1080f64df9
* Implement HLE macros for render target clears * Add constants for the offsets
352 lines
12 KiB
C#
352 lines
12 KiB
C#
using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Shader.Translation;
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using Ryujinx.Graphics.Vulkan.Shaders;
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using Silk.NET.Vulkan;
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using System;
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using VkFormat = Silk.NET.Vulkan.Format;
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namespace Ryujinx.Graphics.Vulkan
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{
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class HelperShader : IDisposable
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{
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private readonly PipelineHelperShader _pipeline;
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private readonly ISampler _samplerLinear;
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private readonly ISampler _samplerNearest;
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private readonly IProgram _programColorBlit;
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private readonly IProgram _programColorBlitClearAlpha;
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private readonly IProgram _programColorClear;
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public HelperShader(VulkanRenderer gd, Device device)
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{
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_pipeline = new PipelineHelperShader(gd, device);
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_pipeline.Initialize();
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_samplerLinear = gd.CreateSampler(GAL.SamplerCreateInfo.Create(MinFilter.Linear, MagFilter.Linear));
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_samplerNearest = gd.CreateSampler(GAL.SamplerCreateInfo.Create(MinFilter.Nearest, MagFilter.Nearest));
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var vertexBindings = new ShaderBindings(
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new[] { 1 },
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Array.Empty<int>(),
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Array.Empty<int>(),
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Array.Empty<int>());
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var fragmentBindings = new ShaderBindings(
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Array.Empty<int>(),
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Array.Empty<int>(),
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new[] { 0 },
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Array.Empty<int>());
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_programColorBlit = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, vertexBindings, ShaderStage.Vertex, TargetLanguage.Glsl),
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new ShaderSource(ShaderBinaries.ColorBlitFragmentShaderSource, fragmentBindings, ShaderStage.Fragment, TargetLanguage.Glsl),
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});
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_programColorBlitClearAlpha = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, vertexBindings, ShaderStage.Vertex, TargetLanguage.Glsl),
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new ShaderSource(ShaderBinaries.ColorBlitClearAlphaFragmentShaderSource, fragmentBindings, ShaderStage.Fragment, TargetLanguage.Glsl),
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});
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var fragmentBindings2 = new ShaderBindings(
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Array.Empty<int>(),
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Array.Empty<int>(),
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Array.Empty<int>(),
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Array.Empty<int>());
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_programColorClear = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ColorClearVertexShaderSource, vertexBindings, ShaderStage.Vertex, TargetLanguage.Glsl),
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new ShaderSource(ShaderBinaries.ColorClearFragmentShaderSource, fragmentBindings2, ShaderStage.Fragment, TargetLanguage.Glsl),
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});
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}
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public void Blit(
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VulkanRenderer gd,
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TextureView src,
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Auto<DisposableImageView> dst,
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int dstWidth,
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int dstHeight,
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VkFormat dstFormat,
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Extents2D srcRegion,
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Extents2D dstRegion,
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bool linearFilter,
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bool clearAlpha = false)
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{
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gd.FlushAllCommands();
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using var cbs = gd.CommandBufferPool.Rent();
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Blit(gd, cbs, src, dst, dstWidth, dstHeight, dstFormat, srcRegion, dstRegion, linearFilter, clearAlpha);
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}
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public void Blit(
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VulkanRenderer gd,
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CommandBufferScoped cbs,
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TextureView src,
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Auto<DisposableImageView> dst,
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int dstWidth,
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int dstHeight,
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VkFormat dstFormat,
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Extents2D srcRegion,
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Extents2D dstRegion,
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bool linearFilter,
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bool clearAlpha = false)
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{
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_pipeline.SetCommandBuffer(cbs);
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const int RegionBufferSize = 16;
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var sampler = linearFilter ? _samplerLinear : _samplerNearest;
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_pipeline.SetTextureAndSampler(ShaderStage.Fragment, 0, src, sampler);
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Span<float> region = stackalloc float[RegionBufferSize / sizeof(float)];
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region[0] = (float)srcRegion.X1 / src.Width;
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region[1] = (float)srcRegion.X2 / src.Width;
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region[2] = (float)srcRegion.Y1 / src.Height;
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region[3] = (float)srcRegion.Y2 / src.Height;
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if (dstRegion.X1 > dstRegion.X2)
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{
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(region[0], region[1]) = (region[1], region[0]);
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}
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if (dstRegion.Y1 > dstRegion.Y2)
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{
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(region[2], region[3]) = (region[3], region[2]);
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}
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var bufferHandle = gd.BufferManager.CreateWithHandle(gd, RegionBufferSize, false);
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gd.BufferManager.SetData<float>(bufferHandle, 0, region);
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Span<BufferRange> bufferRanges = stackalloc BufferRange[1];
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bufferRanges[0] = new BufferRange(bufferHandle, 0, RegionBufferSize);
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_pipeline.SetUniformBuffers(1, bufferRanges);
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Span<GAL.Viewport> viewports = stackalloc GAL.Viewport[1];
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var rect = new Rectangle<float>(
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MathF.Min(dstRegion.X1, dstRegion.X2),
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MathF.Min(dstRegion.Y1, dstRegion.Y2),
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MathF.Abs(dstRegion.X2 - dstRegion.X1),
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MathF.Abs(dstRegion.Y2 - dstRegion.Y1));
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viewports[0] = new GAL.Viewport(
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rect,
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ViewportSwizzle.PositiveX,
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ViewportSwizzle.PositiveY,
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ViewportSwizzle.PositiveZ,
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ViewportSwizzle.PositiveW,
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0f,
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1f);
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Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
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scissors[0] = new Rectangle<int>(0, 0, dstWidth, dstHeight);
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_pipeline.SetProgram(clearAlpha ? _programColorBlitClearAlpha : _programColorBlit);
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_pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight, false, dstFormat);
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_pipeline.SetRenderTargetColorMasks(new uint[] { 0xf });
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_pipeline.SetScissors(scissors);
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if (clearAlpha)
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{
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_pipeline.ClearRenderTargetColor(0, 0, 1, new ColorF(0f, 0f, 0f, 1f));
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}
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_pipeline.SetViewports(viewports, false);
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_pipeline.SetPrimitiveTopology(GAL.PrimitiveTopology.TriangleStrip);
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_pipeline.Draw(4, 1, 0, 0);
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_pipeline.Finish();
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gd.BufferManager.Delete(bufferHandle);
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}
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public void Clear(
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VulkanRenderer gd,
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Auto<DisposableImageView> dst,
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ReadOnlySpan<float> clearColor,
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uint componentMask,
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int dstWidth,
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int dstHeight,
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VkFormat dstFormat,
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Rectangle<int> scissor)
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{
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const int ClearColorBufferSize = 16;
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gd.FlushAllCommands();
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using var cbs = gd.CommandBufferPool.Rent();
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_pipeline.SetCommandBuffer(cbs);
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var bufferHandle = gd.BufferManager.CreateWithHandle(gd, ClearColorBufferSize, false);
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gd.BufferManager.SetData<float>(bufferHandle, 0, clearColor);
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Span<BufferRange> bufferRanges = stackalloc BufferRange[1];
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bufferRanges[0] = new BufferRange(bufferHandle, 0, ClearColorBufferSize);
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_pipeline.SetUniformBuffers(1, bufferRanges);
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Span<GAL.Viewport> viewports = stackalloc GAL.Viewport[1];
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viewports[0] = new GAL.Viewport(
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new Rectangle<float>(0, 0, dstWidth, dstHeight),
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ViewportSwizzle.PositiveX,
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ViewportSwizzle.PositiveY,
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ViewportSwizzle.PositiveZ,
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ViewportSwizzle.PositiveW,
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0f,
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1f);
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Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
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scissors[0] = scissor;
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_pipeline.SetProgram(_programColorClear);
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_pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight, false, dstFormat);
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_pipeline.SetRenderTargetColorMasks(new uint[] { componentMask });
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_pipeline.SetViewports(viewports, false);
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_pipeline.SetScissors(scissors);
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_pipeline.SetPrimitiveTopology(GAL.PrimitiveTopology.TriangleStrip);
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_pipeline.Draw(4, 1, 0, 0);
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_pipeline.Finish();
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gd.BufferManager.Delete(bufferHandle);
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}
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public void DrawTexture(
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VulkanRenderer gd,
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PipelineBase pipeline,
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TextureView src,
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ISampler srcSampler,
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Extents2DF srcRegion,
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Extents2DF dstRegion)
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{
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const int RegionBufferSize = 16;
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pipeline.SetTextureAndSampler(ShaderStage.Fragment, 0, src, srcSampler);
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Span<float> region = stackalloc float[RegionBufferSize / sizeof(float)];
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region[0] = srcRegion.X1 / src.Width;
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region[1] = srcRegion.X2 / src.Width;
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region[2] = srcRegion.Y1 / src.Height;
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region[3] = srcRegion.Y2 / src.Height;
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if (dstRegion.X1 > dstRegion.X2)
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{
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(region[0], region[1]) = (region[1], region[0]);
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}
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if (dstRegion.Y1 > dstRegion.Y2)
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{
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(region[2], region[3]) = (region[3], region[2]);
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}
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var bufferHandle = gd.BufferManager.CreateWithHandle(gd, RegionBufferSize, false);
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gd.BufferManager.SetData<float>(bufferHandle, 0, region);
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Span<BufferRange> bufferRanges = stackalloc BufferRange[1];
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bufferRanges[0] = new BufferRange(bufferHandle, 0, RegionBufferSize);
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pipeline.SetUniformBuffers(1, bufferRanges);
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Span<GAL.Viewport> viewports = stackalloc GAL.Viewport[1];
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var rect = new Rectangle<float>(
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MathF.Min(dstRegion.X1, dstRegion.X2),
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MathF.Min(dstRegion.Y1, dstRegion.Y2),
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MathF.Abs(dstRegion.X2 - dstRegion.X1),
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MathF.Abs(dstRegion.Y2 - dstRegion.Y1));
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viewports[0] = new GAL.Viewport(
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rect,
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ViewportSwizzle.PositiveX,
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ViewportSwizzle.PositiveY,
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ViewportSwizzle.PositiveZ,
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ViewportSwizzle.PositiveW,
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0f,
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1f);
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Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
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pipeline.SetProgram(_programColorBlit);
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pipeline.SetViewports(viewports, false);
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pipeline.SetPrimitiveTopology(GAL.PrimitiveTopology.TriangleStrip);
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pipeline.Draw(4, 1, 0, 0);
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gd.BufferManager.Delete(bufferHandle);
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}
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public unsafe void ConvertI8ToI16(VulkanRenderer gd, CommandBufferScoped cbs, BufferHolder src, BufferHolder dst, int srcOffset, int size)
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{
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// TODO: Do this with a compute shader?
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var srcBuffer = src.GetBuffer().Get(cbs, srcOffset, size).Value;
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var dstBuffer = dst.GetBuffer().Get(cbs, 0, size * 2).Value;
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gd.Api.CmdFillBuffer(cbs.CommandBuffer, dstBuffer, 0, Vk.WholeSize, 0);
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var bufferCopy = new BufferCopy[size];
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for (ulong i = 0; i < (ulong)size; i++)
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{
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bufferCopy[i] = new BufferCopy((ulong)srcOffset + i, i * 2, 1);
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}
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BufferHolder.InsertBufferBarrier(
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gd,
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cbs.CommandBuffer,
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dstBuffer,
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BufferHolder.DefaultAccessFlags,
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AccessFlags.AccessTransferWriteBit,
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PipelineStageFlags.PipelineStageAllCommandsBit,
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PipelineStageFlags.PipelineStageTransferBit,
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0,
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size * 2);
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fixed (BufferCopy* pBufferCopy = bufferCopy)
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{
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gd.Api.CmdCopyBuffer(cbs.CommandBuffer, srcBuffer, dstBuffer, (uint)size, pBufferCopy);
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}
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BufferHolder.InsertBufferBarrier(
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gd,
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cbs.CommandBuffer,
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dstBuffer,
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AccessFlags.AccessTransferWriteBit,
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BufferHolder.DefaultAccessFlags,
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PipelineStageFlags.PipelineStageTransferBit,
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PipelineStageFlags.PipelineStageAllCommandsBit,
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0,
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size * 2);
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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_programColorBlitClearAlpha.Dispose();
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_programColorBlit.Dispose();
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_samplerNearest.Dispose();
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_samplerLinear.Dispose();
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_pipeline.Dispose();
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}
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}
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public void Dispose()
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{
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Dispose(true);
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}
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}
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}
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