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https://github.com/dolphin-emu/dolphin.git
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9395b8efa9
Adds headers where necessary to eliminate indirect includes. Also adds headers to ensure certain standard constructs always resolve correctly
239 lines
9.1 KiB
C++
239 lines
9.1 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/TextureEncoder.h"
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#include <algorithm>
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#include <cstring>
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#include "Common/CommonFuncs.h"
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.h"
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#include "VideoBackends/Vulkan/CommandBufferManager.h"
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#include "VideoBackends/Vulkan/ObjectCache.h"
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#include "VideoBackends/Vulkan/Renderer.h"
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#include "VideoBackends/Vulkan/StagingTexture2D.h"
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#include "VideoBackends/Vulkan/StateTracker.h"
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#include "VideoBackends/Vulkan/Texture2D.h"
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#include "VideoBackends/Vulkan/Util.h"
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#include "VideoBackends/Vulkan/VulkanContext.h"
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#include "VideoCommon/TextureConversionShader.h"
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#include "VideoCommon/TextureDecoder.h"
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namespace Vulkan
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{
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TextureEncoder::TextureEncoder()
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{
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}
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TextureEncoder::~TextureEncoder()
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{
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if (m_encoding_render_pass != VK_NULL_HANDLE)
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vkDestroyRenderPass(g_vulkan_context->GetDevice(), m_encoding_render_pass, nullptr);
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if (m_encoding_texture_framebuffer != VK_NULL_HANDLE)
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vkDestroyFramebuffer(g_vulkan_context->GetDevice(), m_encoding_texture_framebuffer, nullptr);
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for (VkShaderModule shader : m_texture_encoding_shaders)
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{
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if (shader != VK_NULL_HANDLE)
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vkDestroyShaderModule(g_vulkan_context->GetDevice(), shader, nullptr);
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}
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}
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bool TextureEncoder::Initialize()
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{
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if (!CompileShaders())
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{
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PanicAlert("Failed to compile shaders");
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return false;
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}
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if (!CreateEncodingRenderPass())
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{
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PanicAlert("Failed to create encode render pass");
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return false;
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}
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if (!CreateEncodingTexture())
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{
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PanicAlert("Failed to create encoding texture");
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return false;
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}
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if (!CreateDownloadTexture())
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{
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PanicAlert("Failed to create download texture");
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return false;
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}
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return true;
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}
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void TextureEncoder::EncodeTextureToRam(StateTracker* state_tracker, VkImageView src_texture,
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u8* dest_ptr, u32 format, u32 native_width,
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u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
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PEControl::PixelFormat src_format, bool is_intensity,
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int scale_by_half, const EFBRectangle& src_rect)
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{
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if (m_texture_encoding_shaders[format] == VK_NULL_HANDLE)
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{
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ERROR_LOG(VIDEO, "Missing encoding fragment shader for format %u", format);
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return;
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}
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// Can't do our own draw within a render pass.
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state_tracker->EndRenderPass();
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UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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g_object_cache->GetPushConstantPipelineLayout(), m_encoding_render_pass,
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g_object_cache->GetScreenQuadVertexShader(), VK_NULL_HANDLE,
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m_texture_encoding_shaders[format]);
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// Uniform - int4 of left,top,native_width,scale
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s32 position_uniform[4] = {src_rect.left, src_rect.top, static_cast<s32>(native_width),
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scale_by_half ? 2 : 1};
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draw.SetPushConstants(position_uniform, sizeof(position_uniform));
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// Doesn't make sense to linear filter depth values
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draw.SetPSSampler(0, src_texture, (scale_by_half && src_format != PEControl::Z24) ?
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g_object_cache->GetLinearSampler() :
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g_object_cache->GetPointSampler());
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u32 render_width = bytes_per_row / sizeof(u32);
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u32 render_height = num_blocks_y;
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Util::SetViewportAndScissor(g_command_buffer_mgr->GetCurrentCommandBuffer(), 0, 0, render_width,
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render_height);
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// TODO: We could use compute shaders here.
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VkRect2D render_region = {{0, 0}, {render_width, render_height}};
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draw.BeginRenderPass(m_encoding_texture_framebuffer, render_region);
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draw.DrawWithoutVertexBuffer(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, 4);
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draw.EndRenderPass();
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// Transition the image before copying
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m_encoding_texture->OverrideImageLayout(VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
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m_download_texture->CopyFromImage(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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m_encoding_texture->GetImage(), VK_IMAGE_ASPECT_COLOR_BIT, 0, 0,
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render_width, render_height, 0, 0);
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// Block until the GPU has finished copying to the staging texture.
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g_command_buffer_mgr->ExecuteCommandBuffer(false, true);
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state_tracker->InvalidateDescriptorSets();
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state_tracker->SetPendingRebind();
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// Copy from staging texture to the final destination, adjusting pitch if necessary.
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m_download_texture->ReadTexels(0, 0, render_width, render_height, dest_ptr, memory_stride);
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}
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bool TextureEncoder::CompileShaders()
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{
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// Texture encoding shaders
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static const u32 texture_encoding_shader_formats[] = {
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GX_TF_I4, GX_TF_I8, GX_TF_IA4, GX_TF_IA8, GX_TF_RGB565, GX_TF_RGB5A3, GX_TF_RGBA8,
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GX_CTF_R4, GX_CTF_RA4, GX_CTF_RA8, GX_CTF_A8, GX_CTF_R8, GX_CTF_G8, GX_CTF_B8,
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GX_CTF_RG8, GX_CTF_GB8, GX_CTF_Z8H, GX_TF_Z8, GX_CTF_Z16R, GX_TF_Z16, GX_TF_Z24X8,
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GX_CTF_Z4, GX_CTF_Z8M, GX_CTF_Z8L, GX_CTF_Z16L};
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for (u32 format : texture_encoding_shader_formats)
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{
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const char* shader_source =
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TextureConversionShader::GenerateEncodingShader(format, APIType::Vulkan);
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m_texture_encoding_shaders[format] = Util::CompileAndCreateFragmentShader(shader_source);
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if (m_texture_encoding_shaders[format] == VK_NULL_HANDLE)
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return false;
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}
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return true;
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}
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bool TextureEncoder::CreateEncodingRenderPass()
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{
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VkAttachmentDescription attachments[] = {
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{0, ENCODING_TEXTURE_FORMAT, VK_SAMPLE_COUNT_1_BIT, VK_ATTACHMENT_LOAD_OP_DONT_CARE,
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VK_ATTACHMENT_STORE_OP_STORE, VK_ATTACHMENT_LOAD_OP_DONT_CARE,
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VK_ATTACHMENT_STORE_OP_DONT_CARE, VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL}};
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VkAttachmentReference color_attachment_references[] = {
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{0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL}};
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VkSubpassDescription subpass_descriptions[] = {{0, VK_PIPELINE_BIND_POINT_GRAPHICS, 0, nullptr, 1,
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color_attachment_references, nullptr, nullptr, 0,
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nullptr}};
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VkSubpassDependency dependancies[] = {
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{0, VK_SUBPASS_EXTERNAL, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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VK_PIPELINE_STAGE_TRANSFER_BIT,
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VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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VK_ACCESS_TRANSFER_READ_BIT, VK_DEPENDENCY_BY_REGION_BIT}};
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VkRenderPassCreateInfo pass_info = {VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO,
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nullptr,
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0,
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static_cast<u32>(ArraySize(attachments)),
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attachments,
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static_cast<u32>(ArraySize(subpass_descriptions)),
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subpass_descriptions,
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static_cast<u32>(ArraySize(dependancies)),
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dependancies};
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VkResult res = vkCreateRenderPass(g_vulkan_context->GetDevice(), &pass_info, nullptr,
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&m_encoding_render_pass);
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if (res != VK_SUCCESS)
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{
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LOG_VULKAN_ERROR(res, "vkCreateRenderPass (Encode) failed: ");
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return false;
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}
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return true;
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}
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bool TextureEncoder::CreateEncodingTexture()
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{
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// From OGL: Why do we create a 1024 height texture?
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m_encoding_texture = Texture2D::Create(
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ENCODING_TEXTURE_WIDTH, ENCODING_TEXTURE_HEIGHT, 1, 1, ENCODING_TEXTURE_FORMAT,
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VK_SAMPLE_COUNT_1_BIT, VK_IMAGE_VIEW_TYPE_2D, VK_IMAGE_TILING_OPTIMAL,
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VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT);
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if (!m_encoding_texture)
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return false;
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VkImageView framebuffer_attachments[] = {m_encoding_texture->GetView()};
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VkFramebufferCreateInfo framebuffer_info = {VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO,
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nullptr,
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0,
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m_encoding_render_pass,
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static_cast<u32>(ArraySize(framebuffer_attachments)),
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framebuffer_attachments,
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m_encoding_texture->GetWidth(),
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m_encoding_texture->GetHeight(),
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m_encoding_texture->GetLayers()};
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VkResult res = vkCreateFramebuffer(g_vulkan_context->GetDevice(), &framebuffer_info, nullptr,
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&m_encoding_texture_framebuffer);
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if (res != VK_SUCCESS)
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{
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LOG_VULKAN_ERROR(res, "vkCreateFramebuffer failed: ");
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return false;
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}
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return true;
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}
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bool TextureEncoder::CreateDownloadTexture()
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{
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m_download_texture =
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StagingTexture2D::Create(STAGING_BUFFER_TYPE_READBACK, ENCODING_TEXTURE_WIDTH,
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ENCODING_TEXTURE_HEIGHT, ENCODING_TEXTURE_FORMAT);
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if (!m_download_texture || !m_download_texture->Map())
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return false;
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return true;
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}
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} // namespace Vulkan
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