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thin3d_vulkan.cpp
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thin3d_vulkan.cpp
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// 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 <cstdio>
#include <vector>
#include <string>
#include <map>
#include <cassert>
#include "Core/Config.h"
#include "base/logging.h"
#include "base/display.h"
#include "base/stringutil.h"
#include "image/zim_load.h"
#include "math/lin/matrix4x4.h"
#include "math/dataconv.h"
#include "thin3d/thin3d.h"
#include "thin3d/VulkanRenderManager.h"
#include "Common/Vulkan/VulkanContext.h"
#include "Common/Vulkan/VulkanImage.h"
#include "Common/Vulkan/VulkanMemory.h"
// We use a simple descriptor set for all rendering: 1 sampler, 1 texture, 1 UBO binding point.
// binding 0 - uniform data
// binding 1 - sampler
//
// Vertex data lives in a separate namespace (location = 0, 1, etc)
#include "Common/Vulkan/VulkanLoader.h"
namespace Draw {
// This can actually be replaced with a cast as the values are in the right order.
static const VkCompareOp compToVK[] = {
VK_COMPARE_OP_NEVER,
VK_COMPARE_OP_LESS,
VK_COMPARE_OP_EQUAL,
VK_COMPARE_OP_LESS_OR_EQUAL,
VK_COMPARE_OP_GREATER,
VK_COMPARE_OP_NOT_EQUAL,
VK_COMPARE_OP_GREATER_OR_EQUAL,
VK_COMPARE_OP_ALWAYS
};
// So can this.
static const VkBlendOp blendEqToVk[] = {
VK_BLEND_OP_ADD,
VK_BLEND_OP_SUBTRACT,
VK_BLEND_OP_REVERSE_SUBTRACT,
VK_BLEND_OP_MIN,
VK_BLEND_OP_MAX,
};
static const VkBlendFactor blendFactorToVk[] = {
VK_BLEND_FACTOR_ZERO,
VK_BLEND_FACTOR_ONE,
VK_BLEND_FACTOR_SRC_COLOR,
VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR,
VK_BLEND_FACTOR_DST_COLOR,
VK_BLEND_FACTOR_ONE_MINUS_DST_COLOR,
VK_BLEND_FACTOR_SRC_ALPHA,
VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA,
VK_BLEND_FACTOR_DST_ALPHA,
VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA,
VK_BLEND_FACTOR_CONSTANT_COLOR,
VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_COLOR,
VK_BLEND_FACTOR_CONSTANT_ALPHA,
VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA,
VK_BLEND_FACTOR_SRC1_COLOR,
VK_BLEND_FACTOR_ONE_MINUS_SRC1_COLOR,
VK_BLEND_FACTOR_SRC1_ALPHA,
VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA,
};
static const VkLogicOp logicOpToVK[] = {
VK_LOGIC_OP_CLEAR,
VK_LOGIC_OP_SET,
VK_LOGIC_OP_COPY,
VK_LOGIC_OP_COPY_INVERTED,
VK_LOGIC_OP_NO_OP,
VK_LOGIC_OP_INVERT,
VK_LOGIC_OP_AND,
VK_LOGIC_OP_NAND,
VK_LOGIC_OP_OR,
VK_LOGIC_OP_NOR,
VK_LOGIC_OP_XOR,
VK_LOGIC_OP_EQUIVALENT,
VK_LOGIC_OP_AND_REVERSE,
VK_LOGIC_OP_AND_INVERTED,
VK_LOGIC_OP_OR_REVERSE,
VK_LOGIC_OP_OR_INVERTED,
};
static const VkPrimitiveTopology primToVK[] = {
VK_PRIMITIVE_TOPOLOGY_POINT_LIST,
VK_PRIMITIVE_TOPOLOGY_LINE_LIST,
VK_PRIMITIVE_TOPOLOGY_LINE_STRIP,
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP,
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN,
// Tesselation shader primitive.
VK_PRIMITIVE_TOPOLOGY_PATCH_LIST,
// The rest are for geometry shaders only.
VK_PRIMITIVE_TOPOLOGY_LINE_LIST_WITH_ADJACENCY,
VK_PRIMITIVE_TOPOLOGY_LINE_STRIP_WITH_ADJACENCY,
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_WITH_ADJACENCY,
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP_WITH_ADJACENCY,
};
static const VkStencilOp stencilOpToVK[8] = {
VK_STENCIL_OP_KEEP,
VK_STENCIL_OP_ZERO,
VK_STENCIL_OP_REPLACE,
VK_STENCIL_OP_INCREMENT_AND_CLAMP,
VK_STENCIL_OP_DECREMENT_AND_CLAMP,
VK_STENCIL_OP_INVERT,
VK_STENCIL_OP_INCREMENT_AND_WRAP,
VK_STENCIL_OP_DECREMENT_AND_WRAP,
};
class VKBlendState : public BlendState {
public:
VkPipelineColorBlendStateCreateInfo info{ VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO };
std::vector<VkPipelineColorBlendAttachmentState> attachments;
};
class VKDepthStencilState : public DepthStencilState {
public:
VkPipelineDepthStencilStateCreateInfo info{ VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO };
};
class VKRasterState : public RasterState {
public:
VKRasterState(VulkanContext *vulkan, const RasterStateDesc &desc) {
cullFace = desc.cull;
frontFace = desc.frontFace;
}
Facing frontFace;
CullMode cullFace;
void ToVulkan(VkPipelineRasterizationStateCreateInfo *info) const {
memset(info, 0, sizeof(*info));
info->sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
info->frontFace = frontFace == Facing::CCW ? VK_FRONT_FACE_COUNTER_CLOCKWISE : VK_FRONT_FACE_CLOCKWISE;
switch (cullFace) {
case CullMode::BACK: info->cullMode = VK_CULL_MODE_BACK_BIT; break;
case CullMode::FRONT: info->cullMode = VK_CULL_MODE_FRONT_BIT; break;
case CullMode::FRONT_AND_BACK: info->cullMode = VK_CULL_MODE_FRONT_AND_BACK; break;
case CullMode::NONE: info->cullMode = VK_CULL_MODE_NONE; break;
}
info->polygonMode = VK_POLYGON_MODE_FILL;
info->lineWidth = 1.0f;
}
};
VkShaderStageFlagBits StageToVulkan(ShaderStage stage) {
switch (stage) {
case ShaderStage::VERTEX: return VK_SHADER_STAGE_VERTEX_BIT;
case ShaderStage::GEOMETRY: return VK_SHADER_STAGE_GEOMETRY_BIT;
case ShaderStage::COMPUTE: return VK_SHADER_STAGE_COMPUTE_BIT;
case ShaderStage::EVALUATION: return VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT;
case ShaderStage::CONTROL: return VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT;
default:
case ShaderStage::FRAGMENT: return VK_SHADER_STAGE_FRAGMENT_BIT;
}
}
// Not registering this as a resource holder, instead the pipeline is registered. It will
// invoke Compile again to recreate the shader then link them together.
class VKShaderModule : public ShaderModule {
public:
VKShaderModule(ShaderStage stage) : module_(VK_NULL_HANDLE), ok_(false), stage_(stage) {
vkstage_ = StageToVulkan(stage);
}
bool Compile(VulkanContext *vulkan, ShaderLanguage language, const uint8_t *data, size_t size);
const std::string &GetSource() const { return source_; }
~VKShaderModule() {
if (module_) {
vulkan_->Delete().QueueDeleteShaderModule(module_);
}
}
VkShaderModule Get() const { return module_; }
ShaderStage GetStage() const override {
return stage_;
}
private:
VulkanContext *vulkan_;
VkShaderModule module_;
VkShaderStageFlagBits vkstage_;
bool ok_;
ShaderStage stage_;
std::string source_; // So we can recompile in case of context loss.
};
bool VKShaderModule::Compile(VulkanContext *vulkan, ShaderLanguage language, const uint8_t *data, size_t size) {
vulkan_ = vulkan;
// We'll need this to free it later.
source_ = (const char *)data;
std::vector<uint32_t> spirv;
if (!GLSLtoSPV(vkstage_, source_.c_str(), spirv)) {
return false;
}
// Just for kicks, sanity check the SPIR-V. The disasm isn't perfect
// but gives you some idea of what's going on.
#if 0
std::string disasm;
if (DisassembleSPIRV(spirv, &disasm)) {
OutputDebugStringA(disasm.c_str());
}
#endif
if (vulkan->CreateShaderModule(spirv, &module_)) {
ok_ = true;
} else {
ok_ = false;
}
return ok_;
}
class VKInputLayout : public InputLayout {
public:
std::vector<VkVertexInputBindingDescription> bindings;
std::vector<VkVertexInputAttributeDescription> attributes;
VkPipelineVertexInputStateCreateInfo visc;
};
class VKPipeline : public Pipeline {
public:
VKPipeline(VulkanContext *vulkan, size_t size) : vulkan_(vulkan) {
uboSize_ = (int)size;
ubo_ = new uint8_t[uboSize_];
}
~VKPipeline() {
vulkan_->Delete().QueueDeletePipeline(vkpipeline);
delete[] ubo_;
}
void SetDynamicUniformData(const void *data, size_t size) {
memcpy(ubo_, data, size);
}
// Returns the binding offset, and the VkBuffer to bind.
size_t PushUBO(VulkanPushBuffer *buf, VulkanContext *vulkan, VkBuffer *vkbuf) {
return buf->PushAligned(ubo_, uboSize_, vulkan->GetPhysicalDeviceProperties().properties.limits.minUniformBufferOffsetAlignment, vkbuf);
}
int GetUniformLoc(const char *name);
int GetUBOSize() const {
return uboSize_;
}
bool RequiresBuffer() override {
return false;
}
VkPipeline vkpipeline;
int stride[4]{};
int dynamicUniformSize = 0;
bool usesStencil = false;
uint8_t stencilWriteMask = 0xFF;
uint8_t stencilTestMask = 0xFF;
private:
VulkanContext *vulkan_;
uint8_t *ubo_;
int uboSize_;
};
class VKTexture;
class VKBuffer;
class VKSamplerState;
struct DescriptorSetKey {
VKTexture *texture_;
VKSamplerState *sampler_;
VkBuffer buffer_;
bool operator < (const DescriptorSetKey &other) const {
if (texture_ < other.texture_) return true; else if (texture_ > other.texture_) return false;
if (sampler_ < other.sampler_) return true; else if (sampler_ > other.sampler_) return false;
if (buffer_ < other.buffer_) return true; else if (buffer_ > other.buffer_) return false;
return false;
}
};
class VKTexture : public Texture {
public:
VKTexture(VulkanContext *vulkan, VkCommandBuffer cmd, VulkanPushBuffer *pushBuffer, const TextureDesc &desc)
: vulkan_(vulkan), mipLevels_(desc.mipLevels), format_(desc.format) {}
bool Create(VkCommandBuffer cmd, VulkanPushBuffer *pushBuffer, const TextureDesc &desc, VulkanDeviceAllocator *alloc);
~VKTexture() {
Destroy();
}
VkImageView GetImageView() {
if (vkTex_) {
vkTex_->Touch();
return vkTex_->GetImageView();
} else {
// This would be bad.
return VK_NULL_HANDLE;
}
}
private:
void Destroy() {
if (vkTex_) {
vkTex_->Destroy();
delete vkTex_;
vkTex_ = nullptr;
}
}
VulkanContext *vulkan_;
VulkanTexture *vkTex_ = nullptr;
int mipLevels_ = 0;
DataFormat format_ = DataFormat::UNDEFINED;
};
class VKFramebuffer;
class VKContext : public DrawContext {
public:
VKContext(VulkanContext *vulkan, bool splitSubmit);
virtual ~VKContext();
const DeviceCaps &GetDeviceCaps() const override {
return caps_;
}
std::vector<std::string> GetDeviceList() const override {
std::vector<std::string> list;
for (int i = 0; i < vulkan_->GetNumPhysicalDevices(); i++) {
list.push_back(vulkan_->GetPhysicalDeviceProperties(i).properties.deviceName);
}
return list;
}
uint32_t GetSupportedShaderLanguages() const override {
return (uint32_t)ShaderLanguage::GLSL_VULKAN;
}
uint32_t GetDataFormatSupport(DataFormat fmt) const override;
DepthStencilState *CreateDepthStencilState(const DepthStencilStateDesc &desc) override;
BlendState *CreateBlendState(const BlendStateDesc &desc) override;
InputLayout *CreateInputLayout(const InputLayoutDesc &desc) override;
SamplerState *CreateSamplerState(const SamplerStateDesc &desc) override;
RasterState *CreateRasterState(const RasterStateDesc &desc) override;
Pipeline *CreateGraphicsPipeline(const PipelineDesc &desc) override;
ShaderModule *CreateShaderModule(ShaderStage stage, ShaderLanguage language, const uint8_t *data, size_t dataSize) override;
Texture *CreateTexture(const TextureDesc &desc) override;
Buffer *CreateBuffer(size_t size, uint32_t usageFlags) override;
Framebuffer *CreateFramebuffer(const FramebufferDesc &desc) override;
void UpdateBuffer(Buffer *buffer, const uint8_t *data, size_t offset, size_t size, UpdateBufferFlags flags) override;
void CopyFramebufferImage(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth, int channelBits) override;
bool BlitFramebuffer(Framebuffer *src, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dst, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) override;
bool CopyFramebufferToMemorySync(Framebuffer *src, int channelBits, int x, int y, int w, int h, Draw::DataFormat format, void *pixels, int pixelStride) override;
DataFormat PreferredFramebufferReadbackFormat(Framebuffer *src) override;
// These functions should be self explanatory.
void BindFramebufferAsRenderTarget(Framebuffer *fbo, const RenderPassInfo &rp) override;
// color must be 0, for now.
void BindFramebufferAsTexture(Framebuffer *fbo, int binding, FBChannel channelBit, int attachment) override;
uintptr_t GetFramebufferAPITexture(Framebuffer *fbo, int channelBit, int attachment) override;
void GetFramebufferDimensions(Framebuffer *fbo, int *w, int *h) override;
void SetScissorRect(int left, int top, int width, int height) override;
void SetViewports(int count, Viewport *viewports) override;
void SetBlendFactor(float color[4]) override;
void SetStencilRef(uint8_t stencilRef) override;
void BindSamplerStates(int start, int count, SamplerState **state) override;
void BindTextures(int start, int count, Texture **textures) override;
void BindPipeline(Pipeline *pipeline) override {
curPipeline_ = (VKPipeline *)pipeline;
}
// TODO: Make VKBuffers proper buffers, and do a proper binding model. This is just silly.
void BindVertexBuffers(int start, int count, Buffer **buffers, int *offsets) override {
for (int i = 0; i < count; i++) {
curVBuffers_[i + start] = (VKBuffer *)buffers[i];
curVBufferOffsets_[i + start] = offsets ? offsets[i] : 0;
}
}
void BindIndexBuffer(Buffer *indexBuffer, int offset) override {
curIBuffer_ = (VKBuffer *)indexBuffer;
curIBufferOffset_ = offset;
}
void UpdateDynamicUniformBuffer(const void *ub, size_t size) override;
// TODO: Add more sophisticated draws.
void Draw(int vertexCount, int offset) override;
void DrawIndexed(int vertexCount, int offset) override;
void DrawUP(const void *vdata, int vertexCount) override;
void ApplyDynamicState();
void Clear(int mask, uint32_t colorval, float depthVal, int stencilVal) override;
void BeginFrame() override;
void EndFrame() override;
void WipeQueue() override;
void FlushState() override {}
std::string GetInfoString(InfoField info) const override {
// TODO: Make these actually query the right information
switch (info) {
case APINAME: return "Vulkan";
case VENDORSTRING: return vulkan_->GetPhysicalDeviceProperties().properties.deviceName;
case VENDOR: return VulkanVendorString(vulkan_->GetPhysicalDeviceProperties().properties.vendorID);
case DRIVER: return FormatDriverVersion(vulkan_->GetPhysicalDeviceProperties().properties);
case SHADELANGVERSION: return "N/A";;
case APIVERSION:
{
uint32_t ver = vulkan_->GetPhysicalDeviceProperties().properties.apiVersion;
return StringFromFormat("%d.%d.%d", ver >> 22, (ver >> 12) & 0x3ff, ver & 0xfff);
}
default: return "?";
}
}
VkDescriptorSet GetOrCreateDescriptorSet(VkBuffer buffer);
std::vector<std::string> GetFeatureList() const override;
std::vector<std::string> GetExtensionList() const override;
uintptr_t GetNativeObject(NativeObject obj) override {
switch (obj) {
case NativeObject::FRAMEBUFFER_RENDERPASS:
// Return a representative renderpass.
return (uintptr_t)renderManager_.GetFramebufferRenderPass();
case NativeObject::BACKBUFFER_RENDERPASS:
return (uintptr_t)renderManager_.GetBackbufferRenderPass();
case NativeObject::COMPATIBLE_RENDERPASS:
return (uintptr_t)renderManager_.GetCompatibleRenderPass();
case NativeObject::INIT_COMMANDBUFFER:
return (uintptr_t)renderManager_.GetInitCmd();
case NativeObject::BOUND_TEXTURE0_IMAGEVIEW:
return (uintptr_t)boundImageView_[0];
case NativeObject::BOUND_TEXTURE1_IMAGEVIEW:
return (uintptr_t)boundImageView_[1];
case NativeObject::RENDER_MANAGER:
return (uintptr_t)&renderManager_;
case NativeObject::NULL_IMAGEVIEW:
return (uintptr_t)GetNullTexture()->GetImageView();
default:
Crash();
return 0;
}
}
void HandleEvent(Event ev, int width, int height, void *param1, void *param2) override;
private:
VulkanTexture *GetNullTexture();
VulkanContext *vulkan_ = nullptr;
VulkanRenderManager renderManager_;
VulkanDeviceAllocator *allocator_ = nullptr;
VulkanTexture *nullTexture_ = nullptr;
VKPipeline *curPipeline_ = nullptr;
VKBuffer *curVBuffers_[4]{};
int curVBufferOffsets_[4]{};
VKBuffer *curIBuffer_ = nullptr;
int curIBufferOffset_ = 0;
VkDescriptorSetLayout descriptorSetLayout_ = VK_NULL_HANDLE;
VkPipelineLayout pipelineLayout_ = VK_NULL_HANDLE;
VkPipelineCache pipelineCache_ = VK_NULL_HANDLE;
VKFramebuffer *curFramebuffer_ = nullptr;
VkDevice device_;
VkQueue queue_;
int queueFamilyIndex_;
enum {
MAX_BOUND_TEXTURES = 2,
MAX_FRAME_COMMAND_BUFFERS = 256,
};
VKTexture *boundTextures_[MAX_BOUND_TEXTURES]{};
VKSamplerState *boundSamplers_[MAX_BOUND_TEXTURES]{};
VkImageView boundImageView_[MAX_BOUND_TEXTURES]{};
struct FrameData {
VulkanPushBuffer *pushBuffer;
// Per-frame descriptor set cache. As it's per frame and reset every frame, we don't need to
// worry about invalidating descriptors pointing to deleted textures.
// However! ARM is not a fan of doing it this way.
std::map<DescriptorSetKey, VkDescriptorSet> descSets_;
VkDescriptorPool descriptorPool;
};
FrameData frame_[VulkanContext::MAX_INFLIGHT_FRAMES]{};
VulkanPushBuffer *push_ = nullptr;
DeviceCaps caps_{};
uint8_t stencilRef_ = 0;
};
static int GetBpp(VkFormat format) {
switch (format) {
case VK_FORMAT_R8G8B8A8_UNORM:
case VK_FORMAT_B8G8R8A8_UNORM:
return 32;
case VK_FORMAT_R4G4B4A4_UNORM_PACK16:
case VK_FORMAT_B4G4R4A4_UNORM_PACK16:
case VK_FORMAT_R5G5B5A1_UNORM_PACK16:
case VK_FORMAT_R5G6B5_UNORM_PACK16:
case VK_FORMAT_B5G5R5A1_UNORM_PACK16:
case VK_FORMAT_B5G6R5_UNORM_PACK16:
case VK_FORMAT_A1R5G5B5_UNORM_PACK16:
return 16;
case VK_FORMAT_D24_UNORM_S8_UINT:
return 32;
case VK_FORMAT_D16_UNORM:
return 16;
default:
return 0;
}
}
VkFormat DataFormatToVulkan(DataFormat format) {
switch (format) {
case DataFormat::D16: return VK_FORMAT_D16_UNORM;
case DataFormat::D32F: return VK_FORMAT_D32_SFLOAT;
case DataFormat::D32F_S8: return VK_FORMAT_D32_SFLOAT_S8_UINT;
case DataFormat::S8: return VK_FORMAT_S8_UINT;
case DataFormat::R16_FLOAT: return VK_FORMAT_R16_SFLOAT;
case DataFormat::R16G16_FLOAT: return VK_FORMAT_R16G16_SFLOAT;
case DataFormat::R16G16B16A16_FLOAT: return VK_FORMAT_R16G16B16A16_SFLOAT;
case DataFormat::R8_UNORM: return VK_FORMAT_R8_UNORM;
case DataFormat::R8G8_UNORM: return VK_FORMAT_R8G8_UNORM;
case DataFormat::R8G8B8_UNORM: return VK_FORMAT_R8G8B8_UNORM;
case DataFormat::R8G8B8A8_UNORM: return VK_FORMAT_R8G8B8A8_UNORM;
case DataFormat::R4G4_UNORM_PACK8: return VK_FORMAT_R4G4_UNORM_PACK8;
case DataFormat::R4G4B4A4_UNORM_PACK16: return VK_FORMAT_R4G4B4A4_UNORM_PACK16;
case DataFormat::B4G4R4A4_UNORM_PACK16: return VK_FORMAT_B4G4R4A4_UNORM_PACK16;
case DataFormat::R5G5B5A1_UNORM_PACK16: return VK_FORMAT_R5G5B5A1_UNORM_PACK16;
case DataFormat::B5G5R5A1_UNORM_PACK16: return VK_FORMAT_B5G5R5A1_UNORM_PACK16;
case DataFormat::R5G6B5_UNORM_PACK16: return VK_FORMAT_R5G6B5_UNORM_PACK16;
case DataFormat::B5G6R5_UNORM_PACK16: return VK_FORMAT_B5G6R5_UNORM_PACK16;
case DataFormat::A1R5G5B5_UNORM_PACK16: return VK_FORMAT_A1R5G5B5_UNORM_PACK16;
case DataFormat::R32_FLOAT: return VK_FORMAT_R32_SFLOAT;
case DataFormat::R32G32_FLOAT: return VK_FORMAT_R32G32_SFLOAT;
case DataFormat::R32G32B32_FLOAT: return VK_FORMAT_R32G32B32_SFLOAT;
case DataFormat::R32G32B32A32_FLOAT: return VK_FORMAT_R32G32B32A32_SFLOAT;
case DataFormat::BC1_RGBA_UNORM_BLOCK: return VK_FORMAT_BC1_RGBA_UNORM_BLOCK;
case DataFormat::BC2_UNORM_BLOCK: return VK_FORMAT_BC2_UNORM_BLOCK;
case DataFormat::BC3_UNORM_BLOCK: return VK_FORMAT_BC3_UNORM_BLOCK;
case DataFormat::BC4_UNORM_BLOCK: return VK_FORMAT_BC4_UNORM_BLOCK;
case DataFormat::BC4_SNORM_BLOCK: return VK_FORMAT_BC4_SNORM_BLOCK;
case DataFormat::BC5_UNORM_BLOCK: return VK_FORMAT_BC5_UNORM_BLOCK;
case DataFormat::BC5_SNORM_BLOCK: return VK_FORMAT_BC5_SNORM_BLOCK;
case DataFormat::BC6H_SFLOAT_BLOCK: return VK_FORMAT_BC6H_SFLOAT_BLOCK;
case DataFormat::BC6H_UFLOAT_BLOCK: return VK_FORMAT_BC6H_UFLOAT_BLOCK;
case DataFormat::BC7_UNORM_BLOCK: return VK_FORMAT_BC7_UNORM_BLOCK;
case DataFormat::BC7_SRGB_BLOCK: return VK_FORMAT_BC7_SRGB_BLOCK;
default:
return VK_FORMAT_UNDEFINED;
}
}
static inline VkSamplerAddressMode AddressModeToVulkan(Draw::TextureAddressMode mode) {
switch (mode) {
case TextureAddressMode::CLAMP_TO_BORDER: return VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER;
case TextureAddressMode::CLAMP_TO_EDGE: return VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
case TextureAddressMode::REPEAT_MIRROR: return VK_SAMPLER_ADDRESS_MODE_MIRRORED_REPEAT;
default:
case TextureAddressMode::REPEAT: return VK_SAMPLER_ADDRESS_MODE_REPEAT;
}
}
VulkanTexture *VKContext::GetNullTexture() {
if (!nullTexture_) {
VkCommandBuffer cmdInit = renderManager_.GetInitCmd();
nullTexture_ = new VulkanTexture(vulkan_);
nullTexture_->SetTag("Null");
int w = 8;
int h = 8;
nullTexture_->CreateDirect(cmdInit, allocator_, w, h, 1, VK_FORMAT_A8B8G8R8_UNORM_PACK32, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
uint32_t bindOffset;
VkBuffer bindBuf;
uint32_t *data = (uint32_t *)push_->Push(w * h * 4, &bindOffset, &bindBuf);
for (int y = 0; y < h; y++) {
for (int x = 0; x < w; x++) {
// data[y*w + x] = ((x ^ y) & 1) ? 0xFF808080 : 0xFF000000; // gray/black checkerboard
data[y*w + x] = 0; // black
}
}
nullTexture_->UploadMip(cmdInit, 0, w, h, bindBuf, bindOffset, w);
nullTexture_->EndCreate(cmdInit);
} else {
nullTexture_->Touch();
}
return nullTexture_;
}
class VKSamplerState : public SamplerState {
public:
VKSamplerState(VulkanContext *vulkan, const SamplerStateDesc &desc) : vulkan_(vulkan) {
VkSamplerCreateInfo s = { VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO };
s.addressModeU = AddressModeToVulkan(desc.wrapU);
s.addressModeV = AddressModeToVulkan(desc.wrapV);
s.addressModeW = AddressModeToVulkan(desc.wrapW);
s.anisotropyEnable = desc.maxAniso > 1.0f;
s.magFilter = desc.magFilter == TextureFilter::LINEAR ? VK_FILTER_LINEAR : VK_FILTER_NEAREST;
s.minFilter = desc.minFilter == TextureFilter::LINEAR ? VK_FILTER_LINEAR : VK_FILTER_NEAREST;
s.mipmapMode = desc.mipFilter == TextureFilter::LINEAR ? VK_SAMPLER_MIPMAP_MODE_LINEAR : VK_SAMPLER_MIPMAP_MODE_NEAREST;
s.maxLod = desc.maxLod;
VkResult res = vkCreateSampler(vulkan_->GetDevice(), &s, nullptr, &sampler_);
_assert_(VK_SUCCESS == res);
}
~VKSamplerState() {
vulkan_->Delete().QueueDeleteSampler(sampler_);
}
VkSampler GetSampler() { return sampler_; }
private:
VulkanContext *vulkan_;
VkSampler sampler_;
};
SamplerState *VKContext::CreateSamplerState(const SamplerStateDesc &desc) {
return new VKSamplerState(vulkan_, desc);
}
RasterState *VKContext::CreateRasterState(const RasterStateDesc &desc) {
return new VKRasterState(vulkan_, desc);
}
void VKContext::BindSamplerStates(int start, int count, SamplerState **state) {
for (int i = start; i < start + count; i++) {
boundSamplers_[i] = (VKSamplerState *)state[i];
}
}
enum class TextureState {
UNINITIALIZED,
STAGED,
INITIALIZED,
PENDING_DESTRUCTION,
};
bool VKTexture::Create(VkCommandBuffer cmd, VulkanPushBuffer *push, const TextureDesc &desc, VulkanDeviceAllocator *alloc) {
// Zero-sized textures not allowed.
_assert_(desc.width * desc.height * desc.depth > 0); // remember to set depth to 1!
if (desc.width * desc.height * desc.depth <= 0) {
ELOG("Bad texture dimensions %dx%dx%d", desc.width, desc.height, desc.depth);
return false;
}
_assert_(push);
format_ = desc.format;
mipLevels_ = desc.mipLevels;
width_ = desc.width;
height_ = desc.height;
depth_ = desc.depth;
vkTex_ = new VulkanTexture(vulkan_);
vkTex_->SetTag(desc.tag);
VkFormat vulkanFormat = DataFormatToVulkan(format_);
int bpp = GetBpp(vulkanFormat);
int bytesPerPixel = bpp / 8;
int usageBits = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
if (mipLevels_ > (int)desc.initData.size()) {
// Gonna have to generate some, which requires TRANSFER_SRC
usageBits |= VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
}
if (!vkTex_->CreateDirect(cmd, alloc, width_, height_, mipLevels_, vulkanFormat, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, usageBits)) {
ELOG("Failed to create VulkanTexture: %dx%dx%d fmt %d, %d levels", width_, height_, depth_, (int)vulkanFormat, mipLevels_);
return false;
}
if (desc.initData.size()) {
int w = width_;
int h = height_;
int i;
for (i = 0; i < (int)desc.initData.size(); i++) {
uint32_t offset;
VkBuffer buf;
size_t size = w * h * bytesPerPixel;
offset = push->PushAligned((const void *)desc.initData[i], size, 16, &buf);
vkTex_->UploadMip(cmd, i, w, h, buf, offset, w);
w = (w + 1) / 2;
h = (h + 1) / 2;
}
// Generate the rest of the mips automatically.
for (; i < mipLevels_; i++) {
vkTex_->GenerateMip(cmd, i);
}
}
vkTex_->EndCreate(cmd, false);
return true;
}
VKContext::VKContext(VulkanContext *vulkan, bool splitSubmit)
: vulkan_(vulkan), caps_{}, renderManager_(vulkan) {
caps_.anisoSupported = vulkan->GetDeviceFeatures().enabled.samplerAnisotropy != 0;
caps_.geometryShaderSupported = vulkan->GetDeviceFeatures().enabled.geometryShader != 0;
caps_.tesselationShaderSupported = vulkan->GetDeviceFeatures().enabled.tessellationShader != 0;
caps_.multiViewport = vulkan->GetDeviceFeatures().enabled.multiViewport != 0;
caps_.dualSourceBlend = vulkan->GetDeviceFeatures().enabled.dualSrcBlend != 0;
caps_.depthClampSupported = vulkan->GetDeviceFeatures().enabled.depthClamp != 0;
caps_.framebufferBlitSupported = true;
caps_.framebufferCopySupported = true;
caps_.framebufferDepthBlitSupported = false; // Can be checked for.
caps_.framebufferDepthCopySupported = true; // Will pretty much always be the case.
caps_.preferredDepthBufferFormat = DataFormat::D24_S8; // TODO: Ask vulkan.
auto deviceProps = vulkan->GetPhysicalDeviceProperties(vulkan_->GetCurrentPhysicalDevice()).properties;
switch (deviceProps.vendorID) {
case VULKAN_VENDOR_AMD: caps_.vendor = GPUVendor::VENDOR_AMD; break;
case VULKAN_VENDOR_ARM: caps_.vendor = GPUVendor::VENDOR_ARM; break;
case VULKAN_VENDOR_IMGTEC: caps_.vendor = GPUVendor::VENDOR_IMGTEC; break;
case VULKAN_VENDOR_NVIDIA: caps_.vendor = GPUVendor::VENDOR_NVIDIA; break;
case VULKAN_VENDOR_QUALCOMM: caps_.vendor = GPUVendor::VENDOR_QUALCOMM; break;
case VULKAN_VENDOR_INTEL: caps_.vendor = GPUVendor::VENDOR_INTEL; break;
default:
caps_.vendor = GPUVendor::VENDOR_UNKNOWN;
}
if (caps_.vendor == GPUVendor::VENDOR_QUALCOMM) {
// Adreno 5xx devices, all known driver versions, fail to discard stencil when depth write is off.
// See: https://github.com/hrydgard/ppsspp/pull/11684
if (deviceProps.deviceID >= 0x05000000 && deviceProps.deviceID < 0x06000000) {
bugs_.Infest(Bugs::NO_DEPTH_CANNOT_DISCARD_STENCIL);
}
} else if (caps_.vendor == GPUVendor::VENDOR_AMD) {
// See issue #10074, and also #10065 (AMD) and #10109 for the choice of the driver version to check for.
if (deviceProps.driverVersion < 0x00407000) {
bugs_.Infest(Bugs::DUAL_SOURCE_BLENDING_BROKEN);
}
} else if (caps_.vendor == GPUVendor::VENDOR_INTEL) {
// Workaround for Intel driver bug. TODO: Re-enable after some driver version
bugs_.Infest(Bugs::DUAL_SOURCE_BLENDING_BROKEN);
}
caps_.deviceID = deviceProps.deviceID;
device_ = vulkan->GetDevice();
queue_ = vulkan->GetGraphicsQueue();
queueFamilyIndex_ = vulkan->GetGraphicsQueueFamilyIndex();
VkDescriptorPoolSize dpTypes[2];
dpTypes[0].descriptorCount = 200;
dpTypes[0].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
dpTypes[1].descriptorCount = 200;
dpTypes[1].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
VkDescriptorPoolCreateInfo dp{ VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO };
dp.flags = 0; // Don't want to mess around with individually freeing these, let's go dynamic each frame.
dp.maxSets = 4096; // 200 textures per frame was not enough for the UI.
dp.pPoolSizes = dpTypes;
dp.poolSizeCount = ARRAY_SIZE(dpTypes);
VkCommandPoolCreateInfo p{ VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO };
p.flags = VK_COMMAND_POOL_CREATE_TRANSIENT_BIT;
p.queueFamilyIndex = vulkan->GetGraphicsQueueFamilyIndex();
for (int i = 0; i < VulkanContext::MAX_INFLIGHT_FRAMES; i++) {
VkBufferUsageFlags usage = VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
frame_[i].pushBuffer = new VulkanPushBuffer(vulkan_, 1024 * 1024, usage);
VkResult res = vkCreateDescriptorPool(device_, &dp, nullptr, &frame_[i].descriptorPool);
_assert_(res == VK_SUCCESS);
}
// binding 0 - uniform data
// binding 1 - combined sampler/image
VkDescriptorSetLayoutBinding bindings[2];
bindings[0].descriptorCount = 1;
bindings[0].pImmutableSamplers = nullptr;
bindings[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
bindings[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
bindings[0].binding = 0;
bindings[1].descriptorCount = 1;
bindings[1].pImmutableSamplers = nullptr;
bindings[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
bindings[1].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
bindings[1].binding = 1;
VkDescriptorSetLayoutCreateInfo dsl = { VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO };
dsl.bindingCount = 2;
dsl.pBindings = bindings;
VkResult res = vkCreateDescriptorSetLayout(device_, &dsl, nullptr, &descriptorSetLayout_);
assert(VK_SUCCESS == res);
VkPipelineLayoutCreateInfo pl = { VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO };
pl.pPushConstantRanges = nullptr;
pl.pushConstantRangeCount = 0;
pl.setLayoutCount = 1;
pl.pSetLayouts = &descriptorSetLayout_;
res = vkCreatePipelineLayout(device_, &pl, nullptr, &pipelineLayout_);
assert(VK_SUCCESS == res);
VkPipelineCacheCreateInfo pc{ VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO };
res = vkCreatePipelineCache(vulkan_->GetDevice(), &pc, nullptr, &pipelineCache_);
assert(VK_SUCCESS == res);
renderManager_.SetSplitSubmit(splitSubmit);
allocator_ = new VulkanDeviceAllocator(vulkan_, 256 * 1024, 2048 * 1024);
}
VKContext::~VKContext() {
delete nullTexture_;
allocator_->Destroy();
// We have to delete on queue, so this can free its queued deletions.
vulkan_->Delete().QueueCallback([](void *ptr) {
auto allocator = static_cast<VulkanDeviceAllocator *>(ptr);
delete allocator;
}, allocator_);
allocator_ = nullptr;
// This also destroys all descriptor sets.
for (int i = 0; i < VulkanContext::MAX_INFLIGHT_FRAMES; i++) {
frame_[i].descSets_.clear();
vulkan_->Delete().QueueDeleteDescriptorPool(frame_[i].descriptorPool);
frame_[i].pushBuffer->Destroy(vulkan_);
delete frame_[i].pushBuffer;
}
vulkan_->Delete().QueueDeleteDescriptorSetLayout(descriptorSetLayout_);
vulkan_->Delete().QueueDeletePipelineLayout(pipelineLayout_);
vulkan_->Delete().QueueDeletePipelineCache(pipelineCache_);
}
void VKContext::BeginFrame() {
renderManager_.BeginFrame(g_Config.bShowGpuProfile);
FrameData &frame = frame_[vulkan_->GetCurFrame()];
push_ = frame.pushBuffer;
// OK, we now know that nothing is reading from this frame's data pushbuffer,
push_->Reset();
push_->Begin(vulkan_);
allocator_->Begin();
frame.descSets_.clear();
VkResult result = vkResetDescriptorPool(device_, frame.descriptorPool, 0);
_assert_(result == VK_SUCCESS);
}
void VKContext::EndFrame() {
// Stop collecting data in the frame's data pushbuffer.
push_->End();
allocator_->End();
renderManager_.Finish();
push_ = nullptr;
}
void VKContext::WipeQueue() {
renderManager_.Wipe();
}
VkDescriptorSet VKContext::GetOrCreateDescriptorSet(VkBuffer buf) {
DescriptorSetKey key;
FrameData *frame = &frame_[vulkan_->GetCurFrame()];
key.texture_ = boundTextures_[0];
key.sampler_ = boundSamplers_[0];
key.buffer_ = buf;
auto iter = frame->descSets_.find(key);
if (iter != frame->descSets_.end()) {
return iter->second;
}
VkDescriptorSet descSet;
VkDescriptorSetAllocateInfo alloc = { VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO };
alloc.descriptorPool = frame->descriptorPool;
alloc.pSetLayouts = &descriptorSetLayout_;
alloc.descriptorSetCount = 1;
VkResult res = vkAllocateDescriptorSets(device_, &alloc, &descSet);
_assert_(VK_SUCCESS == res);
VkDescriptorBufferInfo bufferDesc;
bufferDesc.buffer = buf;
bufferDesc.offset = 0;
bufferDesc.range = curPipeline_->GetUBOSize();
VkDescriptorImageInfo imageDesc;
VkWriteDescriptorSet writes[2] = {};
// If handles are NULL for whatever buggy reason, it's best to leave the descriptors
// unwritten instead of trying to write a zero, which is not legal.
int numWrites = 0;
if (buf) {
writes[numWrites].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writes[numWrites].dstSet = descSet;
writes[numWrites].dstArrayElement = 0;
writes[numWrites].dstBinding = 0;
writes[numWrites].pBufferInfo = &bufferDesc;
writes[numWrites].pImageInfo = nullptr;
writes[numWrites].pTexelBufferView = nullptr;
writes[numWrites].descriptorCount = 1;
writes[numWrites].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
numWrites++;
}
if (boundTextures_[0] && boundTextures_[0]->GetImageView() && boundSamplers_[0] && boundSamplers_[0]->GetSampler()) {
imageDesc.imageView = boundTextures_[0] ? boundTextures_[0]->GetImageView() : VK_NULL_HANDLE;
imageDesc.sampler = boundSamplers_[0] ? boundSamplers_[0]->GetSampler() : VK_NULL_HANDLE;
#ifdef VULKAN_USE_GENERAL_LAYOUT_FOR_COLOR
imageDesc.imageLayout = VK_IMAGE_LAYOUT_GENERAL;
#else
imageDesc.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
#endif
writes[numWrites].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writes[numWrites].dstSet = descSet;
writes[numWrites].dstArrayElement = 0;
writes[numWrites].dstBinding = 1;
writes[numWrites].pBufferInfo = nullptr;
writes[numWrites].pImageInfo = &imageDesc;
writes[numWrites].pTexelBufferView = nullptr;
writes[numWrites].descriptorCount = 1;
writes[numWrites].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
numWrites++;
}
vkUpdateDescriptorSets(device_, numWrites, writes, 0, nullptr);
frame->descSets_[key] = descSet;
return descSet;
}
Pipeline *VKContext::CreateGraphicsPipeline(const PipelineDesc &desc) {
VKPipeline *pipeline = new VKPipeline(vulkan_, desc.uniformDesc ? desc.uniformDesc->uniformBufferSize : 16 * sizeof(float));
VKInputLayout *input = (VKInputLayout *)desc.inputLayout;
VKBlendState *blend = (VKBlendState *)desc.blend;
VKDepthStencilState *depth = (VKDepthStencilState *)desc.depthStencil;
VKRasterState *raster = (VKRasterState *)desc.raster;
for (int i = 0; i < (int)input->bindings.size(); i++) {
pipeline->stride[i] = input->bindings[i].stride;
}
std::vector<VkPipelineShaderStageCreateInfo> stages;
stages.resize(desc.shaders.size());
int i = 0;
for (auto &iter : desc.shaders) {
VKShaderModule *vkshader = (VKShaderModule *)iter;
if (!vkshader) {
ELOG("CreateGraphicsPipeline got passed a null shader");
return nullptr;
}
VkPipelineShaderStageCreateInfo &stage = stages[i++];
stage.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
stage.pNext = nullptr;
stage.pSpecializationInfo = nullptr;
stage.stage = StageToVulkan(vkshader->GetStage());
stage.module = vkshader->Get();
stage.pName = "main";
stage.flags = 0;
}
VkPipelineInputAssemblyStateCreateInfo inputAssembly = { VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO };
inputAssembly.topology = primToVK[(int)desc.prim];
inputAssembly.primitiveRestartEnable = false;
// We treat the three stencil states as a unit in other places, so let's do that here too.
VkDynamicState dynamics[] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR, VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK, VK_DYNAMIC_STATE_STENCIL_REFERENCE, VK_DYNAMIC_STATE_STENCIL_WRITE_MASK };
VkPipelineDynamicStateCreateInfo dynamicInfo = { VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO };
dynamicInfo.dynamicStateCount = depth->info.stencilTestEnable ? ARRAY_SIZE(dynamics) : 2;
dynamicInfo.pDynamicStates = dynamics;