(drivers_display) Cleanups
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@ -66,12 +66,6 @@ static const float *gfx_display_vk_get_default_tex_coords(void)
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return &vk_tex_coords[0];
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return &vk_tex_coords[0];
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}
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}
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static unsigned to_display_pipeline(
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enum gfx_display_prim_type type, bool blend)
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{
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return ((type == GFX_DISPLAY_PRIM_TRIANGLESTRIP) << 1) | (blend << 0);
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}
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#ifdef HAVE_SHADERPIPELINE
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#ifdef HAVE_SHADERPIPELINE
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static unsigned to_menu_pipeline(
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static unsigned to_menu_pipeline(
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enum gfx_display_prim_type type, unsigned pipeline)
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enum gfx_display_prim_type type, unsigned pipeline)
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@ -159,7 +153,7 @@ static void gfx_display_vk_draw_pipeline(gfx_display_ctx_draw_t *draw,
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/* Match UBO layout in shader. */
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/* Match UBO layout in shader. */
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memcpy(ubo_scratch_data,
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memcpy(ubo_scratch_data,
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gfx_display_vk_get_default_mvp(vk),
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&vk->mvp_no_rot,
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sizeof(math_matrix_4x4));
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sizeof(math_matrix_4x4));
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memcpy(ubo_scratch_data + sizeof(math_matrix_4x4),
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memcpy(ubo_scratch_data + sizeof(math_matrix_4x4),
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output_size,
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output_size,
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@ -270,16 +264,18 @@ static void gfx_display_vk_draw(gfx_display_ctx_draw_t *draw,
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default:
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default:
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{
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{
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struct vk_draw_triangles call;
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struct vk_draw_triangles call;
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unsigned
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call.pipeline = vk->display.pipelines[
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disp_pipeline = ((draw->prim_type ==
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to_display_pipeline(draw->prim_type, vk->display.blend)];
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GFX_DISPLAY_PRIM_TRIANGLESTRIP) << 1) |
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(vk->display.blend << 0);
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call.pipeline = vk->display.pipelines[disp_pipeline];
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call.texture = texture;
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call.texture = texture;
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call.sampler = texture->mipmap ?
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call.sampler = texture->mipmap ?
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vk->samplers.mipmap_linear :
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vk->samplers.mipmap_linear :
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(texture->default_smooth ? vk->samplers.linear
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(texture->default_smooth ? vk->samplers.linear
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: vk->samplers.nearest);
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: vk->samplers.nearest);
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call.uniform = draw->matrix_data
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call.uniform = draw->matrix_data
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? draw->matrix_data : gfx_display_vk_get_default_mvp(vk);
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? draw->matrix_data : &vk->mvp_no_rot;
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call.uniform_size = sizeof(math_matrix_4x4);
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call.uniform_size = sizeof(math_matrix_4x4);
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call.vbo = ⦥
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call.vbo = ⦥
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call.vertices = draw->coords->vertices;
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call.vertices = draw->coords->vertices;
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