167 lines
6.2 KiB
C++
167 lines
6.2 KiB
C++
/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2016 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#ifndef XENIA_GPU_VULKAN_TEXTURE_CACHE_H_
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#define XENIA_GPU_VULKAN_TEXTURE_CACHE_H_
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#include <unordered_map>
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#include "xenia/gpu/register_file.h"
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#include "xenia/gpu/sampler_info.h"
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#include "xenia/gpu/shader.h"
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#include "xenia/gpu/texture_info.h"
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#include "xenia/gpu/trace_writer.h"
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#include "xenia/gpu/xenos.h"
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#include "xenia/ui/vulkan/vulkan.h"
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#include "xenia/ui/vulkan/vulkan_device.h"
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namespace xe {
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namespace gpu {
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namespace vulkan {
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//
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class TextureCache {
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public:
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struct TextureView;
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// This represents an uploaded Vulkan texture.
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struct Texture {
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TextureInfo texture_info;
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std::vector<std::unique_ptr<TextureView>> views;
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// True if we know all info about this texture, false otherwise.
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// (e.g. we resolve to system memory and may not know the full details about
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// this texture)
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bool full_texture;
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VkFormat format;
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VkImage image;
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VkImageLayout image_layout;
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VkDeviceMemory image_memory;
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VkDeviceSize memory_offset;
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VkDeviceSize memory_size;
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};
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struct TextureView {
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Texture* texture;
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VkImageView view;
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};
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TextureCache(RegisterFile* register_file, TraceWriter* trace_writer,
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ui::vulkan::VulkanDevice* device);
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~TextureCache();
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// Descriptor set layout containing all possible texture bindings.
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// The set contains one descriptor for each texture sampler [0-31].
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VkDescriptorSetLayout texture_descriptor_set_layout() const {
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return texture_descriptor_set_layout_;
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}
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// Prepares a descriptor set containing the samplers and images for all
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// bindings. The textures will be uploaded/converted/etc as needed.
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VkDescriptorSet PrepareTextureSet(
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VkCommandBuffer command_buffer,
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const std::vector<Shader::TextureBinding>& vertex_bindings,
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const std::vector<Shader::TextureBinding>& pixel_bindings);
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// TODO(benvanik): UploadTexture.
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// TODO(benvanik): Resolve.
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// TODO(benvanik): ReadTexture.
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// Demands a texture for the purpose of resolving from EDRAM. This either
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// creates a new texture or returns a previously created texture. texture_info
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// is not required to be completely filled out, just guest_address and size.
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//
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// It's possible that this may return an image that is larger than the
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// requested size (e.g. resolving into a bigger texture) or an image that
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// must have an offset applied. If so, the caller must handle this.
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// At the very least, it's guaranteed that the image will be large enough to
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// hold the requested size.
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Texture* DemandResolveTexture(const TextureInfo& texture_info,
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TextureFormat format, uint32_t* out_offset_x,
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uint32_t* out_offset_y);
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// Clears all cached content.
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void ClearCache();
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private:
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struct UpdateSetInfo;
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// Cached Vulkan sampler.
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struct Sampler {
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SamplerInfo sampler_info;
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VkSampler sampler;
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};
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// Allocates a new texture and memory to back it on the GPU.
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Texture* AllocateTexture(const TextureInfo& texture_info);
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bool FreeTexture(Texture* texture);
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// Demands a texture. If command_buffer is null and the texture hasn't been
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// uploaded to graphics memory already, we will return null and bail.
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Texture* Demand(const TextureInfo& texture_info,
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VkCommandBuffer command_buffer = nullptr);
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Sampler* Demand(const SamplerInfo& sampler_info);
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// Looks for a texture either containing or matching these parameters.
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// Caller is responsible for checking if the texture returned is an exact
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// match or just contains the texture given by the parameters.
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// If offset_x and offset_y are not null, this may return a texture that
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// contains this image at an offset.
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Texture* LookupAddress(uint32_t guest_address, uint32_t width,
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uint32_t height, TextureFormat format,
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uint32_t* offset_x, uint32_t* offset_y);
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// Queues commands to upload a texture from system memory, applying any
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// conversions necessary. This may flush the command buffer to the GPU if we
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// run out of staging memory.
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bool UploadTexture2D(VkCommandBuffer command_buffer, Texture* dest,
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TextureInfo src);
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bool SetupTextureBindings(UpdateSetInfo* update_set_info,
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const std::vector<Shader::TextureBinding>& bindings,
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VkCommandBuffer command_buffer = nullptr);
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bool SetupTextureBinding(UpdateSetInfo* update_set_info,
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const Shader::TextureBinding& binding,
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VkCommandBuffer command_buffer = nullptr);
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RegisterFile* register_file_ = nullptr;
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TraceWriter* trace_writer_ = nullptr;
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ui::vulkan::VulkanDevice* device_ = nullptr;
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VkDescriptorPool descriptor_pool_ = nullptr;
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VkDescriptorSetLayout texture_descriptor_set_layout_ = nullptr;
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// Temporary until we have circular buffers.
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VkBuffer staging_buffer_ = nullptr;
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VkDeviceMemory staging_buffer_mem_ = nullptr;
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std::unordered_map<uint64_t, std::unique_ptr<Texture>> textures_;
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std::unordered_map<uint64_t, std::unique_ptr<Sampler>> samplers_;
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std::vector<std::unique_ptr<Texture>> resolve_textures_;
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struct UpdateSetInfo {
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// Bitmap of all 32 fetch constants and whether they have been setup yet.
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// This prevents duplication across the vertex and pixel shader.
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uint32_t has_setup_fetch_mask;
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uint32_t image_1d_write_count = 0;
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VkDescriptorImageInfo image_1d_infos[32];
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uint32_t image_2d_write_count = 0;
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VkDescriptorImageInfo image_2d_infos[32];
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uint32_t image_3d_write_count = 0;
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VkDescriptorImageInfo image_3d_infos[32];
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uint32_t image_cube_write_count = 0;
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VkDescriptorImageInfo image_cube_infos[32];
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} update_set_info_;
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};
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} // namespace vulkan
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} // namespace gpu
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} // namespace xe
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#endif // XENIA_GPU_VULKAN_TEXTURE_CACHE_H_
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