#include "GPU/Vulkan/DrawEngineVulkan.h" // Copyright (c) 2012- 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 "base/logging.h" #include "base/timeutil.h" #include "Common/MemoryUtil.h" #include "Core/MemMap.h" #include "Core/Host.h" #include "Core/System.h" #include "Core/Reporting.h" #include "Core/Config.h" #include "Core/CoreTiming.h" #include "GPU/Math3D.h" #include "GPU/GPUState.h" #include "GPU/ge_constants.h" #include "GPU/Common/TextureDecoder.h" #include "GPU/Common/SplineCommon.h" #include "GPU/Common/TransformCommon.h" #include "GPU/Common/VertexDecoderCommon.h" #include "GPU/Common/SoftwareTransformCommon.h" #include "GPU/Common/DrawEngineCommon.h" #include "GPU/Vulkan/DrawEngineVulkan.h" #include "GPU/Vulkan/TextureCacheVulkan.h" #include "GPU/Vulkan/ShaderManagerVulkan.h" #include "GPU/Vulkan/PipelineManagerVulkan.h" #include "GPU/Vulkan/GPU_Vulkan.h" const VkPrimitiveTopology prim[8] = { VK_PRIMITIVE_TOPOLOGY_POINT_LIST, VK_PRIMITIVE_TOPOLOGY_LINE_LIST, VK_PRIMITIVE_TOPOLOGY_LINE_STRIP, VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN, VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, // Vulkan doesn't do quads. We could do strips with restart-index though. We could also do RECT primitives in the geometry shader. }; enum { TRANSFORMED_VERTEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * sizeof(TransformedVertex) }; DrawEngineVulkan::DrawEngineVulkan(VulkanContext *vulkan) : vulkan_(vulkan), decodedVerts_(0), prevPrim_(GE_PRIM_INVALID), lastVType_(-1), pipelineManager_(nullptr), textureCache_(nullptr), framebufferManager_(nullptr), numDrawCalls(0), vertexCountInDrawCalls(0), decodeCounter_(0), fboTexNeedBind_(false), fboTexBound_(false), curFrame_(0) { memset(&decOptions_, 0, sizeof(decOptions_)); decOptions_.expandAllUVtoFloat = true; decOptions_.expandAllWeightsToFloat = true; decOptions_.expand8BitNormalsToFloat = true; // Allocate nicely aligned memory. Maybe graphics drivers will // appreciate it. // All this is a LOT of memory, need to see if we can cut down somehow. decoded = (u8 *)AllocateMemoryPages(DECODED_VERTEX_BUFFER_SIZE); decIndex = (u16 *)AllocateMemoryPages(DECODED_INDEX_BUFFER_SIZE); splineBuffer = (u8 *)AllocateMemoryPages(SPLINE_BUFFER_SIZE); transformed = (TransformedVertex *)AllocateMemoryPages(TRANSFORMED_VERTEX_BUFFER_SIZE); transformedExpanded = (TransformedVertex *)AllocateMemoryPages(3 * TRANSFORMED_VERTEX_BUFFER_SIZE); indexGen.Setup(decIndex); VkDescriptorSetLayoutBinding bindings[5]; bindings[0].descriptorCount = 1; bindings[0].pImmutableSamplers = nullptr; bindings[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; bindings[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT; bindings[0].binding = 1; bindings[1].descriptorCount = 1; bindings[1].pImmutableSamplers = nullptr; bindings[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; bindings[1].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT; bindings[1].binding = 1; bindings[2].descriptorCount = 1; bindings[2].pImmutableSamplers = nullptr; 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 = 2; bindings[3].descriptorCount = 1; bindings[3].pImmutableSamplers = nullptr; bindings[3].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC; bindings[3].stageFlags = VK_SHADER_STAGE_VERTEX_BIT; bindings[3].binding = 3; bindings[4].descriptorCount = 1; bindings[4].pImmutableSamplers = nullptr; bindings[4].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC; bindings[4].stageFlags = VK_SHADER_STAGE_VERTEX_BIT; bindings[4].binding = 3; VkDevice device = vulkan_->GetDevice(); VkDescriptorSetLayoutCreateInfo dsl; dsl.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; dsl.pNext = nullptr; dsl.bindingCount = 5; dsl.pBindings = bindings; VkResult res = vkCreateDescriptorSetLayout(device, &dsl, nullptr, &descriptorSetLayout_); VkDescriptorPoolSize dpTypes[2]; dpTypes[0].descriptorCount = 200; dpTypes[0].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC; dpTypes[1].descriptorCount = 200; dpTypes[1].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; VkDescriptorPoolCreateInfo dp; dp.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO; dp.pNext = nullptr; dp.flags = 0; // Don't want to mess around with individually freeing these, let's go dynamic each frame. dp.maxSets = 200; // 200 textures per frame should be enough for the UI... dp.pPoolSizes = dpTypes; dp.poolSizeCount = ARRAY_SIZE(dpTypes); res = vkCreateDescriptorPool(device, &dp, nullptr, &frame_[0].descPool); assert(VK_SUCCESS == res); res = vkCreateDescriptorPool(device, &dp, nullptr, &frame_[1].descPool); assert(VK_SUCCESS == res); // We are going to use one-shot descriptors in the initial implementation. Might look into caching them // if creating and updating them turns out to be expensive. for (int i = 0; i < 2; i++) { VkResult res = vkCreateDescriptorPool(vulkan_->GetDevice(), &dp, nullptr, &frame_[i].descPool); assert(VK_SUCCESS == res); } VkPipelineLayoutCreateInfo pl; pl.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; pl.pNext = nullptr; pl.pPushConstantRanges = nullptr; pl.pushConstantRangeCount = 0; pl.setLayoutCount = 1; pl.pSetLayouts = &descriptorSetLayout_; res = vkCreatePipelineLayout(device, &pl, nullptr, &pipelineLayout_); assert(VK_SUCCESS == res); } void DrawEngineVulkan::EndFrame() { curFrame_++; } DrawEngineVulkan::~DrawEngineVulkan() { FreeMemoryPages(decoded, DECODED_VERTEX_BUFFER_SIZE); FreeMemoryPages(decIndex, DECODED_INDEX_BUFFER_SIZE); FreeMemoryPages(splineBuffer, SPLINE_BUFFER_SIZE); FreeMemoryPages(transformed, TRANSFORMED_VERTEX_BUFFER_SIZE); FreeMemoryPages(transformedExpanded, 3 * TRANSFORMED_VERTEX_BUFFER_SIZE); } VertexDecoder *DrawEngineVulkan::GetVertexDecoder(u32 vtype) { auto iter = decoderMap_.find(vtype); if (iter != decoderMap_.end()) return iter->second; VertexDecoder *dec = new VertexDecoder(); dec->SetVertexType(vtype, decOptions_, decJitCache_); decoderMap_[vtype] = dec; return dec; } void DrawEngineVulkan::SetupVertexDecoder(u32 vertType) { SetupVertexDecoderInternal(vertType); } inline void DrawEngineVulkan::SetupVertexDecoderInternal(u32 vertType) { // As the decoder depends on the UVGenMode when we use UV prescale, we simply mash it // into the top of the verttype where there are unused bits. const u32 vertTypeID = (vertType & 0xFFFFFF) | (gstate.getUVGenMode() << 24); // If vtype has changed, setup the vertex decoder. if (vertTypeID != lastVType_) { dec_ = GetVertexDecoder(vertTypeID); lastVType_ = vertTypeID; } } void DrawEngineVulkan::SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int *bytesRead) { if (!indexGen.PrimCompatible(prevPrim_, prim) || numDrawCalls >= MAX_DEFERRED_DRAW_CALLS || vertexCountInDrawCalls + vertexCount > VERTEX_BUFFER_MAX) Flush(cmd_); // TODO: Is this the right thing to do? if (prim == GE_PRIM_KEEP_PREVIOUS) { prim = prevPrim_ != GE_PRIM_INVALID ? prevPrim_ : GE_PRIM_POINTS; } else { prevPrim_ = prim; } SetupVertexDecoderInternal(vertType); *bytesRead = vertexCount * dec_->VertexSize(); if ((vertexCount < 2 && prim > 0) || (vertexCount < 3 && prim > 2 && prim != GE_PRIM_RECTANGLES)) return; DeferredDrawCall &dc = drawCalls[numDrawCalls]; dc.verts = verts; dc.inds = inds; dc.vertType = vertType; dc.indexType = (vertType & GE_VTYPE_IDX_MASK) >> GE_VTYPE_IDX_SHIFT; dc.prim = prim; dc.vertexCount = vertexCount; if (inds) { GetIndexBounds(inds, vertexCount, vertType, &dc.indexLowerBound, &dc.indexUpperBound); } else { dc.indexLowerBound = 0; dc.indexUpperBound = vertexCount - 1; } numDrawCalls++; vertexCountInDrawCalls += vertexCount; if (g_Config.bSoftwareSkinning && (vertType & GE_VTYPE_WEIGHT_MASK)) { DecodeVertsStep(); decodeCounter_++; } if (prim == GE_PRIM_RECTANGLES && (gstate.getTextureAddress(0) & 0x3FFFFFFF) == (gstate.getFrameBufAddress() & 0x3FFFFFFF)) { // Rendertarget == texture? if (!g_Config.bDisableSlowFramebufEffects) { gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY; Flush(cmd_); } } } void DrawEngineVulkan::DecodeVerts() { for (; decodeCounter_ < numDrawCalls; decodeCounter_++) { DecodeVertsStep(); } // Sanity check if (indexGen.Prim() < 0) { ERROR_LOG_REPORT(G3D, "DecodeVerts: Failed to deduce prim: %i", indexGen.Prim()); // Force to points (0) indexGen.AddPrim(GE_PRIM_POINTS, 0); } } void DrawEngineVulkan::DecodeVertsStep() { const int i = decodeCounter_; const DeferredDrawCall &dc = drawCalls[i]; indexGen.SetIndex(decodedVerts_); int indexLowerBound = dc.indexLowerBound, indexUpperBound = dc.indexUpperBound; u32 indexType = dc.indexType; void *inds = dc.inds; if (indexType == GE_VTYPE_IDX_NONE >> GE_VTYPE_IDX_SHIFT) { // Decode the verts and apply morphing. Simple. dec_->DecodeVerts(decoded + decodedVerts_ * (int)dec_->GetDecVtxFmt().stride, dc.verts, indexLowerBound, indexUpperBound); decodedVerts_ += indexUpperBound - indexLowerBound + 1; indexGen.AddPrim(dc.prim, dc.vertexCount); } else { // It's fairly common that games issue long sequences of PRIM calls, with differing // inds pointer but the same base vertex pointer. We'd like to reuse vertices between // these as much as possible, so we make sure here to combine as many as possible // into one nice big drawcall, sharing data. // 1. Look ahead to find the max index, only looking as "matching" drawcalls. // Expand the lower and upper bounds as we go. int lastMatch = i; const int total = numDrawCalls; for (int j = i + 1; j < total; ++j) { if (drawCalls[j].verts != dc.verts) break; indexLowerBound = std::min(indexLowerBound, (int)drawCalls[j].indexLowerBound); indexUpperBound = std::max(indexUpperBound, (int)drawCalls[j].indexUpperBound); lastMatch = j; } // 2. Loop through the drawcalls, translating indices as we go. switch (indexType) { case GE_VTYPE_IDX_8BIT >> GE_VTYPE_IDX_SHIFT: for (int j = i; j <= lastMatch; j++) { indexGen.TranslatePrim(drawCalls[j].prim, drawCalls[j].vertexCount, (const u8 *)drawCalls[j].inds, indexLowerBound); } break; case GE_VTYPE_IDX_16BIT >> GE_VTYPE_IDX_SHIFT: for (int j = i; j <= lastMatch; j++) { indexGen.TranslatePrim(drawCalls[j].prim, drawCalls[j].vertexCount, (const u16 *)drawCalls[j].inds, indexLowerBound); } break; } const int vertexCount = indexUpperBound - indexLowerBound + 1; // This check is a workaround for Pangya Fantasy Golf, which sends bogus index data when switching items in "My Room" sometimes. if (decodedVerts_ + vertexCount > VERTEX_BUFFER_MAX) { return; } // 3. Decode that range of vertex data. dec_->DecodeVerts(decoded + decodedVerts_ * (int)dec_->GetDecVtxFmt().stride, dc.verts, indexLowerBound, indexUpperBound); decodedVerts_ += vertexCount; // 4. Advance indexgen vertex counter. indexGen.Advance(vertexCount); decodeCounter_ = lastMatch; } } inline u32 ComputeMiniHashRange(const void *ptr, size_t sz) { // Switch to u32 units. const u32 *p = (const u32 *)ptr; sz >>= 2; if (sz > 100) { size_t step = sz / 4; u32 hash = 0; for (size_t i = 0; i < sz; i += step) { hash += DoReliableHash32(p + i, 100, 0x3A44B9C4); } return hash; } else { return p[0] + p[sz - 1]; } } /* struct DescriptorSetKey { void *texture_; void *secondaryTexture_; bool operator < (const DescriptorSetKey &other) const { if (texture_ < other.texture_) return true; else if (texture_ > other.texture_) return false; if (secondaryTexture_ < other.secondaryTexture_) return true; else if (secondaryTexture_ > other.secondaryTexture_) return false; return false; } }; */ VkDescriptorSet DrawEngineVulkan::GetDescriptorSet() { return nullptr; } // The inline wrapper in the header checks for numDrawCalls == 0 void DrawEngineVulkan::DoFlush(VkCommandBuffer cmd) { gpuStats.numFlushes++; FrameData *frame = &frame_[curFrame_ & 1]; // This is not done on every drawcall, we should collect vertex data // until critical state changes. That's when we draw (flush). VkDescriptorSet ds = GetDescriptorSet(); GEPrimitiveType prim = prevPrim_; // ApplyDrawState(prim); VulkanVertexShader *vshader; VulkanFragmentShader *fshader; shaderManager_->GetShaders(prim, lastVType_, &vshader, &fshader); uint32_t baseUBOOffset = 0; uint32_t lightUBOOffset = 0; uint32_t boneUBOOffset = 0; uint32_t ibOffset = 0; uint32_t vbOffset = 0; if (vshader->UseHWTransform()) { int vertexCount = 0; int maxIndex = 0; bool useElements = true; DecodeVerts(); gpuStats.numUncachedVertsDrawn += indexGen.VertexCount(); useElements = !indexGen.SeenOnlyPurePrims(); vertexCount = indexGen.VertexCount(); maxIndex = indexGen.MaxIndex(); if (!useElements && indexGen.PureCount()) { vertexCount = indexGen.PureCount(); } prim = indexGen.Prim(); VERBOSE_LOG(G3D, "Flush prim %i! %i verts in one go", prim, vertexCount); bool hasColor = (lastVType_ & GE_VTYPE_COL_MASK) != GE_VTYPE_COL_NONE; if (gstate.isModeThrough()) { gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && (hasColor || gstate.getMaterialAmbientA() == 255); } else { gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && ((hasColor && (gstate.materialupdate & 1)) || gstate.getMaterialAmbientA() == 255) && (!gstate.isLightingEnabled() || gstate.getAmbientA() == 255); } VkBuffer buf[1] = {frame->pushData->GetVkBuffer()}; uint32_t dynamicUBOOffsets[3] = { baseUBOOffset, lightUBOOffset, boneUBOOffset, }; vkCmdBindDescriptorSets(cmd_, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout_, 0, 1, &ds, 3, dynamicUBOOffsets); ibOffset = (uint32_t)frame->pushData->Push(decIndex, 2 * indexGen.VertexCount()); vbOffset = (uint32_t)frame->pushData->Push(decoded, vertexCount * dec_->GetDecVtxFmt().stride); VkDeviceSize offsets[1] = { vbOffset }; if (useElements) { // TODO: Avoid rebinding if the vertex size stays the same by using the offset arguments vkCmdBindVertexBuffers(cmd_, 0, 1, buf, offsets); vkCmdBindIndexBuffer(cmd_, buf[0], ibOffset, VK_INDEX_TYPE_UINT16); vkCmdDrawIndexed(cmd_, maxIndex + 1, 1, 0, 0, 0); } else { vkCmdBindVertexBuffers(cmd_, 0, 1, buf, offsets); vkCmdDraw(cmd_, vertexCount, 1, 0, 0); } } else { DecodeVerts(); bool hasColor = (lastVType_ & GE_VTYPE_COL_MASK) != GE_VTYPE_COL_NONE; if (gstate.isModeThrough()) { gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && (hasColor || gstate.getMaterialAmbientA() == 255); } else { gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && ((hasColor && (gstate.materialupdate & 1)) || gstate.getMaterialAmbientA() == 255) && (!gstate.isLightingEnabled() || gstate.getAmbientA() == 255); } gpuStats.numUncachedVertsDrawn += indexGen.VertexCount(); prim = indexGen.Prim(); // Undo the strip optimization, not supported by the SW code yet. if (prim == GE_PRIM_TRIANGLE_STRIP) prim = GE_PRIM_TRIANGLES; VERBOSE_LOG(G3D, "Flush prim %i SW! %i verts in one go", prim, indexGen.VertexCount()); int numTrans = 0; bool drawIndexed = false; u16 *inds = decIndex; TransformedVertex *drawBuffer = NULL; SoftwareTransformResult result; memset(&result, 0, sizeof(result)); int maxIndex = indexGen.MaxIndex(); SoftwareTransform( prim, decoded, indexGen.VertexCount(), dec_->VertexType(), inds, GE_VTYPE_IDX_16BIT, dec_->GetDecVtxFmt(), maxIndex, framebufferManager_, textureCache_, transformed, transformedExpanded, drawBuffer, numTrans, drawIndexed, &result, 1.0f); // ApplyDrawStateLate(); if (result.action == SW_DRAW_PRIMITIVES) { if (result.setStencil) { // dxstate.stencilFunc.set(D3DCMP_ALWAYS, result.stencilValue, 255); } VkBuffer buf[1] = {}; VkDeviceSize offsets[1] = { 0 }; if (drawIndexed) { // TODO: Have a buffer per frame, use a walking buffer pointer // TODO: Avoid rebinding if the vertex size stays the same by using the offset arguments vkCmdBindVertexBuffers(cmd_, 0, 1, buf, offsets); vkCmdBindIndexBuffer(cmd_, buf[0], 0, VK_INDEX_TYPE_UINT16); vkCmdDrawIndexed(cmd_, numTrans, 1, 0, 0, 0); // pD3Ddevice->DrawIndexedPrimitiveUP(glprim[prim], 0, maxIndex, D3DPrimCount(glprim[prim], numTrans), inds, D3DFMT_INDEX16, drawBuffer, sizeof(TransformedVertex)); } else { // TODO: Avoid rebinding if the vertex size stays the same by using the offset arguments vkCmdBindVertexBuffers(cmd_, 0, 1, buf, offsets); vkCmdDraw(cmd_, numTrans, 1, 0, 0); // pD3Ddevice->DrawPrimitiveUP(glprim[prim], D3DPrimCount(glprim[prim], numTrans), drawBuffer, sizeof(TransformedVertex)); } } else if (result.action == SW_CLEAR) { // TODO: Support clearing only color and not alpha, or vice versa. This is not supported (probably for good reason) by vkCmdClearColorAttachment // so we will have to simply draw a rectangle instead. int mask = gstate.isClearModeColorMask() ? 1 : 0; if (gstate.isClearModeAlphaMask()) mask |= 2; if (gstate.isClearModeDepthMask()) mask |= 4; VkClearValue value; value.color.float32[0] = (result.color & 0xFF) * (1.0f / 255.0f); value.color.float32[1] = ((result.color >> 8) & 0xFF) * (1.0f / 255.0f); value.color.float32[2] = ((result.color >> 16) & 0xFF) * (1.0f / 255.0f); value.color.float32[3] = ((result.color >> 24) & 0xFF) * (1.0f / 255.0f); value.depthStencil.depth = result.depth; value.depthStencil.stencil = (result.color >> 24) & 0xFF; VkClearRect rect; rect.baseArrayLayer = 0; rect.layerCount = 1; rect.rect.offset.x = 0; rect.rect.offset.y = 0; rect.rect.extent.width = gstate_c.curRTRenderWidth; rect.rect.extent.height = gstate_c.curRTRenderHeight; int count = 0; VkClearAttachment attach[2]; if (mask & 3) { attach[count].aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; attach[count].clearValue = value; attach[count].colorAttachment = 0; count++; } if (mask & 4) { attach[count].aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT; attach[count].clearValue = value; attach[count].colorAttachment = 0; } vkCmdClearAttachments(cmd_, count, attach, 1, &rect); if (mask & 1) { framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason); } if (mask & 4) { framebufferManager_->SetDepthUpdated(); } } } gpuStats.numDrawCalls += numDrawCalls; gpuStats.numVertsSubmitted += vertexCountInDrawCalls; indexGen.Reset(); decodedVerts_ = 0; numDrawCalls = 0; vertexCountInDrawCalls = 0; decodeCounter_ = 0; prevPrim_ = GE_PRIM_INVALID; gstate_c.vertexFullAlpha = true; framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason); // Now seems as good a time as any to reset the min/max coords, which we may examine later. gstate_c.vertBounds.minU = 512; gstate_c.vertBounds.minV = 512; gstate_c.vertBounds.maxU = 0; gstate_c.vertBounds.maxV = 0; host->GPUNotifyDraw(); } void DrawEngineVulkan::Resized() { decJitCache_->Clear(); lastVType_ = -1; dec_ = NULL; for (auto iter = decoderMap_.begin(); iter != decoderMap_.end(); iter++) { delete iter->second; } decoderMap_.clear(); } bool DrawEngineVulkan::IsCodePtrVertexDecoder(const u8 *ptr) const { return decJitCache_->IsInSpace(ptr); }