Files
ppsspp/GPU/Vulkan/FramebufferManagerVulkan.cpp
2022-08-03 22:22:52 +02:00

194 lines
6.5 KiB
C++

// 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 <algorithm>
#include "Common/Profiler/Profiler.h"
#include "Common/System/Display.h"
#include "Common/Math/lin/matrix4x4.h"
#include "Common/Data/Convert/ColorConv.h"
#include "Common/Data/Convert/SmallDataConvert.h"
#include "Common/GPU/thin3d.h"
#include "Common/GPU/Vulkan/VulkanContext.h"
#include "Common/GPU/Vulkan/VulkanMemory.h"
#include "Common/GPU/Vulkan/VulkanImage.h"
#include "Common/GPU/Vulkan/VulkanRenderManager.h"
#include "Core/MemMap.h"
#include "Core/Config.h"
#include "Core/ConfigValues.h"
#include "Core/System.h"
#include "Core/Reporting.h"
#include "GPU/ge_constants.h"
#include "GPU/GPUInterface.h"
#include "GPU/GPUState.h"
#include "GPU/Common/TextureDecoder.h"
#include "GPU/Common/FramebufferManagerCommon.h"
#include "GPU/Debugger/Stepping.h"
#include "GPU/Vulkan/FramebufferManagerVulkan.h"
#include "GPU/Vulkan/DrawEngineVulkan.h"
#include "GPU/Vulkan/TextureCacheVulkan.h"
#include "GPU/Vulkan/ShaderManagerVulkan.h"
#include "GPU/Vulkan/VulkanUtil.h"
using namespace PPSSPP_VK;
static const char tex_fs[] = R"(#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 0) uniform sampler2D sampler0;
layout (location = 0) in vec2 v_texcoord0;
layout (location = 0) out vec4 fragColor;
void main() {
fragColor = texture(sampler0, v_texcoord0);
}
)";
static const char tex_vs[] = R"(#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 a_position;
layout (location = 1) in vec2 a_texcoord0;
layout (location = 0) out vec2 v_texcoord0;
out gl_PerVertex { vec4 gl_Position; };
void main() {
v_texcoord0 = a_texcoord0;
gl_Position = vec4(a_position, 1.0);
}
)";
FramebufferManagerVulkan::FramebufferManagerVulkan(Draw::DrawContext *draw) :
FramebufferManagerCommon(draw) {
presentation_->SetLanguage(GLSL_VULKAN);
InitDeviceObjects();
// After a blit we do need to rebind for the VulkanRenderManager to know what to do.
needGLESRebinds_ = true;
}
FramebufferManagerVulkan::~FramebufferManagerVulkan() {
DeviceLost();
}
void FramebufferManagerVulkan::SetTextureCache(TextureCacheVulkan *tc) {
textureCache_ = tc;
}
void FramebufferManagerVulkan::SetShaderManager(ShaderManagerVulkan *sm) {
shaderManager_ = sm;
}
void FramebufferManagerVulkan::SetDrawEngine(DrawEngineVulkan *td) {
drawEngine_ = td;
}
void FramebufferManagerVulkan::InitDeviceObjects() {
VulkanContext *vulkan = (VulkanContext *)draw_->GetNativeObject(Draw::NativeObject::CONTEXT);
std::string fs_errors, vs_errors;
fsBasicTex_ = CompileShaderModule(vulkan, VK_SHADER_STAGE_FRAGMENT_BIT, tex_fs, &fs_errors);
vsBasicTex_ = CompileShaderModule(vulkan, VK_SHADER_STAGE_VERTEX_BIT, tex_vs, &vs_errors);
_assert_(fsBasicTex_ != VK_NULL_HANDLE);
_assert_(vsBasicTex_ != VK_NULL_HANDLE);
VkSamplerCreateInfo samp = { VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO };
samp.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
samp.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
samp.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
samp.magFilter = VK_FILTER_NEAREST;
samp.minFilter = VK_FILTER_NEAREST;
VkResult res = vkCreateSampler(vulkan->GetDevice(), &samp, nullptr, &nearestSampler_);
_assert_(res == VK_SUCCESS);
samp.magFilter = VK_FILTER_LINEAR;
samp.minFilter = VK_FILTER_LINEAR;
res = vkCreateSampler(vulkan->GetDevice(), &samp, nullptr, &linearSampler_);
_assert_(res == VK_SUCCESS);
}
void FramebufferManagerVulkan::DestroyDeviceObjects() {
if (!draw_)
return;
VulkanContext *vulkan = (VulkanContext *)draw_->GetNativeObject(Draw::NativeObject::CONTEXT);
if (fsBasicTex_ != VK_NULL_HANDLE) {
vulkan2D_->PurgeFragmentShader(fsBasicTex_);
vulkan->Delete().QueueDeleteShaderModule(fsBasicTex_);
}
if (vsBasicTex_ != VK_NULL_HANDLE) {
vulkan2D_->PurgeVertexShader(vsBasicTex_);
vulkan->Delete().QueueDeleteShaderModule(vsBasicTex_);
}
if (stencilFs_ != VK_NULL_HANDLE) {
vulkan2D_->PurgeFragmentShader(stencilFs_);
vulkan->Delete().QueueDeleteShaderModule(stencilFs_);
}
if (stencilVs_ != VK_NULL_HANDLE) {
vulkan2D_->PurgeVertexShader(stencilVs_);
vulkan->Delete().QueueDeleteShaderModule(stencilVs_);
}
if (linearSampler_ != VK_NULL_HANDLE)
vulkan->Delete().QueueDeleteSampler(linearSampler_);
if (nearestSampler_ != VK_NULL_HANDLE)
vulkan->Delete().QueueDeleteSampler(nearestSampler_);
}
void FramebufferManagerVulkan::NotifyClear(bool clearColor, bool clearAlpha, bool clearDepth, uint32_t color, float depth) {
int mask = 0;
// The Clear detection takes care of doing a regular draw instead if separate masking
// of color and alpha is needed, so we can just treat them as the same.
if (clearColor || clearAlpha)
mask |= Draw::FBChannel::FB_COLOR_BIT;
if (clearDepth)
mask |= Draw::FBChannel::FB_DEPTH_BIT;
if (clearAlpha)
mask |= Draw::FBChannel::FB_STENCIL_BIT;
// Note that since the alpha channel and the stencil channel are shared on the PSP,
// when we clear alpha, we also clear stencil to the same value.
draw_->Clear(mask, color, depth, color >> 24);
if (clearColor || clearAlpha) {
SetColorUpdated(gstate_c.skipDrawReason);
}
if (clearDepth) {
SetDepthUpdated();
}
}
void FramebufferManagerVulkan::Bind2DShader() {
VkRenderPass rp = (VkRenderPass)draw_->GetNativeObject(Draw::NativeObject::COMPATIBLE_RENDERPASS);
cur2DPipeline_ = vulkan2D_->GetPipeline(rp, vsBasicTex_, fsBasicTex_);
}
void FramebufferManagerVulkan::BeginFrameVulkan() {
BeginFrame();
}
void FramebufferManagerVulkan::EndFrame() {
}
void FramebufferManagerVulkan::DeviceLost() {
DestroyDeviceObjects();
FramebufferManagerCommon::DeviceLost();
}
void FramebufferManagerVulkan::DeviceRestore(Draw::DrawContext *draw) {
FramebufferManagerCommon::DeviceRestore(draw);
InitDeviceObjects();
}