Files
ppsspp/Common/GPU/Vulkan/VulkanFramebuffer.cpp
T
libretroadmin f1208a7a5a Make threading lock-free
The core and the headless tools no longer use mutexes, condition variables,
spinlocks, std::atomic, std::thread or volatile flags. Threads hand off through
libretro-common's retro_atomic and rthreads plus a few small pieces on top of
them in Common/Thread: Thread, MpscQueue, EventCounter, ParkingLot waits and
ReaderGate. Every wait blocks until it's woken; nothing polls on a timer.

State that only one thread touches just loses its lock. The PSP filesystem,
sceIo and the savedata dialog now belong to the emulation thread: async reads
and writes run when they're queued and complete later in emulated time, and
the IO and savedata threads are gone. The friend finder only talks to the
adhoc server and hands what it gets to the emulation thread. GPU init always
runs on the thread that starts the game.

The Vulkan render and compile queues, pipeline and render pass caches, delete
list and SPIR-V cache, the GL render queue, the software renderer's jit caches,
the file loader caches, the web debugger, UPnP, input, savestates, logging and
the GE debugger all hand off through queues and atomics. The IR jit's spinning
profiler thread goes.

A CPU thread with nothing to run now sleeps until work is queued instead of
spinning. Headless with --debugger waits for a client while stopped, and ends
the run once every client that connected has left. Web server shutdown keeps
servicing the CPU queue until the server has finished.
2026-10-09 04:56:16 +02:00

593 lines
25 KiB
C++

#include "Common/StringUtils.h"
#include "Common/GPU/Vulkan/VulkanFramebuffer.h"
#include "Common/GPU/Vulkan/VulkanQueueRunner.h"
static const char * const rpTypeDebugNames[] = {
"RENDER",
"RENDER_DEPTH",
"MV_RENDER",
"MV_RENDER_DEPTH",
"MS_RENDER",
"MS_RENDER_DEPTH",
"MS_MV_RENDER",
"MS_MV_RENDER_DEPTH",
"BACKBUF",
};
const char *GetRPTypeName(RenderPassType rpType) {
uint32_t index = (uint32_t)rpType;
if (index < ARRAY_SIZE(rpTypeDebugNames)) {
return rpTypeDebugNames[index];
} else {
return "N/A";
}
}
VkSampleCountFlagBits MultiSampleLevelToFlagBits(int count) {
// TODO: Check hardware support here, or elsewhere?
// Some hardware only supports 4x.
switch (count) {
case 0: return VK_SAMPLE_COUNT_1_BIT;
case 1: return VK_SAMPLE_COUNT_2_BIT;
case 2: return VK_SAMPLE_COUNT_4_BIT; // The only non-1 level supported on some mobile chips.
case 3: return VK_SAMPLE_COUNT_8_BIT;
case 4: return VK_SAMPLE_COUNT_16_BIT; // rare but exists, on Intel for example
default:
_assert_(false);
return VK_SAMPLE_COUNT_1_BIT;
}
}
void VKRImage::Delete(VulkanContext *vulkan) {
// Get rid of the views first, feels cleaner (but in reality doesn't matter).
if (rtView)
vulkan->Delete().QueueDeleteImageView(rtView);
if (texAllLayersView)
vulkan->Delete().QueueDeleteImageView(texAllLayersView);
for (int i = 0; i < 2; i++) {
if (texLayerViews[i]) {
vulkan->Delete().QueueDeleteImageView(texLayerViews[i]);
}
}
if (image) {
_dbg_assert_(alloc);
vulkan->Delete().QueueDeleteImageAllocation(image, alloc);
}
}
VKRFramebuffer::VKRFramebuffer(VulkanContext *vk, VulkanBarrierBatch *barriers, int _width, int _height, int _numLayers, int _multiSampleLevel, bool createDepthStencilBuffer, const char *tag)
: vulkan_(vk), width(_width), height(_height), numLayers(_numLayers) {
_dbg_assert_(tag);
CreateImage(vulkan_, barriers, color, width, height, numLayers, VK_SAMPLE_COUNT_1_BIT, VK_FORMAT_R8G8B8A8_UNORM, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, true, tag);
if (createDepthStencilBuffer) {
CreateImage(vulkan_, barriers, depth, width, height, numLayers, VK_SAMPLE_COUNT_1_BIT, vulkan_->GetDeviceInfo().preferredDepthStencilFormat, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, false, tag);
}
if (_multiSampleLevel > 0) {
sampleCount = MultiSampleLevelToFlagBits(_multiSampleLevel);
// TODO: Create a different tag for these?
CreateImage(vulkan_, barriers, msaaColor, width, height, numLayers, sampleCount, VK_FORMAT_R8G8B8A8_UNORM, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, true, tag);
if (createDepthStencilBuffer) {
CreateImage(vulkan_, barriers, msaaDepth, width, height, numLayers, sampleCount, vulkan_->GetDeviceInfo().preferredDepthStencilFormat, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, false, tag);
}
} else {
sampleCount = VK_SAMPLE_COUNT_1_BIT;
}
UpdateTag(tag);
// We create the actual framebuffer objects on demand, because some combinations might not make sense.
// Framebuffer objects are just pointers to a set of images, so no biggie.
}
void VKRFramebuffer::UpdateTag(const char *newTag) {
tag_ = newTag;
char name[128];
snprintf(name, sizeof(name), "fb_color_%s", tag_.c_str());
vulkan_->SetDebugName(color.image, VK_OBJECT_TYPE_IMAGE, name);
vulkan_->SetDebugName(color.rtView, VK_OBJECT_TYPE_IMAGE_VIEW, name);
if (depth.image) {
snprintf(name, sizeof(name), "fb_depth_%s", tag_.c_str());
vulkan_->SetDebugName(depth.image, VK_OBJECT_TYPE_IMAGE, name);
vulkan_->SetDebugName(depth.rtView, VK_OBJECT_TYPE_IMAGE_VIEW, name);
}
for (size_t rpType = 0; rpType < (size_t)RenderPassType::TYPE_COUNT; rpType++) {
if (framebuf[rpType]) {
snprintf(name, sizeof(name), "fb_%s", tag_.c_str());
vulkan_->SetDebugName(framebuf[(int)rpType], VK_OBJECT_TYPE_FRAMEBUFFER, name);
}
}
}
VkFramebuffer VKRFramebuffer::Get(VKRRenderPass *compatibleRenderPass, RenderPassType rpType) {
bool multiview = RenderPassTypeHasMultiView(rpType);
if (framebuf[(int)rpType]) {
return framebuf[(int)rpType];
}
VkFramebufferCreateInfo fbci{ VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO };
VkImageView views[4]{};
bool hasDepth = RenderPassTypeHasDepth(rpType);
int attachmentCount = 0;
views[attachmentCount++] = color.rtView; // 2D array texture if multilayered.
if (hasDepth) {
if (!depth.rtView) {
WARN_LOG(Log::G3D, "depth render type to non-depth fb: %p %p fmt=%d (%s %dx%d)", (void *)depth.image, (void *)depth.texAllLayersView, depth.format, tag_.c_str(), width, height);
// Will probably crash, depending on driver.
}
views[attachmentCount++] = depth.rtView;
}
if (rpType & RenderPassType::MULTISAMPLE) {
views[attachmentCount++] = msaaColor.rtView;
if (hasDepth) {
views[attachmentCount++] = msaaDepth.rtView;
}
}
fbci.renderPass = compatibleRenderPass->Get(vulkan_, rpType, sampleCount);
fbci.attachmentCount = attachmentCount;
fbci.pAttachments = views;
fbci.width = width;
fbci.height = height;
fbci.layers = 1; // With multiview, this should be set as 1.
VkResult res = vkCreateFramebuffer(vulkan_->GetDevice(), &fbci, nullptr, &framebuf[(int)rpType]);
_assert_(res == VK_SUCCESS);
if (!tag_.empty() && vulkan_->Extensions().EXT_debug_utils) {
vulkan_->SetDebugName(framebuf[(int)rpType], VK_OBJECT_TYPE_FRAMEBUFFER, StringFromFormat("fb_%s", tag_.c_str()).c_str());
}
return framebuf[(int)rpType];
}
VKRFramebuffer::~VKRFramebuffer() {
color.Delete(vulkan_);
depth.Delete(vulkan_);
msaaColor.Delete(vulkan_);
msaaDepth.Delete(vulkan_);
for (auto &fb : framebuf) {
if (fb) {
vulkan_->Delete().QueueDeleteFramebuffer(fb);
}
}
}
// NOTE: If numLayers > 1, it will create an array texture, rather than a normal 2D texture.
// This requires a different sampling path!
void VKRFramebuffer::CreateImage(VulkanContext *vulkan, VulkanBarrierBatch *barriers, VKRImage &img, int width, int height, int numLayers, VkSampleCountFlagBits sampleCount, VkFormat format, VkImageLayout initialLayout, bool color, const char *tag) {
// We don't support more exotic layer setups for now. Mono or stereo.
_dbg_assert_(numLayers == 1 || numLayers == 2);
_dbg_assert_(format != VK_FORMAT_UNDEFINED);
VkImageCreateInfo ici{ VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO };
ici.arrayLayers = numLayers;
ici.mipLevels = 1;
ici.extent.width = width;
ici.extent.height = height;
ici.extent.depth = 1;
ici.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
ici.imageType = VK_IMAGE_TYPE_2D;
ici.samples = sampleCount;
ici.tiling = VK_IMAGE_TILING_OPTIMAL;
ici.format = format;
ici.usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
if (sampleCount == VK_SAMPLE_COUNT_1_BIT) {
ici.usage |= VK_IMAGE_USAGE_SAMPLED_BIT;
}
if (color) {
ici.usage |= VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
} else {
ici.usage |= VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
}
VmaAllocationCreateInfo allocCreateInfo{};
allocCreateInfo.usage = VMA_MEMORY_USAGE_GPU_ONLY;
VmaAllocationInfo allocInfo{};
VkResult res = vmaCreateImage(vulkan->Allocator(), &ici, &allocCreateInfo, &img.image, &img.alloc, &allocInfo);
_dbg_assert_(res == VK_SUCCESS);
vulkan->SetDebugName(img.image, VK_OBJECT_TYPE_IMAGE, tag);
VkImageAspectFlags aspects = color ? VK_IMAGE_ASPECT_COLOR_BIT : (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT);
VkImageViewCreateInfo ivci{ VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO };
ivci.components = { VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY };
ivci.format = ici.format;
ivci.image = img.image;
ivci.viewType = numLayers == 1 ? VK_IMAGE_VIEW_TYPE_2D : VK_IMAGE_VIEW_TYPE_2D_ARRAY;
ivci.subresourceRange.aspectMask = aspects;
ivci.subresourceRange.layerCount = numLayers;
ivci.subresourceRange.levelCount = 1;
res = vkCreateImageView(vulkan->GetDevice(), &ivci, nullptr, &img.rtView);
vulkan->SetDebugName(img.rtView, VK_OBJECT_TYPE_IMAGE_VIEW, tag);
_dbg_assert_(res == VK_SUCCESS);
// Separate view for texture sampling all layers together.
if (!color) {
ivci.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
}
ivci.viewType = VK_IMAGE_VIEW_TYPE_2D_ARRAY; // layered for consistency, even if single image.
res = vkCreateImageView(vulkan->GetDevice(), &ivci, nullptr, &img.texAllLayersView);
_dbg_assert_(res == VK_SUCCESS);
vulkan->SetDebugName(img.texAllLayersView, VK_OBJECT_TYPE_IMAGE_VIEW, tag);
// Create 2D views for both layers.
// Useful when multipassing shaders that don't yet exist in a single-pass-stereo version.
for (int i = 0; i < numLayers; i++) {
ivci.viewType = VK_IMAGE_VIEW_TYPE_2D;
ivci.subresourceRange.layerCount = 1;
ivci.subresourceRange.baseArrayLayer = i;
res = vkCreateImageView(vulkan->GetDevice(), &ivci, nullptr, &img.texLayerViews[i]);
if (vulkan->DebugLayerEnabled()) {
char temp[128];
snprintf(temp, sizeof(temp), "%s_layer%d", tag, i);
vulkan->SetDebugName(img.texLayerViews[i], VK_OBJECT_TYPE_IMAGE_VIEW, temp);
}
_dbg_assert_(res == VK_SUCCESS);
}
VkPipelineStageFlags dstStage;
VkAccessFlagBits dstAccessMask;
switch (initialLayout) {
case VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL:
dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
dstStage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
break;
case VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL:
dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
dstStage = VK_PIPELINE_STAGE_TRANSFER_BIT;
break;
case VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL:
dstAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
dstStage = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
break;
default:
Crash();
return;
}
VkImageMemoryBarrier *barrier = barriers->Add(img.image, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, dstStage, 0);
barrier->subresourceRange.layerCount = numLayers;
barrier->subresourceRange.aspectMask = aspects;
barrier->oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
barrier->newLayout = initialLayout;
barrier->srcAccessMask = 0;
barrier->dstAccessMask = dstAccessMask;
img.layout = initialLayout;
img.format = format;
img.sampleCount = sampleCount;
img.tag = tag ? tag : "N/A";
img.numLayers = numLayers;
}
static VkAttachmentLoadOp ConvertLoadAction(VKRRenderPassLoadAction action) {
switch (action) {
case VKRRenderPassLoadAction::CLEAR: return VK_ATTACHMENT_LOAD_OP_CLEAR;
case VKRRenderPassLoadAction::KEEP: return VK_ATTACHMENT_LOAD_OP_LOAD;
case VKRRenderPassLoadAction::DONT_CARE: return VK_ATTACHMENT_LOAD_OP_DONT_CARE;
}
return VK_ATTACHMENT_LOAD_OP_DONT_CARE; // avoid compiler warning
}
static VkAttachmentStoreOp ConvertStoreAction(VKRRenderPassStoreAction action) {
switch (action) {
case VKRRenderPassStoreAction::STORE: return VK_ATTACHMENT_STORE_OP_STORE;
case VKRRenderPassStoreAction::DONT_CARE: return VK_ATTACHMENT_STORE_OP_DONT_CARE;
}
return VK_ATTACHMENT_STORE_OP_DONT_CARE; // avoid compiler warning
}
// Self-dependency: https://github.com/gpuweb/gpuweb/issues/442#issuecomment-547604827
// Also see https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/vkspec.html#synchronization-pipeline-barriers-subpass-self-dependencies
VkRenderPass CreateRenderPass(VulkanContext *vulkan, const RPKey &key, RenderPassType rpType, VkSampleCountFlagBits sampleCount) {
bool isBackbuffer = rpType == RenderPassType::BACKBUFFER;
if (isBackbuffer) {
_dbg_assert_(key.colorLoadAction != VKRRenderPassLoadAction::KEEP);
_dbg_assert_(key.depthLoadAction != VKRRenderPassLoadAction::KEEP);
_dbg_assert_(key.stencilLoadAction != VKRRenderPassLoadAction::KEEP);
}
bool hasDepth = RenderPassTypeHasDepth(rpType);
bool multiview = RenderPassTypeHasMultiView(rpType);
bool multisample = RenderPassTypeHasMultisample(rpType);
_dbg_assert_(!(isBackbuffer && multisample));
if (isBackbuffer) {
_dbg_assert_(key.depthLoadAction != VKRRenderPassLoadAction::KEEP);
}
if (multiview) {
// TODO: Assert that the device has multiview support enabled.
}
int colorAttachmentIndex = 0;
int depthAttachmentIndex = 1;
int attachmentCount = 0;
VkAttachmentDescription attachments[4]{};
attachments[attachmentCount].format = isBackbuffer ? vulkan->GetSwapchainFormat() : VK_FORMAT_R8G8B8A8_UNORM;
attachments[attachmentCount].samples = VK_SAMPLE_COUNT_1_BIT;
attachments[attachmentCount].loadOp = multisample ? VK_ATTACHMENT_LOAD_OP_DONT_CARE : ConvertLoadAction(key.colorLoadAction);
attachments[attachmentCount].storeOp = ConvertStoreAction(key.colorStoreAction);
attachments[attachmentCount].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachments[attachmentCount].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[attachmentCount].initialLayout = isBackbuffer ? VK_IMAGE_LAYOUT_UNDEFINED : VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
attachments[attachmentCount].finalLayout = isBackbuffer ? vulkan->GetPresentLayout() : VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
attachmentCount++;
if (hasDepth) {
attachments[attachmentCount].format = vulkan->GetDeviceInfo().preferredDepthStencilFormat;
attachments[attachmentCount].samples = VK_SAMPLE_COUNT_1_BIT;
attachments[attachmentCount].loadOp = multisample ? VK_ATTACHMENT_LOAD_OP_DONT_CARE : ConvertLoadAction(key.depthLoadAction);
attachments[attachmentCount].storeOp = ConvertStoreAction(key.depthStoreAction);
attachments[attachmentCount].stencilLoadOp = multisample ? VK_ATTACHMENT_LOAD_OP_DONT_CARE : ConvertLoadAction(key.stencilLoadAction);
attachments[attachmentCount].stencilStoreOp = ConvertStoreAction(key.stencilStoreAction);
attachments[attachmentCount].initialLayout = isBackbuffer ? VK_IMAGE_LAYOUT_UNDEFINED : VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
attachments[attachmentCount].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
attachmentCount++;
}
if (multisample) {
colorAttachmentIndex = attachmentCount;
attachments[attachmentCount].format = isBackbuffer ? vulkan->GetSwapchainFormat() : VK_FORMAT_R8G8B8A8_UNORM;
attachments[attachmentCount].samples = sampleCount;
attachments[attachmentCount].loadOp = ConvertLoadAction(key.colorLoadAction);
attachments[attachmentCount].storeOp = ConvertStoreAction(key.colorStoreAction);
attachments[attachmentCount].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachments[attachmentCount].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[attachmentCount].initialLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
attachments[attachmentCount].finalLayout = isBackbuffer ? vulkan->GetPresentLayout() : VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
attachmentCount++;
if (hasDepth) {
depthAttachmentIndex = attachmentCount;
attachments[attachmentCount].format = vulkan->GetDeviceInfo().preferredDepthStencilFormat;
attachments[attachmentCount].samples = sampleCount;
attachments[attachmentCount].loadOp = ConvertLoadAction(key.depthLoadAction);
attachments[attachmentCount].storeOp = ConvertStoreAction(key.depthStoreAction);
attachments[attachmentCount].stencilLoadOp = ConvertLoadAction(key.stencilLoadAction);
attachments[attachmentCount].stencilStoreOp = ConvertStoreAction(key.stencilStoreAction);
attachments[attachmentCount].initialLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
attachments[attachmentCount].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
attachmentCount++;
}
}
VkAttachmentReference colorReference{};
colorReference.attachment = colorAttachmentIndex;
colorReference.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
VkAttachmentReference depthReference{};
depthReference.attachment = depthAttachmentIndex;
depthReference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
VkSubpassDescription subpass{};
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.flags = 0;
subpass.colorAttachmentCount = 1;
subpass.pColorAttachments = &colorReference;
VkAttachmentReference colorResolveReference;
if (multisample) {
colorResolveReference.attachment = 0; // the non-msaa color buffer.
colorResolveReference.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
subpass.pResolveAttachments = &colorResolveReference;
} else {
subpass.pResolveAttachments = nullptr;
}
if (hasDepth) {
subpass.pDepthStencilAttachment = &depthReference;
}
subpass.preserveAttachmentCount = 0;
subpass.pPreserveAttachments = nullptr;
// Not sure if this is really necessary.
VkSubpassDependency deps[2]{};
size_t numDeps = 0;
VkRenderPassCreateInfo rp{ VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO };
rp.attachmentCount = attachmentCount;
rp.pAttachments = attachments;
rp.subpassCount = 1;
rp.pSubpasses = &subpass;
VkRenderPassMultiviewCreateInfoKHR mv{ VK_STRUCTURE_TYPE_RENDER_PASS_MULTIVIEW_CREATE_INFO_KHR };
uint32_t viewMask = 0x3; // Must be outside the 'if (multiview)' scope!
int viewOffset = 0;
if (multiview) {
rp.pNext = &mv;
mv.subpassCount = 1;
mv.pViewMasks = &viewMask;
mv.dependencyCount = 0;
mv.pCorrelationMasks = &viewMask; // same masks
mv.correlationMaskCount = 1;
mv.pViewOffsets = &viewOffset;
}
if (isBackbuffer) {
// We don't specify any explicit transitions for these, so let's use subpass dependencies.
// This makes sure that writes to the depth image are done before we try to write to it again.
// From Sascha's examples.
deps[numDeps].srcSubpass = VK_SUBPASS_EXTERNAL;
deps[numDeps].dstSubpass = 0;
deps[numDeps].srcStageMask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
deps[numDeps].dstStageMask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
deps[numDeps].srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
deps[numDeps].dstAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
deps[numDeps].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
numDeps++;
// Dependencies for the color image.
deps[numDeps].srcSubpass = VK_SUBPASS_EXTERNAL;
deps[numDeps].dstSubpass = 0;
deps[numDeps].srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
deps[numDeps].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
deps[numDeps].srcAccessMask = VK_ACCESS_MEMORY_READ_BIT;
deps[numDeps].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
deps[numDeps].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
numDeps++;
}
if (numDeps > 0) {
rp.dependencyCount = (u32)numDeps;
rp.pDependencies = deps;
}
VkRenderPass pass;
VkResult res;
// We could always use renderpass2, but I think it'll get both paths better tested if we
// only use it with multisample enabled.
// if (vulkan->Extensions().KHR_create_renderpass2) {
if (multisample) {
// It's a bit unfortunate that we can't rely on vkCreateRenderPass2, because here we now have
// to do a bunch of struct conversion, just to not have to repeat the logic from above.
VkAttachmentDescription2KHR attachments2[4]{};
for (int i = 0; i < attachmentCount; i++) {
attachments2[i].sType = VK_STRUCTURE_TYPE_ATTACHMENT_DESCRIPTION_2_KHR;
attachments2[i].format = attachments[i].format;
attachments2[i].samples = attachments[i].samples;
attachments2[i].loadOp = attachments[i].loadOp;
attachments2[i].storeOp = attachments[i].storeOp;
attachments2[i].stencilLoadOp = attachments[i].stencilLoadOp;
attachments2[i].stencilStoreOp = attachments[i].stencilStoreOp;
attachments2[i].initialLayout = attachments[i].initialLayout;
attachments2[i].finalLayout = attachments[i].finalLayout;
}
VkAttachmentReference2KHR colorReference2{ VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2_KHR };
colorReference2.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
colorReference2.attachment = colorReference.attachment;
colorReference2.layout = colorReference.layout;
VkAttachmentReference2KHR depthReference2{ VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2_KHR };
depthReference2.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
depthReference2.attachment = depthReference.attachment;
depthReference2.layout = depthReference.layout;
VkSubpassDependency2KHR deps2[2]{};
for (int i = 0; i < numDeps; i++) {
deps2[i].sType = VK_STRUCTURE_TYPE_SUBPASS_DEPENDENCY_2_KHR;
deps2[i].dependencyFlags = deps[i].dependencyFlags;
deps2[i].srcAccessMask = deps[i].srcAccessMask;
deps2[i].dstAccessMask = deps[i].dstAccessMask;
deps2[i].srcStageMask = deps[i].srcStageMask;
deps2[i].dstStageMask = deps[i].dstStageMask;
deps2[i].srcSubpass = deps[i].srcSubpass;
deps2[i].dstSubpass = deps[i].dstSubpass;
deps2[i].dependencyFlags = deps[i].dependencyFlags;
deps2[i].viewOffset = 0;
}
VkAttachmentReference2KHR colorResolveReference2{ VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2_KHR };
VkSubpassDescription2KHR subpass2{ VK_STRUCTURE_TYPE_SUBPASS_DESCRIPTION_2_KHR };
subpass2.colorAttachmentCount = subpass.colorAttachmentCount;
subpass2.flags = subpass.flags;
subpass2.pColorAttachments = &colorReference2;
if (hasDepth) {
subpass2.pDepthStencilAttachment = &depthReference2;
}
subpass2.pipelineBindPoint = subpass.pipelineBindPoint;
subpass2.viewMask = multiview ? viewMask : 0;
// We check for multisample again, we want this path to also support non-multisample.
if (multisample) {
colorResolveReference2.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
colorResolveReference2.attachment = colorResolveReference.attachment; // the non-msaa color buffer.
colorResolveReference2.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
subpass2.pResolveAttachments = &colorResolveReference2;
} else {
subpass2.pResolveAttachments = nullptr;
}
VkAttachmentReference2KHR depthResolveReference2{ VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2_KHR };
VkSubpassDescriptionDepthStencilResolveKHR depthStencilResolve{ VK_STRUCTURE_TYPE_SUBPASS_DESCRIPTION_DEPTH_STENCIL_RESOLVE_KHR };
// We check for multisample again, we want this path to also support non-multisample.
if (hasDepth && multisample) {
ChainStruct(subpass2, &depthStencilResolve);
depthResolveReference2.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
depthResolveReference2.attachment = 1;
depthResolveReference2.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
// TODO: Some games might benefit from the other depth resolve modes when depth texturing.
depthStencilResolve.depthResolveMode = VK_RESOLVE_MODE_SAMPLE_ZERO_BIT_KHR;
depthStencilResolve.stencilResolveMode = VK_RESOLVE_MODE_SAMPLE_ZERO_BIT_KHR;
depthStencilResolve.pDepthStencilResolveAttachment = &depthResolveReference2;
}
VkRenderPassCreateInfo2KHR rp2{ VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO_2_KHR };
rp2.pAttachments = attachments2;
rp2.pDependencies = deps2;
rp2.attachmentCount = rp.attachmentCount;
rp2.dependencyCount = rp.dependencyCount;
rp2.correlatedViewMaskCount = multiview ? 1 : 0;
rp2.pCorrelatedViewMasks = multiview ? &viewMask : nullptr;
rp2.pSubpasses = &subpass2;
rp2.subpassCount = 1;
res = vkCreateRenderPass2(vulkan->GetDevice(), &rp2, nullptr, &pass);
} else {
res = vkCreateRenderPass(vulkan->GetDevice(), &rp, nullptr, &pass);
}
if (pass) {
vulkan->SetDebugName(pass, VK_OBJECT_TYPE_RENDER_PASS, GetRPTypeName(rpType));
}
_assert_(res == VK_SUCCESS);
_assert_(pass != VK_NULL_HANDLE);
return pass;
}
VkRenderPass VKRRenderPass::Get(VulkanContext *vulkan, RenderPassType rpType, VkSampleCountFlagBits sampleCount) {
// When we create a render pass, we create all "types" of it immediately,
// practical later when referring to it. Could change to on-demand if it feels motivated
// but I think the render pass objects are cheap.
// WARNING: We don't include sampleCount in the key, there's only the distinction multisampled or not
// which comes from the rpType.
// So you CAN NOT mix and match different non-one sample counts.
_dbg_assert_(!((rpType & RenderPassType::MULTISAMPLE) && sampleCount == VK_SAMPLE_COUNT_1_BIT));
retro_atomic_ptr_t *slot = &pass_[(int)rpType];
for (;;) {
Created *cur = (Created *)retro_atomic_load_acquire_ptr(slot);
if (cur && cur->sampleCount == sampleCount) {
return cur->pass;
}
Created *mine = new Created{ CreateRenderPass(vulkan, key_, (RenderPassType)rpType, sampleCount), sampleCount };
if (retro_atomic_cas_ptr(slot, (void *)cur, (void *)mine)) {
if (cur) {
vulkan->Delete().QueueDeleteRenderPass(cur->pass);
vulkan->Delete().QueueCallback([cur](VulkanContext *) {
delete cur;
});
}
return mine->pass;
}
// Another thread got there first. Nothing else has seen ours.
vkDestroyRenderPass(vulkan->GetDevice(), mine->pass, nullptr);
delete mine;
}
}
void VKRRenderPass::Destroy(VulkanContext *vulkan) {
for (size_t i = 0; i < (size_t)RenderPassType::TYPE_COUNT; i++) {
Created *cur = (Created *)retro_atomic_exchange_ptr(&pass_[i], nullptr);
if (cur) {
vulkan->Delete().QueueDeleteRenderPass(cur->pass);
delete cur;
}
}
}