rpcs3/rpcs3/Emu/RSX/VK/VKResolveHelper.h
2025-06-25 23:06:04 +03:00

388 lines
12 KiB
C++

#pragma once
#include "VKCompute.h"
#include "VKOverlays.h"
#include "vkutils/image.h"
namespace vk
{
struct cs_resolve_base : compute_task
{
vk::viewable_image* multisampled = nullptr;
vk::viewable_image* resolve = nullptr;
u32 cs_wave_x = 1;
u32 cs_wave_y = 1;
cs_resolve_base()
{
ssbo_count = 0;
}
virtual ~cs_resolve_base()
{}
void build(const std::string& format_prefix, bool unresolve, bool bgra_swap);
std::vector<glsl::program_input> get_inputs() override
{
std::vector<vk::glsl::program_input> inputs =
{
glsl::program_input::make(
::glsl::program_domain::glsl_compute_program,
"multisampled",
glsl::input_type_storage_texture,
0,
0
),
glsl::program_input::make(
::glsl::program_domain::glsl_compute_program,
"resolve",
glsl::input_type_storage_texture,
0,
1
),
};
auto result = compute_task::get_inputs();
result.insert(result.end(), inputs.begin(), inputs.end());
return result;
}
void bind_resources(const vk::command_buffer& /*cmd*/) override
{
auto msaa_view = multisampled->get_view(rsx::default_remap_vector.with_encoding(VK_REMAP_VIEW_MULTISAMPLED));
auto resolved_view = resolve->get_view(rsx::default_remap_vector.with_encoding(VK_REMAP_IDENTITY));
m_program->bind_uniform({ VK_NULL_HANDLE, msaa_view->value, multisampled->current_layout }, 0, 0);
m_program->bind_uniform({ VK_NULL_HANDLE, resolved_view->value, resolve->current_layout }, 0, 1);
}
void run(const vk::command_buffer& cmd, vk::viewable_image* msaa_image, vk::viewable_image* resolve_image)
{
ensure(msaa_image->samples() > 1);
ensure(resolve_image->samples() == 1);
multisampled = msaa_image;
resolve = resolve_image;
const u32 invocations_x = utils::align(resolve_image->width(), cs_wave_x) / cs_wave_x;
const u32 invocations_y = utils::align(resolve_image->height(), cs_wave_y) / cs_wave_y;
compute_task::run(cmd, invocations_x, invocations_y, 1);
}
};
struct cs_resolve_task : cs_resolve_base
{
cs_resolve_task(const std::string& format_prefix, bool bgra_swap = false)
{
// BGRA-swap flag is a workaround to swap channels for old GeForce cards with broken compute image handling
build(format_prefix, false, bgra_swap);
}
};
struct cs_unresolve_task : cs_resolve_base
{
cs_unresolve_task(const std::string& format_prefix, bool bgra_swap = false)
{
// BGRA-swap flag is a workaround to swap channels for old GeForce cards with broken compute image handling
build(format_prefix, true, bgra_swap);
}
};
struct depth_resolve_base : public overlay_pass
{
u8 samples_x = 1;
u8 samples_y = 1;
s32 static_parameters[4];
s32 static_parameters_width = 2;
depth_resolve_base()
{
renderpass_config.set_depth_mask(true);
renderpass_config.enable_depth_test(VK_COMPARE_OP_ALWAYS);
// Depth-stencil buffers are almost never filterable, and we do not need it here (1:1 mapping)
m_sampler_filter = VK_FILTER_NEAREST;
// Do not use UBOs
m_num_uniform_buffers = 0;
}
void build(bool resolve_depth, bool resolve_stencil, bool unresolve);
std::vector<glsl::program_input> get_fragment_inputs() override
{
auto result = overlay_pass::get_fragment_inputs();
result.push_back(glsl::program_input::make(
::glsl::glsl_fragment_program,
"push_constants",
glsl::input_type_push_constant,
0,
umax,
glsl::push_constant_ref{ .size = 16 }
));
return result;
}
void update_uniforms(vk::command_buffer& cmd, vk::glsl::program* program) override
{
vkCmdPushConstants(cmd, program->layout(), VK_SHADER_STAGE_FRAGMENT_BIT, 0, static_parameters_width * 4, static_parameters);
}
void update_sample_configuration(vk::image* msaa_image)
{
switch (msaa_image->samples())
{
case 1:
fmt::throw_exception("MSAA input not multisampled!");
case 2:
samples_x = 2;
samples_y = 1;
break;
case 4:
samples_x = samples_y = 2;
break;
default:
fmt::throw_exception("Unsupported sample count %d", msaa_image->samples());
}
static_parameters[0] = samples_x;
static_parameters[1] = samples_y;
}
};
struct depthonly_resolve : depth_resolve_base
{
depthonly_resolve()
{
build(true, false, false);
}
void run(vk::command_buffer& cmd, vk::viewable_image* msaa_image, vk::viewable_image* resolve_image, VkRenderPass render_pass)
{
update_sample_configuration(msaa_image);
auto src_view = msaa_image->get_view(rsx::default_remap_vector.with_encoding(VK_REMAP_VIEW_MULTISAMPLED));
overlay_pass::run(
cmd,
{ 0, 0, resolve_image->width(), resolve_image->height() },
resolve_image, src_view,
render_pass);
}
};
struct depthonly_unresolve : depth_resolve_base
{
depthonly_unresolve()
{
build(true, false, true);
}
void run(vk::command_buffer& cmd, vk::viewable_image* msaa_image, vk::viewable_image* resolve_image, VkRenderPass render_pass)
{
renderpass_config.set_multisample_state(msaa_image->samples(), 0xFFFF, true, false, false);
renderpass_config.set_multisample_shading_rate(1.f);
update_sample_configuration(msaa_image);
auto src_view = resolve_image->get_view(rsx::default_remap_vector.with_encoding(VK_REMAP_IDENTITY));
overlay_pass::run(
cmd,
{ 0, 0, msaa_image->width(), msaa_image->height() },
msaa_image, src_view,
render_pass);
}
};
struct stencilonly_resolve : depth_resolve_base
{
VkClearRect region{};
VkClearAttachment clear_info{};
stencilonly_resolve()
{
renderpass_config.enable_stencil_test(
VK_STENCIL_OP_REPLACE, VK_STENCIL_OP_REPLACE, VK_STENCIL_OP_REPLACE, // Always replace
VK_COMPARE_OP_ALWAYS, // Always pass
0xFF, // Full write-through
0xFF); // Write active bit
renderpass_config.set_stencil_mask(0xFF);
renderpass_config.set_depth_mask(false);
clear_info.aspectMask = VK_IMAGE_ASPECT_STENCIL_BIT;
region.baseArrayLayer = 0;
region.layerCount = 1;
static_parameters_width = 3;
build(false, true, false);
}
void get_dynamic_state_entries(std::vector<VkDynamicState>& state_descriptors) override
{
state_descriptors.push_back(VK_DYNAMIC_STATE_STENCIL_WRITE_MASK);
}
void emit_geometry(vk::command_buffer& cmd, glsl::program* program) override
{
vkCmdClearAttachments(cmd, 1, &clear_info, 1, &region);
for (s32 write_mask = 0x1; write_mask <= 0x80; write_mask <<= 1)
{
vkCmdSetStencilWriteMask(cmd, VK_STENCIL_FRONT_AND_BACK, write_mask);
vkCmdPushConstants(cmd, program->layout(), VK_SHADER_STAGE_FRAGMENT_BIT, 8, 4, &write_mask);
overlay_pass::emit_geometry(cmd, program);
}
}
void run(vk::command_buffer& cmd, vk::viewable_image* msaa_image, vk::viewable_image* resolve_image, VkRenderPass render_pass)
{
update_sample_configuration(msaa_image);
auto stencil_view = msaa_image->get_view(rsx::default_remap_vector.with_encoding(VK_REMAP_VIEW_MULTISAMPLED), VK_IMAGE_ASPECT_STENCIL_BIT);
region.rect.extent.width = resolve_image->width();
region.rect.extent.height = resolve_image->height();
overlay_pass::run(
cmd,
{ 0, 0, resolve_image->width(), resolve_image->height() },
resolve_image, stencil_view,
render_pass);
}
};
struct stencilonly_unresolve : depth_resolve_base
{
VkClearRect clear_region{};
VkClearAttachment clear_info{};
stencilonly_unresolve()
{
renderpass_config.enable_stencil_test(
VK_STENCIL_OP_REPLACE, VK_STENCIL_OP_REPLACE, VK_STENCIL_OP_REPLACE, // Always replace
VK_COMPARE_OP_ALWAYS, // Always pass
0xFF, // Full write-through
0xFF); // Write active bit
renderpass_config.set_stencil_mask(0xFF);
renderpass_config.set_depth_mask(false);
clear_info.aspectMask = VK_IMAGE_ASPECT_STENCIL_BIT;
clear_region.baseArrayLayer = 0;
clear_region.layerCount = 1;
static_parameters_width = 3;
build(false, true, true);
}
void get_dynamic_state_entries(std::vector<VkDynamicState>& state_descriptors) override
{
state_descriptors.push_back(VK_DYNAMIC_STATE_STENCIL_WRITE_MASK);
}
void emit_geometry(vk::command_buffer& cmd, glsl::program* program) override
{
vkCmdClearAttachments(cmd, 1, &clear_info, 1, &clear_region);
for (s32 write_mask = 0x1; write_mask <= 0x80; write_mask <<= 1)
{
vkCmdSetStencilWriteMask(cmd, VK_STENCIL_FRONT_AND_BACK, write_mask);
vkCmdPushConstants(cmd, program->layout(), VK_SHADER_STAGE_FRAGMENT_BIT, 8, 4, &write_mask);
overlay_pass::emit_geometry(cmd, program);
}
}
void run(vk::command_buffer& cmd, vk::viewable_image* msaa_image, vk::viewable_image* resolve_image, VkRenderPass render_pass)
{
renderpass_config.set_multisample_state(msaa_image->samples(), 0xFFFF, true, false, false);
renderpass_config.set_multisample_shading_rate(1.f);
update_sample_configuration(msaa_image);
auto stencil_view = resolve_image->get_view(rsx::default_remap_vector.with_encoding(VK_REMAP_IDENTITY), VK_IMAGE_ASPECT_STENCIL_BIT);
clear_region.rect.extent.width = msaa_image->width();
clear_region.rect.extent.height = msaa_image->height();
overlay_pass::run(
cmd,
{ 0, 0, msaa_image->width(), msaa_image->height() },
msaa_image, stencil_view,
render_pass);
}
};
struct depthstencil_resolve_EXT : depth_resolve_base
{
depthstencil_resolve_EXT()
{
renderpass_config.enable_stencil_test(
VK_STENCIL_OP_REPLACE, VK_STENCIL_OP_REPLACE, VK_STENCIL_OP_REPLACE, // Always replace
VK_COMPARE_OP_ALWAYS, // Always pass
0xFF, // Full write-through
0); // Unused
renderpass_config.set_stencil_mask(0xFF);
m_num_usable_samplers = 2;
build(true, true, false);
}
void run(vk::command_buffer& cmd, vk::viewable_image* msaa_image, vk::viewable_image* resolve_image, VkRenderPass render_pass)
{
update_sample_configuration(msaa_image);
auto depth_view = msaa_image->get_view(rsx::default_remap_vector.with_encoding(VK_REMAP_VIEW_MULTISAMPLED), VK_IMAGE_ASPECT_DEPTH_BIT);
auto stencil_view = msaa_image->get_view(rsx::default_remap_vector.with_encoding(VK_REMAP_VIEW_MULTISAMPLED), VK_IMAGE_ASPECT_STENCIL_BIT);
overlay_pass::run(
cmd,
{ 0, 0, resolve_image->width(), resolve_image->height() },
resolve_image, { depth_view, stencil_view },
render_pass);
}
};
struct depthstencil_unresolve_EXT : depth_resolve_base
{
depthstencil_unresolve_EXT()
{
renderpass_config.enable_stencil_test(
VK_STENCIL_OP_REPLACE, VK_STENCIL_OP_REPLACE, VK_STENCIL_OP_REPLACE, // Always replace
VK_COMPARE_OP_ALWAYS, // Always pass
0xFF, // Full write-through
0); // Unused
renderpass_config.set_stencil_mask(0xFF);
m_num_usable_samplers = 2;
build(true, true, true);
}
void run(vk::command_buffer& cmd, vk::viewable_image* msaa_image, vk::viewable_image* resolve_image, VkRenderPass render_pass)
{
renderpass_config.set_multisample_state(msaa_image->samples(), 0xFFFF, true, false, false);
renderpass_config.set_multisample_shading_rate(1.f);
update_sample_configuration(msaa_image);
auto depth_view = resolve_image->get_view(rsx::default_remap_vector.with_encoding(VK_REMAP_IDENTITY), VK_IMAGE_ASPECT_DEPTH_BIT);
auto stencil_view = resolve_image->get_view(rsx::default_remap_vector.with_encoding(VK_REMAP_IDENTITY), VK_IMAGE_ASPECT_STENCIL_BIT);
overlay_pass::run(
cmd,
{ 0, 0, msaa_image->width(), msaa_image->height() },
msaa_image, { depth_view, stencil_view },
render_pass);
}
};
//void resolve_image(vk::command_buffer& cmd, vk::viewable_image* dst, vk::viewable_image* src);
//void unresolve_image(vk::command_buffer& cmd, vk::viewable_image* dst, vk::viewable_image* src);
void reset_resolve_resources();
void clear_resolve_helpers();
}