Files
ppsspp/GPU/Vulkan/TextureCacheVulkan.cpp
T
Henrik Rydgård b13c5c2d1b Add compat setting to force using maximum depth resolution
Fixes #17014

Even if our depth-testing-equal heuristic believes that the game needs
lower depth resolution.

This removes some depth-fighting artifacts (that are present on the real
PSP, but nice to avoid) in Outrun, Split/Second and Cars: Race-o-Rama -
essentially reverting these to the behavior we had before the heuristic.

(The heuristic is good though - it means less compat.ini hacks going in
the other direction).

In the case of Outrun, this relies on two passes that pass exactly the
same vertex coordinates twice resulting in the exact same final
geometry. This is actually guaranteed by the spec if the vertex math is
exactly the same and "invariant" is set on the position output, though
I guess you never know.. Haven't seen any issues at least.

Also sneak in disabling some validation messages from using extra Vulkan
validation layers other than the default.
2023-03-26 00:27:58 +01:00

854 lines
31 KiB
C++

// 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 <algorithm>
#include <cstring>
#include "ext/xxhash.h"
#include "Common/File/VFS/VFS.h"
#include "Common/Data/Text/I18n.h"
#include "Common/LogReporting.h"
#include "Common/Math/math_util.h"
#include "Common/Profiler/Profiler.h"
#include "Common/GPU/thin3d.h"
#include "Common/GPU/Vulkan/VulkanRenderManager.h"
#include "Common/System/System.h"
#include "Common/Data/Convert/ColorConv.h"
#include "Common/StringUtils.h"
#include "Common/TimeUtil.h"
#include "Common/GPU/Vulkan/VulkanContext.h"
#include "Common/GPU/Vulkan/VulkanImage.h"
#include "Common/GPU/Vulkan/VulkanMemory.h"
#include "Core/Config.h"
#include "Core/MemMap.h"
#include "Core/System.h"
#include "GPU/ge_constants.h"
#include "GPU/GPUState.h"
#include "GPU/Common/TextureShaderCommon.h"
#include "GPU/Common/PostShader.h"
#include "GPU/Common/TextureCacheCommon.h"
#include "GPU/Common/TextureDecoder.h"
#include "GPU/Vulkan/VulkanContext.h"
#include "GPU/Vulkan/TextureCacheVulkan.h"
#include "GPU/Vulkan/FramebufferManagerVulkan.h"
#include "GPU/Vulkan/ShaderManagerVulkan.h"
#include "GPU/Vulkan/DrawEngineVulkan.h"
using namespace PPSSPP_VK;
#define TEXCACHE_MIN_SLAB_SIZE (8 * 1024 * 1024)
#define TEXCACHE_MAX_SLAB_SIZE (32 * 1024 * 1024)
#define TEXCACHE_SLAB_PRESSURE 4
const char *uploadShader = R"(
#version 450
#extension GL_ARB_separate_shader_objects : enable
// 8x8 is the most common compute shader workgroup size, and works great on all major
// hardware vendors.
layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
uniform layout(set = 0, binding = 0, rgba8) writeonly image2D img;
layout(std430, set = 0, binding = 1) buffer Buf {
uint data[];
} buf;
layout(push_constant) uniform Params {
int width;
int height;
} params;
uint readColoru(uvec2 p) {
return buf.data[p.y * params.width + p.x];
}
vec4 readColorf(uvec2 p) {
// Unpack the color (we could look it up in a CLUT here if we wanted...)
// The imageStore repack is free.
return unpackUnorm4x8(readColoru(p));
}
void writeColorf(ivec2 p, vec4 c) {
imageStore(img, p, c);
}
%s
// Note that main runs once per INPUT pixel, unlike the old model.
void main() {
uvec2 xy = gl_GlobalInvocationID.xy;
// Kill off any out-of-image threads to avoid stray writes.
// Should only happen on the tiniest mipmaps as PSP textures are power-of-2,
// and we use a 8x8 workgroup size. Probably not really necessary.
if (xy.x >= params.width || xy.y >= params.height)
return;
// applyScaling will write the upscaled pixels, using writeColorf above.
// It's expected to write a square of scale*scale pixels, at the location xy*scale.
applyScaling(xy);
}
)";
static int VkFormatBytesPerPixel(VkFormat format) {
switch (format) {
case VULKAN_8888_FORMAT: return 4;
case VULKAN_CLUT8_FORMAT: return 1;
default: break;
}
return 2;
}
SamplerCache::~SamplerCache() {
DeviceLost();
}
VkSampler SamplerCache::GetOrCreateSampler(const SamplerCacheKey &key) {
VkSampler sampler = cache_.Get(key);
if (sampler != VK_NULL_HANDLE)
return sampler;
VkSamplerCreateInfo samp = { VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO };
samp.addressModeU = key.sClamp ? VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE : VK_SAMPLER_ADDRESS_MODE_REPEAT;
samp.addressModeV = key.tClamp ? VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE : VK_SAMPLER_ADDRESS_MODE_REPEAT;
// W addressing is irrelevant for 2d textures, but Mali recommends that all clamp modes are the same if possible so just copy from U.
samp.addressModeW = key.texture3d ? VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE : samp.addressModeU;
samp.compareOp = VK_COMPARE_OP_ALWAYS;
samp.flags = 0;
samp.magFilter = key.magFilt ? VK_FILTER_LINEAR : VK_FILTER_NEAREST;
samp.minFilter = key.minFilt ? VK_FILTER_LINEAR : VK_FILTER_NEAREST;
samp.mipmapMode = key.mipFilt ? VK_SAMPLER_MIPMAP_MODE_LINEAR : VK_SAMPLER_MIPMAP_MODE_NEAREST;
if (key.aniso) {
// Docs say the min of this value and the supported max are used.
samp.maxAnisotropy = 1 << g_Config.iAnisotropyLevel;
samp.anisotropyEnable = true;
} else {
samp.maxAnisotropy = 1.0f;
samp.anisotropyEnable = false;
}
if (key.maxLevel == 9 * 256) {
// No max level needed. Better for performance on some archs like ARM Mali.
samp.maxLod = VK_LOD_CLAMP_NONE;
} else {
samp.maxLod = (float)(int32_t)key.maxLevel * (1.0f / 256.0f);
}
samp.minLod = (float)(int32_t)key.minLevel * (1.0f / 256.0f);
samp.mipLodBias = (float)(int32_t)key.lodBias * (1.0f / 256.0f);
VkResult res = vkCreateSampler(vulkan_->GetDevice(), &samp, nullptr, &sampler);
_assert_(res == VK_SUCCESS);
cache_.Insert(key, sampler);
return sampler;
}
std::string SamplerCache::DebugGetSamplerString(std::string id, DebugShaderStringType stringType) {
SamplerCacheKey key;
key.FromString(id);
return StringFromFormat("%s/%s mag:%s min:%s mip:%s maxLod:%f minLod:%f bias:%f",
key.sClamp ? "Clamp" : "Wrap",
key.tClamp ? "Clamp" : "Wrap",
key.magFilt ? "Linear" : "Nearest",
key.minFilt ? "Linear" : "Nearest",
key.mipFilt ? "Linear" : "Nearest",
key.maxLevel / 256.0f,
key.minLevel / 256.0f,
key.lodBias / 256.0f);
}
void SamplerCache::DeviceLost() {
cache_.Iterate([&](const SamplerCacheKey &key, VkSampler sampler) {
vulkan_->Delete().QueueDeleteSampler(sampler);
});
cache_.Clear();
vulkan_ = nullptr;
}
void SamplerCache::DeviceRestore(VulkanContext *vulkan) {
vulkan_ = vulkan;
}
std::vector<std::string> SamplerCache::DebugGetSamplerIDs() const {
std::vector<std::string> ids;
cache_.Iterate([&](const SamplerCacheKey &id, VkSampler sampler) {
std::string idstr;
id.ToString(&idstr);
ids.push_back(idstr);
});
return ids;
}
TextureCacheVulkan::TextureCacheVulkan(Draw::DrawContext *draw, Draw2D *draw2D, VulkanContext *vulkan)
: TextureCacheCommon(draw, draw2D),
computeShaderManager_(vulkan),
samplerCache_(vulkan) {
DeviceRestore(draw);
}
TextureCacheVulkan::~TextureCacheVulkan() {
DeviceLost();
}
void TextureCacheVulkan::SetFramebufferManager(FramebufferManagerVulkan *fbManager) {
framebufferManager_ = fbManager;
}
void TextureCacheVulkan::DeviceLost() {
textureShaderCache_->DeviceLost();
VulkanContext *vulkan = draw_ ? (VulkanContext *)draw_->GetNativeObject(Draw::NativeObject::CONTEXT) : nullptr;
Clear(true);
samplerCache_.DeviceLost();
if (samplerNearest_)
vulkan->Delete().QueueDeleteSampler(samplerNearest_);
if (uploadCS_ != VK_NULL_HANDLE)
vulkan->Delete().QueueDeleteShaderModule(uploadCS_);
computeShaderManager_.DeviceLost();
nextTexture_ = nullptr;
draw_ = nullptr;
}
void TextureCacheVulkan::DeviceRestore(Draw::DrawContext *draw) {
VulkanContext *vulkan = (VulkanContext *)draw->GetNativeObject(Draw::NativeObject::CONTEXT);
draw_ = draw;
_assert_(!allocator_);
samplerCache_.DeviceRestore(vulkan);
textureShaderCache_->DeviceRestore(draw);
VkSamplerCreateInfo samp{ VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO };
samp.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samp.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samp.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samp.magFilter = VK_FILTER_NEAREST;
samp.minFilter = VK_FILTER_NEAREST;
samp.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST;
VkResult res = vkCreateSampler(vulkan->GetDevice(), &samp, nullptr, &samplerNearest_);
_assert_(res == VK_SUCCESS);
CompileScalingShader();
computeShaderManager_.DeviceRestore(draw);
}
void TextureCacheVulkan::NotifyConfigChanged() {
TextureCacheCommon::NotifyConfigChanged();
CompileScalingShader();
}
static std::string ReadShaderSrc(const Path &filename) {
size_t sz = 0;
char *data = (char *)g_VFS.ReadFile(filename.c_str(), &sz);
if (!data)
return std::string();
std::string src(data, sz);
delete[] data;
return src;
}
void TextureCacheVulkan::CompileScalingShader() {
VulkanContext *vulkan = (VulkanContext *)draw_->GetNativeObject(Draw::NativeObject::CONTEXT);
if (!g_Config.bTexHardwareScaling || g_Config.sTextureShaderName != textureShader_) {
if (uploadCS_ != VK_NULL_HANDLE)
vulkan->Delete().QueueDeleteShaderModule(uploadCS_);
textureShader_.clear();
shaderScaleFactor_ = 0; // no texture scaling shader
} else if (uploadCS_) {
// No need to recreate.
return;
}
if (!g_Config.bTexHardwareScaling)
return;
ReloadAllPostShaderInfo(draw_);
const TextureShaderInfo *shaderInfo = GetTextureShaderInfo(g_Config.sTextureShaderName);
if (!shaderInfo || shaderInfo->computeShaderFile.empty())
return;
std::string shaderSource = ReadShaderSrc(shaderInfo->computeShaderFile);
std::string fullUploadShader = StringFromFormat(uploadShader, shaderSource.c_str());
std::string error;
uploadCS_ = CompileShaderModule(vulkan, VK_SHADER_STAGE_COMPUTE_BIT, fullUploadShader.c_str(), &error);
_dbg_assert_msg_(uploadCS_ != VK_NULL_HANDLE, "failed to compile upload shader");
textureShader_ = g_Config.sTextureShaderName;
shaderScaleFactor_ = shaderInfo->scaleFactor;
}
void TextureCacheVulkan::ReleaseTexture(TexCacheEntry *entry, bool delete_them) {
delete entry->vkTex;
entry->vkTex = nullptr;
}
VkFormat getClutDestFormatVulkan(GEPaletteFormat format) {
switch (format) {
case GE_CMODE_16BIT_ABGR4444:
return VULKAN_4444_FORMAT;
case GE_CMODE_16BIT_ABGR5551:
return VULKAN_1555_FORMAT;
case GE_CMODE_16BIT_BGR5650:
return VULKAN_565_FORMAT;
case GE_CMODE_32BIT_ABGR8888:
return VULKAN_8888_FORMAT;
}
return VK_FORMAT_UNDEFINED;
}
static const VkFilter MagFiltVK[2] = {
VK_FILTER_NEAREST,
VK_FILTER_LINEAR
};
void TextureCacheVulkan::StartFrame() {
TextureCacheCommon::StartFrame();
// TODO: For low memory detection, maybe use some indication from VMA.
// Maybe see https://gpuopen-librariesandsdks.github.io/VulkanMemoryAllocator/html/staying_within_budget.html#staying_within_budget_querying_for_budget .
computeShaderManager_.BeginFrame();
}
void TextureCacheVulkan::UpdateCurrentClut(GEPaletteFormat clutFormat, u32 clutBase, bool clutIndexIsSimple) {
const u32 clutBaseBytes = clutFormat == GE_CMODE_32BIT_ABGR8888 ? (clutBase * sizeof(u32)) : (clutBase * sizeof(u16));
// Technically, these extra bytes weren't loaded, but hopefully it was loaded earlier.
// If not, we're going to hash random data, which hopefully doesn't cause a performance issue.
//
// TODO: Actually, this seems like a hack. The game can upload part of a CLUT and reference other data.
// clutTotalBytes_ is the last amount uploaded. We should hash clutMaxBytes_, but this will often hash
// unrelated old entries for small palettes.
// Adding clutBaseBytes may just be mitigating this for some usage patterns.
const u32 clutExtendedBytes = std::min(clutTotalBytes_ + clutBaseBytes, clutMaxBytes_);
if (replacer_.Enabled())
clutHash_ = XXH32((const char *)clutBufRaw_, clutExtendedBytes, 0xC0108888);
else
clutHash_ = XXH3_64bits((const char *)clutBufRaw_, clutExtendedBytes) & 0xFFFFFFFF;
clutBuf_ = clutBufRaw_;
// Special optimization: fonts typically draw clut4 with just alpha values in a single color.
clutAlphaLinear_ = false;
clutAlphaLinearColor_ = 0;
if (clutFormat == GE_CMODE_16BIT_ABGR4444 && clutIndexIsSimple) {
const u16_le *clut = GetCurrentClut<u16_le>();
clutAlphaLinear_ = true;
clutAlphaLinearColor_ = clut[15] & 0x0FFF;
for (int i = 0; i < 16; ++i) {
u16 step = clutAlphaLinearColor_ | (i << 12);
if (clut[i] != step) {
clutAlphaLinear_ = false;
break;
}
}
}
clutLastFormat_ = gstate.clutformat;
}
void TextureCacheVulkan::BindTexture(TexCacheEntry *entry) {
if (!entry || !entry->vkTex) {
imageView_ = VK_NULL_HANDLE;
curSampler_ = VK_NULL_HANDLE;
return;
}
int maxLevel = (entry->status & TexCacheEntry::STATUS_NO_MIPS) ? 0 : entry->maxLevel;
SamplerCacheKey samplerKey = GetSamplingParams(maxLevel, entry);
curSampler_ = samplerCache_.GetOrCreateSampler(samplerKey);
imageView_ = entry->vkTex->GetImageView();
drawEngine_->SetDepalTexture(VK_NULL_HANDLE, false);
gstate_c.SetUseShaderDepal(ShaderDepalMode::OFF);
}
void TextureCacheVulkan::ApplySamplingParams(const SamplerCacheKey &key) {
curSampler_ = samplerCache_.GetOrCreateSampler(key);
}
void TextureCacheVulkan::Unbind() {
imageView_ = VK_NULL_HANDLE;
curSampler_ = VK_NULL_HANDLE;
}
void TextureCacheVulkan::BindAsClutTexture(Draw::Texture *tex, bool smooth) {
VkImageView clutTexture = (VkImageView)draw_->GetNativeObject(Draw::NativeObject::TEXTURE_VIEW, tex);
drawEngine_->SetDepalTexture(clutTexture, smooth);
}
static Draw::DataFormat FromVulkanFormat(VkFormat fmt) {
switch (fmt) {
case VULKAN_8888_FORMAT: default: return Draw::DataFormat::R8G8B8A8_UNORM;
}
}
static VkFormat ToVulkanFormat(Draw::DataFormat fmt) {
switch (fmt) {
case Draw::DataFormat::BC1_RGBA_UNORM_BLOCK: return VK_FORMAT_BC1_RGBA_UNORM_BLOCK;
case Draw::DataFormat::BC2_UNORM_BLOCK: return VK_FORMAT_BC2_UNORM_BLOCK;
case Draw::DataFormat::BC3_UNORM_BLOCK: return VK_FORMAT_BC3_UNORM_BLOCK;
case Draw::DataFormat::BC4_UNORM_BLOCK: return VK_FORMAT_BC4_UNORM_BLOCK;
case Draw::DataFormat::BC5_UNORM_BLOCK: return VK_FORMAT_BC5_UNORM_BLOCK;
case Draw::DataFormat::BC7_UNORM_BLOCK: return VK_FORMAT_BC7_UNORM_BLOCK;
case Draw::DataFormat::ASTC_4x4_UNORM_BLOCK: return VK_FORMAT_ASTC_4x4_UNORM_BLOCK;
case Draw::DataFormat::ETC2_R8G8B8_UNORM_BLOCK: return VK_FORMAT_ETC2_R8G8B8_UNORM_BLOCK;
case Draw::DataFormat::ETC2_R8G8B8A1_UNORM_BLOCK: return VK_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK;
case Draw::DataFormat::ETC2_R8G8B8A8_UNORM_BLOCK: return VK_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK;
case Draw::DataFormat::R8G8B8A8_UNORM: return VULKAN_8888_FORMAT;
default: _assert_msg_(false, "Bad texture pixel format"); return VULKAN_8888_FORMAT;
}
}
void TextureCacheVulkan::BuildTexture(TexCacheEntry *const entry) {
VulkanContext *vulkan = (VulkanContext *)draw_->GetNativeObject(Draw::NativeObject::CONTEXT);
BuildTexturePlan plan;
plan.hardwareScaling = g_Config.bTexHardwareScaling && uploadCS_ != VK_NULL_HANDLE;
plan.slowScaler = !plan.hardwareScaling || vulkan->DevicePerfClass() == PerfClass::SLOW;
if (!PrepareBuildTexture(plan, entry)) {
// We're screwed?
return;
}
VkFormat dstFmt = GetDestFormat(GETextureFormat(entry->format), gstate.getClutPaletteFormat());
if (plan.scaleFactor > 1) {
_dbg_assert_(!plan.doReplace);
// Whether hardware or software scaling, this is the dest format.
dstFmt = VULKAN_8888_FORMAT;
} else if (plan.decodeToClut8) {
dstFmt = VULKAN_CLUT8_FORMAT;
}
// We don't generate mipmaps for 512x512 textures because they're almost exclusively used for menu backgrounds
// and similar, which don't really need it.
// Also, if using replacements, check that we really can generate mips for this format - that's not possible for compressed ones.
if (g_Config.iTexFiltering == TEX_FILTER_AUTO_MAX_QUALITY && plan.w <= 256 && plan.h <= 256 && (!plan.doReplace || plan.replaced->Format() == Draw::DataFormat::R8G8B8A8_UNORM)) {
// Boost the number of mipmaps.
if (plan.maxPossibleLevels > plan.levelsToCreate) { // TODO: Should check against levelsToLoad, no?
// We have to generate mips with a shader. This requires decoding to R8G8B8A8_UNORM format to avoid extra complications.
dstFmt = VULKAN_8888_FORMAT;
}
plan.levelsToCreate = plan.maxPossibleLevels;
}
// Any texture scaling is gonna move away from the original 16-bit format, if any.
VkFormat actualFmt = plan.scaleFactor > 1 ? VULKAN_8888_FORMAT : dstFmt;
bool bcFormat = false;
int bcAlign = 0;
if (plan.doReplace) {
Draw::DataFormat fmt = plan.replaced->Format();
bcFormat = Draw::DataFormatIsBlockCompressed(fmt, &bcAlign);
actualFmt = ToVulkanFormat(fmt);
}
bool computeUpload = false;
VkCommandBuffer cmdInit = (VkCommandBuffer)draw_->GetNativeObject(Draw::NativeObject::INIT_COMMANDBUFFER);
delete entry->vkTex;
char texName[64]{};
snprintf(texName, sizeof(texName), "tex_%08x_%s", entry->addr, GeTextureFormatToString((GETextureFormat)entry->format, gstate.getClutPaletteFormat()));
entry->vkTex = new VulkanTexture(vulkan, texName);
VulkanTexture *image = entry->vkTex;
const VkComponentMapping *mapping;
switch (actualFmt) {
case VULKAN_4444_FORMAT: mapping = &VULKAN_4444_SWIZZLE; break;
case VULKAN_1555_FORMAT: mapping = &VULKAN_1555_SWIZZLE; break;
case VULKAN_565_FORMAT: mapping = &VULKAN_565_SWIZZLE; break;
default: mapping = &VULKAN_8888_SWIZZLE; break; // no swizzle
}
VkImageLayout imageLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
VkImageUsageFlags usage = VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
if (actualFmt == VULKAN_8888_FORMAT && plan.scaleFactor > 1 && plan.hardwareScaling) {
if (uploadCS_ != VK_NULL_HANDLE) {
computeUpload = true;
} else {
WARN_LOG(G3D, "Falling back to software scaling, hardware shader didn't compile");
}
}
if (computeUpload) {
usage |= VK_IMAGE_USAGE_STORAGE_BIT;
imageLayout = VK_IMAGE_LAYOUT_GENERAL;
}
if (plan.saveTexture) {
actualFmt = VULKAN_8888_FORMAT;
}
bool allocSuccess = image->CreateDirect(cmdInit, plan.createW, plan.createH, plan.depth, plan.levelsToCreate, actualFmt, imageLayout, usage, mapping);
if (!allocSuccess && !lowMemoryMode_) {
WARN_LOG_REPORT(G3D, "Texture cache ran out of GPU memory; switching to low memory mode");
lowMemoryMode_ = true;
decimationCounter_ = 0;
Decimate();
// TODO: We should stall the GPU here and wipe things out of memory.
// As is, it will almost definitely fail the second time, but next frame it may recover.
auto err = GetI18NCategory("Error");
if (plan.scaleFactor > 1) {
System_NotifyUserMessage(err->T("Warning: Video memory FULL, reducing upscaling and switching to slow caching mode"), 2.0f);
} else {
System_NotifyUserMessage(err->T("Warning: Video memory FULL, switching to slow caching mode"), 2.0f);
}
// Turn off texture replacement for this texture.
plan.replaced = nullptr;
plan.createW /= plan.scaleFactor;
plan.createH /= plan.scaleFactor;
plan.scaleFactor = 1;
actualFmt = dstFmt;
allocSuccess = image->CreateDirect(cmdInit, plan.createW, plan.createH, plan.depth, plan.levelsToCreate, actualFmt, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT, mapping);
}
if (!allocSuccess) {
ERROR_LOG(G3D, "Failed to create texture (%dx%d)", plan.w, plan.h);
delete entry->vkTex;
entry->vkTex = nullptr;
}
if (!entry->vkTex) {
return;
}
VK_PROFILE_BEGIN(vulkan, cmdInit, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
"Texture Upload (%08x) video=%d", entry->addr, plan.isVideo);
// Upload the texture data. We simply reuse the same loop for 3D texture slices instead of mips, if we have those.
int levels;
if (plan.depth > 1) {
levels = plan.depth;
} else {
levels = plan.levelsToLoad;
}
VulkanPushPool *pushBuffer = drawEngine_->GetPushBufferForTextureData();
// Batch the copies.
TextureCopyBatch copyBatch;
copyBatch.reserve(levels);
for (int i = 0; i < levels; i++) {
int mipUnscaledWidth = gstate.getTextureWidth(i);
int mipUnscaledHeight = gstate.getTextureHeight(i);
int mipWidth;
int mipHeight;
plan.GetMipSize(i, &mipWidth, &mipHeight);
int bpp = VkFormatBytesPerPixel(actualFmt);
int optimalStrideAlignment = std::max(4, (int)vulkan->GetPhysicalDeviceProperties().properties.limits.optimalBufferCopyRowPitchAlignment);
int byteStride = RoundUpToPowerOf2(mipWidth * bpp, optimalStrideAlignment); // output stride
int pixelStride = byteStride / bpp;
int uploadSize = byteStride * mipHeight;
uint32_t bufferOffset;
VkBuffer texBuf;
// NVIDIA reports a min alignment of 1 but that can't be healthy... let's align by 16 as a minimum.
int pushAlignment = std::max(16, (int)vulkan->GetPhysicalDeviceProperties().properties.limits.optimalBufferCopyOffsetAlignment);
void *data;
std::vector<uint8_t> saveData;
// Simple wrapper to avoid reading back from VRAM (very, very expensive).
auto loadLevel = [&](int sz, int srcLevel, int lstride, int lfactor) {
if (plan.saveTexture) {
saveData.resize(sz);
data = &saveData[0];
} else {
data = pushBuffer->Allocate(sz, pushAlignment, &texBuf, &bufferOffset);
}
LoadVulkanTextureLevel(*entry, (uint8_t *)data, lstride, srcLevel, lfactor, actualFmt);
if (plan.saveTexture)
bufferOffset = pushBuffer->Push(&saveData[0], sz, pushAlignment, &texBuf);
};
bool dataScaled = true;
if (plan.doReplace) {
int rowLength = pixelStride;
if (bcFormat) {
// For block compressed formats, we just set the upload size to the data size..
uploadSize = plan.replaced->GetLevelDataSizeAfterCopy(plan.baseLevelSrc + i);
rowLength = (mipWidth + 3) & ~3;
}
// Directly load the replaced image.
data = pushBuffer->Allocate(uploadSize, pushAlignment, &texBuf, &bufferOffset);
double replaceStart = time_now_d();
if (!plan.replaced->CopyLevelTo(plan.baseLevelSrc + i, (uint8_t *)data, uploadSize, byteStride)) { // If plan.doReplace, this shouldn't fail.
WARN_LOG(G3D, "Failed to copy replaced texture level");
// TODO: Fill with some pattern?
}
replacementTimeThisFrame_ += time_now_d() - replaceStart;
entry->vkTex->CopyBufferToMipLevel(cmdInit, &copyBatch, i, mipWidth, mipHeight, 0, texBuf, bufferOffset, rowLength);
} else {
if (plan.depth != 1) {
// 3D texturing.
loadLevel(uploadSize, i, byteStride, plan.scaleFactor);
entry->vkTex->CopyBufferToMipLevel(cmdInit, &copyBatch, 0, mipWidth, mipHeight, i, texBuf, bufferOffset, pixelStride);
} else if (computeUpload) {
int srcBpp = VkFormatBytesPerPixel(dstFmt);
int srcStride = mipUnscaledWidth * srcBpp;
int srcSize = srcStride * mipUnscaledHeight;
loadLevel(srcSize, i == 0 ? plan.baseLevelSrc : i, srcStride, 1);
dataScaled = false;
// This format can be used with storage images.
VkImageView view = entry->vkTex->CreateViewForMip(i);
VkDescriptorSet descSet = computeShaderManager_.GetDescriptorSet(view, texBuf, bufferOffset, srcSize);
struct Params { int x; int y; } params{ mipUnscaledWidth, mipUnscaledHeight };
VK_PROFILE_BEGIN(vulkan, cmdInit, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
"Compute Upload: %dx%d->%dx%d", mipUnscaledWidth, mipUnscaledHeight, mipWidth, mipHeight);
vkCmdBindPipeline(cmdInit, VK_PIPELINE_BIND_POINT_COMPUTE, computeShaderManager_.GetPipeline(uploadCS_));
vkCmdBindDescriptorSets(cmdInit, VK_PIPELINE_BIND_POINT_COMPUTE, computeShaderManager_.GetPipelineLayout(), 0, 1, &descSet, 0, nullptr);
vkCmdPushConstants(cmdInit, computeShaderManager_.GetPipelineLayout(), VK_SHADER_STAGE_COMPUTE_BIT, 0, sizeof(params), &params);
vkCmdDispatch(cmdInit, (mipUnscaledWidth + 7) / 8, (mipUnscaledHeight + 7) / 8, 1);
VK_PROFILE_END(vulkan, cmdInit, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
vulkan->Delete().QueueDeleteImageView(view);
} else {
loadLevel(uploadSize, i == 0 ? plan.baseLevelSrc : i, byteStride, plan.scaleFactor);
entry->vkTex->CopyBufferToMipLevel(cmdInit, &copyBatch, i, mipWidth, mipHeight, 0, texBuf, bufferOffset, pixelStride);
}
// Format might be wrong in lowMemoryMode_, so don't save.
if (plan.saveTexture && !lowMemoryMode_) {
// When hardware texture scaling is enabled, this saves the original.
int w = dataScaled ? mipWidth : mipUnscaledWidth;
int h = dataScaled ? mipHeight : mipUnscaledHeight;
// At this point, data should be saveData, and not slow.
ReplacedTextureDecodeInfo replacedInfo;
replacedInfo.cachekey = entry->CacheKey();
replacedInfo.hash = entry->fullhash;
replacedInfo.addr = entry->addr;
replacedInfo.isVideo = IsVideo(entry->addr);
replacedInfo.isFinal = (entry->status & TexCacheEntry::STATUS_TO_SCALE) == 0;
replacedInfo.fmt = FromVulkanFormat(actualFmt);
replacer_.NotifyTextureDecoded(replacedInfo, data, byteStride, plan.baseLevelSrc + i, mipUnscaledWidth, mipUnscaledHeight, w, h);
}
}
}
if (!copyBatch.empty()) {
VK_PROFILE_BEGIN(vulkan, cmdInit, VK_PIPELINE_STAGE_TRANSFER_BIT, "Copy Upload");
// Submit the whole batch of mip uploads.
entry->vkTex->FinishCopyBatch(cmdInit, &copyBatch);
VK_PROFILE_END(vulkan, cmdInit, VK_PIPELINE_STAGE_TRANSFER_BIT);
}
VkImageLayout layout = computeUpload ? VK_IMAGE_LAYOUT_GENERAL : VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
VkPipelineStageFlags prevStage = computeUpload ? VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT : VK_PIPELINE_STAGE_TRANSFER_BIT;
// Generate any additional mipmap levels.
// This will transition the whole stack to GENERAL if it wasn't already.
if (plan.levelsToLoad < plan.levelsToCreate) {
VK_PROFILE_BEGIN(vulkan, cmdInit, VK_PIPELINE_STAGE_TRANSFER_BIT, "Mipgen up to level %d", plan.levelsToCreate);
entry->vkTex->GenerateMips(cmdInit, plan.levelsToLoad, computeUpload);
layout = VK_IMAGE_LAYOUT_GENERAL;
prevStage = VK_PIPELINE_STAGE_TRANSFER_BIT;
VK_PROFILE_END(vulkan, cmdInit, VK_PIPELINE_STAGE_TRANSFER_BIT);
}
entry->vkTex->EndCreate(cmdInit, false, prevStage, layout);
VK_PROFILE_END(vulkan, cmdInit, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT);
// Signal that we support depth textures so use it as one.
if (plan.depth > 1) {
entry->status |= TexCacheEntry::STATUS_3D;
}
if (plan.doReplace) {
entry->SetAlphaStatus(TexCacheEntry::TexStatus(plan.replaced->AlphaStatus()));
}
}
VkFormat TextureCacheVulkan::GetDestFormat(GETextureFormat format, GEPaletteFormat clutFormat) const {
if (!gstate_c.Use(GPU_USE_16BIT_FORMATS)) {
return VK_FORMAT_R8G8B8A8_UNORM;
}
switch (format) {
case GE_TFMT_CLUT4:
case GE_TFMT_CLUT8:
case GE_TFMT_CLUT16:
case GE_TFMT_CLUT32:
return getClutDestFormatVulkan(clutFormat);
case GE_TFMT_4444:
return VULKAN_4444_FORMAT;
case GE_TFMT_5551:
return VULKAN_1555_FORMAT;
case GE_TFMT_5650:
return VULKAN_565_FORMAT;
case GE_TFMT_8888:
case GE_TFMT_DXT1:
case GE_TFMT_DXT3:
case GE_TFMT_DXT5:
default:
return VULKAN_8888_FORMAT;
}
}
void TextureCacheVulkan::LoadVulkanTextureLevel(TexCacheEntry &entry, uint8_t *writePtr, int rowPitch, int level, int scaleFactor, VkFormat dstFmt) {
int w = gstate.getTextureWidth(level);
int h = gstate.getTextureHeight(level);
GETextureFormat tfmt = (GETextureFormat)entry.format;
GEPaletteFormat clutformat = gstate.getClutPaletteFormat();
u32 texaddr = gstate.getTextureAddress(level);
_assert_msg_(texaddr != 0, "Can't load a texture from address null")
int bufw = GetTextureBufw(level, texaddr, tfmt);
int bpp = VkFormatBytesPerPixel(dstFmt);
u32 *pixelData;
int decPitch;
TexDecodeFlags texDecFlags{};
if (!gstate_c.Use(GPU_USE_16BIT_FORMATS) || scaleFactor > 1 || dstFmt == VULKAN_8888_FORMAT) {
texDecFlags |= TexDecodeFlags::EXPAND32;
}
if (entry.status & TexCacheEntry::STATUS_CLUT_GPU) {
texDecFlags |= TexDecodeFlags::TO_CLUT8;
}
if (scaleFactor > 1) {
tmpTexBufRearrange_.resize(std::max(bufw, w) * h);
pixelData = tmpTexBufRearrange_.data();
// We want to end up with a neatly packed texture for scaling.
decPitch = w * bpp;
} else {
pixelData = (u32 *)writePtr;
decPitch = rowPitch;
}
CheckAlphaResult alphaResult = DecodeTextureLevel((u8 *)pixelData, decPitch, tfmt, clutformat, texaddr, level, bufw, texDecFlags);
entry.SetAlphaStatus(alphaResult, level);
if (scaleFactor > 1) {
u32 fmt = dstFmt;
// CPU scaling reads from the destination buffer so we want cached RAM.
uint8_t *rearrange = (uint8_t *)AllocateAlignedMemory(w * scaleFactor * h * scaleFactor * 4, 16);
scaler_.ScaleAlways((u32 *)rearrange, pixelData, w, h, &w, &h, scaleFactor);
pixelData = (u32 *)writePtr;
// We always end up at 8888. Other parts assume this.
_assert_(dstFmt == VULKAN_8888_FORMAT);
bpp = sizeof(u32);
decPitch = w * bpp;
if (decPitch != rowPitch) {
for (int y = 0; y < h; ++y) {
memcpy(writePtr + rowPitch * y, rearrange + decPitch * y, w * bpp);
}
decPitch = rowPitch;
} else {
memcpy(writePtr, rearrange, w * h * 4);
}
FreeAlignedMemory(rearrange);
}
}
void TextureCacheVulkan::BoundFramebufferTexture() {
imageView_ = (VkImageView)draw_->GetNativeObject(Draw::NativeObject::BOUND_TEXTURE0_IMAGEVIEW);
}
bool TextureCacheVulkan::GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level, bool *isFramebuffer) {
SetTexture();
if (!nextTexture_) {
return GetCurrentFramebufferTextureDebug(buffer, isFramebuffer);
}
// Apply texture may need to rebuild the texture if we're about to render, or bind a framebuffer.
TexCacheEntry *entry = nextTexture_;
ApplyTexture();
if (!entry->vkTex)
return false;
VulkanTexture *texture = entry->vkTex;
VulkanRenderManager *renderManager = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
GPUDebugBufferFormat bufferFormat;
Draw::DataFormat drawFormat;
switch (texture->GetFormat()) {
case VULKAN_565_FORMAT:
bufferFormat = GPU_DBG_FORMAT_565;
drawFormat = Draw::DataFormat::B5G6R5_UNORM_PACK16;
break;
case VULKAN_1555_FORMAT:
bufferFormat = GPU_DBG_FORMAT_5551;
drawFormat = Draw::DataFormat::B5G5R5A1_UNORM_PACK16;
break;
case VULKAN_4444_FORMAT:
bufferFormat = GPU_DBG_FORMAT_4444;
drawFormat = Draw::DataFormat::B4G4R4A4_UNORM_PACK16;
break;
case VULKAN_8888_FORMAT:
default:
bufferFormat = GPU_DBG_FORMAT_8888;
drawFormat = Draw::DataFormat::R8G8B8A8_UNORM;
break;
}
int w = texture->GetWidth();
int h = texture->GetHeight();
if (level > 0) {
// In the future, maybe this could do something for 3D textures...
if (level >= texture->GetNumMips())
return false;
w >>= level;
h >>= level;
}
buffer.Allocate(w, h, bufferFormat);
renderManager->CopyImageToMemorySync(texture->GetImage(), level, 0, 0, w, h, drawFormat, (uint8_t *)buffer.GetData(), w, "GetCurrentTextureDebug");
// Vulkan requires us to re-apply all dynamic state for each command buffer, and the above will cause us to start a new cmdbuf.
// So let's dirty the things that are involved in Vulkan dynamic state. Readbacks are not frequent so this won't hurt other backends.
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE);
framebufferManager_->RebindFramebuffer("RebindFramebuffer - GetCurrentTextureDebug");
*isFramebuffer = false;
return true;
}
void TextureCacheVulkan::GetStats(char *ptr, size_t size) {
snprintf(ptr, size, "N/A");
}
std::vector<std::string> TextureCacheVulkan::DebugGetSamplerIDs() const {
return samplerCache_.DebugGetSamplerIDs();
}
std::string TextureCacheVulkan::DebugGetSamplerString(std::string id, DebugShaderStringType stringType) {
return samplerCache_.DebugGetSamplerString(id, stringType);
}
void *TextureCacheVulkan::GetNativeTextureView(const TexCacheEntry *entry) {
VkImageView view = entry->vkTex->GetImageArrayView();
return (void *)view;
}