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