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Xenia-Canary/src/xenia/gpu/vulkan/texture_cache.h
2016-03-08 17:57:04 -06:00

167 lines
6.2 KiB
C++

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