dolphin/Source/Core/VideoBackends/Vulkan/StateTracker.h

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// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <array>
#include <cstddef>
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#include <memory>
#include "Common/CommonTypes.h"
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#include "VideoBackends/Vulkan/Constants.h"
#include "VideoCommon/RenderBase.h"
namespace Vulkan
{
class VKFramebuffer;
class VKShader;
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class VKPipeline;
class VKTexture;
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class StreamBuffer;
class VertexFormat;
class StateTracker
{
public:
StateTracker();
~StateTracker();
static StateTracker* GetInstance();
static bool CreateInstance();
static void DestroyInstance();
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VKFramebuffer* GetFramebuffer() const { return m_framebuffer; }
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const VKPipeline* GetPipeline() const { return m_pipeline; }
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void SetVertexBuffer(VkBuffer buffer, VkDeviceSize offset);
void SetIndexBuffer(VkBuffer buffer, VkDeviceSize offset, VkIndexType type);
void SetFramebuffer(VKFramebuffer* framebuffer);
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void SetPipeline(const VKPipeline* pipeline);
void SetComputeShader(const VKShader* shader);
void SetGXUniformBuffer(u32 index, VkBuffer buffer, u32 offset, u32 size);
void SetUtilityUniformBuffer(VkBuffer buffer, u32 offset, u32 size);
void SetTexture(u32 index, VkImageView view);
void SetSampler(u32 index, VkSampler sampler);
void SetSSBO(VkBuffer buffer, VkDeviceSize offset, VkDeviceSize range);
void SetTexelBuffer(u32 index, VkBufferView view);
void SetImageTexture(VkImageView view);
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void UnbindTexture(VkImageView view);
// Set dirty flags on everything to force re-bind at next draw time.
void InvalidateCachedState();
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// Ends a render pass if we're currently in one.
// When Bind() is next called, the pass will be restarted.
// Calling this function is allowed even if a pass has not begun.
bool InRenderPass() const { return m_current_render_pass != VK_NULL_HANDLE; }
void BeginRenderPass();
void BeginDiscardRenderPass();
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void EndRenderPass();
// Ends the current render pass if it was a clear render pass.
void BeginClearRenderPass(const VkRect2D& area, const VkClearValue* clear_values,
u32 num_clear_values);
void EndClearRenderPass();
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void SetViewport(const VkViewport& viewport);
void SetScissor(const VkRect2D& scissor);
// Binds all dirty state to the commmand buffer.
// If this returns false, you should not issue the draw.
bool Bind();
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// Binds all dirty compute state to the command buffer.
// If this returns false, you should not dispatch the shader.
bool BindCompute();
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// Returns true if the specified rectangle is inside the current render area (used for clears).
bool IsWithinRenderArea(s32 x, s32 y, u32 width, u32 height) const;
private:
// Number of descriptor sets for game draws.
enum
{
NUM_GX_DESCRIPTOR_SETS = 3,
NUM_UTILITY_DESCRIPTOR_SETS = 2,
NUM_COMPUTE_DESCRIPTOR_SETS = 1
};
enum DIRTY_FLAG : u32
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{
DIRTY_FLAG_GX_UBOS = (1 << 0),
DIRTY_FLAG_GX_UBO_OFFSETS = (1 << 1),
DIRTY_FLAG_GX_SAMPLERS = (1 << 4),
DIRTY_FLAG_GX_SSBO = (1 << 5),
DIRTY_FLAG_UTILITY_UBO = (1 << 2),
DIRTY_FLAG_UTILITY_UBO_OFFSET = (1 << 3),
DIRTY_FLAG_UTILITY_BINDINGS = (1 << 6),
DIRTY_FLAG_COMPUTE_BINDINGS = (1 << 7),
DIRTY_FLAG_VERTEX_BUFFER = (1 << 8),
DIRTY_FLAG_INDEX_BUFFER = (1 << 9),
DIRTY_FLAG_VIEWPORT = (1 << 10),
DIRTY_FLAG_SCISSOR = (1 << 11),
DIRTY_FLAG_PIPELINE = (1 << 12),
DIRTY_FLAG_COMPUTE_SHADER = (1 << 13),
DIRTY_FLAG_DESCRIPTOR_SETS = (1 << 14),
DIRTY_FLAG_COMPUTE_DESCRIPTOR_SET = (1 << 15),
DIRTY_FLAG_ALL_DESCRIPTORS = DIRTY_FLAG_GX_UBOS | DIRTY_FLAG_UTILITY_UBO |
DIRTY_FLAG_GX_SAMPLERS | DIRTY_FLAG_GX_SSBO |
DIRTY_FLAG_UTILITY_BINDINGS | DIRTY_FLAG_COMPUTE_BINDINGS
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};
bool Initialize();
// Check that the specified viewport is within the render area.
// If not, ends the render pass if it is a clear render pass.
bool IsViewportWithinRenderArea() const;
bool UpdateDescriptorSet();
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bool UpdateGXDescriptorSet();
bool UpdateUtilityDescriptorSet();
bool UpdateComputeDescriptorSet();
// Which bindings/state has to be updated before the next draw.
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u32 m_dirty_flags = 0;
// input assembly
VkBuffer m_vertex_buffer = VK_NULL_HANDLE;
VkDeviceSize m_vertex_buffer_offset = 0;
VkBuffer m_index_buffer = VK_NULL_HANDLE;
VkDeviceSize m_index_buffer_offset = 0;
VkIndexType m_index_type = VK_INDEX_TYPE_UINT16;
// pipeline state
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const VKPipeline* m_pipeline = nullptr;
const VKShader* m_compute_shader = nullptr;
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// shader bindings
struct
{
std::array<VkDescriptorBufferInfo, NUM_UBO_DESCRIPTOR_SET_BINDINGS> gx_ubo_bindings;
std::array<u32, NUM_UBO_DESCRIPTOR_SET_BINDINGS> gx_ubo_offsets;
VkDescriptorBufferInfo utility_ubo_binding;
u32 utility_ubo_offset;
std::array<VkDescriptorImageInfo, NUM_PIXEL_SHADER_SAMPLERS> samplers;
std::array<VkBufferView, NUM_COMPUTE_TEXEL_BUFFERS> texel_buffers;
VkDescriptorBufferInfo ssbo;
VkDescriptorImageInfo image_texture;
} m_bindings = {};
std::array<VkDescriptorSet, NUM_GX_DESCRIPTOR_SETS> m_gx_descriptor_sets = {};
std::array<VkDescriptorSet, NUM_UTILITY_DESCRIPTOR_SETS> m_utility_descriptor_sets = {};
VkDescriptorSet m_compute_descriptor_set = VK_NULL_HANDLE;
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// rasterization
VkViewport m_viewport = {0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f};
VkRect2D m_scissor = {{0, 0}, {1, 1}};
// uniform buffers
std::unique_ptr<VKTexture> m_dummy_texture;
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VKFramebuffer* m_framebuffer = nullptr;
VkRenderPass m_current_render_pass = VK_NULL_HANDLE;
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VkRect2D m_framebuffer_render_area = {};
};
} // namespace Vulkan