mirror of https://github.com/PCSX2/pcsx2.git
300 lines
9.8 KiB
C++
300 lines
9.8 KiB
C++
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2021 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include "common/Pcsx2Defs.h"
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#include "common/Vulkan/Loader.h"
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#include <array>
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namespace Vulkan
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{
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class DescriptorSetLayoutBuilder
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{
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public:
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enum : u32
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{
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MAX_BINDINGS = 16,
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};
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DescriptorSetLayoutBuilder();
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void Clear();
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VkDescriptorSetLayout Create(VkDevice device);
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void AddBinding(u32 binding, VkDescriptorType dtype, u32 dcount, VkShaderStageFlags stages);
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private:
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VkDescriptorSetLayoutCreateInfo m_ci{};
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std::array<VkDescriptorSetLayoutBinding, MAX_BINDINGS> m_bindings{};
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};
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class PipelineLayoutBuilder
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{
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public:
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enum : u32
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{
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MAX_SETS = 8,
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MAX_PUSH_CONSTANTS = 1
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};
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PipelineLayoutBuilder();
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void Clear();
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VkPipelineLayout Create(VkDevice device);
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void AddDescriptorSet(VkDescriptorSetLayout layout);
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void AddPushConstants(VkShaderStageFlags stages, u32 offset, u32 size);
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private:
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VkPipelineLayoutCreateInfo m_ci{};
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std::array<VkDescriptorSetLayout, MAX_SETS> m_sets{};
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std::array<VkPushConstantRange, MAX_PUSH_CONSTANTS> m_push_constants{};
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};
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class GraphicsPipelineBuilder
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{
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public:
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enum : u32
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{
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MAX_SHADER_STAGES = 3,
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MAX_VERTEX_ATTRIBUTES = 16,
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MAX_VERTEX_BUFFERS = 8,
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MAX_ATTACHMENTS = 2,
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MAX_DYNAMIC_STATE = 8
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};
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GraphicsPipelineBuilder();
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void Clear();
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VkPipeline Create(VkDevice device, VkPipelineCache pipeline_cache = VK_NULL_HANDLE, bool clear = true);
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void SetShaderStage(VkShaderStageFlagBits stage, VkShaderModule module, const char* entry_point);
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void SetVertexShader(VkShaderModule module) { SetShaderStage(VK_SHADER_STAGE_VERTEX_BIT, module, "main"); }
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void SetGeometryShader(VkShaderModule module) { SetShaderStage(VK_SHADER_STAGE_GEOMETRY_BIT, module, "main"); }
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void SetFragmentShader(VkShaderModule module) { SetShaderStage(VK_SHADER_STAGE_FRAGMENT_BIT, module, "main"); }
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void AddVertexBuffer(u32 binding, u32 stride, VkVertexInputRate input_rate = VK_VERTEX_INPUT_RATE_VERTEX);
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void AddVertexAttribute(u32 location, u32 binding, VkFormat format, u32 offset);
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void SetPrimitiveTopology(VkPrimitiveTopology topology, bool enable_primitive_restart = false);
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void SetRasterizationState(VkPolygonMode polygon_mode, VkCullModeFlags cull_mode, VkFrontFace front_face);
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void SetLineWidth(float width);
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void SetMultisamples(u32 multisamples, bool per_sample_shading);
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void SetNoCullRasterizationState();
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void SetDepthState(bool depth_test, bool depth_write, VkCompareOp compare_op);
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void SetStencilState(bool stencil_test, const VkStencilOpState& front, const VkStencilOpState& back);
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void SetNoDepthTestState();
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void SetNoStencilState();
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void AddBlendAttachment(bool blend_enable, VkBlendFactor src_factor, VkBlendFactor dst_factor, VkBlendOp op,
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VkBlendFactor alpha_src_factor, VkBlendFactor alpha_dst_factor, VkBlendOp alpha_op,
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VkColorComponentFlags write_mask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT |
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VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT);
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void SetBlendAttachment(u32 attachment, bool blend_enable, VkBlendFactor src_factor, VkBlendFactor dst_factor,
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VkBlendOp op, VkBlendFactor alpha_src_factor, VkBlendFactor alpha_dst_factor, VkBlendOp alpha_op,
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VkColorComponentFlags write_mask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT |
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VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT);
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void AddBlendFlags(u32 flags);
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void ClearBlendAttachments();
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void SetBlendConstants(float r, float g, float b, float a);
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void SetNoBlendingState();
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void AddDynamicState(VkDynamicState state);
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void SetDynamicViewportAndScissorState();
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void SetViewport(float x, float y, float width, float height, float min_depth, float max_depth);
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void SetScissorRect(s32 x, s32 y, u32 width, u32 height);
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void SetMultisamples(VkSampleCountFlagBits samples);
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void SetPipelineLayout(VkPipelineLayout layout);
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void SetRenderPass(VkRenderPass render_pass, u32 subpass);
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void SetProvokingVertex(VkProvokingVertexModeEXT mode);
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private:
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VkGraphicsPipelineCreateInfo m_ci;
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std::array<VkPipelineShaderStageCreateInfo, MAX_SHADER_STAGES> m_shader_stages;
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VkPipelineVertexInputStateCreateInfo m_vertex_input_state;
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std::array<VkVertexInputBindingDescription, MAX_VERTEX_BUFFERS> m_vertex_buffers;
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std::array<VkVertexInputAttributeDescription, MAX_VERTEX_ATTRIBUTES> m_vertex_attributes;
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VkPipelineInputAssemblyStateCreateInfo m_input_assembly;
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VkPipelineRasterizationStateCreateInfo m_rasterization_state;
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VkPipelineDepthStencilStateCreateInfo m_depth_state;
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VkPipelineColorBlendStateCreateInfo m_blend_state;
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std::array<VkPipelineColorBlendAttachmentState, MAX_ATTACHMENTS> m_blend_attachments;
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VkPipelineViewportStateCreateInfo m_viewport_state;
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VkViewport m_viewport;
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VkRect2D m_scissor;
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VkPipelineDynamicStateCreateInfo m_dynamic_state;
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std::array<VkDynamicState, MAX_DYNAMIC_STATE> m_dynamic_state_values;
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VkPipelineMultisampleStateCreateInfo m_multisample_state;
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VkPipelineRasterizationProvokingVertexStateCreateInfoEXT m_provoking_vertex;
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};
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class SamplerBuilder
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{
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public:
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SamplerBuilder();
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void Clear();
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VkSampler Create(VkDevice device, bool clear = true);
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void SetFilter(VkFilter mag_filter, VkFilter min_filter, VkSamplerMipmapMode mip_filter);
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void SetAddressMode(VkSamplerAddressMode u, VkSamplerAddressMode v, VkSamplerAddressMode w);
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void SetPointSampler(VkSamplerAddressMode address_mode = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER);
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void SetLinearSampler(
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bool mipmaps, VkSamplerAddressMode address_mode = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER);
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private:
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VkSamplerCreateInfo m_ci;
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};
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class DescriptorSetUpdateBuilder
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{
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enum : u32
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{
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MAX_WRITES = 16,
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MAX_IMAGE_INFOS = 8,
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MAX_BUFFER_INFOS = 4,
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MAX_VIEWS = 4,
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};
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public:
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DescriptorSetUpdateBuilder();
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void Clear();
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void Update(VkDevice device, bool clear = true);
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void AddImageDescriptorWrite(VkDescriptorSet set, u32 binding, VkImageView view,
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VkImageLayout layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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void AddImageDescriptorWrites(VkDescriptorSet set, u32 binding, const VkImageView* views, u32 num_views,
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VkImageLayout layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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void AddSamplerDescriptorWrite(VkDescriptorSet set, u32 binding, VkSampler sampler);
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void AddSamplerDescriptorWrites(VkDescriptorSet set, u32 binding, const VkSampler* samplers, u32 num_samplers);
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void AddCombinedImageSamplerDescriptorWrite(VkDescriptorSet set, u32 binding, VkImageView view,
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VkSampler sampler, VkImageLayout layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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void AddCombinedImageSamplerDescriptorWrites(VkDescriptorSet set, u32 binding, const VkImageView* views,
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const VkSampler* samplers, u32 num_views, VkImageLayout layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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void AddBufferDescriptorWrite(
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VkDescriptorSet set, u32 binding, VkDescriptorType dtype, VkBuffer buffer, u32 offset, u32 size);
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void AddBufferViewDescriptorWrite(VkDescriptorSet set, u32 binding, VkDescriptorType dtype, VkBufferView view);
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void AddInputAttachmentDescriptorWrite(
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VkDescriptorSet set, u32 binding, VkImageView view, VkImageLayout layout = VK_IMAGE_LAYOUT_GENERAL);
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void AddStorageImageDescriptorWrite(
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VkDescriptorSet set, u32 binding, VkImageView view, VkImageLayout layout = VK_IMAGE_LAYOUT_GENERAL);
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private:
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std::array<VkWriteDescriptorSet, MAX_WRITES> m_writes;
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u32 m_num_writes = 0;
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std::array<VkDescriptorBufferInfo, MAX_BUFFER_INFOS> m_buffer_infos;
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std::array<VkDescriptorImageInfo, MAX_IMAGE_INFOS> m_image_infos;
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std::array<VkBufferView, MAX_VIEWS> m_views;
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u32 m_num_buffer_infos = 0;
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u32 m_num_image_infos = 0;
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u32 m_num_views = 0;
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};
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class FramebufferBuilder
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{
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enum : u32
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{
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MAX_ATTACHMENTS = 2,
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};
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public:
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FramebufferBuilder();
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void Clear();
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VkFramebuffer Create(VkDevice device, bool clear = true);
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void AddAttachment(VkImageView image);
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void SetSize(u32 width, u32 height, u32 layers);
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void SetRenderPass(VkRenderPass render_pass);
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private:
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VkFramebufferCreateInfo m_ci;
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std::array<VkImageView, MAX_ATTACHMENTS> m_images;
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};
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class RenderPassBuilder
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{
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enum : u32
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{
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MAX_ATTACHMENTS = 2,
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MAX_ATTACHMENT_REFERENCES = 2,
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MAX_SUBPASSES = 1,
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};
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public:
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RenderPassBuilder();
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void Clear();
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VkRenderPass Create(VkDevice device, bool clear = true);
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u32 AddAttachment(VkFormat format, VkSampleCountFlagBits samples, VkAttachmentLoadOp load_op,
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VkAttachmentStoreOp store_op, VkImageLayout initial_layout, VkImageLayout final_layout);
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u32 AddSubpass();
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void AddSubpassColorAttachment(u32 subpass, u32 attachment, VkImageLayout layout);
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void AddSubpassDepthAttachment(u32 subpass, u32 attachment, VkImageLayout layout);
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private:
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VkRenderPassCreateInfo m_ci;
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std::array<VkAttachmentDescription, MAX_ATTACHMENTS> m_attachments;
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std::array<VkAttachmentReference, MAX_ATTACHMENT_REFERENCES> m_attachment_references;
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u32 m_num_attachment_references = 0;
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std::array<VkSubpassDescription, MAX_SUBPASSES> m_subpasses;
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};
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class BufferViewBuilder
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{
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public:
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BufferViewBuilder();
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void Clear();
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VkBufferView Create(VkDevice device, bool clear = true);
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void Set(VkBuffer buffer, VkFormat format, u32 offset, u32 size);
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private:
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VkBufferViewCreateInfo m_ci;
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};
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} // namespace Vulkan
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