// Copyright 2016 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "Common/Assert.h" #include "VideoBackends/Vulkan/CommandBufferManager.h" #include "VideoBackends/Vulkan/ObjectCache.h" #include "VideoBackends/Vulkan/VertexFormat.h" #include "VideoCommon/CPMemory.h" #include "VideoCommon/VertexLoaderManager.h" #include "VideoCommon/VertexShaderGen.h" namespace Vulkan { static VkFormat VarToVkFormat(VarType t, uint32_t components, bool integer) { static const VkFormat float_type_lookup[][4] = { {VK_FORMAT_R8_UNORM, VK_FORMAT_R8G8_UNORM, VK_FORMAT_R8G8B8_UNORM, VK_FORMAT_R8G8B8A8_UNORM}, // VAR_UNSIGNED_BYTE {VK_FORMAT_R8_SNORM, VK_FORMAT_R8G8_SNORM, VK_FORMAT_R8G8B8_SNORM, VK_FORMAT_R8G8B8A8_SNORM}, // VAR_BYTE {VK_FORMAT_R16_UNORM, VK_FORMAT_R16G16_UNORM, VK_FORMAT_R16G16B16_UNORM, VK_FORMAT_R16G16B16A16_UNORM}, // VAR_UNSIGNED_SHORT {VK_FORMAT_R16_SNORM, VK_FORMAT_R16G16_SNORM, VK_FORMAT_R16G16B16_SNORM, VK_FORMAT_R16G16B16A16_SNORM}, // VAR_SHORT {VK_FORMAT_R32_SFLOAT, VK_FORMAT_R32G32_SFLOAT, VK_FORMAT_R32G32B32_SFLOAT, VK_FORMAT_R32G32B32A32_SFLOAT} // VAR_FLOAT }; static const VkFormat integer_type_lookup[][4] = { {VK_FORMAT_R8_UINT, VK_FORMAT_R8G8_UINT, VK_FORMAT_R8G8B8_UINT, VK_FORMAT_R8G8B8A8_UINT}, // VAR_UNSIGNED_BYTE {VK_FORMAT_R8_SINT, VK_FORMAT_R8G8_SINT, VK_FORMAT_R8G8B8_SINT, VK_FORMAT_R8G8B8A8_SINT}, // VAR_BYTE {VK_FORMAT_R16_UINT, VK_FORMAT_R16G16_UINT, VK_FORMAT_R16G16B16_UINT, VK_FORMAT_R16G16B16A16_UINT}, // VAR_UNSIGNED_SHORT {VK_FORMAT_R16_SINT, VK_FORMAT_R16G16_SINT, VK_FORMAT_R16G16B16_SINT, VK_FORMAT_R16G16B16A16_SINT}, // VAR_SHORT {VK_FORMAT_R32_SFLOAT, VK_FORMAT_R32G32_SFLOAT, VK_FORMAT_R32G32B32_SFLOAT, VK_FORMAT_R32G32B32A32_SFLOAT} // VAR_FLOAT }; _assert_(components > 0 && components <= 4); return integer ? integer_type_lookup[t][components - 1] : float_type_lookup[t][components - 1]; } VertexFormat::VertexFormat(const PortableVertexDeclaration& in_vtx_decl) { vtx_decl = in_vtx_decl; MapAttributes(); SetupInputState(); } void VertexFormat::MapAttributes() { m_num_attributes = 0; if (vtx_decl.position.enable) AddAttribute(SHADER_POSITION_ATTRIB, 0, VarToVkFormat(vtx_decl.position.type, vtx_decl.position.components, vtx_decl.position.integer), vtx_decl.position.offset); for (uint32_t i = 0; i < 3; i++) { if (vtx_decl.normals[i].enable) AddAttribute(SHADER_NORM0_ATTRIB + i, 0, VarToVkFormat(vtx_decl.normals[i].type, vtx_decl.normals[i].components, vtx_decl.normals[i].integer), vtx_decl.normals[i].offset); } for (uint32_t i = 0; i < 2; i++) { if (vtx_decl.colors[i].enable) AddAttribute(SHADER_COLOR0_ATTRIB + i, 0, VarToVkFormat(vtx_decl.colors[i].type, vtx_decl.colors[i].components, vtx_decl.colors[i].integer), vtx_decl.colors[i].offset); } for (uint32_t i = 0; i < 8; i++) { if (vtx_decl.texcoords[i].enable) AddAttribute(SHADER_TEXTURE0_ATTRIB + i, 0, VarToVkFormat(vtx_decl.texcoords[i].type, vtx_decl.texcoords[i].components, vtx_decl.texcoords[i].integer), vtx_decl.texcoords[i].offset); } if (vtx_decl.posmtx.enable) AddAttribute( SHADER_POSMTX_ATTRIB, 0, VarToVkFormat(vtx_decl.posmtx.type, vtx_decl.posmtx.components, vtx_decl.posmtx.integer), vtx_decl.posmtx.offset); } void VertexFormat::SetupInputState() { m_binding_description.binding = 0; m_binding_description.stride = vtx_decl.stride; m_binding_description.inputRate = VK_VERTEX_INPUT_RATE_VERTEX; m_input_state_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO; m_input_state_info.pNext = nullptr; m_input_state_info.flags = 0; m_input_state_info.vertexBindingDescriptionCount = 1; m_input_state_info.pVertexBindingDescriptions = &m_binding_description; m_input_state_info.vertexAttributeDescriptionCount = m_num_attributes; m_input_state_info.pVertexAttributeDescriptions = m_attribute_descriptions.data(); } void VertexFormat::AddAttribute(uint32_t location, uint32_t binding, VkFormat format, uint32_t offset) { _assert_(m_num_attributes < MAX_VERTEX_ATTRIBUTES); m_attribute_descriptions[m_num_attributes].location = location; m_attribute_descriptions[m_num_attributes].binding = binding; m_attribute_descriptions[m_num_attributes].format = format; m_attribute_descriptions[m_num_attributes].offset = offset; m_num_attributes++; } void VertexFormat::SetupVertexPointers() { } } // namespace Vulkan