/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2021 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see .
*/
#pragma once
#include "common/Pcsx2Defs.h"
#include "common/Vulkan/Loader.h"
#include
namespace Vulkan
{
class DescriptorSetLayoutBuilder
{
public:
enum : u32
{
MAX_BINDINGS = 16,
};
DescriptorSetLayoutBuilder();
void Clear();
VkDescriptorSetLayout Create(VkDevice device);
void AddBinding(u32 binding, VkDescriptorType dtype, u32 dcount, VkShaderStageFlags stages);
private:
VkDescriptorSetLayoutCreateInfo m_ci{};
std::array m_bindings{};
};
class PipelineLayoutBuilder
{
public:
enum : u32
{
MAX_SETS = 8,
MAX_PUSH_CONSTANTS = 1
};
PipelineLayoutBuilder();
void Clear();
VkPipelineLayout Create(VkDevice device);
void AddDescriptorSet(VkDescriptorSetLayout layout);
void AddPushConstants(VkShaderStageFlags stages, u32 offset, u32 size);
private:
VkPipelineLayoutCreateInfo m_ci{};
std::array m_sets{};
std::array m_push_constants{};
};
class GraphicsPipelineBuilder
{
public:
enum : u32
{
MAX_SHADER_STAGES = 3,
MAX_VERTEX_ATTRIBUTES = 16,
MAX_VERTEX_BUFFERS = 8,
MAX_ATTACHMENTS = 2,
MAX_DYNAMIC_STATE = 8
};
GraphicsPipelineBuilder();
void Clear();
VkPipeline Create(VkDevice device, VkPipelineCache pipeline_cache = VK_NULL_HANDLE, bool clear = true);
void SetShaderStage(VkShaderStageFlagBits stage, VkShaderModule module, const char* entry_point);
void SetVertexShader(VkShaderModule module) { SetShaderStage(VK_SHADER_STAGE_VERTEX_BIT, module, "main"); }
void SetGeometryShader(VkShaderModule module) { SetShaderStage(VK_SHADER_STAGE_GEOMETRY_BIT, module, "main"); }
void SetFragmentShader(VkShaderModule module) { SetShaderStage(VK_SHADER_STAGE_FRAGMENT_BIT, module, "main"); }
void AddVertexBuffer(u32 binding, u32 stride, VkVertexInputRate input_rate = VK_VERTEX_INPUT_RATE_VERTEX);
void AddVertexAttribute(u32 location, u32 binding, VkFormat format, u32 offset);
void SetPrimitiveTopology(VkPrimitiveTopology topology, bool enable_primitive_restart = false);
void SetRasterizationState(VkPolygonMode polygon_mode, VkCullModeFlags cull_mode, VkFrontFace front_face);
void SetLineWidth(float width);
void SetMultisamples(u32 multisamples, bool per_sample_shading);
void SetNoCullRasterizationState();
void SetDepthState(bool depth_test, bool depth_write, VkCompareOp compare_op);
void SetStencilState(bool stencil_test, const VkStencilOpState& front, const VkStencilOpState& back);
void SetNoDepthTestState();
void SetNoStencilState();
void AddBlendAttachment(bool blend_enable, VkBlendFactor src_factor, VkBlendFactor dst_factor, VkBlendOp op,
VkBlendFactor alpha_src_factor, VkBlendFactor alpha_dst_factor, VkBlendOp alpha_op,
VkColorComponentFlags write_mask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT |
VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT);
void SetBlendAttachment(u32 attachment, bool blend_enable, VkBlendFactor src_factor, VkBlendFactor dst_factor,
VkBlendOp op, VkBlendFactor alpha_src_factor, VkBlendFactor alpha_dst_factor, VkBlendOp alpha_op,
VkColorComponentFlags write_mask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT |
VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT);
void ClearBlendAttachments();
void SetBlendConstants(float r, float g, float b, float a);
void SetNoBlendingState();
void AddDynamicState(VkDynamicState state);
void SetDynamicViewportAndScissorState();
void SetViewport(float x, float y, float width, float height, float min_depth, float max_depth);
void SetScissorRect(s32 x, s32 y, u32 width, u32 height);
void SetMultisamples(VkSampleCountFlagBits samples);
void SetPipelineLayout(VkPipelineLayout layout);
void SetRenderPass(VkRenderPass render_pass, u32 subpass);
void SetProvokingVertex(VkProvokingVertexModeEXT mode);
private:
VkGraphicsPipelineCreateInfo m_ci;
std::array m_shader_stages;
VkPipelineVertexInputStateCreateInfo m_vertex_input_state;
std::array m_vertex_buffers;
std::array m_vertex_attributes;
VkPipelineInputAssemblyStateCreateInfo m_input_assembly;
VkPipelineRasterizationStateCreateInfo m_rasterization_state;
VkPipelineDepthStencilStateCreateInfo m_depth_state;
VkPipelineColorBlendStateCreateInfo m_blend_state;
std::array m_blend_attachments;
VkPipelineViewportStateCreateInfo m_viewport_state;
VkViewport m_viewport;
VkRect2D m_scissor;
VkPipelineDynamicStateCreateInfo m_dynamic_state;
std::array m_dynamic_state_values;
VkPipelineMultisampleStateCreateInfo m_multisample_state;
VkPipelineRasterizationProvokingVertexStateCreateInfoEXT m_provoking_vertex;
};
class SamplerBuilder
{
public:
SamplerBuilder();
void Clear();
VkSampler Create(VkDevice device, bool clear = true);
void SetFilter(VkFilter mag_filter, VkFilter min_filter, VkSamplerMipmapMode mip_filter);
void SetAddressMode(VkSamplerAddressMode u, VkSamplerAddressMode v, VkSamplerAddressMode w);
void SetPointSampler(VkSamplerAddressMode address_mode = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER);
void SetLinearSampler(
bool mipmaps, VkSamplerAddressMode address_mode = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER);
private:
VkSamplerCreateInfo m_ci;
};
class DescriptorSetUpdateBuilder
{
enum : u32
{
MAX_WRITES = 16,
MAX_IMAGE_INFOS = 8,
MAX_BUFFER_INFOS = 4,
MAX_VIEWS = 4,
};
public:
DescriptorSetUpdateBuilder();
void Clear();
void Update(VkDevice device, bool clear = true);
void AddImageDescriptorWrite(VkDescriptorSet set, u32 binding, VkImageView view,
VkImageLayout layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
void AddImageDescriptorWrites(VkDescriptorSet set, u32 binding, const VkImageView* views, u32 num_views,
VkImageLayout layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
void AddSamplerDescriptorWrite(VkDescriptorSet set, u32 binding, VkSampler sampler);
void AddSamplerDescriptorWrites(VkDescriptorSet set, u32 binding, const VkSampler* samplers, u32 num_samplers);
void AddCombinedImageSamplerDescriptorWrite(VkDescriptorSet set, u32 binding, VkImageView view,
VkSampler sampler, VkImageLayout layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
void AddCombinedImageSamplerDescriptorWrites(VkDescriptorSet set, u32 binding, const VkImageView* views,
const VkSampler* samplers, u32 num_views, VkImageLayout layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
void AddBufferDescriptorWrite(
VkDescriptorSet set, u32 binding, VkDescriptorType dtype, VkBuffer buffer, u32 offset, u32 size);
void AddBufferViewDescriptorWrite(VkDescriptorSet set, u32 binding, VkDescriptorType dtype, VkBufferView view);
void AddInputAttachmentDescriptorWrite(
VkDescriptorSet set, u32 binding, VkImageView view, VkImageLayout layout = VK_IMAGE_LAYOUT_GENERAL);
void AddStorageImageDescriptorWrite(
VkDescriptorSet set, u32 binding, VkImageView view, VkImageLayout layout = VK_IMAGE_LAYOUT_GENERAL);
private:
std::array m_writes;
u32 m_num_writes = 0;
std::array m_buffer_infos;
std::array m_image_infos;
std::array m_views;
u32 m_num_buffer_infos = 0;
u32 m_num_image_infos = 0;
u32 m_num_views = 0;
};
class FramebufferBuilder
{
enum : u32
{
MAX_ATTACHMENTS = 2,
};
public:
FramebufferBuilder();
void Clear();
VkFramebuffer Create(VkDevice device, bool clear = true);
void AddAttachment(VkImageView image);
void SetSize(u32 width, u32 height, u32 layers);
void SetRenderPass(VkRenderPass render_pass);
private:
VkFramebufferCreateInfo m_ci;
std::array m_images;
};
class RenderPassBuilder
{
enum : u32
{
MAX_ATTACHMENTS = 2,
MAX_ATTACHMENT_REFERENCES = 2,
MAX_SUBPASSES = 1,
};
public:
RenderPassBuilder();
void Clear();
VkRenderPass Create(VkDevice device, bool clear = true);
u32 AddAttachment(VkFormat format, VkSampleCountFlagBits samples, VkAttachmentLoadOp load_op,
VkAttachmentStoreOp store_op, VkImageLayout initial_layout, VkImageLayout final_layout);
u32 AddSubpass();
void AddSubpassColorAttachment(u32 subpass, u32 attachment, VkImageLayout layout);
void AddSubpassDepthAttachment(u32 subpass, u32 attachment, VkImageLayout layout);
private:
VkRenderPassCreateInfo m_ci;
std::array m_attachments;
std::array m_attachment_references;
u32 m_num_attachment_references = 0;
std::array m_subpasses;
};
class BufferViewBuilder
{
public:
BufferViewBuilder();
void Clear();
VkBufferView Create(VkDevice device, bool clear = true);
void Set(VkBuffer buffer, VkFormat format, u32 offset, u32 size);
private:
VkBufferViewCreateInfo m_ci;
};
} // namespace Vulkan