitFramebuffer(Framebuffer *srcfb, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dstfb, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) { VKFramebuffer *src = (VKFramebuffer *)srcfb; VKFramebuffer *dst = (VKFramebuffer *)dstfb; int aspectMask = 0; if (channelBits & FBChannel::FB_COLOR_BIT) aspectMask |= VK_IMAGE_ASPECT_COLOR_BIT; if (channelBits & FBChannel::FB_DEPTH_BIT) aspectMask |= VK_IMAGE_ASPECT_DEPTH_BIT; if (channelBits & FBChannel::FB_STENCIL_BIT) aspectMask |= VK_IMAGE_ASPECT_STENCIL_BIT; renderManager_.BlitFramebuffer(src->GetFB(), VkRect2D{ {srcX1, srcY1}, {(uint32_t)(srcX2 - srcX1), (uint32_t)(srcY2 - srcY1) } }, dst->GetFB(), VkRect2D{ {dstX1, dstY1}, {(uint32_t)(dstX2 - dstX1), (uint32_t)(dstY2 - dstY1) } }, aspectMask, filter == FB_BLIT_LINEAR ? VK_FILTER_LINEAR : VK_FILTER_NEAREST); return true; } bool VKContext::CopyFramebufferToMemorySync(Framebuffer *srcfb, int channelBits, int x, int y, int w, int h, Draw::DataFormat format, void *pixels, int pixelStride) { VKFramebuffer *src = (VKFramebuffer *)srcfb; int aspectMask = 0; if (channelBits & FBChannel::FB_COLOR_BIT) aspectMask |= VK_IMAGE_ASPECT_COLOR_BIT; if (channelBits & FBChannel::FB_DEPTH_BIT) aspectMask |= VK_IMAGE_ASPECT_DEPTH_BIT; if (channelBits & FBChannel::FB_STENCIL_BIT) aspectMask |= VK_IMAGE_ASPECT_STENCIL_BIT; return renderManager_.CopyFramebufferToMemorySync(src ? src->GetFB() : nullptr, aspectMask, x, y, w, h, format, (uint8_t *)pixels, pixelStride); } void VKContext::BindFramebufferAsRenderTarget(Framebuffer *fbo, const RenderPassInfo &rp) { VKFramebuffer *fb = (VKFramebuffer *)fbo; VKRRenderPassAction color = (VKRRenderPassAction)rp.color; VKRRenderPassAction depth = (VKRRenderPassAction)rp.depth; VKRRenderPassAction stencil = (VKRRenderPassAction)rp.stencil; renderManager_.BindFramebufferAsRenderTarget(fb ? fb->GetFB() : nullptr, color, depth, stencil, rp.clearColor, rp.clearDepth, rp.clearStencil); curFramebuffer_ = fb; } // color must be 0, for now. void VKContext::BindFramebufferAsTexture(Framebuffer *fbo, int binding, FBChannel channelBit, int attachment) { VKFramebuffer *fb = (VKFramebuffer *)fbo; if (fb == curFramebuffer_) { Crash(); } int aspect = 0; if (channelBit & FBChannel::FB_COLOR_BIT) aspect |= VK_IMAGE_ASPECT_COLOR_BIT; if (channelBit & FBChannel::FB_DEPTH_BIT) aspect |= VK_IMAGE_ASPECT_DEPTH_BIT; if (channelBit & FBChannel::FB_STENCIL_BIT) aspect |= VK_IMAGE_ASPECT_STENCIL_BIT; boundImageView_[binding] = renderManager_.BindFramebufferAsTexture(fb->GetFB(), binding, aspect, attachment); } uintptr_t VKContext::GetFramebufferAPITexture(Framebuffer *fbo, int channelBit, int attachment) { if (!fbo) return 0; VKFramebuffer *fb = (VKFramebuffer *)fbo; VkImageView view = VK_NULL_HANDLE; switch (channelBit) { case FB_COLOR_BIT: view = fb->GetFB()->color.imageView; break; case FB_DEPTH_BIT: case FB_STENCIL_BIT: view = fb->GetFB()->depth.imageView; break; } return (uintptr_t)view; } void VKContext::GetFramebufferDimensions(Framebuffer *fbo, int *w, int *h) { VKFramebuffer *fb = (VKFramebuffer *)fbo; if (fb) { *w = fb->GetFB()->width; *h = fb->GetFB()->height; } else { *w = vulkan_->GetBackbufferWidth(); *h = vulkan_->GetBackbufferHeight(); } } void VKContext::HandleEvent(Event ev, int width, int height, void *param1, void *param2) { switch (ev) { case Event::LOST_BACKBUFFER: renderManager_.DestroyBackbuffers(); break; case Event::GOT_BACKBUFFER: renderManager_.CreateBackbuffers(); break; default: assert(false); break; } } } // namespace Draw