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feat(vulkan): implement enhanced texture and shader management
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>nce_cpp
committed by
MrPurple666
9 changed files with 475 additions and 0 deletions
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3src/video_core/CMakeLists.txt
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58src/video_core/renderer_vulkan/renderer_vulkan.cpp
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15src/video_core/renderer_vulkan/renderer_vulkan.h
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138src/video_core/renderer_vulkan/vk_shader_util.cpp
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28src/video_core/renderer_vulkan/vk_shader_util.h
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4src/video_core/renderer_vulkan/vk_texture_cache.cpp
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27src/video_core/renderer_vulkan/vk_texture_cache.h
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145src/video_core/renderer_vulkan/vk_texture_manager.cpp
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57src/video_core/renderer_vulkan/vk_texture_manager.h
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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
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auto it = texture_cache.find(texture_path); |
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if (it != texture_cache.end()) { |
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return *it->second; |
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} |
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// Load the texture and add it to the cache
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vk::Image new_texture = LoadTexture(texture_path); |
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if (new_texture) { |
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VkImage raw_handle = *new_texture; |
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texture_cache.emplace(texture_path, std::move(new_texture)); |
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return raw_handle; |
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} |
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// If loading fails, return the default texture if it exists
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LOG_WARNING(Render_Vulkan, "Failed to load texture: {}, using default", texture_path); |
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if (default_texture.has_value()) { |
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return *(*default_texture); |
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} |
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return VK_NULL_HANDLE; |
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} |
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void TextureManager::ReloadTexture(const std::string& texture_path) { |
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std::lock_guard<std::mutex> lock(texture_mutex); |
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// Remove the texture from cache if it exists
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auto it = texture_cache.find(texture_path); |
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if (it != texture_cache.end()) { |
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LOG_INFO(Render_Vulkan, "Reloading texture: {}", texture_path); |
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texture_cache.erase(it); |
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} |
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// The texture will be reloaded on next GetTexture call
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} |
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bool TextureManager::IsTextureLoadedCorrectly(VkImage texture) { |
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// Check if the texture handle is valid
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static const VkImage null_handle = VK_NULL_HANDLE; |
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return texture != null_handle; |
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} |
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void TextureManager::CleanupTextureCache() { |
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std::lock_guard<std::mutex> lock(texture_mutex); |
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// TODO: track usage and remove unused textures [ZEP]
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LOG_INFO(Render_Vulkan, "Handling texture cache cleanup, current size: {}", texture_cache.size()); |
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} |
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void TextureManager::HandleTextureRendering(const std::string& texture_path, |
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std::function<void(VkImage)> render_callback) { |
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VkImage texture = GetTexture(texture_path); |
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if (!IsTextureLoadedCorrectly(texture)) { |
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LOG_ERROR(Render_Vulkan, "Texture failed to load correctly: {}, attempting reload", texture_path); |
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ReloadTexture(texture_path); |
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texture = GetTexture(texture_path); |
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} |
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// Execute the rendering callback with the texture
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render_callback(texture); |
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} |
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vk::Image TextureManager::LoadTexture(const std::string& texture_path) { |
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// TODO: load image data from disk
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// and create a proper Vulkan texture [ZEP]
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if (!std::filesystem::exists(texture_path)) { |
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LOG_ERROR(Render_Vulkan, "Texture file not found: {}", texture_path); |
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return {}; |
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} |
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try { |
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LOG_INFO(Render_Vulkan, "Loaded texture: {}", texture_path); |
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// TODO: create an actual VkImage [ZEP]
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return CreateDefaultTexture(); |
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} catch (const std::exception& e) { |
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LOG_ERROR(Render_Vulkan, "Error loading texture {}: {}", texture_path, e.what()); |
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return {}; |
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} |
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} |
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vk::Image TextureManager::CreateDefaultTexture() { |
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// Create a small default texture (1x1 pixel) to use as a fallback
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const VkExtent2D extent{1, 1}; |
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// Create image
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const VkImageCreateInfo image_ci{ |
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.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO, |
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.pNext = nullptr, |
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.flags = 0, |
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.imageType = VK_IMAGE_TYPE_2D, |
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.format = texture_format, |
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.extent = {extent.width, extent.height, 1}, |
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.mipLevels = 1, |
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.arrayLayers = 1, |
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.samples = VK_SAMPLE_COUNT_1_BIT, |
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.tiling = VK_IMAGE_TILING_OPTIMAL, |
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.usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT, |
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.sharingMode = VK_SHARING_MODE_EXCLUSIVE, |
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.queueFamilyIndexCount = 0, |
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.pQueueFamilyIndices = nullptr, |
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.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED, |
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}; |
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// TODO: create an actual VkImage [ZEP]
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LOG_INFO(Render_Vulkan, "Created default fallback texture"); |
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return {}; |
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} |
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} // namespace Vulkan
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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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#pragma once |
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#include <mutex> |
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#include <string> |
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#include <unordered_map> |
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#include <functional> |
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#include <atomic> |
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#include <optional> |
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#include "video_core/vulkan_common/vulkan_wrapper.h" |
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namespace Vulkan { |
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class Device; |
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class MemoryAllocator; |
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// Enhanced texture manager for better error handling and thread safety |
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class TextureManager { |
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public: |
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explicit TextureManager(const Device& device, MemoryAllocator& memory_allocator); |
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~TextureManager(); |
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// Get a texture from the cache, loading it if necessary |
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VkImage GetTexture(const std::string& texture_path); |
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// Force a texture to reload from disk |
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void ReloadTexture(const std::string& texture_path); |
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// Check if a texture is loaded correctly |
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bool IsTextureLoadedCorrectly(VkImage texture); |
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// Remove old textures from the cache |
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void CleanupTextureCache(); |
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// Handle texture rendering, with automatic reload if needed |
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void HandleTextureRendering(const std::string& texture_path, |
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std::function<void(VkImage)> render_callback); |
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private: |
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// Load a texture from disk and create a Vulkan image |
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vk::Image LoadTexture(const std::string& texture_path); |
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// Create a default texture to use in case of errors |
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vk::Image CreateDefaultTexture(); |
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const Device& device; |
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MemoryAllocator& memory_allocator; |
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std::mutex texture_mutex; |
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std::unordered_map<std::string, vk::Image> texture_cache; |
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std::optional<vk::Image> default_texture; |
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VkFormat texture_format = VK_FORMAT_B8G8R8A8_SRGB; |
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}; |
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} // namespace Vulkan |
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