dolphin/Source/Core/VideoBackends/Vulkan/Renderer.cpp

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// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <algorithm>
#include <cstddef>
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#include <cstdio>
#include <limits>
#include <string>
#include <tuple>
#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
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#include "Core/Core.h"
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#include "VideoBackends/Vulkan/BoundingBox.h"
#include "VideoBackends/Vulkan/CommandBufferManager.h"
#include "VideoBackends/Vulkan/ObjectCache.h"
#include "VideoBackends/Vulkan/PerfQuery.h"
#include "VideoBackends/Vulkan/Renderer.h"
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#include "VideoBackends/Vulkan/StateTracker.h"
#include "VideoBackends/Vulkan/StreamBuffer.h"
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#include "VideoBackends/Vulkan/SwapChain.h"
#include "VideoBackends/Vulkan/VKPipeline.h"
#include "VideoBackends/Vulkan/VKShader.h"
#include "VideoBackends/Vulkan/VKTexture.h"
#include "VideoBackends/Vulkan/VertexFormat.h"
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#include "VideoBackends/Vulkan/VulkanContext.h"
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/RenderState.h"
#include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VideoBackendBase.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"
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namespace Vulkan
{
Renderer::Renderer(std::unique_ptr<SwapChain> swap_chain, float backbuffer_scale)
: ::Renderer(swap_chain ? static_cast<int>(swap_chain->GetWidth()) : 1,
swap_chain ? static_cast<int>(swap_chain->GetHeight()) : 0, backbuffer_scale,
swap_chain ? swap_chain->GetTextureFormat() : AbstractTextureFormat::Undefined),
m_swap_chain(std::move(swap_chain))
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{
UpdateActiveConfig();
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for (size_t i = 0; i < m_sampler_states.size(); i++)
m_sampler_states[i].hex = RenderState::GetPointSamplerState().hex;
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}
Renderer::~Renderer() = default;
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bool Renderer::IsHeadless() const
{
return m_swap_chain == nullptr;
}
bool Renderer::Initialize()
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{
if (!::Renderer::Initialize())
return false;
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m_bounding_box = std::make_unique<BoundingBox>();
if (!m_bounding_box->Initialize())
{
PanicAlert("Failed to initialize bounding box.");
return false;
}
// Various initialization routines will have executed commands on the command buffer.
// Execute what we have done before beginning the first frame.
ExecuteCommandBuffer(true, false);
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return true;
}
void Renderer::Shutdown()
{
::Renderer::Shutdown();
m_swap_chain.reset();
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}
std::unique_ptr<AbstractTexture> Renderer::CreateTexture(const TextureConfig& config)
{
return VKTexture::Create(config);
}
std::unique_ptr<AbstractStagingTexture> Renderer::CreateStagingTexture(StagingTextureType type,
const TextureConfig& config)
{
return VKStagingTexture::Create(type, config);
}
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
const char* source, size_t length)
{
return VKShader::CreateFromSource(stage, source, length);
}
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromBinary(ShaderStage stage,
const void* data, size_t length)
{
return VKShader::CreateFromBinary(stage, data, length);
}
std::unique_ptr<NativeVertexFormat>
Renderer::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
{
return std::make_unique<VertexFormat>(vtx_decl);
}
std::unique_ptr<AbstractPipeline> Renderer::CreatePipeline(const AbstractPipelineConfig& config,
const void* cache_data,
size_t cache_data_length)
{
return VKPipeline::Create(config);
}
std::unique_ptr<AbstractFramebuffer> Renderer::CreateFramebuffer(AbstractTexture* color_attachment,
AbstractTexture* depth_attachment)
{
return VKFramebuffer::Create(static_cast<VKTexture*>(color_attachment),
static_cast<VKTexture*>(depth_attachment));
}
void Renderer::SetPipeline(const AbstractPipeline* pipeline)
{
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StateTracker::GetInstance()->SetPipeline(static_cast<const VKPipeline*>(pipeline));
}
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u16 Renderer::BBoxRead(int index)
{
return static_cast<u16>(m_bounding_box->Get(index));
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}
void Renderer::BBoxWrite(int index, u16 value)
{
m_bounding_box->Set(index, value);
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}
void Renderer::BBoxFlush()
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{
m_bounding_box->Flush();
m_bounding_box->Invalidate();
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}
void Renderer::ClearScreen(const MathUtil::Rectangle<int>& rc, bool color_enable, bool alpha_enable,
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bool z_enable, u32 color, u32 z)
{
g_framebuffer_manager->FlushEFBPokes();
g_framebuffer_manager->FlagPeekCacheAsOutOfDate();
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// Native -> EFB coordinates
MathUtil::Rectangle<int> target_rc = Renderer::ConvertEFBRectangle(rc);
// Size we pass this size to vkBeginRenderPass, it has to be clamped to the framebuffer
// dimensions. The other backends just silently ignore this case.
target_rc.ClampUL(0, 0, m_target_width, m_target_height);
VkRect2D target_vk_rc = {
{target_rc.left, target_rc.top},
{static_cast<uint32_t>(target_rc.GetWidth()), static_cast<uint32_t>(target_rc.GetHeight())}};
// Determine whether the EFB has an alpha channel. If it doesn't, we can clear the alpha
// channel to 0xFF. This hopefully allows us to use the fast path in most cases.
if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16 ||
bpmem.zcontrol.pixel_format == PEControl::RGB8_Z24 ||
bpmem.zcontrol.pixel_format == PEControl::Z24)
{
// Force alpha writes, and clear the alpha channel. This is different to the other backends,
// where the existing values of the alpha channel are preserved.
alpha_enable = true;
color &= 0x00FFFFFF;
}
// Convert RGBA8 -> floating-point values.
VkClearValue clear_color_value = {};
VkClearValue clear_depth_value = {};
clear_color_value.color.float32[0] = static_cast<float>((color >> 16) & 0xFF) / 255.0f;
clear_color_value.color.float32[1] = static_cast<float>((color >> 8) & 0xFF) / 255.0f;
clear_color_value.color.float32[2] = static_cast<float>((color >> 0) & 0xFF) / 255.0f;
clear_color_value.color.float32[3] = static_cast<float>((color >> 24) & 0xFF) / 255.0f;
clear_depth_value.depthStencil.depth = static_cast<float>(z & 0xFFFFFF) / 16777216.0f;
if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
clear_depth_value.depthStencil.depth = 1.0f - clear_depth_value.depthStencil.depth;
// If we're not in a render pass (start of the frame), we can use a clear render pass
// to discard the data, rather than loading and then clearing.
bool use_clear_attachments = (color_enable && alpha_enable) || z_enable;
bool use_clear_render_pass =
!StateTracker::GetInstance()->InRenderPass() && color_enable && alpha_enable && z_enable;
// The NVIDIA Vulkan driver causes the GPU to lock up, or throw exceptions if MSAA is enabled,
// a non-full clear rect is specified, and a clear loadop or vkCmdClearAttachments is used.
if (g_ActiveConfig.iMultisamples > 1 &&
DriverDetails::HasBug(DriverDetails::BUG_BROKEN_MSAA_CLEAR))
{
use_clear_render_pass = false;
use_clear_attachments = false;
}
// This path cannot be used if the driver implementation doesn't guarantee pixels with no drawn
// geometry in "this" renderpass won't be cleared
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_CLEAR_LOADOP_RENDERPASS))
use_clear_render_pass = false;
// Fastest path: Use a render pass to clear the buffers.
if (use_clear_render_pass)
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{
const std::array<VkClearValue, 2> clear_values = {{clear_color_value, clear_depth_value}};
StateTracker::GetInstance()->BeginClearRenderPass(target_vk_rc, clear_values.data(),
static_cast<u32>(clear_values.size()));
return;
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}
// Fast path: Use vkCmdClearAttachments to clear the buffers within a render path
// We can't use this when preserving alpha but clearing color.
if (use_clear_attachments)
{
VkClearAttachment clear_attachments[2];
uint32_t num_clear_attachments = 0;
if (color_enable && alpha_enable)
{
clear_attachments[num_clear_attachments].aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
clear_attachments[num_clear_attachments].colorAttachment = 0;
clear_attachments[num_clear_attachments].clearValue = clear_color_value;
num_clear_attachments++;
color_enable = false;
alpha_enable = false;
}
if (z_enable)
{
clear_attachments[num_clear_attachments].aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
clear_attachments[num_clear_attachments].colorAttachment = 0;
clear_attachments[num_clear_attachments].clearValue = clear_depth_value;
num_clear_attachments++;
z_enable = false;
}
if (num_clear_attachments > 0)
{
VkClearRect vk_rect = {target_vk_rc, 0, g_framebuffer_manager->GetEFBLayers()};
if (!StateTracker::GetInstance()->IsWithinRenderArea(
target_vk_rc.offset.x, target_vk_rc.offset.y, target_vk_rc.extent.width,
target_vk_rc.extent.height))
{
StateTracker::GetInstance()->EndClearRenderPass();
}
StateTracker::GetInstance()->BeginRenderPass();
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vkCmdClearAttachments(g_command_buffer_mgr->GetCurrentCommandBuffer(), num_clear_attachments,
clear_attachments, 1, &vk_rect);
}
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}
// Anything left over for the slow path?
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if (!color_enable && !alpha_enable && !z_enable)
return;
g_framebuffer_manager->ClearEFB(rc, color_enable, alpha_enable, z_enable, color, z);
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}
void Renderer::Flush()
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{
ExecuteCommandBuffer(true, false);
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}
void Renderer::WaitForGPUIdle()
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{
ExecuteCommandBuffer(false, true);
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}
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void Renderer::BindBackbuffer(const ClearColor& clear_color)
{
StateTracker::GetInstance()->EndRenderPass();
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// Handle host window resizes.
CheckForSurfaceChange();
CheckForSurfaceResize();
VkResult res = g_command_buffer_mgr->CheckLastPresentFail() ? VK_ERROR_OUT_OF_DATE_KHR :
m_swap_chain->AcquireNextImage();
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if (res == VK_SUBOPTIMAL_KHR || res == VK_ERROR_OUT_OF_DATE_KHR)
{
// Execute cmdbuffer before resizing, as the last frame could still be presenting.
ExecuteCommandBuffer(false, true);
m_swap_chain->ResizeSwapChain();
res = m_swap_chain->AcquireNextImage();
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}
if (res != VK_SUCCESS)
PanicAlert("Failed to grab image from swap chain");
// Transition from undefined (or present src, but it can be substituted) to
// color attachment ready for writing. These transitions must occur outside
// a render pass, unless the render pass declares a self-dependency.
m_swap_chain->GetCurrentTexture()->OverrideImageLayout(VK_IMAGE_LAYOUT_UNDEFINED);
m_swap_chain->GetCurrentTexture()->TransitionToLayout(
g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
SetAndClearFramebuffer(m_swap_chain->GetCurrentFramebuffer(),
ClearColor{{0.0f, 0.0f, 0.0f, 1.0f}});
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}
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void Renderer::PresentBackbuffer()
{
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// End drawing to backbuffer
StateTracker::GetInstance()->EndRenderPass();
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// Transition the backbuffer to PRESENT_SRC to ensure all commands drawing
// to it have finished before present.
m_swap_chain->GetCurrentTexture()->TransitionToLayout(
g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_PRESENT_SRC_KHR);
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// Submit the current command buffer, signaling rendering finished semaphore when it's done
// Because this final command buffer is rendering to the swap chain, we need to wait for
// the available semaphore to be signaled before executing the buffer. This final submission
// can happen off-thread in the background while we're preparing the next frame.
g_command_buffer_mgr->SubmitCommandBuffer(true, false, m_swap_chain->GetSwapChain(),
m_swap_chain->GetCurrentImageIndex());
// New cmdbuffer, so invalidate state.
StateTracker::GetInstance()->InvalidateCachedState();
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}
void Renderer::ExecuteCommandBuffer(bool submit_off_thread, bool wait_for_completion)
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{
StateTracker::GetInstance()->EndRenderPass();
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g_command_buffer_mgr->SubmitCommandBuffer(submit_off_thread, wait_for_completion);
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StateTracker::GetInstance()->InvalidateCachedState();
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}
void Renderer::CheckForSurfaceChange()
{
if (!m_surface_changed.TestAndClear() || !m_swap_chain)
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return;
// Submit the current draws up until rendering the XFB.
ExecuteCommandBuffer(false, true);
// Clear the present failed flag, since we don't want to resize after recreating.
g_command_buffer_mgr->CheckLastPresentFail();
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// Recreate the surface. If this fails we're in trouble.
if (!m_swap_chain->RecreateSurface(m_new_surface_handle))
PanicAlert("Failed to recreate Vulkan surface. Cannot continue.");
m_new_surface_handle = nullptr;
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// Handle case where the dimensions are now different.
OnSwapChainResized();
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}
void Renderer::CheckForSurfaceResize()
{
if (!m_surface_resized.TestAndClear())
return;
// If we don't have a surface, how can we resize the swap chain?
// CheckForSurfaceChange should handle this case.
if (!m_swap_chain)
{
WARN_LOG(VIDEO, "Surface resize event received without active surface, ignoring");
return;
}
// Wait for the GPU to catch up since we're going to destroy the swap chain.
ExecuteCommandBuffer(false, true);
// Clear the present failed flag, since we don't want to resize after recreating.
g_command_buffer_mgr->CheckLastPresentFail();
// Resize the swap chain.
m_swap_chain->RecreateSwapChain();
OnSwapChainResized();
}
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void Renderer::OnConfigChanged(u32 bits)
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{
if (bits & CONFIG_CHANGE_BIT_HOST_CONFIG)
g_object_cache->ReloadPipelineCache();
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// For vsync, we need to change the present mode, which means recreating the swap chain.
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if (m_swap_chain && bits & CONFIG_CHANGE_BIT_VSYNC)
{
ExecuteCommandBuffer(false, true);
m_swap_chain->SetVSync(g_ActiveConfig.bVSyncActive);
}
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// For quad-buffered stereo we need to change the layer count, so recreate the swap chain.
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if (m_swap_chain && bits & CONFIG_CHANGE_BIT_STEREO_MODE)
{
ExecuteCommandBuffer(false, true);
m_swap_chain->RecreateSwapChain();
}
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// Wipe sampler cache if force texture filtering or anisotropy changes.
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if (bits & (CONFIG_CHANGE_BIT_ANISOTROPY | CONFIG_CHANGE_BIT_FORCE_TEXTURE_FILTERING))
{
ExecuteCommandBuffer(false, true);
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ResetSamplerStates();
}
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}
void Renderer::OnSwapChainResized()
{
m_backbuffer_width = m_swap_chain->GetWidth();
m_backbuffer_height = m_swap_chain->GetHeight();
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}
void Renderer::BindFramebuffer(VKFramebuffer* fb)
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{
StateTracker::GetInstance()->EndRenderPass();
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// Shouldn't be bound as a texture.
if (fb->GetColorAttachment())
{
StateTracker::GetInstance()->UnbindTexture(
static_cast<VKTexture*>(fb->GetColorAttachment())->GetView());
}
if (fb->GetDepthAttachment())
{
StateTracker::GetInstance()->UnbindTexture(
static_cast<VKTexture*>(fb->GetDepthAttachment())->GetView());
}
fb->TransitionForRender();
StateTracker::GetInstance()->SetFramebuffer(fb);
m_current_framebuffer = fb;
}
void Renderer::SetFramebuffer(AbstractFramebuffer* framebuffer)
{
if (m_current_framebuffer == framebuffer)
return;
VKFramebuffer* vkfb = static_cast<VKFramebuffer*>(framebuffer);
BindFramebuffer(vkfb);
}
void Renderer::SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer)
{
if (m_current_framebuffer == framebuffer)
return;
VKFramebuffer* vkfb = static_cast<VKFramebuffer*>(framebuffer);
BindFramebuffer(vkfb);
// If we're discarding, begin the discard pass, then switch to a load pass.
// This way if the command buffer is flushed, we don't start another discard pass.
StateTracker::GetInstance()->BeginDiscardRenderPass();
}
void Renderer::SetAndClearFramebuffer(AbstractFramebuffer* framebuffer,
const ClearColor& color_value, float depth_value)
{
VKFramebuffer* vkfb = static_cast<VKFramebuffer*>(framebuffer);
BindFramebuffer(vkfb);
std::array<VkClearValue, 2> clear_values;
u32 num_clear_values = 0;
if (vkfb->GetColorFormat() != AbstractTextureFormat::Undefined)
{
std::memcpy(clear_values[num_clear_values].color.float32, color_value.data(),
sizeof(clear_values[num_clear_values].color.float32));
num_clear_values++;
}
if (vkfb->GetDepthFormat() != AbstractTextureFormat::Undefined)
{
clear_values[num_clear_values].depthStencil.depth = depth_value;
clear_values[num_clear_values].depthStencil.stencil = 0;
num_clear_values++;
}
StateTracker::GetInstance()->BeginClearRenderPass(vkfb->GetRect(), clear_values.data(),
num_clear_values);
}
void Renderer::SetTexture(u32 index, const AbstractTexture* texture)
{
// Texture should always be in SHADER_READ_ONLY layout prior to use.
// This is so we don't need to transition during render passes.
const VKTexture* tex = static_cast<const VKTexture*>(texture);
if (tex)
{
if (tex->GetLayout() != VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
{
if (StateTracker::GetInstance()->InRenderPass())
{
WARN_LOG(VIDEO, "Transitioning image in render pass in Renderer::SetTexture()");
StateTracker::GetInstance()->EndRenderPass();
}
tex->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
}
StateTracker::GetInstance()->SetTexture(index, tex->GetView());
}
else
{
StateTracker::GetInstance()->SetTexture(0, VK_NULL_HANDLE);
}
}
void Renderer::SetSamplerState(u32 index, const SamplerState& state)
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{
// Skip lookup if the state hasn't changed.
if (m_sampler_states[index].hex == state.hex)
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return;
// Look up new state and replace in state tracker.
VkSampler sampler = g_object_cache->GetSampler(state);
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if (sampler == VK_NULL_HANDLE)
{
ERROR_LOG(VIDEO, "Failed to create sampler");
sampler = g_object_cache->GetPointSampler();
}
StateTracker::GetInstance()->SetSampler(index, sampler);
m_sampler_states[index].hex = state.hex;
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}
void Renderer::SetComputeImageTexture(AbstractTexture* texture, bool read, bool write)
{
VKTexture* vk_texture = static_cast<VKTexture*>(texture);
if (vk_texture)
{
StateTracker::GetInstance()->EndRenderPass();
StateTracker::GetInstance()->SetImageTexture(vk_texture->GetView());
vk_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
read ? (write ? VKTexture::ComputeImageLayout::ReadWrite :
VKTexture::ComputeImageLayout::ReadOnly) :
VKTexture::ComputeImageLayout::WriteOnly);
}
else
{
StateTracker::GetInstance()->SetImageTexture(VK_NULL_HANDLE);
}
}
void Renderer::UnbindTexture(const AbstractTexture* texture)
{
StateTracker::GetInstance()->UnbindTexture(static_cast<const VKTexture*>(texture)->GetView());
}
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void Renderer::ResetSamplerStates()
{
// Invalidate all sampler states, next draw will re-initialize them.
for (u32 i = 0; i < m_sampler_states.size(); i++)
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{
m_sampler_states[i].hex = RenderState::GetPointSamplerState().hex;
StateTracker::GetInstance()->SetSampler(i, g_object_cache->GetPointSampler());
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}
// Invalidate all sampler objects (some will be unused now).
g_object_cache->ClearSamplerCache();
}
void Renderer::SetScissorRect(const MathUtil::Rectangle<int>& rc)
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{
VkRect2D scissor = {{rc.left, rc.top},
{static_cast<u32>(rc.GetWidth()), static_cast<u32>(rc.GetHeight())}};
StateTracker::GetInstance()->SetScissor(scissor);
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}
void Renderer::SetViewport(float x, float y, float width, float height, float near_depth,
float far_depth)
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{
VkViewport viewport = {x, y, width, height, near_depth, far_depth};
StateTracker::GetInstance()->SetViewport(viewport);
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}
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void Renderer::Draw(u32 base_vertex, u32 num_vertices)
{
if (!StateTracker::GetInstance()->Bind())
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return;
vkCmdDraw(g_command_buffer_mgr->GetCurrentCommandBuffer(), num_vertices, 1, base_vertex, 0);
}
void Renderer::DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex)
{
if (!StateTracker::GetInstance()->Bind())
return;
vkCmdDrawIndexed(g_command_buffer_mgr->GetCurrentCommandBuffer(), num_indices, 1, base_index,
base_vertex, 0);
}
void Renderer::DispatchComputeShader(const AbstractShader* shader, u32 groups_x, u32 groups_y,
u32 groups_z)
{
StateTracker::GetInstance()->SetComputeShader(static_cast<const VKShader*>(shader));
if (StateTracker::GetInstance()->BindCompute())
vkCmdDispatch(g_command_buffer_mgr->GetCurrentCommandBuffer(), groups_x, groups_y, groups_z);
}
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} // namespace Vulkan