2016-08-13 12:57:50 +00:00
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// Copyright 2016 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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2016-10-01 03:07:50 +00:00
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#include <array>
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#include <cstddef>
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#include "Common/CommonTypes.h"
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2016-08-13 12:57:50 +00:00
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#include "VideoBackends/Vulkan/Constants.h"
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#include "VideoBackends/Vulkan/ObjectCache.h"
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namespace Vulkan
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{
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class CommandBufferManager;
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class ObjectCache;
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class StateTracker;
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namespace Util
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{
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size_t AlignValue(size_t value, size_t alignment);
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size_t AlignBufferOffset(size_t offset, size_t alignment);
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u32 MakeRGBA8Color(float r, float g, float b, float a);
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bool IsDepthFormat(VkFormat format);
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VkFormat GetLinearFormat(VkFormat format);
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u32 GetTexelSize(VkFormat format);
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// Map {SRC,DST}_COLOR to {SRC,DST}_ALPHA
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VkBlendFactor GetAlphaBlendFactor(VkBlendFactor factor);
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RasterizationState GetNoCullRasterizationState();
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DepthStencilState GetNoDepthTestingDepthStencilState();
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BlendState GetNoBlendingBlendState();
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// Combines viewport and scissor updates
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void SetViewportAndScissor(VkCommandBuffer command_buffer, int x, int y, int width, int height,
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float min_depth = 0.0f, float max_depth = 1.0f);
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// Wrapper for creating an barrier on a buffer
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void BufferMemoryBarrier(VkCommandBuffer command_buffer, VkBuffer buffer,
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VkAccessFlags src_access_mask, VkAccessFlags dst_access_mask,
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VkDeviceSize offset, VkDeviceSize size,
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VkPipelineStageFlags src_stage_mask, VkPipelineStageFlags dst_stage_mask);
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// Completes the current render pass, executes the command buffer, and restores state ready for next
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// render. Use when you want to kick the current buffer to make room for new data.
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void ExecuteCurrentCommandsAndRestoreState(StateTracker* state_tracker, bool execute_off_thread,
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bool wait_for_completion = false);
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// Create a shader module from the specified SPIR-V.
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VkShaderModule CreateShaderModule(const u32* spv, size_t spv_word_count);
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// Compile a vertex shader and create a shader module, discarding the intermediate SPIR-V.
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VkShaderModule CompileAndCreateVertexShader(const std::string& source_code,
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bool prepend_header = true);
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// Compile a geometry shader and create a shader module, discarding the intermediate SPIR-V.
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VkShaderModule CompileAndCreateGeometryShader(const std::string& source_code,
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bool prepend_header = true);
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// Compile a fragment shader and create a shader module, discarding the intermediate SPIR-V.
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VkShaderModule CompileAndCreateFragmentShader(const std::string& source_code,
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bool prepend_header = true);
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}
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// Utility shader vertex format
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#pragma pack(push, 1)
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struct UtilityShaderVertex
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{
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float Position[4];
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float TexCoord[4];
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u32 Color;
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void SetPosition(float x, float y)
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{
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Position[0] = x;
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Position[1] = y;
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Position[2] = 0.0f;
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Position[3] = 1.0f;
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}
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void SetPosition(float x, float y, float z)
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{
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Position[0] = x;
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Position[1] = y;
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Position[2] = z;
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Position[3] = 1.0f;
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}
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void SetTextureCoordinates(float u, float v)
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{
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TexCoord[0] = u;
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TexCoord[1] = v;
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TexCoord[2] = 0.0f;
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TexCoord[3] = 0.0f;
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}
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void SetTextureCoordinates(float u, float v, float w)
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{
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TexCoord[0] = u;
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TexCoord[1] = v;
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TexCoord[2] = w;
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TexCoord[3] = 0.0f;
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}
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void SetTextureCoordinates(float u, float v, float w, float x)
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{
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TexCoord[0] = u;
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TexCoord[1] = v;
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TexCoord[2] = w;
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TexCoord[3] = x;
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}
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void SetColor(u32 color) { Color = color; }
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void SetColor(float r, float g, float b) { Color = Util::MakeRGBA8Color(r, g, b, 1.0f); }
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void SetColor(float r, float g, float b, float a) { Color = Util::MakeRGBA8Color(r, g, b, a); }
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};
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#pragma pack(pop)
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class UtilityShaderDraw
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{
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public:
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UtilityShaderDraw(VkCommandBuffer command_buffer, VkPipelineLayout pipeline_layout,
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VkRenderPass render_pass, VkShaderModule vertex_shader,
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VkShaderModule geometry_shader, VkShaderModule pixel_shader);
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UtilityShaderVertex* ReserveVertices(VkPrimitiveTopology topology, size_t count);
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void CommitVertices(size_t count);
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void UploadVertices(VkPrimitiveTopology topology, UtilityShaderVertex* vertices, size_t count);
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u8* AllocateVSUniforms(size_t size);
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void CommitVSUniforms(size_t size);
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u8* AllocatePSUniforms(size_t size);
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void CommitPSUniforms(size_t size);
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void SetPushConstants(const void* data, size_t data_size);
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void SetPSSampler(size_t index, VkImageView view, VkSampler sampler);
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void SetRasterizationState(const RasterizationState& state);
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void SetDepthStencilState(const DepthStencilState& state);
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void SetBlendState(const BlendState& state);
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void BeginRenderPass(VkFramebuffer framebuffer, const VkRect2D& region,
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const VkClearValue* clear_value = nullptr);
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void EndRenderPass();
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void Draw();
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// NOTE: These methods alter the viewport state of the command buffer.
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// Sets texture coordinates to 0..1
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void DrawQuad(int x, int y, int width, int height, float z = 0.0f);
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// Sets texture coordinates to the specified range
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void DrawQuad(int dst_x, int dst_y, int dst_width, int dst_height, int src_x, int src_y,
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int src_layer, int src_width, int src_height, int src_full_width,
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int src_full_height, float z = 0.0f);
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void DrawColoredQuad(int x, int y, int width, int height, u32 color, float z = 0.0f);
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void DrawColoredQuad(int x, int y, int width, int height, float r, float g, float b, float a,
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float z = 0.0f);
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// Draw without a vertex buffer. Assumes viewport has been initialized separately.
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void SetViewportAndScissor(int x, int y, int width, int height);
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void DrawWithoutVertexBuffer(VkPrimitiveTopology primitive_topology, u32 vertex_count);
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private:
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void BindVertexBuffer();
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void BindDescriptors();
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bool BindPipeline();
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VkCommandBuffer m_command_buffer = VK_NULL_HANDLE;
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VkBuffer m_vertex_buffer = VK_NULL_HANDLE;
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VkDeviceSize m_vertex_buffer_offset = 0;
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uint32_t m_vertex_count = 0;
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VkDescriptorBufferInfo m_vs_uniform_buffer = {};
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VkDescriptorBufferInfo m_ps_uniform_buffer = {};
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std::array<uint32_t, NUM_UBO_DESCRIPTOR_SET_BINDINGS> m_ubo_offsets = {};
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std::array<VkDescriptorImageInfo, NUM_PIXEL_SHADER_SAMPLERS> m_ps_samplers = {};
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PipelineInfo m_pipeline_info = {};
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};
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} // namespace Vulkan
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