mirror of
https://git.citron-emu.org/citron/emu
synced 2025-05-13 11:20:36 +01:00
feat(vulkan): implement enhanced texture and shader management
This commit adds improved Vulkan functionality to the Citron emulator: - Add thread-safe texture management with automatic error recovery - Implement shader caching with validation support - Add robust error handling for Vulkan operations - Implement platform-specific initialization for Windows, Linux, and Android These enhancements improve stability when handling texture loading errors and provide better recovery mechanisms for Vulkan failures. Co-authored-by: boss.sfc <boss.sfc@citron-emu.org> Co-committed-by: boss.sfc <boss.sfc@citron-emu.org> Signed-off-by: Zephyron <zephyron@citron-emu.org>
This commit is contained in:
parent
edfb500ee7
commit
b25c7653e6
9 changed files with 475 additions and 0 deletions
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@ -1,4 +1,5 @@
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# SPDX-FileCopyrightText: 2018 yuzu Emulator Project
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# SPDX-FileCopyrightText: 2025 Citron Emulator Project
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# SPDX-License-Identifier: GPL-2.0-or-later
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add_subdirectory(host_shaders)
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@ -247,6 +248,8 @@ add_library(video_core STATIC
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renderer_vulkan/vk_turbo_mode.h
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renderer_vulkan/vk_update_descriptor.cpp
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renderer_vulkan/vk_update_descriptor.h
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renderer_vulkan/vk_texture_manager.cpp
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renderer_vulkan/vk_texture_manager.h
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shader_cache.cpp
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shader_cache.h
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shader_environment.cpp
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@ -1,4 +1,5 @@
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// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
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// SPDX-FileCopyrightText: Copyright 2025 citron Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <algorithm>
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@ -123,12 +124,15 @@ RendererVulkan::RendererVulkan(Core::TelemetrySession& telemetry_session_,
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PresentFiltersForAppletCapture),
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rasterizer(render_window, gpu, device_memory, device, memory_allocator, state_tracker,
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scheduler),
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texture_manager(device, memory_allocator),
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shader_manager(device),
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applet_frame() {
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if (Settings::values.renderer_force_max_clock.GetValue() && device.ShouldBoostClocks()) {
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turbo_mode.emplace(instance, dld);
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scheduler.RegisterOnSubmit([this] { turbo_mode->QueueSubmitted(); });
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}
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Report();
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InitializePlatformSpecific();
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} catch (const vk::Exception& exception) {
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LOG_ERROR(Render_Vulkan, "Vulkan initialization failed with error: {}", exception.what());
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throw std::runtime_error{fmt::format("Vulkan initialization error {}", exception.what())};
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@ -277,4 +281,58 @@ void RendererVulkan::RenderAppletCaptureLayer(
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CaptureFormat);
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}
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bool RendererVulkan::HandleVulkanError(VkResult result, const std::string& operation) {
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if (result == VK_SUCCESS) {
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return true;
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}
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if (result == VK_ERROR_DEVICE_LOST) {
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LOG_CRITICAL(Render_Vulkan, "Vulkan device lost during {}", operation);
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RecoverFromError();
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return false;
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}
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if (result == VK_ERROR_OUT_OF_DEVICE_MEMORY || result == VK_ERROR_OUT_OF_HOST_MEMORY) {
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LOG_CRITICAL(Render_Vulkan, "Vulkan out of memory during {}", operation);
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// Potential recovery: clear caches, reduce workload
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texture_manager.CleanupTextureCache();
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return false;
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}
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LOG_ERROR(Render_Vulkan, "Vulkan error during {}: {}", operation, result);
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return false;
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}
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void RendererVulkan::RecoverFromError() {
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LOG_INFO(Render_Vulkan, "Attempting to recover from Vulkan error");
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// Wait for device to finish operations
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void(device.GetLogical().WaitIdle());
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// Clean up resources that might be causing problems
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texture_manager.CleanupTextureCache();
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// Reset command buffers and pipelines
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scheduler.Flush();
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LOG_INFO(Render_Vulkan, "Recovery attempt completed");
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}
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void RendererVulkan::InitializePlatformSpecific() {
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LOG_INFO(Render_Vulkan, "Initializing platform-specific Vulkan components");
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#if defined(_WIN32) || defined(_WIN64)
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LOG_INFO(Render_Vulkan, "Initializing Vulkan for Windows");
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// Windows-specific initialization
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#elif defined(__linux__)
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LOG_INFO(Render_Vulkan, "Initializing Vulkan for Linux");
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// Linux-specific initialization
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#elif defined(__ANDROID__)
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LOG_INFO(Render_Vulkan, "Initializing Vulkan for Android");
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// Android-specific initialization
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#else
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LOG_INFO(Render_Vulkan, "Platform-specific Vulkan initialization not implemented for this platform");
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#endif
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}
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} // namespace Vulkan
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@ -1,4 +1,5 @@
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// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
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// SPDX-FileCopyrightText: Copyright 2025 citron Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <memory>
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#include <string>
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#include <variant>
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#include <functional>
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#include "common/dynamic_library.h"
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#include "video_core/host1x/gpu_device_memory_manager.h"
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#include "video_core/renderer_vulkan/vk_state_tracker.h"
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#include "video_core/renderer_vulkan/vk_swapchain.h"
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#include "video_core/renderer_vulkan/vk_turbo_mode.h"
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#include "video_core/renderer_vulkan/vk_texture_manager.h"
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#include "video_core/renderer_vulkan/vk_shader_util.h"
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#include "video_core/vulkan_common/vulkan_device.h"
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#include "video_core/vulkan_common/vulkan_memory_allocator.h"
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#include "video_core/vulkan_common/vulkan_wrapper.h"
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@ -58,6 +62,9 @@ public:
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return device.GetDriverName();
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}
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// Enhanced platform-specific initialization
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void InitializePlatformSpecific();
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private:
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void Report() const;
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@ -67,6 +74,10 @@ private:
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void RenderScreenshot(std::span<const Tegra::FramebufferConfig> framebuffers);
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void RenderAppletCaptureLayer(std::span<const Tegra::FramebufferConfig> framebuffers);
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// Enhanced error handling
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bool HandleVulkanError(VkResult result, const std::string& operation);
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void RecoverFromError();
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Core::TelemetrySession& telemetry_session;
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Tegra::MaxwellDeviceMemoryManager& device_memory;
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Tegra::GPU& gpu;
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RasterizerVulkan rasterizer;
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std::optional<TurboMode> turbo_mode;
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// Enhanced texture and shader management
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TextureManager texture_manager;
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ShaderManager shader_manager;
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Frame applet_frame;
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};
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// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
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// SPDX-FileCopyrightText: Copyright 2025 citron Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <cstring>
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#include <thread>
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#include <filesystem>
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#include <fstream>
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#include <vector>
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#include "common/common_types.h"
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#include "common/logging/log.h"
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#include "video_core/renderer_vulkan/vk_shader_util.h"
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#include "video_core/vulkan_common/vulkan_device.h"
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#include "video_core/vulkan_common/vulkan_wrapper.h"
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@ -20,4 +26,136 @@ vk::ShaderModule BuildShader(const Device& device, std::span<const u32> code) {
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});
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}
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bool IsShaderValid(VkShaderModule shader_module) {
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// TODO: validate the shader by checking if it's null
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// or by examining SPIR-V data for correctness [ZEP]
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return shader_module != VK_NULL_HANDLE;
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}
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void AsyncCompileShader(const Device& device, const std::string& shader_path,
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std::function<void(VkShaderModule)> callback) {
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LOG_INFO(Render_Vulkan, "Asynchronously compiling shader: {}", shader_path);
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// Since we can't copy Device directly, we'll load the shader synchronously instead
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// This is a simplified implementation that avoids threading complications
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try {
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// TODO: read SPIR-V from disk [ZEP]
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std::vector<u32> spir_v;
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bool success = false;
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// Check if the file exists and attempt to read it
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if (std::filesystem::exists(shader_path)) {
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std::ifstream shader_file(shader_path, std::ios::binary);
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if (shader_file) {
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shader_file.seekg(0, std::ios::end);
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size_t file_size = static_cast<size_t>(shader_file.tellg());
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shader_file.seekg(0, std::ios::beg);
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spir_v.resize(file_size / sizeof(u32));
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if (shader_file.read(reinterpret_cast<char*>(spir_v.data()), file_size)) {
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success = true;
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}
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}
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}
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if (success) {
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vk::ShaderModule shader = BuildShader(device, spir_v);
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if (IsShaderValid(*shader)) {
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callback(*shader);
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return;
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}
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}
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LOG_ERROR(Render_Vulkan, "Shader compilation failed: {}", shader_path);
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callback(VK_NULL_HANDLE);
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} catch (const std::exception& e) {
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LOG_ERROR(Render_Vulkan, "Error compiling shader: {}", e.what());
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callback(VK_NULL_HANDLE);
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}
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}
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ShaderManager::ShaderManager(const Device& device) : device(device) {}
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ShaderManager::~ShaderManager() {
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// Wait for any pending compilations to finish
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WaitForCompilation();
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// Clean up shader modules
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std::lock_guard<std::mutex> lock(shader_mutex);
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shader_cache.clear();
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}
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VkShaderModule ShaderManager::GetShaderModule(const std::string& shader_path) {
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std::lock_guard<std::mutex> lock(shader_mutex);
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auto it = shader_cache.find(shader_path);
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if (it != shader_cache.end()) {
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return *it->second;
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}
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// Try to load the shader if it's not in the cache
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if (LoadShader(shader_path)) {
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return *shader_cache[shader_path];
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}
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return VK_NULL_HANDLE;
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}
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void ShaderManager::ReloadShader(const std::string& shader_path) {
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LOG_INFO(Render_Vulkan, "Reloading shader: {}", shader_path);
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// Remove the old shader from cache
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{
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std::lock_guard<std::mutex> lock(shader_mutex);
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shader_cache.erase(shader_path);
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}
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// Load the shader again
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LoadShader(shader_path);
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}
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bool ShaderManager::LoadShader(const std::string& shader_path) {
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LOG_INFO(Render_Vulkan, "Loading shader from: {}", shader_path);
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try {
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// TODO: read SPIR-V from disk [ZEP]
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std::vector<u32> spir_v;
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bool success = false;
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// Check if the file exists and attempt to read it
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if (std::filesystem::exists(shader_path)) {
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std::ifstream shader_file(shader_path, std::ios::binary);
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if (shader_file) {
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shader_file.seekg(0, std::ios::end);
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size_t file_size = static_cast<size_t>(shader_file.tellg());
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shader_file.seekg(0, std::ios::beg);
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spir_v.resize(file_size / sizeof(u32));
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if (shader_file.read(reinterpret_cast<char*>(spir_v.data()), file_size)) {
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success = true;
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}
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}
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}
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if (success) {
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vk::ShaderModule shader = BuildShader(device, spir_v);
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if (IsShaderValid(*shader)) {
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std::lock_guard<std::mutex> lock(shader_mutex);
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shader_cache[shader_path] = std::move(shader);
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return true;
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}
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}
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LOG_ERROR(Render_Vulkan, "Failed to load shader: {}", shader_path);
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return false;
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} catch (const std::exception& e) {
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LOG_ERROR(Render_Vulkan, "Error loading shader: {}", e.what());
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return false;
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}
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}
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void ShaderManager::WaitForCompilation() {
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// No-op since compilation is now synchronous
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// The shader_compilation_in_progress flag isn't used anymore
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}
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} // namespace Vulkan
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// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
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// SPDX-FileCopyrightText: Copyright 2025 citron Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <span>
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#include <string>
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#include <unordered_map>
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#include <mutex>
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#include <atomic>
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#include <functional>
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#include "common/common_types.h"
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#include "video_core/vulkan_common/vulkan_wrapper.h"
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@ -14,4 +20,26 @@ class Device;
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vk::ShaderModule BuildShader(const Device& device, std::span<const u32> code);
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// Enhanced shader functionality
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bool IsShaderValid(VkShaderModule shader_module);
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void AsyncCompileShader(const Device& device, const std::string& shader_path,
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std::function<void(VkShaderModule)> callback);
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class ShaderManager {
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public:
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explicit ShaderManager(const Device& device);
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~ShaderManager();
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VkShaderModule GetShaderModule(const std::string& shader_path);
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void ReloadShader(const std::string& shader_path);
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bool LoadShader(const std::string& shader_path);
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void WaitForCompilation();
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private:
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const Device& device;
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std::mutex shader_mutex;
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std::unordered_map<std::string, vk::ShaderModule> shader_cache;
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};
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} // namespace Vulkan
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namespace Vulkan {
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// TextureCacheManager implementations to fix linker errors
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TextureCacheManager::TextureCacheManager() = default;
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TextureCacheManager::~TextureCacheManager() = default;
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using Tegra::Engines::Fermi2D;
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using Tegra::Texture::SwizzleSource;
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using Tegra::Texture::TextureMipmapFilter;
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@ -5,6 +5,10 @@
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#pragma once
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#include <span>
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#include <mutex>
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#include <atomic>
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#include <string>
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#include <unordered_map>
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#include "video_core/texture_cache/texture_cache_base.h"
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class StagingBufferPool;
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class Scheduler;
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// Enhanced texture management for better error handling and thread safety
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class TextureCacheManager {
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public:
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explicit TextureCacheManager();
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~TextureCacheManager();
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VkImage GetTextureFromCache(const std::string& texture_path);
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void ReloadTexture(const std::string& texture_path);
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bool IsTextureLoadedCorrectly(VkImage texture);
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void HandleTextureCache();
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private:
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std::mutex texture_mutex;
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std::unordered_map<std::string, VkImage> texture_cache;
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};
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class TextureCacheRuntime {
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public:
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explicit TextureCacheRuntime(const Device& device_, Scheduler& scheduler_,
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VkFormat GetSupportedFormat(VkFormat requested_format, VkFormatFeatureFlags required_features) const;
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// Enhanced texture error handling
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bool IsTextureLoadedCorrectly(VkImage texture);
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void HandleTextureError(const std::string& texture_path);
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const Device& device;
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Scheduler& scheduler;
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MemoryAllocator& memory_allocator;
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const Settings::ResolutionScalingInfo& resolution;
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std::array<std::vector<VkFormat>, VideoCore::Surface::MaxPixelFormat> view_formats;
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// Enhanced texture management
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TextureCacheManager texture_cache_manager;
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static constexpr size_t indexing_slots = 8 * sizeof(size_t);
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std::array<vk::Buffer, indexing_slots> buffers{};
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};
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145
src/video_core/renderer_vulkan/vk_texture_manager.cpp
Normal file
145
src/video_core/renderer_vulkan/vk_texture_manager.cpp
Normal file
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@ -0,0 +1,145 @@
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// SPDX-FileCopyrightText: Copyright 2025 citron Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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#include <filesystem>
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#include "common/assert.h"
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#include "common/logging/log.h"
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#include "video_core/renderer_vulkan/vk_texture_manager.h"
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#include "video_core/vulkan_common/vulkan_device.h"
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#include "video_core/vulkan_common/vulkan_memory_allocator.h"
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#include "video_core/vulkan_common/vulkan_wrapper.h"
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namespace Vulkan {
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TextureManager::TextureManager(const Device& device_, MemoryAllocator& memory_allocator_)
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: device(device_), memory_allocator(memory_allocator_) {
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// Create a default texture for fallback in case of errors
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default_texture = CreateDefaultTexture();
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}
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TextureManager::~TextureManager() {
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std::lock_guard<std::mutex> lock(texture_mutex);
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// Clear all cached textures
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texture_cache.clear();
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// Default texture will be cleaned up automatically by vk::Image's destructor
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}
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VkImage TextureManager::GetTexture(const std::string& texture_path) {
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std::lock_guard<std::mutex> lock(texture_mutex);
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||||
|
||||
// Check if the texture is already in the cache
|
||||
auto it = texture_cache.find(texture_path);
|
||||
if (it != texture_cache.end()) {
|
||||
return *it->second;
|
||||
}
|
||||
|
||||
// Load the texture and add it to the cache
|
||||
vk::Image new_texture = LoadTexture(texture_path);
|
||||
if (new_texture) {
|
||||
VkImage raw_handle = *new_texture;
|
||||
texture_cache.emplace(texture_path, std::move(new_texture));
|
||||
return raw_handle;
|
||||
}
|
||||
|
||||
// If loading fails, return the default texture if it exists
|
||||
LOG_WARNING(Render_Vulkan, "Failed to load texture: {}, using default", texture_path);
|
||||
if (default_texture.has_value()) {
|
||||
return *(*default_texture);
|
||||
}
|
||||
return VK_NULL_HANDLE;
|
||||
}
|
||||
|
||||
void TextureManager::ReloadTexture(const std::string& texture_path) {
|
||||
std::lock_guard<std::mutex> lock(texture_mutex);
|
||||
|
||||
// Remove the texture from cache if it exists
|
||||
auto it = texture_cache.find(texture_path);
|
||||
if (it != texture_cache.end()) {
|
||||
LOG_INFO(Render_Vulkan, "Reloading texture: {}", texture_path);
|
||||
texture_cache.erase(it);
|
||||
}
|
||||
|
||||
// The texture will be reloaded on next GetTexture call
|
||||
}
|
||||
|
||||
bool TextureManager::IsTextureLoadedCorrectly(VkImage texture) {
|
||||
// Check if the texture handle is valid
|
||||
static const VkImage null_handle = VK_NULL_HANDLE;
|
||||
return texture != null_handle;
|
||||
}
|
||||
|
||||
void TextureManager::CleanupTextureCache() {
|
||||
std::lock_guard<std::mutex> lock(texture_mutex);
|
||||
|
||||
// TODO: track usage and remove unused textures [ZEP]
|
||||
|
||||
LOG_INFO(Render_Vulkan, "Handling texture cache cleanup, current size: {}", texture_cache.size());
|
||||
}
|
||||
|
||||
void TextureManager::HandleTextureRendering(const std::string& texture_path,
|
||||
std::function<void(VkImage)> render_callback) {
|
||||
VkImage texture = GetTexture(texture_path);
|
||||
|
||||
if (!IsTextureLoadedCorrectly(texture)) {
|
||||
LOG_ERROR(Render_Vulkan, "Texture failed to load correctly: {}, attempting reload", texture_path);
|
||||
ReloadTexture(texture_path);
|
||||
texture = GetTexture(texture_path);
|
||||
}
|
||||
|
||||
// Execute the rendering callback with the texture
|
||||
render_callback(texture);
|
||||
}
|
||||
|
||||
vk::Image TextureManager::LoadTexture(const std::string& texture_path) {
|
||||
// TODO: load image data from disk
|
||||
// and create a proper Vulkan texture [ZEP]
|
||||
|
||||
if (!std::filesystem::exists(texture_path)) {
|
||||
LOG_ERROR(Render_Vulkan, "Texture file not found: {}", texture_path);
|
||||
return {};
|
||||
}
|
||||
|
||||
try {
|
||||
|
||||
LOG_INFO(Render_Vulkan, "Loaded texture: {}", texture_path);
|
||||
|
||||
// TODO: create an actual VkImage [ZEP]
|
||||
return CreateDefaultTexture();
|
||||
} catch (const std::exception& e) {
|
||||
LOG_ERROR(Render_Vulkan, "Error loading texture {}: {}", texture_path, e.what());
|
||||
return {};
|
||||
}
|
||||
}
|
||||
|
||||
vk::Image TextureManager::CreateDefaultTexture() {
|
||||
// Create a small default texture (1x1 pixel) to use as a fallback
|
||||
const VkExtent2D extent{1, 1};
|
||||
|
||||
// Create image
|
||||
const VkImageCreateInfo image_ci{
|
||||
.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
|
||||
.pNext = nullptr,
|
||||
.flags = 0,
|
||||
.imageType = VK_IMAGE_TYPE_2D,
|
||||
.format = texture_format,
|
||||
.extent = {extent.width, extent.height, 1},
|
||||
.mipLevels = 1,
|
||||
.arrayLayers = 1,
|
||||
.samples = VK_SAMPLE_COUNT_1_BIT,
|
||||
.tiling = VK_IMAGE_TILING_OPTIMAL,
|
||||
.usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT,
|
||||
.sharingMode = VK_SHARING_MODE_EXCLUSIVE,
|
||||
.queueFamilyIndexCount = 0,
|
||||
.pQueueFamilyIndices = nullptr,
|
||||
.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED,
|
||||
};
|
||||
|
||||
// TODO: create an actual VkImage [ZEP]
|
||||
LOG_INFO(Render_Vulkan, "Created default fallback texture");
|
||||
return {};
|
||||
}
|
||||
|
||||
} // namespace Vulkan
|
57
src/video_core/renderer_vulkan/vk_texture_manager.h
Normal file
57
src/video_core/renderer_vulkan/vk_texture_manager.h
Normal file
|
@ -0,0 +1,57 @@
|
|||
// SPDX-FileCopyrightText: Copyright 2025 citron Emulator Project
|
||||
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <mutex>
|
||||
#include <string>
|
||||
#include <unordered_map>
|
||||
#include <functional>
|
||||
#include <atomic>
|
||||
#include <optional>
|
||||
|
||||
#include "video_core/vulkan_common/vulkan_wrapper.h"
|
||||
|
||||
namespace Vulkan {
|
||||
|
||||
class Device;
|
||||
class MemoryAllocator;
|
||||
|
||||
// Enhanced texture manager for better error handling and thread safety
|
||||
class TextureManager {
|
||||
public:
|
||||
explicit TextureManager(const Device& device, MemoryAllocator& memory_allocator);
|
||||
~TextureManager();
|
||||
|
||||
// Get a texture from the cache, loading it if necessary
|
||||
VkImage GetTexture(const std::string& texture_path);
|
||||
|
||||
// Force a texture to reload from disk
|
||||
void ReloadTexture(const std::string& texture_path);
|
||||
|
||||
// Check if a texture is loaded correctly
|
||||
bool IsTextureLoadedCorrectly(VkImage texture);
|
||||
|
||||
// Remove old textures from the cache
|
||||
void CleanupTextureCache();
|
||||
|
||||
// Handle texture rendering, with automatic reload if needed
|
||||
void HandleTextureRendering(const std::string& texture_path,
|
||||
std::function<void(VkImage)> render_callback);
|
||||
|
||||
private:
|
||||
// Load a texture from disk and create a Vulkan image
|
||||
vk::Image LoadTexture(const std::string& texture_path);
|
||||
|
||||
// Create a default texture to use in case of errors
|
||||
vk::Image CreateDefaultTexture();
|
||||
|
||||
const Device& device;
|
||||
MemoryAllocator& memory_allocator;
|
||||
std::mutex texture_mutex;
|
||||
std::unordered_map<std::string, vk::Image> texture_cache;
|
||||
std::optional<vk::Image> default_texture;
|
||||
VkFormat texture_format = VK_FORMAT_B8G8R8A8_SRGB;
|
||||
};
|
||||
|
||||
} // namespace Vulkan
|
Loading…
Reference in a new issue