citra/src/video_core/renderer_vulkan/vk_swapchain.h

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Add vulkan backend (#6512) * code: Prepare frontend for vulkan support * citra_qt: Add vulkan options to the GUI * vk_instance: Collect tooling info * renderer_vulkan: Add vulkan backend * qt: Fix fullscreen and resize issues on macOS. (#47) * qt: Fix bugged macOS full screen transition. * renderer/vulkan: Fix swapchain recreation destroying in-use semaphore. * renderer/vulkan: Make gl_Position invariant. (#48) This fixes an issue with black artifacts in Pokemon games on Apple GPUs. If the vertex calculations differ slightly between render passes, it can cause parts of model faces to fail depth test. * vk_renderpass_cache: Bump pixel format count * android: Custom driver code * vk_instance: Set moltenvk configuration * rasterizer_cache: Proper surface unregister * citra_qt: Fix invalid characters * vk_rasterizer: Correct special unbind * android: Allow async presentation toggle * vk_graphics_pipeline: Fix async shader compilation * We were actually waiting for the pipelines regardless of the setting, oops * vk_rasterizer: More robust attribute loading * android: Move PollEvents to OpenGL window * Vulkan does not need this and it causes problems * vk_instance: Enable robust buffer access * Improves stability on mali devices * vk_renderpass_cache: Bring back renderpass flushing * externals: Update vulkan-headers * gl_rasterizer: Separable shaders for everyone * vk_blit_helper: Corect depth to color convertion * renderer_vulkan: Implement reinterpretation with copy * Allows reinterpreteration with simply copy on AMD * vk_graphics_pipeline: Only fast compile if no shaders are pending * With this shaders weren't being compiled in parallel * vk_swapchain: Ensure vsync doesn't lock framerate * vk_present_window: Match guest swapchain size to vulkan image count * Less latency and fixes crashes that were caused by images being deleted before free * vk_instance: Blacklist VK_EXT_pipeline_creation_cache_control with nvidia gpus * Resolves crashes when async shader compilation is enabled * vk_rasterizer: Bump async threshold to 6 * Many games have fullscreen quads with 6 vertices. Fixes pokemon textures missing with async shaders * android: More robust surface recreation * renderer_vulkan: Fix dynamic state being lost * vk_pipeline_cache: Skip cache save when no pipeline cache exists * This is the cache when loading a save state * sdl: Fix surface initialization on macOS. (#49) * sdl: Fix surface initialization on macOS. * sdl: Fix render window events not being handled under Vulkan. * renderer/vulkan: Fix binding/unbinding of shadow rendering buffer. * vk_stream_buffer: Respect non coherent access alignment * Required by nvidia GPUs on MacOS * renderer/vulkan: Support VK_EXT_fragment_shader_interlock for shadow rendering. (#51) * renderer_vulkan: Port some recent shader fixes * vk_pipeline_cache: Improve shadow detection * vk_swapchain: Add missing check * renderer_vulkan: Fix hybrid screen * Revert "gl_rasterizer: Separable shaders for everyone" Causes crashes on mali GPUs, will need separate PR This reverts commit d22d556d30ff641b62dfece85738c96b7fbf7061. * renderer_vulkan: Fix flipped screenshot --------- Co-authored-by: Steveice10 <1269164+Steveice10@users.noreply.github.com>
2023-09-13 00:28:50 +02:00
// Copyright 2023 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <mutex>
#include <vector>
#include "common/common_types.h"
#include "video_core/renderer_vulkan/vk_common.h"
namespace Vulkan {
class Instance;
class Scheduler;
class Swapchain {
public:
explicit Swapchain(const Instance& instance, u32 width, u32 height, vk::SurfaceKHR surface);
~Swapchain();
/// Creates (or recreates) the swapchain with a given size.
void Create(u32 width, u32 height, vk::SurfaceKHR surface);
/// Acquires the next image in the swapchain.
bool AcquireNextImage();
/// Presents the current image and move to the next one
void Present();
vk::SurfaceKHR GetSurface() const {
return surface;
}
vk::Image Image() const {
return images[image_index];
}
vk::SurfaceFormatKHR GetSurfaceFormat() const {
return surface_format;
}
vk::SwapchainKHR GetHandle() const {
return swapchain;
}
u32 GetWidth() const {
return width;
}
u32 GetHeight() const {
return height;
}
u32 GetImageCount() const {
return image_count;
}
vk::Extent2D GetExtent() const {
return extent;
}
[[nodiscard]] vk::Semaphore GetImageAcquiredSemaphore() const {
return image_acquired[frame_index];
}
[[nodiscard]] vk::Semaphore GetPresentReadySemaphore() const {
return present_ready[image_index];
}
private:
/// Selects the best available swapchain image format
void FindPresentFormat();
/// Sets the best available present mode
void SetPresentMode();
/// Sets the surface properties according to device capabilities
void SetSurfaceProperties();
/// Destroys current swapchain resources
void Destroy();
/// Performs creation of image views and framebuffers from the swapchain images
void SetupImages();
/// Creates the image acquired and present ready semaphores
void RefreshSemaphores();
private:
const Instance& instance;
vk::SwapchainKHR swapchain{};
vk::SurfaceKHR surface{};
vk::SurfaceFormatKHR surface_format;
vk::PresentModeKHR present_mode;
vk::Extent2D extent;
vk::SurfaceTransformFlagBitsKHR transform;
vk::CompositeAlphaFlagBitsKHR composite_alpha;
std::vector<vk::Image> images;
std::vector<vk::Semaphore> image_acquired;
std::vector<vk::Semaphore> present_ready;
u32 width = 0;
u32 height = 0;
u32 image_count = 0;
u32 image_index = 0;
u32 frame_index = 0;
bool needs_recreation = true;
};
} // namespace Vulkan