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Yellow squiggly lines begone! Done automatically on .cpp files through `run-clang-tidy`, with manual corrections to the mistakes. If an import is directly used, but is technically unnecessary since it's recursively imported by something else, it is *not* removed. The tool doesn't touch .h files, so I did some of them by hand while fixing errors due to old recursive imports. Not everything is removed, but the cleanup should be substantial enough. Because this done on Linux, code that isn't used on it is mostly untouched. (Hopefully no open PR is depending on these imports...)
153 lines
5.9 KiB
C++
153 lines
5.9 KiB
C++
// Copyright 2016 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoBackends/Vulkan/VKBoundingBox.h"
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#include <vector>
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#include "VideoBackends/Vulkan/CommandBufferManager.h"
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#include "VideoBackends/Vulkan/ObjectCache.h"
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#include "VideoBackends/Vulkan/StagingBuffer.h"
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#include "VideoBackends/Vulkan/StateTracker.h"
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#include "VideoBackends/Vulkan/VKGfx.h"
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#include "VideoBackends/Vulkan/VulkanContext.h"
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namespace Vulkan
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{
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VKBoundingBox::~VKBoundingBox()
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{
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if (m_gpu_buffer != VK_NULL_HANDLE)
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{
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vmaDestroyBuffer(g_vulkan_context->GetMemoryAllocator(), m_gpu_buffer, m_gpu_allocation);
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}
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}
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bool VKBoundingBox::Initialize()
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{
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if (!CreateGPUBuffer())
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return false;
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if (!CreateReadbackBuffer())
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return false;
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// Bind bounding box to state tracker
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StateTracker::GetInstance()->SetSSBO(m_gpu_buffer, 0, BUFFER_SIZE);
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return true;
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}
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std::vector<BBoxType> VKBoundingBox::Read(u32 index, u32 length)
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{
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// Can't be done within a render pass.
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StateTracker::GetInstance()->EndRenderPass();
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// Ensure all writes are completed to the GPU buffer prior to the transfer.
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StagingBuffer::BufferMemoryBarrier(
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g_command_buffer_mgr->GetCurrentCommandBuffer(), m_gpu_buffer,
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VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT, VK_ACCESS_TRANSFER_READ_BIT, 0,
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BUFFER_SIZE, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT);
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m_readback_buffer->PrepareForGPUWrite(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_ACCESS_TRANSFER_WRITE_BIT,
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VK_PIPELINE_STAGE_TRANSFER_BIT);
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// Copy from GPU -> readback buffer.
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VkBufferCopy region = {0, 0, BUFFER_SIZE};
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vkCmdCopyBuffer(g_command_buffer_mgr->GetCurrentCommandBuffer(), m_gpu_buffer,
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m_readback_buffer->GetBuffer(), 1, ®ion);
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// Restore GPU buffer access.
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StagingBuffer::BufferMemoryBarrier(
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g_command_buffer_mgr->GetCurrentCommandBuffer(), m_gpu_buffer, VK_ACCESS_TRANSFER_READ_BIT,
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VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT, 0, BUFFER_SIZE,
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VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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m_readback_buffer->FlushGPUCache(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_ACCESS_TRANSFER_WRITE_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT);
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// Wait until these commands complete.
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VKGfx::GetInstance()->ExecuteCommandBuffer(false, true);
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// Cache is now valid.
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m_readback_buffer->InvalidateCPUCache();
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// Read out the values and return
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std::vector<BBoxType> values(length);
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m_readback_buffer->Read(index * sizeof(BBoxType), values.data(), length * sizeof(BBoxType),
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false);
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return values;
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}
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void VKBoundingBox::Write(u32 index, std::span<const BBoxType> values)
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{
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// We can't issue vkCmdUpdateBuffer within a render pass.
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// However, the writes must be serialized, so we can't put it in the init buffer.
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StateTracker::GetInstance()->EndRenderPass();
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// Ensure GPU buffer is in a state where it can be transferred to.
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StagingBuffer::BufferMemoryBarrier(
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g_command_buffer_mgr->GetCurrentCommandBuffer(), m_gpu_buffer,
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VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT, VK_ACCESS_TRANSFER_WRITE_BIT, 0,
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BUFFER_SIZE, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT);
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// Write the values to the GPU buffer
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vkCmdUpdateBuffer(g_command_buffer_mgr->GetCurrentCommandBuffer(), m_gpu_buffer,
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index * sizeof(BBoxType), values.size() * sizeof(BBoxType), values.data());
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// Restore fragment shader access to the buffer.
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StagingBuffer::BufferMemoryBarrier(
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g_command_buffer_mgr->GetCurrentCommandBuffer(), m_gpu_buffer, VK_ACCESS_TRANSFER_WRITE_BIT,
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VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT, 0, BUFFER_SIZE,
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VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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}
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bool VKBoundingBox::CreateGPUBuffer()
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{
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VkBufferUsageFlags buffer_usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT |
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VK_BUFFER_USAGE_TRANSFER_SRC_BIT |
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VK_BUFFER_USAGE_TRANSFER_DST_BIT;
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VkBufferCreateInfo info = {
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VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO, // VkStructureType sType
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nullptr, // const void* pNext
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0, // VkBufferCreateFlags flags
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BUFFER_SIZE, // VkDeviceSize size
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buffer_usage, // VkBufferUsageFlags usage
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VK_SHARING_MODE_EXCLUSIVE, // VkSharingMode sharingMode
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0, // uint32_t queueFamilyIndexCount
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nullptr // const uint32_t* pQueueFamilyIndices
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};
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VmaAllocationCreateInfo alloc_create_info = {};
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alloc_create_info.flags = VMA_ALLOCATION_CREATE_WITHIN_BUDGET_BIT;
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alloc_create_info.usage = VMA_MEMORY_USAGE_AUTO_PREFER_DEVICE;
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alloc_create_info.pool = VK_NULL_HANDLE;
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alloc_create_info.pUserData = nullptr;
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alloc_create_info.priority = 0.0;
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alloc_create_info.requiredFlags = 0;
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alloc_create_info.preferredFlags = 0;
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VkBuffer buffer;
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VmaAllocation alloc;
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VkResult res = vmaCreateBuffer(g_vulkan_context->GetMemoryAllocator(), &info, &alloc_create_info,
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&buffer, &alloc, nullptr);
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if (res != VK_SUCCESS)
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{
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LOG_VULKAN_ERROR(res, "vmaCreateBuffer failed: ");
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return false;
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}
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m_gpu_buffer = buffer;
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m_gpu_allocation = alloc;
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return true;
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}
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bool VKBoundingBox::CreateReadbackBuffer()
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{
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m_readback_buffer = StagingBuffer::Create(STAGING_BUFFER_TYPE_READBACK, BUFFER_SIZE,
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VK_BUFFER_USAGE_TRANSFER_DST_BIT);
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if (!m_readback_buffer || !m_readback_buffer->Map())
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return false;
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return true;
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}
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} // namespace Vulkan
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