VideoBackends: Add AbstractShader and AbstractPipeline classes

This commit is contained in:
Stenzek 2017-09-08 19:42:56 +10:00
parent 31111ef143
commit fec6bb4d56
47 changed files with 1825 additions and 33 deletions

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@ -13,6 +13,10 @@ set(SRCS
D3DTexture.h
D3DUtil.cpp
D3DUtil.h
DXPipeline.cpp
DXPipeline.h
DXShader.cpp
DXShader.h
DXTexture.cpp
DXTexture.h
FramebufferManager.cpp

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@ -43,6 +43,8 @@
<ClCompile Include="D3DState.cpp" />
<ClCompile Include="D3DTexture.cpp" />
<ClCompile Include="D3DUtil.cpp" />
<ClCompile Include="DXPipeline.cpp" />
<ClCompile Include="DXShader.cpp" />
<ClCompile Include="DXTexture.cpp" />
<ClCompile Include="FramebufferManager.cpp" />
<ClCompile Include="GeometryShaderCache.cpp" />
@ -64,6 +66,8 @@
<ClInclude Include="D3DState.h" />
<ClInclude Include="D3DTexture.h" />
<ClInclude Include="D3DUtil.h" />
<ClInclude Include="DXPipeline.h" />
<ClInclude Include="DXShader.h" />
<ClInclude Include="DXTexture.h" />
<ClInclude Include="FramebufferManager.h" />
<ClInclude Include="GeometryShaderCache.h" />

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@ -64,6 +64,12 @@
<ClCompile Include="DXTexture.cpp">
<Filter>Render</Filter>
</ClCompile>
<ClCompile Include="DXShader.cpp">
<Filter>Render</Filter>
</ClCompile>
<ClCompile Include="DXPipeline.cpp">
<Filter>Render</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="D3DBase.h">
@ -118,5 +124,11 @@
<ClInclude Include="DXTexture.h">
<Filter>Render</Filter>
</ClInclude>
<ClInclude Include="DXShader.h">
<Filter>Render</Filter>
</ClInclude>
<ClInclude Include="DXPipeline.h">
<Filter>Render</Filter>
</ClInclude>
</ItemGroup>
</Project>

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@ -0,0 +1,96 @@
// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <algorithm>
#include <cstring>
#include "Common/Assert.h"
#include "Common/Logging/Log.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/DXPipeline.h"
#include "VideoBackends/D3D/DXShader.h"
#include "VideoBackends/D3D/DXTexture.h"
#include "VideoBackends/D3D/Render.h"
#include "VideoBackends/D3D/VertexManager.h"
namespace DX11
{
DXPipeline::DXPipeline(ID3D11InputLayout* input_layout, ID3D11VertexShader* vertex_shader,
ID3D11GeometryShader* geometry_shader, ID3D11PixelShader* pixel_shader,
ID3D11RasterizerState* rasterizer_state,
ID3D11DepthStencilState* depth_state, ID3D11BlendState* blend_state,
D3D11_PRIMITIVE_TOPOLOGY primitive_topology)
: m_input_layout(input_layout), m_vertex_shader(vertex_shader),
m_geometry_shader(geometry_shader), m_pixel_shader(pixel_shader),
m_rasterizer_state(rasterizer_state), m_depth_state(depth_state), m_blend_state(blend_state),
m_primitive_topology(primitive_topology)
{
if (m_input_layout)
m_input_layout->AddRef();
if (m_vertex_shader)
m_vertex_shader->AddRef();
if (m_geometry_shader)
m_geometry_shader->AddRef();
if (m_pixel_shader)
m_pixel_shader->AddRef();
if (m_rasterizer_state)
m_rasterizer_state->AddRef();
if (m_depth_state)
m_depth_state->AddRef();
if (m_blend_state)
m_blend_state->AddRef();
}
DXPipeline::~DXPipeline()
{
if (m_input_layout)
m_input_layout->Release();
if (m_vertex_shader)
m_vertex_shader->Release();
if (m_geometry_shader)
m_geometry_shader->Release();
if (m_pixel_shader)
m_pixel_shader->Release();
if (m_rasterizer_state)
m_rasterizer_state->Release();
if (m_depth_state)
m_depth_state->Release();
if (m_blend_state)
m_blend_state->Release();
}
std::unique_ptr<DXPipeline> DXPipeline::Create(const AbstractPipelineConfig& config)
{
StateCache& state_cache = static_cast<Renderer*>(g_renderer.get())->GetStateCache();
ID3D11RasterizerState* rasterizer_state = state_cache.Get(config.rasterization_state);
ID3D11DepthStencilState* depth_state = state_cache.Get(config.depth_state);
ID3D11BlendState* blend_state = state_cache.Get(config.blending_state);
D3D11_PRIMITIVE_TOPOLOGY primitive_topology =
StateCache::GetPrimitiveTopology(config.rasterization_state.primitive);
if (!rasterizer_state || !depth_state || !blend_state)
{
SAFE_RELEASE(rasterizer_state);
SAFE_RELEASE(depth_state);
SAFE_RELEASE(blend_state);
return nullptr;
}
const DXShader* vertex_shader = static_cast<const DXShader*>(config.vertex_shader);
const DXShader* geometry_shader = static_cast<const DXShader*>(config.geometry_shader);
const DXShader* pixel_shader = static_cast<const DXShader*>(config.pixel_shader);
_assert_(vertex_shader != nullptr && pixel_shader != nullptr);
ID3D11InputLayout* input_layout =
const_cast<D3DVertexFormat*>(static_cast<const D3DVertexFormat*>(config.vertex_format))
->GetInputLayout(vertex_shader->GetByteCode());
return std::make_unique<DXPipeline>(input_layout, vertex_shader->GetD3DVertexShader(),
geometry_shader ? geometry_shader->GetD3DGeometryShader() :
nullptr,
pixel_shader->GetD3DPixelShader(), rasterizer_state,
depth_state, blend_state, primitive_topology);
}
} // namespace DX11

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@ -0,0 +1,43 @@
// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <d3d11.h>
#include <memory>
#include "VideoCommon/AbstractPipeline.h"
namespace DX11
{
class DXPipeline final : public AbstractPipeline
{
public:
DXPipeline(ID3D11InputLayout* input_layout, ID3D11VertexShader* vertex_shader,
ID3D11GeometryShader* geometry_shader, ID3D11PixelShader* pixel_shader,
ID3D11RasterizerState* rasterizer_state, ID3D11DepthStencilState* depth_state,
ID3D11BlendState* blend_state, D3D11_PRIMITIVE_TOPOLOGY primitive_topology);
~DXPipeline() override;
ID3D11InputLayout* GetInputLayout() const { return m_input_layout; }
ID3D11VertexShader* GetVertexShader() const { return m_vertex_shader; }
ID3D11GeometryShader* GetGeometryShader() const { return m_geometry_shader; }
ID3D11PixelShader* GetPixelShader() const { return m_pixel_shader; }
ID3D11RasterizerState* GetRasterizerState() const { return m_rasterizer_state; }
ID3D11DepthStencilState* GetDepthState() const { return m_depth_state; }
ID3D11BlendState* GetBlendState() const { return m_blend_state; }
D3D11_PRIMITIVE_TOPOLOGY GetPrimitiveTopology() const { return m_primitive_topology; }
bool HasGeometryShader() const { return m_geometry_shader != nullptr; }
static std::unique_ptr<DXPipeline> Create(const AbstractPipelineConfig& config);
private:
ID3D11InputLayout* m_input_layout;
ID3D11VertexShader* m_vertex_shader;
ID3D11GeometryShader* m_geometry_shader;
ID3D11PixelShader* m_pixel_shader;
ID3D11RasterizerState* m_rasterizer_state;
ID3D11DepthStencilState* m_depth_state;
ID3D11BlendState* m_blend_state;
D3D11_PRIMITIVE_TOPOLOGY m_primitive_topology;
};
} // namespace DX11

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@ -0,0 +1,183 @@
// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "Common/Assert.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DShader.h"
#include "VideoBackends/D3D/DXShader.h"
namespace DX11
{
DXShader::DXShader(D3DBlob* bytecode, ID3D11VertexShader* vs)
: AbstractShader(ShaderStage::Vertex), m_bytecode(bytecode), m_shader(vs)
{
}
DXShader::DXShader(D3DBlob* bytecode, ID3D11GeometryShader* gs)
: AbstractShader(ShaderStage::Geometry), m_bytecode(bytecode), m_shader(gs)
{
}
DXShader::DXShader(D3DBlob* bytecode, ID3D11PixelShader* ps)
: AbstractShader(ShaderStage::Pixel), m_bytecode(bytecode), m_shader(ps)
{
}
DXShader::DXShader(D3DBlob* bytecode, ID3D11ComputeShader* cs)
: AbstractShader(ShaderStage::Compute), m_bytecode(bytecode), m_shader(cs)
{
}
DXShader::~DXShader()
{
m_shader->Release();
m_bytecode->Release();
}
D3DBlob* DXShader::GetByteCode() const
{
return m_bytecode;
}
ID3D11VertexShader* DXShader::GetD3DVertexShader() const
{
_dbg_assert_(VIDEO, m_stage == ShaderStage::Vertex);
return static_cast<ID3D11VertexShader*>(m_shader);
}
ID3D11GeometryShader* DXShader::GetD3DGeometryShader() const
{
_dbg_assert_(VIDEO, m_stage == ShaderStage::Geometry);
return static_cast<ID3D11GeometryShader*>(m_shader);
}
ID3D11PixelShader* DXShader::GetD3DPixelShader() const
{
_dbg_assert_(VIDEO, m_stage == ShaderStage::Pixel);
return static_cast<ID3D11PixelShader*>(m_shader);
}
ID3D11ComputeShader* DXShader::GetD3DComputeShader() const
{
_dbg_assert_(VIDEO, m_stage == ShaderStage::Compute);
return static_cast<ID3D11ComputeShader*>(m_shader);
}
bool DXShader::HasBinary() const
{
_assert_(m_bytecode);
return true;
}
AbstractShader::BinaryData DXShader::GetBinary() const
{
return BinaryData(m_bytecode->Data(), m_bytecode->Data() + m_bytecode->Size());
}
std::unique_ptr<DXShader> DXShader::CreateFromBlob(ShaderStage stage, D3DBlob* bytecode)
{
switch (stage)
{
case ShaderStage::Vertex:
{
ID3D11VertexShader* vs = D3D::CreateVertexShaderFromByteCode(bytecode);
if (vs)
return std::make_unique<DXShader>(bytecode, vs);
}
break;
case ShaderStage::Geometry:
{
ID3D11GeometryShader* gs = D3D::CreateGeometryShaderFromByteCode(bytecode);
if (gs)
return std::make_unique<DXShader>(bytecode, gs);
}
break;
case ShaderStage::Pixel:
{
ID3D11PixelShader* ps = D3D::CreatePixelShaderFromByteCode(bytecode);
if (ps)
return std::make_unique<DXShader>(bytecode, ps);
}
break;
case ShaderStage::Compute:
{
ID3D11ComputeShader* cs = D3D::CreateComputeShaderFromByteCode(bytecode);
if (cs)
return std::make_unique<DXShader>(bytecode, cs);
}
break;
default:
break;
}
return nullptr;
}
std::unique_ptr<DXShader> DXShader::CreateFromSource(ShaderStage stage, const char* source,
size_t length)
{
D3DBlob* bytecode;
switch (stage)
{
case ShaderStage::Vertex:
{
if (!D3D::CompileVertexShader(std::string(source, length), &bytecode))
return nullptr;
}
break;
case ShaderStage::Geometry:
{
if (!D3D::CompileGeometryShader(std::string(source, length), &bytecode))
return nullptr;
}
break;
case ShaderStage::Pixel:
{
if (!D3D::CompilePixelShader(std::string(source, length), &bytecode))
return nullptr;
}
break;
case ShaderStage::Compute:
{
if (!D3D::CompileComputeShader(std::string(source, length), &bytecode))
return nullptr;
}
default:
return nullptr;
}
std::unique_ptr<DXShader> shader = CreateFromBlob(stage, bytecode);
if (!shader)
{
bytecode->Release();
return nullptr;
}
return shader;
}
std::unique_ptr<DXShader> DXShader::CreateFromBinary(ShaderStage stage, const void* data,
size_t length)
{
D3DBlob* bytecode = new D3DBlob(static_cast<unsigned int>(length), static_cast<const u8*>(data));
std::unique_ptr<DXShader> shader = CreateFromBlob(stage, bytecode);
if (!shader)
{
bytecode->Release();
return nullptr;
}
return shader;
}
} // namespace DX11

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@ -0,0 +1,48 @@
// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <cstddef>
#include <d3d11.h>
#include <memory>
#include "Common/CommonTypes.h"
#include "VideoBackends/D3D/D3DBlob.h"
#include "VideoCommon/AbstractShader.h"
namespace DX11
{
class DXShader final : public AbstractShader
{
public:
// Note: vs/gs/ps/cs references are transferred.
DXShader(D3DBlob* bytecode, ID3D11VertexShader* vs);
DXShader(D3DBlob* bytecode, ID3D11GeometryShader* gs);
DXShader(D3DBlob* bytecode, ID3D11PixelShader* ps);
DXShader(D3DBlob* bytecode, ID3D11ComputeShader* cs);
~DXShader() override;
D3DBlob* GetByteCode() const;
ID3D11VertexShader* GetD3DVertexShader() const;
ID3D11GeometryShader* GetD3DGeometryShader() const;
ID3D11PixelShader* GetD3DPixelShader() const;
ID3D11ComputeShader* GetD3DComputeShader() const;
bool HasBinary() const override;
BinaryData GetBinary() const override;
// Creates a new shader object. The reference to bytecode is not transfered upon failure.
static std::unique_ptr<DXShader> CreateFromBlob(ShaderStage stage, D3DBlob* bytecode);
static std::unique_ptr<DXShader> CreateFromBinary(ShaderStage stage, const void* data,
size_t length);
static std::unique_ptr<DXShader> CreateFromSource(ShaderStage stage, const char* source,
size_t length);
private:
ID3D11DeviceChild* m_shader;
D3DBlob* m_bytecode;
};
} // namespace DX11

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@ -119,10 +119,11 @@ D3DVertexFormat::~D3DVertexFormat()
SAFE_RELEASE(m_layout);
}
void D3DVertexFormat::SetInputLayout(D3DBlob* vs_bytecode)
ID3D11InputLayout* D3DVertexFormat::GetInputLayout(D3DBlob* vs_bytecode)
{
if (!m_layout)
{
if (m_layout)
return m_layout;
// CreateInputLayout requires a shader input, but it only looks at the
// signature of the shader, so we don't need to recompute it if the shader
// changes.
@ -131,8 +132,7 @@ void D3DVertexFormat::SetInputLayout(D3DBlob* vs_bytecode)
if (FAILED(hr))
PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
DX11::D3D::SetDebugObjectName(m_layout, "input layout used to emulate the GX pipeline");
}
DX11::D3D::stateman->SetInputLayout(m_layout);
return m_layout;
}
} // namespace DX11

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@ -13,6 +13,7 @@
#include <strsafe.h>
#include <tuple>
#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "Common/Logging/Log.h"
#include "Common/MathUtil.h"
@ -23,6 +24,8 @@
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/D3DUtil.h"
#include "VideoBackends/D3D/DXPipeline.h"
#include "VideoBackends/D3D/DXShader.h"
#include "VideoBackends/D3D/DXTexture.h"
#include "VideoBackends/D3D/FramebufferManager.h"
#include "VideoBackends/D3D/GeometryShaderCache.h"
@ -41,6 +44,12 @@
namespace DX11
{
// Reserve 512KB for vertices, and 64KB for uniforms.
// This should be sufficient for our usages, and if more is required,
// we split it into multiple draws.
constexpr u32 UTILITY_VBO_SIZE = 512 * 1024;
constexpr u32 UTILITY_UBO_SIZE = 64 * 1024;
// Nvidia stereo blitting struct defined in "nvstereo.h" from the Nvidia SDK
typedef struct _Nv_Stereo_Image_Header
{
@ -165,6 +174,16 @@ void Renderer::SetupDeviceObjects()
D3D::SetDebugObjectName(m_reset_rast_state, "rasterizer state for Renderer::ResetAPIState");
m_screenshot_texture = nullptr;
CD3D11_BUFFER_DESC vbo_desc(UTILITY_VBO_SIZE, D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC,
D3D11_CPU_ACCESS_WRITE);
hr = D3D::device->CreateBuffer(&vbo_desc, nullptr, &m_utility_vertex_buffer);
CHECK(SUCCEEDED(hr), "Create utility VBO");
CD3D11_BUFFER_DESC ubo_desc(UTILITY_UBO_SIZE, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC,
D3D11_CPU_ACCESS_WRITE);
hr = D3D::device->CreateBuffer(&ubo_desc, nullptr, &m_utility_uniform_buffer);
CHECK(SUCCEEDED(hr), "Create utility UBO");
}
// Kill off all device objects
@ -184,6 +203,8 @@ void Renderer::TeardownDeviceObjects()
SAFE_RELEASE(m_reset_rast_state);
SAFE_RELEASE(m_screenshot_texture);
SAFE_RELEASE(m_3d_vision_texture);
SAFE_RELEASE(m_utility_vertex_buffer);
SAFE_RELEASE(m_utility_uniform_buffer);
}
void Renderer::Create3DVisionTexture(int width, int height)
@ -229,6 +250,109 @@ void Renderer::RenderText(const std::string& text, int left, int top, u32 color)
D3D::DrawTextScaled(static_cast<float>(left), static_cast<float>(top), 20.f, 0.0f, color, text);
}
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
const char* source, size_t length)
{
return DXShader::CreateFromSource(stage, source, length);
}
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromBinary(ShaderStage stage,
const void* data, size_t length)
{
return DXShader::CreateFromBinary(stage, data, length);
}
std::unique_ptr<AbstractPipeline> Renderer::CreatePipeline(const AbstractPipelineConfig& config)
{
return DXPipeline::Create(config);
}
void Renderer::UpdateUtilityUniformBuffer(const void* uniforms, u32 uniforms_size)
{
_dbg_assert_(VIDEO, uniforms_size > 0 && uniforms_size < UTILITY_UBO_SIZE);
D3D11_MAPPED_SUBRESOURCE mapped;
HRESULT hr = D3D::context->Map(m_utility_uniform_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
CHECK(SUCCEEDED(hr), "Map utility UBO");
std::memcpy(mapped.pData, uniforms, uniforms_size);
D3D::context->Unmap(m_utility_uniform_buffer, 0);
}
void Renderer::UpdateUtilityVertexBuffer(const void* vertices, u32 vertex_stride, u32 num_vertices)
{
D3D11_MAPPED_SUBRESOURCE mapped;
HRESULT hr = D3D::context->Map(m_utility_vertex_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
CHECK(SUCCEEDED(hr), "Map utility VBO");
std::memcpy(mapped.pData, vertices, num_vertices * vertex_stride);
D3D::context->Unmap(m_utility_vertex_buffer, 0);
}
void Renderer::SetPipeline(const AbstractPipeline* pipeline)
{
const DXPipeline* dx_pipeline = static_cast<const DXPipeline*>(pipeline);
D3D::stateman->SetRasterizerState(dx_pipeline->GetRasterizerState());
D3D::stateman->SetDepthState(dx_pipeline->GetDepthState());
D3D::stateman->SetBlendState(dx_pipeline->GetBlendState());
D3D::stateman->SetPrimitiveTopology(dx_pipeline->GetPrimitiveTopology());
D3D::stateman->SetInputLayout(dx_pipeline->GetInputLayout());
D3D::stateman->SetVertexShader(dx_pipeline->GetVertexShader());
D3D::stateman->SetGeometryShader(dx_pipeline->GetGeometryShader());
D3D::stateman->SetPixelShader(dx_pipeline->GetPixelShader());
}
void Renderer::DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
u32 vertex_stride, u32 num_vertices)
{
// Textures are fine, they're set directly via SetTexture.
// Since samplers are set via gx_state, we need to fix this up here.
for (size_t stage = 0; stage < m_gx_state.samplers.size(); stage++)
D3D::stateman->SetSampler(stage, m_state_cache.Get(m_gx_state.samplers[stage]));
// Copy in uniforms.
if (uniforms_size > 0)
{
UpdateUtilityUniformBuffer(uniforms, uniforms_size);
D3D::stateman->SetVertexConstants(m_utility_uniform_buffer);
D3D::stateman->SetPixelConstants(m_utility_uniform_buffer);
D3D::stateman->SetGeometryConstants(m_utility_uniform_buffer);
}
// If the vertices are larger than our buffer, we need to break it up into multiple draws.
const char* vertices_ptr = static_cast<const char*>(vertices);
while (num_vertices > 0)
{
u32 vertices_this_draw = num_vertices;
if (vertices_ptr)
{
vertices_this_draw = std::min(vertices_this_draw, UTILITY_VBO_SIZE / vertex_stride);
_dbg_assert_(VIDEO, vertices_this_draw > 0);
UpdateUtilityVertexBuffer(vertices_ptr, vertex_stride, vertices_this_draw);
D3D::stateman->SetVertexBuffer(m_utility_vertex_buffer, vertex_stride, 0);
}
// Apply pending state and draw.
D3D::stateman->Apply();
D3D::context->Draw(vertices_this_draw, 0);
vertices_ptr += vertex_stride * vertices_this_draw;
num_vertices -= vertices_this_draw;
}
}
void Renderer::DispatchComputeShader(const AbstractShader* shader, const void* uniforms,
u32 uniforms_size, u32 groups_x, u32 groups_y, u32 groups_z)
{
D3D::stateman->SetComputeShader(static_cast<const DXShader*>(shader)->GetD3DComputeShader());
if (uniforms_size > 0)
{
UpdateUtilityUniformBuffer(uniforms, uniforms_size);
D3D::stateman->SetComputeConstants(m_utility_uniform_buffer);
}
D3D::stateman->Apply();
D3D::context->Dispatch(groups_x, groups_y, groups_z);
}
TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
{
TargetRectangle result;

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@ -5,6 +5,7 @@
#pragma once
#include <array>
#include <d3d11.h>
#include <string>
#include "VideoBackends/D3D/D3DState.h"
#include "VideoCommon/RenderBase.h"
@ -25,7 +26,13 @@ public:
std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) override;
std::unique_ptr<AbstractStagingTexture>
CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, const char* source,
size_t length) override;
std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
size_t length) override;
std::unique_ptr<AbstractPipeline> CreatePipeline(const AbstractPipelineConfig& config) override;
void SetPipeline(const AbstractPipeline* pipeline) override;
void SetBlendingState(const BlendingState& state) override;
void SetScissorRect(const MathUtil::Rectangle<int>& rc) override;
void SetRasterizationState(const RasterizationState& state) override;
@ -63,6 +70,11 @@ public:
void ReinterpretPixelData(unsigned int convtype) override;
void DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
u32 vertex_stride, u32 num_vertices) override;
void DispatchComputeShader(const AbstractShader* shader, const void* uniforms, u32 uniforms_size,
u32 groups_x, u32 groups_y, u32 groups_z) override;
private:
struct GXPipelineState
{
@ -82,6 +94,9 @@ private:
void BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D* src_texture,
u32 src_width, u32 src_height, float Gamma);
void UpdateUtilityUniformBuffer(const void* uniforms, u32 uniforms_size);
void UpdateUtilityVertexBuffer(const void* vertices, u32 vertex_stride, u32 num_vertices);
StateCache m_state_cache;
GXPipelineState m_gx_state;
@ -94,6 +109,9 @@ private:
ID3D11Texture2D* m_screenshot_texture = nullptr;
D3DTexture2D* m_3d_vision_texture = nullptr;
ID3D11Buffer* m_utility_vertex_buffer = nullptr;
ID3D11Buffer* m_utility_uniform_buffer = nullptr;
u32 m_last_multisamples = 1;
bool m_last_stereo_mode = false;
bool m_last_fullscreen_state = false;

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@ -23,7 +23,7 @@ class D3DVertexFormat : public NativeVertexFormat
public:
D3DVertexFormat(const PortableVertexDeclaration& vtx_decl);
~D3DVertexFormat();
void SetInputLayout(D3DBlob* vs_bytecode);
ID3D11InputLayout* GetInputLayout(D3DBlob* vs_bytecode);
private:
std::array<D3D11_INPUT_ELEMENT_DESC, 32> m_elems{};

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@ -260,7 +260,7 @@ bool VertexShaderCache::SetShader(D3DVertexFormat* vertex_format)
if (!last_entry->shader)
return false;
vertex_format->SetInputLayout(last_entry->bytecode);
D3D::stateman->SetInputLayout(vertex_format->GetInputLayout(last_entry->bytecode));
D3D::stateman->SetVertexShader(last_entry->shader);
return true;
}
@ -279,7 +279,7 @@ bool VertexShaderCache::SetShader(D3DVertexFormat* vertex_format)
if (!last_entry->shader)
return false;
vertex_format->SetInputLayout(last_entry->bytecode);
D3D::stateman->SetInputLayout(vertex_format->GetInputLayout(last_entry->bytecode));
D3D::stateman->SetVertexShader(last_entry->shader);
return true;
}
@ -324,7 +324,7 @@ bool VertexShaderCache::SetUberShader(D3DVertexFormat* vertex_format)
if (!last_uber_entry->shader)
return false;
uber_vertex_format->SetInputLayout(last_uber_entry->bytecode);
D3D::stateman->SetInputLayout(uber_vertex_format->GetInputLayout(last_uber_entry->bytecode));
D3D::stateman->SetVertexShader(last_uber_entry->shader);
return true;
}
@ -340,7 +340,7 @@ bool VertexShaderCache::SetUberShader(D3DVertexFormat* vertex_format)
if (!last_uber_entry->shader)
return false;
uber_vertex_format->SetInputLayout(last_uber_entry->bytecode);
D3D::stateman->SetInputLayout(uber_vertex_format->GetInputLayout(last_uber_entry->bytecode));
D3D::stateman->SetVertexShader(last_uber_entry->shader);
return true;
}

View File

@ -7,6 +7,8 @@
#include "VideoBackends/Null/NullTexture.h"
#include "VideoBackends/Null/Render.h"
#include "VideoCommon/AbstractPipeline.h"
#include "VideoCommon/AbstractShader.h"
#include "VideoCommon/VideoConfig.h"
namespace Null
@ -33,6 +35,40 @@ std::unique_ptr<AbstractStagingTexture> Renderer::CreateStagingTexture(StagingTe
return std::make_unique<NullStagingTexture>(type, config);
}
class NullShader final : public AbstractShader
{
public:
explicit NullShader(ShaderStage stage) : AbstractShader(stage) {}
~NullShader() = default;
bool HasBinary() const override { return false; }
BinaryData GetBinary() const override { return {}; }
};
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
const char* source, size_t length)
{
return std::make_unique<NullShader>(stage);
}
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromBinary(ShaderStage stage,
const void* data, size_t length)
{
return std::make_unique<NullShader>(stage);
}
class NullPipeline final : public AbstractPipeline
{
public:
NullPipeline() : AbstractPipeline() {}
~NullPipeline() override = default;
};
std::unique_ptr<AbstractPipeline> Renderer::CreatePipeline(const AbstractPipelineConfig& config)
{
return std::make_unique<NullPipeline>();
}
void Renderer::RenderText(const std::string& text, int left, int top, u32 color)
{
NOTICE_LOG(VIDEO, "RenderText: %s", text.c_str());

View File

@ -18,6 +18,12 @@ public:
std::unique_ptr<AbstractStagingTexture>
CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, const char* source,
size_t length) override;
std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
size_t length) override;
std::unique_ptr<AbstractPipeline> CreatePipeline(const AbstractPipelineConfig& config) override;
void RenderText(const std::string& pstr, int left, int top, u32 color) override;
u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) override { return 0; }
void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points) override {}

View File

@ -3,6 +3,8 @@ set(SRCS
FramebufferManager.cpp
main.cpp
NativeVertexFormat.cpp
OGLPipeline.cpp
OGLShader.cpp
OGLTexture.cpp
PerfQuery.cpp
PostProcessing.cpp

View File

@ -36,6 +36,8 @@
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<ItemGroup>
<ClCompile Include="OGLPipeline.cpp" />
<ClCompile Include="OGLShader.cpp" />
<ClCompile Include="OGLTexture.cpp" />
<ClCompile Include="BoundingBox.cpp" />
<ClCompile Include="FramebufferManager.cpp" />
@ -53,6 +55,8 @@
<ClCompile Include="VertexManager.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="OGLPipeline.h" />
<ClInclude Include="OGLShader.h" />
<ClInclude Include="OGLTexture.h" />
<ClInclude Include="BoundingBox.h" />
<ClInclude Include="FramebufferManager.h" />

View File

@ -56,6 +56,12 @@
<ClCompile Include="OGLTexture.cpp">
<Filter>Render</Filter>
</ClCompile>
<ClCompile Include="OGLShader.cpp">
<Filter>Render</Filter>
</ClCompile>
<ClCompile Include="OGLPipeline.cpp">
<Filter>Render</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="VertexManager.h">
@ -99,6 +105,12 @@
<ClInclude Include="OGLTexture.h">
<Filter>Render</Filter>
</ClInclude>
<ClInclude Include="OGLShader.h">
<Filter>Render</Filter>
</ClInclude>
<ClInclude Include="OGLPipeline.h">
<Filter>Render</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<Text Include="CMakeLists.txt" />

View File

@ -0,0 +1,62 @@
// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "Common/Assert.h"
#include "VideoBackends/OGL/OGLPipeline.h"
#include "VideoBackends/OGL/OGLShader.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoBackends/OGL/Render.h"
#include "VideoBackends/OGL/VertexManager.h"
namespace OGL
{
static GLenum MapToGLPrimitive(PrimitiveType primitive_type)
{
switch (primitive_type)
{
case PrimitiveType::Points:
return GL_POINTS;
case PrimitiveType::Lines:
return GL_LINES;
case PrimitiveType::Triangles:
return GL_TRIANGLES;
case PrimitiveType::TriangleStrip:
return GL_TRIANGLE_STRIP;
default:
return 0;
}
}
OGLPipeline::OGLPipeline(const GLVertexFormat* vertex_format,
const RasterizationState& rasterization_state,
const DepthState& depth_state, const BlendingState& blending_state,
const PipelineProgram* program, GLuint gl_primitive)
: m_vertex_format(vertex_format), m_rasterization_state(rasterization_state),
m_depth_state(depth_state), m_blending_state(blending_state), m_program(program),
m_gl_primitive(gl_primitive)
{
}
OGLPipeline::~OGLPipeline()
{
// We don't want to destroy the shaders.
ProgramShaderCache::ReleasePipelineProgram(m_program);
}
std::unique_ptr<OGLPipeline> OGLPipeline::Create(const AbstractPipelineConfig& config)
{
const PipelineProgram* program =
ProgramShaderCache::GetPipelineProgram(static_cast<const OGLShader*>(config.vertex_shader),
static_cast<const OGLShader*>(config.geometry_shader),
static_cast<const OGLShader*>(config.pixel_shader));
if (!program)
return nullptr;
const GLVertexFormat* vertex_format = static_cast<const GLVertexFormat*>(config.vertex_format);
GLenum gl_primitive = MapToGLPrimitive(config.rasterization_state.primitive);
return std::make_unique<OGLPipeline>(vertex_format, config.rasterization_state,
config.depth_state, config.blending_state, program,
gl_primitive);
}
} // namespace OGL

View File

@ -0,0 +1,43 @@
// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <memory>
#include "Common/GL/GLUtil.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoCommon/AbstractPipeline.h"
#include "VideoCommon/RenderState.h"
namespace OGL
{
class OGLPipeline final : public AbstractPipeline
{
public:
explicit OGLPipeline(const GLVertexFormat* vertex_format,
const RasterizationState& rasterization_state, const DepthState& depth_state,
const BlendingState& blending_state, const PipelineProgram* program,
GLenum gl_primitive);
~OGLPipeline() override;
const GLVertexFormat* GetVertexFormat() const { return m_vertex_format; }
const RasterizationState& GetRasterizationState() const { return m_rasterization_state; }
const DepthState& GetDepthState() const { return m_depth_state; }
const BlendingState& GetBlendingState() const { return m_blending_state; }
const PipelineProgram* GetProgram() const { return m_program; }
bool HasVertexInput() const { return m_vertex_format != nullptr; }
GLenum GetGLPrimitive() const { return m_gl_primitive; }
static std::unique_ptr<OGLPipeline> Create(const AbstractPipelineConfig& config);
private:
const GLVertexFormat* m_vertex_format;
RasterizationState m_rasterization_state;
DepthState m_depth_state;
BlendingState m_blending_state;
const PipelineProgram* m_program;
GLenum m_gl_primitive;
};
} // namespace OGL

View File

@ -0,0 +1,77 @@
// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/OGL/OGLShader.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
namespace OGL
{
static GLenum GetGLShaderTypeForStage(ShaderStage stage)
{
switch (stage)
{
case ShaderStage::Vertex:
return GL_VERTEX_SHADER;
case ShaderStage::Geometry:
return GL_GEOMETRY_SHADER;
case ShaderStage::Pixel:
return GL_FRAGMENT_SHADER;
case ShaderStage::Compute:
return GL_COMPUTE_SHADER;
default:
return 0;
}
}
OGLShader::OGLShader(ShaderStage stage, GLenum gl_type, GLuint shader_id)
: AbstractShader(stage), m_type(gl_type), m_id(shader_id)
{
}
OGLShader::OGLShader(GLuint compute_program_id)
: AbstractShader(ShaderStage::Compute), m_type(GL_COMPUTE_SHADER), m_id(compute_program_id)
{
}
OGLShader::~OGLShader()
{
if (m_stage != ShaderStage::Compute)
glDeleteShader(m_id);
else
glDeleteProgram(m_compute_program_id);
}
bool OGLShader::HasBinary() const
{
// NOTE: GL shaders do not have binaries, programs do.
return false;
}
AbstractShader::BinaryData OGLShader::GetBinary() const
{
return {};
}
std::unique_ptr<OGLShader> OGLShader::CreateFromSource(ShaderStage stage, const char* source,
size_t length)
{
if (stage != ShaderStage::Compute)
{
GLenum shader_type = GetGLShaderTypeForStage(stage);
GLuint shader_id =
ProgramShaderCache::CompileSingleShader(shader_type, std::string(source, length));
if (!shader_id)
return nullptr;
return std::make_unique<OGLShader>(stage, shader_type, shader_id);
}
// Compute shaders.
SHADER prog;
if (!ProgramShaderCache::CompileComputeShader(prog, std::string(source, length)))
return nullptr;
return std::make_unique<OGLShader>(prog.glprogid);
}
} // namespace OGL

View File

@ -0,0 +1,38 @@
// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <cstddef>
#include <memory>
#include "Common/CommonTypes.h"
#include "Common/GL/GLUtil.h"
#include "VideoCommon/AbstractShader.h"
namespace OGL
{
class OGLShader final : public AbstractShader
{
public:
explicit OGLShader(ShaderStage stage, GLenum gl_type, GLuint shader_id);
explicit OGLShader(GLuint compute_program_id);
~OGLShader() override;
GLenum GetGLShaderType() const { return m_type; }
GLuint GetGLShaderID() const { return m_id; }
GLuint GetGLComputeProgramID() const { return m_compute_program_id; }
bool HasBinary() const override;
BinaryData GetBinary() const override;
static std::unique_ptr<OGLShader> CreateFromSource(ShaderStage stage, const char* source,
size_t length);
private:
GLenum m_type;
GLuint m_id;
GLuint m_compute_program_id;
};
} // namespace OGL

View File

@ -9,6 +9,7 @@
#include <string>
#include "Common/Align.h"
#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "Common/FileUtil.h"
#include "Common/GL/GLInterfaceBase.h"
@ -20,6 +21,7 @@
#include "Core/ConfigManager.h"
#include "Core/Host.h"
#include "VideoBackends/OGL/OGLShader.h"
#include "VideoBackends/OGL/Render.h"
#include "VideoBackends/OGL/StreamBuffer.h"
#include "VideoBackends/OGL/VertexManager.h"
@ -57,6 +59,7 @@ static LinearDiskCache<UBERSHADERUID, u8> s_uber_program_disk_cache;
static GLuint CurrentProgram = 0;
ProgramShaderCache::PCache ProgramShaderCache::pshaders;
ProgramShaderCache::UberPCache ProgramShaderCache::ubershaders;
ProgramShaderCache::PipelineProgramMap ProgramShaderCache::pipelineprograms;
ProgramShaderCache::PCacheEntry* ProgramShaderCache::last_entry;
ProgramShaderCache::PCacheEntry* ProgramShaderCache::last_uber_entry;
SHADERUID ProgramShaderCache::last_uid;
@ -188,6 +191,47 @@ void SHADER::DestroyShaders()
}
}
bool PipelineProgramKey::operator!=(const PipelineProgramKey& rhs) const
{
return !operator==(rhs);
}
bool PipelineProgramKey::operator==(const PipelineProgramKey& rhs) const
{
return std::tie(vertex_shader, geometry_shader, pixel_shader) ==
std::tie(rhs.vertex_shader, rhs.geometry_shader, rhs.pixel_shader);
}
bool PipelineProgramKey::operator<(const PipelineProgramKey& rhs) const
{
return std::tie(vertex_shader, geometry_shader, pixel_shader) <
std::tie(rhs.vertex_shader, rhs.geometry_shader, rhs.pixel_shader);
}
std::size_t PipelineProgramKeyHash::operator()(const PipelineProgramKey& key) const
{
// We would really want std::hash_combine for this..
std::hash<const void*> hasher;
return hasher(key.vertex_shader) + hasher(key.geometry_shader) + hasher(key.pixel_shader);
}
StreamBuffer* ProgramShaderCache::GetUniformBuffer()
{
return s_buffer.get();
}
u32 ProgramShaderCache::GetUniformBufferAlignment()
{
return s_ubo_align;
}
void ProgramShaderCache::InvalidateConstants()
{
VertexShaderManager::dirty = true;
GeometryShaderManager::dirty = true;
PixelShaderManager::dirty = true;
}
void ProgramShaderCache::UploadConstants()
{
if (PixelShaderManager::dirty || VertexShaderManager::dirty || GeometryShaderManager::dirty)
@ -697,6 +741,10 @@ void ProgramShaderCache::Shutdown()
s_attributeless_VBO = 0;
s_attributeless_VAO = 0;
s_last_VAO = 0;
// All pipeline programs should have been released.
_dbg_assert_(VIDEO, pipelineprograms.empty());
pipelineprograms.clear();
}
void ProgramShaderCache::CreateAttributelessVAO()
@ -732,6 +780,11 @@ void ProgramShaderCache::InvalidateVertexFormat()
s_last_VAO = 0;
}
void ProgramShaderCache::InvalidateLastProgram()
{
CurrentProgram = 0;
}
GLuint ProgramShaderCache::CreateProgramFromBinary(const u8* value, u32 value_size)
{
const u8* binary = value + sizeof(GLenum);
@ -860,6 +913,58 @@ void ProgramShaderCache::DestroyShaders()
ubershaders.clear();
}
const PipelineProgram* ProgramShaderCache::GetPipelineProgram(const OGLShader* vertex_shader,
const OGLShader* geometry_shader,
const OGLShader* pixel_shader)
{
PipelineProgramKey key = {vertex_shader, geometry_shader, pixel_shader};
auto iter = pipelineprograms.find(key);
if (iter != pipelineprograms.end())
{
iter->second->reference_count++;
return iter->second.get();
}
std::unique_ptr<PipelineProgram> prog = std::make_unique<PipelineProgram>();
prog->key = key;
// Attach shaders.
_assert_(vertex_shader && vertex_shader->GetStage() == ShaderStage::Vertex);
_assert_(pixel_shader && pixel_shader->GetStage() == ShaderStage::Pixel);
prog->shader.glprogid = glCreateProgram();
glAttachShader(prog->shader.glprogid, vertex_shader->GetGLShaderID());
glAttachShader(prog->shader.glprogid, pixel_shader->GetGLShaderID());
if (geometry_shader)
{
_assert_(geometry_shader->GetStage() == ShaderStage::Geometry);
glAttachShader(prog->shader.glprogid, geometry_shader->GetGLShaderID());
}
// Link program.
prog->shader.SetProgramBindings(false);
glLinkProgram(prog->shader.glprogid);
if (!ProgramShaderCache::CheckProgramLinkResult(prog->shader.glprogid, {}, {}, {}))
{
prog->shader.Destroy();
return nullptr;
}
auto ip = pipelineprograms.emplace(key, std::move(prog));
return ip.first->second.get();
}
void ProgramShaderCache::ReleasePipelineProgram(const PipelineProgram* prog)
{
auto iter = pipelineprograms.find(prog->key);
_assert_(iter != pipelineprograms.end() && prog == iter->second.get());
if (--iter->second->reference_count == 0)
{
iter->second->shader.Destroy();
pipelineprograms.erase(iter);
}
}
void ProgramShaderCache::CreateHeader()
{
GlslVersion v = g_ogl_config.eSupportedGLSLVersion;
@ -1368,5 +1473,4 @@ void ProgramShaderCache::DrawPrerenderArray(const SHADER& shader, PrimitiveType
glClientWaitSync(sync, GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
glDeleteSync(sync);
}
} // namespace OGL

View File

@ -4,8 +4,10 @@
#pragma once
#include <atomic>
#include <memory>
#include <tuple>
#include <unordered_map>
#include "Common/GL/GLUtil.h"
#include "Common/LinearDiskCache.h"
@ -21,7 +23,9 @@ class cInterfaceBase;
namespace OGL
{
class OGLShader;
class GLVertexFormat;
class StreamBuffer;
class SHADERUID
{
@ -81,6 +85,29 @@ struct SHADER
void DestroyShaders();
};
struct PipelineProgramKey
{
const OGLShader* vertex_shader;
const OGLShader* geometry_shader;
const OGLShader* pixel_shader;
bool operator==(const PipelineProgramKey& rhs) const;
bool operator!=(const PipelineProgramKey& rhs) const;
bool operator<(const PipelineProgramKey& rhs) const;
};
struct PipelineProgramKeyHash
{
std::size_t operator()(const PipelineProgramKey& key) const;
};
struct PipelineProgram
{
PipelineProgramKey key;
SHADER shader;
std::atomic_size_t reference_count{1};
};
class ProgramShaderCache
{
public:
@ -98,6 +125,7 @@ public:
static SHADER* SetUberShader(PrimitiveType primitive_type, const GLVertexFormat* vertex_format);
static void BindVertexFormat(const GLVertexFormat* vertex_format);
static void InvalidateVertexFormat();
static void InvalidateLastProgram();
static bool CompileShader(SHADER& shader, const std::string& vcode, const std::string& pcode,
const std::string& gcode = "");
@ -106,6 +134,9 @@ public:
static bool CheckShaderCompileResult(GLuint id, GLenum type, const std::string& code);
static bool CheckProgramLinkResult(GLuint id, const std::string& vcode, const std::string& pcode,
const std::string& gcode);
static StreamBuffer* GetUniformBuffer();
static u32 GetUniformBufferAlignment();
static void InvalidateConstants();
static void UploadConstants();
static void Init();
@ -115,6 +146,11 @@ public:
static void RetrieveAsyncShaders();
static void PrecompileUberShaders();
static const PipelineProgram* GetPipelineProgram(const OGLShader* vertex_shader,
const OGLShader* geometry_shader,
const OGLShader* pixel_shader);
static void ReleasePipelineProgram(const PipelineProgram* prog);
private:
template <typename UIDType>
class ProgramShaderCacheInserter : public LinearDiskCacheReader<UIDType, u8>
@ -189,6 +225,9 @@ private:
typedef std::map<SHADERUID, PCacheEntry> PCache;
typedef std::map<UBERSHADERUID, PCacheEntry> UberPCache;
typedef std::unordered_map<PipelineProgramKey, std::unique_ptr<PipelineProgram>,
PipelineProgramKeyHash>
PipelineProgramMap;
static void CreateAttributelessVAO();
static GLuint CreateProgramFromBinary(const u8* value, u32 value_size);
@ -202,6 +241,7 @@ private:
static PCache pshaders;
static UberPCache ubershaders;
static PipelineProgramMap pipelineprograms;
static PCacheEntry* last_entry;
static PCacheEntry* last_uber_entry;
static SHADERUID last_uid;

View File

@ -13,6 +13,7 @@
#include <tuple>
#include <vector>
#include "Common/Assert.h"
#include "Common/Atomic.h"
#include "Common/CommonTypes.h"
#include "Common/GL/GLInterfaceBase.h"
@ -27,11 +28,14 @@
#include "VideoBackends/OGL/BoundingBox.h"
#include "VideoBackends/OGL/FramebufferManager.h"
#include "VideoBackends/OGL/OGLPipeline.h"
#include "VideoBackends/OGL/OGLShader.h"
#include "VideoBackends/OGL/OGLTexture.h"
#include "VideoBackends/OGL/PostProcessing.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoBackends/OGL/RasterFont.h"
#include "VideoBackends/OGL/SamplerCache.h"
#include "VideoBackends/OGL/StreamBuffer.h"
#include "VideoBackends/OGL/TextureCache.h"
#include "VideoBackends/OGL/VertexManager.h"
@ -847,6 +851,23 @@ void Renderer::RenderText(const std::string& text, int left, int top, u32 color)
m_backbuffer_width, m_backbuffer_height, color);
}
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
const char* source, size_t length)
{
return OGLShader::CreateFromSource(stage, source, length);
}
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromBinary(ShaderStage stage,
const void* data, size_t length)
{
return nullptr;
}
std::unique_ptr<AbstractPipeline> Renderer::CreatePipeline(const AbstractPipelineConfig& config)
{
return OGLPipeline::Create(config);
}
TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
{
TargetRectangle result;
@ -1217,7 +1238,7 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
}
}
void Renderer::SetBlendingState(const BlendingState& state)
void Renderer::ApplyBlendingState(const BlendingState& state)
{
bool useDualSource =
state.usedualsrc && g_ActiveConfig.backend_info.bSupportsDualSourceBlend &&
@ -1491,7 +1512,7 @@ void Renderer::RestoreAPIState()
BPFunctions::SetBlendMode();
}
void Renderer::SetRasterizationState(const RasterizationState& state)
void Renderer::ApplyRasterizationState(const RasterizationState& state)
{
// none, ccw, cw, ccw
if (state.cullmode != GenMode::CULL_NONE)
@ -1506,7 +1527,7 @@ void Renderer::SetRasterizationState(const RasterizationState& state)
}
}
void Renderer::SetDepthState(const DepthState& state)
void Renderer::ApplyDepthState(const DepthState& state)
{
const GLenum glCmpFuncs[8] = {GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL,
GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, GL_ALWAYS};
@ -1527,6 +1548,33 @@ void Renderer::SetDepthState(const DepthState& state)
}
}
void Renderer::SetRasterizationState(const RasterizationState& state)
{
ApplyRasterizationState(state);
}
void Renderer::SetDepthState(const DepthState& state)
{
ApplyDepthState(state);
}
void Renderer::SetBlendingState(const BlendingState& state)
{
ApplyBlendingState(state);
}
void Renderer::SetPipeline(const AbstractPipeline* pipeline)
{
// Not all shader changes currently go through SetPipeline, so we can't
// test if the pipeline hasn't changed and skip these applications. Yet.
m_graphics_pipeline = static_cast<const OGLPipeline*>(pipeline);
ApplyRasterizationState(m_graphics_pipeline->GetRasterizationState());
ApplyDepthState(m_graphics_pipeline->GetDepthState());
ApplyBlendingState(m_graphics_pipeline->GetBlendingState());
ProgramShaderCache::BindVertexFormat(m_graphics_pipeline->GetVertexFormat());
m_graphics_pipeline->GetProgram()->shader.Bind();
}
void Renderer::SetTexture(u32 index, const AbstractTexture* texture)
{
if (m_bound_textures[index] == texture)
@ -1559,4 +1607,52 @@ void Renderer::SetInterlacingMode()
{
// TODO
}
void Renderer::DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
u32 vertex_stride, u32 num_vertices)
{
// Copy in uniforms.
if (uniforms_size > 0)
UploadUtilityUniforms(uniforms, uniforms_size);
// Draw from base index if there is vertex data.
if (vertices)
{
StreamBuffer* vbuf = static_cast<VertexManager*>(g_vertex_manager.get())->GetVertexBuffer();
auto buf = vbuf->Map(vertex_stride * num_vertices, vertex_stride);
std::memcpy(buf.first, vertices, vertex_stride * num_vertices);
vbuf->Unmap(vertex_stride * num_vertices);
glDrawArrays(m_graphics_pipeline->GetGLPrimitive(), buf.second / vertex_stride, num_vertices);
}
else
{
glDrawArrays(m_graphics_pipeline->GetGLPrimitive(), 0, num_vertices);
}
}
void Renderer::UploadUtilityUniforms(const void* uniforms, u32 uniforms_size)
{
_dbg_assert_(VIDEO, uniforms_size > 0);
auto buf = ProgramShaderCache::GetUniformBuffer()->Map(
uniforms_size, ProgramShaderCache::GetUniformBufferAlignment());
std::memcpy(buf.first, uniforms, uniforms_size);
ProgramShaderCache::GetUniformBuffer()->Unmap(uniforms_size);
glBindBufferRange(GL_UNIFORM_BUFFER, 1, ProgramShaderCache::GetUniformBuffer()->m_buffer,
buf.second, uniforms_size);
// This is rather horrible, but because of how the UBOs are bound, this forces it to rebind.
ProgramShaderCache::InvalidateConstants();
}
void Renderer::DispatchComputeShader(const AbstractShader* shader, const void* uniforms,
u32 uniforms_size, u32 groups_x, u32 groups_y, u32 groups_z)
{
glUseProgram(static_cast<const OGLShader*>(shader)->GetGLComputeProgramID());
if (uniforms_size > 0)
UploadUtilityUniforms(uniforms, uniforms_size);
glDispatchCompute(groups_x, groups_y, groups_z);
ProgramShaderCache::InvalidateLastProgram();
}
}

View File

@ -14,6 +14,7 @@ struct XFBSourceBase;
namespace OGL
{
class OGLPipeline;
void ClearEFBCache();
enum GlslVersion
@ -89,7 +90,13 @@ public:
std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) override;
std::unique_ptr<AbstractStagingTexture>
CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, const char* source,
size_t length) override;
std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
size_t length) override;
std::unique_ptr<AbstractPipeline> CreatePipeline(const AbstractPipelineConfig& config) override;
void SetPipeline(const AbstractPipeline* pipeline) override;
void SetBlendingState(const BlendingState& state) override;
void SetScissorRect(const MathUtil::Rectangle<int>& rc) override;
void SetRasterizationState(const RasterizationState& state) override;
@ -121,6 +128,12 @@ public:
void ReinterpretPixelData(unsigned int convtype) override;
void DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
u32 vertex_stride, u32 num_vertices) override;
void DispatchComputeShader(const AbstractShader* shader, const void* uniforms, u32 uniforms_size,
u32 groups_x, u32 groups_y, u32 groups_z) override;
private:
void UpdateEFBCache(EFBAccessType type, u32 cacheRectIdx, const EFBRectangle& efbPixelRc,
const TargetRectangle& targetPixelRc, const void* data);
@ -134,6 +147,12 @@ private:
void CheckForSurfaceChange();
void CheckForSurfaceResize();
void ApplyBlendingState(const BlendingState& state);
void ApplyRasterizationState(const RasterizationState& state);
void ApplyDepthState(const DepthState& state);
void UploadUtilityUniforms(const void* uniforms, u32 uniforms_size);
std::array<const AbstractTexture*, 8> m_bound_textures{};
const OGLPipeline* m_graphics_pipeline = nullptr;
};
}

View File

@ -61,6 +61,16 @@ void VertexManager::DestroyDeviceObjects()
s_indexBuffer.reset();
}
StreamBuffer* VertexManager::GetVertexBuffer() const
{
return s_vertexBuffer.get();
}
OGL::StreamBuffer* VertexManager::GetIndexBuffer() const
{
return s_indexBuffer.get();
}
GLuint VertexManager::GetVertexBufferHandle() const
{
return m_vertex_buffers;

View File

@ -14,6 +14,7 @@
namespace OGL
{
class StreamBuffer;
class GLVertexFormat : public NativeVertexFormat
{
public:
@ -37,6 +38,8 @@ public:
void CreateDeviceObjects() override;
void DestroyDeviceObjects() override;
StreamBuffer* GetVertexBuffer() const;
StreamBuffer* GetIndexBuffer() const;
GLuint GetVertexBufferHandle() const;
GLuint GetIndexBufferHandle() const;

View File

@ -16,6 +16,8 @@
#include "VideoBackends/Software/SWOGLWindow.h"
#include "VideoBackends/Software/SWTexture.h"
#include "VideoCommon/AbstractPipeline.h"
#include "VideoCommon/AbstractShader.h"
#include "VideoCommon/BoundingBox.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/VideoBackendBase.h"
@ -42,6 +44,40 @@ void SWRenderer::RenderText(const std::string& pstr, int left, int top, u32 colo
SWOGLWindow::s_instance->PrintText(pstr, left, top, color);
}
class SWShader final : public AbstractShader
{
public:
explicit SWShader(ShaderStage stage) : AbstractShader(stage) {}
~SWShader() = default;
bool HasBinary() const override { return false; }
BinaryData GetBinary() const override { return {}; }
};
std::unique_ptr<AbstractShader>
SWRenderer::CreateShaderFromSource(ShaderStage stage, const char* source, size_t length)
{
return std::make_unique<SWShader>(stage);
}
std::unique_ptr<AbstractShader> SWRenderer::CreateShaderFromBinary(ShaderStage stage,
const void* data, size_t length)
{
return std::make_unique<SWShader>(stage);
}
class SWPipeline final : public AbstractPipeline
{
public:
SWPipeline() : AbstractPipeline() {}
~SWPipeline() override = default;
};
std::unique_ptr<AbstractPipeline> SWRenderer::CreatePipeline(const AbstractPipelineConfig& config)
{
return std::make_unique<SWPipeline>();
}
// Called on the GPU thread
void SWRenderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region, u64 ticks,
float Gamma)

View File

@ -17,6 +17,12 @@ public:
std::unique_ptr<AbstractStagingTexture>
CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, const char* source,
size_t length) override;
std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
size_t length) override;
std::unique_ptr<AbstractPipeline> CreatePipeline(const AbstractPipelineConfig& config) override;
void RenderText(const std::string& pstr, int left, int top, u32 color) override;
u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) override;
void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points) override {}

View File

@ -19,6 +19,8 @@ set(SRCS
Util.cpp
VertexFormat.cpp
VertexManager.cpp
VKPipeline.cpp
VKShader.cpp
VKTexture.cpp
VulkanContext.cpp
VulkanLoader.cpp

View File

@ -26,7 +26,8 @@ enum STAGING_BUFFER_TYPE
// Descriptor set layouts
enum DESCRIPTOR_SET_LAYOUT
{
DESCRIPTOR_SET_LAYOUT_UNIFORM_BUFFERS,
DESCRIPTOR_SET_LAYOUT_SINGLE_UNIFORM_BUFFER,
DESCRIPTOR_SET_LAYOUT_PER_STAGE_UNIFORM_BUFFERS,
DESCRIPTOR_SET_LAYOUT_PIXEL_SHADER_SAMPLERS,
DESCRIPTOR_SET_LAYOUT_SHADER_STORAGE_BUFFERS,
DESCRIPTOR_SET_LAYOUT_TEXEL_BUFFERS,
@ -69,6 +70,7 @@ enum PIPELINE_LAYOUT
PIPELINE_LAYOUT_BBOX,
PIPELINE_LAYOUT_PUSH_CONSTANT,
PIPELINE_LAYOUT_TEXTURE_CONVERSION,
PIPELINE_LAYOUT_UTILITY,
PIPELINE_LAYOUT_COMPUTE,
NUM_PIPELINE_LAYOUTS
};
@ -128,7 +130,7 @@ constexpr u32 MINIMUM_DRAW_CALLS_PER_COMMAND_BUFFER_FOR_READBACK = 10;
union MultisamplingState
{
BitField<0, 5, u32> samples; // 1-16
BitField<0, 1, u32> per_sample_shading; // SSAA
BitField<5, 1, u32> per_sample_shading; // SSAA
u32 hex;
};

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@ -106,7 +106,10 @@ void ObjectCache::DestroySamplers()
bool ObjectCache::CreateDescriptorSetLayouts()
{
static const VkDescriptorSetLayoutBinding ubo_set_bindings[] = {
static const VkDescriptorSetLayoutBinding single_ubo_set_bindings[] = {
0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_GEOMETRY_BIT | VK_SHADER_STAGE_FRAGMENT_BIT};
static const VkDescriptorSetLayoutBinding per_stage_ubo_set_bindings[] = {
{UBO_DESCRIPTOR_SET_BINDING_PS, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1,
VK_SHADER_STAGE_FRAGMENT_BIT},
{UBO_DESCRIPTOR_SET_BINDING_VS, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1,
@ -138,7 +141,9 @@ bool ObjectCache::CreateDescriptorSetLayouts()
static const VkDescriptorSetLayoutCreateInfo create_infos[NUM_DESCRIPTOR_SET_LAYOUTS] = {
{VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO, nullptr, 0,
static_cast<u32>(ArraySize(ubo_set_bindings)), ubo_set_bindings},
static_cast<u32>(ArraySize(single_ubo_set_bindings)), single_ubo_set_bindings},
{VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO, nullptr, 0,
static_cast<u32>(ArraySize(per_stage_ubo_set_bindings)), per_stage_ubo_set_bindings},
{VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO, nullptr, 0,
static_cast<u32>(ArraySize(sampler_set_bindings)), sampler_set_bindings},
{VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO, nullptr, 0,
@ -177,16 +182,19 @@ bool ObjectCache::CreatePipelineLayouts()
// Descriptor sets for each pipeline layout
VkDescriptorSetLayout standard_sets[] = {
m_descriptor_set_layouts[DESCRIPTOR_SET_LAYOUT_UNIFORM_BUFFERS],
m_descriptor_set_layouts[DESCRIPTOR_SET_LAYOUT_PER_STAGE_UNIFORM_BUFFERS],
m_descriptor_set_layouts[DESCRIPTOR_SET_LAYOUT_PIXEL_SHADER_SAMPLERS]};
VkDescriptorSetLayout bbox_sets[] = {
m_descriptor_set_layouts[DESCRIPTOR_SET_LAYOUT_UNIFORM_BUFFERS],
m_descriptor_set_layouts[DESCRIPTOR_SET_LAYOUT_PER_STAGE_UNIFORM_BUFFERS],
m_descriptor_set_layouts[DESCRIPTOR_SET_LAYOUT_PIXEL_SHADER_SAMPLERS],
m_descriptor_set_layouts[DESCRIPTOR_SET_LAYOUT_SHADER_STORAGE_BUFFERS]};
VkDescriptorSetLayout texture_conversion_sets[] = {
m_descriptor_set_layouts[DESCRIPTOR_SET_LAYOUT_UNIFORM_BUFFERS],
m_descriptor_set_layouts[DESCRIPTOR_SET_LAYOUT_PER_STAGE_UNIFORM_BUFFERS],
m_descriptor_set_layouts[DESCRIPTOR_SET_LAYOUT_PIXEL_SHADER_SAMPLERS],
m_descriptor_set_layouts[DESCRIPTOR_SET_LAYOUT_TEXEL_BUFFERS]};
VkDescriptorSetLayout utility_sets[] = {
m_descriptor_set_layouts[DESCRIPTOR_SET_LAYOUT_SINGLE_UNIFORM_BUFFER],
m_descriptor_set_layouts[DESCRIPTOR_SET_LAYOUT_PIXEL_SHADER_SAMPLERS]};
VkDescriptorSetLayout compute_sets[] = {m_descriptor_set_layouts[DESCRIPTOR_SET_LAYOUT_COMPUTE]};
VkPushConstantRange push_constant_range = {
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, PUSH_CONSTANT_BUFFER_SIZE};
@ -212,6 +220,10 @@ bool ObjectCache::CreatePipelineLayouts()
static_cast<u32>(ArraySize(texture_conversion_sets)), texture_conversion_sets, 1,
&push_constant_range},
// Texture Conversion
{VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO, nullptr, 0,
static_cast<u32>(ArraySize(utility_sets)), utility_sets, 0, nullptr},
// Compute
{VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO, nullptr, 0,
static_cast<u32>(ArraySize(compute_sets)), compute_sets, 1, &compute_push_constant_range}};

View File

@ -2,6 +2,7 @@
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <algorithm>
#include <cstddef>
#include <cstdio>
#include <limits>
@ -23,9 +24,12 @@
#include "VideoBackends/Vulkan/RasterFont.h"
#include "VideoBackends/Vulkan/Renderer.h"
#include "VideoBackends/Vulkan/StateTracker.h"
#include "VideoBackends/Vulkan/StreamBuffer.h"
#include "VideoBackends/Vulkan/SwapChain.h"
#include "VideoBackends/Vulkan/TextureCache.h"
#include "VideoBackends/Vulkan/Util.h"
#include "VideoBackends/Vulkan/VKPipeline.h"
#include "VideoBackends/Vulkan/VKShader.h"
#include "VideoBackends/Vulkan/VKTexture.h"
#include "VideoBackends/Vulkan/VulkanContext.h"
@ -171,6 +175,202 @@ std::unique_ptr<AbstractStagingTexture> Renderer::CreateStagingTexture(StagingTe
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<AbstractPipeline> Renderer::CreatePipeline(const AbstractPipelineConfig& config)
{
return VKPipeline::Create(config);
}
std::tuple<VkBuffer, u32> Renderer::UpdateUtilityUniformBuffer(const void* uniforms,
u32 uniforms_size)
{
StreamBuffer* ubo_buf = g_object_cache->GetUtilityShaderUniformBuffer();
if (!ubo_buf->ReserveMemory(uniforms_size, g_vulkan_context->GetUniformBufferAlignment()))
{
Util::ExecuteCurrentCommandsAndRestoreState(false, true);
if (!ubo_buf->ReserveMemory(uniforms_size, g_vulkan_context->GetUniformBufferAlignment()))
{
PanicAlert("Failed to reserve uniform buffer space for utility draw.");
return {};
}
}
VkBuffer ubo = ubo_buf->GetBuffer();
u32 ubo_offset = static_cast<u32>(ubo_buf->GetCurrentOffset());
std::memcpy(ubo_buf->GetCurrentHostPointer(), uniforms, uniforms_size);
ubo_buf->CommitMemory(uniforms_size);
return std::tie(ubo, ubo_offset);
}
void Renderer::SetPipeline(const AbstractPipeline* pipeline)
{
m_graphics_pipeline = static_cast<const VKPipeline*>(pipeline);
}
void Renderer::DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
u32 vertex_stride, u32 num_vertices)
{
// Binding the utility pipeline layout breaks the standard layout.
StateTracker::GetInstance()->SetPendingRebind();
// Upload uniforms.
VkBuffer uniform_buffer = g_object_cache->GetUtilityShaderUniformBuffer()->GetBuffer();
u32 uniform_buffer_offset = 0;
if (uniforms_size > 0)
std::tie(uniform_buffer, uniform_buffer_offset) =
UpdateUtilityUniformBuffer(uniforms, uniforms_size);
// Upload vertices.
VkBuffer vertex_buffer = VK_NULL_HANDLE;
VkDeviceSize vertex_buffer_offset = 0;
if (vertices)
{
u32 vertices_size = vertex_stride * num_vertices;
StreamBuffer* vbo_buf = g_object_cache->GetUtilityShaderVertexBuffer();
if (!vbo_buf->ReserveMemory(vertices_size, vertex_stride))
{
Util::ExecuteCurrentCommandsAndRestoreState(true);
if (!vbo_buf->ReserveMemory(vertices_size, vertex_stride))
{
PanicAlert("Failed to reserve vertex buffer space for utility draw.");
return;
}
}
vertex_buffer = vbo_buf->GetBuffer();
vertex_buffer_offset = vbo_buf->GetCurrentOffset();
std::memcpy(vbo_buf->GetCurrentHostPointer(), vertices, vertices_size);
vbo_buf->CommitMemory(vertices_size);
}
// Allocate descriptor sets.
std::array<VkDescriptorSet, 2> dsets;
dsets[0] = g_command_buffer_mgr->AllocateDescriptorSet(
g_object_cache->GetDescriptorSetLayout(DESCRIPTOR_SET_LAYOUT_SINGLE_UNIFORM_BUFFER));
dsets[1] = g_command_buffer_mgr->AllocateDescriptorSet(
g_object_cache->GetDescriptorSetLayout(DESCRIPTOR_SET_LAYOUT_PIXEL_SHADER_SAMPLERS));
// Flush first if failed.
if (dsets[0] == VK_NULL_HANDLE || dsets[1] == VK_NULL_HANDLE)
{
Util::ExecuteCurrentCommandsAndRestoreState(true);
dsets[0] = g_command_buffer_mgr->AllocateDescriptorSet(
g_object_cache->GetDescriptorSetLayout(DESCRIPTOR_SET_LAYOUT_SINGLE_UNIFORM_BUFFER));
dsets[1] = g_command_buffer_mgr->AllocateDescriptorSet(
g_object_cache->GetDescriptorSetLayout(DESCRIPTOR_SET_LAYOUT_PIXEL_SHADER_SAMPLERS));
if (dsets[0] == VK_NULL_HANDLE || dsets[1] == VK_NULL_HANDLE)
{
PanicAlert("Failed to allocate descriptor sets in utility draw.");
return;
}
}
// Build UBO descriptor set.
std::array<VkWriteDescriptorSet, 2> dswrites;
VkDescriptorBufferInfo dsbuffer = {uniform_buffer, 0, std::max(uniforms_size, 4u)};
dswrites[0] = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET, nullptr, dsets[0], 0, 0, 1,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, nullptr, &dsbuffer, nullptr};
dswrites[1] = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
nullptr,
dsets[1],
0,
0,
NUM_PIXEL_SHADER_SAMPLERS,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
StateTracker::GetInstance()->GetPSSamplerBindings().data(),
nullptr,
nullptr};
// Build commands.
VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
m_graphics_pipeline->GetPipeline());
if (vertex_buffer != VK_NULL_HANDLE)
vkCmdBindVertexBuffers(command_buffer, 0, 1, &vertex_buffer, &vertex_buffer_offset);
// Update and bind descriptors.
VkPipelineLayout pipeline_layout = g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_UTILITY);
vkUpdateDescriptorSets(g_vulkan_context->GetDevice(), static_cast<u32>(dswrites.size()),
dswrites.data(), 0, nullptr);
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0,
static_cast<u32>(dsets.size()), dsets.data(), 1, &uniform_buffer_offset);
// Ensure we're in a render pass before drawing, just in case we had to flush.
StateTracker::GetInstance()->BeginRenderPass();
vkCmdDraw(command_buffer, num_vertices, 1, 0, 0);
}
void Renderer::DispatchComputeShader(const AbstractShader* shader, const void* uniforms,
u32 uniforms_size, u32 groups_x, u32 groups_y, u32 groups_z)
{
// Binding the utility pipeline layout breaks the standard layout.
StateTracker::GetInstance()->SetPendingRebind();
StateTracker::GetInstance()->EndRenderPass();
// Upload uniforms.
VkBuffer uniform_buffer = g_object_cache->GetUtilityShaderUniformBuffer()->GetBuffer();
u32 uniform_buffer_offset = 0;
if (uniforms_size > 0)
std::tie(uniform_buffer, uniform_buffer_offset) =
UpdateUtilityUniformBuffer(uniforms, uniforms_size);
// Flush first if failed.
VkDescriptorSet dset = g_command_buffer_mgr->AllocateDescriptorSet(
g_object_cache->GetDescriptorSetLayout(DESCRIPTOR_SET_LAYOUT_COMPUTE));
if (dset == VK_NULL_HANDLE)
{
Util::ExecuteCurrentCommandsAndRestoreState(true);
dset = g_command_buffer_mgr->AllocateDescriptorSet(
g_object_cache->GetDescriptorSetLayout(DESCRIPTOR_SET_LAYOUT_COMPUTE));
if (dset == VK_NULL_HANDLE)
{
PanicAlert("Failed to allocate descriptor sets in utility dispatch.");
return;
}
}
std::array<VkWriteDescriptorSet, 2> dswrites;
VkDescriptorBufferInfo dsbuffer = {uniform_buffer, 0, std::max(uniforms_size, 4u)};
dswrites[0] = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET, nullptr, dset, 0, 0, 1,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, nullptr, &dsbuffer, nullptr};
dswrites[1] = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
nullptr,
dset,
1,
0,
NUM_PIXEL_SHADER_SAMPLERS,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
StateTracker::GetInstance()->GetPSSamplerBindings().data(),
nullptr,
nullptr};
// TODO: Texel buffers, storage images.
// Build commands.
VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
VkPipelineLayout pipeline_layout = g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_UTILITY);
vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE,
static_cast<const VKShader*>(shader)->GetComputePipeline());
vkUpdateDescriptorSets(g_vulkan_context->GetDevice(), static_cast<u32>(dswrites.size()),
dswrites.data(), 0, nullptr);
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE, pipeline_layout, 0, 1,
&dset, 1, &uniform_buffer_offset);
vkCmdDispatch(command_buffer, groups_x, groups_y, groups_z);
}
void Renderer::RenderText(const std::string& text, int left, int top, u32 color)
{
u32 backbuffer_width = m_swap_chain->GetWidth();

View File

@ -7,6 +7,7 @@
#include <array>
#include <cstddef>
#include <memory>
#include <tuple>
#include "Common/CommonTypes.h"
#include "VideoBackends/Vulkan/Constants.h"
@ -22,6 +23,7 @@ class SwapChain;
class StagingTexture2D;
class Texture2D;
class RasterFont;
class VKPipeline;
class VKTexture;
class Renderer : public ::Renderer
@ -36,6 +38,12 @@ public:
std::unique_ptr<AbstractStagingTexture>
CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, const char* source,
size_t length) override;
std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
size_t length) override;
std::unique_ptr<AbstractPipeline> CreatePipeline(const AbstractPipelineConfig& config) override;
SwapChain* GetSwapChain() const { return m_swap_chain.get(); }
BoundingBox* GetBoundingBox() const { return m_bounding_box.get(); }
bool Initialize();
@ -59,6 +67,7 @@ public:
void ResetAPIState() override;
void RestoreAPIState() override;
void SetPipeline(const AbstractPipeline* pipeline) override;
void SetBlendingState(const BlendingState& state) override;
void SetScissorRect(const MathUtil::Rectangle<int>& rc) override;
void SetRasterizationState(const RasterizationState& state) override;
@ -70,6 +79,11 @@ public:
void SetViewport(float x, float y, float width, float height, float near_depth,
float far_depth) override;
void DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
u32 vertex_stride, u32 num_vertices) override;
void DispatchComputeShader(const AbstractShader* shader, const void* uniforms, u32 uniforms_size,
u32 groups_x, u32 groups_y, u32 groups_z) override;
private:
bool CreateSemaphores();
void DestroySemaphores();
@ -97,6 +111,8 @@ private:
void BlitScreen(VkRenderPass render_pass, const TargetRectangle& dst_rect,
const TargetRectangle& src_rect, const Texture2D* src_tex);
std::tuple<VkBuffer, u32> UpdateUtilityUniformBuffer(const void* uniforms, u32 uniforms_size);
VkSemaphore m_image_available_semaphore = VK_NULL_HANDLE;
VkSemaphore m_rendering_finished_semaphore = VK_NULL_HANDLE;
@ -109,5 +125,6 @@ private:
// Shaders used for clear/blit.
VkShaderModule m_clear_fragment_shader = VK_NULL_HANDLE;
const VKPipeline* m_graphics_pipeline = nullptr;
};
}

View File

@ -1043,7 +1043,7 @@ bool StateTracker::UpdateDescriptorSet()
m_descriptor_sets[DESCRIPTOR_SET_BIND_POINT_UNIFORM_BUFFERS] == VK_NULL_HANDLE)
{
VkDescriptorSetLayout layout =
g_object_cache->GetDescriptorSetLayout(DESCRIPTOR_SET_LAYOUT_UNIFORM_BUFFERS);
g_object_cache->GetDescriptorSetLayout(DESCRIPTOR_SET_LAYOUT_PER_STAGE_UNIFORM_BUFFERS);
VkDescriptorSet set = g_command_buffer_mgr->AllocateDescriptorSet(layout);
if (set == VK_NULL_HANDLE)
return false;

View File

@ -41,6 +41,10 @@ public:
}
const DepthState& GetDepthStencilState() const { return m_pipeline_state.depth_state; }
const BlendingState& GetBlendState() const { return m_pipeline_state.blend_state; }
const std::array<VkDescriptorImageInfo, NUM_PIXEL_SHADER_SAMPLERS>& GetPSSamplerBindings() const
{
return m_bindings.ps_samplers;
}
void SetVertexBuffer(VkBuffer buffer, VkDeviceSize offset);
void SetIndexBuffer(VkBuffer buffer, VkDeviceSize offset, VkIndexType type);

View File

@ -566,7 +566,7 @@ void UtilityShaderDraw::BindDescriptors()
if (m_vs_uniform_buffer.buffer != VK_NULL_HANDLE || m_ps_uniform_buffer.buffer != VK_NULL_HANDLE)
{
VkDescriptorSet set = g_command_buffer_mgr->AllocateDescriptorSet(
g_object_cache->GetDescriptorSetLayout(DESCRIPTOR_SET_LAYOUT_UNIFORM_BUFFERS));
g_object_cache->GetDescriptorSetLayout(DESCRIPTOR_SET_LAYOUT_PER_STAGE_UNIFORM_BUFFERS));
if (set == VK_NULL_HANDLE)
PanicAlert("Failed to allocate descriptor set for utility draw");
@ -595,7 +595,7 @@ void UtilityShaderDraw::BindDescriptors()
&dummy_uniform_buffer,
nullptr};
bind_descriptor_sets[DESCRIPTOR_SET_LAYOUT_UNIFORM_BUFFERS] = set;
bind_descriptor_sets[DESCRIPTOR_SET_LAYOUT_PER_STAGE_UNIFORM_BUFFERS] = set;
}
// PS samplers

View File

@ -0,0 +1,73 @@
// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "Common/Assert.h"
#include "Common/MsgHandler.h"
#include "VideoBackends/Vulkan/ObjectCache.h"
#include "VideoBackends/Vulkan/Util.h"
#include "VideoBackends/Vulkan/VKPipeline.h"
#include "VideoBackends/Vulkan/VKShader.h"
#include "VideoBackends/Vulkan/VertexFormat.h"
#include "VideoBackends/Vulkan/VulkanContext.h"
namespace Vulkan
{
VKPipeline::VKPipeline(VkPipeline pipeline) : m_pipeline(pipeline)
{
}
VKPipeline::~VKPipeline()
{
vkDestroyPipeline(g_vulkan_context->GetDevice(), m_pipeline, nullptr);
}
std::unique_ptr<VKPipeline> VKPipeline::Create(const AbstractPipelineConfig& config)
{
_dbg_assert_(VIDEO, config.vertex_shader && config.pixel_shader);
// Get render pass for config.
VkRenderPass render_pass = g_object_cache->GetRenderPass(
Util::GetVkFormatForHostTextureFormat(config.framebuffer_state.color_texture_format),
VK_FORMAT_UNDEFINED, config.framebuffer_state.samples, VK_ATTACHMENT_LOAD_OP_LOAD);
// Get pipeline layout.
VkPipelineLayout pipeline_layout;
switch (config.usage)
{
case AbstractPipelineUsage::GX:
pipeline_layout = g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD);
break;
case AbstractPipelineUsage::Utility:
pipeline_layout = g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_UTILITY);
break;
default:
PanicAlert("Unknown pipeline layout.");
return nullptr;
}
// TODO: Move ShaderCache stuff to here.
PipelineInfo pinfo;
pinfo.vertex_format = static_cast<const VertexFormat*>(config.vertex_format);
pinfo.pipeline_layout = pipeline_layout;
pinfo.vs = static_cast<const VKShader*>(config.vertex_shader)->GetShaderModule();
pinfo.ps = static_cast<const VKShader*>(config.pixel_shader)->GetShaderModule();
pinfo.gs = config.geometry_shader ?
static_cast<const VKShader*>(config.geometry_shader)->GetShaderModule() :
VK_NULL_HANDLE;
pinfo.render_pass = render_pass;
pinfo.rasterization_state.hex = config.rasterization_state.hex;
pinfo.depth_state.hex = config.depth_state.hex;
pinfo.blend_state.hex = config.blending_state.hex;
pinfo.multisampling_state.hex = 0;
pinfo.multisampling_state.samples = config.framebuffer_state.samples;
pinfo.multisampling_state.per_sample_shading = config.framebuffer_state.per_sample_shading;
VkPipeline pipeline = g_shader_cache->CreatePipeline(pinfo);
if (pipeline == VK_NULL_HANDLE)
return nullptr;
return std::make_unique<VKPipeline>(pipeline);
}
} // namespace Vulkan

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@ -0,0 +1,27 @@
// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <memory>
#include "VideoBackends/Vulkan/VulkanLoader.h"
#include "VideoCommon/AbstractPipeline.h"
namespace Vulkan
{
class VKPipeline final : public AbstractPipeline
{
public:
explicit VKPipeline(VkPipeline pipeline);
~VKPipeline() override;
VkPipeline GetPipeline() const { return m_pipeline; }
static std::unique_ptr<VKPipeline> Create(const AbstractPipelineConfig& config);
private:
VkPipeline m_pipeline;
};
} // namespace Vulkan

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@ -0,0 +1,124 @@
// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "Common/Assert.h"
#include "VideoBackends/Vulkan/ShaderCompiler.h"
#include "VideoBackends/Vulkan/Util.h"
#include "VideoBackends/Vulkan/VKShader.h"
#include "VideoBackends/Vulkan/VulkanContext.h"
namespace Vulkan
{
VKShader::VKShader(ShaderStage stage, std::vector<u32> spv, VkShaderModule mod)
: AbstractShader(stage), m_spv(std::move(spv)), m_module(mod),
m_compute_pipeline(VK_NULL_HANDLE)
{
}
VKShader::VKShader(std::vector<u32> spv, VkPipeline compute_pipeline)
: AbstractShader(ShaderStage::Compute), m_spv(std::move(spv)), m_module(VK_NULL_HANDLE),
m_compute_pipeline(compute_pipeline)
{
}
VKShader::~VKShader()
{
if (m_stage != ShaderStage::Compute)
vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_module, nullptr);
else
vkDestroyPipeline(g_vulkan_context->GetDevice(), m_compute_pipeline, nullptr);
}
bool VKShader::HasBinary() const
{
_assert_(!m_spv.empty());
return true;
}
AbstractShader::BinaryData VKShader::GetBinary() const
{
BinaryData ret(sizeof(u32) * m_spv.size());
std::memcpy(ret.data(), m_spv.data(), sizeof(u32) * m_spv.size());
return ret;
}
static std::unique_ptr<VKShader> CreateShaderObject(ShaderStage stage,
ShaderCompiler::SPIRVCodeVector spv)
{
VkShaderModule mod = Util::CreateShaderModule(spv.data(), spv.size());
if (mod == VK_NULL_HANDLE)
return nullptr;
// If it's a graphics shader, we defer pipeline creation.
if (stage != ShaderStage::Compute)
return std::make_unique<VKShader>(stage, std::move(spv), mod);
// If it's a compute shader, we create the pipeline straight away.
ComputePipelineInfo pinfo;
pinfo.pipeline_layout = g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_COMPUTE);
pinfo.cs = mod;
VkPipeline pipeline = g_shader_cache->CreateComputePipeline(pinfo);
if (pipeline == VK_NULL_HANDLE)
{
vkDestroyShaderModule(g_vulkan_context->GetDevice(), mod, nullptr);
return nullptr;
}
// Shader module is no longer needed, now it is compiled to a pipeline.
return std::make_unique<VKShader>(std::move(spv), pipeline);
}
std::unique_ptr<VKShader> VKShader::CreateFromSource(ShaderStage stage, const char* source,
size_t length)
{
ShaderCompiler::SPIRVCodeVector spv;
bool result;
switch (stage)
{
case ShaderStage::Vertex:
result = ShaderCompiler::CompileVertexShader(&spv, source, length);
break;
case ShaderStage::Geometry:
result = ShaderCompiler::CompileGeometryShader(&spv, source, length);
break;
case ShaderStage::Pixel:
result = ShaderCompiler::CompileFragmentShader(&spv, source, length);
break;
case ShaderStage::Compute:
result = ShaderCompiler::CompileComputeShader(&spv, source, length);
break;
default:
result = false;
break;
}
if (!result)
return nullptr;
return CreateShaderObject(stage, std::move(spv));
}
std::unique_ptr<VKShader> VKShader::CreateFromBinary(ShaderStage stage, const void* data,
size_t length)
{
ShaderCompiler::SPIRVCodeVector spv;
const size_t size_in_words = sizeof(length) / sizeof(ShaderCompiler::SPIRVCodeType);
if (size_in_words > 0)
{
spv.resize(length / size_in_words);
std::memcpy(spv.data(), data, size_in_words);
}
// Non-aligned code sizes, unlikely (unless using VK_NV_glsl).
if ((length % sizeof(ShaderCompiler::SPIRVCodeType)) != 0)
{
spv.resize(size_in_words + 1);
std::memcpy(&spv[size_in_words], data, (length % sizeof(ShaderCompiler::SPIRVCodeType)));
}
return CreateShaderObject(stage, std::move(spv));
}
} // namespace Vulkan

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@ -0,0 +1,40 @@
// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <cstddef>
#include <memory>
#include <vector>
#include "Common/CommonTypes.h"
#include "VideoBackends/Vulkan/VulkanLoader.h"
#include "VideoCommon/AbstractShader.h"
namespace Vulkan
{
class VKShader final : public AbstractShader
{
public:
VKShader(ShaderStage stage, std::vector<u32> spv, VkShaderModule mod);
VKShader(std::vector<u32> spv, VkPipeline compute_pipeline);
~VKShader() override;
VkShaderModule GetShaderModule() const { return m_module; }
VkPipeline GetComputePipeline() const { return m_compute_pipeline; }
bool HasBinary() const override;
BinaryData GetBinary() const override;
static std::unique_ptr<VKShader> CreateFromSource(ShaderStage stage, const char* source,
size_t length);
static std::unique_ptr<VKShader> CreateFromBinary(ShaderStage stage, const void* data,
size_t length);
private:
std::vector<u32> m_spv;
VkShaderModule m_module;
VkPipeline m_compute_pipeline;
};
} // namespace Vulkan

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@ -57,6 +57,8 @@
<ClCompile Include="Texture2D.cpp" />
<ClCompile Include="TextureCache.cpp" />
<ClCompile Include="VertexManager.cpp" />
<ClCompile Include="VKPipeline.cpp" />
<ClCompile Include="VKShader.cpp" />
<ClCompile Include="VKTexture.cpp" />
<ClCompile Include="VulkanContext.cpp" />
<ClCompile Include="VulkanLoader.cpp" />
@ -84,6 +86,8 @@
<ClInclude Include="TextureCache.h" />
<ClInclude Include="VertexManager.h" />
<ClInclude Include="VideoBackend.h" />
<ClInclude Include="VKPipeline.h" />
<ClInclude Include="VKShader.h" />
<ClInclude Include="VKTexture.h" />
<ClInclude Include="VulkanContext.h" />
<ClInclude Include="VulkanLoader.h" />

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@ -0,0 +1,95 @@
// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <cstddef>
#include <string>
#include <utility>
#include <vector>
#include "Common/CommonTypes.h"
#include "VideoCommon/RenderState.h"
#include "VideoCommon/TextureConfig.h"
class AbstractShader;
class NativeVertexFormat;
// We use three pipeline usages:
// - GX
// - Per-stage UBO (VS/GS/PS, VS constants accessible from PS)
// - 8 combined image samplers (accessible from PS)
// - 1 SSBO, accessible from PS if bounding box is enabled
// - Utility
// - Single UBO, accessible from all stages [set=0, binding=1]
// - 8 combined image samplers (accessible from PS) [set=1, binding=0-7]
// - 1 texel buffer, accessible from PS [set=2, binding=0]
// - Compute
// - 1 uniform buffer [set=0, binding=1]
// - 8 combined image samplers [set=1, binding=0-7]
// - 1 texel buffer [set=2, binding=0]
// - 1 storage image [set=3, binding=0]
enum class AbstractPipelineUsage
{
GX,
Utility
};
struct AbstractPipelineConfig
{
const NativeVertexFormat* vertex_format;
const AbstractShader* vertex_shader;
const AbstractShader* geometry_shader;
const AbstractShader* pixel_shader;
RasterizationState rasterization_state;
DepthState depth_state;
BlendingState blending_state;
union FramebufferState
{
BitField<0, 8, AbstractTextureFormat> color_texture_format;
BitField<8, 8, AbstractTextureFormat> depth_texture_format;
BitField<16, 8, u32> samples;
BitField<24, 1, u32> per_sample_shading;
bool operator==(const FramebufferState& rhs) const { return hex == rhs.hex; }
bool operator!=(const FramebufferState& rhs) const { return hex != rhs.hex; }
FramebufferState& operator=(const FramebufferState& rhs)
{
hex = rhs.hex;
return *this;
}
u32 hex;
} framebuffer_state;
AbstractPipelineUsage usage;
bool operator==(const AbstractPipelineConfig& rhs) const
{
return std::tie(vertex_format, vertex_shader, geometry_shader, pixel_shader,
rasterization_state.hex, depth_state.hex, blending_state.hex,
framebuffer_state.hex, usage) ==
std::tie(rhs.vertex_format, rhs.vertex_shader, rhs.geometry_shader, rhs.pixel_shader,
rhs.rasterization_state.hex, rhs.depth_state.hex, rhs.blending_state.hex,
rhs.framebuffer_state.hex, rhs.usage);
}
bool operator!=(const AbstractPipelineConfig& rhs) const { return !operator==(rhs); }
bool operator<(const AbstractPipelineConfig& rhs) const
{
return std::tie(vertex_format, vertex_shader, geometry_shader, pixel_shader,
rasterization_state.hex, depth_state.hex, blending_state.hex,
framebuffer_state.hex, usage) <
std::tie(rhs.vertex_format, rhs.vertex_shader, rhs.geometry_shader, rhs.pixel_shader,
rhs.rasterization_state.hex, rhs.depth_state.hex, rhs.blending_state.hex,
rhs.framebuffer_state.hex, rhs.usage);
}
};
class AbstractPipeline
{
public:
AbstractPipeline() = default;
virtual ~AbstractPipeline() = default;
};

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@ -0,0 +1,34 @@
// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <cstddef>
#include <string>
#include <vector>
#include "Common/CommonTypes.h"
enum class ShaderStage
{
Vertex,
Geometry,
Pixel,
Compute
};
class AbstractShader
{
public:
explicit AbstractShader(ShaderStage stage) : m_stage(stage) {}
virtual ~AbstractShader() = default;
ShaderStage GetStage() const { return m_stage; }
using BinaryData = std::vector<u8>;
virtual bool HasBinary() const = 0;
virtual BinaryData GetBinary() const = 0;
protected:
ShaderStage m_stage;
};

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@ -33,10 +33,15 @@
#include "VideoCommon/VideoCommon.h"
class AbstractRawTexture;
class AbstractPipeline;
class AbstractShader;
class AbstractTexture;
class AbstractStagingTexture;
class PostProcessingShaderImplementation;
struct TextureConfig;
struct ComputePipelineConfig;
struct AbstractPipelineConfig;
enum class ShaderStage;
enum class EFBAccessType;
enum class StagingTextureType;
@ -69,6 +74,7 @@ public:
PP_EFB_COPY_CLOCKS
};
virtual void SetPipeline(const AbstractPipeline* pipeline) {}
virtual void SetBlendingState(const BlendingState& state) {}
virtual void SetScissorRect(const MathUtil::Rectangle<int>& rc) {}
virtual void SetRasterizationState(const RasterizationState& state) {}
@ -91,6 +97,14 @@ public:
virtual std::unique_ptr<AbstractStagingTexture>
CreateStagingTexture(StagingTextureType type, const TextureConfig& config) = 0;
// Shader modules/objects.
virtual std::unique_ptr<AbstractShader>
CreateShaderFromSource(ShaderStage stage, const char* source, size_t length) = 0;
virtual std::unique_ptr<AbstractShader>
CreateShaderFromBinary(ShaderStage stage, const void* data, size_t length) = 0;
virtual std::unique_ptr<AbstractPipeline>
CreatePipeline(const AbstractPipelineConfig& config) = 0;
// Ideal internal resolution - multiple of the native EFB resolution
int GetTargetWidth() const { return m_target_width; }
int GetTargetHeight() const { return m_target_height; }
@ -160,6 +174,16 @@ public:
virtual void Shutdown();
// Drawing utility shaders.
virtual void DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
u32 vertex_stride, u32 num_vertices)
{
}
virtual void DispatchComputeShader(const AbstractShader* shader, const void* uniforms,
u32 uniforms_size, u32 groups_x, u32 groups_y, u32 groups_z)
{
}
protected:
std::tuple<int, int> CalculateTargetScale(int x, int y) const;
bool CalculateTargetSize();

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@ -99,6 +99,8 @@
</ItemGroup>
<ItemGroup>
<ClInclude Include="AbstractStagingTexture.h" />
<ClInclude Include="AbstractPipeline.h" />
<ClInclude Include="AbstractShader.h" />
<ClInclude Include="AbstractTexture.h" />
<ClInclude Include="AsyncRequests.h" />
<ClInclude Include="AsyncShaderCompiler.h" />

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@ -374,6 +374,12 @@
<ClInclude Include="AbstractStagingTexture.h">
<Filter>Base</Filter>
</ClInclude>
<ClInclude Include="AbstractShader.h">
<Filter>Base</Filter>
</ClInclude>
<ClInclude Include="AbstractPipeline.h">
<Filter>Base</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<Text Include="CMakeLists.txt" />