Merge pull request #10911 from hrydgard/shader-depal

Vulkan: Depalettize in shaders
This commit is contained in:
Henrik Rydgård authored and GitHub committed 2018-04-13 21:22:33 +02:00
commit 21b2cbc818
28 files changed
+574 -58

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+2
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@@ -57,6 +57,8 @@ void Compatibility::CheckSettings(IniFile &iniFile, const std::string &gameID) {
CheckSetting(iniFile, gameID, "RequireDefaultCPUClock", &flags_.RequireDefaultCPUClock);
CheckSetting(iniFile, gameID, "DisableReadbacks", &flags_.DisableReadbacks);
CheckSetting(iniFile, gameID, "DisableAccurateDepth", &flags_.DisableAccurateDepth);
CheckSetting(iniFile, gameID, "MGS2AcidHack", &flags_.MGS2AcidHack);
CheckSetting(iniFile, gameID, "SonicRivalsHack", &flags_.SonicRivalsHack);
}
void Compatibility::CheckSetting(IniFile &iniFile, const std::string &gameID, const char *option, bool *flag) {
+2
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@@ -57,6 +57,8 @@ struct CompatFlags {
bool RequireDefaultCPUClock;
bool DisableReadbacks;
bool DisableAccurateDepth;
bool MGS2AcidHack;
bool SonicRivalsHack;
};
class IniFile;
+1 -1
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@@ -70,7 +70,7 @@ void GenerateDepalShader300(char *buffer, GEBufferFormat pixelFormat, ShaderLang
int mask = gstate.getClutIndexMask();
int shift = gstate.getClutIndexShift();
int offset = gstate.getClutIndexStartPos();
const GEPaletteFormat clutFormat = gstate.getClutPaletteFormat();
GEPaletteFormat clutFormat = gstate.getClutPaletteFormat();
// Unfortunately sampling turned our texture into floating point. To avoid this, might be able
// to declare them as isampler2D objects, but these require integer textures, which needs more work.
// Anyhow, we simply work around this by converting back to integer. Hopefully there will be no loss of precision.
+4 -3
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@@ -85,15 +85,16 @@ enum : uint64_t {
DIRTY_BONEMATRIX6 = 1ULL << 30,
DIRTY_BONEMATRIX7 = 1ULL << 31,
// These are for hardware tessellation
DIRTY_BEZIERSPLINE = 1ULL << 32,
DIRTY_TEXCLAMP = 1ULL << 33,
// space for 7 more uniforms.
DIRTY_DEPAL = 1ULL << 34,
// space for 5 more uniform dirty flags. Remember to update DIRTY_ALL_UNIFORMS.
DIRTY_BONE_UNIFORMS = 0xFF000000ULL,
DIRTY_ALL_UNIFORMS = 0x3FFFFFFFFULL,
DIRTY_ALL_UNIFORMS = 0x7FFFFFFFFULL,
DIRTY_ALL_LIGHTS = DIRTY_LIGHT0 | DIRTY_LIGHT1 | DIRTY_LIGHT2 | DIRTY_LIGHT3,
// Other dirty elements that aren't uniforms!
+4
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@@ -171,6 +171,7 @@ std::string FragmentShaderDesc(const ShaderID &id) {
if (id.Bit(FS_BIT_COLOR_DOUBLE)) desc << "2x ";
if (id.Bit(FS_BIT_FLATSHADE)) desc << "Flat ";
if (id.Bit(FS_BIT_BGRA_TEXTURE)) desc << "BGRA ";
if (id.Bit(FS_BIT_SHADER_DEPAL)) desc << "Depal ";
if (id.Bit(FS_BIT_SHADER_TEX_CLAMP)) {
desc << "TClamp";
if (id.Bit(FS_BIT_CLAMP_S)) desc << "S";
@@ -236,6 +237,7 @@ void ComputeFragmentShaderID(ShaderID *id_out) {
bool doTextureProjection = (gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX && MatrixNeedsProjection(gstate.tgenMatrix));
bool doTextureAlpha = gstate.isTextureAlphaUsed();
bool doFlatShading = gstate.getShadeMode() == GE_SHADE_FLAT;
bool useShaderDepal = gstate_c.useShaderDepal;
ReplaceBlendType replaceBlend = ReplaceBlendWithShader(gstate_c.allowShaderBlend, gstate.FrameBufFormat());
ReplaceAlphaType stencilToAlpha = ReplaceAlphaWithStencil(replaceBlend);
@@ -299,6 +301,8 @@ void ComputeFragmentShaderID(ShaderID *id_out) {
id.SetBits(FS_BIT_BLENDFUNC_B, 4, gstate.getBlendFuncB());
}
id.SetBit(FS_BIT_FLATSHADE, doFlatShading);
id.SetBit(FS_BIT_SHADER_DEPAL, useShaderDepal);
}
*id_out = id;
+1 -1
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@@ -62,7 +62,7 @@ enum {
FS_BIT_DO_TEXTURE = 1,
FS_BIT_TEXFUNC = 2, // 3 bits
FS_BIT_TEXALPHA = 5,
// 6 is free.
FS_BIT_SHADER_DEPAL = 6,
FS_BIT_SHADER_TEX_CLAMP = 7,
FS_BIT_CLAMP_S = 8,
FS_BIT_CLAMP_T = 9,
+11
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@@ -200,6 +200,17 @@ void BaseUpdateUniforms(UB_VS_FS_Base *ub, uint64_t dirtyUniforms, bool flipView
if (dirtyUniforms & DIRTY_BEZIERSPLINE) {
ub->spline_counts = BytesToUint32(gstate_c.spline_count_u, gstate_c.spline_count_v, gstate_c.spline_type_u, gstate_c.spline_type_v);
}
if (dirtyUniforms & DIRTY_DEPAL) {
int indexMask = gstate.getClutIndexMask();
int indexShift = gstate.getClutIndexShift();
int indexOffset = gstate.getClutIndexStartPos() >> 4;
int format = gstate_c.depalFramebufferFormat;
uint32_t val = BytesToUint32(indexMask, indexShift, indexOffset, format);
// Poke in a bilinear filter flag in the top bit.
val |= gstate.isMagnifyFilteringEnabled() << 31;
ub->depal_mask_shift_off_fmt = val;
}
}
void LightUpdateUniforms(UB_VS_Lights *ub, uint64_t dirtyUniforms) {
+5 -4
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@@ -11,7 +11,7 @@ enum : uint64_t {
DIRTY_WORLDMATRIX | DIRTY_PROJTHROUGHMATRIX | DIRTY_VIEWMATRIX | DIRTY_TEXMATRIX | DIRTY_ALPHACOLORREF |
DIRTY_PROJMATRIX | DIRTY_FOGCOLOR | DIRTY_FOGCOEF | DIRTY_TEXENV | DIRTY_STENCILREPLACEVALUE |
DIRTY_ALPHACOLORMASK | DIRTY_SHADERBLEND | DIRTY_UVSCALEOFFSET | DIRTY_TEXCLAMP | DIRTY_DEPTHRANGE | DIRTY_MATAMBIENTALPHA |
DIRTY_BEZIERSPLINE,
DIRTY_BEZIERSPLINE | DIRTY_DEPAL,
DIRTY_LIGHT_UNIFORMS =
DIRTY_LIGHT0 | DIRTY_LIGHT1 | DIRTY_LIGHT2 | DIRTY_LIGHT3 |
DIRTY_MATDIFFUSE | DIRTY_MATSPECULAR | DIRTY_MATEMISSIVE | DIRTY_AMBIENT,
@@ -30,7 +30,8 @@ struct UB_VS_FS_Base {
float depthRange[4];
float fogCoef[2]; float stencil; float pad0;
float matAmbient[4];
uint32_t spline_counts; int pad1; int pad2; int pad3;
uint32_t spline_counts; uint32_t depal_mask_shift_off_fmt; // 4 params packed into one.
int pad2; int pad3;
// Fragment data
float fogColor[4];
float texEnvColor[4];
@@ -54,7 +55,7 @@ R"( mat4 proj_mtx;
float stencilReplace;
vec4 matambientalpha;
uint spline_counts;
int pad1;
uint depal_mask_shift_off_fmt;
int pad2;
int pad3;
vec3 fogcolor;
@@ -80,7 +81,7 @@ R"( float4x4 u_proj;
float u_stencilReplaceValue;
float4 u_matambientalpha;
uint u_spline_counts;
int pad1;
uint u_depal_mask_shift_off_fmt;
int pad2;
int pad3;
float3 u_fogcolor;
+93 -1
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@@ -157,6 +157,7 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, uint64_t *uniform
bool doTextureProjection = id.Bit(FS_BIT_DO_TEXTURE_PROJ);
bool doTextureAlpha = id.Bit(FS_BIT_TEXALPHA);
bool doFlatShading = id.Bit(FS_BIT_FLATSHADE);
bool shaderDepal = id.Bit(FS_BIT_SHADER_DEPAL);
GEComparison alphaTestFunc = (GEComparison)id.Bits(FS_BIT_ALPHA_TEST_FUNC, 3);
GEComparison colorTestFunc = (GEComparison)id.Bits(FS_BIT_COLOR_TEST_FUNC, 2);
@@ -217,6 +218,12 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, uint64_t *uniform
}
}
if (shaderDepal) {
WRITE(p, "uniform sampler2D pal;\n");
WRITE(p, "uniform int u_depal;\n");
*uniformMask |= DIRTY_DEPAL;
}
StencilValueType replaceAlphaWithStencilType = (StencilValueType)id.Bits(FS_BIT_REPLACE_ALPHA_WITH_STENCIL_TYPE, 4);
if (stencilToAlpha && replaceAlphaWithStencilType == STENCIL_VALUE_UNIFORM) {
*uniformMask |= DIRTY_STENCILREPLACEVALUE;
@@ -336,10 +343,95 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, uint64_t *uniform
if (doTextureProjection) {
WRITE(p, " vec4 t = %sProj(tex, %s);\n", texture, texcoord);
if (shaderDepal) {
WRITE(p, " vec4 t1 = %sProjOffset(tex, %s, ivec2(1, 0));\n", texture, texcoord);
WRITE(p, " vec4 t2 = %sProjOffset(tex, %s, ivec2(0, 1));\n", texture, texcoord);
WRITE(p, " vec4 t3 = %sProjOffset(tex, %s, ivec2(1, 1));\n", texture, texcoord);
}
} else {
WRITE(p, " vec4 t = %s(tex, %s.xy);\n", texture, texcoord);
if (shaderDepal) {
WRITE(p, " vec4 t1 = %sOffset(tex, %s.xy, ivec2(1, 0));\n", texture, texcoord);
WRITE(p, " vec4 t2 = %sOffset(tex, %s.xy, ivec2(0, 1));\n", texture, texcoord);
WRITE(p, " vec4 t3 = %sOffset(tex, %s.xy, ivec2(1, 1));\n", texture, texcoord);
}
}
WRITE(p, " vec4 p = v_color0;\n");
if (shaderDepal) {
WRITE(p, " int depalMask = (u_depal & 0xFF);\n");
WRITE(p, " int depalShift = ((u_depal >> 8) & 0xFF);\n");
WRITE(p, " int depalOffset = (((u_depal >> 16) & 0xFF) << 4);\n");
WRITE(p, " int depalFmt = ((u_depal >> 24) & 0x3);\n");
WRITE(p, " bool bilinear = (u_depal >> 31) != 0;\n");
WRITE(p, " vec2 fraction = fract(%s.xy * vec2(textureSize(tex, 0).xy));\n", texcoord);
WRITE(p, " ivec4 col; int index0; int index1; int index2; int index3;\n");
WRITE(p, " switch (depalFmt) {\n"); // We might want to include fmt in the shader ID if this is a performance issue.
WRITE(p, " case 0:\n"); // 565
WRITE(p, " col = ivec4(t.rgb * vec3(31.99, 63.99, 31.99), 0);\n");
WRITE(p, " index0 = (col.b << 11) | (col.g << 5) | (col.r);\n");
WRITE(p, " if (bilinear) {\n");
WRITE(p, " col = ivec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0);\n");
WRITE(p, " index1 = (col.b << 11) | (col.g << 5) | (col.r);\n");
WRITE(p, " col = ivec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0);\n");
WRITE(p, " index2 = (col.b << 11) | (col.g << 5) | (col.r);\n");
WRITE(p, " col = ivec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0);\n");
WRITE(p, " index3 = (col.b << 11) | (col.g << 5) | (col.r);\n");
WRITE(p, " }\n");
WRITE(p, " break;\n");
WRITE(p, " case 1:\n"); // 5551
WRITE(p, " col = ivec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0));\n");
WRITE(p, " index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r);\n");
WRITE(p, " if (bilinear) {\n");
WRITE(p, " col = ivec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0));\n");
WRITE(p, " index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r);\n");
WRITE(p, " col = ivec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0));\n");
WRITE(p, " index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r);\n");
WRITE(p, " col = ivec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0));\n");
WRITE(p, " index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r);\n");
WRITE(p, " }\n");
WRITE(p, " break;\n");
WRITE(p, " case 2:\n"); // 4444
WRITE(p, " col = ivec4(t.rgba * vec4(15.99, 15.99, 15.99, 15.99));\n");
WRITE(p, " index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r);\n");
WRITE(p, " if (bilinear) {\n");
WRITE(p, " col = ivec4(t1.rgba * vec4(15.99, 15.99, 15.99, 15.99));\n");
WRITE(p, " index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r);\n");
WRITE(p, " col = ivec4(t2.rgba * vec4(15.99, 15.99, 15.99, 15.99));\n");
WRITE(p, " index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r);\n");
WRITE(p, " col = ivec4(t3.rgba * vec4(15.99, 15.99, 15.99, 15.99));\n");
WRITE(p, " index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r);\n");
WRITE(p, " }\n");
WRITE(p, " break;\n");
WRITE(p, " case 3:\n"); // 8888
WRITE(p, " col = ivec4(t.rgba * vec4(255.99, 255.99, 255.99, 255.99));\n");
WRITE(p, " index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r);\n");
WRITE(p, " if (bilinear) {\n");
WRITE(p, " col = ivec4(t1.rgba * vec4(255.99, 255.99, 255.99, 255.99));\n");
WRITE(p, " index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r);\n");
WRITE(p, " col = ivec4(t2.rgba * vec4(255.99, 255.99, 255.99, 255.99));\n");
WRITE(p, " index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r);\n");
WRITE(p, " col = ivec4(t3.rgba * vec4(255.99, 255.99, 255.99, 255.99));\n");
WRITE(p, " index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r);\n");
WRITE(p, " }\n");
WRITE(p, " break;\n");
WRITE(p, " };\n");
WRITE(p, " index0 = ((index0 >> depalShift) & depalMask) | depalOffset;\n");
WRITE(p, " t = texelFetch(pal, ivec2(index0, 0), 0);\n");
WRITE(p, " if (bilinear) {\n");
WRITE(p, " index1 = ((index1 >> depalShift) & depalMask) | depalOffset;\n");
WRITE(p, " index2 = ((index2 >> depalShift) & depalMask) | depalOffset;\n");
WRITE(p, " index3 = ((index3 >> depalShift) & depalMask) | depalOffset;\n");
WRITE(p, " t1 = texelFetch(pal, ivec2(index1, 0), 0);\n");
WRITE(p, " t2 = texelFetch(pal, ivec2(index2, 0), 0);\n");
WRITE(p, " t3 = texelFetch(pal, ivec2(index3, 0), 0);\n");
WRITE(p, " t = mix(t, t1, fraction.x);\n");
WRITE(p, " t2 = mix(t2, t3, fraction.x);\n");
WRITE(p, " t = mix(t, t2, fraction.y);\n");
WRITE(p, " }\n");
}
if (texFunc != GE_TEXFUNC_REPLACE || !doTextureAlpha)
WRITE(p, " vec4 p = v_color0;\n");
if (doTextureAlpha) { // texfmt == RGBA
switch (texFunc) {
+15 -1
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@@ -103,6 +103,7 @@ LinkedShader::LinkedShader(GLRenderManager *render, VShaderID VSID, Shader *vs,
queries.push_back({ &u_blendFixA, "u_blendFixA" });
queries.push_back({ &u_blendFixB, "u_blendFixB" });
queries.push_back({ &u_fbotexSize, "u_fbotexSize" });
queries.push_back({ &u_pal, "pal" });
// Transform
queries.push_back({ &u_view, "u_view" });
@@ -161,6 +162,7 @@ LinkedShader::LinkedShader(GLRenderManager *render, VShaderID VSID, Shader *vs,
queries.push_back({ &u_spline_count_v, "u_spline_count_v" });
queries.push_back({ &u_spline_type_u, "u_spline_type_u" });
queries.push_back({ &u_spline_type_v, "u_spline_type_v" });
queries.push_back({ &u_depal, "u_depal" });
attrMask = vs->GetAttrMask();
availableUniforms = vs->GetUniformMask() | fs->GetUniformMask();
@@ -169,6 +171,7 @@ LinkedShader::LinkedShader(GLRenderManager *render, VShaderID VSID, Shader *vs,
initialize.push_back({ &u_tex, 0, 0 });
initialize.push_back({ &u_fbotex, 0, 1 });
initialize.push_back({ &u_testtex, 0, 2 });
initialize.push_back({ &u_pal, 0, 3 }); // CLUT
initialize.push_back({ &u_tess_pos_tex, 0, 4 }); // Texture unit 4
initialize.push_back({ &u_tess_tex_tex, 0, 5 }); // Texture unit 5
initialize.push_back({ &u_tess_col_tex, 0, 6 }); // Texture unit 6
@@ -283,6 +286,17 @@ void LinkedShader::UpdateUniforms(u32 vertType, const ShaderID &vsid) {
if (!dirty)
return;
if (dirty & DIRTY_DEPAL) {
int indexMask = gstate.getClutIndexMask();
int indexShift = gstate.getClutIndexShift();
int indexOffset = gstate.getClutIndexStartPos() >> 4;
int format = gstate_c.depalFramebufferFormat;
uint32_t val = BytesToUint32(indexMask, indexShift, indexOffset, format);
// Poke in a bilinear filter flag in the top bit.
val |= gstate.isMagnifyFilteringEnabled() << 31;
render_->SetUniformI1(&u_depal, val);
}
// Update any dirty uniforms before we draw
if (dirty & DIRTY_PROJMATRIX) {
Matrix4x4 flippedMatrix;
@@ -810,7 +824,7 @@ std::string ShaderManagerGLES::DebugGetShaderString(std::string id, DebugShaderT
// as sometimes these features might have an effect on the ID bits.
#define CACHE_HEADER_MAGIC 0x83277592
#define CACHE_VERSION 11
#define CACHE_VERSION 12
struct CacheHeader {
uint32_t magic;
uint32_t version;
+4
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@@ -85,6 +85,10 @@ public:
int u_blendFixB;
int u_fbotexSize;
// Shader depal
int u_pal; // the texture
int u_depal; // the params
// Fragment processing inputs
int u_alphacolorref;
int u_alphacolormask;
+33 -2
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@@ -161,7 +161,7 @@ void TextureCacheGLES::UpdateSamplingParams(TexCacheEntry &entry, bool force) {
render_->SetTextureSampler(0, sClamp ? GL_CLAMP_TO_EDGE : GL_REPEAT, tClamp ? GL_CLAMP_TO_EDGE : GL_REPEAT, MagFiltGL[magFilt], MinFiltGL[minFilt], aniso);
}
void TextureCacheGLES::SetFramebufferSamplingParams(u16 bufferWidth, u16 bufferHeight) {
void TextureCacheGLES::SetFramebufferSamplingParams(u16 bufferWidth, u16 bufferHeight, bool forcePoint) {
int minFilt;
int magFilt;
bool sClamp;
@@ -171,6 +171,10 @@ void TextureCacheGLES::SetFramebufferSamplingParams(u16 bufferWidth, u16 bufferH
GetSamplingParams(minFilt, magFilt, sClamp, tClamp, lodBias, 0, 0, mode);
minFilt &= 1; // framebuffers can't mipmap.
if (forcePoint) {
minFilt &= ~1;
magFilt &= ~1;
}
// Often the framebuffer will not match the texture size. We'll wrap/clamp in the shader in that case.
// This happens whether we have OES_texture_npot or not.
@@ -324,6 +328,7 @@ void TextureCacheGLES::BindTexture(TexCacheEntry *entry) {
lastBoundTexture = entry->textureName;
}
UpdateSamplingParams(*entry, false);
gstate_c.useShaderDepal = false;
}
void TextureCacheGLES::Unbind() {
@@ -434,7 +439,33 @@ protected:
void TextureCacheGLES::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer) {
DepalShader *depal = nullptr;
uint32_t clutMode = gstate.clutformat & 0xFFFFFF;
#if 0
bool useShaderDepal = gstate_c.Supports(GPU_SUPPORTS_GLSL_ES_300);
#else
bool useShaderDepal = false;
#endif
if ((entry->status & TexCacheEntry::STATUS_DEPALETTIZE) && !g_Config.bDisableSlowFramebufEffects) {
if (useShaderDepal) {
const GEPaletteFormat clutFormat = gstate.getClutPaletteFormat();
GLRTexture *clutTexture = depalShaderCache_->GetClutTexture(clutFormat, clutHash_, clutBuf_);
render_->BindTexture(TEX_SLOT_CLUT, clutTexture);
framebufferManagerGL_->BindFramebufferAsColorTexture(0, framebuffer, BINDFBCOLOR_MAY_COPY_WITH_UV | BINDFBCOLOR_APPLY_TEX_OFFSET);
SetFramebufferSamplingParams(framebuffer->bufferWidth, framebuffer->bufferHeight, true);
InvalidateLastTexture();
// Since we started/ended render passes, might need these.
gstate_c.Dirty(DIRTY_DEPAL);
gstate_c.useShaderDepal = true;
gstate_c.depalFramebufferFormat = framebuffer->drawnFormat;
const u32 bytesPerColor = clutFormat == GE_CMODE_32BIT_ABGR8888 ? sizeof(u32) : sizeof(u16);
const u32 clutTotalColors = clutMaxBytes_ / bytesPerColor;
TexCacheEntry::TexStatus alphaStatus = CheckAlpha((const uint8_t *)clutBuf_, getClutDestFormat(clutFormat), clutTotalColors, clutTotalColors, 1);
gstate_c.SetTextureFullAlpha(alphaStatus == TexCacheEntry::STATUS_ALPHA_FULL);
return;
}
depal = depalShaderCache_->GetDepalettizeShader(clutMode, framebuffer->drawnFormat);
}
if (depal) {
@@ -472,7 +503,7 @@ void TextureCacheGLES::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFram
}
framebufferManagerGL_->RebindFramebuffer();
SetFramebufferSamplingParams(framebuffer->bufferWidth, framebuffer->bufferHeight);
SetFramebufferSamplingParams(framebuffer->bufferWidth, framebuffer->bufferHeight, false);
InvalidateLastTexture();
+1 -1
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@@ -63,7 +63,7 @@ public:
}
}
void SetFramebufferSamplingParams(u16 bufferWidth, u16 bufferHeight);
void SetFramebufferSamplingParams(u16 bufferWidth, u16 bufferHeight, bool forcePoint);
bool GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level) override;
void DeviceLost();
+1 -1
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@@ -161,7 +161,7 @@ const CommonCommandTableEntry commonCommandTable[] = {
// These must flush on change, so that LoadClut doesn't have to always flush.
{ GE_CMD_CLUTADDR, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_CLUTADDRUPPER, FLAG_FLUSHBEFOREONCHANGE },
{ GE_CMD_CLUTFORMAT, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS },
{ GE_CMD_CLUTFORMAT, FLAG_FLUSHBEFOREONCHANGE, DIRTY_TEXTURE_PARAMS | DIRTY_DEPAL },
// Morph weights. TODO: Remove precomputation?
{ GE_CMD_MORPHWEIGHT0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPUCommon::Execute_MorphWeight },
+3
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@@ -600,6 +600,9 @@ struct GPUStateCache {
int spline_type_u;
int spline_type_v;
bool useShaderDepal;
GEBufferFormat depalFramebufferFormat;
u32 getRelativeAddress(u32 data) const;
void Reset();
void DoState(PointerWrap &p);
+42 -21
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@@ -64,10 +64,11 @@ enum { VAI_KILL_AGE = 120, VAI_UNRELIABLE_KILL_AGE = 240, VAI_UNRELIABLE_KILL_MA
enum {
DRAW_BINDING_TEXTURE = 0,
DRAW_BINDING_2ND_TEXTURE = 1,
DRAW_BINDING_DYNUBO_BASE = 2,
DRAW_BINDING_DYNUBO_LIGHT = 3,
DRAW_BINDING_DYNUBO_BONE = 4,
DRAW_BINDING_TESS_STORAGE_BUF = 5,
DRAW_BINDING_DEPAL_TEXTURE = 2,
DRAW_BINDING_DYNUBO_BASE = 3,
DRAW_BINDING_DYNUBO_LIGHT = 4,
DRAW_BINDING_DYNUBO_BONE = 5,
DRAW_BINDING_TESS_STORAGE_BUF = 6,
};
enum {
@@ -95,7 +96,7 @@ DrawEngineVulkan::DrawEngineVulkan(VulkanContext *vulkan, Draw::DrawContext *dra
void DrawEngineVulkan::InitDeviceObjects() {
// All resources we need for PSP drawing. Usually only bindings 0 and 2-4 are populated.
VkDescriptorSetLayoutBinding bindings[6]{};
VkDescriptorSetLayoutBinding bindings[7]{};
bindings[0].descriptorCount = 1;
bindings[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
bindings[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
@@ -105,22 +106,26 @@ void DrawEngineVulkan::InitDeviceObjects() {
bindings[1].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
bindings[1].binding = DRAW_BINDING_2ND_TEXTURE;
bindings[2].descriptorCount = 1;
bindings[2].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
bindings[2].stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT;
bindings[2].binding = DRAW_BINDING_DYNUBO_BASE;
bindings[2].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; // sampler is ignored though.
bindings[2].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
bindings[2].binding = DRAW_BINDING_DEPAL_TEXTURE;
bindings[3].descriptorCount = 1;
bindings[3].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
bindings[3].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
bindings[3].binding = DRAW_BINDING_DYNUBO_LIGHT;
bindings[3].stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT;
bindings[3].binding = DRAW_BINDING_DYNUBO_BASE;
bindings[4].descriptorCount = 1;
bindings[4].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
bindings[4].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
bindings[4].binding = DRAW_BINDING_DYNUBO_BONE;
// Used only for hardware tessellation.
bindings[4].binding = DRAW_BINDING_DYNUBO_LIGHT;
bindings[5].descriptorCount = 1;
bindings[5].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
bindings[5].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
bindings[5].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
bindings[5].binding = DRAW_BINDING_TESS_STORAGE_BUF;
bindings[5].binding = DRAW_BINDING_DYNUBO_BONE;
// Used only for hardware tessellation.
bindings[6].descriptorCount = 1;
bindings[6].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
bindings[6].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
bindings[6].binding = DRAW_BINDING_TESS_STORAGE_BUF;
VkDevice device = vulkan_->GetDevice();
@@ -367,7 +372,7 @@ VkResult DrawEngineVulkan::RecreateDescriptorPool(FrameData &frame, int newSize)
VkDescriptorPoolSize dpTypes[3];
dpTypes[0].descriptorCount = frame.descPoolSize * 3;
dpTypes[0].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
dpTypes[1].descriptorCount = frame.descPoolSize * 2; // Don't use these for tess anymore, need max two per set.
dpTypes[1].descriptorCount = frame.descPoolSize * 3; // Don't use these for tess anymore, need max three per set.
dpTypes[1].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
dpTypes[2].descriptorCount = frame.descPoolSize;
dpTypes[2].type = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
@@ -388,6 +393,7 @@ VkDescriptorSet DrawEngineVulkan::GetOrCreateDescriptorSet(VkImageView imageView
key.imageView_ = imageView;
key.sampler_ = sampler;
key.secondaryImageView_ = boundSecondary_;
key.depalImageView_ = boundDepal_;
key.base_ = base;
key.light_ = light;
key.bone_ = bone;
@@ -433,12 +439,11 @@ VkDescriptorSet DrawEngineVulkan::GetOrCreateDescriptorSet(VkImageView imageView
// Even in release mode, this is bad.
_assert_msg_(G3D, result == VK_SUCCESS, "Ran out of descriptor space in pool. sz=%d res=%d", (int)frame.descSets.size(), (int)result);
// We just don't write to the slots we don't care about.
// We need 8 now that we support secondary texture bindings.
VkWriteDescriptorSet writes[8]{};
// We just don't write to the slots we don't care about, which is fine.
VkWriteDescriptorSet writes[7]{};
// Main texture
int n = 0;
VkDescriptorImageInfo tex[2]{};
VkDescriptorImageInfo tex[3]{};
if (imageView) {
#ifdef VULKAN_USE_GENERAL_LAYOUT_FOR_COLOR
tex[0].imageLayout = VK_IMAGE_LAYOUT_GENERAL;
@@ -459,7 +464,7 @@ VkDescriptorSet DrawEngineVulkan::GetOrCreateDescriptorSet(VkImageView imageView
if (boundSecondary_) {
#ifdef VULKAN_USE_GENERAL_LAYOUT_FOR_COLOR
tex[0].imageLayout = VK_IMAGE_LAYOUT_GENERAL;
tex[1].imageLayout = VK_IMAGE_LAYOUT_GENERAL;
#else
tex[1].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
#endif
@@ -475,7 +480,23 @@ VkDescriptorSet DrawEngineVulkan::GetOrCreateDescriptorSet(VkImageView imageView
n++;
}
// Skipping 2nd texture for now.
if (boundDepal_) {
#ifdef VULKAN_USE_GENERAL_LAYOUT_FOR_COLOR
tex[2].imageLayout = VK_IMAGE_LAYOUT_GENERAL;
#else
tex[2].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
#endif
tex[2].imageView = boundDepal_;
tex[2].sampler = samplerSecondary_; // doesn't matter, we use load
writes[n].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writes[n].pNext = nullptr;
writes[n].dstBinding = DRAW_BINDING_DEPAL_TEXTURE;
writes[n].pImageInfo = &tex[2];
writes[n].descriptorCount = 1;
writes[n].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
writes[n].dstSet = desc;
n++;
}
// Tessellation data buffer. Make sure this is declared outside the if to avoid optimizer
// shenanigans.
+11 -4
View File
@@ -20,10 +20,12 @@
// The Descriptor Set used for the majority of PSP rendering looks like this:
//
// * binding 0: Texture/Sampler (the PSP texture)
// * binding 1: Secondary texture sampler for shader blending or depal palettes
// * binding 2: Base Uniform Buffer (includes fragment state)
// * binding 3: Light uniform buffer
// * binding 4: Bone uniform buffer
// * binding 1: Secondary texture sampler for shader blending
// * binding 2: Depal palette
// * binding 3: Base Uniform Buffer (includes fragment state)
// * binding 4: Light uniform buffer
// * binding 5: Bone uniform buffer
// * binding 6: Tess data storage buffer
//
// All shaders conform to this layout, so they are all compatible with the same descriptor set.
// The format of the various uniform buffers may vary though - vertex shaders that don't skin
@@ -177,6 +179,9 @@ public:
}
void SetLineWidth(float lineWidth);
void SetDepalTexture(VkImageView depal) {
boundDepal_ = depal;
}
private:
struct FrameData;
@@ -207,6 +212,7 @@ private:
// Secondary texture for shader blending
VkImageView boundSecondary_ = VK_NULL_HANDLE;
VkImageView boundDepal_ = VK_NULL_HANDLE;
VkSampler samplerSecondary_ = VK_NULL_HANDLE; // This one is actually never used since we use fetch.
PrehashMap<VertexArrayInfoVulkan *, nullptr> vai_;
@@ -217,6 +223,7 @@ private:
struct DescriptorSetKey {
VkImageView imageView_;
VkImageView secondaryImageView_;
VkImageView depalImageView_;
VkSampler sampler_;
VkBuffer base_, light_, bone_; // All three UBO slots will be set to this. This will usually be identical
// for all draws in a frame, except when the buffer has to grow.
+92 -2
View File
@@ -60,6 +60,7 @@ bool GenerateVulkanGLSLFragmentShader(const FShaderID &id, char *buffer) {
bool doTextureProjection = id.Bit(FS_BIT_DO_TEXTURE_PROJ);
bool doTextureAlpha = id.Bit(FS_BIT_TEXALPHA);
bool doFlatShading = id.Bit(FS_BIT_FLATSHADE);
bool shaderDepal = id.Bit(FS_BIT_SHADER_DEPAL);
GEComparison alphaTestFunc = (GEComparison)id.Bits(FS_BIT_ALPHA_TEST_FUNC, 3);
GEComparison colorTestFunc = (GEComparison)id.Bits(FS_BIT_COLOR_TEST_FUNC, 2);
@@ -80,7 +81,7 @@ bool GenerateVulkanGLSLFragmentShader(const FShaderID &id, char *buffer) {
const char *shading = doFlatShading ? "flat" : "";
WRITE(p, "layout (std140, set = 0, binding = 2) uniform baseUBO {\n%s} base;\n", ub_baseStr);
WRITE(p, "layout (std140, set = 0, binding = 3) uniform baseUBO {\n%s} base;\n", ub_baseStr);
if (doTexture) {
WRITE(p, "layout (binding = 0) uniform sampler2D tex;\n");
}
@@ -91,6 +92,10 @@ bool GenerateVulkanGLSLFragmentShader(const FShaderID &id, char *buffer) {
}
}
if (shaderDepal) {
WRITE(p, "layout (binding = 2) uniform sampler2D pal;\n");
}
WRITE(p, "layout (location = 1) %s in vec4 v_color0;\n", shading);
if (lmode)
WRITE(p, "layout (location = 2) %s in vec3 v_color1;\n", shading);
@@ -172,10 +177,95 @@ bool GenerateVulkanGLSLFragmentShader(const FShaderID &id, char *buffer) {
if (doTextureProjection) {
WRITE(p, " vec4 t = textureProj(tex, %s);\n", texcoord);
if (shaderDepal) {
WRITE(p, " vec4 t1 = textureProjOffset(tex, %s, ivec2(1, 0));\n", texcoord);
WRITE(p, " vec4 t2 = textureProjOffset(tex, %s, ivec2(0, 1));\n", texcoord);
WRITE(p, " vec4 t3 = textureProjOffset(tex, %s, ivec2(1, 1));\n", texcoord);
}
} else {
WRITE(p, " vec4 t = texture(tex, %s.xy);\n", texcoord);
if (shaderDepal) {
WRITE(p, " vec4 t1 = textureOffset(tex, %s.xy, ivec2(1, 0));\n", texcoord);
WRITE(p, " vec4 t2 = textureOffset(tex, %s.xy, ivec2(0, 1));\n", texcoord);
WRITE(p, " vec4 t3 = textureOffset(tex, %s.xy, ivec2(1, 1));\n", texcoord);
}
}
WRITE(p, " vec4 p = v_color0;\n");
if (shaderDepal) {
WRITE(p, " uint depalMask = (base.depal_mask_shift_off_fmt & 0xFF);\n");
WRITE(p, " uint depalShift = (base.depal_mask_shift_off_fmt >> 8) & 0xFF;\n");
WRITE(p, " uint depalOffset = ((base.depal_mask_shift_off_fmt >> 16) & 0xFF) << 4;\n");
WRITE(p, " uint depalFmt = (base.depal_mask_shift_off_fmt >> 24) & 0x3;\n");
WRITE(p, " bool bilinear = (base.depal_mask_shift_off_fmt >> 31) != 0;\n");
WRITE(p, " vec2 fraction = fract(%s.xy * vec2(textureSize(tex, 0).xy));\n", texcoord);
WRITE(p, " uvec4 col; uint index0; uint index1; uint index2; uint index3;\n");
WRITE(p, " switch (depalFmt) {\n"); // We might want to include fmt in the shader ID if this is a performance issue.
WRITE(p, " case 0:\n"); // 565
WRITE(p, " col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0);\n");
WRITE(p, " index0 = (col.b << 11) | (col.g << 5) | (col.r);\n");
WRITE(p, " if (bilinear) {\n");
WRITE(p, " col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0);\n");
WRITE(p, " index1 = (col.b << 11) | (col.g << 5) | (col.r);\n");
WRITE(p, " col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0);\n");
WRITE(p, " index2 = (col.b << 11) | (col.g << 5) | (col.r);\n");
WRITE(p, " col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0);\n");
WRITE(p, " index3 = (col.b << 11) | (col.g << 5) | (col.r);\n");
WRITE(p, " }\n");
WRITE(p, " break;\n");
WRITE(p, " case 1:\n"); // 5551
WRITE(p, " col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0));\n");
WRITE(p, " index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r);\n");
WRITE(p, " if (bilinear) {\n");
WRITE(p, " col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0));\n");
WRITE(p, " index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r);\n");
WRITE(p, " col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0));\n");
WRITE(p, " index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r);\n");
WRITE(p, " col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0));\n");
WRITE(p, " index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r);\n");
WRITE(p, " }\n");
WRITE(p, " break;\n");
WRITE(p, " case 2:\n"); // 4444
WRITE(p, " col = uvec4(t.rgba * vec4(15.99, 15.99, 15.99, 15.99));\n");
WRITE(p, " index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r);\n");
WRITE(p, " if (bilinear) {\n");
WRITE(p, " col = uvec4(t1.rgba * vec4(15.99, 15.99, 15.99, 15.99));\n");
WRITE(p, " index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r);\n");
WRITE(p, " col = uvec4(t2.rgba * vec4(15.99, 15.99, 15.99, 15.99));\n");
WRITE(p, " index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r);\n");
WRITE(p, " col = uvec4(t3.rgba * vec4(15.99, 15.99, 15.99, 15.99));\n");
WRITE(p, " index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r);\n");
WRITE(p, " }\n");
WRITE(p, " break;\n");
WRITE(p, " case 3:\n"); // 8888
WRITE(p, " col = uvec4(t.rgba * vec4(255.99, 255.99, 255.99, 255.99));\n");
WRITE(p, " index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r);\n");
WRITE(p, " if (bilinear) {\n");
WRITE(p, " col = uvec4(t1.rgba * vec4(255.99, 255.99, 255.99, 255.99));\n");
WRITE(p, " index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r);\n");
WRITE(p, " col = uvec4(t2.rgba * vec4(255.99, 255.99, 255.99, 255.99));\n");
WRITE(p, " index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r);\n");
WRITE(p, " col = uvec4(t3.rgba * vec4(255.99, 255.99, 255.99, 255.99));\n");
WRITE(p, " index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r);\n");
WRITE(p, " }\n");
WRITE(p, " break;\n");
WRITE(p, " };\n");
WRITE(p, " index0 = ((index0 >> depalShift) & depalMask) | depalOffset;\n");
WRITE(p, " t = texelFetch(pal, ivec2(index0, 0), 0);\n");
WRITE(p, " if (bilinear) {\n");
WRITE(p, " index1 = ((index1 >> depalShift) & depalMask) | depalOffset;\n");
WRITE(p, " index2 = ((index2 >> depalShift) & depalMask) | depalOffset;\n");
WRITE(p, " index3 = ((index3 >> depalShift) & depalMask) | depalOffset;\n");
WRITE(p, " t1 = texelFetch(pal, ivec2(index1, 0), 0);\n");
WRITE(p, " t2 = texelFetch(pal, ivec2(index2, 0), 0);\n");
WRITE(p, " t3 = texelFetch(pal, ivec2(index3, 0), 0);\n");
WRITE(p, " t = mix(t, t1, fraction.x);\n");
WRITE(p, " t2 = mix(t2, t3, fraction.x);\n");
WRITE(p, " t = mix(t, t2, fraction.y);\n");
WRITE(p, " }\n");
}
if (texFunc != GE_TEXFUNC_REPLACE || !doTextureAlpha)
WRITE(p, " vec4 p = v_color0;\n");
if (doTextureAlpha) { // texfmt == RGBA
switch (texFunc) {
+16
View File
@@ -42,6 +42,8 @@
#include "GPU/Vulkan/FramebufferVulkan.h"
#include "GPU/Vulkan/DrawEngineVulkan.h"
#include "GPU/Vulkan/TextureCacheVulkan.h"
#include "thin3d/VulkanRenderManager.h"
#include "thin3d/VulkanQueueRunner.h"
#include "Core/MIPS/MIPS.h"
#include "Core/HLE/sceKernelThread.h"
@@ -456,6 +458,16 @@ void GPU_Vulkan::InitDeviceObjects() {
assert(!frameData_[i].push_);
frameData_[i].push_ = new VulkanPushBuffer(vulkan_, 64 * 1024);
}
VulkanRenderManager *rm = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
uint32_t hacks = 0;
if (PSP_CoreParameter().compat.flags().MGS2AcidHack)
hacks |= QUEUE_HACK_MGS2_ACID;
if (PSP_CoreParameter().compat.flags().SonicRivalsHack)
hacks |= QUEUE_HACK_SONIC;
if (hacks) {
rm->GetQueueRunner()->EnableHacks(hacks);
}
}
void GPU_Vulkan::DestroyDeviceObjects() {
@@ -467,6 +479,10 @@ void GPU_Vulkan::DestroyDeviceObjects() {
frameData_[i].push_ = nullptr;
}
}
// Need to turn off hacks when shutting down the GPU. Don't want them running in the menu.
VulkanRenderManager *rm = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
rm->GetQueueRunner()->EnableHacks(0);
}
void GPU_Vulkan::DeviceLost() {
+5 -1
View File
@@ -62,6 +62,7 @@ VulkanFragmentShader::VulkanFragmentShader(VulkanContext *vulkan, FShaderID id,
ERROR_LOG(G3D, "Messages: %s", errorMessage.c_str());
ERROR_LOG(G3D, "Shader source:\n%s", code);
#ifdef SHADERLOG
OutputDebugStringA(LineNumberString(code).c_str());
OutputDebugStringA("Messages:\n");
OutputDebugStringA(errorMessage.c_str());
#endif
@@ -116,8 +117,11 @@ VulkanVertexShader::VulkanVertexShader(VulkanContext *vulkan, VShaderID id, cons
}
ERROR_LOG(G3D, "Messages: %s", errorMessage.c_str());
ERROR_LOG(G3D, "Shader source:\n%s", code);
#ifdef SHADERLOG
OutputDebugStringA(LineNumberString(code).c_str());
OutputDebugStringUTF8("Messages:\n");
OutputDebugStringUTF8(errorMessage.c_str());
#endif
Reporting::ReportMessage("Vulkan error in shader compilation: info: %s / code: %s", errorMessage.c_str(), code);
} else {
success = vulkan_->CreateShaderModule(spirv, &module_);
@@ -354,7 +358,7 @@ VulkanFragmentShader *ShaderManagerVulkan::GetFragmentShaderFromModule(VkShaderM
// instantaneous.
#define CACHE_HEADER_MAGIC 0xff51f420
#define CACHE_VERSION 12
#define CACHE_VERSION 13
struct VulkanCacheHeader {
uint32_t magic;
uint32_t version;
+33 -5
View File
@@ -327,6 +327,8 @@ void TextureCacheVulkan::BindTexture(TexCacheEntry *entry) {
SamplerCacheKey key{};
UpdateSamplingParams(*entry, key);
curSampler_ = samplerCache_.GetOrCreateSampler(key);
drawEngine_->SetDepalTexture(VK_NULL_HANDLE);
gstate_c.useShaderDepal = false;
}
void TextureCacheVulkan::Unbind() {
@@ -336,10 +338,39 @@ void TextureCacheVulkan::Unbind() {
}
void TextureCacheVulkan::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer) {
SamplerCacheKey samplerKey{};
SetFramebufferSamplingParams(framebuffer->bufferWidth, framebuffer->bufferHeight, samplerKey);
DepalShaderVulkan *depalShader = nullptr;
uint32_t clutMode = gstate.clutformat & 0xFFFFFF;
bool useShaderDepal = true;
if ((entry->status & TexCacheEntry::STATUS_DEPALETTIZE) && !g_Config.bDisableSlowFramebufEffects) {
depalShader = depalShaderCache_->GetDepalettizeShader(clutMode, framebuffer->drawnFormat);
if (useShaderDepal) {
depalShaderCache_->SetPushBuffer(drawEngine_->GetPushBufferForTextureData());
const GEPaletteFormat clutFormat = gstate.getClutPaletteFormat();
VulkanTexture *clutTexture = depalShaderCache_->GetClutTexture(clutFormat, clutHash_, clutBuf_);
drawEngine_->SetDepalTexture(clutTexture->GetImageView());
// Only point filtering enabled.
samplerKey.magFilt = false;
samplerKey.minFilt = false;
samplerKey.mipFilt = false;
// Make sure to update the uniforms.
gstate_c.Dirty(DIRTY_DEPAL);
gstate_c.useShaderDepal = true;
gstate_c.depalFramebufferFormat = framebuffer->drawnFormat;
const u32 bytesPerColor = clutFormat == GE_CMODE_32BIT_ABGR8888 ? sizeof(u32) : sizeof(u16);
const u32 clutTotalColors = clutMaxBytes_ / bytesPerColor;
TexCacheEntry::TexStatus alphaStatus = CheckAlpha(clutBuf_, getClutDestFormatVulkan(clutFormat), clutTotalColors, clutTotalColors, 1);
gstate_c.SetTextureFullAlpha(alphaStatus == TexCacheEntry::STATUS_ALPHA_FULL);
curSampler_ = samplerCache_.GetOrCreateSampler(samplerKey);
InvalidateLastTexture(entry);
imageView_ = framebufferManagerVulkan_->BindFramebufferAsColorTexture(0, framebuffer, BINDFBCOLOR_MAY_COPY_WITH_UV | BINDFBCOLOR_APPLY_TEX_OFFSET);
return;
} else {
depalShader = depalShaderCache_->GetDepalettizeShader(clutMode, framebuffer->drawnFormat);
}
}
if (depalShader) {
depalShaderCache_->SetPushBuffer(drawEngine_->GetPushBufferForTextureData());
@@ -430,14 +461,11 @@ void TextureCacheVulkan::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFr
} else {
entry->status &= ~TexCacheEntry::STATUS_DEPALETTIZE;
framebufferManager_->RebindFramebuffer(); // TODO: This line should not be needed?
framebufferManager_->RebindFramebuffer(); // TODO: This line should usually not be needed.
imageView_ = framebufferManagerVulkan_->BindFramebufferAsColorTexture(0, framebuffer, BINDFBCOLOR_MAY_COPY_WITH_UV | BINDFBCOLOR_APPLY_TEX_OFFSET);
gstate_c.SetTextureFullAlpha(gstate.getTextureFormat() == GE_TFMT_5650);
}
SamplerCacheKey samplerKey{};
SetFramebufferSamplingParams(framebuffer->bufferWidth, framebuffer->bufferHeight, samplerKey);
curSampler_ = samplerCache_.GetOrCreateSampler(samplerKey);
InvalidateLastTexture(entry);
}
+1
View File
@@ -86,6 +86,7 @@ public:
lastBoundTexture = nullptr;
gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
}
void InvalidateLastTexture(TexCacheEntry *entry = nullptr) override {
if (!entry || entry->vkTex == lastBoundTexture) {
lastBoundTexture = nullptr;
+4 -4
View File
@@ -137,11 +137,11 @@ bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer) {
bool flipNormalTess = id.Bit(VS_BIT_NORM_REVERSE_TESS);
WRITE(p, "\n");
WRITE(p, "layout (std140, set = 0, binding = 2) uniform baseVars {\n%s} base;\n", ub_baseStr);
WRITE(p, "layout (std140, set = 0, binding = 3) uniform baseVars {\n%s} base;\n", ub_baseStr);
if (enableLighting || doShadeMapping)
WRITE(p, "layout (std140, set = 0, binding = 3) uniform lightVars {\n%s} light;\n", ub_vs_lightsStr);
WRITE(p, "layout (std140, set = 0, binding = 4) uniform lightVars {\n%s} light;\n", ub_vs_lightsStr);
if (enableBones)
WRITE(p, "layout (std140, set = 0, binding = 4) uniform boneVars {\n%s} bone;\n", ub_vs_bonesStr);
WRITE(p, "layout (std140, set = 0, binding = 5) uniform boneVars {\n%s} bone;\n", ub_vs_bonesStr);
const char *shading = doFlatShading ? "flat " : "";
@@ -221,7 +221,7 @@ bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer) {
WRITE(p, " vec4 uv;\n");
WRITE(p, " vec4 color;\n");
WRITE(p, "};");
WRITE(p, "layout (std430, set = 0, binding = 5) buffer s_tess_data {\n");
WRITE(p, "layout (std430, set = 0, binding = 6) buffer s_tess_data {\n");
WRITE(p, " TessData data[];");
WRITE(p, "} tess_data;\n");
+15 -1
View File
@@ -325,4 +325,18 @@ NPHG00092 = true
NPEG00044 = true
NPJG00120 = true
UCJS10114 = true
UCES01401 = true
UCES01401 = true
[MGS2AcidHack]
ULES00008 = true
ULJM08001 = true
ULJM05001 = true
ULAS42007 = true
ULUS10006 = true
ULUS10077 = true
[SonicRivalsHack]
ULES00622 = true # SR1
ULUS10195 = true # SR1
ULUS10323 = true # SR2
ULES00940 = true # SR2
+4 -2
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@@ -4,6 +4,7 @@
#include "GLRenderManager.h"
#include "DataFormatGL.h"
#include "base/logging.h"
#include "base/stringutil.h"
#include "gfx/gl_common.h"
#include "gfx/gl_debug_log.h"
#include "gfx_es2/gpu_features.h"
@@ -156,9 +157,10 @@ void GLQueueRunner::RunInitSteps(const std::vector<GLRInitStep> &steps) {
#ifdef _WIN32
OutputDebugStringUTF8(buf);
OutputDebugStringUTF8(vsCode);
if (vsCode)
OutputDebugStringUTF8(LineNumberString(vsCode).c_str());
if (fsCode)
OutputDebugStringUTF8(fsCode);
OutputDebugStringUTF8(LineNumberString(fsCode).c_str());
#endif
delete[] buf;
} else {
+1 -1
View File
@@ -472,6 +472,7 @@ void GLRenderManager::Run(int frame) {
auto &initStepsOnThread = frameData_[frame].initSteps;
// queueRunner_.LogSteps(stepsOnThread);
queueRunner_.RunInitSteps(initStepsOnThread);
initStepsOnThread.clear();
// Run this after RunInitSteps so any fresh GLRBuffers for the pushbuffers can get created.
for (auto iter : frameData.activePushBuffers) {
@@ -481,7 +482,6 @@ void GLRenderManager::Run(int frame) {
queueRunner_.RunSteps(stepsOnThread);
stepsOnThread.clear();
initStepsOnThread.clear();
for (auto iter : frameData.activePushBuffers) {
iter->MapDevice(bufferStrategy_);
+152 -1
View File
@@ -347,7 +347,7 @@ VkRenderPass VulkanQueueRunner::GetRenderPass(const RPKey &key) {
return pass;
}
void VulkanQueueRunner::RunSteps(VkCommandBuffer cmd, const std::vector<VKRStep *> &steps) {
void VulkanQueueRunner::RunSteps(VkCommandBuffer cmd, std::vector<VKRStep *> &steps) {
// Optimizes renderpasses, then sequences them.
// Planned optimizations:
// * Create copies of render target that are rendered to multiple times and textured from in sequence, and push those render passes
@@ -397,6 +397,17 @@ void VulkanQueueRunner::RunSteps(VkCommandBuffer cmd, const std::vector<VKRStep
}
}
// Queue hacks.
if (hacksEnabled_) {
if (hacksEnabled_ & QUEUE_HACK_MGS2_ACID) {
// Massive speedup.
ApplyMGSHack(steps);
}
if (hacksEnabled_ & QUEUE_HACK_SONIC) {
ApplySonicHack(steps);
}
}
for (size_t i = 0; i < steps.size(); i++) {
const VKRStep &step = *steps[i];
switch (step.stepType) {
@@ -422,6 +433,146 @@ void VulkanQueueRunner::RunSteps(VkCommandBuffer cmd, const std::vector<VKRStep
}
}
void VulkanQueueRunner::ApplyMGSHack(std::vector<VKRStep *> &steps) {
// We want to turn a sequence of copy,render(1),copy,render(1),copy,render(1) to copy,copy,copy,render(n).
for (int i = 0; i < (int)steps.size() - 3; i++) {
int last = -1;
if (!(steps[i]->stepType == VKRStepType::COPY &&
steps[i + 1]->stepType == VKRStepType::RENDER &&
steps[i + 2]->stepType == VKRStepType::COPY &&
steps[i + 1]->render.numDraws == 1 &&
steps[i]->copy.dst == steps[i + 2]->copy.dst))
continue;
// Looks promising! Let's start by finding the last one.
for (int j = i; j < (int)steps.size(); j++) {
switch (steps[j]->stepType) {
case VKRStepType::RENDER:
if (steps[j]->render.numDraws > 1)
last = j - 1;
break;
case VKRStepType::COPY:
if (steps[j]->copy.dst != steps[i]->copy.dst)
last = j - 1;
break;
}
if (last != -1)
break;
}
if (last != -1) {
// We've got a sequence from i to last that needs reordering.
// First, let's sort it, keeping the same length.
std::vector<VKRStep *> copies;
std::vector<VKRStep *> renders;
copies.reserve((last - i) / 2);
renders.reserve((last - i) / 2);
for (int n = i; n <= last; n++) {
if (steps[n]->stepType == VKRStepType::COPY)
copies.push_back(steps[n]);
else if (steps[n]->stepType == VKRStepType::RENDER)
renders.push_back(steps[n]);
}
// Write the copies back. TODO: Combine them too.
for (int j = 0; j < (int)copies.size(); j++) {
steps[i + j] = copies[j];
}
// Write the renders back (so they will be deleted properly).
for (int j = 0; j < (int)renders.size(); j++) {
steps[i + j + copies.size()] = renders[j];
}
assert(steps[i + copies.size()]->stepType == VKRStepType::RENDER);
// Combine the renders.
for (int j = 1; j < (int)renders.size(); j++) {
for (int k = 0; k < renders[j]->commands.size(); k++) {
steps[i + copies.size()]->commands.push_back(renders[j]->commands[k]);
}
steps[i + copies.size() + j]->stepType = VKRStepType::RENDER_SKIP;
}
// We're done.
break;
}
}
}
void VulkanQueueRunner::ApplySonicHack(std::vector<VKRStep *> &steps) {
// We want to turn a sequence of render(3),render(1),render(6),render(1),render(6),render(1),render(3) to
// render(1), render(1), render(1), render(6), render(6), render(6)
for (int i = 0; i < (int)steps.size() - 4; i++) {
int last = -1;
if (!(steps[i]->stepType == VKRStepType::RENDER &&
steps[i + 1]->stepType == VKRStepType::RENDER &&
steps[i + 2]->stepType == VKRStepType::RENDER &&
steps[i + 3]->stepType == VKRStepType::RENDER &&
steps[i]->render.numDraws == 3 &&
steps[i + 1]->render.numDraws == 1 &&
steps[i + 2]->render.numDraws == 6 &&
steps[i + 3]->render.numDraws == 1 &&
steps[i]->render.framebuffer == steps[i + 2]->render.framebuffer &&
steps[i + 1]->render.framebuffer == steps[i + 3]->render.framebuffer))
continue;
// Looks promising! Let's start by finding the last one.
for (int j = i; j < (int)steps.size(); j++) {
switch (steps[j]->stepType) {
case VKRStepType::RENDER:
if ((j - i) & 1) {
if (steps[j]->render.framebuffer != steps[i + 1]->render.framebuffer)
last = j - 1;
if (steps[j]->render.numDraws != 1)
last = j - 1;
} else {
if (steps[j]->render.framebuffer != steps[i]->render.framebuffer)
last = j - 1;
if (steps[j]->render.numDraws != 3 && steps[j]->render.numDraws != 6)
last = j - 1;
}
}
if (last != -1)
break;
}
if (last != -1) {
// We've got a sequence from i to last that needs reordering.
// First, let's sort it, keeping the same length.
std::vector<VKRStep *> type1;
std::vector<VKRStep *> type2;
type1.reserve((last - i) / 2);
type2.reserve((last - i) / 2);
for (int n = i; n <= last; n++) {
if (steps[n]->render.framebuffer == steps[i]->render.framebuffer)
type1.push_back(steps[n]);
else
type2.push_back(steps[n]);
}
// Write the renders back in order. Same amount, so deletion will work fine.
for (int j = 0; j < (int)type1.size(); j++) {
steps[i + j] = type1[j];
}
for (int j = 0; j < (int)type2.size(); j++) {
steps[i + j + type1.size()] = type2[j];
}
// Combine the renders.
for (int j = 1; j < (int)type1.size(); j++) {
for (int k = 0; k < (int)type1[j]->commands.size(); k++) {
steps[i]->commands.push_back(type1[j]->commands[k]);
}
steps[i + j]->stepType = VKRStepType::RENDER_SKIP;
}
for (int j = 1; j < (int)type2.size(); j++) {
for (int k = 0; k < (int)type2[j]->commands.size(); k++) {
steps[i + type1.size()]->commands.push_back(type2[j]->commands[k]);
}
steps[i + j + type1.size()]->stepType = VKRStepType::RENDER_SKIP;
}
// We're done.
break;
}
}
}
void VulkanQueueRunner::LogSteps(const std::vector<VKRStep *> &steps) {
ILOG("=======================================");
for (size_t i = 0; i < steps.size(); i++) {
+18 -1
View File
@@ -10,6 +10,11 @@
class VKRFramebuffer;
struct VKRImage;
enum {
QUEUE_HACK_MGS2_ACID = 1,
QUEUE_HACK_SONIC = 2,
};
enum class VKRRenderCommand : uint8_t {
BIND_PIPELINE,
STENCIL,
@@ -152,7 +157,9 @@ public:
backbuffer_ = fb;
backbufferImage_ = img;
}
void RunSteps(VkCommandBuffer cmd, const std::vector<VKRStep *> &steps);
// RunSteps can modify steps but will leave it in a valid state.
void RunSteps(VkCommandBuffer cmd, std::vector<VKRStep *> &steps);
void LogSteps(const std::vector<VKRStep *> &steps);
void CreateDeviceObjects();
@@ -205,6 +212,10 @@ public:
return found;
}
void EnableHacks(uint32_t hacks) {
hacksEnabled_ = hacks;
}
private:
void InitBackbufferRenderPass();
@@ -223,6 +234,9 @@ private:
void ResizeReadbackBuffer(VkDeviceSize requiredSize);
void ApplyMGSHack(std::vector<VKRStep *> &steps);
void ApplySonicHack(std::vector<VKRStep *> &steps);
static void SetupTransitionToTransferSrc(VKRImage &img, VkImageMemoryBarrier &barrier, VkPipelineStageFlags &stage, VkImageAspectFlags aspect);
static void SetupTransitionToTransferDst(VKRImage &img, VkImageMemoryBarrier &barrier, VkPipelineStageFlags &stage, VkImageAspectFlags aspect);
@@ -244,4 +258,7 @@ private:
VkDeviceMemory readbackMemory_ = VK_NULL_HANDLE;
VkBuffer readbackBuffer_ = VK_NULL_HANDLE;
VkDeviceSize readbackBufferSize_ = 0;
// TODO: Enable based on compat.ini.
uint32_t hacksEnabled_ = 0;
};