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Merge pull request #10037 from hrydgard/vulkan-sync-readback
Vulkan: Implement synchronous framebuffer readback
This commit is contained in:
15 files changed
+391
-203
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-1
@@ -808,7 +808,8 @@ if(VULKAN)
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ext/native/thin3d/VulkanRenderManager.cpp
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ext/native/thin3d/VulkanRenderManager.h
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ext/native/thin3d/VulkanQueueRunner.cpp
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ext/native/thin3d/VulkanQueueRunner.h)
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ext/native/thin3d/VulkanQueueRunner.h
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ext/native/thin3d/DataFormat.h)
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endif()
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if(WIN32)
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set(THIN3D_PLATFORMS ${THIN3D_PLATFORMS}
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@@ -387,6 +387,7 @@ void FramebufferManagerVulkan::RebindFramebuffer() {
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// Should this even happen?
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draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::KEEP, Draw::RPAction::KEEP });
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}
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gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE);
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}
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bool FramebufferManagerVulkan::NotifyStencilUpload(u32 addr, int size, bool skipZero) {
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@@ -61,8 +61,7 @@ void CGEDebugger::Init() {
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}
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CGEDebugger::CGEDebugger(HINSTANCE _hInstance, HWND _hParent)
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: Dialog((LPCSTR)IDD_GEDEBUGGER, _hInstance, _hParent), primaryWindow(nullptr), secondWindow(nullptr),
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textureLevel_(0), showClut_(false), primaryBuffer_(nullptr), secondBuffer_(nullptr) {
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: Dialog((LPCSTR)IDD_GEDEBUGGER, _hInstance, _hParent) {
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GPUBreakpoints::Init();
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Core_ListenShutdown(ForceUnpause);
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@@ -85,25 +85,25 @@ private:
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u32 TexturePreviewFlags(const GPUgstate &state);
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CtrlDisplayListView *displayList;
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TabDisplayLists *lists;
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TabStateFlags *flags;
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TabStateLighting *lighting;
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TabStateTexture *textureState;
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TabStateSettings *settings;
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TabVertices *vertices;
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TabMatrices *matrices;
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SimpleGLWindow *primaryWindow;
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SimpleGLWindow *secondWindow;
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TabStateWatch *watch;
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TabControl *tabs;
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TabControl *fbTabs;
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int textureLevel_;
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bool showClut_;
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bool forceOpaque_;
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CtrlDisplayListView *displayList = nullptr;
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TabDisplayLists *lists = nullptr;
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TabStateFlags *flags = nullptr;
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TabStateLighting *lighting = nullptr;
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TabStateTexture *textureState = nullptr;
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TabStateSettings *settings = nullptr;
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TabVertices *vertices = nullptr;
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TabMatrices *matrices = nullptr;
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SimpleGLWindow *primaryWindow = nullptr;
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SimpleGLWindow *secondWindow = nullptr;
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TabStateWatch *watch = nullptr;
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TabControl *tabs = nullptr;
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TabControl *fbTabs = nullptr;
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int textureLevel_ = 0;
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bool showClut_ = false;
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bool forceOpaque_ = false;
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// The most recent primary/framebuffer and texture buffers.
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const GPUDebugBuffer *primaryBuffer_;
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const GPUDebugBuffer *secondBuffer_;
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const GPUDebugBuffer *primaryBuffer_ = nullptr;
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const GPUDebugBuffer *secondBuffer_ = nullptr;
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int minWidth_;
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int minHeight_;
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@@ -240,6 +240,7 @@
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<ClInclude Include="gfx_es2\draw_text_qt.h" />
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<ClInclude Include="gfx_es2\draw_text_win.h" />
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<ClInclude Include="thin3d\d3d11_loader.h" />
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<ClInclude Include="thin3d\DataFormat.h" />
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<ClInclude Include="thin3d\VulkanQueueRunner.h" />
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<ClInclude Include="thin3d\VulkanRenderManager.h" />
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<ClInclude Include="util\text\wrap_text.h" />
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@@ -760,4 +761,4 @@
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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</Project>
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</Project>
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@@ -326,6 +326,9 @@
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<ClInclude Include="thin3d\VulkanRenderManager.h">
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<Filter>thin3d</Filter>
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</ClInclude>
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<ClInclude Include="thin3d\DataFormat.h">
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<Filter>thin3d</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="gfx\gl_debug_log.cpp">
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@@ -865,4 +868,4 @@
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<UniqueIdentifier>{06c6305a-a646-485b-85b9-645a24dd6553}</UniqueIdentifier>
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</Filter>
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</ItemGroup>
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</Project>
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</Project>
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@@ -0,0 +1,71 @@
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#pragma once
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#include <cstdint>
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namespace Draw {
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enum class DataFormat : uint8_t {
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UNDEFINED,
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R8_UNORM,
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R8G8_UNORM,
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R8G8B8_UNORM,
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R8G8B8A8_UNORM,
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R8G8B8A8_UNORM_SRGB,
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B8G8R8A8_UNORM, // D3D style
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B8G8R8A8_UNORM_SRGB, // D3D style
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R8G8B8A8_SNORM,
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R8G8B8A8_UINT,
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R8G8B8A8_SINT,
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R4G4_UNORM_PACK8,
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A4R4G4B4_UNORM_PACK16, // A4 in the UPPER bit
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B4G4R4A4_UNORM_PACK16,
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R4G4B4A4_UNORM_PACK16,
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R5G6B5_UNORM_PACK16,
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B5G6R5_UNORM_PACK16,
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R5G5B5A1_UNORM_PACK16, // A1 in the LOWER bit
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B5G5R5A1_UNORM_PACK16, // A1 in the LOWER bit
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A1R5G5B5_UNORM_PACK16, // A1 in the UPPER bit.
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R16_FLOAT,
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R16G16_FLOAT,
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R16G16B16A16_FLOAT,
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R32_FLOAT,
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R32G32_FLOAT,
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R32G32B32_FLOAT,
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R32G32B32A32_FLOAT,
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// Block compression formats.
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// These are modern names for DXT and friends, now patent free.
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// https://msdn.microsoft.com/en-us/library/bb694531.aspx
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BC1_RGBA_UNORM_BLOCK,
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BC1_RGBA_SRGB_BLOCK,
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BC2_UNORM_BLOCK, // 4-bit straight alpha + DXT1 color. Usually not worth using
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BC2_SRGB_BLOCK,
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BC3_UNORM_BLOCK, // 3-bit alpha with 2 ref values (+ magic) + DXT1 color
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BC3_SRGB_BLOCK,
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BC4_UNORM_BLOCK, // 1-channel, same storage as BC3 alpha
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BC4_SNORM_BLOCK,
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BC5_UNORM_BLOCK, // 2-channel RG, each has same storage as BC3 alpha
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BC5_SNORM_BLOCK,
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BC6H_UFLOAT_BLOCK, // TODO
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BC6H_SFLOAT_BLOCK,
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BC7_UNORM_BLOCK, // Highly advanced, very expensive to compress, very good quality.
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BC7_SRGB_BLOCK,
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ETC1,
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S8,
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D16,
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D24_S8,
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D32F,
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D32F_S8,
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};
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void ConvertFromRGBA8888(uint8_t *dst, const uint8_t *src, uint32_t dstStride, uint32_t srcStride, uint32_t width, uint32_t height, DataFormat format);
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} // namespace
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@@ -1,13 +1,41 @@
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#include "DataFormat.h"
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#include "VulkanQueueRunner.h"
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#include "VulkanRenderManager.h"
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const uint32_t readbackBufferSize = 2048 * 2048 * 4;
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void VulkanQueueRunner::CreateDeviceObjects() {
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InitBackbufferRenderPass();
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InitRenderpasses();
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VkDevice device = vulkan_->GetDevice();
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VkBufferCreateInfo buf{ VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
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buf.size = readbackBufferSize;
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buf.usage = VK_BUFFER_USAGE_TRANSFER_DST_BIT;
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vkCreateBuffer(device, &buf, nullptr, &readbackBuffer_);
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VkMemoryRequirements reqs{};
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vkGetBufferMemoryRequirements(device, readbackBuffer_, &reqs);
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VkMemoryAllocateInfo alloc{ VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO };
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alloc.allocationSize = reqs.size;
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VkFlags typeReqs = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT;
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bool success = vulkan_->MemoryTypeFromProperties(reqs.memoryTypeBits, typeReqs, &alloc.memoryTypeIndex);
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assert(success);
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vkAllocateMemory(device, &alloc, nullptr, &readbackMemory_);
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uint32_t offset = 0;
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vkBindBufferMemory(device, readbackBuffer_, readbackMemory_, offset);
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}
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void VulkanQueueRunner::DestroyDeviceObjects() {
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VkDevice device = vulkan_->GetDevice();
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vkFreeMemory(device, readbackMemory_, nullptr);
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vulkan_->Delete().QueueDeleteBuffer(readbackBuffer_);
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for (int i = 0; i < ARRAY_SIZE(renderPasses_); i++) {
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assert(renderPasses_[i] != VK_NULL_HANDLE);
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vkDestroyRenderPass(device, renderPasses_[i], nullptr);
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@@ -16,7 +44,6 @@ void VulkanQueueRunner::DestroyDeviceObjects() {
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vkDestroyRenderPass(device, backbufferRenderPass_, nullptr);
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}
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void VulkanQueueRunner::InitBackbufferRenderPass() {
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VkResult U_ASSERT_ONLY res;
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@@ -167,7 +194,7 @@ void VulkanQueueRunner::RunSteps(VkCommandBuffer cmd, const std::vector<VKRStep
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PerformBlit(step, cmd);
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break;
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case VKRStepType::READBACK:
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// PerformReadback
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PerformReadback(step, cmd);
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break;
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}
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delete steps[i];
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@@ -688,3 +715,44 @@ void VulkanQueueRunner::SetupTransitionToTransferDst(VKRImage &img, VkImageMemor
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barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
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img.layout = barrier.newLayout;
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}
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void VulkanQueueRunner::PerformReadback(const VKRStep &step, VkCommandBuffer cmd) {
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VKRImage *srcImage;
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if (step.readback.aspectMask & VK_IMAGE_ASPECT_COLOR_BIT) {
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srcImage = &step.readback.src->color;
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} else if (step.readback.aspectMask & (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)) {
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srcImage = &step.readback.src->depth;
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} else {
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assert(false);
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}
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assert(srcImage->format == VK_FORMAT_R8G8B8A8_UNORM);
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VkImageMemoryBarrier barrier{ VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER };
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VkPipelineStageFlags stage = 0;
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SetupTransitionToTransferSrc(*srcImage, barrier, stage, step.readback.aspectMask);
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vkCmdPipelineBarrier(cmd, stage, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier);
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VkBufferImageCopy region{};
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region.imageOffset = { step.readback.srcRect.offset.x, step.readback.srcRect.offset.y, 0 };
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region.imageExtent = { step.readback.srcRect.extent.width, step.readback.srcRect.extent.height, 1 };
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region.imageSubresource.aspectMask = step.readback.aspectMask;
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region.imageSubresource.layerCount = 1;
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region.bufferOffset = 0;
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region.bufferRowLength = step.readback.srcRect.extent.width;
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region.bufferImageHeight = step.readback.srcRect.extent.height;
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vkCmdCopyImageToBuffer(cmd, srcImage->image, srcImage->layout, readbackBuffer_, 1, ®ion);
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// NOTE: Can't read the buffer using the CPU here - need to sync first.
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}
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void VulkanQueueRunner::CopyReadbackBuffer(int width, int height, Draw::DataFormat destFormat, int pixelStride, uint8_t *pixels) {
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// Read back to the requested address in ram from buffer.
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void *mappedData;
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const int srcPixelSize = 4; // TODO: Fix.
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VkResult res = vkMapMemory(vulkan_->GetDevice(), readbackMemory_, 0, width * height * srcPixelSize, 0, &mappedData);
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assert(res == VK_SUCCESS);
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ConvertFromRGBA8888(pixels, (const uint8_t *)mappedData, pixelStride, width, width, height, destFormat);
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vkUnmapMemory(vulkan_->GetDevice(), readbackMemory_);
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}
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@@ -4,7 +4,7 @@
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#include "Common/Vulkan/VulkanContext.h"
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#include "math/dataconv.h"
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#include "thin3d/thin3d.h"
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#include "thin3d/DataFormat.h"
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class VKRFramebuffer;
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struct VKRImage;
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@@ -127,8 +127,8 @@ struct VKRStep {
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VkFilter filter;
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} blit;
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struct {
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int aspectMask;
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VKRFramebuffer *src;
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void *destPtr;
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VkRect2D srcRect;
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} readback;
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};
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@@ -156,6 +156,8 @@ public:
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return (int)depth * 3 + (int)color;
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}
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void CopyReadbackBuffer(int width, int height, Draw::DataFormat destFormat, int pixelStride, uint8_t *pixels);
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private:
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void InitBackbufferRenderPass();
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void InitRenderpasses();
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@@ -164,6 +166,7 @@ private:
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void PerformRenderPass(const VKRStep &pass, VkCommandBuffer cmd);
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void PerformCopy(const VKRStep &pass, VkCommandBuffer cmd);
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void PerformBlit(const VKRStep &pass, VkCommandBuffer cmd);
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void PerformReadback(const VKRStep &pass, VkCommandBuffer cmd);
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static void SetupTransitionToTransferSrc(VKRImage &img, VkImageMemoryBarrier &barrier, VkPipelineStageFlags &stage, VkImageAspectFlags aspect);
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static void SetupTransitionToTransferDst(VKRImage &img, VkImageMemoryBarrier &barrier, VkPipelineStageFlags &stage, VkImageAspectFlags aspect);
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@@ -177,4 +180,9 @@ private:
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// Renderpasses, all combinations of preserving or clearing or dont-care-ing fb contents.
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// TODO: Create these on demand.
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VkRenderPass renderPasses_[9]{};
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};
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// Readback buffer. Currently we only support synchronous readback, so we only really need one.
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// We size it generously.
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VkDeviceMemory readbackMemory_;
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VkBuffer readbackBuffer_;
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};
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@@ -5,7 +5,7 @@
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#include "thin3d/VulkanRenderManager.h"
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#include "thread/threadutil.h"
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#ifdef _DEBUG
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#if 0 // def _DEBUG
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#define VLOG ILOG
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#else
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#define VLOG(...)
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@@ -92,6 +92,8 @@ void CreateImage(VulkanContext *vulkan, VkCommandBuffer cmd, VKRImage &img, int
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VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, dstStage,
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0, dstAccessMask);
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img.layout = initialLayout;
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img.format = format;
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}
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VulkanRenderManager::VulkanRenderManager(VulkanContext *vulkan) : vulkan_(vulkan), queueRunner_(vulkan) {
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@@ -287,9 +289,11 @@ VkCommandBuffer VulkanRenderManager::GetInitCmd() {
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int curFrame = vulkan_->GetCurFrame();
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FrameData &frameData = frameData_[curFrame];
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if (!frameData.hasInitCommands) {
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VkCommandBufferBeginInfo begin = { VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO };
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begin.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
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begin.pInheritanceInfo = nullptr;
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VkCommandBufferBeginInfo begin = {
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VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO,
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nullptr,
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VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT
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};
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VkResult res = vkBeginCommandBuffer(frameData.initCmd, &begin);
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assert(res == VK_SUCCESS);
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frameData.hasInitCommands = true;
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@@ -297,10 +301,6 @@ VkCommandBuffer VulkanRenderManager::GetInitCmd() {
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return frameData_[curFrame].initCmd;
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}
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void VulkanRenderManager::Sync() {
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}
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void VulkanRenderManager::BindFramebufferAsRenderTarget(VKRFramebuffer *fb, VKRRenderPassAction color, VKRRenderPassAction depth, uint32_t clearColor, float clearDepth, uint8_t clearStencil) {
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// Eliminate dupes.
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if (steps_.size() && steps_.back()->stepType == VKRStepType::RENDER && steps_.back()->render.framebuffer == fb) {
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@@ -327,6 +327,22 @@ void VulkanRenderManager::BindFramebufferAsRenderTarget(VKRFramebuffer *fb, VKRR
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curHeight_ = fb ? fb->height : vulkan_->GetBackbufferHeight();
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}
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void VulkanRenderManager::CopyFramebufferToMemorySync(VKRFramebuffer *src, int aspectBits, int x, int y, int w, int h, Draw::DataFormat destFormat, uint8_t *pixels, int pixelStride) {
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VKRStep *step = new VKRStep{ VKRStepType::READBACK };
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step->readback.aspectMask = aspectBits;
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step->readback.src = src;
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step->readback.srcRect.offset = { x, y };
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step->readback.srcRect.extent = { (uint32_t)w, (uint32_t)h };
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steps_.push_back(step);
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curRenderStep_ = nullptr;
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FlushSync();
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// Need to call this after FlushSyfnc so the pixels are guaranteed to be ready in CPU-accessible VRAM.
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queueRunner_.CopyReadbackBuffer(w, h, destFormat, pixelStride, pixels);
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}
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void VulkanRenderManager::InitBackbufferFramebuffers(int width, int height) {
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VkResult U_ASSERT_ONLY res;
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// We share the same depth buffer but have multiple color buffers, see the loop below.
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@@ -509,13 +525,10 @@ VkImageView VulkanRenderManager::BindFramebufferAsTexture(VKRFramebuffer *fb, in
|
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return fb->color.imageView;
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}
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||||
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void VulkanRenderManager::Flush() {
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||||
void VulkanRenderManager::Finish() {
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curRenderStep_ = nullptr;
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int curFrame = vulkan_->GetCurFrame();
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||||
FrameData &frameData = frameData_[curFrame];
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if (frameData.hasInitCommands) {
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vkEndCommandBuffer(frameData.initCmd);
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}
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||||
if (!useThread) {
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frameData.steps = std::move(steps_);
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Run(curFrame);
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||||
@@ -529,48 +542,45 @@ void VulkanRenderManager::Flush() {
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vulkan_->EndFrame();
|
||||
}
|
||||
|
||||
void VulkanRenderManager::Run(int frame) {
|
||||
// Can be called multiple times with no bad side effects. This is so that we can either begin a frame the normal way,
|
||||
void VulkanRenderManager::BeginSubmitFrame(int frame) {
|
||||
FrameData &frameData = frameData_[frame];
|
||||
auto &stepsOnThread = frameData_[frame].steps;
|
||||
VkDevice device = vulkan_->GetDevice();
|
||||
if (!frameData.hasBegun) {
|
||||
// Get the index of the next available swapchain image, and a semaphore to block command buffer execution on.
|
||||
// Now, I wonder if we should do this early in the frame or late? Right now we do it early, which should be fine.
|
||||
VkResult res = vkAcquireNextImageKHR(vulkan_->GetDevice(), vulkan_->GetSwapchain(), UINT64_MAX, acquireSemaphore_, (VkFence)VK_NULL_HANDLE, &frameData.curSwapchainImage);
|
||||
assert(res == VK_SUCCESS);
|
||||
// TODO: Deal with the VK_SUBOPTIMAL_KHR and VK_ERROR_OUT_OF_DATE_KHR
|
||||
// return codes
|
||||
|
||||
uint32_t curSwapchainImage = 0;
|
||||
// Get the index of the next available swapchain image, and a semaphore to block command buffer execution on.
|
||||
// Now, I wonder if we should do this early in the frame or late? Right now we do it early, which should be fine.
|
||||
VkResult res = vkAcquireNextImageKHR(device, vulkan_->GetSwapchain(), UINT64_MAX, acquireSemaphore_, (VkFence)VK_NULL_HANDLE, &curSwapchainImage);
|
||||
VkCommandBufferBeginInfo begin{ VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO };
|
||||
begin.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
|
||||
res = vkBeginCommandBuffer(frameData.mainCmd, &begin);
|
||||
|
||||
assert(res == VK_SUCCESS);
|
||||
|
||||
// TODO: Is it best to do this here, or combine with some other transition, or just do it right before the backbuffer bind-for-render?
|
||||
TransitionFromPresent(frameData.mainCmd, swapchainImages_[frameData.curSwapchainImage].image);
|
||||
|
||||
queueRunner_.SetBackbuffer(framebuffers_[frameData.curSwapchainImage]);
|
||||
|
||||
frameData.hasBegun = true;
|
||||
}
|
||||
}
|
||||
|
||||
void VulkanRenderManager::Submit(int frame, bool triggerFence) {
|
||||
FrameData &frameData = frameData_[frame];
|
||||
if (frameData.hasInitCommands) {
|
||||
VkResult res = vkEndCommandBuffer(frameData.initCmd);
|
||||
assert(res == VK_SUCCESS);
|
||||
}
|
||||
|
||||
VkResult res = vkEndCommandBuffer(frameData.mainCmd);
|
||||
assert(res == VK_SUCCESS);
|
||||
|
||||
VkCommandBuffer cmd = frameData.mainCmd;
|
||||
|
||||
VkCommandBufferBeginInfo begin{ VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO };
|
||||
begin.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
|
||||
res = vkBeginCommandBuffer(cmd, &begin);
|
||||
|
||||
assert(res == VK_SUCCESS);
|
||||
|
||||
// TODO: Deal with the VK_SUBOPTIMAL_KHR and VK_ERROR_OUT_OF_DATE_KHR
|
||||
// return codes
|
||||
// TODO: Is it best to do this here, or combine with some other transition, or just do it right before the backbuffer bind-for-render?
|
||||
assert(res == VK_SUCCESS);
|
||||
TransitionFromPresent(cmd, swapchainImages_[curSwapchainImage].image);
|
||||
|
||||
queueRunner_.SetBackbuffer(framebuffers_[curSwapchainImage]);
|
||||
queueRunner_.RunSteps(cmd, stepsOnThread);
|
||||
stepsOnThread.clear();
|
||||
|
||||
insideFrame_ = false;
|
||||
|
||||
TransitionToPresent(frameData.mainCmd, swapchainImages_[curSwapchainImage].image);
|
||||
|
||||
res = vkEndCommandBuffer(frameData.mainCmd);
|
||||
assert(res == VK_SUCCESS);
|
||||
|
||||
// So the sequence will be, cmdInit, [cmdQueue_], frame->cmdBuf.
|
||||
// This way we bunch up all the initialization needed for the frame, we render to
|
||||
// other buffers before the back buffer, and then last we render to the backbuffer.
|
||||
|
||||
int numCmdBufs = 0;
|
||||
std::vector<VkCommandBuffer> cmdBufs;
|
||||
cmdBufs.reserve(2);
|
||||
if (frameData.hasInitCommands) {
|
||||
cmdBufs.push_back(frameData.initCmd);
|
||||
frameData.hasInitCommands = false;
|
||||
@@ -579,16 +589,20 @@ void VulkanRenderManager::Run(int frame) {
|
||||
cmdBufs.push_back(frameData.mainCmd);
|
||||
|
||||
VkSubmitInfo submit_info = { VK_STRUCTURE_TYPE_SUBMIT_INFO };
|
||||
submit_info.waitSemaphoreCount = 1;
|
||||
submit_info.pWaitSemaphores = &acquireSemaphore_;
|
||||
if (triggerFence) {
|
||||
submit_info.waitSemaphoreCount = 1;
|
||||
submit_info.pWaitSemaphores = &acquireSemaphore_;
|
||||
}
|
||||
|
||||
VkPipelineStageFlags waitStage[1] = { VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT };
|
||||
submit_info.pWaitDstStageMask = waitStage;
|
||||
submit_info.commandBufferCount = (uint32_t)cmdBufs.size();
|
||||
submit_info.pCommandBuffers = cmdBufs.data();
|
||||
submit_info.signalSemaphoreCount = 1;
|
||||
submit_info.pSignalSemaphores = &renderingCompleteSemaphore_;
|
||||
res = vkQueueSubmit(vulkan_->GetGraphicsQueue(), 1, &submit_info, frameData.fence);
|
||||
if (triggerFence) {
|
||||
submit_info.signalSemaphoreCount = 1;
|
||||
submit_info.pSignalSemaphores = &renderingCompleteSemaphore_;
|
||||
}
|
||||
res = vkQueueSubmit(vulkan_->GetGraphicsQueue(), 1, &submit_info, triggerFence ? frameData.fence : VK_NULL_HANDLE);
|
||||
assert(res == VK_SUCCESS);
|
||||
|
||||
if (useThread) {
|
||||
@@ -597,16 +611,27 @@ void VulkanRenderManager::Run(int frame) {
|
||||
frameData.readyForFence = true;
|
||||
frameData.push_condVar.notify_all();
|
||||
}
|
||||
}
|
||||
|
||||
void VulkanRenderManager::EndSubmitFrame(int frame) {
|
||||
FrameData &frameData = frameData_[frame];
|
||||
frameData.hasBegun = false;
|
||||
insideFrame_ = false;
|
||||
|
||||
TransitionToPresent(frameData.mainCmd, swapchainImages_[frameData.curSwapchainImage].image);
|
||||
|
||||
Submit(frame, true);
|
||||
|
||||
VkSwapchainKHR swapchain = vulkan_->GetSwapchain();
|
||||
VkPresentInfoKHR present = { VK_STRUCTURE_TYPE_PRESENT_INFO_KHR };
|
||||
present.swapchainCount = 1;
|
||||
present.pSwapchains = &swapchain;
|
||||
present.pImageIndices = &curSwapchainImage;
|
||||
present.pImageIndices = &frameData.curSwapchainImage;
|
||||
present.pWaitSemaphores = &renderingCompleteSemaphore_;
|
||||
present.waitSemaphoreCount = 1;
|
||||
present.pResults = nullptr;
|
||||
res = vkQueuePresentKHR(vulkan_->GetGraphicsQueue(), &present);
|
||||
|
||||
VkResult res = vkQueuePresentKHR(vulkan_->GetGraphicsQueue(), &present);
|
||||
// TODO: Deal with the VK_SUBOPTIMAL_WSI and VK_ERROR_OUT_OF_DATE_WSI
|
||||
// return codes
|
||||
if (res == VK_ERROR_OUT_OF_DATE_KHR) {
|
||||
@@ -614,6 +639,49 @@ void VulkanRenderManager::Run(int frame) {
|
||||
} else {
|
||||
assert(res == VK_SUCCESS);
|
||||
}
|
||||
}
|
||||
|
||||
void VulkanRenderManager::Run(int frame) {
|
||||
VkDevice device = vulkan_->GetDevice();
|
||||
|
||||
BeginSubmitFrame(frame);
|
||||
|
||||
FrameData &frameData = frameData_[frame];
|
||||
auto &stepsOnThread = frameData_[frame].steps;
|
||||
VkCommandBuffer cmd = frameData.mainCmd;
|
||||
queueRunner_.RunSteps(cmd, stepsOnThread);
|
||||
stepsOnThread.clear();
|
||||
|
||||
EndSubmitFrame(frame);
|
||||
|
||||
|
||||
VLOG("PULL: Finished running frame %d", frame);
|
||||
}
|
||||
|
||||
void VulkanRenderManager::FlushSync() {
|
||||
int frame = vulkan_->GetCurFrame();
|
||||
BeginSubmitFrame(frame);
|
||||
|
||||
FrameData &frameData = frameData_[frame];
|
||||
frameData.steps = std::move(steps_);
|
||||
|
||||
auto &stepsOnThread = frameData_[frame].steps;
|
||||
VkCommandBuffer cmd = frameData.mainCmd;
|
||||
queueRunner_.RunSteps(cmd, stepsOnThread);
|
||||
stepsOnThread.clear();
|
||||
|
||||
Submit(frame, false);
|
||||
|
||||
vkDeviceWaitIdle(vulkan_->GetDevice());
|
||||
|
||||
// At this point we can resume filling the command buffers for the current frame since
|
||||
// we know the device is idle - and thus all previously enqueued command buffers have been processed.
|
||||
// No need to switch to the next frame number.
|
||||
VkCommandBufferBeginInfo begin{
|
||||
VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO,
|
||||
nullptr,
|
||||
VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT
|
||||
};
|
||||
VkResult res = vkBeginCommandBuffer(frameData.mainCmd, &begin);
|
||||
assert(res == VK_SUCCESS);
|
||||
}
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
#include "Common/Vulkan/VulkanContext.h"
|
||||
#include "math/dataconv.h"
|
||||
#include "thin3d/thin3d.h"
|
||||
#include "thin3d/DataFormat.h"
|
||||
#include "thin3d/VulkanQueueRunner.h"
|
||||
|
||||
// Simple independent framebuffer image. Gets its own allocation, we don't have that many framebuffers so it's fine
|
||||
@@ -21,6 +21,7 @@ struct VKRImage {
|
||||
VkImageView imageView;
|
||||
VkDeviceMemory memory;
|
||||
VkImageLayout layout;
|
||||
VkFormat format;
|
||||
};
|
||||
void CreateImage(VulkanContext *vulkan, VkCommandBuffer cmd, VKRImage &img, int width, int height, VkFormat format, VkImageLayout initialLayout, bool color);
|
||||
|
||||
@@ -78,15 +79,13 @@ public:
|
||||
|
||||
// Makes sure that the GPU has caught up enough that we can start writing buffers of this frame again.
|
||||
void BeginFrame();
|
||||
// Can run on a different thread! Just make sure to use BeginFrameWrites.
|
||||
void Flush();
|
||||
// Can run on a different thread!
|
||||
void Finish();
|
||||
void Run(int frame);
|
||||
// Bad for performance but sometimes necessary for synchronous CPU readbacks (screenshots and whatnot).
|
||||
void Sync();
|
||||
void RunSteps(VkCommandBuffer cmd, const std::vector<VKRStep *> &steps, int curSwapChainImage);
|
||||
|
||||
void BindFramebufferAsRenderTarget(VKRFramebuffer *fb, VKRRenderPassAction color, VKRRenderPassAction depth, uint32_t clearColor, float clearDepth, uint8_t clearStencil);
|
||||
VkImageView BindFramebufferAsTexture(VKRFramebuffer *fb, int binding, int aspectBit, int attachment);
|
||||
void CopyFramebufferToMemorySync(VKRFramebuffer *src, int aspectBits, int x, int y, int w, int h, Draw::DataFormat destFormat, uint8_t *pixels, int pixelStride);
|
||||
|
||||
void CopyFramebuffer(VKRFramebuffer *src, VkRect2D srcRect, VKRFramebuffer *dst, VkOffset2D dstPos, int aspectMask);
|
||||
void BlitFramebuffer(VKRFramebuffer *src, VkRect2D srcRect, VKRFramebuffer *dst, VkRect2D dstRect, int aspectMask, VkFilter filter);
|
||||
@@ -186,6 +185,13 @@ public:
|
||||
private:
|
||||
void InitBackbufferFramebuffers(int width, int height);
|
||||
void InitDepthStencilBuffer(VkCommandBuffer cmd); // Used for non-buffered rendering.
|
||||
void BeginSubmitFrame(int frame);
|
||||
void EndSubmitFrame(int frame);
|
||||
void Submit(int frame, bool triggerFence);
|
||||
|
||||
// Bad for performance but sometimes necessary for synchronous CPU readbacks (screenshots and whatnot).
|
||||
void FlushSync();
|
||||
|
||||
// Permanent objects
|
||||
VkSemaphore acquireSemaphore_;
|
||||
VkSemaphore renderingCompleteSemaphore_;
|
||||
@@ -209,6 +215,10 @@ private:
|
||||
VkCommandBuffer mainCmd;
|
||||
bool hasInitCommands = false;
|
||||
std::vector<VKRStep *> steps;
|
||||
|
||||
// Swapchain.
|
||||
bool hasBegun = false;
|
||||
uint32_t curSwapchainImage;
|
||||
};
|
||||
FrameData frameData_[VulkanContext::MAX_INFLIGHT_FRAMES];
|
||||
|
||||
|
||||
@@ -1,7 +1,9 @@
|
||||
#include <cstring>
|
||||
#include <thin3d/thin3d.h>
|
||||
#include <cstdint>
|
||||
|
||||
#include "base/logging.h"
|
||||
#include "thin3d/thin3d.h"
|
||||
#include "Common/ColorConv.h"
|
||||
|
||||
namespace Draw {
|
||||
|
||||
@@ -320,4 +322,55 @@ DrawContext::~DrawContext() {
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: SSE/NEON
|
||||
// Could also make C fake-simd for 64-bit, two 8888 pixels fit in a register :)
|
||||
void ConvertFromRGBA8888(uint8_t *dst, const uint8_t *src, uint32_t dstStride, uint32_t srcStride, uint32_t width, uint32_t height, DataFormat format) {
|
||||
// Must skip stride in the cases below. Some games pack data into the cracks, like MotoGP.
|
||||
const uint32_t *src32 = (const uint32_t *)src;
|
||||
|
||||
if (format == Draw::DataFormat::R8G8B8A8_UNORM) {
|
||||
uint32_t *dst32 = (uint32_t *)dst;
|
||||
if (src == dst) {
|
||||
return;
|
||||
} else {
|
||||
for (uint32_t y = 0; y < height; ++y) {
|
||||
memcpy(dst32, src32, width * 4);
|
||||
src32 += srcStride;
|
||||
dst32 += dstStride;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// But here it shouldn't matter if they do intersect
|
||||
uint16_t *dst16 = (uint16_t *)dst;
|
||||
switch (format) {
|
||||
case Draw::DataFormat::R5G6B5_UNORM_PACK16: // BGR 565
|
||||
for (uint32_t y = 0; y < height; ++y) {
|
||||
ConvertRGBA8888ToRGB565(dst16, src32, width);
|
||||
src32 += srcStride;
|
||||
dst16 += dstStride;
|
||||
}
|
||||
break;
|
||||
case Draw::DataFormat::A1R5G5B5_UNORM_PACK16: // ABGR 1555
|
||||
for (uint32_t y = 0; y < height; ++y) {
|
||||
ConvertRGBA8888ToRGBA5551(dst16, src32, width);
|
||||
src32 += srcStride;
|
||||
dst16 += dstStride;
|
||||
}
|
||||
break;
|
||||
case Draw::DataFormat::A4R4G4B4_UNORM_PACK16: // ABGR 4444
|
||||
for (uint32_t y = 0; y < height; ++y) {
|
||||
ConvertRGBA8888ToRGBA4444(dst16, src32, width);
|
||||
src32 += srcStride;
|
||||
dst16 += dstStride;
|
||||
}
|
||||
break;
|
||||
case Draw::DataFormat::R8G8B8A8_UNORM:
|
||||
case Draw::DataFormat::UNDEFINED:
|
||||
// Not possible.
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
} // namespace Draw
|
||||
@@ -12,6 +12,7 @@
|
||||
#include <string>
|
||||
|
||||
#include "base/logging.h"
|
||||
#include "DataFormat.h"
|
||||
|
||||
class Matrix4x4;
|
||||
|
||||
@@ -176,68 +177,6 @@ enum class TextureType : uint8_t {
|
||||
ARRAY2D,
|
||||
};
|
||||
|
||||
enum class DataFormat : uint8_t {
|
||||
UNDEFINED,
|
||||
|
||||
R8_UNORM,
|
||||
R8G8_UNORM,
|
||||
R8G8B8_UNORM,
|
||||
|
||||
R8G8B8A8_UNORM,
|
||||
R8G8B8A8_UNORM_SRGB,
|
||||
B8G8R8A8_UNORM, // D3D style
|
||||
B8G8R8A8_UNORM_SRGB, // D3D style
|
||||
|
||||
R8G8B8A8_SNORM,
|
||||
R8G8B8A8_UINT,
|
||||
R8G8B8A8_SINT,
|
||||
|
||||
R4G4_UNORM_PACK8,
|
||||
A4R4G4B4_UNORM_PACK16, // A4 in the UPPER bit
|
||||
B4G4R4A4_UNORM_PACK16,
|
||||
R4G4B4A4_UNORM_PACK16,
|
||||
R5G6B5_UNORM_PACK16,
|
||||
B5G6R5_UNORM_PACK16,
|
||||
R5G5B5A1_UNORM_PACK16, // A1 in the LOWER bit
|
||||
B5G5R5A1_UNORM_PACK16, // A1 in the LOWER bit
|
||||
A1R5G5B5_UNORM_PACK16, // A1 in the UPPER bit.
|
||||
|
||||
R16_FLOAT,
|
||||
R16G16_FLOAT,
|
||||
R16G16B16A16_FLOAT,
|
||||
|
||||
R32_FLOAT,
|
||||
R32G32_FLOAT,
|
||||
R32G32B32_FLOAT,
|
||||
R32G32B32A32_FLOAT,
|
||||
|
||||
// Block compression formats.
|
||||
// These are modern names for DXT and friends, now patent free.
|
||||
// https://msdn.microsoft.com/en-us/library/bb694531.aspx
|
||||
BC1_RGBA_UNORM_BLOCK,
|
||||
BC1_RGBA_SRGB_BLOCK,
|
||||
BC2_UNORM_BLOCK, // 4-bit straight alpha + DXT1 color. Usually not worth using
|
||||
BC2_SRGB_BLOCK,
|
||||
BC3_UNORM_BLOCK, // 3-bit alpha with 2 ref values (+ magic) + DXT1 color
|
||||
BC3_SRGB_BLOCK,
|
||||
BC4_UNORM_BLOCK, // 1-channel, same storage as BC3 alpha
|
||||
BC4_SNORM_BLOCK,
|
||||
BC5_UNORM_BLOCK, // 2-channel RG, each has same storage as BC3 alpha
|
||||
BC5_SNORM_BLOCK,
|
||||
BC6H_UFLOAT_BLOCK, // TODO
|
||||
BC6H_SFLOAT_BLOCK,
|
||||
BC7_UNORM_BLOCK, // Highly advanced, very expensive to compress, very good quality.
|
||||
BC7_SRGB_BLOCK,
|
||||
|
||||
ETC1,
|
||||
|
||||
S8,
|
||||
D16,
|
||||
D24_S8,
|
||||
D32F,
|
||||
D32F_S8,
|
||||
};
|
||||
|
||||
enum class ShaderStage {
|
||||
VERTEX,
|
||||
FRAGMENT,
|
||||
|
||||
@@ -1310,56 +1310,6 @@ bool D3D11DrawContext::BlitFramebuffer(Framebuffer *srcfb, int srcX1, int srcY1,
|
||||
return false;
|
||||
}
|
||||
|
||||
// TODO: SSE/NEON
|
||||
// Could also make C fake-simd for 64-bit, two 8888 pixels fit in a register :)
|
||||
void ConvertFromRGBA8888(u8 *dst, u8 *src, u32 dstStride, u32 srcStride, u32 width, u32 height, Draw::DataFormat format) {
|
||||
// Must skip stride in the cases below. Some games pack data into the cracks, like MotoGP.
|
||||
const u32 *src32 = (const u32 *)src;
|
||||
|
||||
if (format == Draw::DataFormat::R8G8B8A8_UNORM) {
|
||||
u32 *dst32 = (u32 *)dst;
|
||||
if (src == dst) {
|
||||
return;
|
||||
} else {
|
||||
for (u32 y = 0; y < height; ++y) {
|
||||
memcpy(dst32, src32, width * 4);
|
||||
src32 += srcStride;
|
||||
dst32 += dstStride;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// But here it shouldn't matter if they do intersect
|
||||
u16 *dst16 = (u16 *)dst;
|
||||
switch (format) {
|
||||
case Draw::DataFormat::R5G6B5_UNORM_PACK16: // BGR 565
|
||||
for (u32 y = 0; y < height; ++y) {
|
||||
ConvertRGBA8888ToRGB565(dst16, src32, width);
|
||||
src32 += srcStride;
|
||||
dst16 += dstStride;
|
||||
}
|
||||
break;
|
||||
case Draw::DataFormat::A1R5G5B5_UNORM_PACK16: // ABGR 1555
|
||||
for (u32 y = 0; y < height; ++y) {
|
||||
ConvertRGBA8888ToRGBA5551(dst16, src32, width);
|
||||
src32 += srcStride;
|
||||
dst16 += dstStride;
|
||||
}
|
||||
break;
|
||||
case Draw::DataFormat::A4R4G4B4_UNORM_PACK16: // ABGR 4444
|
||||
for (u32 y = 0; y < height; ++y) {
|
||||
ConvertRGBA8888ToRGBA4444(dst16, src32, width);
|
||||
src32 += srcStride;
|
||||
dst16 += dstStride;
|
||||
}
|
||||
break;
|
||||
case Draw::DataFormat::R8G8B8A8_UNORM:
|
||||
case Draw::DataFormat::UNDEFINED:
|
||||
// Not possible.
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool D3D11DrawContext::CopyFramebufferToMemorySync(Framebuffer *src, int channelBits, int bx, int by, int bw, int bh, Draw::DataFormat format, void *pixels, int pixelStride) {
|
||||
D3D11Framebuffer *fb = (D3D11Framebuffer *)src;
|
||||
|
||||
|
||||
@@ -372,6 +372,7 @@ public:
|
||||
|
||||
void CopyFramebufferImage(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth, int channelBits) override;
|
||||
bool BlitFramebuffer(Framebuffer *src, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dst, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) override;
|
||||
bool CopyFramebufferToMemorySync(Framebuffer *src, int channelBits, int x, int y, int w, int h, Draw::DataFormat format, void *pixels, int pixelStride);
|
||||
|
||||
// These functions should be self explanatory.
|
||||
void BindFramebufferAsRenderTarget(Framebuffer *fbo, const RenderPassInfo &rp) override;
|
||||
@@ -757,7 +758,7 @@ void VKContext::EndFrame() {
|
||||
// Stop collecting data in the frame's data pushbuffer.
|
||||
push_->End();
|
||||
|
||||
renderManager_.Flush();
|
||||
renderManager_.Finish();
|
||||
|
||||
frameNum_++;
|
||||
if (frameNum_ >= vulkan_->GetInflightFrames())
|
||||
@@ -1284,6 +1285,21 @@ bool VKContext::BlitFramebuffer(Framebuffer *srcfb, int srcX1, int srcY1, int sr
|
||||
return true;
|
||||
}
|
||||
|
||||
bool VKContext::CopyFramebufferToMemorySync(Framebuffer *srcfb, int channelBits, int x, int y, int w, int h, Draw::DataFormat format, void *pixels, int pixelStride) {
|
||||
VKFramebuffer *src = (VKFramebuffer *)srcfb;
|
||||
|
||||
int aspectMask = 0;
|
||||
if (channelBits & FBChannel::FB_COLOR_BIT) {
|
||||
aspectMask |= VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
}
|
||||
if (channelBits & FBChannel::FB_DEPTH_BIT) aspectMask |= VK_IMAGE_ASPECT_DEPTH_BIT;
|
||||
if (channelBits & FBChannel::FB_STENCIL_BIT) aspectMask |= VK_IMAGE_ASPECT_STENCIL_BIT;
|
||||
|
||||
renderManager_.CopyFramebufferToMemorySync(src->GetFB(), aspectMask, x, y, w, h, format, (uint8_t *)pixels, pixelStride);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void VKContext::BindFramebufferAsRenderTarget(Framebuffer *fbo, const RenderPassInfo &rp) {
|
||||
VKFramebuffer *fb = (VKFramebuffer *)fbo;
|
||||
VKRRenderPassAction color = (VKRRenderPassAction)rp.color; // same values.
|
||||
|
||||
Reference in new issue
Block a user