dolphin/Source/Core/VideoBackends/Vulkan/Util.h

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// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <array>
#include <cstddef>
#include "Common/CommonTypes.h"
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#include "VideoBackends/Vulkan/Constants.h"
#include "VideoBackends/Vulkan/ObjectCache.h"
#include "VideoBackends/Vulkan/ShaderCache.h"
#include "VideoCommon/RenderState.h"
#include "VideoCommon/TextureConfig.h"
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namespace Vulkan
{
class CommandBufferManager;
class StateTracker;
namespace Util
{
size_t AlignBufferOffset(size_t offset, size_t alignment);
u32 MakeRGBA8Color(float r, float g, float b, float a);
bool IsDepthFormat(VkFormat format);
bool IsCompressedFormat(VkFormat format);
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VkFormat GetLinearFormat(VkFormat format);
VkFormat GetVkFormatForHostTextureFormat(AbstractTextureFormat format);
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u32 GetTexelSize(VkFormat format);
u32 GetBlockSize(VkFormat format);
// Clamps a VkRect2D to the specified dimensions.
VkRect2D ClampRect2D(const VkRect2D& rect, u32 width, u32 height);
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// Map {SRC,DST}_COLOR to {SRC,DST}_ALPHA
VkBlendFactor GetAlphaBlendFactor(VkBlendFactor factor);
// Combines viewport and scissor updates
void SetViewportAndScissor(VkCommandBuffer command_buffer, int x, int y, int width, int height,
float min_depth = 0.0f, float max_depth = 1.0f);
// Wrapper for creating an barrier on a buffer
void BufferMemoryBarrier(VkCommandBuffer command_buffer, VkBuffer buffer,
VkAccessFlags src_access_mask, VkAccessFlags dst_access_mask,
VkDeviceSize offset, VkDeviceSize size,
VkPipelineStageFlags src_stage_mask, VkPipelineStageFlags dst_stage_mask);
// Completes the current render pass, executes the command buffer, and restores state ready for next
// render. Use when you want to kick the current buffer to make room for new data.
void ExecuteCurrentCommandsAndRestoreState(bool execute_off_thread,
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bool wait_for_completion = false);
// Create a shader module from the specified SPIR-V.
VkShaderModule CreateShaderModule(const u32* spv, size_t spv_word_count);
// Compile a vertex shader and create a shader module, discarding the intermediate SPIR-V.
VkShaderModule CompileAndCreateVertexShader(const std::string& source_code,
bool prepend_header = true);
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// Compile a geometry shader and create a shader module, discarding the intermediate SPIR-V.
VkShaderModule CompileAndCreateGeometryShader(const std::string& source_code,
bool prepend_header = true);
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// Compile a fragment shader and create a shader module, discarding the intermediate SPIR-V.
VkShaderModule CompileAndCreateFragmentShader(const std::string& source_code,
bool prepend_header = true);
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// Compile a compute shader and create a shader module, discarding the intermediate SPIR-V.
VkShaderModule CompileAndCreateComputeShader(const std::string& source_code,
bool prepend_header = true);
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}
// Utility shader vertex format
#pragma pack(push, 1)
struct UtilityShaderVertex
{
float Position[4];
float TexCoord[4];
u32 Color;
void SetPosition(float x, float y)
{
Position[0] = x;
Position[1] = y;
Position[2] = 0.0f;
Position[3] = 1.0f;
}
void SetPosition(float x, float y, float z)
{
Position[0] = x;
Position[1] = y;
Position[2] = z;
Position[3] = 1.0f;
}
void SetTextureCoordinates(float u, float v)
{
TexCoord[0] = u;
TexCoord[1] = v;
TexCoord[2] = 0.0f;
TexCoord[3] = 0.0f;
}
void SetTextureCoordinates(float u, float v, float w)
{
TexCoord[0] = u;
TexCoord[1] = v;
TexCoord[2] = w;
TexCoord[3] = 0.0f;
}
void SetTextureCoordinates(float u, float v, float w, float x)
{
TexCoord[0] = u;
TexCoord[1] = v;
TexCoord[2] = w;
TexCoord[3] = x;
}
void SetColor(u32 color) { Color = color; }
void SetColor(float r, float g, float b) { Color = Util::MakeRGBA8Color(r, g, b, 1.0f); }
void SetColor(float r, float g, float b, float a) { Color = Util::MakeRGBA8Color(r, g, b, a); }
};
#pragma pack(pop)
class UtilityShaderDraw
{
public:
UtilityShaderDraw(VkCommandBuffer command_buffer, VkPipelineLayout pipeline_layout,
VkRenderPass render_pass, VkShaderModule vertex_shader,
VkShaderModule geometry_shader, VkShaderModule pixel_shader,
PrimitiveType primitive = PrimitiveType::TriangleStrip);
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UtilityShaderVertex* ReserveVertices(size_t count);
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void CommitVertices(size_t count);
void UploadVertices(UtilityShaderVertex* vertices, size_t count);
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u8* AllocateVSUniforms(size_t size);
void CommitVSUniforms(size_t size);
u8* AllocatePSUniforms(size_t size);
void CommitPSUniforms(size_t size);
void SetPushConstants(const void* data, size_t data_size);
void SetPSSampler(size_t index, VkImageView view, VkSampler sampler);
void SetPSTexelBuffer(VkBufferView view);
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void SetRasterizationState(const RasterizationState& state);
void SetMultisamplingState(const MultisamplingState& state);
void SetDepthState(const DepthState& state);
void SetBlendState(const BlendingState& state);
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void BeginRenderPass(VkFramebuffer framebuffer, const VkRect2D& region,
const VkClearValue* clear_value = nullptr);
void EndRenderPass();
void Draw();
// NOTE: These methods alter the viewport state of the command buffer.
// Sets texture coordinates to 0..1
void DrawQuad(int x, int y, int width, int height, float z = 0.0f);
// Sets texture coordinates to the specified range
void DrawQuad(int dst_x, int dst_y, int dst_width, int dst_height, int src_x, int src_y,
int src_layer, int src_width, int src_height, int src_full_width,
int src_full_height, float z = 0.0f);
void DrawColoredQuad(int x, int y, int width, int height, u32 color, float z = 0.0f);
void DrawColoredQuad(int x, int y, int width, int height, float r, float g, float b, float a,
float z = 0.0f);
// Draw without a vertex buffer. Assumes viewport has been initialized separately.
void SetViewportAndScissor(int x, int y, int width, int height);
void DrawWithoutVertexBuffer(u32 vertex_count);
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private:
void BindVertexBuffer();
void BindDescriptors();
bool BindPipeline();
VkCommandBuffer m_command_buffer = VK_NULL_HANDLE;
VkBuffer m_vertex_buffer = VK_NULL_HANDLE;
VkDeviceSize m_vertex_buffer_offset = 0;
uint32_t m_vertex_count = 0;
VkDescriptorBufferInfo m_vs_uniform_buffer = {};
VkDescriptorBufferInfo m_ps_uniform_buffer = {};
std::array<uint32_t, NUM_UBO_DESCRIPTOR_SET_BINDINGS> m_ubo_offsets = {};
std::array<VkDescriptorImageInfo, NUM_PIXEL_SHADER_SAMPLERS> m_ps_samplers = {};
VkBufferView m_ps_texel_buffer = VK_NULL_HANDLE;
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PipelineInfo m_pipeline_info = {};
};
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class ComputeShaderDispatcher
{
public:
ComputeShaderDispatcher(VkCommandBuffer command_buffer, VkPipelineLayout pipeline_layout,
VkShaderModule compute_shader);
u8* AllocateUniformBuffer(size_t size);
void CommitUniformBuffer(size_t size);
void SetPushConstants(const void* data, size_t data_size);
void SetSampler(size_t index, VkImageView view, VkSampler sampler);
void SetTexelBuffer(size_t index, VkBufferView view);
void SetStorageImage(VkImageView view, VkImageLayout image_layout);
void Dispatch(u32 groups_x, u32 groups_y, u32 groups_z);
private:
void BindDescriptors();
bool BindPipeline();
VkCommandBuffer m_command_buffer = VK_NULL_HANDLE;
VkDescriptorBufferInfo m_uniform_buffer = {};
u32 m_uniform_buffer_offset = 0;
std::array<VkDescriptorImageInfo, 4> m_samplers = {};
std::array<VkBufferView, 2> m_texel_buffers = {};
VkDescriptorImageInfo m_storage_image = {};
ComputePipelineInfo m_pipeline_info = {};
};
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} // namespace Vulkan