Merge pull request #10037 from hrydgard/vulkan-sync-readback

Vulkan: Implement synchronous framebuffer readback
This commit is contained in:
Henrik Rydgård authored and GitHub committed 2017-10-29 17:08:15 +01:00
commit 0c7ae95df5
15 files changed
+391 -203

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+2 -1
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@@ -808,7 +808,8 @@ if(VULKAN)
ext/native/thin3d/VulkanRenderManager.cpp
ext/native/thin3d/VulkanRenderManager.h
ext/native/thin3d/VulkanQueueRunner.cpp
ext/native/thin3d/VulkanQueueRunner.h)
ext/native/thin3d/VulkanQueueRunner.h
ext/native/thin3d/DataFormat.h)
endif()
if(WIN32)
set(THIN3D_PLATFORMS ${THIN3D_PLATFORMS}
+1
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@@ -387,6 +387,7 @@ void FramebufferManagerVulkan::RebindFramebuffer() {
// Should this even happen?
draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::KEEP, Draw::RPAction::KEEP });
}
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE);
}
bool FramebufferManagerVulkan::NotifyStencilUpload(u32 addr, int size, bool skipZero) {
+1 -2
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@@ -61,8 +61,7 @@ void CGEDebugger::Init() {
}
CGEDebugger::CGEDebugger(HINSTANCE _hInstance, HWND _hParent)
: Dialog((LPCSTR)IDD_GEDEBUGGER, _hInstance, _hParent), primaryWindow(nullptr), secondWindow(nullptr),
textureLevel_(0), showClut_(false), primaryBuffer_(nullptr), secondBuffer_(nullptr) {
: Dialog((LPCSTR)IDD_GEDEBUGGER, _hInstance, _hParent) {
GPUBreakpoints::Init();
Core_ListenShutdown(ForceUnpause);
+18 -18
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@@ -85,25 +85,25 @@ private:
u32 TexturePreviewFlags(const GPUgstate &state);
CtrlDisplayListView *displayList;
TabDisplayLists *lists;
TabStateFlags *flags;
TabStateLighting *lighting;
TabStateTexture *textureState;
TabStateSettings *settings;
TabVertices *vertices;
TabMatrices *matrices;
SimpleGLWindow *primaryWindow;
SimpleGLWindow *secondWindow;
TabStateWatch *watch;
TabControl *tabs;
TabControl *fbTabs;
int textureLevel_;
bool showClut_;
bool forceOpaque_;
CtrlDisplayListView *displayList = nullptr;
TabDisplayLists *lists = nullptr;
TabStateFlags *flags = nullptr;
TabStateLighting *lighting = nullptr;
TabStateTexture *textureState = nullptr;
TabStateSettings *settings = nullptr;
TabVertices *vertices = nullptr;
TabMatrices *matrices = nullptr;
SimpleGLWindow *primaryWindow = nullptr;
SimpleGLWindow *secondWindow = nullptr;
TabStateWatch *watch = nullptr;
TabControl *tabs = nullptr;
TabControl *fbTabs = nullptr;
int textureLevel_ = 0;
bool showClut_ = false;
bool forceOpaque_ = false;
// The most recent primary/framebuffer and texture buffers.
const GPUDebugBuffer *primaryBuffer_;
const GPUDebugBuffer *secondBuffer_;
const GPUDebugBuffer *primaryBuffer_ = nullptr;
const GPUDebugBuffer *secondBuffer_ = nullptr;
int minWidth_;
int minHeight_;
+2 -1
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@@ -240,6 +240,7 @@
<ClInclude Include="gfx_es2\draw_text_qt.h" />
<ClInclude Include="gfx_es2\draw_text_win.h" />
<ClInclude Include="thin3d\d3d11_loader.h" />
<ClInclude Include="thin3d\DataFormat.h" />
<ClInclude Include="thin3d\VulkanQueueRunner.h" />
<ClInclude Include="thin3d\VulkanRenderManager.h" />
<ClInclude Include="util\text\wrap_text.h" />
@@ -760,4 +761,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>
+4 -1
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@@ -326,6 +326,9 @@
<ClInclude Include="thin3d\VulkanRenderManager.h">
<Filter>thin3d</Filter>
</ClInclude>
<ClInclude Include="thin3d\DataFormat.h">
<Filter>thin3d</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="gfx\gl_debug_log.cpp">
@@ -865,4 +868,4 @@
<UniqueIdentifier>{06c6305a-a646-485b-85b9-645a24dd6553}</UniqueIdentifier>
</Filter>
</ItemGroup>
</Project>
</Project>
+71
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@@ -0,0 +1,71 @@
#pragma once
#include <cstdint>
namespace Draw {
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,
};
void ConvertFromRGBA8888(uint8_t *dst, const uint8_t *src, uint32_t dstStride, uint32_t srcStride, uint32_t width, uint32_t height, DataFormat format);
} // namespace
+70 -2
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@@ -1,13 +1,41 @@
#include "DataFormat.h"
#include "VulkanQueueRunner.h"
#include "VulkanRenderManager.h"
const uint32_t readbackBufferSize = 2048 * 2048 * 4;
void VulkanQueueRunner::CreateDeviceObjects() {
InitBackbufferRenderPass();
InitRenderpasses();
VkDevice device = vulkan_->GetDevice();
VkBufferCreateInfo buf{ VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
buf.size = readbackBufferSize;
buf.usage = VK_BUFFER_USAGE_TRANSFER_DST_BIT;
vkCreateBuffer(device, &buf, nullptr, &readbackBuffer_);
VkMemoryRequirements reqs{};
vkGetBufferMemoryRequirements(device, readbackBuffer_, &reqs);
VkMemoryAllocateInfo alloc{ VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO };
alloc.allocationSize = reqs.size;
VkFlags typeReqs = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT;
bool success = vulkan_->MemoryTypeFromProperties(reqs.memoryTypeBits, typeReqs, &alloc.memoryTypeIndex);
assert(success);
vkAllocateMemory(device, &alloc, nullptr, &readbackMemory_);
uint32_t offset = 0;
vkBindBufferMemory(device, readbackBuffer_, readbackMemory_, offset);
}
void VulkanQueueRunner::DestroyDeviceObjects() {
VkDevice device = vulkan_->GetDevice();
vkFreeMemory(device, readbackMemory_, nullptr);
vulkan_->Delete().QueueDeleteBuffer(readbackBuffer_);
for (int i = 0; i < ARRAY_SIZE(renderPasses_); i++) {
assert(renderPasses_[i] != VK_NULL_HANDLE);
vkDestroyRenderPass(device, renderPasses_[i], nullptr);
@@ -16,7 +44,6 @@ void VulkanQueueRunner::DestroyDeviceObjects() {
vkDestroyRenderPass(device, backbufferRenderPass_, nullptr);
}
void VulkanQueueRunner::InitBackbufferRenderPass() {
VkResult U_ASSERT_ONLY res;
@@ -167,7 +194,7 @@ void VulkanQueueRunner::RunSteps(VkCommandBuffer cmd, const std::vector<VKRStep
PerformBlit(step, cmd);
break;
case VKRStepType::READBACK:
// PerformReadback
PerformReadback(step, cmd);
break;
}
delete steps[i];
@@ -688,3 +715,44 @@ void VulkanQueueRunner::SetupTransitionToTransferDst(VKRImage &img, VkImageMemor
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
img.layout = barrier.newLayout;
}
void VulkanQueueRunner::PerformReadback(const VKRStep &step, VkCommandBuffer cmd) {
VKRImage *srcImage;
if (step.readback.aspectMask & VK_IMAGE_ASPECT_COLOR_BIT) {
srcImage = &step.readback.src->color;
} else if (step.readback.aspectMask & (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)) {
srcImage = &step.readback.src->depth;
} else {
assert(false);
}
assert(srcImage->format == VK_FORMAT_R8G8B8A8_UNORM);
VkImageMemoryBarrier barrier{ VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER };
VkPipelineStageFlags stage = 0;
SetupTransitionToTransferSrc(*srcImage, barrier, stage, step.readback.aspectMask);
vkCmdPipelineBarrier(cmd, stage, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier);
VkBufferImageCopy region{};
region.imageOffset = { step.readback.srcRect.offset.x, step.readback.srcRect.offset.y, 0 };
region.imageExtent = { step.readback.srcRect.extent.width, step.readback.srcRect.extent.height, 1 };
region.imageSubresource.aspectMask = step.readback.aspectMask;
region.imageSubresource.layerCount = 1;
region.bufferOffset = 0;
region.bufferRowLength = step.readback.srcRect.extent.width;
region.bufferImageHeight = step.readback.srcRect.extent.height;
vkCmdCopyImageToBuffer(cmd, srcImage->image, srcImage->layout, readbackBuffer_, 1, &region);
// NOTE: Can't read the buffer using the CPU here - need to sync first.
}
void VulkanQueueRunner::CopyReadbackBuffer(int width, int height, Draw::DataFormat destFormat, int pixelStride, uint8_t *pixels) {
// Read back to the requested address in ram from buffer.
void *mappedData;
const int srcPixelSize = 4; // TODO: Fix.
VkResult res = vkMapMemory(vulkan_->GetDevice(), readbackMemory_, 0, width * height * srcPixelSize, 0, &mappedData);
assert(res == VK_SUCCESS);
ConvertFromRGBA8888(pixels, (const uint8_t *)mappedData, pixelStride, width, width, height, destFormat);
vkUnmapMemory(vulkan_->GetDevice(), readbackMemory_);
}
+11 -3
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@@ -4,7 +4,7 @@
#include "Common/Vulkan/VulkanContext.h"
#include "math/dataconv.h"
#include "thin3d/thin3d.h"
#include "thin3d/DataFormat.h"
class VKRFramebuffer;
struct VKRImage;
@@ -127,8 +127,8 @@ struct VKRStep {
VkFilter filter;
} blit;
struct {
int aspectMask;
VKRFramebuffer *src;
void *destPtr;
VkRect2D srcRect;
} readback;
};
@@ -156,6 +156,8 @@ public:
return (int)depth * 3 + (int)color;
}
void CopyReadbackBuffer(int width, int height, Draw::DataFormat destFormat, int pixelStride, uint8_t *pixels);
private:
void InitBackbufferRenderPass();
void InitRenderpasses();
@@ -164,6 +166,7 @@ private:
void PerformRenderPass(const VKRStep &pass, VkCommandBuffer cmd);
void PerformCopy(const VKRStep &pass, VkCommandBuffer cmd);
void PerformBlit(const VKRStep &pass, VkCommandBuffer cmd);
void PerformReadback(const VKRStep &pass, VkCommandBuffer cmd);
static void SetupTransitionToTransferSrc(VKRImage &img, VkImageMemoryBarrier &barrier, VkPipelineStageFlags &stage, VkImageAspectFlags aspect);
static void SetupTransitionToTransferDst(VKRImage &img, VkImageMemoryBarrier &barrier, VkPipelineStageFlags &stage, VkImageAspectFlags aspect);
@@ -177,4 +180,9 @@ private:
// Renderpasses, all combinations of preserving or clearing or dont-care-ing fb contents.
// TODO: Create these on demand.
VkRenderPass renderPasses_[9]{};
};
// Readback buffer. Currently we only support synchronous readback, so we only really need one.
// We size it generously.
VkDeviceMemory readbackMemory_;
VkBuffer readbackBuffer_;
};
+123 -55
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@@ -5,7 +5,7 @@
#include "thin3d/VulkanRenderManager.h"
#include "thread/threadutil.h"
#ifdef _DEBUG
#if 0 // def _DEBUG
#define VLOG ILOG
#else
#define VLOG(...)
@@ -92,6 +92,8 @@ void CreateImage(VulkanContext *vulkan, VkCommandBuffer cmd, VKRImage &img, int
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, dstStage,
0, dstAccessMask);
img.layout = initialLayout;
img.format = format;
}
VulkanRenderManager::VulkanRenderManager(VulkanContext *vulkan) : vulkan_(vulkan), queueRunner_(vulkan) {
@@ -287,9 +289,11 @@ VkCommandBuffer VulkanRenderManager::GetInitCmd() {
int curFrame = vulkan_->GetCurFrame();
FrameData &frameData = frameData_[curFrame];
if (!frameData.hasInitCommands) {
VkCommandBufferBeginInfo begin = { VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO };
begin.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
begin.pInheritanceInfo = nullptr;
VkCommandBufferBeginInfo begin = {
VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO,
nullptr,
VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT
};
VkResult res = vkBeginCommandBuffer(frameData.initCmd, &begin);
assert(res == VK_SUCCESS);
frameData.hasInitCommands = true;
@@ -297,10 +301,6 @@ VkCommandBuffer VulkanRenderManager::GetInitCmd() {
return frameData_[curFrame].initCmd;
}
void VulkanRenderManager::Sync() {
}
void VulkanRenderManager::BindFramebufferAsRenderTarget(VKRFramebuffer *fb, VKRRenderPassAction color, VKRRenderPassAction depth, uint32_t clearColor, float clearDepth, uint8_t clearStencil) {
// Eliminate dupes.
if (steps_.size() && steps_.back()->stepType == VKRStepType::RENDER && steps_.back()->render.framebuffer == fb) {
@@ -327,6 +327,22 @@ void VulkanRenderManager::BindFramebufferAsRenderTarget(VKRFramebuffer *fb, VKRR
curHeight_ = fb ? fb->height : vulkan_->GetBackbufferHeight();
}
void VulkanRenderManager::CopyFramebufferToMemorySync(VKRFramebuffer *src, int aspectBits, int x, int y, int w, int h, Draw::DataFormat destFormat, uint8_t *pixels, int pixelStride) {
VKRStep *step = new VKRStep{ VKRStepType::READBACK };
step->readback.aspectMask = aspectBits;
step->readback.src = src;
step->readback.srcRect.offset = { x, y };
step->readback.srcRect.extent = { (uint32_t)w, (uint32_t)h };
steps_.push_back(step);
curRenderStep_ = nullptr;
FlushSync();
// Need to call this after FlushSyfnc so the pixels are guaranteed to be ready in CPU-accessible VRAM.
queueRunner_.CopyReadbackBuffer(w, h, destFormat, pixelStride, pixels);
}
void VulkanRenderManager::InitBackbufferFramebuffers(int width, int height) {
VkResult U_ASSERT_ONLY res;
// We share the same depth buffer but have multiple color buffers, see the loop below.
@@ -509,13 +525,10 @@ VkImageView VulkanRenderManager::BindFramebufferAsTexture(VKRFramebuffer *fb, in
return fb->color.imageView;
}
void VulkanRenderManager::Flush() {
void VulkanRenderManager::Finish() {
curRenderStep_ = nullptr;
int curFrame = vulkan_->GetCurFrame();
FrameData &frameData = frameData_[curFrame];
if (frameData.hasInitCommands) {
vkEndCommandBuffer(frameData.initCmd);
}
if (!useThread) {
frameData.steps = std::move(steps_);
Run(curFrame);
@@ -529,48 +542,45 @@ void VulkanRenderManager::Flush() {
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);
}
+16 -6
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@@ -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];
+54 -1
View File
@@ -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
+1 -62
View File
@@ -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,
-50
View File
@@ -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;
+17 -1
View File
@@ -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.