rpcsx/rpcs3/Emu/RSX/VK/VKResolveHelper.cpp

342 lines
9 KiB
C++
Raw Normal View History

2020-12-05 13:08:24 +01:00
#include "stdafx.h"
#include "VKResolveHelper.h"
#include "VKRenderPass.h"
#include "VKRenderTargets.h"
namespace
{
const char *get_format_prefix(VkFormat format)
{
switch (format)
{
case VK_FORMAT_R5G6B5_UNORM_PACK16:
2021-09-16 12:18:43 +02:00
return "r16";
case VK_FORMAT_R8G8B8A8_UNORM:
case VK_FORMAT_B8G8R8A8_UNORM:
return "rgba8";
case VK_FORMAT_R16G16B16A16_SFLOAT:
return "rgba16f";
case VK_FORMAT_R32G32B32A32_SFLOAT:
return "rgba32f";
case VK_FORMAT_A1R5G5B5_UNORM_PACK16:
2021-09-16 12:18:43 +02:00
return "r16";
case VK_FORMAT_R8_UNORM:
return "r8";
case VK_FORMAT_R8G8_UNORM:
return "rg8";
case VK_FORMAT_R32_SFLOAT:
return "r32f";
default:
fmt::throw_exception("Unhandled VkFormat 0x%x", u32(format));
}
}
}
namespace vk
{
std::unordered_map<VkFormat, std::unique_ptr<vk::cs_resolve_task>> g_resolve_helpers;
std::unordered_map<VkFormat, std::unique_ptr<vk::cs_unresolve_task>> g_unresolve_helpers;
std::unique_ptr<vk::depthonly_resolve> g_depth_resolver;
std::unique_ptr<vk::depthonly_unresolve> g_depth_unresolver;
std::unique_ptr<vk::stencilonly_resolve> g_stencil_resolver;
std::unique_ptr<vk::stencilonly_unresolve> g_stencil_unresolver;
std::unique_ptr<vk::depthstencil_resolve_EXT> g_depthstencil_resolver;
std::unique_ptr<vk::depthstencil_unresolve_EXT> g_depthstencil_unresolver;
template <typename T, typename ...Args>
void initialize_pass(std::unique_ptr<T>& ptr, vk::render_device& dev, Args&&... extras)
{
if (!ptr)
{
ptr = std::make_unique<T>(std::forward<Args>(extras)...);
ptr->create(dev);
}
}
void resolve_image(vk::command_buffer& cmd, vk::viewable_image* dst, vk::viewable_image* src)
{
if (src->aspect() == VK_IMAGE_ASPECT_COLOR_BIT)
{
auto &job = g_resolve_helpers[src->format()];
if (!job)
{
const char* format_prefix = get_format_prefix(src->format());
bool require_bgra_swap = false;
if (vk::get_chip_family() == vk::chip_class::NV_kepler &&
src->format() == VK_FORMAT_B8G8R8A8_UNORM)
{
// Workaround for NVIDIA kepler's broken image_load_store
require_bgra_swap = true;
}
job.reset(new vk::cs_resolve_task(format_prefix, require_bgra_swap));
}
job->run(cmd, src, dst);
}
else
{
std::vector<vk::image*> surface = { dst };
auto& dev = cmd.get_command_pool().get_owner();
const auto key = vk::get_renderpass_key(surface);
auto renderpass = vk::get_renderpass(dev, key);
if (src->aspect() & VK_IMAGE_ASPECT_STENCIL_BIT)
{
if (dev.get_shader_stencil_export_support())
{
initialize_pass(g_depthstencil_resolver, dev);
g_depthstencil_resolver->run(cmd, src, dst, renderpass);
}
else
{
initialize_pass(g_depth_resolver, dev);
g_depth_resolver->run(cmd, src, dst, renderpass);
// Chance for optimization here: If the stencil buffer was not used, simply perform a clear operation
const auto stencil_init_flags = vk::as_rtt(src)->stencil_init_flags;
if (stencil_init_flags & 0xFF00)
{
initialize_pass(g_stencil_resolver, dev);
g_stencil_resolver->run(cmd, src, dst, renderpass);
}
else
{
VkClearDepthStencilValue clear{ 1.f, stencil_init_flags & 0xFF };
VkImageSubresourceRange range{ VK_IMAGE_ASPECT_STENCIL_BIT, 0, 1, 0, 1 };
dst->push_layout(cmd, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
vkCmdClearDepthStencilImage(cmd, dst->value, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, &clear, 1, &range);
dst->pop_layout(cmd);
}
}
}
else
{
initialize_pass(g_depth_resolver, dev);
g_depth_resolver->run(cmd, src, dst, renderpass);
}
}
}
void unresolve_image(vk::command_buffer& cmd, vk::viewable_image* dst, vk::viewable_image* src)
{
if (src->aspect() == VK_IMAGE_ASPECT_COLOR_BIT)
{
auto &job = g_unresolve_helpers[src->format()];
if (!job)
{
const char* format_prefix = get_format_prefix(src->format());
bool require_bgra_swap = false;
if (vk::get_chip_family() == vk::chip_class::NV_kepler &&
src->format() == VK_FORMAT_B8G8R8A8_UNORM)
{
// Workaround for NVIDIA kepler's broken image_load_store
require_bgra_swap = true;
}
job.reset(new vk::cs_unresolve_task(format_prefix, require_bgra_swap));
}
job->run(cmd, dst, src);
}
else
{
std::vector<vk::image*> surface = { dst };
auto& dev = cmd.get_command_pool().get_owner();
const auto key = vk::get_renderpass_key(surface);
auto renderpass = vk::get_renderpass(dev, key);
if (src->aspect() & VK_IMAGE_ASPECT_STENCIL_BIT)
{
if (dev.get_shader_stencil_export_support())
{
initialize_pass(g_depthstencil_unresolver, dev);
g_depthstencil_unresolver->run(cmd, dst, src, renderpass);
}
else
{
initialize_pass(g_depth_unresolver, dev);
g_depth_unresolver->run(cmd, dst, src, renderpass);
// Chance for optimization here: If the stencil buffer was not used, simply perform a clear operation
const auto stencil_init_flags = vk::as_rtt(dst)->stencil_init_flags;
if (stencil_init_flags & 0xFF00)
{
initialize_pass(g_stencil_unresolver, dev);
g_stencil_unresolver->run(cmd, dst, src, renderpass);
}
else
{
VkClearDepthStencilValue clear{ 1.f, stencil_init_flags & 0xFF };
VkImageSubresourceRange range{ VK_IMAGE_ASPECT_STENCIL_BIT, 0, 1, 0, 1 };
dst->push_layout(cmd, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
vkCmdClearDepthStencilImage(cmd, dst->value, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, &clear, 1, &range);
dst->pop_layout(cmd);
}
}
}
else
{
initialize_pass(g_depth_unresolver, dev);
g_depth_unresolver->run(cmd, dst, src, renderpass);
}
}
}
void clear_resolve_helpers()
{
for (auto &task : g_resolve_helpers)
{
task.second->destroy();
}
for (auto &task : g_unresolve_helpers)
{
task.second->destroy();
}
g_resolve_helpers.clear();
g_unresolve_helpers.clear();
if (g_depth_resolver)
{
g_depth_resolver->destroy();
g_depth_resolver.reset();
}
if (g_stencil_resolver)
{
g_stencil_resolver->destroy();
g_stencil_resolver.reset();
}
if (g_depthstencil_resolver)
{
g_depthstencil_resolver->destroy();
g_depthstencil_resolver.reset();
}
if (g_depth_unresolver)
{
g_depth_unresolver->destroy();
g_depth_unresolver.reset();
}
if (g_stencil_unresolver)
{
g_stencil_unresolver->destroy();
g_stencil_unresolver.reset();
}
if (g_depthstencil_unresolver)
{
g_depthstencil_unresolver->destroy();
g_depthstencil_unresolver.reset();
}
}
void reset_resolve_resources()
{
if (g_depth_resolver) g_depth_resolver->free_resources();
if (g_depth_unresolver) g_depth_unresolver->free_resources();
if (g_stencil_resolver) g_stencil_resolver->free_resources();
if (g_stencil_unresolver) g_stencil_unresolver->free_resources();
if (g_depthstencil_resolver) g_depthstencil_resolver->free_resources();
if (g_depthstencil_unresolver) g_depthstencil_unresolver->free_resources();
}
void cs_resolve_base::build(const std::string& format_prefix, bool unresolve, bool bgra_swap)
{
create();
switch (optimal_group_size)
{
default:
case 64:
cs_wave_x = 8;
cs_wave_y = 8;
break;
case 32:
cs_wave_x = 8;
cs_wave_y = 4;
break;
}
static const char* resolve_kernel =
#include "Emu/RSX/Program/MSAA/ColorResolvePass.glsl"
;
static const char* unresolve_kernel =
#include "Emu/RSX/Program/MSAA/ColorUnresolvePass.glsl"
;
const std::pair<std::string_view, std::string> syntax_replace[] =
{
{ "%WORKGROUP_SIZE_X", std::to_string(cs_wave_x) },
{ "%WORKGROUP_SIZE_Y", std::to_string(cs_wave_y) },
{ "%IMAGE_FORMAT", format_prefix },
{ "%BGRA_SWAP", bgra_swap ? "1" : "0" }
};
m_src = unresolve ? unresolve_kernel : resolve_kernel;
m_src = fmt::replace_all(m_src, syntax_replace);
rsx_log.notice("Compute shader:\n%s", m_src);
}
void depth_resolve_base::build(bool resolve_depth, bool resolve_stencil, bool is_unresolve)
{
vs_src =
#include "Emu/RSX/Program/GLSLSnippets/GenericVSPassthrough.glsl"
;
static const char* depth_resolver =
#include "Emu/RSX/Program/MSAA/DepthResolvePass.glsl"
;
static const char* depth_unresolver =
#include "Emu/RSX/Program/MSAA/DepthUnresolvePass.glsl"
;
static const char* stencil_resolver =
#include "Emu/RSX/Program/MSAA/StencilResolvePass.glsl"
;
static const char* stencil_unresolver =
#include "Emu/RSX/Program/MSAA/StencilUnresolvePass.glsl"
;
static const char* depth_stencil_resolver =
#include "Emu/RSX/Program/MSAA/DepthStencilResolvePass.glsl"
;
static const char* depth_stencil_unresolver =
#include "Emu/RSX/Program/MSAA/DepthStencilUnresolvePass.glsl"
;
if (resolve_depth && resolve_stencil)
{
fs_src = is_unresolve ? depth_stencil_unresolver : depth_stencil_resolver;
}
else if (resolve_depth)
{
fs_src = is_unresolve ? depth_unresolver : depth_resolver;
}
else if (resolve_stencil)
{
fs_src = is_unresolve ? stencil_unresolver : stencil_resolver;
}
rsx_log.notice("Resolve shader:\n%s", fs_src);
}
}