mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-01-25 15:31:17 +01:00
4a9b26de86
The benefit to exposing this over the raw BP state is that adjustments Dolphin makes, such as LOD biases from arbitrary mipmap detection, will work properly.
652 lines
23 KiB
C++
652 lines
23 KiB
C++
// Copyright 2016 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <algorithm>
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#include <cstddef>
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#include <cstdio>
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#include <limits>
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#include <string>
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#include <tuple>
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#include "Common/Assert.h"
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#include "Common/CommonTypes.h"
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.h"
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#include "Core/Core.h"
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#include "VideoBackends/Vulkan/CommandBufferManager.h"
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#include "VideoBackends/Vulkan/ObjectCache.h"
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#include "VideoBackends/Vulkan/StagingBuffer.h"
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#include "VideoBackends/Vulkan/StateTracker.h"
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#include "VideoBackends/Vulkan/VKBoundingBox.h"
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#include "VideoBackends/Vulkan/VKPerfQuery.h"
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#include "VideoBackends/Vulkan/VKPipeline.h"
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#include "VideoBackends/Vulkan/VKRenderer.h"
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#include "VideoBackends/Vulkan/VKShader.h"
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#include "VideoBackends/Vulkan/VKStreamBuffer.h"
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#include "VideoBackends/Vulkan/VKSwapChain.h"
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#include "VideoBackends/Vulkan/VKTexture.h"
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#include "VideoBackends/Vulkan/VKVertexFormat.h"
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#include "VideoBackends/Vulkan/VulkanContext.h"
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#include "VideoCommon/DriverDetails.h"
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#include "VideoCommon/FramebufferManager.h"
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#include "VideoCommon/RenderState.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VideoBackendBase.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h"
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namespace Vulkan
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{
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Renderer::Renderer(std::unique_ptr<SwapChain> swap_chain, float backbuffer_scale)
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: ::Renderer(swap_chain ? static_cast<int>(swap_chain->GetWidth()) : 1,
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swap_chain ? static_cast<int>(swap_chain->GetHeight()) : 0, backbuffer_scale,
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swap_chain ? swap_chain->GetTextureFormat() : AbstractTextureFormat::Undefined),
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m_swap_chain(std::move(swap_chain))
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{
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UpdateActiveConfig();
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for (SamplerState& m_sampler_state : m_sampler_states)
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m_sampler_state = RenderState::GetPointSamplerState();
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}
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Renderer::~Renderer() = default;
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bool Renderer::IsHeadless() const
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{
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return m_swap_chain == nullptr;
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}
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bool Renderer::Initialize()
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{
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if (!::Renderer::Initialize())
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return false;
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// Various initialization routines will have executed commands on the command buffer.
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// Execute what we have done before beginning the first frame.
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ExecuteCommandBuffer(true, false);
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return true;
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}
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void Renderer::Shutdown()
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{
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::Renderer::Shutdown();
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m_swap_chain.reset();
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}
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std::unique_ptr<AbstractTexture> Renderer::CreateTexture(const TextureConfig& config,
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std::string_view name)
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{
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return VKTexture::Create(config, name);
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}
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std::unique_ptr<AbstractStagingTexture> Renderer::CreateStagingTexture(StagingTextureType type,
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const TextureConfig& config)
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{
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return VKStagingTexture::Create(type, config);
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}
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std::unique_ptr<AbstractShader>
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Renderer::CreateShaderFromSource(ShaderStage stage, std::string_view source, std::string_view name)
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{
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return VKShader::CreateFromSource(stage, source, name);
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}
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std::unique_ptr<AbstractShader> Renderer::CreateShaderFromBinary(ShaderStage stage,
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const void* data, size_t length,
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std::string_view name)
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{
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return VKShader::CreateFromBinary(stage, data, length, name);
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}
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std::unique_ptr<NativeVertexFormat>
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Renderer::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
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{
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return std::make_unique<VertexFormat>(vtx_decl);
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}
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std::unique_ptr<AbstractPipeline> Renderer::CreatePipeline(const AbstractPipelineConfig& config,
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const void* cache_data,
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size_t cache_data_length)
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{
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return VKPipeline::Create(config);
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}
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std::unique_ptr<AbstractFramebuffer> Renderer::CreateFramebuffer(AbstractTexture* color_attachment,
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AbstractTexture* depth_attachment)
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{
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return VKFramebuffer::Create(static_cast<VKTexture*>(color_attachment),
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static_cast<VKTexture*>(depth_attachment));
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}
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void Renderer::SetPipeline(const AbstractPipeline* pipeline)
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{
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StateTracker::GetInstance()->SetPipeline(static_cast<const VKPipeline*>(pipeline));
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}
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std::unique_ptr<BoundingBox> Renderer::CreateBoundingBox() const
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{
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return std::make_unique<VKBoundingBox>();
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}
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void Renderer::ClearScreen(const MathUtil::Rectangle<int>& rc, bool color_enable, bool alpha_enable,
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bool z_enable, u32 color, u32 z)
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{
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g_framebuffer_manager->FlushEFBPokes();
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g_framebuffer_manager->FlagPeekCacheAsOutOfDate();
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// Native -> EFB coordinates
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MathUtil::Rectangle<int> target_rc = Renderer::ConvertEFBRectangle(rc);
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// Size we pass this size to vkBeginRenderPass, it has to be clamped to the framebuffer
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// dimensions. The other backends just silently ignore this case.
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target_rc.ClampUL(0, 0, m_target_width, m_target_height);
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VkRect2D target_vk_rc = {
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{target_rc.left, target_rc.top},
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{static_cast<uint32_t>(target_rc.GetWidth()), static_cast<uint32_t>(target_rc.GetHeight())}};
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// Determine whether the EFB has an alpha channel. If it doesn't, we can clear the alpha
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// channel to 0xFF. This hopefully allows us to use the fast path in most cases.
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if (bpmem.zcontrol.pixel_format == PixelFormat::RGB565_Z16 ||
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bpmem.zcontrol.pixel_format == PixelFormat::RGB8_Z24 ||
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bpmem.zcontrol.pixel_format == PixelFormat::Z24)
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{
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// Force alpha writes, and clear the alpha channel. This is different to the other backends,
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// where the existing values of the alpha channel are preserved.
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alpha_enable = true;
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color &= 0x00FFFFFF;
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}
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// Convert RGBA8 -> floating-point values.
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VkClearValue clear_color_value = {};
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VkClearValue clear_depth_value = {};
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clear_color_value.color.float32[0] = static_cast<float>((color >> 16) & 0xFF) / 255.0f;
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clear_color_value.color.float32[1] = static_cast<float>((color >> 8) & 0xFF) / 255.0f;
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clear_color_value.color.float32[2] = static_cast<float>((color >> 0) & 0xFF) / 255.0f;
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clear_color_value.color.float32[3] = static_cast<float>((color >> 24) & 0xFF) / 255.0f;
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clear_depth_value.depthStencil.depth = static_cast<float>(z & 0xFFFFFF) / 16777216.0f;
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if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
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clear_depth_value.depthStencil.depth = 1.0f - clear_depth_value.depthStencil.depth;
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// If we're not in a render pass (start of the frame), we can use a clear render pass
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// to discard the data, rather than loading and then clearing.
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bool use_clear_attachments = (color_enable && alpha_enable) || z_enable;
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bool use_clear_render_pass =
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!StateTracker::GetInstance()->InRenderPass() && color_enable && alpha_enable && z_enable;
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// The NVIDIA Vulkan driver causes the GPU to lock up, or throw exceptions if MSAA is enabled,
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// a non-full clear rect is specified, and a clear loadop or vkCmdClearAttachments is used.
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if (g_ActiveConfig.iMultisamples > 1 &&
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DriverDetails::HasBug(DriverDetails::BUG_BROKEN_MSAA_CLEAR))
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{
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use_clear_render_pass = false;
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use_clear_attachments = false;
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}
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// This path cannot be used if the driver implementation doesn't guarantee pixels with no drawn
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// geometry in "this" renderpass won't be cleared
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if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_CLEAR_LOADOP_RENDERPASS))
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use_clear_render_pass = false;
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// Fastest path: Use a render pass to clear the buffers.
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if (use_clear_render_pass)
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{
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const std::array<VkClearValue, 2> clear_values = {{clear_color_value, clear_depth_value}};
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StateTracker::GetInstance()->BeginClearRenderPass(target_vk_rc, clear_values.data(),
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static_cast<u32>(clear_values.size()));
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return;
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}
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// Fast path: Use vkCmdClearAttachments to clear the buffers within a render path
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// We can't use this when preserving alpha but clearing color.
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if (use_clear_attachments)
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{
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VkClearAttachment clear_attachments[2];
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uint32_t num_clear_attachments = 0;
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if (color_enable && alpha_enable)
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{
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clear_attachments[num_clear_attachments].aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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clear_attachments[num_clear_attachments].colorAttachment = 0;
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clear_attachments[num_clear_attachments].clearValue = clear_color_value;
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num_clear_attachments++;
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color_enable = false;
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alpha_enable = false;
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}
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if (z_enable)
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{
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clear_attachments[num_clear_attachments].aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
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clear_attachments[num_clear_attachments].colorAttachment = 0;
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clear_attachments[num_clear_attachments].clearValue = clear_depth_value;
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num_clear_attachments++;
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z_enable = false;
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}
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if (num_clear_attachments > 0)
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{
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VkClearRect vk_rect = {target_vk_rc, 0, g_framebuffer_manager->GetEFBLayers()};
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if (!StateTracker::GetInstance()->IsWithinRenderArea(
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target_vk_rc.offset.x, target_vk_rc.offset.y, target_vk_rc.extent.width,
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target_vk_rc.extent.height))
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{
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StateTracker::GetInstance()->EndClearRenderPass();
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}
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StateTracker::GetInstance()->BeginRenderPass();
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vkCmdClearAttachments(g_command_buffer_mgr->GetCurrentCommandBuffer(), num_clear_attachments,
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clear_attachments, 1, &vk_rect);
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}
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}
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// Anything left over for the slow path?
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if (!color_enable && !alpha_enable && !z_enable)
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return;
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g_framebuffer_manager->ClearEFB(rc, color_enable, alpha_enable, z_enable, color, z);
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}
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void Renderer::Flush()
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{
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ExecuteCommandBuffer(true, false);
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}
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void Renderer::WaitForGPUIdle()
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{
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ExecuteCommandBuffer(false, true);
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}
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void Renderer::BindBackbuffer(const ClearColor& clear_color)
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{
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StateTracker::GetInstance()->EndRenderPass();
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// Handle host window resizes.
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CheckForSurfaceChange();
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CheckForSurfaceResize();
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// Check for exclusive fullscreen request.
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if (m_swap_chain->GetCurrentFullscreenState() != m_swap_chain->GetNextFullscreenState() &&
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!m_swap_chain->SetFullscreenState(m_swap_chain->GetNextFullscreenState()))
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{
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// if it fails, don't keep trying
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m_swap_chain->SetNextFullscreenState(m_swap_chain->GetCurrentFullscreenState());
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}
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const bool present_fail = g_command_buffer_mgr->CheckLastPresentFail();
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VkResult res = present_fail ? g_command_buffer_mgr->GetLastPresentResult() :
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m_swap_chain->AcquireNextImage();
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if (res == VK_ERROR_FULL_SCREEN_EXCLUSIVE_MODE_LOST_EXT &&
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!m_swap_chain->GetCurrentFullscreenState())
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{
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// AMD's binary driver as of 21.3 seems to return exclusive fullscreen lost even when it was
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// never requested, so long as the caller requested it to be application controlled. Handle
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// this ignoring the lost result and just continuing as normal if we never acquired it.
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res = VK_SUCCESS;
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if (present_fail)
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{
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// We still need to acquire an image.
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res = m_swap_chain->AcquireNextImage();
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}
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}
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if (res != VK_SUCCESS)
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{
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// Execute cmdbuffer before resizing, as the last frame could still be presenting.
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ExecuteCommandBuffer(false, true);
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// Was this a lost exclusive fullscreen?
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if (res == VK_ERROR_FULL_SCREEN_EXCLUSIVE_MODE_LOST_EXT)
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{
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// The present keeps returning exclusive mode lost unless we re-create the swap chain.
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INFO_LOG_FMT(VIDEO, "Lost exclusive fullscreen.");
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m_swap_chain->RecreateSwapChain();
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}
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else if (res == VK_SUBOPTIMAL_KHR || res == VK_ERROR_OUT_OF_DATE_KHR)
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{
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INFO_LOG_FMT(VIDEO, "Resizing swap chain due to suboptimal/out-of-date");
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m_swap_chain->ResizeSwapChain();
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}
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else
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{
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ERROR_LOG_FMT(VIDEO, "Unknown present error {:#010X}, please report.", res);
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m_swap_chain->RecreateSwapChain();
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}
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res = m_swap_chain->AcquireNextImage();
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if (res != VK_SUCCESS)
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PanicAlertFmt("Failed to grab image from swap chain: {:#010X}", res);
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}
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// Transition from undefined (or present src, but it can be substituted) to
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// color attachment ready for writing. These transitions must occur outside
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// a render pass, unless the render pass declares a self-dependency.
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m_swap_chain->GetCurrentTexture()->OverrideImageLayout(VK_IMAGE_LAYOUT_UNDEFINED);
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m_swap_chain->GetCurrentTexture()->TransitionToLayout(
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g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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SetAndClearFramebuffer(m_swap_chain->GetCurrentFramebuffer(),
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ClearColor{{0.0f, 0.0f, 0.0f, 1.0f}});
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}
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void Renderer::PresentBackbuffer()
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{
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// End drawing to backbuffer
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StateTracker::GetInstance()->EndRenderPass();
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// Transition the backbuffer to PRESENT_SRC to ensure all commands drawing
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// to it have finished before present.
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m_swap_chain->GetCurrentTexture()->TransitionToLayout(
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g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_PRESENT_SRC_KHR);
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// Submit the current command buffer, signaling rendering finished semaphore when it's done
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// Because this final command buffer is rendering to the swap chain, we need to wait for
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// the available semaphore to be signaled before executing the buffer. This final submission
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// can happen off-thread in the background while we're preparing the next frame.
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g_command_buffer_mgr->SubmitCommandBuffer(true, false, m_swap_chain->GetSwapChain(),
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m_swap_chain->GetCurrentImageIndex());
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// New cmdbuffer, so invalidate state.
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StateTracker::GetInstance()->InvalidateCachedState();
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}
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void Renderer::SetFullscreen(bool enable_fullscreen)
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{
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if (!m_swap_chain->IsFullscreenSupported())
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return;
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m_swap_chain->SetNextFullscreenState(enable_fullscreen);
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}
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bool Renderer::IsFullscreen() const
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{
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return m_swap_chain && m_swap_chain->GetCurrentFullscreenState();
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}
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void Renderer::ExecuteCommandBuffer(bool submit_off_thread, bool wait_for_completion)
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{
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StateTracker::GetInstance()->EndRenderPass();
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g_command_buffer_mgr->SubmitCommandBuffer(submit_off_thread, wait_for_completion);
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StateTracker::GetInstance()->InvalidateCachedState();
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}
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void Renderer::CheckForSurfaceChange()
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{
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if (!m_surface_changed.TestAndClear() || !m_swap_chain)
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return;
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// Submit the current draws up until rendering the XFB.
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ExecuteCommandBuffer(false, true);
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// Clear the present failed flag, since we don't want to resize after recreating.
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g_command_buffer_mgr->CheckLastPresentFail();
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// Recreate the surface. If this fails we're in trouble.
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if (!m_swap_chain->RecreateSurface(m_new_surface_handle))
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PanicAlertFmt("Failed to recreate Vulkan surface. Cannot continue.");
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m_new_surface_handle = nullptr;
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// Handle case where the dimensions are now different.
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OnSwapChainResized();
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}
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void Renderer::CheckForSurfaceResize()
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{
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if (!m_surface_resized.TestAndClear())
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return;
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// If we don't have a surface, how can we resize the swap chain?
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// CheckForSurfaceChange should handle this case.
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if (!m_swap_chain)
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{
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WARN_LOG_FMT(VIDEO, "Surface resize event received without active surface, ignoring");
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return;
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}
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// Wait for the GPU to catch up since we're going to destroy the swap chain.
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ExecuteCommandBuffer(false, true);
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// Clear the present failed flag, since we don't want to resize after recreating.
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g_command_buffer_mgr->CheckLastPresentFail();
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// Resize the swap chain.
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m_swap_chain->RecreateSwapChain();
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OnSwapChainResized();
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}
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void Renderer::OnConfigChanged(u32 bits)
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{
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if (bits & CONFIG_CHANGE_BIT_HOST_CONFIG)
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g_object_cache->ReloadPipelineCache();
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// For vsync, we need to change the present mode, which means recreating the swap chain.
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if (m_swap_chain && bits & CONFIG_CHANGE_BIT_VSYNC)
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{
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ExecuteCommandBuffer(false, true);
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m_swap_chain->SetVSync(g_ActiveConfig.bVSyncActive);
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}
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// For quad-buffered stereo we need to change the layer count, so recreate the swap chain.
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if (m_swap_chain && bits & CONFIG_CHANGE_BIT_STEREO_MODE)
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{
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ExecuteCommandBuffer(false, true);
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m_swap_chain->RecreateSwapChain();
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}
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// Wipe sampler cache if force texture filtering or anisotropy changes.
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if (bits & (CONFIG_CHANGE_BIT_ANISOTROPY | CONFIG_CHANGE_BIT_FORCE_TEXTURE_FILTERING))
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{
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ExecuteCommandBuffer(false, true);
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ResetSamplerStates();
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}
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}
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void Renderer::OnSwapChainResized()
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{
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m_backbuffer_width = m_swap_chain->GetWidth();
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m_backbuffer_height = m_swap_chain->GetHeight();
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}
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void Renderer::BindFramebuffer(VKFramebuffer* fb)
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{
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StateTracker::GetInstance()->EndRenderPass();
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// Shouldn't be bound as a texture.
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if (fb->GetColorAttachment())
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{
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StateTracker::GetInstance()->UnbindTexture(
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static_cast<VKTexture*>(fb->GetColorAttachment())->GetView());
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}
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if (fb->GetDepthAttachment())
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{
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StateTracker::GetInstance()->UnbindTexture(
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static_cast<VKTexture*>(fb->GetDepthAttachment())->GetView());
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}
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fb->TransitionForRender();
|
|
StateTracker::GetInstance()->SetFramebuffer(fb);
|
|
m_current_framebuffer = fb;
|
|
}
|
|
|
|
void Renderer::SetFramebuffer(AbstractFramebuffer* framebuffer)
|
|
{
|
|
if (m_current_framebuffer == framebuffer)
|
|
return;
|
|
|
|
VKFramebuffer* vkfb = static_cast<VKFramebuffer*>(framebuffer);
|
|
BindFramebuffer(vkfb);
|
|
}
|
|
|
|
void Renderer::SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer)
|
|
{
|
|
if (m_current_framebuffer == framebuffer)
|
|
return;
|
|
|
|
VKFramebuffer* vkfb = static_cast<VKFramebuffer*>(framebuffer);
|
|
BindFramebuffer(vkfb);
|
|
|
|
// If we're discarding, begin the discard pass, then switch to a load pass.
|
|
// This way if the command buffer is flushed, we don't start another discard pass.
|
|
StateTracker::GetInstance()->BeginDiscardRenderPass();
|
|
}
|
|
|
|
void Renderer::SetAndClearFramebuffer(AbstractFramebuffer* framebuffer,
|
|
const ClearColor& color_value, float depth_value)
|
|
{
|
|
VKFramebuffer* vkfb = static_cast<VKFramebuffer*>(framebuffer);
|
|
BindFramebuffer(vkfb);
|
|
|
|
std::array<VkClearValue, 2> clear_values;
|
|
u32 num_clear_values = 0;
|
|
if (vkfb->GetColorFormat() != AbstractTextureFormat::Undefined)
|
|
{
|
|
std::memcpy(clear_values[num_clear_values].color.float32, color_value.data(),
|
|
sizeof(clear_values[num_clear_values].color.float32));
|
|
num_clear_values++;
|
|
}
|
|
if (vkfb->GetDepthFormat() != AbstractTextureFormat::Undefined)
|
|
{
|
|
clear_values[num_clear_values].depthStencil.depth = depth_value;
|
|
clear_values[num_clear_values].depthStencil.stencil = 0;
|
|
num_clear_values++;
|
|
}
|
|
StateTracker::GetInstance()->BeginClearRenderPass(vkfb->GetRect(), clear_values.data(),
|
|
num_clear_values);
|
|
}
|
|
|
|
void Renderer::SetTexture(u32 index, const AbstractTexture* texture)
|
|
{
|
|
// Texture should always be in SHADER_READ_ONLY layout prior to use.
|
|
// This is so we don't need to transition during render passes.
|
|
const VKTexture* tex = static_cast<const VKTexture*>(texture);
|
|
if (tex)
|
|
{
|
|
if (tex->GetLayout() != VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
|
|
{
|
|
if (StateTracker::GetInstance()->InRenderPass())
|
|
{
|
|
WARN_LOG_FMT(VIDEO, "Transitioning image in render pass in Renderer::SetTexture()");
|
|
StateTracker::GetInstance()->EndRenderPass();
|
|
}
|
|
|
|
tex->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
|
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
|
}
|
|
|
|
StateTracker::GetInstance()->SetTexture(index, tex->GetView());
|
|
}
|
|
else
|
|
{
|
|
StateTracker::GetInstance()->SetTexture(0, VK_NULL_HANDLE);
|
|
}
|
|
}
|
|
|
|
void Renderer::SetSamplerState(u32 index, const SamplerState& state)
|
|
{
|
|
// Skip lookup if the state hasn't changed.
|
|
if (m_sampler_states[index] == state)
|
|
return;
|
|
|
|
// Look up new state and replace in state tracker.
|
|
VkSampler sampler = g_object_cache->GetSampler(state);
|
|
if (sampler == VK_NULL_HANDLE)
|
|
{
|
|
ERROR_LOG_FMT(VIDEO, "Failed to create sampler");
|
|
sampler = g_object_cache->GetPointSampler();
|
|
}
|
|
|
|
StateTracker::GetInstance()->SetSampler(index, sampler);
|
|
m_sampler_states[index] = state;
|
|
}
|
|
|
|
void Renderer::SetComputeImageTexture(AbstractTexture* texture, bool read, bool write)
|
|
{
|
|
VKTexture* vk_texture = static_cast<VKTexture*>(texture);
|
|
if (vk_texture)
|
|
{
|
|
StateTracker::GetInstance()->EndRenderPass();
|
|
StateTracker::GetInstance()->SetImageTexture(vk_texture->GetView());
|
|
vk_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
|
|
read ? (write ? VKTexture::ComputeImageLayout::ReadWrite :
|
|
VKTexture::ComputeImageLayout::ReadOnly) :
|
|
VKTexture::ComputeImageLayout::WriteOnly);
|
|
}
|
|
else
|
|
{
|
|
StateTracker::GetInstance()->SetImageTexture(VK_NULL_HANDLE);
|
|
}
|
|
}
|
|
|
|
void Renderer::UnbindTexture(const AbstractTexture* texture)
|
|
{
|
|
StateTracker::GetInstance()->UnbindTexture(static_cast<const VKTexture*>(texture)->GetView());
|
|
}
|
|
|
|
void Renderer::ResetSamplerStates()
|
|
{
|
|
// Invalidate all sampler states, next draw will re-initialize them.
|
|
for (u32 i = 0; i < m_sampler_states.size(); i++)
|
|
{
|
|
m_sampler_states[i] = RenderState::GetPointSamplerState();
|
|
StateTracker::GetInstance()->SetSampler(i, g_object_cache->GetPointSampler());
|
|
}
|
|
|
|
// Invalidate all sampler objects (some will be unused now).
|
|
g_object_cache->ClearSamplerCache();
|
|
}
|
|
|
|
void Renderer::SetScissorRect(const MathUtil::Rectangle<int>& rc)
|
|
{
|
|
VkRect2D scissor = {{rc.left, rc.top},
|
|
{static_cast<u32>(rc.GetWidth()), static_cast<u32>(rc.GetHeight())}};
|
|
|
|
// See Vulkan spec for vkCmdSetScissor:
|
|
// The x and y members of offset must be greater than or equal to 0.
|
|
if (scissor.offset.x < 0)
|
|
{
|
|
scissor.extent.width -= -scissor.offset.x;
|
|
scissor.offset.x = 0;
|
|
}
|
|
if (scissor.offset.y < 0)
|
|
{
|
|
scissor.extent.height -= -scissor.offset.y;
|
|
scissor.offset.y = 0;
|
|
}
|
|
StateTracker::GetInstance()->SetScissor(scissor);
|
|
}
|
|
|
|
void Renderer::SetViewport(float x, float y, float width, float height, float near_depth,
|
|
float far_depth)
|
|
{
|
|
VkViewport viewport = {x, y, width, height, near_depth, far_depth};
|
|
StateTracker::GetInstance()->SetViewport(viewport);
|
|
}
|
|
|
|
void Renderer::Draw(u32 base_vertex, u32 num_vertices)
|
|
{
|
|
if (!StateTracker::GetInstance()->Bind())
|
|
return;
|
|
|
|
vkCmdDraw(g_command_buffer_mgr->GetCurrentCommandBuffer(), num_vertices, 1, base_vertex, 0);
|
|
}
|
|
|
|
void Renderer::DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex)
|
|
{
|
|
if (!StateTracker::GetInstance()->Bind())
|
|
return;
|
|
|
|
vkCmdDrawIndexed(g_command_buffer_mgr->GetCurrentCommandBuffer(), num_indices, 1, base_index,
|
|
base_vertex, 0);
|
|
}
|
|
|
|
void Renderer::DispatchComputeShader(const AbstractShader* shader, u32 groups_x, u32 groups_y,
|
|
u32 groups_z)
|
|
{
|
|
StateTracker::GetInstance()->SetComputeShader(static_cast<const VKShader*>(shader));
|
|
if (StateTracker::GetInstance()->BindCompute())
|
|
vkCmdDispatch(g_command_buffer_mgr->GetCurrentCommandBuffer(), groups_x, groups_y, groups_z);
|
|
}
|
|
|
|
} // namespace Vulkan
|