mirror of
https://github.com/izzy2lost/ppsspp.git
synced 2026-03-10 12:43:04 -07:00
194 lines
6.5 KiB
C++
194 lines
6.5 KiB
C++
// Copyright (c) 2015- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <algorithm>
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#include "Common/Profiler/Profiler.h"
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#include "Common/System/Display.h"
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#include "Common/Math/lin/matrix4x4.h"
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#include "Common/Data/Convert/ColorConv.h"
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#include "Common/Data/Convert/SmallDataConvert.h"
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#include "Common/GPU/thin3d.h"
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#include "Common/GPU/Vulkan/VulkanContext.h"
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#include "Common/GPU/Vulkan/VulkanMemory.h"
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#include "Common/GPU/Vulkan/VulkanImage.h"
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#include "Common/GPU/Vulkan/VulkanRenderManager.h"
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#include "Core/MemMap.h"
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#include "Core/Config.h"
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#include "Core/ConfigValues.h"
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#include "Core/System.h"
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#include "Core/Reporting.h"
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#include "GPU/ge_constants.h"
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#include "GPU/GPUInterface.h"
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#include "GPU/GPUState.h"
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#include "GPU/Common/TextureDecoder.h"
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#include "GPU/Common/FramebufferManagerCommon.h"
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#include "GPU/Debugger/Stepping.h"
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#include "GPU/Vulkan/FramebufferManagerVulkan.h"
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#include "GPU/Vulkan/DrawEngineVulkan.h"
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#include "GPU/Vulkan/TextureCacheVulkan.h"
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#include "GPU/Vulkan/ShaderManagerVulkan.h"
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#include "GPU/Vulkan/VulkanUtil.h"
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using namespace PPSSPP_VK;
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static const char tex_fs[] = R"(#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 0) uniform sampler2D sampler0;
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layout (location = 0) in vec2 v_texcoord0;
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layout (location = 0) out vec4 fragColor;
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void main() {
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fragColor = texture(sampler0, v_texcoord0);
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}
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)";
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static const char tex_vs[] = R"(#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec3 a_position;
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layout (location = 1) in vec2 a_texcoord0;
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layout (location = 0) out vec2 v_texcoord0;
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out gl_PerVertex { vec4 gl_Position; };
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void main() {
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v_texcoord0 = a_texcoord0;
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gl_Position = vec4(a_position, 1.0);
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}
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)";
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FramebufferManagerVulkan::FramebufferManagerVulkan(Draw::DrawContext *draw) :
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FramebufferManagerCommon(draw) {
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presentation_->SetLanguage(GLSL_VULKAN);
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InitDeviceObjects();
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// After a blit we do need to rebind for the VulkanRenderManager to know what to do.
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needGLESRebinds_ = true;
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}
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FramebufferManagerVulkan::~FramebufferManagerVulkan() {
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DeviceLost();
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}
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void FramebufferManagerVulkan::SetTextureCache(TextureCacheVulkan *tc) {
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textureCache_ = tc;
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}
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void FramebufferManagerVulkan::SetShaderManager(ShaderManagerVulkan *sm) {
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shaderManager_ = sm;
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}
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void FramebufferManagerVulkan::SetDrawEngine(DrawEngineVulkan *td) {
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drawEngine_ = td;
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}
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void FramebufferManagerVulkan::InitDeviceObjects() {
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VulkanContext *vulkan = (VulkanContext *)draw_->GetNativeObject(Draw::NativeObject::CONTEXT);
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std::string fs_errors, vs_errors;
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fsBasicTex_ = CompileShaderModule(vulkan, VK_SHADER_STAGE_FRAGMENT_BIT, tex_fs, &fs_errors);
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vsBasicTex_ = CompileShaderModule(vulkan, VK_SHADER_STAGE_VERTEX_BIT, tex_vs, &vs_errors);
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_assert_(fsBasicTex_ != VK_NULL_HANDLE);
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_assert_(vsBasicTex_ != VK_NULL_HANDLE);
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VkSamplerCreateInfo samp = { VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO };
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samp.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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samp.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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samp.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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samp.magFilter = VK_FILTER_NEAREST;
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samp.minFilter = VK_FILTER_NEAREST;
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VkResult res = vkCreateSampler(vulkan->GetDevice(), &samp, nullptr, &nearestSampler_);
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_assert_(res == VK_SUCCESS);
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samp.magFilter = VK_FILTER_LINEAR;
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samp.minFilter = VK_FILTER_LINEAR;
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res = vkCreateSampler(vulkan->GetDevice(), &samp, nullptr, &linearSampler_);
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_assert_(res == VK_SUCCESS);
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}
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void FramebufferManagerVulkan::DestroyDeviceObjects() {
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if (!draw_)
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return;
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VulkanContext *vulkan = (VulkanContext *)draw_->GetNativeObject(Draw::NativeObject::CONTEXT);
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if (fsBasicTex_ != VK_NULL_HANDLE) {
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vulkan2D_->PurgeFragmentShader(fsBasicTex_);
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vulkan->Delete().QueueDeleteShaderModule(fsBasicTex_);
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}
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if (vsBasicTex_ != VK_NULL_HANDLE) {
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vulkan2D_->PurgeVertexShader(vsBasicTex_);
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vulkan->Delete().QueueDeleteShaderModule(vsBasicTex_);
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}
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if (stencilFs_ != VK_NULL_HANDLE) {
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vulkan2D_->PurgeFragmentShader(stencilFs_);
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vulkan->Delete().QueueDeleteShaderModule(stencilFs_);
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}
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if (stencilVs_ != VK_NULL_HANDLE) {
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vulkan2D_->PurgeVertexShader(stencilVs_);
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vulkan->Delete().QueueDeleteShaderModule(stencilVs_);
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}
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if (linearSampler_ != VK_NULL_HANDLE)
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vulkan->Delete().QueueDeleteSampler(linearSampler_);
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if (nearestSampler_ != VK_NULL_HANDLE)
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vulkan->Delete().QueueDeleteSampler(nearestSampler_);
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}
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void FramebufferManagerVulkan::NotifyClear(bool clearColor, bool clearAlpha, bool clearDepth, uint32_t color, float depth) {
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int mask = 0;
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// The Clear detection takes care of doing a regular draw instead if separate masking
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// of color and alpha is needed, so we can just treat them as the same.
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if (clearColor || clearAlpha)
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mask |= Draw::FBChannel::FB_COLOR_BIT;
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if (clearDepth)
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mask |= Draw::FBChannel::FB_DEPTH_BIT;
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if (clearAlpha)
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mask |= Draw::FBChannel::FB_STENCIL_BIT;
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// Note that since the alpha channel and the stencil channel are shared on the PSP,
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// when we clear alpha, we also clear stencil to the same value.
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draw_->Clear(mask, color, depth, color >> 24);
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if (clearColor || clearAlpha) {
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SetColorUpdated(gstate_c.skipDrawReason);
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}
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if (clearDepth) {
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SetDepthUpdated();
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}
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}
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void FramebufferManagerVulkan::Bind2DShader() {
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VkRenderPass rp = (VkRenderPass)draw_->GetNativeObject(Draw::NativeObject::COMPATIBLE_RENDERPASS);
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cur2DPipeline_ = vulkan2D_->GetPipeline(rp, vsBasicTex_, fsBasicTex_);
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}
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void FramebufferManagerVulkan::BeginFrameVulkan() {
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BeginFrame();
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}
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void FramebufferManagerVulkan::EndFrame() {
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}
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void FramebufferManagerVulkan::DeviceLost() {
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DestroyDeviceObjects();
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FramebufferManagerCommon::DeviceLost();
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}
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void FramebufferManagerVulkan::DeviceRestore(Draw::DrawContext *draw) {
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FramebufferManagerCommon::DeviceRestore(draw);
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InitDeviceObjects();
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}
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