forked from RPCS3/rpcs3
/
VKOverlays.h
941 lines (798 loc) · 29.8 KB
/
VKOverlays.h
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#pragma once
#include "VKHelpers.h"
#include "VKVertexProgram.h"
#include "VKFragmentProgram.h"
#include "VKRenderTargets.h"
#include "../Overlays/overlays.h"
#define VK_OVERLAY_MAX_DRAW_CALLS 1024
namespace vk
{
//TODO: Refactor text print class to inherit from this base class
struct overlay_pass
{
vk::glsl::shader m_vertex_shader;
vk::glsl::shader m_fragment_shader;
vk::descriptor_pool m_descriptor_pool;
VkDescriptorSet m_descriptor_set = nullptr;
VkDescriptorSetLayout m_descriptor_layout = nullptr;
VkPipelineLayout m_pipeline_layout = nullptr;
u32 m_used_descriptors = 0;
VkFilter m_sampler_filter = VK_FILTER_LINEAR;
u32 m_num_usable_samplers = 1;
std::unordered_map<VkRenderPass, std::unique_ptr<vk::glsl::program>> m_program_cache;
std::unique_ptr<vk::sampler> m_sampler;
std::unique_ptr<vk::framebuffer> m_draw_fbo;
vk::data_heap m_vao;
vk::data_heap m_ubo;
vk::render_device* m_device = nullptr;
std::string vs_src;
std::string fs_src;
graphics_pipeline_state renderpass_config;
bool initialized = false;
bool compiled = false;
u32 num_drawable_elements = 4;
u32 first_vertex = 0;
u32 m_ubo_length = 128;
u32 m_ubo_offset = 0;
u32 m_vao_offset = 0;
overlay_pass()
{
//Override-able defaults
renderpass_config.set_primitive_type(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP);
}
~overlay_pass()
{}
void check_heap()
{
if (!m_vao.heap)
{
m_vao.create(VK_BUFFER_USAGE_VERTEX_BUFFER_BIT, 1 * 0x100000, "overlays VAO", 128);
m_ubo.create(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, 8 * 0x100000, "overlays UBO", 128);
}
}
void init_descriptors()
{
VkDescriptorPoolSize descriptor_pool_sizes[2] =
{
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_OVERLAY_MAX_DRAW_CALLS * m_num_usable_samplers },
{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_OVERLAY_MAX_DRAW_CALLS },
};
//Reserve descriptor pools
m_descriptor_pool.create(*m_device, descriptor_pool_sizes, 2);
std::vector<VkDescriptorSetLayoutBinding> bindings(1 + m_num_usable_samplers);
bindings[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
bindings[0].descriptorCount = 1;
bindings[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
bindings[0].binding = 0;
bindings[0].pImmutableSamplers = nullptr;
for (u32 n = 1; n <= m_num_usable_samplers; ++n)
{
bindings[n].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
bindings[n].descriptorCount = 1;
bindings[n].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
bindings[n].binding = n;
bindings[n].pImmutableSamplers = nullptr;
}
VkDescriptorSetLayoutCreateInfo infos = {};
infos.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
infos.pBindings = bindings.data();
infos.bindingCount = 1 + m_num_usable_samplers;
CHECK_RESULT(vkCreateDescriptorSetLayout(*m_device, &infos, nullptr, &m_descriptor_layout));
VkPipelineLayoutCreateInfo layout_info = {};
layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
layout_info.setLayoutCount = 1;
layout_info.pSetLayouts = &m_descriptor_layout;
CHECK_RESULT(vkCreatePipelineLayout(*m_device, &layout_info, nullptr, &m_pipeline_layout));
}
virtual void update_uniforms(vk::glsl::program* /*program*/)
{
}
virtual std::vector<vk::glsl::program_input> get_vertex_inputs()
{
check_heap();
return{};
}
virtual std::vector<vk::glsl::program_input> get_fragment_inputs()
{
std::vector<vk::glsl::program_input> fs_inputs;
fs_inputs.push_back({ ::glsl::program_domain::glsl_fragment_program, vk::glsl::program_input_type::input_type_uniform_buffer,{},{}, 0, "static_data" });
for (u32 n = 1; n <= m_num_usable_samplers; ++n)
{
fs_inputs.push_back({ ::glsl::program_domain::glsl_fragment_program, vk::glsl::program_input_type::input_type_texture,{},{}, n, "fs" + std::to_string(n-1) });
}
return fs_inputs;
}
void upload_vertex_data(f32 *data, u32 count)
{
check_heap();
const auto size = count * sizeof(f32);
m_vao_offset = (u32)m_vao.alloc<16>(size);
auto dst = m_vao.map(m_vao_offset, size);
std::memcpy(dst, data, size);
m_vao.unmap();
}
vk::glsl::program* build_pipeline(VkRenderPass render_pass)
{
if (!compiled)
{
m_vertex_shader.create(::glsl::program_domain::glsl_vertex_program, vs_src);
m_vertex_shader.compile();
m_fragment_shader.create(::glsl::program_domain::glsl_fragment_program, fs_src);
m_fragment_shader.compile();
compiled = true;
}
VkPipelineShaderStageCreateInfo shader_stages[2] = {};
shader_stages[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
shader_stages[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
shader_stages[0].module = m_vertex_shader.get_handle();
shader_stages[0].pName = "main";
shader_stages[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
shader_stages[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
shader_stages[1].module = m_fragment_shader.get_handle();
shader_stages[1].pName = "main";
VkDynamicState dynamic_state_descriptors[VK_DYNAMIC_STATE_RANGE_SIZE] = {};
VkPipelineDynamicStateCreateInfo dynamic_state_info = {};
dynamic_state_info.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
dynamic_state_descriptors[dynamic_state_info.dynamicStateCount++] = VK_DYNAMIC_STATE_VIEWPORT;
dynamic_state_descriptors[dynamic_state_info.dynamicStateCount++] = VK_DYNAMIC_STATE_SCISSOR;
dynamic_state_info.pDynamicStates = dynamic_state_descriptors;
VkVertexInputBindingDescription vb = { 0, 16, VK_VERTEX_INPUT_RATE_VERTEX };
VkVertexInputAttributeDescription via = { 0, 0, VK_FORMAT_R32G32B32A32_SFLOAT, 0 };
VkPipelineVertexInputStateCreateInfo vi = {};
vi.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
vi.vertexBindingDescriptionCount = 1;
vi.pVertexBindingDescriptions = &vb;
vi.vertexAttributeDescriptionCount = 1;
vi.pVertexAttributeDescriptions = &via;
VkPipelineViewportStateCreateInfo vp = {};
vp.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
vp.scissorCount = 1;
vp.viewportCount = 1;
VkPipelineMultisampleStateCreateInfo ms = {};
ms.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
ms.pSampleMask = NULL;
ms.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
VkPipeline pipeline;
VkGraphicsPipelineCreateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
info.pVertexInputState = &vi;
info.pInputAssemblyState = &renderpass_config.ia;
info.pRasterizationState = &renderpass_config.rs;
info.pColorBlendState = &renderpass_config.cs;
info.pMultisampleState = &ms;
info.pViewportState = &vp;
info.pDepthStencilState = &renderpass_config.ds;
info.stageCount = 2;
info.pStages = shader_stages;
info.pDynamicState = &dynamic_state_info;
info.layout = m_pipeline_layout;
info.basePipelineIndex = -1;
info.basePipelineHandle = VK_NULL_HANDLE;
info.renderPass = render_pass;
CHECK_RESULT(vkCreateGraphicsPipelines(*m_device, nullptr, 1, &info, NULL, &pipeline));
auto program = std::make_unique<vk::glsl::program>(*m_device, pipeline, get_vertex_inputs(), get_fragment_inputs());
auto result = program.get();
m_program_cache[render_pass] = std::move(program);
return result;
}
void load_program(vk::command_buffer cmd, VkRenderPass pass, const std::vector<VkImageView>& src)
{
vk::glsl::program *program = nullptr;
auto found = m_program_cache.find(pass);
if (found != m_program_cache.end())
program = found->second.get();
else
program = build_pipeline(pass);
verify(HERE), m_used_descriptors < VK_OVERLAY_MAX_DRAW_CALLS;
VkDescriptorSetAllocateInfo alloc_info = {};
alloc_info.descriptorPool = m_descriptor_pool;
alloc_info.descriptorSetCount = 1;
alloc_info.pSetLayouts = &m_descriptor_layout;
alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
CHECK_RESULT(vkAllocateDescriptorSets(*m_device, &alloc_info, &m_descriptor_set));
m_used_descriptors++;
if (!m_sampler)
{
m_sampler = std::make_unique<vk::sampler>(*m_device,
VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE, VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE, VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
VK_FALSE, 0.f, 1.f, 0.f, 0.f, m_sampler_filter, m_sampler_filter, VK_SAMPLER_MIPMAP_MODE_NEAREST, VK_BORDER_COLOR_FLOAT_OPAQUE_BLACK);
}
update_uniforms(program);
program->bind_uniform({ m_ubo.heap->value, m_ubo_offset, std::max(m_ubo_length, 4u) }, 0, m_descriptor_set);
for (int n = 0; n < src.size(); ++n)
{
VkDescriptorImageInfo info = { m_sampler->value, src[n], VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL };
program->bind_uniform(info, "fs" + std::to_string(n), m_descriptor_set);
}
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, program->pipeline);
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipeline_layout, 0, 1, &m_descriptor_set, 0, nullptr);
VkBuffer buffers = m_vao.heap->value;
VkDeviceSize offsets = m_vao_offset;
vkCmdBindVertexBuffers(cmd, 0, 1, &buffers, &offsets);
}
void create(vk::render_device &dev)
{
if (!initialized)
{
m_device = &dev;
init_descriptors();
initialized = true;
}
}
void destroy()
{
if (initialized)
{
m_vertex_shader.destroy();
m_fragment_shader.destroy();
m_program_cache.clear();
m_sampler.reset();
vkDestroyDescriptorSetLayout(*m_device, m_descriptor_layout, nullptr);
vkDestroyPipelineLayout(*m_device, m_pipeline_layout, nullptr);
m_descriptor_pool.destroy();
initialized = false;
}
}
void free_resources()
{
if (m_used_descriptors == 0)
return;
vkResetDescriptorPool(*m_device, m_descriptor_pool, 0);
m_used_descriptors = 0;
m_vao.reset_allocation_stats();
m_ubo.reset_allocation_stats();
}
vk::framebuffer* get_framebuffer(vk::image* target, VkRenderPass render_pass, std::list<std::unique_ptr<vk::framebuffer_holder>>& framebuffer_resources)
{
std::vector<vk::image*> test = {target};
for (auto It = framebuffer_resources.begin(); It != framebuffer_resources.end(); It++)
{
auto fbo = It->get();
if (fbo->matches(test, target->width(), target->height()))
{
fbo->deref_count = 0;
return fbo;
}
}
//No match, create new fbo and add to the list
std::vector<std::unique_ptr<vk::image_view>> views;
VkComponentMapping mapping = {VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_A};
VkImageSubresourceRange range = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
switch (target->info.format)
{
case VK_FORMAT_D16_UNORM:
case VK_FORMAT_D24_UNORM_S8_UINT:
case VK_FORMAT_D32_SFLOAT_S8_UINT:
range.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT; //We are only writing to depth
break;
}
auto view = std::make_unique<vk::image_view>(*m_device, target->value, VK_IMAGE_VIEW_TYPE_2D, target->info.format, mapping, range);
views.push_back(std::move(view));
auto fbo = std::make_unique<vk::framebuffer_holder>(*m_device, render_pass, target->width(), target->height(), std::move(views));
auto result = fbo.get();
framebuffer_resources.push_back(std::move(fbo));
return result;
}
virtual void emit_geometry(vk::command_buffer &cmd)
{
vkCmdDraw(cmd, num_drawable_elements, 1, first_vertex, 0);
}
virtual void set_up_viewport(vk::command_buffer &cmd, u16 max_w, u16 max_h)
{
VkViewport vp{};
vp.width = (f32)max_w;
vp.height = (f32)max_h;
vp.minDepth = 0.f;
vp.maxDepth = 1.f;
vkCmdSetViewport(cmd, 0, 1, &vp);
VkRect2D vs = { { 0, 0 }, { 0u + max_w, 0u + max_h } };
vkCmdSetScissor(cmd, 0, 1, &vs);
}
void run(vk::command_buffer &cmd, u16 w, u16 h, vk::framebuffer* fbo, const std::vector<VkImageView>& src, VkRenderPass render_pass)
{
load_program(cmd, render_pass, src);
set_up_viewport(cmd, w, h);
VkRenderPassBeginInfo rp_begin = {};
rp_begin.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
rp_begin.renderPass = render_pass;
rp_begin.framebuffer = fbo->value;
rp_begin.renderArea.offset.x = 0;
rp_begin.renderArea.offset.y = 0;
rp_begin.renderArea.extent.width = w;
rp_begin.renderArea.extent.height = h;
vkCmdBeginRenderPass(cmd, &rp_begin, VK_SUBPASS_CONTENTS_INLINE);
emit_geometry(cmd);
vkCmdEndRenderPass(cmd);
}
void run(vk::command_buffer &cmd, u16 w, u16 h, vk::image* target, const std::vector<VkImageView>& src, VkRenderPass render_pass, std::list<std::unique_ptr<vk::framebuffer_holder>>& framebuffer_resources)
{
vk::framebuffer *fbo = get_framebuffer(target, render_pass, framebuffer_resources);
run(cmd, w, h, fbo, src, render_pass);
}
void run(vk::command_buffer &cmd, u16 w, u16 h, vk::image* target, VkImageView src, VkRenderPass render_pass, std::list<std::unique_ptr<vk::framebuffer_holder>>& framebuffer_resources)
{
std::vector<VkImageView> views = { src };
run(cmd, w, h, target, views, render_pass, framebuffer_resources);
}
void run(vk::command_buffer &cmd, u16 w, u16 h, vk::image* target, vk::image_view* src, VkRenderPass render_pass, std::list<std::unique_ptr<vk::framebuffer_holder>>& framebuffer_resources)
{
run(cmd, w, h, target, src->value, render_pass, framebuffer_resources);
}
};
struct depth_convert_pass : public overlay_pass
{
f32 src_scale_x;
f32 src_scale_y;
depth_convert_pass()
{
vs_src =
{
"#version 450\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"layout(std140, set=0, binding=0) uniform static_data{ vec4 regs[8]; };\n"
"layout(location=0) out vec2 tc0;\n"
"\n"
"void main()\n"
"{\n"
" vec2 positions[] = {vec2(-1., -1.), vec2(1., -1.), vec2(-1., 1.), vec2(1., 1.)};\n"
" vec2 coords[] = {vec2(0., 0.), vec2(1., 0.), vec2(0., 1.), vec2(1., 1.)};\n"
" gl_Position = vec4(positions[gl_VertexIndex % 4], 0., 1.);\n"
" tc0 = coords[gl_VertexIndex % 4] * regs[0].xy;\n"
"}\n"
};
fs_src =
{
"#version 420\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shader_stencil_export : enable\n\n"
"layout(set=0, binding=1) uniform sampler2D fs0;\n"
"layout(location=0) in vec2 tc0;\n"
"\n"
"void main()\n"
"{\n"
" vec4 rgba_in = texture(fs0, tc0);\n"
" gl_FragDepth = rgba_in.w * 0.99609 + rgba_in.x * 0.00389 + rgba_in.y * 0.00002;\n"
"}\n"
};
renderpass_config.set_depth_mask(true);
renderpass_config.enable_depth_test(VK_COMPARE_OP_ALWAYS);
}
void update_uniforms(vk::glsl::program* /*program*/) override
{
m_ubo_offset = (u32)m_ubo.alloc<256>(128);
auto dst = (f32*)m_ubo.map(m_ubo_offset, 128);
dst[0] = src_scale_x;
dst[1] = src_scale_y;
dst[2] = 0.f;
dst[3] = 0.f;
m_ubo.unmap();
}
void run(vk::command_buffer& cmd, const areai& src_area, const areai& dst_area, vk::image_view* src, vk::image* dst, VkRenderPass render_pass, std::list<std::unique_ptr<vk::framebuffer_holder>>& framebuffer_resources)
{
auto real_src = src->image();
verify(HERE), real_src;
src_scale_x = f32(src_area.x2) / real_src->width();
src_scale_y = f32(src_area.y2) / real_src->height();
overlay_pass::run(cmd, dst_area.x2, dst_area.y2, dst, src, render_pass, framebuffer_resources);
}
};
struct ui_overlay_renderer : public overlay_pass
{
f32 m_time = 0.f;
f32 m_blur_strength = 0.f;
color4f m_scale_offset;
color4f m_color;
bool m_pulse_glow = false;
bool m_skip_texture_read = false;
bool m_clip_enabled;
int m_texture_type;
areaf m_clip_region;
size2f m_viewport_size;
std::vector<std::unique_ptr<vk::image>> resources;
std::unordered_map<u64, std::unique_ptr<vk::image>> font_cache;
std::unordered_map<u64, std::unique_ptr<vk::image_view>> view_cache;
std::unordered_map<u64, std::pair<u32, std::unique_ptr<vk::image>>> temp_image_cache;
std::unordered_map<u64, std::unique_ptr<vk::image_view>> temp_view_cache;
ui_overlay_renderer()
{
vs_src =
{
"#version 450\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"layout(location=0) in vec4 in_pos;\n"
"layout(std140, set=0, binding=0) uniform static_data{ vec4 regs[8]; };\n"
"layout(location=0) out vec2 tc0;\n"
"layout(location=1) out vec4 color;\n"
"layout(location=2) out vec4 parameters;\n"
"layout(location=3) out vec4 clip_rect;\n"
"layout(location=4) out vec4 parameters2;\n"
"\n"
"vec2 snap_to_grid(vec2 normalized)\n"
"{\n"
" return (floor(normalized * regs[5].xy) + 0.5) / regs[5].xy;\n"
"}\n"
"\n"
"void main()\n"
"{\n"
" tc0.xy = in_pos.zw;\n"
" color = regs[1];\n"
" parameters = regs[2];\n"
" parameters2 = regs[4];\n"
" clip_rect = (regs[3] * regs[0].zwzw) / regs[0].xyxy; // Normalized coords\n"
" clip_rect *= regs[5].xyxy; // Window coords\n"
" vec4 pos = vec4((in_pos.xy * regs[0].zw) / regs[0].xy, 0.5, 1.);\n"
" pos.xy = snap_to_grid(pos.xy);\n"
" gl_Position = (pos + pos) - 1.;\n"
"}\n"
};
fs_src =
{
"#version 420\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"layout(set=0, binding=1) uniform sampler2D fs0;\n"
"layout(location=0) in vec2 tc0;\n"
"layout(location=1) in vec4 color;\n"
"layout(location=2) in vec4 parameters;\n"
"layout(location=3) in vec4 clip_rect;\n"
"layout(location=4) in vec4 parameters2;\n"
"layout(location=0) out vec4 ocol;\n"
"\n"
"vec4 blur_sample(sampler2D tex, vec2 coord, vec2 tex_offset)\n"
"{\n"
" vec2 coords[9];\n"
" coords[0] = coord - tex_offset\n;"
" coords[1] = coord + vec2(0., -tex_offset.y);\n"
" coords[2] = coord + vec2(tex_offset.x, -tex_offset.y);\n"
" coords[3] = coord + vec2(-tex_offset.x, 0.);\n"
" coords[4] = coord;\n"
" coords[5] = coord + vec2(tex_offset.x, 0.);\n"
" coords[6] = coord + vec2(-tex_offset.x, tex_offset.y);\n"
" coords[7] = coord + vec2(0., tex_offset.y);\n"
" coords[8] = coord + tex_offset;\n"
"\n"
" float weights[9] =\n"
" {\n"
" 1., 2., 1.,\n"
" 2., 4., 2.,\n"
" 1., 2., 1.\n"
" };\n"
"\n"
" vec4 blurred = vec4(0.);\n"
" for (int n = 0; n < 9; ++n)\n"
" {\n"
" blurred += texture(tex, coords[n]) * weights[n];\n"
" }\n"
"\n"
" return blurred / 16.f;\n"
"}\n"
"\n"
"vec4 sample_image(sampler2D tex, vec2 coord, float blur_strength)\n"
"{\n"
" vec4 original = texture(tex, coord);\n"
" if (blur_strength == 0) return original;\n"
" \n"
" vec2 constraints = 1.f / vec2(640, 360);\n"
" vec2 res_offset = 1.f / textureSize(fs0, 0);\n"
" vec2 tex_offset = max(res_offset, constraints);\n"
"\n"
" // Sample triangle pattern and average\n"
" // TODO: Nicer looking gaussian blur with less sampling\n"
" vec4 blur0 = blur_sample(tex, coord + vec2(-res_offset.x, 0.), tex_offset);\n"
" vec4 blur1 = blur_sample(tex, coord + vec2(res_offset.x, 0.), tex_offset);\n"
" vec4 blur2 = blur_sample(tex, coord + vec2(0., res_offset.y), tex_offset);\n"
"\n"
" vec4 blurred = blur0 + blur1 + blur2;\n"
" blurred /= 3.;\n"
" return mix(original, blurred, blur_strength);\n"
"}\n"
"\n"
"void main()\n"
"{\n"
" if (parameters.w != 0)\n"
" {"
" if (gl_FragCoord.x < clip_rect.x || gl_FragCoord.x > clip_rect.z ||\n"
" gl_FragCoord.y < clip_rect.y || gl_FragCoord.y > clip_rect.w)\n"
" {\n"
" discard;\n"
" return;\n"
" }\n"
" }\n"
"\n"
" vec4 diff_color = color;\n"
" if (parameters.y != 0)\n"
" diff_color.a *= (sin(parameters.x) + 1.f) * 0.5f;\n"
"\n"
" if (parameters.z < 1.)\n"
" ocol = diff_color;\n"
" else if (parameters.z > 1.)\n"
" ocol = texture(fs0, tc0).rrrr * diff_color;\n"
" else\n"
" ocol = sample_image(fs0, tc0, parameters2.x).bgra * diff_color;\n"
"}\n"
};
renderpass_config.set_attachment_count(1);
renderpass_config.set_color_mask(true, true, true, true);
renderpass_config.set_depth_mask(false);
renderpass_config.enable_blend(0,
VK_BLEND_FACTOR_SRC_ALPHA, VK_BLEND_FACTOR_SRC_ALPHA,
VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA, VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA,
VK_BLEND_OP_ADD, VK_BLEND_OP_ADD);
}
vk::image_view* upload_simple_texture(vk::render_device &dev, vk::command_buffer &cmd,
vk::data_heap& upload_heap, u64 key, int w, int h, bool font, bool temp, void *pixel_src, u32 owner_uid)
{
const VkFormat format = (font) ? VK_FORMAT_R8_UNORM : VK_FORMAT_B8G8R8A8_UNORM;
const u32 pitch = (font) ? w : w * 4;
const u32 data_size = pitch * h;
const auto offset = upload_heap.alloc<512>(data_size);
const auto addr = upload_heap.map(offset, data_size);
const VkImageSubresourceRange range = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
auto tex = std::make_unique<vk::image>(dev, dev.get_memory_mapping().device_local, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
VK_IMAGE_TYPE_2D, format, std::max(w, 1), std::max(h, 1), 1, 1, 1, VK_SAMPLE_COUNT_1_BIT, VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_TILING_OPTIMAL, VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_SAMPLED_BIT,
0);
if (pixel_src && data_size)
std::memcpy(addr, pixel_src, data_size);
else if (data_size)
std::memset(addr, 0, data_size);
upload_heap.unmap();
VkBufferImageCopy region;
region.imageSubresource = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1 };
region.bufferOffset = offset;
region.bufferRowLength = w;
region.bufferImageHeight = h;
region.imageOffset = {};
region.imageExtent = { (u32)w, (u32)h, 1u};
change_image_layout(cmd, tex.get(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, range);
vkCmdCopyBufferToImage(cmd, upload_heap.heap->value, tex->value, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion);
change_image_layout(cmd, tex.get(), VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, range);
auto view = std::make_unique<vk::image_view>(dev, tex.get());
auto result = view.get();
if (!temp || font)
view_cache[key] = std::move(view);
else
temp_view_cache[key] = std::move(view);
if (font)
font_cache[key] = std::move(tex);
else if (!temp)
resources.push_back(std::move(tex));
else
temp_image_cache[key] = std::move(std::make_pair(owner_uid, std::move(tex)));
return result;
}
void create(vk::command_buffer &cmd, vk::data_heap &upload_heap)
{
auto& dev = cmd.get_command_pool().get_owner();
overlay_pass::create(dev);
rsx::overlays::resource_config configuration;
configuration.load_files();
u64 storage_key = 1;
for (const auto &res : configuration.texture_raw_data)
{
upload_simple_texture(dev, cmd, upload_heap, storage_key++, res->w, res->h, false, false, res->data, UINT32_MAX);
}
configuration.free_resources();
}
void destroy()
{
temp_image_cache.clear();
temp_view_cache.clear();
resources.clear();
font_cache.clear();
view_cache.clear();
overlay_pass::destroy();
}
void remove_temp_resources(u32 key)
{
std::vector<u64> keys_to_remove;
for (auto It = temp_image_cache.begin(); It != temp_image_cache.end(); ++It)
{
if (It->second.first == key)
{
keys_to_remove.push_back(It->first);
}
}
for (const auto& _key : keys_to_remove)
{
temp_image_cache.erase(_key);
temp_view_cache.erase(_key);
}
}
vk::image_view* find_font(rsx::overlays::font *font, vk::command_buffer &cmd, vk::data_heap &upload_heap)
{
u64 key = (u64)font;
auto found = view_cache.find(key);
if (found != view_cache.end())
return found->second.get();
//Create font file
return upload_simple_texture(cmd.get_command_pool().get_owner(), cmd, upload_heap, key, font->width, font->height,
true, false, font->glyph_data.data(), UINT32_MAX);
}
vk::image_view* find_temp_image(rsx::overlays::image_info *desc, vk::command_buffer &cmd, vk::data_heap &upload_heap, u32 owner_uid)
{
u64 key = (u64)desc;
auto found = temp_view_cache.find(key);
if (found != temp_view_cache.end())
return found->second.get();
return upload_simple_texture(cmd.get_command_pool().get_owner(), cmd, upload_heap, key, desc->w, desc->h,
false, true, desc->data, owner_uid);
}
void update_uniforms(vk::glsl::program* /*program*/) override
{
m_ubo_offset = (u32)m_ubo.alloc<256>(128);
auto dst = (f32*)m_ubo.map(m_ubo_offset, 128);
// regs[0] = scaling parameters
dst[0] = m_scale_offset.r;
dst[1] = m_scale_offset.g;
dst[2] = m_scale_offset.b;
dst[3] = m_scale_offset.a;
// regs[1] = color
dst[4] = m_color.r;
dst[5] = m_color.g;
dst[6] = m_color.b;
dst[7] = m_color.a;
// regs[2] = fs config parameters
dst[8] = m_time;
dst[9] = m_pulse_glow? 1.f : 0.f;
dst[10] = m_skip_texture_read? 0.f : (f32)m_texture_type;
dst[11] = m_clip_enabled ? 1.f : 0.f;
// regs[3] = clip rect
dst[12] = m_clip_region.x1;
dst[13] = m_clip_region.y1;
dst[14] = m_clip_region.x2;
dst[15] = m_clip_region.y2;
// regs[4] = fs config parameters 2
dst[16] = m_blur_strength;
// regs[5] = viewport size
dst[20] = m_viewport_size.width;
dst[21] = m_viewport_size.height;
m_ubo.unmap();
}
void emit_geometry(vk::command_buffer &cmd) override
{
//Split into groups of 4
u32 first = 0;
u32 num_quads = num_drawable_elements / 4;
for (u32 n = 0; n < num_quads; ++n)
{
vkCmdDraw(cmd, 4, 1, first, 0);
first += 4;
}
}
void run(vk::command_buffer &cmd, u16 w, u16 h, vk::framebuffer* target, VkRenderPass render_pass,
vk::data_heap &upload_heap, rsx::overlays::overlay &ui)
{
m_scale_offset = color4f((f32)ui.virtual_width, (f32)ui.virtual_height, 1.f, 1.f);
m_time = (f32)(get_system_time() / 1000) * 0.005f;
m_viewport_size = { f32(w), f32(h) };
for (auto &command : ui.get_compiled().draw_commands)
{
num_drawable_elements = (u32)command.verts.size();
const u32 value_count = num_drawable_elements * 4;
upload_vertex_data((f32*)command.verts.data(), value_count);
m_skip_texture_read = false;
m_color = command.config.color;
m_pulse_glow = command.config.pulse_glow;
m_blur_strength = f32(command.config.blur_strength) * 0.01f;
m_clip_enabled = command.config.clip_region;
m_clip_region = command.config.clip_rect;
m_texture_type = 1;
auto src = vk::null_image_view(cmd);
switch (command.config.texture_ref)
{
case rsx::overlays::image_resource_id::game_icon:
case rsx::overlays::image_resource_id::backbuffer:
//TODO
case rsx::overlays::image_resource_id::none:
m_skip_texture_read = true;
break;
case rsx::overlays::image_resource_id::font_file:
m_texture_type = 2;
src = find_font(command.config.font_ref, cmd, upload_heap)->value;
break;
case rsx::overlays::image_resource_id::raw_image:
src = find_temp_image((rsx::overlays::image_info*)command.config.external_data_ref, cmd, upload_heap, ui.uid)->value;
break;
default:
src = view_cache[command.config.texture_ref]->value;
break;
}
overlay_pass::run(cmd, w, h, target, { src }, render_pass);
}
ui.update();
}
};
struct attachment_clear_pass : public overlay_pass
{
color4f clear_color = { 0.f, 0.f, 0.f, 0.f };
color4f colormask = { 1.f, 1.f, 1.f, 1.f };
VkRect2D region = {};
attachment_clear_pass()
{
vs_src =
{
"#version 450\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"layout(std140, set=0, binding=0) uniform static_data{ vec4 regs[8]; };\n"
"layout(location=0) out vec2 tc0;\n"
"layout(location=1) out vec4 color;\n"
"layout(location=2) out vec4 mask;\n"
"\n"
"void main()\n"
"{\n"
" vec2 positions[] = {vec2(-1., -1.), vec2(1., -1.), vec2(-1., 1.), vec2(1., 1.)};\n"
" vec2 coords[] = {vec2(0., 0.), vec2(1., 0.), vec2(0., 1.), vec2(1., 1.)};\n"
" tc0 = coords[gl_VertexIndex % 4];\n"
" color = regs[0];\n"
" mask = regs[1];\n"
" gl_Position = vec4(positions[gl_VertexIndex % 4], 0., 1.);\n"
"}\n"
};
fs_src =
{
"#version 420\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"layout(set=0, binding=1) uniform sampler2D fs0;\n"
"layout(location=0) in vec2 tc0;\n"
"layout(location=1) in vec4 color;\n"
"layout(location=2) in vec4 mask;\n"
"layout(location=0) out vec4 out_color;\n"
"\n"
"void main()\n"
"{\n"
" vec4 original_color = texture(fs0, tc0);\n"
" out_color = mix(original_color, color, bvec4(mask));\n"
"}\n"
};
renderpass_config.set_depth_mask(false);
renderpass_config.set_color_mask(true, true, true, true);
renderpass_config.set_attachment_count(1);
}
void update_uniforms(vk::glsl::program* /*program*/) override
{
m_ubo_offset = (u32)m_ubo.alloc<256>(128);
auto dst = (f32*)m_ubo.map(m_ubo_offset, 128);
dst[0] = clear_color.r;
dst[1] = clear_color.g;
dst[2] = clear_color.b;
dst[3] = clear_color.a;
dst[4] = colormask.r;
dst[5] = colormask.g;
dst[6] = colormask.b;
dst[7] = colormask.a;
m_ubo.unmap();
}
void set_up_viewport(vk::command_buffer &cmd, u16 max_w, u16 max_h) override
{
VkViewport vp{};
vp.width = (f32)max_w;
vp.height = (f32)max_h;
vp.minDepth = 0.f;
vp.maxDepth = 1.f;
vkCmdSetViewport(cmd, 0, 1, &vp);
vkCmdSetScissor(cmd, 0, 1, ®ion);
}
bool update_config(u32 clearmask, color4f color)
{
color4f mask = { 0.f, 0.f, 0.f, 0.f };
if (clearmask & 0x10) mask.r = 1.f;
if (clearmask & 0x20) mask.g = 1.f;
if (clearmask & 0x40) mask.b = 1.f;
if (clearmask & 0x80) mask.a = 1.f;
if (mask != colormask || color != clear_color)
{
colormask = mask;
clear_color = color;
return true;
}
return false;
}
void run(vk::command_buffer &cmd, vk::render_target* target, VkRect2D rect, VkRenderPass render_pass, std::list<std::unique_ptr<vk::framebuffer_holder>>& framebuffer_resources)
{
region = rect;
overlay_pass::run(cmd, target->width(), target->height(), target,
target->get_view(0xAAE4, rsx::default_remap_vector)->value,
render_pass, framebuffer_resources);
}
};
}