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Merge pull request #11320 from Kelebek1/mask_depthstencil_clear

Support masked depthstencil clears
This commit is contained in:
Fernando S 2023-08-19 17:28:28 +02:00 committed by GitHub
commit 6a5db5679b
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5 changed files with 132 additions and 9 deletions

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@ -50,6 +50,7 @@ set(SHADER_FILES
vulkan_blit_depth_stencil.frag
vulkan_color_clear.frag
vulkan_color_clear.vert
vulkan_depthstencil_clear.frag
vulkan_fidelityfx_fsr_easu_fp16.comp
vulkan_fidelityfx_fsr_easu_fp32.comp
vulkan_fidelityfx_fsr_rcas_fp16.comp

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@ -0,0 +1,12 @@
// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#version 460 core
layout (push_constant) uniform PushConstants {
vec4 clear_depth;
};
void main() {
gl_FragDepth = clear_depth.x;
}

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@ -16,6 +16,7 @@
#include "video_core/host_shaders/vulkan_blit_depth_stencil_frag_spv.h"
#include "video_core/host_shaders/vulkan_color_clear_frag_spv.h"
#include "video_core/host_shaders/vulkan_color_clear_vert_spv.h"
#include "video_core/host_shaders/vulkan_depthstencil_clear_frag_spv.h"
#include "video_core/renderer_vulkan/blit_image.h"
#include "video_core/renderer_vulkan/maxwell_to_vk.h"
#include "video_core/renderer_vulkan/vk_scheduler.h"
@ -428,6 +429,7 @@ BlitImageHelper::BlitImageHelper(const Device& device_, Scheduler& scheduler_,
blit_depth_stencil_frag(BuildShader(device, VULKAN_BLIT_DEPTH_STENCIL_FRAG_SPV)),
clear_color_vert(BuildShader(device, VULKAN_COLOR_CLEAR_VERT_SPV)),
clear_color_frag(BuildShader(device, VULKAN_COLOR_CLEAR_FRAG_SPV)),
clear_stencil_frag(BuildShader(device, VULKAN_DEPTHSTENCIL_CLEAR_FRAG_SPV)),
convert_depth_to_float_frag(BuildShader(device, CONVERT_DEPTH_TO_FLOAT_FRAG_SPV)),
convert_float_to_depth_frag(BuildShader(device, CONVERT_FLOAT_TO_DEPTH_FRAG_SPV)),
convert_abgr8_to_d24s8_frag(BuildShader(device, CONVERT_ABGR8_TO_D24S8_FRAG_SPV)),
@ -593,6 +595,28 @@ void BlitImageHelper::ClearColor(const Framebuffer* dst_framebuffer, u8 color_ma
scheduler.InvalidateState();
}
void BlitImageHelper::ClearDepthStencil(const Framebuffer* dst_framebuffer, bool depth_clear,
f32 clear_depth, u8 stencil_mask, u32 stencil_ref,
u32 stencil_compare_mask, const Region2D& dst_region) {
const BlitDepthStencilPipelineKey key{
.renderpass = dst_framebuffer->RenderPass(),
.depth_clear = depth_clear,
.stencil_mask = stencil_mask,
.stencil_compare_mask = stencil_compare_mask,
.stencil_ref = stencil_ref,
};
const VkPipeline pipeline = FindOrEmplaceClearStencilPipeline(key);
const VkPipelineLayout layout = *clear_color_pipeline_layout;
scheduler.RequestRenderpass(dst_framebuffer);
scheduler.Record([pipeline, layout, clear_depth, dst_region](vk::CommandBuffer cmdbuf) {
cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
BindBlitState(cmdbuf, dst_region);
cmdbuf.PushConstants(layout, VK_SHADER_STAGE_FRAGMENT_BIT, clear_depth);
cmdbuf.Draw(3, 1, 0, 0);
});
scheduler.InvalidateState();
}
void BlitImageHelper::Convert(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
const ImageView& src_image_view) {
const VkPipelineLayout layout = *one_texture_pipeline_layout;
@ -820,6 +844,61 @@ VkPipeline BlitImageHelper::FindOrEmplaceClearColorPipeline(const BlitImagePipel
return *clear_color_pipelines.back();
}
VkPipeline BlitImageHelper::FindOrEmplaceClearStencilPipeline(
const BlitDepthStencilPipelineKey& key) {
const auto it = std::ranges::find(clear_stencil_keys, key);
if (it != clear_stencil_keys.end()) {
return *clear_stencil_pipelines[std::distance(clear_stencil_keys.begin(), it)];
}
clear_stencil_keys.push_back(key);
const std::array stages = MakeStages(*clear_color_vert, *clear_stencil_frag);
const auto stencil = VkStencilOpState{
.failOp = VK_STENCIL_OP_KEEP,
.passOp = VK_STENCIL_OP_REPLACE,
.depthFailOp = VK_STENCIL_OP_KEEP,
.compareOp = VK_COMPARE_OP_ALWAYS,
.compareMask = key.stencil_compare_mask,
.writeMask = key.stencil_mask,
.reference = key.stencil_ref,
};
const VkPipelineDepthStencilStateCreateInfo depth_stencil_ci{
.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO,
.pNext = nullptr,
.flags = 0,
.depthTestEnable = VK_FALSE,
.depthWriteEnable = key.depth_clear,
.depthCompareOp = VK_COMPARE_OP_ALWAYS,
.depthBoundsTestEnable = VK_FALSE,
.stencilTestEnable = VK_TRUE,
.front = stencil,
.back = stencil,
.minDepthBounds = 0.0f,
.maxDepthBounds = 0.0f,
};
clear_stencil_pipelines.push_back(device.GetLogical().CreateGraphicsPipeline({
.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
.pNext = nullptr,
.flags = 0,
.stageCount = static_cast<u32>(stages.size()),
.pStages = stages.data(),
.pVertexInputState = &PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
.pInputAssemblyState = &PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO,
.pTessellationState = nullptr,
.pViewportState = &PIPELINE_VIEWPORT_STATE_CREATE_INFO,
.pRasterizationState = &PIPELINE_RASTERIZATION_STATE_CREATE_INFO,
.pMultisampleState = &PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
.pDepthStencilState = &depth_stencil_ci,
.pColorBlendState = &PIPELINE_COLOR_BLEND_STATE_GENERIC_CREATE_INFO,
.pDynamicState = &PIPELINE_DYNAMIC_STATE_CREATE_INFO,
.layout = *clear_color_pipeline_layout,
.renderPass = key.renderpass,
.subpass = 0,
.basePipelineHandle = VK_NULL_HANDLE,
.basePipelineIndex = 0,
}));
return *clear_stencil_pipelines.back();
}
void BlitImageHelper::ConvertPipeline(vk::Pipeline& pipeline, VkRenderPass renderpass,
bool is_target_depth) {
if (pipeline) {

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@ -27,6 +27,16 @@ struct BlitImagePipelineKey {
Tegra::Engines::Fermi2D::Operation operation;
};
struct BlitDepthStencilPipelineKey {
constexpr auto operator<=>(const BlitDepthStencilPipelineKey&) const noexcept = default;
VkRenderPass renderpass;
bool depth_clear;
u8 stencil_mask;
u32 stencil_compare_mask;
u32 stencil_ref;
};
class BlitImageHelper {
public:
explicit BlitImageHelper(const Device& device, Scheduler& scheduler,
@ -64,6 +74,10 @@ public:
void ClearColor(const Framebuffer* dst_framebuffer, u8 color_mask,
const std::array<f32, 4>& clear_color, const Region2D& dst_region);
void ClearDepthStencil(const Framebuffer* dst_framebuffer, bool depth_clear, f32 clear_depth,
u8 stencil_mask, u32 stencil_ref, u32 stencil_compare_mask,
const Region2D& dst_region);
private:
void Convert(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
const ImageView& src_image_view);
@ -76,6 +90,8 @@ private:
[[nodiscard]] VkPipeline FindOrEmplaceDepthStencilPipeline(const BlitImagePipelineKey& key);
[[nodiscard]] VkPipeline FindOrEmplaceClearColorPipeline(const BlitImagePipelineKey& key);
[[nodiscard]] VkPipeline FindOrEmplaceClearStencilPipeline(
const BlitDepthStencilPipelineKey& key);
void ConvertPipeline(vk::Pipeline& pipeline, VkRenderPass renderpass, bool is_target_depth);
@ -108,6 +124,7 @@ private:
vk::ShaderModule blit_depth_stencil_frag;
vk::ShaderModule clear_color_vert;
vk::ShaderModule clear_color_frag;
vk::ShaderModule clear_stencil_frag;
vk::ShaderModule convert_depth_to_float_frag;
vk::ShaderModule convert_float_to_depth_frag;
vk::ShaderModule convert_abgr8_to_d24s8_frag;
@ -122,6 +139,8 @@ private:
std::vector<vk::Pipeline> blit_depth_stencil_pipelines;
std::vector<BlitImagePipelineKey> clear_color_keys;
std::vector<vk::Pipeline> clear_color_pipelines;
std::vector<BlitDepthStencilPipelineKey> clear_stencil_keys;
std::vector<vk::Pipeline> clear_stencil_pipelines;
vk::Pipeline convert_d32_to_r32_pipeline;
vk::Pipeline convert_r32_to_d32_pipeline;
vk::Pipeline convert_d16_to_r16_pipeline;

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@ -428,6 +428,17 @@ void RasterizerVulkan::Clear(u32 layer_count) {
if (aspect_flags == 0) {
return;
}
if (use_stencil && regs.stencil_front_mask != 0xFF && regs.stencil_front_mask != 0) {
Region2D dst_region = {
Offset2D{.x = clear_rect.rect.offset.x, .y = clear_rect.rect.offset.y},
Offset2D{.x = clear_rect.rect.offset.x + static_cast<s32>(clear_rect.rect.extent.width),
.y = clear_rect.rect.offset.y +
static_cast<s32>(clear_rect.rect.extent.height)}};
blit_image.ClearDepthStencil(framebuffer, use_depth, regs.clear_depth,
static_cast<u8>(regs.stencil_front_mask), regs.clear_stencil,
regs.stencil_front_func_mask, dst_region);
} else {
scheduler.Record([clear_depth = regs.clear_depth, clear_stencil = regs.clear_stencil,
clear_rect, aspect_flags](vk::CommandBuffer cmdbuf) {
VkClearAttachment attachment;
@ -438,6 +449,7 @@ void RasterizerVulkan::Clear(u32 layer_count) {
cmdbuf.ClearAttachments(attachment, clear_rect);
});
}
}
void RasterizerVulkan::DispatchCompute() {
FlushWork();