316 lines
11 KiB
C++
316 lines
11 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#define VK_PROTOTYPES
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#include "ext/vulkan/vulkan.h"
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#include "GPU/Math3D.h"
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#include "GPU/GPUState.h"
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#include "GPU/ge_constants.h"
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#include "GPU/Common/GPUStateUtils.h"
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#include "Core/System.h"
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#include "Core/Config.h"
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#include "Core/Reporting.h"
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//#include "GPU/Vulkan/StateMappingVulkan.h"
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#include "GPU/Vulkan/GPU_Vulkan.h"
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#include "GPU/Vulkan/PipelineManagerVulkan.h"
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#include "GPU/Vulkan/TextureCacheVulkan.h"
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#include "GPU/Vulkan/FramebufferVulkan.h"
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//#include "GPU/Vulkan/PixelShaderGeneratorVulkan.h"
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static const VkBlendFactor vkBlendFactorLookup[(size_t)BlendFactor::COUNT] = {
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VK_BLEND_FACTOR_ZERO,
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VK_BLEND_FACTOR_ONE,
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VK_BLEND_FACTOR_SRC_COLOR,
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VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR,
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VK_BLEND_FACTOR_DST_COLOR,
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VK_BLEND_FACTOR_ONE_MINUS_DST_COLOR,
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VK_BLEND_FACTOR_SRC_ALPHA,
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VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA,
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VK_BLEND_FACTOR_DST_ALPHA,
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VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA,
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VK_BLEND_FACTOR_CONSTANT_COLOR,
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VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_COLOR,
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VK_BLEND_FACTOR_CONSTANT_ALPHA,
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VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA,
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VK_BLEND_FACTOR_SRC1_COLOR,
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VK_BLEND_FACTOR_ONE_MINUS_SRC1_COLOR,
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VK_BLEND_FACTOR_MAX_ENUM,
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};
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static const VkBlendOp vkBlendEqLookup[(size_t)BlendEq::COUNT] = {
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VK_BLEND_OP_ADD,
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VK_BLEND_OP_SUBTRACT,
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VK_BLEND_OP_REVERSE_SUBTRACT,
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VK_BLEND_OP_MIN,
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VK_BLEND_OP_MAX,
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};
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static const VkCullModeFlagBits cullingMode[] = {
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VK_CULL_MODE_BACK_BIT,
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VK_CULL_MODE_FRONT_BIT,
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};
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static const VkCompareOp compareOps[] = {
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VK_COMPARE_OP_NEVER,
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VK_COMPARE_OP_ALWAYS,
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VK_COMPARE_OP_EQUAL,
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VK_COMPARE_OP_NOT_EQUAL,
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VK_COMPARE_OP_LESS,
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VK_COMPARE_OP_LESS_OR_EQUAL,
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VK_COMPARE_OP_GREATER,
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VK_COMPARE_OP_GREATER_OR_EQUAL,
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};
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static const VkStencilOp stencilOps[] = {
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VK_STENCIL_OP_KEEP,
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VK_STENCIL_OP_ZERO,
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VK_STENCIL_OP_REPLACE,
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VK_STENCIL_OP_INVERT,
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VK_STENCIL_OP_INCREMENT_AND_CLAMP,
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VK_STENCIL_OP_DECREMENT_AND_CLAMP,
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VK_STENCIL_OP_KEEP, // reserved
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VK_STENCIL_OP_KEEP, // reserved
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};
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struct VulkanDynamicState {
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VkViewport viewport;
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VkRect2D scissor;
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bool useBlendColor;
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uint32_t blendColor;
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bool useStencil;
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uint8_t stencilRef;
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uint8_t stencilWriteMask;
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uint8_t stencilCompareMask;
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};
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bool ApplyShaderBlending() {
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return false;
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}
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void ResetShaderBlending() {
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//
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}
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// TODO: Do this more progressively. No need to compute the entire state if the entire state hasn't changed.
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// In Vulkan, we simply collect all the state together into a "pipeline key" - we don't actually set any state here
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// (the caller is responsible for setting the little dynamic state that is supported, dynState).
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void ConvertStateToVulkanKey(FramebufferManagerVulkan &fbManager, int prim, VulkanPipelineRasterStateKey &key, VulkanDynamicState &dynState) {
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// Unfortunately, this isn't implemented yet.
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gstate_c.allowShaderBlend = false;
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// Set blend - unless we need to do it in the shader.
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GenericBlendState blendState;
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ConvertBlendState(blendState, gstate_c.allowShaderBlend);
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bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
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ViewportAndScissor vpAndScissor;
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ConvertViewportAndScissor(useBufferedRendering,
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fbManager.GetRenderWidth(), fbManager.GetRenderHeight(),
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fbManager.GetTargetBufferWidth(), fbManager.GetTargetBufferHeight(),
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vpAndScissor);
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if (blendState.applyShaderBlending) {
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if (ApplyShaderBlending()) {
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// We may still want to do something about stencil -> alpha.
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ApplyStencilReplaceAndLogicOp(blendState.replaceAlphaWithStencil, blendState);
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} else {
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// Until next time, force it off.
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ResetShaderBlending();
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gstate_c.allowShaderBlend = false;
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}
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} else if (blendState.resetShaderBlending) {
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ResetShaderBlending();
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}
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if (blendState.enabled) {
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key.blendEnable = true;
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key.blendOpColor = vkBlendEqLookup[(size_t)blendState.eqColor];
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key.blendOpAlpha = vkBlendEqLookup[(size_t)blendState.eqAlpha];
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key.srcColor = vkBlendFactorLookup[(size_t)blendState.srcColor];
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key.srcAlpha = vkBlendFactorLookup[(size_t)blendState.srcAlpha];
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key.destColor = vkBlendFactorLookup[(size_t)blendState.dstColor];
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key.destAlpha = vkBlendFactorLookup[(size_t)blendState.dstAlpha];
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if (blendState.dirtyShaderBlend) {
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//shaderManager_->DirtyUniform(DIRTY_SHADERBLEND);
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}
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dynState.useBlendColor = blendState.useBlendColor;
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if (blendState.useBlendColor) {
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dynState.blendColor = blendState.blendColor;
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}
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} else {
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key.blendEnable = false;
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dynState.useBlendColor = false;
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}
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dynState.useStencil = false;
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// Set ColorMask/Stencil/Depth
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if (gstate.isModeClear()) {
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key.cullMode = VK_CULL_MODE_NONE;
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key.depthTestEnable = true;
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key.depthCompareOp = VK_COMPARE_OP_ALWAYS;
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key.depthWriteEnable = gstate.isClearModeDepthMask();
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if (gstate.isClearModeDepthMask()) {
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// framebufferManager_->SetDepthUpdated();
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}
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// Color Test
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bool colorMask = gstate.isClearModeColorMask();
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bool alphaMask = gstate.isClearModeAlphaMask();
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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);
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GenericStencilFuncState stencilState;
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ConvertStencilFuncState(stencilState);
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// Stencil Test
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if (stencilState.enabled) {
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key.stencilTestEnable = true;
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key.stencilCompareOp = compareOps[stencilState.testFunc];
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key.stencilPassOp = stencilOps[stencilState.zPass];
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key.stencilFailOp = stencilOps[stencilState.sFail];
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key.stencilDepthFailOp = stencilOps[stencilState.zFail];
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dynState.useStencil = true;
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dynState.stencilRef = stencilState.testRef;
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dynState.stencilCompareMask = stencilState.testMask;
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dynState.stencilWriteMask = stencilState.writeMask;
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} else {
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key.stencilTestEnable = false;
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dynState.useStencil = false;
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}
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} else {
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// Set cull
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bool wantCull = !gstate.isModeThrough() && prim != GE_PRIM_RECTANGLES && gstate.isCullEnabled();
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key.cullMode = wantCull ? (gstate.getCullMode() ? VK_CULL_MODE_FRONT_BIT : VK_CULL_MODE_BACK_BIT) : VK_CULL_MODE_NONE;
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// Depth Test
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if (gstate.isDepthTestEnabled()) {
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key.depthTestEnable = true;
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key.depthCompareOp = compareOps[gstate.getDepthTestFunction()];
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key.depthWriteEnable = gstate.isDepthWriteEnabled();
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if (gstate.isDepthWriteEnabled()) {
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// framebufferManager_->SetDepthUpdated();
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}
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} else {
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key.depthTestEnable = false;
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}
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// PSP color/alpha mask is per bit but we can only support per byte.
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// But let's do that, at least. And let's try a threshold.
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bool rmask = (gstate.pmskc & 0xFF) < 128;
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bool gmask = ((gstate.pmskc >> 8) & 0xFF) < 128;
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bool bmask = ((gstate.pmskc >> 16) & 0xFF) < 128;
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bool amask = (gstate.pmska & 0xFF) < 128;
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u8 abits = (gstate.pmska >> 0) & 0xFF;
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#ifndef MOBILE_DEVICE
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u8 rbits = (gstate.pmskc >> 0) & 0xFF;
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u8 gbits = (gstate.pmskc >> 8) & 0xFF;
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u8 bbits = (gstate.pmskc >> 16) & 0xFF;
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if ((rbits != 0 && rbits != 0xFF) || (gbits != 0 && gbits != 0xFF) || (bbits != 0 && bbits != 0xFF)) {
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WARN_LOG_REPORT_ONCE(rgbmask, G3D, "Unsupported RGB mask: r=%02x g=%02x b=%02x", rbits, gbits, bbits);
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}
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if (abits != 0 && abits != 0xFF) {
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// The stencil part of the mask is supported.
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WARN_LOG_REPORT_ONCE(amask, G3D, "Unsupported alpha/stencil mask: %02x", abits);
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}
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#endif
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// Let's not write to alpha if stencil isn't enabled.
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if (!gstate.isStencilTestEnabled()) {
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amask = false;
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} else {
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// If the stencil type is set to KEEP, we shouldn't write to the stencil/alpha channel.
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if (ReplaceAlphaWithStencilType() == STENCIL_VALUE_KEEP) {
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amask = false;
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}
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}
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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);
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// Stencil Test
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if (gstate.isStencilTestEnabled()) {
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key.stencilTestEnable = true;
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key.stencilCompareOp = compareOps[gstate.getStencilTestFunction()];
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dynState.stencilRef = gstate.getStencilTestRef();
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dynState.stencilCompareMask = gstate.getStencilTestMask();
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key.stencilFailOp = stencilOps[gstate.getStencilOpSFail()]; // stencil fail
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key.stencilDepthFailOp = stencilOps[gstate.getStencilOpZFail()]; // depth fail
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key.stencilPassOp = stencilOps[gstate.getStencilOpZPass()]; // depth pass
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dynState.stencilWriteMask = ~abits;
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} else {
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key.stencilTestEnable = false;
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}
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}
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VkViewport &vp = dynState.viewport;
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vp.x = vpAndScissor.viewportX;
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vp.y = vpAndScissor.viewportY;
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vp.width = vpAndScissor.viewportW;
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vp.height = vpAndScissor.viewportH;
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vp.minDepth = vpAndScissor.depthRangeMin;
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vp.maxDepth = vpAndScissor.depthRangeMax;
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if (vpAndScissor.dirtyProj) {
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// shaderManager_->DirtyUniform(DIRTY_PROJMATRIX);
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}
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VkRect2D &scissor = dynState.scissor;
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scissor.offset.x = vpAndScissor.scissorX;
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scissor.offset.y = vpAndScissor.scissorY;
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scissor.extent.width = vpAndScissor.scissorW;
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scissor.extent.height = vpAndScissor.scissorH;
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float depthMin = vpAndScissor.depthRangeMin;
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float depthMax = vpAndScissor.depthRangeMax;
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if (!gstate.isModeThrough()) {
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// Direct3D can't handle negative depth ranges, so we fix it in the projection matrix.
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if (gstate_c.vpDepthScale != depthMax - depthMin) {
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gstate_c.vpDepthScale = depthMax - depthMin;
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vpAndScissor.dirtyProj = true;
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}
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if (depthMin > depthMax) {
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std::swap(depthMin, depthMax);
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}
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if (depthMin < 0.0f) depthMin = 0.0f;
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if (depthMax > 1.0f) depthMax = 1.0f;
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}
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}
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//void DrawEngineVulkan::ApplyDrawStateLate() {
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/*
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// At this point, we know if the vertices are full alpha or not.
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// TODO: Set the nearest/linear here (since we correctly know if alpha/color tests are needed)?
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if (!gstate.isModeClear()) {
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// TODO: Test texture?
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textureCache_->ApplyTexture();
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if (fboTexNeedBind_) {
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// Note that this is positions, not UVs, that we need the copy from.
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framebufferManager_->BindFramebufferColor(1, nullptr, BINDFBCOLOR_MAY_COPY);
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// If we are rendering at a higher resolution, linear is probably best for the dest color.
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pD3Ddevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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pD3Ddevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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fboTexBound_ = true;
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fboTexNeedBind_ = false;
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}
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}
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*/
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//}
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