// 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/. #include #include #include "ext/xxhash.h" #include "Common/File/VFS/VFS.h" #include "Common/Data/Text/I18n.h" #include "Common/Math/math_util.h" #include "Common/Profiler/Profiler.h" #include "Common/GPU/thin3d.h" #include "Common/GPU/Vulkan/VulkanRenderManager.h" #include "Common/Data/Convert/ColorConv.h" #include "Common/StringUtils.h" #include "Common/TimeUtil.h" #include "Core/Config.h" #include "Core/Host.h" #include "Core/MemMap.h" #include "Core/Reporting.h" #include "Core/System.h" #include "Common/GPU/Vulkan/VulkanContext.h" #include "Common/GPU/Vulkan/VulkanImage.h" #include "Common/GPU/Vulkan/VulkanMemory.h" #include "GPU/ge_constants.h" #include "GPU/GPUState.h" #include "GPU/Common/DepalettizeCommon.h" #include "GPU/Common/PostShader.h" #include "GPU/Common/TextureCacheCommon.h" #include "GPU/Common/TextureDecoder.h" #include "GPU/Vulkan/VulkanContext.h" #include "GPU/Vulkan/TextureCacheVulkan.h" #include "GPU/Vulkan/FramebufferManagerVulkan.h" #include "GPU/Vulkan/ShaderManagerVulkan.h" #include "GPU/Vulkan/DrawEngineVulkan.h" using namespace PPSSPP_VK; #define TEXCACHE_MIN_SLAB_SIZE (8 * 1024 * 1024) #define TEXCACHE_MAX_SLAB_SIZE (32 * 1024 * 1024) #define TEXCACHE_SLAB_PRESSURE 4 const char *uploadShader = R"( #version 450 #extension GL_ARB_separate_shader_objects : enable // 8x8 is the most common compute shader workgroup size, and works great on all major // hardware vendors. layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in; uniform layout(binding = 0, rgba8) writeonly image2D img; layout(std430, binding = 1) buffer Buf { uint data[]; } buf; layout(push_constant) uniform Params { int width; int height; } params; uint readColoru(uvec2 p) { return buf.data[p.y * params.width + p.x]; } vec4 readColorf(uvec2 p) { // Unpack the color (we could look it up in a CLUT here if we wanted...) // The imageStore repack is free. return unpackUnorm4x8(readColoru(p)); } void writeColorf(ivec2 p, vec4 c) { imageStore(img, p, c); } %s // Note that main runs once per INPUT pixel, unlike the old model. void main() { uvec2 xy = gl_GlobalInvocationID.xy; // Kill off any out-of-image threads to avoid stray writes. // Should only happen on the tiniest mipmaps as PSP textures are power-of-2, // and we use a 8x8 workgroup size. Probably not really necessary. if (xy.x >= params.width || xy.y >= params.height) return; // applyScaling will write the upscaled pixels, using writeColorf above. // It's expected to write a square of scale*scale pixels, at the location xy*scale. applyScaling(xy); } )"; SamplerCache::~SamplerCache() { DeviceLost(); } VkSampler SamplerCache::GetOrCreateSampler(const SamplerCacheKey &key) { VkSampler sampler = cache_.Get(key); if (sampler != VK_NULL_HANDLE) return sampler; VkSamplerCreateInfo samp = { VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO }; samp.addressModeU = key.sClamp ? VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE : VK_SAMPLER_ADDRESS_MODE_REPEAT; samp.addressModeV = key.tClamp ? VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE : VK_SAMPLER_ADDRESS_MODE_REPEAT; // W addressing is irrelevant for 2d textures, but Mali recommends that all clamp modes are the same if possible so just copy from U. samp.addressModeW = key.texture3d ? VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE : samp.addressModeU; samp.compareOp = VK_COMPARE_OP_ALWAYS; samp.flags = 0; samp.magFilter = key.magFilt ? VK_FILTER_LINEAR : VK_FILTER_NEAREST; samp.minFilter = key.minFilt ? VK_FILTER_LINEAR : VK_FILTER_NEAREST; samp.mipmapMode = key.mipFilt ? VK_SAMPLER_MIPMAP_MODE_LINEAR : VK_SAMPLER_MIPMAP_MODE_NEAREST; if (key.aniso) { // Docs say the min of this value and the supported max are used. samp.maxAnisotropy = 1 << g_Config.iAnisotropyLevel; samp.anisotropyEnable = true; } else { samp.maxAnisotropy = 1.0f; samp.anisotropyEnable = false; } if (key.maxLevel == 9 * 256) { // No max level needed. samp.maxLod = VK_LOD_CLAMP_NONE; } else { samp.maxLod = (float)(int32_t)key.maxLevel * (1.0f / 256.0f); } samp.minLod = (float)(int32_t)key.minLevel * (1.0f / 256.0f); samp.mipLodBias = (float)(int32_t)key.lodBias * (1.0f / 256.0f); VkResult res = vkCreateSampler(vulkan_->GetDevice(), &samp, nullptr, &sampler); _assert_(res == VK_SUCCESS); cache_.Insert(key, sampler); return sampler; } std::string SamplerCache::DebugGetSamplerString(std::string id, DebugShaderStringType stringType) { SamplerCacheKey key; key.FromString(id); return StringFromFormat("%s/%s mag:%s min:%s mip:%s maxLod:%f minLod:%f bias:%f", key.sClamp ? "Clamp" : "Wrap", key.tClamp ? "Clamp" : "Wrap", key.magFilt ? "Linear" : "Nearest", key.minFilt ? "Linear" : "Nearest", key.mipFilt ? "Linear" : "Nearest", key.maxLevel / 256.0f, key.minLevel / 256.0f, key.lodBias / 256.0f); } void SamplerCache::DeviceLost() { cache_.Iterate([&](const SamplerCacheKey &key, VkSampler sampler) { vulkan_->Delete().QueueDeleteSampler(sampler); }); cache_.Clear(); } void SamplerCache::DeviceRestore(VulkanContext *vulkan) { vulkan_ = vulkan; } std::vector SamplerCache::DebugGetSamplerIDs() const { std::vector ids; cache_.Iterate([&](const SamplerCacheKey &id, VkSampler sampler) { std::string idstr; id.ToString(&idstr); ids.push_back(idstr); }); return ids; } TextureCacheVulkan::TextureCacheVulkan(Draw::DrawContext *draw, VulkanContext *vulkan) : TextureCacheCommon(draw), computeShaderManager_(vulkan), samplerCache_(vulkan) { DeviceRestore(draw); } TextureCacheVulkan::~TextureCacheVulkan() { DeviceLost(); } void TextureCacheVulkan::SetFramebufferManager(FramebufferManagerVulkan *fbManager) { framebufferManager_ = fbManager; } void TextureCacheVulkan::DeviceLost() { depalShaderCache_->DeviceLost(); VulkanContext *vulkan = draw_ ? (VulkanContext *)draw_->GetNativeObject(Draw::NativeObject::CONTEXT) : nullptr; Clear(true); samplerCache_.DeviceLost(); if (samplerNearest_) vulkan->Delete().QueueDeleteSampler(samplerNearest_); if (uploadCS_ != VK_NULL_HANDLE) vulkan->Delete().QueueDeleteShaderModule(uploadCS_); computeShaderManager_.DeviceLost(); nextTexture_ = nullptr; draw_ = nullptr; } void TextureCacheVulkan::DeviceRestore(Draw::DrawContext *draw) { VulkanContext *vulkan = (VulkanContext *)draw->GetNativeObject(Draw::NativeObject::CONTEXT); draw_ = draw; _assert_(!allocator_); samplerCache_.DeviceRestore(vulkan); depalShaderCache_->DeviceRestore(draw); VkSamplerCreateInfo samp{ VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO }; samp.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT; samp.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT; samp.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT; samp.magFilter = VK_FILTER_NEAREST; samp.minFilter = VK_FILTER_NEAREST; samp.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST; VkResult res = vkCreateSampler(vulkan->GetDevice(), &samp, nullptr, &samplerNearest_); _assert_(res == VK_SUCCESS); CompileScalingShader(); computeShaderManager_.DeviceRestore(vulkan); } void TextureCacheVulkan::NotifyConfigChanged() { TextureCacheCommon::NotifyConfigChanged(); CompileScalingShader(); } static std::string ReadShaderSrc(const Path &filename) { size_t sz = 0; char *data = (char *)VFSReadFile(filename.c_str(), &sz); if (!data) return std::string(); std::string src(data, sz); delete[] data; return src; } void TextureCacheVulkan::CompileScalingShader() { VulkanContext *vulkan = (VulkanContext *)draw_->GetNativeObject(Draw::NativeObject::CONTEXT); if (!g_Config.bTexHardwareScaling || g_Config.sTextureShaderName != textureShader_) { if (uploadCS_ != VK_NULL_HANDLE) vulkan->Delete().QueueDeleteShaderModule(uploadCS_); textureShader_.clear(); shaderScaleFactor_ = 0; // no texture scaling shader } else if (uploadCS_) { // No need to recreate. return; } if (!g_Config.bTexHardwareScaling) return; ReloadAllPostShaderInfo(draw_); const TextureShaderInfo *shaderInfo = GetTextureShaderInfo(g_Config.sTextureShaderName); if (!shaderInfo || shaderInfo->computeShaderFile.empty()) return; std::string shaderSource = ReadShaderSrc(shaderInfo->computeShaderFile); std::string fullUploadShader = StringFromFormat(uploadShader, shaderSource.c_str()); std::string error; uploadCS_ = CompileShaderModule(vulkan, VK_SHADER_STAGE_COMPUTE_BIT, fullUploadShader.c_str(), &error); _dbg_assert_msg_(uploadCS_ != VK_NULL_HANDLE, "failed to compile upload shader"); textureShader_ = g_Config.sTextureShaderName; shaderScaleFactor_ = shaderInfo->scaleFactor; } void TextureCacheVulkan::ReleaseTexture(TexCacheEntry *entry, bool delete_them) { delete entry->vkTex; entry->vkTex = nullptr; } VkFormat getClutDestFormatVulkan(GEPaletteFormat format) { switch (format) { case GE_CMODE_16BIT_ABGR4444: return VULKAN_4444_FORMAT; case GE_CMODE_16BIT_ABGR5551: return VULKAN_1555_FORMAT; case GE_CMODE_16BIT_BGR5650: return VULKAN_565_FORMAT; case GE_CMODE_32BIT_ABGR8888: return VULKAN_8888_FORMAT; } return VK_FORMAT_UNDEFINED; } static const VkFilter MagFiltVK[2] = { VK_FILTER_NEAREST, VK_FILTER_LINEAR }; void TextureCacheVulkan::StartFrame() { TextureCacheCommon::StartFrame(); InvalidateLastTexture(); depalShaderCache_->Decimate(); timesInvalidatedAllThisFrame_ = 0; texelsScaledThisFrame_ = 0; replacementTimeThisFrame_ = 0.0; if (clearCacheNextFrame_) { Clear(true); clearCacheNextFrame_ = false; } else { int slabPressureLimit = TEXCACHE_SLAB_PRESSURE; if (g_Config.iTexScalingLevel > 1) { // Since textures are 2D maybe we should square this, but might get too non-aggressive. slabPressureLimit *= g_Config.iTexScalingLevel; } // TODO: Use some indication from VMA. // Maybe see https://gpuopen-librariesandsdks.github.io/VulkanMemoryAllocator/html/staying_within_budget.html#staying_within_budget_querying_for_budget . Decimate(false); } computeShaderManager_.BeginFrame(); } void TextureCacheVulkan::EndFrame() { computeShaderManager_.EndFrame(); if (texelsScaledThisFrame_) { VERBOSE_LOG(G3D, "Scaled %i texels", texelsScaledThisFrame_); } } void TextureCacheVulkan::UpdateCurrentClut(GEPaletteFormat clutFormat, u32 clutBase, bool clutIndexIsSimple) { const u32 clutBaseBytes = clutFormat == GE_CMODE_32BIT_ABGR8888 ? (clutBase * sizeof(u32)) : (clutBase * sizeof(u16)); // Technically, these extra bytes weren't loaded, but hopefully it was loaded earlier. // If not, we're going to hash random data, which hopefully doesn't cause a performance issue. // // TODO: Actually, this seems like a hack. The game can upload part of a CLUT and reference other data. // clutTotalBytes_ is the last amount uploaded. We should hash clutMaxBytes_, but this will often hash // unrelated old entries for small palettes. // Adding clutBaseBytes may just be mitigating this for some usage patterns. const u32 clutExtendedBytes = std::min(clutTotalBytes_ + clutBaseBytes, clutMaxBytes_); if (replacer_.Enabled()) clutHash_ = XXH32((const char *)clutBufRaw_, clutExtendedBytes, 0xC0108888); else clutHash_ = XXH3_64bits((const char *)clutBufRaw_, clutExtendedBytes) & 0xFFFFFFFF; clutBuf_ = clutBufRaw_; // Special optimization: fonts typically draw clut4 with just alpha values in a single color. clutAlphaLinear_ = false; clutAlphaLinearColor_ = 0; if (clutFormat == GE_CMODE_16BIT_ABGR4444 && clutIndexIsSimple) { const u16_le *clut = GetCurrentClut(); clutAlphaLinear_ = true; clutAlphaLinearColor_ = clut[15] & 0x0FFF; for (int i = 0; i < 16; ++i) { u16 step = clutAlphaLinearColor_ | (i << 12); if (clut[i] != step) { clutAlphaLinear_ = false; break; } } } clutLastFormat_ = gstate.clutformat; } void TextureCacheVulkan::BindTexture(TexCacheEntry *entry) { _assert_(entry); _assert_(entry->vkTex); entry->vkTex->Touch(); imageView_ = entry->vkTex->GetImageView(); int maxLevel = (entry->status & TexCacheEntry::STATUS_NO_MIPS) ? 0 : entry->maxLevel; SamplerCacheKey samplerKey = GetSamplingParams(maxLevel, entry); curSampler_ = samplerCache_.GetOrCreateSampler(samplerKey); drawEngine_->SetDepalTexture(VK_NULL_HANDLE); gstate_c.SetUseShaderDepal(false); } void TextureCacheVulkan::ApplySamplingParams(const SamplerCacheKey &key) { curSampler_ = samplerCache_.GetOrCreateSampler(key); } void TextureCacheVulkan::Unbind() { imageView_ = VK_NULL_HANDLE; curSampler_ = VK_NULL_HANDLE; InvalidateLastTexture(); } void TextureCacheVulkan::BindAsClutTexture(Draw::Texture *tex) { VkImageView clutTexture = (VkImageView)draw_->GetNativeObject(Draw::NativeObject::TEXTURE_VIEW, tex); drawEngine_->SetDepalTexture(clutTexture); } static Draw::DataFormat FromVulkanFormat(VkFormat fmt) { switch (fmt) { case VULKAN_8888_FORMAT: default: return Draw::DataFormat::R8G8B8A8_UNORM; } } static VkFormat ToVulkanFormat(Draw::DataFormat fmt) { switch (fmt) { case Draw::DataFormat::R8G8B8A8_UNORM: default: return VULKAN_8888_FORMAT; } } void TextureCacheVulkan::BuildTexture(TexCacheEntry *const entry) { VulkanContext *vulkan = (VulkanContext *)draw_->GetNativeObject(Draw::NativeObject::CONTEXT); BuildTexturePlan plan; plan.hardwareScaling = g_Config.bTexHardwareScaling && uploadCS_ != VK_NULL_HANDLE; plan.slowScaler = !plan.hardwareScaling || vulkan->DevicePerfClass() == PerfClass::SLOW; if (!PrepareBuildTexture(plan, entry)) { // We're screwed? return; } VkFormat dstFmt = GetDestFormat(GETextureFormat(entry->format), gstate.getClutPaletteFormat()); if (plan.scaleFactor > 1) { // Whether hardware or software scaling, this is the dest format. dstFmt = VULKAN_8888_FORMAT; } // We don't generate mipmaps for 512x512 textures because they're almost exclusively used for menu backgrounds // and similar, which don't really need it. if (g_Config.iTexFiltering == TEX_FILTER_AUTO_MAX_QUALITY && plan.w <= 256 && plan.h <= 256) { // Boost the number of mipmaps. if (plan.maxPossibleLevels > plan.levelsToCreate) { // We have to generate mips with a shader. This requires decoding to R8G8B8A8_UNORM format to avoid extra complications. dstFmt = VULKAN_8888_FORMAT; } plan.levelsToCreate = plan.maxPossibleLevels; } // Any texture scaling is gonna move away from the original 16-bit format, if any. VkFormat actualFmt = plan.scaleFactor > 1 ? VULKAN_8888_FORMAT : dstFmt; if (plan.replaced->Valid()) { actualFmt = ToVulkanFormat(plan.replaced->Format(0)); } bool computeUpload = false; VkCommandBuffer cmdInit = (VkCommandBuffer)draw_->GetNativeObject(Draw::NativeObject::INIT_COMMANDBUFFER); delete entry->vkTex; entry->vkTex = new VulkanTexture(vulkan); VulkanTexture *image = entry->vkTex; const VkComponentMapping *mapping; switch (actualFmt) { case VULKAN_4444_FORMAT: mapping = &VULKAN_4444_SWIZZLE; break; case VULKAN_1555_FORMAT: mapping = &VULKAN_1555_SWIZZLE; break; case VULKAN_565_FORMAT: mapping = &VULKAN_565_SWIZZLE; break; default: mapping = &VULKAN_8888_SWIZZLE; break; } VkImageLayout imageLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; VkImageUsageFlags usage = VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT; if (actualFmt == VULKAN_8888_FORMAT && plan.scaleFactor > 1 && plan.hardwareScaling) { if (uploadCS_ != VK_NULL_HANDLE) { computeUpload = true; } else { WARN_LOG(G3D, "Falling back to software scaling, hardware shader didn't compile"); } } if (computeUpload) { usage |= VK_IMAGE_USAGE_STORAGE_BIT; imageLayout = VK_IMAGE_LAYOUT_GENERAL; } char texName[128]{}; snprintf(texName, sizeof(texName), "tex_%08x_%s", entry->addr, GeTextureFormatToString((GETextureFormat)entry->format, gstate.getClutPaletteFormat())); image->SetTag(texName); bool allocSuccess = image->CreateDirect(cmdInit, plan.w * plan.scaleFactor, plan.h * plan.scaleFactor, plan.depth, plan.levelsToCreate, actualFmt, imageLayout, usage, mapping); if (!allocSuccess && !lowMemoryMode_) { WARN_LOG_REPORT(G3D, "Texture cache ran out of GPU memory; switching to low memory mode"); lowMemoryMode_ = true; decimationCounter_ = 0; Decimate(); // TODO: We should stall the GPU here and wipe things out of memory. // As is, it will almost definitely fail the second time, but next frame it may recover. auto err = GetI18NCategory("Error"); if (plan.scaleFactor > 1) { host->NotifyUserMessage(err->T("Warning: Video memory FULL, reducing upscaling and switching to slow caching mode"), 2.0f); } else { host->NotifyUserMessage(err->T("Warning: Video memory FULL, switching to slow caching mode"), 2.0f); } plan.scaleFactor = 1; actualFmt = dstFmt; allocSuccess = image->CreateDirect(cmdInit, plan.w * plan.scaleFactor, plan.h * plan.scaleFactor, plan.depth, plan.levelsToCreate, actualFmt, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT, mapping); } if (!allocSuccess) { ERROR_LOG(G3D, "Failed to create texture (%dx%d)", plan.w, plan.h); delete entry->vkTex; entry->vkTex = nullptr; } if (!entry->vkTex) { return; } ReplacedTextureDecodeInfo replacedInfo; bool willSaveTex = false; if (replacer_.Enabled() && !plan.replaced->Valid() && plan.depth == 1) { replacedInfo.cachekey = entry->CacheKey(); replacedInfo.hash = entry->fullhash; replacedInfo.addr = entry->addr; replacedInfo.isVideo = plan.isVideo; replacedInfo.isFinal = (entry->status & TexCacheEntry::STATUS_TO_SCALE) == 0; replacedInfo.scaleFactor = plan.scaleFactor; replacedInfo.fmt = FromVulkanFormat(actualFmt); willSaveTex = replacer_.WillSave(replacedInfo); } VK_PROFILE_BEGIN(vulkan, cmdInit, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, "Texture Upload (%08x) video=%d", entry->addr, plan.isVideo); // Upload the texture data. We simply reuse the same loop for 3D texture slices instead of mips, if we have those. int levels; if (plan.depth > 1) { levels = plan.depth; } else { levels = plan.levelsToLoad; } for (int i = 0; i < levels; i++) { int mipUnscaledWidth = gstate.getTextureWidth(i); int mipUnscaledHeight = gstate.getTextureHeight(i); int mipWidth = mipUnscaledWidth * plan.scaleFactor; int mipHeight = mipUnscaledHeight * plan.scaleFactor; if (plan.replaced->Valid()) { plan.replaced->GetSize(i, mipWidth, mipHeight); } int bpp = actualFmt == VULKAN_8888_FORMAT ? 4 : 2; // output bpp int stride = (mipWidth * bpp + 15) & ~15; // output stride int size = stride * mipHeight; uint32_t bufferOffset; VkBuffer texBuf; // NVIDIA reports a min alignment of 1 but that can't be healthy... let's align by 16 as a minimum. int pushAlignment = std::max(16, (int)vulkan->GetPhysicalDeviceProperties().properties.limits.optimalBufferCopyOffsetAlignment); void *data; std::vector saveData; auto loadLevel = [&](int sz, int srcLevel, int lstride, int lfactor) { if (willSaveTex) { saveData.resize(sz); data = &saveData[0]; } else { data = drawEngine_->GetPushBufferForTextureData()->PushAligned(sz, &bufferOffset, &texBuf, pushAlignment); } LoadTextureLevel(*entry, (uint8_t *)data, lstride, srcLevel, lfactor, dstFmt); if (willSaveTex) bufferOffset = drawEngine_->GetPushBufferForTextureData()->PushAligned(&saveData[0], sz, pushAlignment, &texBuf); }; bool dataScaled = true; if (plan.replaced->Valid()) { // Directly load the replaced image. data = drawEngine_->GetPushBufferForTextureData()->PushAligned(size, &bufferOffset, &texBuf, pushAlignment); double replaceStart = time_now_d(); plan.replaced->Load(i, data, stride); // if it fails, it'll just be garbage data... OK for now. replacementTimeThisFrame_ += time_now_d() - replaceStart; VK_PROFILE_BEGIN(vulkan, cmdInit, VK_PIPELINE_STAGE_TRANSFER_BIT, "Copy Upload (replaced): %dx%d", mipWidth, mipHeight); entry->vkTex->UploadMip(cmdInit, i, mipWidth, mipHeight, 0, texBuf, bufferOffset, stride / bpp); VK_PROFILE_END(vulkan, cmdInit, VK_PIPELINE_STAGE_TRANSFER_BIT); } else { if (plan.depth != 1) { loadLevel(size, i, stride, plan.scaleFactor); entry->vkTex->UploadMip(cmdInit, 0, mipWidth, mipHeight, i, texBuf, bufferOffset, stride / bpp); } else if (computeUpload) { int srcBpp = dstFmt == VULKAN_8888_FORMAT ? 4 : 2; int srcStride = mipUnscaledWidth * srcBpp; int srcSize = srcStride * mipUnscaledHeight; loadLevel(srcSize, i == 0 ? plan.baseLevelSrc : i, srcStride, 1); dataScaled = false; // This format can be used with storage images. VkImageView view = entry->vkTex->CreateViewForMip(i); VkDescriptorSet descSet = computeShaderManager_.GetDescriptorSet(view, texBuf, bufferOffset, srcSize); struct Params { int x; int y; } params{ mipUnscaledWidth, mipUnscaledHeight }; VK_PROFILE_BEGIN(vulkan, cmdInit, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, "Compute Upload: %dx%d->%dx%d", mipUnscaledWidth, mipUnscaledHeight, mipWidth, mipHeight); vkCmdBindPipeline(cmdInit, VK_PIPELINE_BIND_POINT_COMPUTE, computeShaderManager_.GetPipeline(uploadCS_)); vkCmdBindDescriptorSets(cmdInit, VK_PIPELINE_BIND_POINT_COMPUTE, computeShaderManager_.GetPipelineLayout(), 0, 1, &descSet, 0, nullptr); vkCmdPushConstants(cmdInit, computeShaderManager_.GetPipelineLayout(), VK_SHADER_STAGE_COMPUTE_BIT, 0, sizeof(params), ¶ms); vkCmdDispatch(cmdInit, (mipUnscaledWidth + 7) / 8, (mipUnscaledHeight + 7) / 8, 1); VK_PROFILE_END(vulkan, cmdInit, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT); vulkan->Delete().QueueDeleteImageView(view); } else { loadLevel(size, i == 0 ? plan.baseLevelSrc : i, stride, plan.scaleFactor); VK_PROFILE_BEGIN(vulkan, cmdInit, VK_PIPELINE_STAGE_TRANSFER_BIT, "Copy Upload: %dx%d", mipWidth, mipHeight); entry->vkTex->UploadMip(cmdInit, i, mipWidth, mipHeight, 0, texBuf, bufferOffset, stride / bpp); VK_PROFILE_END(vulkan, cmdInit, VK_PIPELINE_STAGE_TRANSFER_BIT); } if (replacer_.Enabled()) { // When hardware texture scaling is enabled, this saves the original. int w = dataScaled ? mipWidth : mipUnscaledWidth; int h = dataScaled ? mipHeight : mipUnscaledHeight; // At this point, data should be saveData, and not slow. replacer_.NotifyTextureDecoded(replacedInfo, data, stride, i, w, h); } } } VkImageLayout layout = computeUpload ? VK_IMAGE_LAYOUT_GENERAL : VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; VkPipelineStageFlags prevStage = computeUpload ? VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT : VK_PIPELINE_STAGE_TRANSFER_BIT; // Generate any additional mipmap levels. // This will transition the whole stack to GENERAL if it wasn't already. if (plan.levelsToLoad < plan.levelsToCreate) { VK_PROFILE_BEGIN(vulkan, cmdInit, VK_PIPELINE_STAGE_TRANSFER_BIT, "Mipgen up to level %d", plan.levelsToCreate); entry->vkTex->GenerateMips(cmdInit, plan.levelsToLoad, computeUpload); layout = VK_IMAGE_LAYOUT_GENERAL; prevStage = VK_PIPELINE_STAGE_TRANSFER_BIT; VK_PROFILE_END(vulkan, cmdInit, VK_PIPELINE_STAGE_TRANSFER_BIT); } entry->vkTex->EndCreate(cmdInit, false, prevStage, layout); VK_PROFILE_END(vulkan, cmdInit, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT); // Signal that we support depth textures so use it as one. if (plan.depth > 1) { entry->status |= TexCacheEntry::STATUS_3D; } if (plan.replaced->Valid()) { entry->SetAlphaStatus(TexCacheEntry::TexStatus(plan.replaced->AlphaStatus())); } } VkFormat TextureCacheVulkan::GetDestFormat(GETextureFormat format, GEPaletteFormat clutFormat) const { if (!gstate_c.Supports(GPU_SUPPORTS_16BIT_FORMATS)) { return VK_FORMAT_R8G8B8A8_UNORM; } switch (format) { case GE_TFMT_CLUT4: case GE_TFMT_CLUT8: case GE_TFMT_CLUT16: case GE_TFMT_CLUT32: return getClutDestFormatVulkan(clutFormat); case GE_TFMT_4444: return VULKAN_4444_FORMAT; case GE_TFMT_5551: return VULKAN_1555_FORMAT; case GE_TFMT_5650: return VULKAN_565_FORMAT; case GE_TFMT_8888: case GE_TFMT_DXT1: case GE_TFMT_DXT3: case GE_TFMT_DXT5: default: return VULKAN_8888_FORMAT; } } CheckAlphaResult TextureCacheVulkan::CheckAlpha(const u32 *pixelData, VkFormat dstFmt, int w) { switch (dstFmt) { case VULKAN_4444_FORMAT: return CheckAlpha16((const u16 *)pixelData, w, 0xF000); case VULKAN_1555_FORMAT: return CheckAlpha16((const u16 *)pixelData, w, 0x8000); case VULKAN_565_FORMAT: // Never has any alpha. return CHECKALPHA_FULL; default: return CheckAlpha32(pixelData, w, 0xFF000000); } } void TextureCacheVulkan::LoadTextureLevel(TexCacheEntry &entry, uint8_t *writePtr, int rowPitch, int level, int scaleFactor, VkFormat dstFmt) { int w = gstate.getTextureWidth(level); int h = gstate.getTextureHeight(level); GETextureFormat tfmt = (GETextureFormat)entry.format; GEPaletteFormat clutformat = gstate.getClutPaletteFormat(); u32 texaddr = gstate.getTextureAddress(level); _assert_msg_(texaddr != 0, "Can't load a texture from address null") int bufw = GetTextureBufw(level, texaddr, tfmt); int bpp = dstFmt == VULKAN_8888_FORMAT ? 4 : 2; u32 *pixelData; int decPitch; bool expand32 = !gstate_c.Supports(GPU_SUPPORTS_16BIT_FORMATS) || scaleFactor > 1 || dstFmt == VULKAN_8888_FORMAT; if (scaleFactor > 1) { tmpTexBufRearrange_.resize(std::max(bufw, w) * h); pixelData = tmpTexBufRearrange_.data(); // We want to end up with a neatly packed texture for scaling. decPitch = w * bpp; } else { pixelData = (u32 *)writePtr; decPitch = rowPitch; } CheckAlphaResult alphaResult = DecodeTextureLevel((u8 *)pixelData, decPitch, tfmt, clutformat, texaddr, level, bufw, false, expand32); entry.SetAlphaStatus(alphaResult, level); if (scaleFactor > 1) { u32 fmt = dstFmt; // CPU scaling reads from the destination buffer so we want cached RAM. uint8_t *rearrange = (uint8_t *)AllocateAlignedMemory(w * scaleFactor * h * scaleFactor * 4, 16); scaler_.ScaleAlways((u32 *)rearrange, pixelData, w, h, scaleFactor); pixelData = (u32 *)writePtr; // We always end up at 8888. Other parts assume this. _assert_(dstFmt == VULKAN_8888_FORMAT); bpp = sizeof(u32); decPitch = w * bpp; if (decPitch != rowPitch) { for (int y = 0; y < h; ++y) { memcpy(writePtr + rowPitch * y, rearrange + decPitch * y, w * bpp); } decPitch = rowPitch; } else { memcpy(writePtr, rearrange, w * h * 4); } FreeAlignedMemory(rearrange); } } void TextureCacheVulkan::BoundFramebufferTexture() { imageView_ = (VkImageView)draw_->GetNativeObject(Draw::NativeObject::BOUND_TEXTURE0_IMAGEVIEW); } bool TextureCacheVulkan::GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level) { SetTexture(); if (!nextTexture_) { if (nextFramebufferTexture_) { VirtualFramebuffer *vfb = nextFramebufferTexture_; buffer.Allocate(vfb->bufferWidth, vfb->bufferHeight, GPU_DBG_FORMAT_8888, false); bool retval = draw_->CopyFramebufferToMemorySync(vfb->fbo, Draw::FB_COLOR_BIT, 0, 0, vfb->bufferWidth, vfb->bufferHeight, Draw::DataFormat::R8G8B8A8_UNORM, buffer.GetData(), vfb->bufferWidth, "GetCurrentTextureDebug"); // Vulkan requires us to re-apply all dynamic state for each command buffer, and the above will cause us to start a new cmdbuf. // So let's dirty the things that are involved in Vulkan dynamic state. Readbacks are not frequent so this won't hurt other backends. gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE); // We may have blitted to a temp FBO. framebufferManager_->RebindFramebuffer("RebindFramebuffer - GetCurrentTextureDebug"); return retval; } else { return false; } } // Apply texture may need to rebuild the texture if we're about to render, or bind a framebuffer. TexCacheEntry *entry = nextTexture_; ApplyTexture(); if (!entry->vkTex) return false; VulkanTexture *texture = entry->vkTex; VulkanRenderManager *renderManager = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER); GPUDebugBufferFormat bufferFormat; Draw::DataFormat drawFormat; switch (texture->GetFormat()) { case VULKAN_565_FORMAT: bufferFormat = GPU_DBG_FORMAT_565; drawFormat = Draw::DataFormat::B5G6R5_UNORM_PACK16; break; case VULKAN_1555_FORMAT: bufferFormat = GPU_DBG_FORMAT_5551; drawFormat = Draw::DataFormat::B5G5R5A1_UNORM_PACK16; break; case VULKAN_4444_FORMAT: bufferFormat = GPU_DBG_FORMAT_4444; drawFormat = Draw::DataFormat::B4G4R4A4_UNORM_PACK16; break; case VULKAN_8888_FORMAT: default: bufferFormat = GPU_DBG_FORMAT_8888; drawFormat = Draw::DataFormat::R8G8B8A8_UNORM; break; } int w = texture->GetWidth(); int h = texture->GetHeight(); if (level > 0) { // In the future, maybe this could do something for 3D textures... if (level >= texture->GetNumMips()) return false; w >>= level; h >>= level; } buffer.Allocate(w, h, bufferFormat); renderManager->CopyImageToMemorySync(texture->GetImage(), level, 0, 0, w, h, drawFormat, (uint8_t *)buffer.GetData(), w, "GetCurrentTextureDebug"); // Vulkan requires us to re-apply all dynamic state for each command buffer, and the above will cause us to start a new cmdbuf. // So let's dirty the things that are involved in Vulkan dynamic state. Readbacks are not frequent so this won't hurt other backends. gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE); framebufferManager_->RebindFramebuffer("RebindFramebuffer - GetCurrentTextureDebug"); return true; } void TextureCacheVulkan::GetStats(char *ptr, size_t size) { snprintf(ptr, size, "N/A"); } std::vector TextureCacheVulkan::DebugGetSamplerIDs() const { return samplerCache_.DebugGetSamplerIDs(); } std::string TextureCacheVulkan::DebugGetSamplerString(std::string id, DebugShaderStringType stringType) { return samplerCache_.DebugGetSamplerString(id, stringType); }