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