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