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