dolphin/Source/Core/VideoBackends/Vulkan/Constants.h

185 lines
5.6 KiB
C++

// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <cstddef>
#include "Common/BitField.h"
#include "Common/CommonTypes.h"
#include "VideoBackends/Vulkan/VulkanLoader.h"
namespace Vulkan
{
// Number of command buffers. Having two allows one buffer to be
// executed whilst another is being built.
constexpr size_t NUM_COMMAND_BUFFERS = 2;
// Staging buffer usage - optimize for uploads or readbacks
enum STAGING_BUFFER_TYPE
{
STAGING_BUFFER_TYPE_UPLOAD,
STAGING_BUFFER_TYPE_READBACK
};
// Descriptor set layouts
enum DESCRIPTOR_SET_LAYOUT
{
DESCRIPTOR_SET_LAYOUT_UNIFORM_BUFFERS,
DESCRIPTOR_SET_LAYOUT_PIXEL_SHADER_SAMPLERS,
DESCRIPTOR_SET_LAYOUT_SHADER_STORAGE_BUFFERS,
DESCRIPTOR_SET_LAYOUT_TEXEL_BUFFERS,
NUM_DESCRIPTOR_SET_LAYOUTS
};
// Descriptor set bind points
enum DESCRIPTOR_SET_BIND_POINT
{
DESCRIPTOR_SET_BIND_POINT_UNIFORM_BUFFERS,
DESCRIPTOR_SET_BIND_POINT_PIXEL_SHADER_SAMPLERS,
DESCRIPTOR_SET_BIND_POINT_STORAGE_OR_TEXEL_BUFFER,
NUM_DESCRIPTOR_SET_BIND_POINTS
};
// We use four pipeline layouts:
// - Standard
// - Per-stage UBO (VS/GS/PS, VS constants accessible from PS)
// - 8 combined image samplers (accessible from PS)
// - BBox Enabled
// - Same as standard, plus a single SSBO accessible from PS
// - Push Constant
// - Same as standard, plus 128 bytes of push constants, accessible from all stages.
// - Texture Decoding
// - Same as push constant, plus a single texel buffer accessible from PS.
//
// All four pipeline layout share the first two descriptor sets (uniform buffers, PS samplers).
// The third descriptor set (see bind points above) is used for storage or texel buffers.
//
enum PIPELINE_LAYOUT
{
PIPELINE_LAYOUT_STANDARD,
PIPELINE_LAYOUT_BBOX,
PIPELINE_LAYOUT_PUSH_CONSTANT,
PIPELINE_LAYOUT_TEXTURE_CONVERSION,
NUM_PIPELINE_LAYOUTS
};
// Uniform buffer bindings within the first descriptor set
enum UNIFORM_BUFFER_DESCRIPTOR_SET_BINDING
{
UBO_DESCRIPTOR_SET_BINDING_PS,
UBO_DESCRIPTOR_SET_BINDING_VS,
UBO_DESCRIPTOR_SET_BINDING_GS,
NUM_UBO_DESCRIPTOR_SET_BINDINGS
};
// Maximum number of attributes per vertex (we don't have any more than this?)
constexpr size_t MAX_VERTEX_ATTRIBUTES = 16;
// Number of pixel shader texture slots
constexpr size_t NUM_PIXEL_SHADER_SAMPLERS = 8;
// Total number of binding points in the pipeline layout
constexpr size_t TOTAL_PIPELINE_BINDING_POINTS =
NUM_UBO_DESCRIPTOR_SET_BINDINGS + NUM_PIXEL_SHADER_SAMPLERS + 1;
// Format of EFB textures
constexpr VkFormat EFB_COLOR_TEXTURE_FORMAT = VK_FORMAT_R8G8B8A8_UNORM;
constexpr VkFormat EFB_DEPTH_TEXTURE_FORMAT = VK_FORMAT_D32_SFLOAT;
constexpr VkFormat EFB_DEPTH_AS_COLOR_TEXTURE_FORMAT = VK_FORMAT_R32_SFLOAT;
// Format of texturecache textures
constexpr VkFormat TEXTURECACHE_TEXTURE_FORMAT = VK_FORMAT_R8G8B8A8_UNORM;
// Textures that don't fit into this buffer will be uploaded with a separate buffer (see below).
constexpr size_t INITIAL_TEXTURE_UPLOAD_BUFFER_SIZE = 16 * 1024 * 1024;
constexpr size_t MAXIMUM_TEXTURE_UPLOAD_BUFFER_SIZE = 64 * 1024 * 1024;
// Textures greater than 1024*1024 will be put in staging textures that are released after
// execution instead. A 2048x2048 texture is 16MB, and we'd only fit four of these in our
// streaming buffer and be blocking frequently. Games are unlikely to have textures this
// large anyway, so it's only really an issue for HD texture packs, and memory is not
// a limiting factor in these scenarios anyway.
constexpr size_t STAGING_TEXTURE_UPLOAD_THRESHOLD = 1024 * 1024 * 4;
// Streaming uniform buffer size
constexpr size_t INITIAL_UNIFORM_STREAM_BUFFER_SIZE = 16 * 1024 * 1024;
constexpr size_t MAXIMUM_UNIFORM_STREAM_BUFFER_SIZE = 32 * 1024 * 1024;
// Texel buffer size for palette and texture decoding.
constexpr size_t TEXTURE_CONVERSION_TEXEL_BUFFER_SIZE = 8 * 1024 * 1024;
// Push constant buffer size for utility shaders
constexpr u32 PUSH_CONSTANT_BUFFER_SIZE = 128;
// Minimum number of draw calls per command buffer when attempting to preempt a readback operation.
constexpr u32 MINIMUM_DRAW_CALLS_PER_COMMAND_BUFFER_FOR_READBACK = 10;
// Rasterization state info
union RasterizationState
{
BitField<0, 2, VkCullModeFlags> cull_mode;
BitField<2, 7, VkSampleCountFlagBits> samples;
BitField<9, 1, VkBool32> per_sample_shading;
BitField<10, 1, VkBool32> depth_clamp;
u32 bits;
};
// Depth state info
union DepthStencilState
{
BitField<0, 1, VkBool32> test_enable;
BitField<1, 1, VkBool32> write_enable;
BitField<2, 3, VkCompareOp> compare_op;
u32 bits;
};
// Blend state info
union BlendState
{
struct
{
union
{
BitField<0, 1, VkBool32> blend_enable;
BitField<1, 3, VkBlendOp> blend_op;
BitField<4, 5, VkBlendFactor> src_blend;
BitField<9, 5, VkBlendFactor> dst_blend;
BitField<14, 3, VkBlendOp> alpha_blend_op;
BitField<17, 5, VkBlendFactor> src_alpha_blend;
BitField<22, 5, VkBlendFactor> dst_alpha_blend;
BitField<27, 4, VkColorComponentFlags> write_mask;
u32 low_bits;
};
union
{
BitField<0, 1, VkBool32> logic_op_enable;
BitField<1, 4, VkLogicOp> logic_op;
u32 high_bits;
};
};
u64 bits;
};
// Sampler info
union SamplerState
{
BitField<0, 1, VkFilter> min_filter;
BitField<1, 1, VkFilter> mag_filter;
BitField<2, 1, VkSamplerMipmapMode> mipmap_mode;
BitField<3, 2, VkSamplerAddressMode> wrap_u;
BitField<5, 2, VkSamplerAddressMode> wrap_v;
BitField<7, 8, u32> min_lod;
BitField<15, 8, u32> max_lod;
BitField<23, 8, s32> lod_bias;
BitField<31, 1, u32> enable_anisotropic_filtering;
u32 bits;
};
} // namespace Vulkan