dolphin/Source/Core/VideoBackends/Vulkan/VertexFormat.cpp

132 lines
4.8 KiB
C++

// 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