1147 lines
38 KiB
C++
1147 lines
38 KiB
C++
// 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 <set>
|
|
#include <algorithm>
|
|
|
|
#include "profiler/profiler.h"
|
|
|
|
#include "base/timeutil.h"
|
|
#include "math/lin/matrix4x4.h"
|
|
#include "math/dataconv.h"
|
|
#include "ext/native/thin3d/thin3d.h"
|
|
|
|
#include "Common/Vulkan/VulkanContext.h"
|
|
#include "Common/Vulkan/VulkanMemory.h"
|
|
#include "Common/Vulkan/VulkanImage.h"
|
|
#include "Common/ColorConv.h"
|
|
#include "Core/Host.h"
|
|
#include "Core/MemMap.h"
|
|
#include "Core/Config.h"
|
|
#include "Core/System.h"
|
|
#include "Core/Reporting.h"
|
|
#include "Core/HLE/sceDisplay.h"
|
|
#include "GPU/ge_constants.h"
|
|
#include "GPU/GPUState.h"
|
|
|
|
#include "GPU/Common/PostShader.h"
|
|
#include "GPU/Common/TextureDecoder.h"
|
|
#include "GPU/Common/FramebufferCommon.h"
|
|
#include "GPU/Debugger/Stepping.h"
|
|
|
|
#include "GPU/GPUInterface.h"
|
|
#include "GPU/GPUState.h"
|
|
#include "Common/Vulkan/VulkanImage.h"
|
|
#include "GPU/Vulkan/FramebufferVulkan.h"
|
|
#include "GPU/Vulkan/DrawEngineVulkan.h"
|
|
#include "GPU/Vulkan/TextureCacheVulkan.h"
|
|
#include "GPU/Vulkan/ShaderManagerVulkan.h"
|
|
#include "GPU/Vulkan/VulkanUtil.h"
|
|
|
|
static const char tex_fs[] = R"(#version 400
|
|
#extension GL_ARB_separate_shader_objects : enable
|
|
#extension GL_ARB_shading_language_420pack : enable
|
|
layout (binding = 0) uniform sampler2D sampler0;
|
|
layout (location = 0) in vec2 v_texcoord0;
|
|
layout (location = 0) out vec4 fragColor;
|
|
void main() {
|
|
fragColor = texture(sampler0, v_texcoord0);
|
|
}
|
|
)";
|
|
|
|
static const char tex_vs[] = R"(#version 400
|
|
#extension GL_ARB_separate_shader_objects : enable
|
|
#extension GL_ARB_shading_language_420pack : enable
|
|
layout (location = 0) in vec3 a_position;
|
|
layout (location = 1) in vec2 a_texcoord0;
|
|
layout (location = 0) out vec2 v_texcoord0;
|
|
out gl_PerVertex { vec4 gl_Position; };
|
|
void main() {
|
|
v_texcoord0 = a_texcoord0;
|
|
gl_Position = vec4(a_position, 1.0);
|
|
}
|
|
)";
|
|
|
|
void ConvertFromRGBA8888_Vulkan(u8 *dst, const u8 *src, u32 dstStride, u32 srcStride, u32 width, u32 height, GEBufferFormat format);
|
|
|
|
FramebufferManagerVulkan::FramebufferManagerVulkan(Draw::DrawContext *draw, VulkanContext *vulkan) :
|
|
FramebufferManagerCommon(draw),
|
|
vulkan_(vulkan),
|
|
drawPixelsTex_(nullptr),
|
|
drawPixelsTexFormat_(GE_FORMAT_INVALID),
|
|
convBuf_(nullptr),
|
|
convBufSize_(0),
|
|
textureCacheVulkan_(nullptr),
|
|
shaderManagerVulkan_(nullptr),
|
|
pixelBufObj_(nullptr),
|
|
currentPBO_(0),
|
|
curFrame_(0),
|
|
pipelinePostShader_(VK_NULL_HANDLE),
|
|
vulkan2D_(vulkan) {
|
|
|
|
InitDeviceObjects();
|
|
}
|
|
|
|
FramebufferManagerVulkan::~FramebufferManagerVulkan() {
|
|
delete[] convBuf_;
|
|
|
|
vulkan2D_.Shutdown();
|
|
DestroyDeviceObjects();
|
|
}
|
|
|
|
void FramebufferManagerVulkan::SetTextureCache(TextureCacheVulkan *tc) {
|
|
textureCacheVulkan_ = tc;
|
|
textureCache_ = tc;
|
|
}
|
|
|
|
void FramebufferManagerVulkan::SetShaderManager(ShaderManagerVulkan *sm) {
|
|
shaderManagerVulkan_ = sm;
|
|
shaderManager_ = sm;
|
|
}
|
|
|
|
void FramebufferManagerVulkan::InitDeviceObjects() {
|
|
// Initialize framedata
|
|
for (int i = 0; i < 2; i++) {
|
|
frameData_[i].push_ = new VulkanPushBuffer(vulkan_, 64 * 1024);
|
|
}
|
|
|
|
pipelineCache2D_ = vulkan_->CreatePipelineCache();
|
|
|
|
std::string fs_errors, vs_errors;
|
|
fsBasicTex_ = CompileShaderModule(vulkan_, VK_SHADER_STAGE_FRAGMENT_BIT, tex_fs, &fs_errors);
|
|
vsBasicTex_ = CompileShaderModule(vulkan_, VK_SHADER_STAGE_VERTEX_BIT, tex_vs, &vs_errors);
|
|
assert(fsBasicTex_ != VK_NULL_HANDLE);
|
|
assert(vsBasicTex_ != VK_NULL_HANDLE);
|
|
|
|
// Prime the 2D pipeline cache.
|
|
vulkan2D_.GetPipeline(pipelineCache2D_, vulkan_->GetSurfaceRenderPass(), vsBasicTex_, fsBasicTex_);
|
|
vulkan2D_.GetPipeline(pipelineCache2D_, (VkRenderPass)draw_->GetNativeObject(Draw::NativeObject::COMPATIBLE_RENDERPASS), vsBasicTex_, fsBasicTex_);
|
|
|
|
VkSamplerCreateInfo samp = { VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO };
|
|
samp.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
|
|
samp.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
|
|
samp.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
|
|
samp.magFilter = VK_FILTER_NEAREST;
|
|
samp.minFilter = VK_FILTER_NEAREST;
|
|
VkResult res = vkCreateSampler(vulkan_->GetDevice(), &samp, nullptr, &nearestSampler_);
|
|
assert(res == VK_SUCCESS);
|
|
samp.magFilter = VK_FILTER_LINEAR;
|
|
samp.minFilter = VK_FILTER_LINEAR;
|
|
res = vkCreateSampler(vulkan_->GetDevice(), &samp, nullptr, &linearSampler_);
|
|
assert(res == VK_SUCCESS);
|
|
}
|
|
|
|
void FramebufferManagerVulkan::DestroyDeviceObjects() {
|
|
for (int i = 0; i < 2; i++) {
|
|
if (frameData_[i].push_) {
|
|
frameData_[i].push_->Destroy(vulkan_);
|
|
delete frameData_[i].push_;
|
|
frameData_[i].push_ = nullptr;
|
|
}
|
|
}
|
|
delete drawPixelsTex_;
|
|
drawPixelsTex_ = nullptr;
|
|
|
|
if (fsBasicTex_ != VK_NULL_HANDLE)
|
|
vulkan_->Delete().QueueDeleteShaderModule(fsBasicTex_);
|
|
if (vsBasicTex_ != VK_NULL_HANDLE)
|
|
vulkan_->Delete().QueueDeleteShaderModule(vsBasicTex_);
|
|
|
|
if (linearSampler_ != VK_NULL_HANDLE)
|
|
vulkan_->Delete().QueueDeleteSampler(linearSampler_);
|
|
if (nearestSampler_ != VK_NULL_HANDLE)
|
|
vulkan_->Delete().QueueDeleteSampler(nearestSampler_);
|
|
// pipelineBasicTex_ and pipelineBasicTex_ come from vulkan2D_.
|
|
if (pipelineCache2D_ != VK_NULL_HANDLE)
|
|
vulkan_->Delete().QueueDeletePipelineCache(pipelineCache2D_);
|
|
}
|
|
|
|
void FramebufferManagerVulkan::NotifyClear(bool clearColor, bool clearAlpha, bool clearDepth, uint32_t color, float depth) {
|
|
// if (!useBufferedRendering_) {
|
|
float x, y, w, h;
|
|
CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, ROTATION_LOCKED_HORIZONTAL);
|
|
|
|
int mask = 0;
|
|
// The Clear detection takes care of doing a regular draw instead if separate masking
|
|
// of color and alpha is needed, so we can just treat them as the same.
|
|
if (clearColor || clearAlpha)
|
|
mask |= Draw::FBChannel::FB_COLOR_BIT;
|
|
if (clearDepth)
|
|
mask |= Draw::FBChannel::FB_DEPTH_BIT;
|
|
if (clearAlpha)
|
|
mask |= Draw::FBChannel::FB_STENCIL_BIT;
|
|
|
|
draw_->Clear(mask, color, depth, 0);
|
|
if (clearColor || clearAlpha) {
|
|
SetColorUpdated(gstate_c.skipDrawReason);
|
|
}
|
|
if (clearDepth) {
|
|
SetDepthUpdated();
|
|
}
|
|
//} else {
|
|
// TODO: Clever render pass magic.
|
|
//}
|
|
}
|
|
|
|
void FramebufferManagerVulkan::DoNotifyDraw() {
|
|
|
|
}
|
|
|
|
void FramebufferManagerVulkan::UpdatePostShaderUniforms(int bufferWidth, int bufferHeight, int renderWidth, int renderHeight) {
|
|
float u_delta = 1.0f / renderWidth;
|
|
float v_delta = 1.0f / renderHeight;
|
|
float u_pixel_delta = u_delta;
|
|
float v_pixel_delta = v_delta;
|
|
if (postShaderAtOutputResolution_) {
|
|
float x, y, w, h;
|
|
CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, ROTATION_LOCKED_HORIZONTAL);
|
|
u_pixel_delta = (1.0f / w) * (480.0f / bufferWidth);
|
|
v_pixel_delta = (1.0f / h) * (272.0f / bufferHeight);
|
|
}
|
|
|
|
postUniforms_.texelDelta[0] = u_delta;
|
|
postUniforms_.texelDelta[1] = v_delta;
|
|
postUniforms_.pixelDelta[0] = u_pixel_delta;
|
|
postUniforms_.pixelDelta[1] = v_pixel_delta;
|
|
int flipCount = __DisplayGetFlipCount();
|
|
int vCount = __DisplayGetVCount();
|
|
float time[4] = { time_now(), (vCount % 60) * 1.0f / 60.0f, (float)vCount, (float)(flipCount % 60) };
|
|
memcpy(postUniforms_.time, time, 4 * sizeof(float));
|
|
}
|
|
|
|
void FramebufferManagerVulkan::Init() {
|
|
FramebufferManagerCommon::Init();
|
|
// Workaround for upscaling shaders where we force x1 resolution without saving it
|
|
Resized();
|
|
}
|
|
|
|
void FramebufferManagerVulkan::MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height, float &u1, float &v1) {
|
|
if (drawPixelsTex_ && (drawPixelsTexFormat_ != srcPixelFormat || drawPixelsTex_->GetWidth() != width || drawPixelsTex_->GetHeight() != height)) {
|
|
delete drawPixelsTex_;
|
|
drawPixelsTex_ = nullptr;
|
|
}
|
|
|
|
if (!drawPixelsTex_) {
|
|
drawPixelsTex_ = new VulkanTexture(vulkan_);
|
|
drawPixelsTex_->CreateDirect(width, height, 1, VK_FORMAT_R8G8B8A8_UNORM, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
|
|
// Initialize backbuffer texture for DrawPixels
|
|
drawPixelsTexFormat_ = srcPixelFormat;
|
|
} else {
|
|
drawPixelsTex_->TransitionForUpload();
|
|
}
|
|
|
|
// TODO: We can just change the texture format and flip some bits around instead of this.
|
|
// Could share code with the texture cache perhaps.
|
|
const uint8_t *data = srcPixels;
|
|
if (srcPixelFormat != GE_FORMAT_8888 || srcStride != width) {
|
|
u32 neededSize = width * height * 4;
|
|
if (!convBuf_ || convBufSize_ < neededSize) {
|
|
delete[] convBuf_;
|
|
convBuf_ = new u8[neededSize];
|
|
convBufSize_ = neededSize;
|
|
}
|
|
data = convBuf_;
|
|
for (int y = 0; y < height; y++) {
|
|
switch (srcPixelFormat) {
|
|
case GE_FORMAT_565:
|
|
{
|
|
const u16 *src = (const u16 *)srcPixels + srcStride * y;
|
|
u8 *dst = convBuf_ + 4 * width * y;
|
|
ConvertRGBA565ToRGBA8888((u32 *)dst, src, width);
|
|
}
|
|
break;
|
|
|
|
case GE_FORMAT_5551:
|
|
{
|
|
const u16 *src = (const u16 *)srcPixels + srcStride * y;
|
|
u8 *dst = convBuf_ + 4 * width * y;
|
|
ConvertRGBA5551ToRGBA8888((u32 *)dst, src, width);
|
|
}
|
|
break;
|
|
|
|
case GE_FORMAT_4444:
|
|
{
|
|
const u16 *src = (const u16 *)srcPixels + srcStride * y;
|
|
u8 *dst = convBuf_ + 4 * width * y;
|
|
ConvertRGBA4444ToRGBA8888((u32 *)dst, src, width);
|
|
}
|
|
break;
|
|
|
|
case GE_FORMAT_8888:
|
|
{
|
|
const u8 *src = srcPixels + srcStride * 4 * y;
|
|
u8 *dst = convBuf_ + 4 * width * y;
|
|
memcpy(dst, src, 4 * width);
|
|
}
|
|
break;
|
|
|
|
case GE_FORMAT_INVALID:
|
|
_dbg_assert_msg_(G3D, false, "Invalid pixelFormat passed to DrawPixels().");
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
VkBuffer buffer;
|
|
size_t offset = frameData_[curFrame_].push_->Push(data, width * height * 4, &buffer);
|
|
drawPixelsTex_->UploadMip(0, width, height, buffer, (uint32_t)offset, width);
|
|
drawPixelsTex_->EndCreate();
|
|
|
|
overrideImageView_ = drawPixelsTex_->GetImageView();
|
|
}
|
|
|
|
void FramebufferManagerVulkan::SetViewport2D(int x, int y, int w, int h) {
|
|
VkViewport vp;
|
|
vp.minDepth = 0.0;
|
|
vp.maxDepth = 1.0;
|
|
vp.x = (float)x;
|
|
vp.y = (float)y;
|
|
vp.width = (float)w;
|
|
vp.height = (float)h;
|
|
|
|
VkCommandBuffer cmd = (VkCommandBuffer)draw_->GetNativeObject(Draw::NativeObject::RENDERPASS_COMMANDBUFFER);
|
|
vkCmdSetViewport(cmd, 0, 1, &vp);
|
|
}
|
|
|
|
void FramebufferManagerVulkan::DrawActiveTexture(float x, float y, float w, float h, float destW, float destH, float u0, float v0, float u1, float v1, int uvRotation, bool linearFilter) {
|
|
float texCoords[8] = {
|
|
u0,v0,
|
|
u1,v0,
|
|
u1,v1,
|
|
u0,v1,
|
|
};
|
|
|
|
if (uvRotation != ROTATION_LOCKED_HORIZONTAL) {
|
|
float temp[8];
|
|
int rotation = 0;
|
|
switch (uvRotation) {
|
|
case ROTATION_LOCKED_HORIZONTAL180: rotation = 4; break;
|
|
case ROTATION_LOCKED_VERTICAL: rotation = 2; break;
|
|
case ROTATION_LOCKED_VERTICAL180: rotation = 6; break;
|
|
}
|
|
for (int i = 0; i < 8; i++) {
|
|
temp[i] = texCoords[(i + rotation) & 7];
|
|
}
|
|
memcpy(texCoords, temp, sizeof(temp));
|
|
}
|
|
|
|
Vulkan2D::Vertex vtx[4] = {
|
|
{x, y, 0, texCoords[0], texCoords[1]},
|
|
{x + w, y, 0, texCoords[2], texCoords[3]},
|
|
{x, y + h, 0, texCoords[6], texCoords[7]},
|
|
{x + w, y + h, 0, texCoords[4], texCoords[5]},
|
|
};
|
|
|
|
float invDestW = 1.0f / (destW * 0.5f);
|
|
float invDestH = 1.0f / (destH * 0.5f);
|
|
for (int i = 0; i < 4; i++) {
|
|
vtx[i].x = vtx[i].x * invDestW - 1.0f;
|
|
vtx[i].y = vtx[i].y * invDestH - 1.0f;
|
|
}
|
|
|
|
draw_->FlushState();
|
|
|
|
// TODO: Should probably use draw_ directly and not go low level
|
|
|
|
VulkanPushBuffer *push = frameData_[curFrame_].push_;
|
|
|
|
VkCommandBuffer cmd = (VkCommandBuffer)draw_->GetNativeObject(Draw::NativeObject::RENDERPASS_COMMANDBUFFER);
|
|
|
|
VkImageView view = overrideImageView_ ? overrideImageView_ : (VkImageView)draw_->GetNativeObject(Draw::NativeObject::BOUND_TEXTURE_IMAGEVIEW);
|
|
overrideImageView_ = VK_NULL_HANDLE;
|
|
vulkan2D_.BindDescriptorSet(cmd, view, linearFilter ? linearSampler_ : nearestSampler_);
|
|
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, cur2DPipeline_);
|
|
VkBuffer vbuffer;
|
|
VkDeviceSize offset = push->Push(vtx, sizeof(vtx), &vbuffer);
|
|
vkCmdBindVertexBuffers(cmd, 0, 1, &vbuffer, &offset);
|
|
vkCmdDraw(cmd, 4, 1, 0, 0);
|
|
}
|
|
|
|
void FramebufferManagerVulkan::Bind2DShader() {
|
|
VkRenderPass rp = (VkRenderPass)draw_->GetNativeObject(Draw::NativeObject::COMPATIBLE_RENDERPASS);
|
|
cur2DPipeline_ = vulkan2D_.GetPipeline(pipelineCache2D_, rp, vsBasicTex_, fsBasicTex_);
|
|
}
|
|
|
|
void FramebufferManagerVulkan::BindPostShader(const PostShaderUniforms &uniforms) {
|
|
Bind2DShader();
|
|
}
|
|
|
|
void FramebufferManagerVulkan::RebindFramebuffer() {
|
|
if (currentRenderVfb_ && currentRenderVfb_->fbo) {
|
|
draw_->BindFramebufferAsRenderTarget(currentRenderVfb_->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP });
|
|
} else {
|
|
// Should this even happen?
|
|
draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::KEEP, Draw::RPAction::KEEP });
|
|
}
|
|
}
|
|
|
|
bool FramebufferManagerVulkan::NotifyStencilUpload(u32 addr, int size, bool skipZero) {
|
|
// In Vulkan we should be able to simply copy the stencil data directly to a stencil buffer without
|
|
// messing about with bitplane textures and the like.
|
|
return false;
|
|
}
|
|
|
|
int FramebufferManagerVulkan::GetLineWidth() {
|
|
if (g_Config.iInternalResolution == 0) {
|
|
return std::max(1, (int)(renderWidth_ / 480));
|
|
} else {
|
|
return g_Config.iInternalResolution;
|
|
}
|
|
}
|
|
|
|
// This also binds vfb as the current render target.
|
|
void FramebufferManagerVulkan::ReformatFramebufferFrom(VirtualFramebuffer *vfb, GEBufferFormat old) {
|
|
if (!useBufferedRendering_ || !vfb->fbo) {
|
|
return;
|
|
}
|
|
|
|
// Technically, we should at this point re-interpret the bytes of the old format to the new.
|
|
// That might get tricky, and could cause unnecessary slowness in some games.
|
|
// For now, we just clear alpha/stencil from 565, which fixes shadow issues in Kingdom Hearts.
|
|
// (it uses 565 to write zeros to the buffer, than 4444 to actually render the shadow.)
|
|
//
|
|
// The best way to do this may ultimately be to create a new FBO (combine with any resize?)
|
|
// and blit with a shader to that, then replace the FBO on vfb. Stencil would still be complex
|
|
// to exactly reproduce in 4444 and 8888 formats.
|
|
|
|
if (old == GE_FORMAT_565) {
|
|
draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR });
|
|
} else {
|
|
draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP });
|
|
}
|
|
}
|
|
|
|
// Except for a missing rebind and silly scissor enables, identical copy of the same function in GPU_GLES - tricky parts are in thin3d.
|
|
void FramebufferManagerVulkan::BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst) {
|
|
if (g_Config.bDisableSlowFramebufEffects) {
|
|
return;
|
|
}
|
|
|
|
bool matchingDepthBuffer = src->z_address == dst->z_address && src->z_stride != 0 && dst->z_stride != 0;
|
|
bool matchingSize = src->width == dst->width && src->height == dst->height;
|
|
bool matchingRenderSize = src->renderWidth == dst->renderWidth && src->renderHeight == dst->renderHeight;
|
|
|
|
if (gstate_c.Supports(GPU_SUPPORTS_ANY_COPY_IMAGE) && matchingDepthBuffer && matchingRenderSize && matchingSize) {
|
|
draw_->CopyFramebufferImage(src->fbo, 0, 0, 0, 0, dst->fbo, 0, 0, 0, 0, src->renderWidth, src->renderHeight, 1, Draw::FB_DEPTH_BIT);
|
|
} else if (matchingDepthBuffer && matchingSize) {
|
|
int w = std::min(src->renderWidth, dst->renderWidth);
|
|
int h = std::min(src->renderHeight, dst->renderHeight);
|
|
if (gstate_c.Supports(GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT | GPU_SUPPORTS_NV_FRAMEBUFFER_BLIT)) {
|
|
draw_->BlitFramebuffer(src->fbo, 0, 0, w, h, dst->fbo, 0, 0, w, h, Draw::FB_DEPTH_BIT, Draw::FB_BLIT_NEAREST);
|
|
}
|
|
}
|
|
}
|
|
|
|
VkImageView FramebufferManagerVulkan::BindFramebufferAsColorTexture(int stage, VirtualFramebuffer *framebuffer, int flags) {
|
|
if (!framebuffer->fbo || !useBufferedRendering_) {
|
|
gstate_c.skipDrawReason |= SKIPDRAW_BAD_FB_TEXTURE;
|
|
return VK_NULL_HANDLE;
|
|
}
|
|
|
|
// currentRenderVfb_ will always be set when this is called, except from the GE debugger.
|
|
// Let's just not bother with the copy in that case.
|
|
bool skipCopy = (flags & BINDFBCOLOR_MAY_COPY) == 0;
|
|
if (GPUStepping::IsStepping() || g_Config.bDisableSlowFramebufEffects) {
|
|
skipCopy = true;
|
|
}
|
|
// Currently rendering to this framebuffer. Need to make a copy.
|
|
if (!skipCopy && framebuffer == currentRenderVfb_) {
|
|
// ignore this case for now, doesn't work
|
|
// ILOG("Texturing from current render Vfb!");
|
|
return VK_NULL_HANDLE;
|
|
|
|
// TODO: Maybe merge with bvfbs_? Not sure if those could be packing, and they're created at a different size.
|
|
Draw::Framebuffer *renderCopy = GetTempFBO(framebuffer->renderWidth, framebuffer->renderHeight, (Draw::FBColorDepth)framebuffer->colorDepth);
|
|
if (renderCopy) {
|
|
VirtualFramebuffer copyInfo = *framebuffer;
|
|
copyInfo.fbo = renderCopy;
|
|
CopyFramebufferForColorTexture(©Info, framebuffer, flags);
|
|
RebindFramebuffer();
|
|
draw_->BindFramebufferAsTexture(renderCopy, stage, Draw::FB_COLOR_BIT, 0);
|
|
} else {
|
|
draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0);
|
|
}
|
|
return (VkImageView)draw_->GetNativeObject(Draw::NativeObject::BOUND_TEXTURE_IMAGEVIEW);
|
|
} else if (framebuffer != currentRenderVfb_) {
|
|
draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0);
|
|
return (VkImageView)draw_->GetNativeObject(Draw::NativeObject::BOUND_TEXTURE_IMAGEVIEW);
|
|
} else {
|
|
ERROR_LOG_REPORT_ONCE(vulkanSelfTexture, G3D, "Attempting to texture from target");
|
|
// To do this safely in Vulkan, we need to use input attachments.
|
|
return VK_NULL_HANDLE;
|
|
}
|
|
}
|
|
|
|
VulkanTexture *FramebufferManagerVulkan::GetFramebufferColor(u32 fbRawAddress, VirtualFramebuffer *framebuffer, int flags) {
|
|
if (framebuffer == NULL) {
|
|
framebuffer = currentRenderVfb_;
|
|
}
|
|
|
|
if (!framebuffer->fbo || !useBufferedRendering_) {
|
|
gstate_c.skipDrawReason |= SKIPDRAW_BAD_FB_TEXTURE;
|
|
return nullptr;
|
|
}
|
|
|
|
// currentRenderVfb_ will always be set when this is called, except from the GE debugger.
|
|
// Let's just not bother with the copy in that case.
|
|
bool skipCopy = (flags & BINDFBCOLOR_MAY_COPY) == 0;
|
|
if (GPUStepping::IsStepping() || g_Config.bDisableSlowFramebufEffects) {
|
|
skipCopy = true;
|
|
}
|
|
if (!skipCopy && currentRenderVfb_ && framebuffer->fb_address == fbRawAddress) {
|
|
// TODO: Enable the below code
|
|
return nullptr; // framebuffer->fbo->GetColor();
|
|
/*
|
|
// TODO: Maybe merge with bvfbs_? Not sure if those could be packing, and they're created at a different size.
|
|
VulkanFBO *renderCopy = GetTempFBO(framebuffer->renderWidth, framebuffer->renderHeight, (FBOColorDepth)framebuffer->colorDepth);
|
|
if (renderCopy) {
|
|
VirtualFramebuffer copyInfo = *framebuffer;
|
|
copyInfo.fbo = renderCopy;
|
|
|
|
int x = 0;
|
|
int y = 0;
|
|
int w = framebuffer->drawnWidth;
|
|
int h = framebuffer->drawnHeight;
|
|
|
|
// If max is not > min, we probably could not detect it. Skip.
|
|
// See the vertex decoder, where this is updated.
|
|
if ((flags & BINDFBCOLOR_MAY_COPY_WITH_UV) == BINDFBCOLOR_MAY_COPY_WITH_UV && gstate_c.vertBounds.maxU > gstate_c.vertBounds.minU) {
|
|
x = gstate_c.vertBounds.minU;
|
|
y = gstate_c.vertBounds.minV;
|
|
w = gstate_c.vertBounds.maxU - x;
|
|
h = gstate_c.vertBounds.maxV - y;
|
|
|
|
// If we bound a framebuffer, apply the byte offset as pixels to the copy too.
|
|
if (flags & BINDFBCOLOR_APPLY_TEX_OFFSET) {
|
|
x += gstate_c.curTextureXOffset;
|
|
y += gstate_c.curTextureYOffset;
|
|
}
|
|
}
|
|
|
|
BlitFramebuffer(©Info, x, y, framebuffer, x, y, w, h, 0);
|
|
|
|
return nullptr; // fbo_bind_color_as_texture(renderCopy, 0);
|
|
} else {
|
|
return framebuffer->fbo->GetColor();
|
|
}
|
|
*/
|
|
} else {
|
|
return nullptr; // framebuffer->fbo->GetColor();
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerVulkan::ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool sync, int x, int y, int w, int h) {
|
|
PROFILE_THIS_SCOPE("gpu-readback");
|
|
if (sync) {
|
|
// flush async just in case when we go for synchronous update
|
|
// Doesn't actually pack when sent a null argument.
|
|
PackFramebufferAsync_(nullptr);
|
|
}
|
|
|
|
if (vfb) {
|
|
// We'll pseudo-blit framebuffers here to get a resized version of vfb.
|
|
VirtualFramebuffer *nvfb = FindDownloadTempBuffer(vfb);
|
|
OptimizeDownloadRange(vfb, x, y, w, h);
|
|
BlitFramebuffer(nvfb, x, y, vfb, x, y, w, h, 0);
|
|
|
|
// PackFramebufferSync_() - Synchronous pixel data transfer using glReadPixels
|
|
// PackFramebufferAsync_() - Asynchronous pixel data transfer using glReadPixels with PBOs
|
|
|
|
// TODO: Can we fall back to sync without these?
|
|
if (!sync) {
|
|
PackFramebufferAsync_(nvfb);
|
|
} else {
|
|
PackFramebufferSync_(nvfb, x, y, w, h);
|
|
}
|
|
|
|
textureCacheVulkan_->ForgetLastTexture();
|
|
RebindFramebuffer();
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerVulkan::DownloadFramebufferForClut(u32 fb_address, u32 loadBytes) {
|
|
PROFILE_THIS_SCOPE("gpu-readback");
|
|
// Flush async just in case.
|
|
PackFramebufferAsync_(nullptr);
|
|
|
|
VirtualFramebuffer *vfb = GetVFBAt(fb_address);
|
|
if (vfb && vfb->fb_stride != 0) {
|
|
const u32 bpp = vfb->drawnFormat == GE_FORMAT_8888 ? 4 : 2;
|
|
int x = 0;
|
|
int y = 0;
|
|
int pixels = loadBytes / bpp;
|
|
// The height will be 1 for each stride or part thereof.
|
|
int w = std::min(pixels % vfb->fb_stride, (int)vfb->width);
|
|
int h = std::min((pixels + vfb->fb_stride - 1) / vfb->fb_stride, (int)vfb->height);
|
|
|
|
// No need to download if we already have it.
|
|
if (!vfb->memoryUpdated && vfb->clutUpdatedBytes < loadBytes) {
|
|
// We intentionally don't call OptimizeDownloadRange() here - we don't want to over download.
|
|
// CLUT framebuffers are often incorrectly estimated in size.
|
|
if (x == 0 && y == 0 && w == vfb->width && h == vfb->height) {
|
|
vfb->memoryUpdated = true;
|
|
}
|
|
vfb->clutUpdatedBytes = loadBytes;
|
|
|
|
// We'll pseudo-blit framebuffers here to get a resized version of vfb.
|
|
VirtualFramebuffer *nvfb = FindDownloadTempBuffer(vfb);
|
|
BlitFramebuffer(nvfb, x, y, vfb, x, y, w, h, 0);
|
|
|
|
PackFramebufferSync_(nvfb, x, y, w, h);
|
|
|
|
textureCacheVulkan_->ForgetLastTexture();
|
|
RebindFramebuffer();
|
|
}
|
|
}
|
|
}
|
|
|
|
bool FramebufferManagerVulkan::CreateDownloadTempBuffer(VirtualFramebuffer *nvfb) {
|
|
// When updating VRAM, it need to be exact format.
|
|
if (!gstate_c.Supports(GPU_PREFER_CPU_DOWNLOAD)) {
|
|
switch (nvfb->format) {
|
|
case GE_FORMAT_4444:
|
|
nvfb->colorDepth = VK_FBO_4444;
|
|
break;
|
|
case GE_FORMAT_5551:
|
|
nvfb->colorDepth = VK_FBO_5551;
|
|
break;
|
|
case GE_FORMAT_565:
|
|
nvfb->colorDepth = VK_FBO_565;
|
|
break;
|
|
case GE_FORMAT_8888:
|
|
default:
|
|
nvfb->colorDepth = VK_FBO_8888;
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
nvfb->fbo = CreateFramebuffer(nvfb->width, nvfb->height, 1, false, (FBOColorDepth)nvfb->colorDepth);
|
|
if (!(nvfb->fbo)) {
|
|
ERROR_LOG(FRAMEBUF, "Error creating FBO! %i x %i", nvfb->renderWidth, nvfb->renderHeight);
|
|
return false;
|
|
}
|
|
|
|
BindFramebufferAsRenderTargetnvfb->fbo);
|
|
ClearBuffer();
|
|
glDisable(GL_DITHER);
|
|
*/
|
|
return true;
|
|
}
|
|
|
|
void FramebufferManagerVulkan::UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb) {
|
|
// _assert_msg_(G3D, nvfb->fbo, "Expecting a valid nvfb in UpdateDownloadTempBuffer");
|
|
|
|
// Discard the previous contents of this buffer where possible.
|
|
/*
|
|
if (gl_extensions.GLES3 && glInvalidateFramebuffer != nullptr) {
|
|
BindFramebufferAsRenderTargetnvfb->fbo);
|
|
GLenum attachments[3] = { GL_COLOR_ATTACHMENT0, GL_STENCIL_ATTACHMENT, GL_DEPTH_ATTACHMENT };
|
|
glInvalidateFramebuffer(GL_FRAMEBUFFER, 3, attachments);
|
|
} else if (gl_extensions.IsGLES) {
|
|
BindFramebufferAsRenderTargetnvfb->fbo);
|
|
ClearBuffer();
|
|
}
|
|
*/
|
|
}
|
|
|
|
void FramebufferManagerVulkan::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp) {
|
|
if (!dst->fbo || !src->fbo || !useBufferedRendering_) {
|
|
// This can happen if they recently switched from non-buffered.
|
|
return;
|
|
}
|
|
|
|
// NOTE: There may be cases (like within a renderpass) where we want to
|
|
// not use a blit.
|
|
bool useBlit = true;
|
|
|
|
float srcXFactor = useBlit ? (float)src->renderWidth / (float)src->bufferWidth : 1.0f;
|
|
float srcYFactor = useBlit ? (float)src->renderHeight / (float)src->bufferHeight : 1.0f;
|
|
const int srcBpp = src->format == GE_FORMAT_8888 ? 4 : 2;
|
|
if (srcBpp != bpp && bpp != 0) {
|
|
srcXFactor = (srcXFactor * bpp) / srcBpp;
|
|
}
|
|
int srcX1 = srcX * srcXFactor;
|
|
int srcX2 = (srcX + w) * srcXFactor;
|
|
int srcY1 = srcY * srcYFactor;
|
|
int srcY2 = (srcY + h) * srcYFactor;
|
|
|
|
float dstXFactor = useBlit ? (float)dst->renderWidth / (float)dst->bufferWidth : 1.0f;
|
|
float dstYFactor = useBlit ? (float)dst->renderHeight / (float)dst->bufferHeight : 1.0f;
|
|
const int dstBpp = dst->format == GE_FORMAT_8888 ? 4 : 2;
|
|
if (dstBpp != bpp && bpp != 0) {
|
|
dstXFactor = (dstXFactor * bpp) / dstBpp;
|
|
}
|
|
int dstX1 = dstX * dstXFactor;
|
|
int dstX2 = (dstX + w) * dstXFactor;
|
|
int dstY1 = dstY * dstYFactor;
|
|
int dstY2 = (dstY + h) * dstYFactor;
|
|
|
|
if (src == dst && srcX == dstX && srcY == dstY) {
|
|
// Let's just skip a copy where the destination is equal to the source.
|
|
WARN_LOG_REPORT_ONCE(blitSame, G3D, "Skipped blit with equal dst and src");
|
|
return;
|
|
}
|
|
|
|
// In case the src goes outside, we just skip the optimization in that case.
|
|
const bool sameSize = dstX2 - dstX1 == srcX2 - srcX1 && dstY2 - dstY1 == srcY2 - srcY1;
|
|
const bool sameDepth = dst->colorDepth == src->colorDepth;
|
|
const bool srcInsideBounds = srcX2 <= src->renderWidth && srcY2 <= src->renderHeight;
|
|
const bool dstInsideBounds = dstX2 <= dst->renderWidth && dstY2 <= dst->renderHeight;
|
|
const bool xOverlap = src == dst && srcX2 > dstX1 && srcX1 < dstX2;
|
|
const bool yOverlap = src == dst && srcY2 > dstY1 && srcY1 < dstY2;
|
|
if (sameSize && sameDepth && srcInsideBounds && dstInsideBounds && !(xOverlap && yOverlap)) {
|
|
VkImageCopy region = {};
|
|
region.extent = { (uint32_t)(dstX2 - dstX1), (uint32_t)(dstY2 - dstY1), 1 };
|
|
/*
|
|
glCopyImageSubDataOES(
|
|
fbo_get_color_texture(src->fbo), GL_TEXTURE_2D, 0, srcX1, srcY1, 0,
|
|
fbo_get_color_texture(dst->fbo), GL_TEXTURE_2D, 0, dstX1, dstY1, 0,
|
|
dstX2 - dstX1, dstY2 - dstY1, 1);
|
|
*/
|
|
return;
|
|
}
|
|
|
|
// BindFramebufferAsRenderTargetdst->fbo);
|
|
|
|
if (useBlit) {
|
|
// fbo_bind_for_read(src->fbo);
|
|
//glBlitFramebuffer(srcX1, srcY1, srcX2, srcY2, dstX1, dstY1, dstX2, dstY2, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
} else {
|
|
// fbo_bind_color_as_texture(src->fbo, 0);
|
|
|
|
// The first four coordinates are relative to the 6th and 7th arguments of DrawActiveTexture.
|
|
// Should maybe revamp that interface.
|
|
float srcW = src->bufferWidth;
|
|
float srcH = src->bufferHeight;
|
|
// DrawActiveTexture(0, dstX1, dstY1, w * dstXFactor, h, dst->bufferWidth, dst->bufferHeight, srcX1 / srcW, srcY1 / srcH, srcX2 / srcW, srcY2 / srcH, draw2dprogram_, ROTATION_LOCKED_HORIZONTAL);
|
|
}
|
|
}
|
|
|
|
// TODO: SSE/NEON
|
|
// Could also make C fake-simd for 64-bit, two 8888 pixels fit in a register :)
|
|
void ConvertFromRGBA8888_Vulkan(u8 *dst, const u8 *src, u32 dstStride, u32 srcStride, u32 width, u32 height, GEBufferFormat format) {
|
|
// Must skip stride in the cases below. Some games pack data into the cracks, like MotoGP.
|
|
const u32 *src32 = (const u32 *)src;
|
|
|
|
if (format == GE_FORMAT_8888) {
|
|
u32 *dst32 = (u32 *)dst;
|
|
if (src == dst) {
|
|
return;
|
|
} else {
|
|
// Here let's assume they don't intersect
|
|
for (u32 y = 0; y < height; ++y) {
|
|
memcpy(dst32, src32, width * 4);
|
|
src32 += srcStride;
|
|
dst32 += dstStride;
|
|
}
|
|
}
|
|
} else {
|
|
// But here it shouldn't matter if they do intersect
|
|
u16 *dst16 = (u16 *)dst;
|
|
switch (format) {
|
|
case GE_FORMAT_565: // BGR 565
|
|
for (u32 y = 0; y < height; ++y) {
|
|
ConvertRGBA8888ToRGB565(dst16, src32, width);
|
|
src32 += srcStride;
|
|
dst16 += dstStride;
|
|
}
|
|
break;
|
|
case GE_FORMAT_5551: // ABGR 1555
|
|
for (u32 y = 0; y < height; ++y) {
|
|
ConvertBGRA8888ToRGBA5551(dst16, src32, width);
|
|
src32 += srcStride;
|
|
dst16 += dstStride;
|
|
}
|
|
break;
|
|
case GE_FORMAT_4444: // ABGR 4444
|
|
for (u32 y = 0; y < height; ++y) {
|
|
ConvertRGBA8888ToRGBA4444(dst16, src32, width);
|
|
src32 += srcStride;
|
|
dst16 += dstStride;
|
|
}
|
|
break;
|
|
case GE_FORMAT_8888:
|
|
case GE_FORMAT_INVALID:
|
|
// Not possible.
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef DEBUG_READ_PIXELS
|
|
// TODO: Make more generic.
|
|
static void LogReadPixelsError(GLenum error) {
|
|
switch (error) {
|
|
case GL_NO_ERROR:
|
|
break;
|
|
case GL_INVALID_ENUM:
|
|
ERROR_LOG(FRAMEBUF, "glReadPixels: GL_INVALID_ENUM");
|
|
break;
|
|
case GL_INVALID_VALUE:
|
|
ERROR_LOG(FRAMEBUF, "glReadPixels: GL_INVALID_VALUE");
|
|
break;
|
|
case GL_INVALID_OPERATION:
|
|
ERROR_LOG(FRAMEBUF, "glReadPixels: GL_INVALID_OPERATION");
|
|
break;
|
|
case GL_INVALID_FRAMEBUFFER_OPERATION:
|
|
ERROR_LOG(FRAMEBUF, "glReadPixels: GL_INVALID_FRAMEBUFFER_OPERATION");
|
|
break;
|
|
case GL_OUT_OF_MEMORY:
|
|
ERROR_LOG(FRAMEBUF, "glReadPixels: GL_OUT_OF_MEMORY");
|
|
break;
|
|
#ifndef USING_GLES2
|
|
case GL_STACK_UNDERFLOW:
|
|
ERROR_LOG(FRAMEBUF, "glReadPixels: GL_STACK_UNDERFLOW");
|
|
break;
|
|
case GL_STACK_OVERFLOW:
|
|
ERROR_LOG(FRAMEBUF, "glReadPixels: GL_STACK_OVERFLOW");
|
|
break;
|
|
#endif
|
|
default:
|
|
ERROR_LOG(FRAMEBUF, "glReadPixels: %08x", error);
|
|
break;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// One frame behind, but no stalling.
|
|
void FramebufferManagerVulkan::PackFramebufferAsync_(VirtualFramebuffer *vfb) {
|
|
const int MAX_PBO = 2;
|
|
uint8_t *packed = 0;
|
|
const u8 nextPBO = (currentPBO_ + 1) % MAX_PBO;
|
|
|
|
bool useCPU = false;
|
|
|
|
// We'll prepare two PBOs to switch between readying and reading
|
|
if (!pixelBufObj_) {
|
|
if (!vfb) {
|
|
// This call is just to flush the buffers. We don't have any yet,
|
|
// so there's nothing to do.
|
|
return;
|
|
}
|
|
|
|
// GLuint pbos[MAX_PBO];
|
|
// glGenBuffers(MAX_PBO, pbos);
|
|
|
|
pixelBufObj_ = new AsyncPBOVulkan[MAX_PBO];
|
|
for (int i = 0; i < MAX_PBO; i++) {
|
|
// TODO
|
|
// pixelBufObj_[i].handle = pbos[i];
|
|
pixelBufObj_[i].maxSize = 0;
|
|
pixelBufObj_[i].reading = false;
|
|
}
|
|
}
|
|
|
|
// Receive previously requested data from a PBO
|
|
AsyncPBOVulkan &pbo = pixelBufObj_[nextPBO];
|
|
if (pbo.reading) {
|
|
// glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo.handle);
|
|
// packed = (GLubyte *)glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, pbo.size, GL_MAP_READ_BIT);
|
|
|
|
if (packed) {
|
|
DEBUG_LOG(FRAMEBUF, "Reading PBO to memory , bufSize = %u, packed = %p, fb_address = %08x, stride = %u, pbo = %u",
|
|
pbo.size, packed, pbo.fb_address, pbo.stride, nextPBO);
|
|
|
|
// We don't need to convert, GPU already did (or should have)
|
|
// (vulkan: hopefully)
|
|
Memory::MemcpyUnchecked(pbo.fb_address, packed, pbo.size);
|
|
|
|
pbo.reading = false;
|
|
}
|
|
|
|
// glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
|
|
}
|
|
|
|
// Order packing/readback of the framebuffer
|
|
if (vfb) {
|
|
// int pixelType, pixelFormat;
|
|
int pixelSize, align;
|
|
switch (vfb->format) {
|
|
case GE_FORMAT_4444: // 16 bit RGBA
|
|
// pixelType = GL_UNSIGNED_SHORT_4_4_4_4;
|
|
// pixelFormat = GL_RGBA;
|
|
pixelSize = 2;
|
|
align = 2;
|
|
break;
|
|
case GE_FORMAT_5551: // 16 bit RGBA
|
|
// pixelType = GL_UNSIGNED_SHORT_5_5_5_1;
|
|
// pixelFormat = GL_RGBA;
|
|
pixelSize = 2;
|
|
align = 2;
|
|
break;
|
|
case GE_FORMAT_565: // 16 bit RGB
|
|
// pixelType = GL_UNSIGNED_SHORT_5_6_5;
|
|
// pixelFormat = GL_RGB;
|
|
pixelSize = 2;
|
|
align = 2;
|
|
break;
|
|
case GE_FORMAT_8888: // 32 bit RGBA
|
|
default:
|
|
// pixelType = GL_UNSIGNED_BYTE;
|
|
// pixelFormat = UseBGRA8888() ? GL_BGRA_EXT : GL_RGBA;
|
|
pixelSize = 4;
|
|
align = 4;
|
|
break;
|
|
}
|
|
|
|
// If using the CPU, we need 4 bytes per pixel always.
|
|
u32 bufSize = vfb->fb_stride * vfb->height * 4 * (useCPU ? 4 : pixelSize);
|
|
u32 fb_address = (0x04000000) | vfb->fb_address;
|
|
|
|
if (vfb->fbo) {
|
|
// fbo_bind_for_read(vfb->fbo);
|
|
} else {
|
|
ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackFramebufferAsync_: vfb->fbo == 0");
|
|
// fbo_unbind_read();
|
|
return;
|
|
}
|
|
|
|
// glBindBuffer(GL_PIXEL_PACK_BUFFER, pixelBufObj_[currentPBO_].handle);
|
|
if (pixelBufObj_[currentPBO_].maxSize < bufSize) {
|
|
// We reserve a buffer big enough to fit all those pixels
|
|
// glBufferData(GL_PIXEL_PACK_BUFFER, bufSize, NULL, GL_DYNAMIC_READ);
|
|
pixelBufObj_[currentPBO_].maxSize = bufSize;
|
|
}
|
|
|
|
if (useCPU) {
|
|
// If converting pixel formats on the CPU we'll always request RGBA8888
|
|
// SafeGLReadPixels(0, 0, vfb->fb_stride, vfb->height, UseBGRA8888() ? GL_BGRA_EXT : GL_RGBA, GL_UNSIGNED_BYTE, 0);
|
|
} else {
|
|
// Otherwise we'll directly request the format we need and let the GPU sort it out
|
|
// SafeGLReadPixels(0, 0, vfb->fb_stride, vfb->height, pixelFormat, pixelType, 0);
|
|
}
|
|
|
|
pixelBufObj_[currentPBO_].fb_address = fb_address;
|
|
pixelBufObj_[currentPBO_].size = bufSize;
|
|
pixelBufObj_[currentPBO_].stride = vfb->fb_stride;
|
|
pixelBufObj_[currentPBO_].height = vfb->height;
|
|
pixelBufObj_[currentPBO_].format = vfb->format;
|
|
pixelBufObj_[currentPBO_].reading = true;
|
|
}
|
|
|
|
currentPBO_ = nextPBO;
|
|
}
|
|
|
|
void FramebufferManagerVulkan::PackFramebufferSync_(VirtualFramebuffer *vfb, int x, int y, int w, int h) {
|
|
|
|
}
|
|
|
|
void FramebufferManagerVulkan::BeginFrameVulkan() {
|
|
BeginFrame();
|
|
|
|
vulkan2D_.BeginFrame();
|
|
|
|
FrameData &frame = frameData_[curFrame_];
|
|
|
|
frame.push_->Reset();
|
|
frame.push_->Begin(vulkan_);
|
|
|
|
if (!useBufferedRendering_) {
|
|
// TODO: This hackery should not be necessary. Is it? Need to check.
|
|
// We only use a single command buffer in this case.
|
|
VkCommandBuffer cmd = vulkan_->GetSurfaceCommandBuffer();
|
|
VkRect2D scissor;
|
|
scissor.offset = { 0, 0 };
|
|
scissor.extent = { (uint32_t)pixelWidth_, (uint32_t)pixelHeight_ };
|
|
vkCmdSetScissor(cmd, 0, 1, &scissor);
|
|
} else {
|
|
// Each render pass will set up scissor again.
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerVulkan::EndFrame() {
|
|
// We flush to memory last requested framebuffer, if any.
|
|
// Only do this in the read-framebuffer modes.
|
|
if (updateVRAM_)
|
|
PackFramebufferAsync_(nullptr);
|
|
FrameData &frame = frameData_[curFrame_];
|
|
frame.push_->End();
|
|
|
|
vulkan2D_.EndFrame();
|
|
|
|
curFrame_++;
|
|
curFrame_ &= 1;
|
|
}
|
|
|
|
void FramebufferManagerVulkan::DeviceLost() {
|
|
vulkan2D_.DeviceLost();
|
|
|
|
DestroyAllFBOs();
|
|
DestroyDeviceObjects();
|
|
}
|
|
|
|
void FramebufferManagerVulkan::DeviceRestore(VulkanContext *vulkan) {
|
|
vulkan_ = vulkan;
|
|
|
|
vulkan2D_.DeviceRestore(vulkan_);
|
|
InitDeviceObjects();
|
|
}
|
|
|
|
std::vector<FramebufferInfo> FramebufferManagerVulkan::GetFramebufferList() {
|
|
std::vector<FramebufferInfo> list;
|
|
|
|
for (size_t i = 0; i < vfbs_.size(); ++i) {
|
|
VirtualFramebuffer *vfb = vfbs_[i];
|
|
|
|
FramebufferInfo info;
|
|
info.fb_address = vfb->fb_address;
|
|
info.z_address = vfb->z_address;
|
|
info.format = vfb->format;
|
|
info.width = vfb->width;
|
|
info.height = vfb->height;
|
|
info.fbo = vfb->fbo;
|
|
list.push_back(info);
|
|
}
|
|
|
|
return list;
|
|
}
|
|
|
|
void FramebufferManagerVulkan::DestroyAllFBOs() {
|
|
currentRenderVfb_ = 0;
|
|
displayFramebuf_ = 0;
|
|
prevDisplayFramebuf_ = 0;
|
|
prevPrevDisplayFramebuf_ = 0;
|
|
|
|
for (size_t i = 0; i < vfbs_.size(); ++i) {
|
|
VirtualFramebuffer *vfb = vfbs_[i];
|
|
INFO_LOG(FRAMEBUF, "Destroying FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->format);
|
|
DestroyFramebuf(vfb);
|
|
}
|
|
vfbs_.clear();
|
|
|
|
for (size_t i = 0; i < bvfbs_.size(); ++i) {
|
|
VirtualFramebuffer *vfb = bvfbs_[i];
|
|
DestroyFramebuf(vfb);
|
|
}
|
|
bvfbs_.clear();
|
|
}
|
|
|
|
void FramebufferManagerVulkan::FlushBeforeCopy() {
|
|
// Flush anything not yet drawn before blitting, downloading, or uploading.
|
|
// This might be a stalled list, or unflushed before a block transfer, etc.
|
|
|
|
// TODO: It's really bad that we are calling SetRenderFramebuffer here with
|
|
// all the irrelevant state checking it'll use to decide what to do. Should
|
|
// do something more focused here.
|
|
SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason);
|
|
if (!draw_->GetNativeObject(Draw::NativeObject::CURRENT_RENDERPASS))
|
|
Crash();
|
|
drawEngine_->Flush();
|
|
}
|
|
|
|
void FramebufferManagerVulkan::Resized() {
|
|
FramebufferManagerCommon::Resized();
|
|
|
|
if (UpdateSize()) {
|
|
DestroyAllFBOs();
|
|
}
|
|
}
|
|
|
|
bool FramebufferManagerVulkan::GetFramebuffer(u32 fb_address, int fb_stride, GEBufferFormat format, GPUDebugBuffer &buffer, int maxStride) {
|
|
// TODO: Doing this synchronously will require stalling the pipeline. Maybe better
|
|
// to do it callback-style?
|
|
/*
|
|
VirtualFramebuffer *vfb = currentRenderVfb_;
|
|
if (!vfb) {
|
|
vfb = GetVFBAt(fb_address);
|
|
}
|
|
|
|
if (!vfb) {
|
|
// If there's no vfb and we're drawing there, must be memory?
|
|
buffer = GPUDebugBuffer(Memory::GetPointer(fb_address | 0x04000000), fb_stride, 512, format);
|
|
return true;
|
|
}
|
|
|
|
buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GE_FORMAT_8888, false, true);
|
|
if (vfb->fbo)
|
|
fbo_bind_for_read(vfb->fbo);
|
|
if (gl_extensions.GLES3 || !gl_extensions.IsGLES)
|
|
glReadBuffer(GL_COLOR_ATTACHMENT0);
|
|
|
|
glPixelStorei(GL_PACK_ALIGNMENT, 4);
|
|
SafeGLReadPixels(0, 0, vfb->renderWidth, vfb->renderHeight, GL_RGBA, GL_UNSIGNED_BYTE, buffer.GetData());
|
|
*/
|
|
return false;
|
|
}
|
|
|
|
bool FramebufferManagerVulkan::GetOutputFramebuffer(GPUDebugBuffer &buffer) {
|
|
// TODO: Doing this synchronously will require stalling the pipeline. Maybe better
|
|
// to do it callback-style?
|
|
/*
|
|
fbo_unbind_read();
|
|
|
|
int pw = PSP_CoreParameter().pixelWidth;
|
|
int ph = PSP_CoreParameter().pixelHeight;
|
|
|
|
// The backbuffer is flipped.
|
|
buffer.Allocate(pw, ph, GPU_DBG_FORMAT_888_RGB, true);
|
|
glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
SafeGLReadPixels(0, 0, pw, ph, GL_RGB, GL_UNSIGNED_BYTE, buffer.GetData());
|
|
*/
|
|
return false;
|
|
}
|
|
|
|
bool FramebufferManagerVulkan::GetDepthbuffer(u32 fb_address, int fb_stride, u32 z_address, int z_stride, GPUDebugBuffer &buffer) {
|
|
// TODO: Doing this synchronously will require stalling the pipeline. Maybe better
|
|
// to do it callback-style?
|
|
VirtualFramebuffer *vfb = currentRenderVfb_;
|
|
if (!vfb) {
|
|
vfb = GetVFBAt(fb_address);
|
|
}
|
|
|
|
if (!vfb) {
|
|
// If there's no vfb and we're drawing there, must be memory?
|
|
buffer = GPUDebugBuffer(Memory::GetPointer(z_address | 0x04000000), z_stride, 512, GPU_DBG_FORMAT_16BIT);
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GPU_DBG_FORMAT_FLOAT, false);
|
|
SafeGLReadPixels(0, 0, vfb->renderWidth, vfb->renderHeight, GL_DEPTH_COMPONENT, GL_FLOAT, buffer.GetData());
|
|
*/
|
|
return false;
|
|
}
|
|
|
|
bool FramebufferManagerVulkan::GetStencilbuffer(u32 fb_address, int fb_stride, GPUDebugBuffer &buffer) {
|
|
// TODO: Doing this synchronously will require stalling the pipeline. Maybe better
|
|
// to do it callback-style?
|
|
VirtualFramebuffer *vfb = currentRenderVfb_;
|
|
if (!vfb) {
|
|
vfb = GetVFBAt(fb_address);
|
|
}
|
|
|
|
if (!vfb) {
|
|
// If there's no vfb and we're drawing there, must be memory?
|
|
// TODO: Actually get the stencil.
|
|
buffer = GPUDebugBuffer(Memory::GetPointer(fb_address | 0x04000000), fb_stride, 512, GPU_DBG_FORMAT_8888);
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GPU_DBG_FORMAT_8BIT, false);
|
|
SafeGLReadPixels(0, 0, vfb->renderWidth, vfb->renderHeight, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, buffer.GetData());
|
|
|
|
return true;
|
|
*/
|
|
return false;
|
|
}
|
|
|
|
void FramebufferManagerVulkan::ClearBuffer(bool keepState) {
|
|
// TODO: Ideally, this should never be called.
|
|
// assert(false);
|
|
}
|