// Copyright (c) 2015- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #include #include "Common/Profiler/Profiler.h" #include "Common/Log.h" #include "Common/TimeUtil.h" #include "Common/File/FileUtil.h" #include "Common/GraphicsContext.h" #include "Common/StringUtils.h" #include "Common/Data/Text/StringWriter.h" #include "Core/Config.h" #include "Core/Reporting.h" #include "Core/System.h" #include "Core/ELF/ParamSFO.h" #include "GPU/GPUState.h" #include "GPU/Common/FramebufferManagerCommon.h" #include "GPU/Vulkan/ShaderManagerVulkan.h" #include "GPU/Vulkan/GPU_Vulkan.h" #include "GPU/Vulkan/FramebufferManagerVulkan.h" #include "GPU/Vulkan/DrawEngineVulkan.h" #include "GPU/Vulkan/TextureCacheVulkan.h" #include "Common/GPU/Vulkan/VulkanRenderManager.h" #include "Common/GPU/Vulkan/VulkanQueueRunner.h" GPU_Vulkan::GPU_Vulkan(GraphicsContext *gfxCtx, Draw::DrawContext *draw) : GPUCommonHW(gfxCtx, draw), drawEngine_(draw) { _assert_(draw); gstate_c.SetUseFlags(CheckGPUFeatures()); VulkanContext *vulkan = (VulkanContext *)gfxCtx->GetAPIContext(); vulkan->SetProfilerEnabledPtr(&g_Config.bGpuLogProfiler); shaderManagerVulkan_ = new ShaderManagerVulkan(draw); pipelineManager_ = new PipelineManagerVulkan(vulkan); framebufferManagerVulkan_ = new FramebufferManagerVulkan(draw); framebufferManager_ = framebufferManagerVulkan_; drawEngineCommon_ = &drawEngine_; textureCacheVulkan_ = new TextureCacheVulkan(draw, framebufferManager_->GetDraw2D(), vulkan); textureCache_ = textureCacheVulkan_; shaderManager_ = shaderManagerVulkan_; drawEngine_.SetGPUCommon(this); drawEngine_.SetTextureCache(textureCacheVulkan_); drawEngine_.SetFramebufferManager(framebufferManagerVulkan_); drawEngine_.SetShaderManager(shaderManagerVulkan_); drawEngine_.SetPipelineManager(pipelineManager_); drawEngine_.Init(); framebufferManagerVulkan_->SetTextureCache(textureCacheVulkan_); framebufferManagerVulkan_->SetDrawEngine(&drawEngine_); framebufferManagerVulkan_->SetShaderManager(shaderManagerVulkan_); textureCacheVulkan_->SetFramebufferManager(framebufferManagerVulkan_); textureCacheVulkan_->SetShaderManager(shaderManagerVulkan_); textureCacheVulkan_->SetDrawEngine(&drawEngine_); // Sanity check gstate if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) { ERROR_LOG(Log::G3D, "gstate has drifted out of sync!"); } BuildReportingInfo(); textureCache_->NotifyConfigChanged(); drawEngine_.InitDeviceObjects(); // Creates important things like the pipeline layout. Required for loading the disk cache. // Load shader cache. std::string discID = g_paramSFO.GetDiscID(); if (discID.size()) { File::CreateFullPath(GetSysDirectory(DIRECTORY_APP_CACHE)); shaderCachePath_ = GetSysDirectory(DIRECTORY_APP_CACHE) / (discID + ".vkshadercache"); LoadCache(shaderCachePath_); } InitDeviceObjects(); } void GPU_Vulkan::FinishInitOnMainThread() { // This can end up stopping/starting the vulkan render manager. framebufferManagerVulkan_->Init(msaaLevel_); } void GPU_Vulkan::LoadCache(const Path &filename) { _dbg_assert_(draw_); if (!g_Config.bShaderCache) { WARN_LOG(Log::G3D, "Shader cache disabled. Not loading."); return; } // Actually precompiled by IsReady() since we're single-threaded. FILE *f = File::OpenCFile(filename, "rb"); if (!f) return; // First compile shaders to SPIR-V, then load the pipeline cache and recreate the pipelines. // It's when recreating the pipelines that the pipeline cache is useful - in the ideal case, // it can just memcpy the finished shader binaries out of the pipeline cache file. bool result = ShaderManagerVulkan::LoadCacheFlags(f, &drawEngine_); if (!result) { WARN_LOG(Log::G3D, "ShaderManagerVulkan failed to load cache header."); } if (result) { // Reload use flags in case LoadCacheFlags() changed them. gstate_c.SetUseFlags(CheckGPUFeatures()); result = shaderManagerVulkan_->LoadCache(f); if (!result) { WARN_LOG(Log::G3D, "ShaderManagerVulkan failed to load cache."); } } if (result) { // WARNING: See comment in LoadPipelineCache if you are tempted to flip the second parameter to true. result = pipelineManager_->LoadPipelineCache(f, false, shaderManagerVulkan_, draw_, drawEngine_.GetPipelineLayout(), msaaLevel_); } fclose(f); // Now, since we're on the loader thread, we can just block here until all pipelines are actually created. // This makes it so that the on-screen spinner keeps spinning until we are done. double start = time_now_d(); VulkanRenderManager *rm = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER); int maxTasksSeen = rm->WaitForPipelines(); double seconds = time_now_d() - start; INFO_LOG(Log::G3D, "Waited %0.1fms for at least %d pipeline tasks to finish compiling.", seconds * 1000.0, maxTasksSeen); if (!result) { WARN_LOG(Log::G3D, "Incompatible Vulkan pipeline cache - rebuilding."); // Bad cache file for this GPU/Driver/etc. Delete it. File::Delete(filename); } else { INFO_LOG(Log::G3D, "Loaded Vulkan pipeline cache."); } } void GPU_Vulkan::SaveCache(const Path &filename) { if (!g_Config.bShaderCache) { INFO_LOG(Log::G3D, "Shader cache disabled. Not saving."); return; } if (!draw_) { // Already got the lost message, we're in shutdown. WARN_LOG(Log::G3D, "Not saving shaders - shutting down from in-game."); return; } FILE *f = File::OpenCFile(filename, "wb"); if (!f) return; shaderManagerVulkan_->SaveCache(f, &drawEngine_); // WARNING: See comment in LoadCache if you are tempted to flip the second parameter to true. pipelineManager_->SavePipelineCache(f, false, shaderManagerVulkan_, draw_); INFO_LOG(Log::G3D, "Saved Vulkan pipeline cache"); fclose(f); } GPU_Vulkan::~GPU_Vulkan() { if (draw_) { VulkanRenderManager *rm = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER); // This now also does a hard sync with the render thread, so that we can safely delete our pipeline layout below. rm->StopThreads(); rm->CheckNothingPending(); } SaveCache(shaderCachePath_); // StopThreads should have ensured that no pipelines are queued to compile at this point. So we can tear it down. delete pipelineManager_; pipelineManager_ = nullptr; // Note: We save the cache in DeviceLost DestroyDeviceObjects(); drawEngine_.DeviceLost(); shaderManager_->ClearShaders(); // other managers are deleted in ~GPUCommonHW. if (draw_) { VulkanRenderManager *rm = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER); rm->StartThreads(); } } u32 GPU_Vulkan::CheckGPUFeatures() const { uint32_t features = GPUCommonHW::CheckGPUFeatures(); VulkanContext *vulkan = (VulkanContext *)draw_->GetNativeObject(Draw::NativeObject::CONTEXT); if (vulkan->SupportsPreRotation() && g_Config.bSkipBufferEffects) { features |= GPU_USE_PRE_ROTATION; } if (!draw_->GetBugs().Has(Draw::Bugs::PVR_BAD_16BIT_TEXFORMATS)) { // These are VULKAN_4444_FORMAT and friends. // Note that we are now using the correct set of formats - the only cases where some may be missing // are non-conformant implementations like MoltenVK. uint32_t fmt4444 = draw_->GetDataFormatSupport(Draw::DataFormat::B4G4R4A4_UNORM_PACK16); uint32_t fmt1555 = draw_->GetDataFormatSupport(Draw::DataFormat::A1R5G5B5_UNORM_PACK16); uint32_t fmt565 = draw_->GetDataFormatSupport(Draw::DataFormat::R5G6B5_UNORM_PACK16); if ((fmt4444 & Draw::FMT_TEXTURE) && (fmt565 & Draw::FMT_TEXTURE) && (fmt1555 & Draw::FMT_TEXTURE)) { features |= GPU_USE_16BIT_FORMATS; } else { INFO_LOG(Log::G3D, "Deficient texture format support: 4444: %d 1555: %d 565: %d", fmt4444, fmt1555, fmt565); } } if (g_Config.bStereoRendering && draw_->GetDeviceCaps().multiViewSupported) { features |= GPU_USE_SINGLE_PASS_STEREO; features |= GPU_USE_SIMPLE_STEREO_PERSPECTIVE; } // Attempt to workaround #17386 if (draw_->GetBugs().Has(Draw::Bugs::UNIFORM_INDEXING_BROKEN)) { features &= ~GPU_USE_LIGHT_UBERSHADER; } features |= GPU_USE_FRAMEBUFFER_ARRAYS; return CheckGPUFeaturesLate(features); } void GPU_Vulkan::BeginHostFrame(const DisplayLayoutConfig &config) { GPUCommonHW::BeginHostFrame(config); drawEngine_.BeginFrame(); textureCache_->StartFrame(); VulkanContext *vulkan = (VulkanContext *)draw_->GetNativeObject(Draw::NativeObject::CONTEXT); int curFrame = vulkan->GetCurFrame(); framebufferManager_->BeginFrame(config); shaderManagerVulkan_->DirtyLastShader(); gstate_c.Dirty(DIRTY_ALL); if (gstate_c.useFlagsChanged) { // TODO: It'd be better to recompile them in the background, probably? // This most likely means that saw equal depth changed. WARN_LOG(Log::G3D, "Shader use flags changed, clearing all shaders and depth buffers"); // TODO: Not all shaders need to be recompiled. In fact, quite few? Of course, depends on // the use flag change.. This is a major frame rate hitch in the start of a race in Outrun. shaderManager_->ClearShaders(); pipelineManager_->Clear(); framebufferManager_->ClearAllDepthBuffers(); gstate_c.useFlagsChanged = false; } if (dumpNextFrame_) { NOTICE_LOG(Log::G3D, "DUMPING THIS FRAME"); dumpThisFrame_ = true; dumpNextFrame_ = false; } else if (dumpThisFrame_) { dumpThisFrame_ = false; } } void GPU_Vulkan::EndHostFrame() { VulkanContext *vulkan = (VulkanContext *)draw_->GetNativeObject(Draw::NativeObject::CONTEXT); drawEngine_.EndFrame(); GPUCommonHW::EndHostFrame(); } // Needs to be called on GPU thread, not reporting thread. void GPU_Vulkan::BuildReportingInfo() { VulkanContext *vulkan = (VulkanContext *)draw_->GetNativeObject(Draw::NativeObject::CONTEXT); const auto &props = vulkan->GetPhysicalDeviceProperties().properties; const auto &available = vulkan->GetDeviceFeatures().available; #define CHECK_BOOL_FEATURE(n) do { if (available.standard.n) { featureNames += ", " #n; } } while (false) #define CHECK_BOOL_FEATURE_MULTIVIEW(n) do { if (available.multiview.n) { featureNames += ", " #n; } } while (false) std::string featureNames = ""; CHECK_BOOL_FEATURE(fullDrawIndexUint32); CHECK_BOOL_FEATURE(geometryShader); CHECK_BOOL_FEATURE(sampleRateShading); CHECK_BOOL_FEATURE(dualSrcBlend); CHECK_BOOL_FEATURE(logicOp); CHECK_BOOL_FEATURE(multiDrawIndirect); CHECK_BOOL_FEATURE(drawIndirectFirstInstance); CHECK_BOOL_FEATURE(depthClamp); CHECK_BOOL_FEATURE(depthBiasClamp); CHECK_BOOL_FEATURE(depthBounds); CHECK_BOOL_FEATURE(samplerAnisotropy); CHECK_BOOL_FEATURE(textureCompressionETC2); CHECK_BOOL_FEATURE(textureCompressionASTC_LDR); CHECK_BOOL_FEATURE(textureCompressionBC); CHECK_BOOL_FEATURE(occlusionQueryPrecise); CHECK_BOOL_FEATURE(pipelineStatisticsQuery); CHECK_BOOL_FEATURE(fragmentStoresAndAtomics); CHECK_BOOL_FEATURE(shaderTessellationAndGeometryPointSize); CHECK_BOOL_FEATURE(shaderStorageImageMultisample); CHECK_BOOL_FEATURE(shaderSampledImageArrayDynamicIndexing); CHECK_BOOL_FEATURE(shaderClipDistance); CHECK_BOOL_FEATURE(shaderCullDistance); CHECK_BOOL_FEATURE(shaderInt64); CHECK_BOOL_FEATURE(shaderInt16); CHECK_BOOL_FEATURE_MULTIVIEW(multiview); CHECK_BOOL_FEATURE_MULTIVIEW(multiviewGeometryShader); #undef CHECK_BOOL_FEATURE if (!featureNames.empty()) { featureNames = featureNames.substr(2); } reportingPrimaryInfo_ = props.deviceName; reportingFullInfo_ = StringFromFormat("v%08x driver v%08x (%s), vendorID=%d, deviceID=%d (features: %s)", props.apiVersion, props.driverVersion, props.deviceName, props.vendorID, props.deviceID, featureNames.c_str()); Reporting::UpdateConfig(); } void GPU_Vulkan::FinishDeferred() { drawEngine_.FinishDeferred(); } void GPU_Vulkan::InitDeviceObjects() { INFO_LOG(Log::G3D, "GPU_Vulkan::InitDeviceObjects"); 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; // Always on. hacks |= QUEUE_HACK_RENDERPASS_MERGE; if (hacks) { VulkanRenderManager *rm = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER); rm->GetQueueRunner()->EnableHacks(hacks); } } void GPU_Vulkan::DestroyDeviceObjects() { INFO_LOG(Log::G3D, "GPU_Vulkan::DestroyDeviceObjects"); // Need to turn off hacks when shutting down the GPU. Don't want them running in the menu. if (draw_) { VulkanRenderManager *rm = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER); if (rm) rm->GetQueueRunner()->EnableHacks(0); } } void GPU_Vulkan::CheckRenderResized(const DisplayLayoutConfig &config) { if (renderResized_) { GPUCommonHW::CheckRenderResized(config); pipelineManager_->InvalidateMSAAPipelines(); framebufferManager_->ReleasePipelines(); } } void GPU_Vulkan::DeviceLost() { // draw_ is normally actually still valid here in Vulkan. But we null it out in GPUCommonHW::DeviceLost so we don't try to use it again. // So, we have to save it here to be able to call ReleaseCompileQueue(). Draw::DrawContext *draw = draw_; if (draw) { VulkanRenderManager *rm = (VulkanRenderManager *)draw->GetNativeObject(Draw::NativeObject::RENDER_MANAGER); rm->StopThreads(); } if (shaderCachePath_.Valid()) { SaveCache(shaderCachePath_); } DestroyDeviceObjects(); pipelineManager_->DeviceLost(); GPUCommonHW::DeviceLost(); if (draw) { VulkanRenderManager *rm = (VulkanRenderManager *)draw->GetNativeObject(Draw::NativeObject::RENDER_MANAGER); rm->StartThreads(); } } void GPU_Vulkan::DeviceRestore(Draw::DrawContext *draw) { GPUCommonHW::DeviceRestore(draw); // this updates draw_. VulkanContext *vulkan = (VulkanContext *)draw_->GetNativeObject(Draw::NativeObject::CONTEXT); pipelineManager_->DeviceRestore(vulkan); InitDeviceObjects(); } void GPU_Vulkan::GetStats(StringWriter &w) { const DrawEngineVulkanStats &drawStats = drawEngine_.GetStats(); w.F("Vertex, Fragment, Pipelines loaded: %i, %i, %i\n" "Pushbuffer space used: Vtx %d, Idx %d\n", shaderManagerVulkan_->GetNumVertexShaders(), shaderManagerVulkan_->GetNumFragmentShaders(), pipelineManager_->GetNumPipelines(), drawStats.pushVertexSpaceUsed, drawStats.pushIndexSpaceUsed); textureCacheVulkan_->GetStats(w); FormatGPUStatsCommon(w); } std::vector GPU_Vulkan::DebugGetShaderIDs(DebugShaderType type) { switch (type) { case SHADER_TYPE_PIPELINE: return pipelineManager_->DebugGetObjectIDs(type); case SHADER_TYPE_SAMPLER: return textureCacheVulkan_->DebugGetSamplerIDs(); default: return GPUCommonHW::DebugGetShaderIDs(type); } } std::string GPU_Vulkan::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) { switch (type) { case SHADER_TYPE_PIPELINE: return pipelineManager_->DebugGetObjectString(id, type, stringType); case SHADER_TYPE_SAMPLER: return textureCacheVulkan_->DebugGetSamplerString(id, stringType); default: return GPUCommonHW::DebugGetShaderString(id, type, stringType); } }