ppsspp/GPU/Vulkan/StateMappingVulkan.cpp
2016-03-20 19:26:41 +01:00

316 lines
11 KiB
C++

// 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/.
#define VK_PROTOTYPES
#include "ext/vulkan/vulkan.h"
#include "GPU/Math3D.h"
#include "GPU/GPUState.h"
#include "GPU/ge_constants.h"
#include "GPU/Common/GPUStateUtils.h"
#include "Core/System.h"
#include "Core/Config.h"
#include "Core/Reporting.h"
//#include "GPU/Vulkan/StateMappingVulkan.h"
#include "GPU/Vulkan/GPU_Vulkan.h"
#include "GPU/Vulkan/PipelineManagerVulkan.h"
#include "GPU/Vulkan/TextureCacheVulkan.h"
#include "GPU/Vulkan/FramebufferVulkan.h"
//#include "GPU/Vulkan/PixelShaderGeneratorVulkan.h"
static const VkBlendFactor vkBlendFactorLookup[(size_t)BlendFactor::COUNT] = {
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_MAX_ENUM,
};
static const VkBlendOp vkBlendEqLookup[(size_t)BlendEq::COUNT] = {
VK_BLEND_OP_ADD,
VK_BLEND_OP_SUBTRACT,
VK_BLEND_OP_REVERSE_SUBTRACT,
VK_BLEND_OP_MIN,
VK_BLEND_OP_MAX,
};
static const VkCullModeFlagBits cullingMode[] = {
VK_CULL_MODE_BACK_BIT,
VK_CULL_MODE_FRONT_BIT,
};
static const VkCompareOp compareOps[] = {
VK_COMPARE_OP_NEVER,
VK_COMPARE_OP_ALWAYS,
VK_COMPARE_OP_EQUAL,
VK_COMPARE_OP_NOT_EQUAL,
VK_COMPARE_OP_LESS,
VK_COMPARE_OP_LESS_OR_EQUAL,
VK_COMPARE_OP_GREATER,
VK_COMPARE_OP_GREATER_OR_EQUAL,
};
static const VkStencilOp stencilOps[] = {
VK_STENCIL_OP_KEEP,
VK_STENCIL_OP_ZERO,
VK_STENCIL_OP_REPLACE,
VK_STENCIL_OP_INVERT,
VK_STENCIL_OP_INCREMENT_AND_CLAMP,
VK_STENCIL_OP_DECREMENT_AND_CLAMP,
VK_STENCIL_OP_KEEP, // reserved
VK_STENCIL_OP_KEEP, // reserved
};
struct VulkanDynamicState {
VkViewport viewport;
VkRect2D scissor;
bool useBlendColor;
uint32_t blendColor;
bool useStencil;
uint8_t stencilRef;
uint8_t stencilWriteMask;
uint8_t stencilCompareMask;
};
bool ApplyShaderBlending() {
return false;
}
void ResetShaderBlending() {
//
}
// TODO: Do this more progressively. No need to compute the entire state if the entire state hasn't changed.
// In Vulkan, we simply collect all the state together into a "pipeline key" - we don't actually set any state here
// (the caller is responsible for setting the little dynamic state that is supported, dynState).
void ConvertStateToVulkanKey(FramebufferManagerVulkan &fbManager, int prim, VulkanPipelineRasterStateKey &key, VulkanDynamicState &dynState) {
// Unfortunately, this isn't implemented yet.
gstate_c.allowShaderBlend = false;
// Set blend - unless we need to do it in the shader.
GenericBlendState blendState;
ConvertBlendState(blendState, gstate_c.allowShaderBlend);
bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
ViewportAndScissor vpAndScissor;
ConvertViewportAndScissor(useBufferedRendering,
fbManager.GetRenderWidth(), fbManager.GetRenderHeight(),
fbManager.GetTargetBufferWidth(), fbManager.GetTargetBufferHeight(),
vpAndScissor);
if (blendState.applyShaderBlending) {
if (ApplyShaderBlending()) {
// We may still want to do something about stencil -> alpha.
ApplyStencilReplaceAndLogicOp(blendState.replaceAlphaWithStencil, blendState);
} else {
// Until next time, force it off.
ResetShaderBlending();
gstate_c.allowShaderBlend = false;
}
} else if (blendState.resetShaderBlending) {
ResetShaderBlending();
}
if (blendState.enabled) {
key.blendEnable = true;
key.blendOpColor = vkBlendEqLookup[(size_t)blendState.eqColor];
key.blendOpAlpha = vkBlendEqLookup[(size_t)blendState.eqAlpha];
key.srcColor = vkBlendFactorLookup[(size_t)blendState.srcColor];
key.srcAlpha = vkBlendFactorLookup[(size_t)blendState.srcAlpha];
key.destColor = vkBlendFactorLookup[(size_t)blendState.dstColor];
key.destAlpha = vkBlendFactorLookup[(size_t)blendState.dstAlpha];
if (blendState.dirtyShaderBlend) {
//shaderManager_->DirtyUniform(DIRTY_SHADERBLEND);
}
dynState.useBlendColor = blendState.useBlendColor;
if (blendState.useBlendColor) {
dynState.blendColor = blendState.blendColor;
}
} else {
key.blendEnable = false;
dynState.useBlendColor = false;
}
dynState.useStencil = false;
// Set ColorMask/Stencil/Depth
if (gstate.isModeClear()) {
key.cullMode = VK_CULL_MODE_NONE;
key.depthTestEnable = true;
key.depthCompareOp = VK_COMPARE_OP_ALWAYS;
key.depthWriteEnable = gstate.isClearModeDepthMask();
if (gstate.isClearModeDepthMask()) {
// framebufferManager_->SetDepthUpdated();
}
// Color Test
bool colorMask = gstate.isClearModeColorMask();
bool alphaMask = gstate.isClearModeAlphaMask();
key.colorWriteMask = (colorMask ? (VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_A_BIT) : 0) | (alphaMask ? VK_COLOR_COMPONENT_A_BIT : 0);
GenericStencilFuncState stencilState;
ConvertStencilFuncState(stencilState);
// Stencil Test
if (stencilState.enabled) {
key.stencilTestEnable = true;
key.stencilCompareOp = compareOps[stencilState.testFunc];
key.stencilPassOp = stencilOps[stencilState.zPass];
key.stencilFailOp = stencilOps[stencilState.sFail];
key.stencilDepthFailOp = stencilOps[stencilState.zFail];
dynState.useStencil = true;
dynState.stencilRef = stencilState.testRef;
dynState.stencilCompareMask = stencilState.testMask;
dynState.stencilWriteMask = stencilState.writeMask;
} else {
key.stencilTestEnable = false;
dynState.useStencil = false;
}
} else {
// Set cull
bool wantCull = !gstate.isModeThrough() && prim != GE_PRIM_RECTANGLES && gstate.isCullEnabled();
key.cullMode = wantCull ? (gstate.getCullMode() ? VK_CULL_MODE_FRONT_BIT : VK_CULL_MODE_BACK_BIT) : VK_CULL_MODE_NONE;
// Depth Test
if (gstate.isDepthTestEnabled()) {
key.depthTestEnable = true;
key.depthCompareOp = compareOps[gstate.getDepthTestFunction()];
key.depthWriteEnable = gstate.isDepthWriteEnabled();
if (gstate.isDepthWriteEnabled()) {
// framebufferManager_->SetDepthUpdated();
}
} else {
key.depthTestEnable = false;
}
// PSP color/alpha mask is per bit but we can only support per byte.
// But let's do that, at least. And let's try a threshold.
bool rmask = (gstate.pmskc & 0xFF) < 128;
bool gmask = ((gstate.pmskc >> 8) & 0xFF) < 128;
bool bmask = ((gstate.pmskc >> 16) & 0xFF) < 128;
bool amask = (gstate.pmska & 0xFF) < 128;
u8 abits = (gstate.pmska >> 0) & 0xFF;
#ifndef MOBILE_DEVICE
u8 rbits = (gstate.pmskc >> 0) & 0xFF;
u8 gbits = (gstate.pmskc >> 8) & 0xFF;
u8 bbits = (gstate.pmskc >> 16) & 0xFF;
if ((rbits != 0 && rbits != 0xFF) || (gbits != 0 && gbits != 0xFF) || (bbits != 0 && bbits != 0xFF)) {
WARN_LOG_REPORT_ONCE(rgbmask, G3D, "Unsupported RGB mask: r=%02x g=%02x b=%02x", rbits, gbits, bbits);
}
if (abits != 0 && abits != 0xFF) {
// The stencil part of the mask is supported.
WARN_LOG_REPORT_ONCE(amask, G3D, "Unsupported alpha/stencil mask: %02x", abits);
}
#endif
// Let's not write to alpha if stencil isn't enabled.
if (!gstate.isStencilTestEnabled()) {
amask = false;
} else {
// If the stencil type is set to KEEP, we shouldn't write to the stencil/alpha channel.
if (ReplaceAlphaWithStencilType() == STENCIL_VALUE_KEEP) {
amask = false;
}
}
key.colorWriteMask = (rmask ? VK_COLOR_COMPONENT_R_BIT : 0) | (gmask ? VK_COLOR_COMPONENT_G_BIT : 0) | (bmask ? VK_COLOR_COMPONENT_B_BIT : 0) | (amask ? VK_COLOR_COMPONENT_A_BIT : 0);
// Stencil Test
if (gstate.isStencilTestEnabled()) {
key.stencilTestEnable = true;
key.stencilCompareOp = compareOps[gstate.getStencilTestFunction()];
dynState.stencilRef = gstate.getStencilTestRef();
dynState.stencilCompareMask = gstate.getStencilTestMask();
key.stencilFailOp = stencilOps[gstate.getStencilOpSFail()]; // stencil fail
key.stencilDepthFailOp = stencilOps[gstate.getStencilOpZFail()]; // depth fail
key.stencilPassOp = stencilOps[gstate.getStencilOpZPass()]; // depth pass
dynState.stencilWriteMask = ~abits;
} else {
key.stencilTestEnable = false;
}
}
VkViewport &vp = dynState.viewport;
vp.x = vpAndScissor.viewportX;
vp.y = vpAndScissor.viewportY;
vp.width = vpAndScissor.viewportW;
vp.height = vpAndScissor.viewportH;
vp.minDepth = vpAndScissor.depthRangeMin;
vp.maxDepth = vpAndScissor.depthRangeMax;
if (vpAndScissor.dirtyProj) {
// shaderManager_->DirtyUniform(DIRTY_PROJMATRIX);
}
VkRect2D &scissor = dynState.scissor;
scissor.offset.x = vpAndScissor.scissorX;
scissor.offset.y = vpAndScissor.scissorY;
scissor.extent.width = vpAndScissor.scissorW;
scissor.extent.height = vpAndScissor.scissorH;
float depthMin = vpAndScissor.depthRangeMin;
float depthMax = vpAndScissor.depthRangeMax;
if (!gstate.isModeThrough()) {
// Direct3D can't handle negative depth ranges, so we fix it in the projection matrix.
if (gstate_c.vpDepthScale != depthMax - depthMin) {
gstate_c.vpDepthScale = depthMax - depthMin;
vpAndScissor.dirtyProj = true;
}
if (depthMin > depthMax) {
std::swap(depthMin, depthMax);
}
if (depthMin < 0.0f) depthMin = 0.0f;
if (depthMax > 1.0f) depthMax = 1.0f;
}
}
//void DrawEngineVulkan::ApplyDrawStateLate() {
/*
// At this point, we know if the vertices are full alpha or not.
// TODO: Set the nearest/linear here (since we correctly know if alpha/color tests are needed)?
if (!gstate.isModeClear()) {
// TODO: Test texture?
textureCache_->ApplyTexture();
if (fboTexNeedBind_) {
// Note that this is positions, not UVs, that we need the copy from.
framebufferManager_->BindFramebufferColor(1, nullptr, BINDFBCOLOR_MAY_COPY);
// If we are rendering at a higher resolution, linear is probably best for the dest color.
pD3Ddevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
pD3Ddevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
fboTexBound_ = true;
fboTexNeedBind_ = false;
}
}
*/
//}