/* ** Vulkan backend ** Copyright (c) 2016-2020 Magnus Norddahl ** ** This software is provided 'as-is', without any express or implied ** warranty. In no event will the authors be held liable for any damages ** arising from the use of this software. ** ** Permission is granted to anyone to use this software for any purpose, ** including commercial applications, and to alter it and redistribute it ** freely, subject to the following restrictions: ** ** 1. The origin of this software must not be misrepresented; you must not ** claim that you wrote the original software. If you use this software ** in a product, an acknowledgment in the product documentation would be ** appreciated but is not required. ** 2. Altered source versions must be plainly marked as such, and must not be ** misrepresented as being the original software. ** 3. This notice may not be removed or altered from any source distribution. ** */ #include "c_cvars.h" #include "hw_material.h" #include "hw_cvars.h" #include "hw_renderstate.h" #include "vulkan/system/vk_objects.h" #include "vulkan/system/vk_builders.h" #include "vulkan/system/vk_framebuffer.h" #include "vulkan/system/vk_commandbuffer.h" #include "vulkan/textures/vk_samplers.h" #include "vulkan/textures/vk_renderbuffers.h" #include "vulkan/textures/vk_texture.h" #include "vulkan/renderer/vk_descriptorset.h" #include "vulkan/renderer/vk_postprocess.h" #include "vulkan/shaders/vk_shader.h" #include "vk_hwtexture.h" VkHardwareTexture::VkHardwareTexture(VulkanFrameBuffer* fb, int numchannels) : fb(fb) { mTexelsize = numchannels; fb->GetTextureManager()->AddTexture(this); } VkHardwareTexture::~VkHardwareTexture() { if (fb) fb->GetTextureManager()->RemoveTexture(this); } void VkHardwareTexture::Reset() { if (fb) { if (mappedSWFB) { mImage.Image->Unmap(); mappedSWFB = nullptr; } mImage.Reset(fb); mDepthStencil.Reset(fb); } } VkTextureImage *VkHardwareTexture::GetImage(FTexture *tex, int translation, int flags) { if (!mImage.Image) { CreateImage(tex, translation, flags); } return &mImage; } VkTextureImage *VkHardwareTexture::GetDepthStencil(FTexture *tex) { if (!mDepthStencil.View) { VkFormat format = fb->GetBuffers()->SceneDepthStencilFormat; int w = tex->GetWidth(); int h = tex->GetHeight(); mDepthStencil.Image = ImageBuilder() .Size(w, h) .Samples(VK_SAMPLE_COUNT_1_BIT) .Format(format) .Usage(VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) .DebugName("VkHardwareTexture.DepthStencil") .Create(fb->device); mDepthStencil.AspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT; mDepthStencil.View = ImageViewBuilder() .Image(mDepthStencil.Image.get(), format, VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT) .DebugName("VkHardwareTexture.DepthStencilView") .Create(fb->device); VkImageTransition() .AddImage(&mDepthStencil, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, true) .Execute(fb->GetCommands()->GetTransferCommands()); } return &mDepthStencil; } void VkHardwareTexture::CreateImage(FTexture *tex, int translation, int flags) { if (!tex->isHardwareCanvas()) { FTextureBuffer texbuffer = tex->CreateTexBuffer(translation, flags | CTF_ProcessData); bool indexed = flags & CTF_Indexed; CreateTexture(texbuffer.mWidth, texbuffer.mHeight,indexed? 1 : 4, indexed? VK_FORMAT_R8_UNORM : VK_FORMAT_B8G8R8A8_UNORM, texbuffer.mBuffer, !indexed); } else { VkFormat format = VK_FORMAT_R8G8B8A8_UNORM; int w = tex->GetWidth(); int h = tex->GetHeight(); mImage.Image = ImageBuilder() .Format(format) .Size(w, h) .Usage(VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT) .DebugName("VkHardwareTexture.mImage") .Create(fb->device); mImage.View = ImageViewBuilder() .Image(mImage.Image.get(), format) .DebugName("VkHardwareTexture.mImageView") .Create(fb->device); VkImageTransition() .AddImage(&mImage, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, true) .Execute(fb->GetCommands()->GetTransferCommands()); } } void VkHardwareTexture::CreateTexture(int w, int h, int pixelsize, VkFormat format, const void *pixels, bool mipmap) { if (w <= 0 || h <= 0) throw CVulkanError("Trying to create zero size texture"); int totalSize = w * h * pixelsize; auto stagingBuffer = BufferBuilder() .Size(totalSize) .Usage(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VMA_MEMORY_USAGE_CPU_ONLY) .DebugName("VkHardwareTexture.mStagingBuffer") .Create(fb->device); uint8_t *data = (uint8_t*)stagingBuffer->Map(0, totalSize); memcpy(data, pixels, totalSize); stagingBuffer->Unmap(); mImage.Image = ImageBuilder() .Format(format) .Size(w, h, !mipmap ? 1 : GetMipLevels(w, h)) .Usage(VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT) .DebugName("VkHardwareTexture.mImage") .Create(fb->device); mImage.View = ImageViewBuilder() .Image(mImage.Image.get(), format) .DebugName("VkHardwareTexture.mImageView") .Create(fb->device); auto cmdbuffer = fb->GetCommands()->GetTransferCommands(); VkImageTransition() .AddImage(&mImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, true) .Execute(cmdbuffer); VkBufferImageCopy region = {}; region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; region.imageSubresource.layerCount = 1; region.imageExtent.depth = 1; region.imageExtent.width = w; region.imageExtent.height = h; cmdbuffer->copyBufferToImage(stagingBuffer->buffer, mImage.Image->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion); if (mipmap) mImage.GenerateMipmaps(cmdbuffer); // If we queued more than 64 MB of data already: wait until the uploads finish before continuing fb->GetCommands()->TransferDeleteList->Add(std::move(stagingBuffer)); if (fb->GetCommands()->TransferDeleteList->TotalSize > 64 * 1024 * 1024) fb->GetCommands()->WaitForCommands(false, true); } int VkHardwareTexture::GetMipLevels(int w, int h) { int levels = 1; while (w > 1 || h > 1) { w = max(w >> 1, 1); h = max(h >> 1, 1); levels++; } return levels; } void VkHardwareTexture::AllocateBuffer(int w, int h, int texelsize) { if (mImage.Image && (mImage.Image->width != w || mImage.Image->height != h || mTexelsize != texelsize)) { Reset(); } if (!mImage.Image) { VkFormat format = texelsize == 4 ? VK_FORMAT_B8G8R8A8_UNORM : VK_FORMAT_R8_UNORM; VkDeviceSize allocatedBytes = 0; mImage.Image = ImageBuilder() .Format(format) .Size(w, h) .LinearTiling() .Usage(VK_IMAGE_USAGE_SAMPLED_BIT, VMA_MEMORY_USAGE_UNKNOWN, VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT | VMA_ALLOCATION_CREATE_MAPPED_BIT) .MemoryType( VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT | VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT) .DebugName("VkHardwareTexture.mImage") .Create(fb->device, &allocatedBytes); mTexelsize = texelsize; mImage.View = ImageViewBuilder() .Image(mImage.Image.get(), format) .DebugName("VkHardwareTexture.mImageView") .Create(fb->device); VkImageTransition() .AddImage(&mImage, VK_IMAGE_LAYOUT_GENERAL, true) .Execute(fb->GetCommands()->GetTransferCommands()); bufferpitch = int(allocatedBytes / h / texelsize); } } uint8_t *VkHardwareTexture::MapBuffer() { if (!mappedSWFB) mappedSWFB = (uint8_t*)mImage.Image->Map(0, mImage.Image->width * mImage.Image->height * mTexelsize); return mappedSWFB; } unsigned int VkHardwareTexture::CreateTexture(unsigned char * buffer, int w, int h, int texunit, bool mipmap, const char *name) { // CreateTexture is used by the software renderer to create a screen output but without any screen data. if (buffer) CreateTexture(w, h, mTexelsize, mTexelsize == 4 ? VK_FORMAT_B8G8R8A8_UNORM : VK_FORMAT_R8_UNORM, buffer, mipmap); return 0; } void VkHardwareTexture::CreateWipeTexture(int w, int h, const char *name) { VkFormat format = VK_FORMAT_B8G8R8A8_UNORM; mImage.Image = ImageBuilder() .Format(format) .Size(w, h) .Usage(VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT, VMA_MEMORY_USAGE_GPU_ONLY) .DebugName(name) .Create(fb->device); mTexelsize = 4; mImage.View = ImageViewBuilder() .Image(mImage.Image.get(), format) .DebugName(name) .Create(fb->device); if (fb->GetBuffers()->GetWidth() > 0 && fb->GetBuffers()->GetHeight() > 0) { fb->GetPostprocess()->BlitCurrentToImage(&mImage, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); } else { // hwrenderer asked image data from a frame buffer that was never written into. Let's give it that.. // (ideally the hwrenderer wouldn't do this, but the calling code is too complex for me to fix) VkImageTransition() .AddImage(&mImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, true) .Execute(fb->GetCommands()->GetTransferCommands()); VkImageSubresourceRange range = {}; range.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; range.layerCount = 1; range.levelCount = 1; VkClearColorValue value = {}; value.float32[0] = 0.0f; value.float32[1] = 0.0f; value.float32[2] = 0.0f; value.float32[3] = 1.0f; fb->GetCommands()->GetTransferCommands()->clearColorImage(mImage.Image->image, mImage.Layout, &value, 1, &range); VkImageTransition() .AddImage(&mImage, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, false) .Execute(fb->GetCommands()->GetTransferCommands()); } } ///////////////////////////////////////////////////////////////////////////// VkMaterial::VkMaterial(VulkanFrameBuffer* fb, FGameTexture* tex, int scaleflags) : FMaterial(tex, scaleflags), fb(fb) { fb->GetDescriptorSetManager()->AddMaterial(this); } VkMaterial::~VkMaterial() { if (fb) fb->GetDescriptorSetManager()->RemoveMaterial(this); } void VkMaterial::DeleteDescriptors() { if (fb) { auto deleteList = fb->GetCommands()->DrawDeleteList.get(); for (auto& it : mDescriptorSets) { deleteList->Add(std::move(it.descriptor)); } mDescriptorSets.clear(); } } VulkanDescriptorSet* VkMaterial::GetDescriptorSet(const FMaterialState& state) { auto base = Source(); int clampmode = state.mClampMode; int translation = state.mTranslation; auto translationp = IsLuminosityTranslation(translation)? translation : intptr_t(GPalette.GetTranslation(GetTranslationType(translation), GetTranslationIndex(translation))); clampmode = base->GetClampMode(clampmode); for (auto& set : mDescriptorSets) { if (set.descriptor && set.clampmode == clampmode && set.remap == translationp) return set.descriptor.get(); } int numLayers = NumLayers(); auto descriptor = fb->GetDescriptorSetManager()->AllocateTextureDescriptorSet(max(numLayers, SHADER_MIN_REQUIRED_TEXTURE_LAYERS)); descriptor->SetDebugName("VkHardwareTexture.mDescriptorSets"); VulkanSampler* sampler = fb->GetSamplerManager()->Get(clampmode); WriteDescriptors update; MaterialLayerInfo *layer; auto systex = static_cast(GetLayer(0, state.mTranslation, &layer)); auto systeximage = systex->GetImage(layer->layerTexture, state.mTranslation, layer->scaleFlags); update.AddCombinedImageSampler(descriptor.get(), 0, systeximage->View.get(), sampler, systeximage->Layout); if (!(layer->scaleFlags & CTF_Indexed)) { for (int i = 1; i < numLayers; i++) { auto syslayer = static_cast(GetLayer(i, 0, &layer)); auto syslayerimage = syslayer->GetImage(layer->layerTexture, 0, layer->scaleFlags); update.AddCombinedImageSampler(descriptor.get(), i, syslayerimage->View.get(), sampler, syslayerimage->Layout); } } else { for (int i = 1; i < 3; i++) { auto syslayer = static_cast(GetLayer(i, translation, &layer)); auto syslayerimage = syslayer->GetImage(layer->layerTexture, 0, layer->scaleFlags); update.AddCombinedImageSampler(descriptor.get(), i, syslayerimage->View.get(), sampler, syslayerimage->Layout); } numLayers = 3; } auto dummyImage = fb->GetTextureManager()->GetNullTextureView(); for (int i = numLayers; i < SHADER_MIN_REQUIRED_TEXTURE_LAYERS; i++) { update.AddCombinedImageSampler(descriptor.get(), i, dummyImage, sampler, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); } update.Execute(fb->device); mDescriptorSets.emplace_back(clampmode, translationp, std::move(descriptor)); return mDescriptorSets.back().descriptor.get(); }