mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 22:09:19 -07:00
9dc7358395
Remove the internal BlendState union. Also fixes Kirby's Return to Dreamland shadows.
165 lines
5.3 KiB
C++
165 lines
5.3 KiB
C++
// Copyright 2016 Dolphin Emulator Project
|
|
// Licensed under GPLv2+
|
|
// Refer to the license.txt file included.
|
|
|
|
#pragma once
|
|
|
|
#include <cstddef>
|
|
|
|
#include "Common/BitField.h"
|
|
#include "Common/CommonTypes.h"
|
|
#include "VideoBackends/Vulkan/VulkanLoader.h"
|
|
|
|
namespace Vulkan
|
|
{
|
|
// Number of command buffers. Having two allows one buffer to be
|
|
// executed whilst another is being built.
|
|
constexpr size_t NUM_COMMAND_BUFFERS = 2;
|
|
|
|
// Staging buffer usage - optimize for uploads or readbacks
|
|
enum STAGING_BUFFER_TYPE
|
|
{
|
|
STAGING_BUFFER_TYPE_UPLOAD,
|
|
STAGING_BUFFER_TYPE_READBACK
|
|
};
|
|
|
|
// Descriptor set layouts
|
|
enum DESCRIPTOR_SET_LAYOUT
|
|
{
|
|
DESCRIPTOR_SET_LAYOUT_UNIFORM_BUFFERS,
|
|
DESCRIPTOR_SET_LAYOUT_PIXEL_SHADER_SAMPLERS,
|
|
DESCRIPTOR_SET_LAYOUT_SHADER_STORAGE_BUFFERS,
|
|
DESCRIPTOR_SET_LAYOUT_TEXEL_BUFFERS,
|
|
DESCRIPTOR_SET_LAYOUT_COMPUTE,
|
|
NUM_DESCRIPTOR_SET_LAYOUTS
|
|
};
|
|
|
|
// Descriptor set bind points
|
|
enum DESCRIPTOR_SET_BIND_POINT
|
|
{
|
|
DESCRIPTOR_SET_BIND_POINT_UNIFORM_BUFFERS,
|
|
DESCRIPTOR_SET_BIND_POINT_PIXEL_SHADER_SAMPLERS,
|
|
DESCRIPTOR_SET_BIND_POINT_STORAGE_OR_TEXEL_BUFFER,
|
|
NUM_DESCRIPTOR_SET_BIND_POINTS
|
|
};
|
|
|
|
// We use four pipeline layouts:
|
|
// - Standard
|
|
// - Per-stage UBO (VS/GS/PS, VS constants accessible from PS)
|
|
// - 8 combined image samplers (accessible from PS)
|
|
// - BBox Enabled
|
|
// - Same as standard, plus a single SSBO accessible from PS
|
|
// - Push Constant
|
|
// - Same as standard, plus 128 bytes of push constants, accessible from all stages.
|
|
// - Texture Decoding
|
|
// - Same as push constant, plus a single texel buffer accessible from PS.
|
|
// - Compute
|
|
// - 1 uniform buffer [set=0, binding=0]
|
|
// - 4 combined image samplers [set=0, binding=1-4]
|
|
// - 1 texel buffer [set=0, binding=5]
|
|
// - 1 storage image [set=0, binding=6]
|
|
// - 128 bytes of push constants
|
|
//
|
|
// All four pipeline layout share the first two descriptor sets (uniform buffers, PS samplers).
|
|
// The third descriptor set (see bind points above) is used for storage or texel buffers.
|
|
//
|
|
enum PIPELINE_LAYOUT
|
|
{
|
|
PIPELINE_LAYOUT_STANDARD,
|
|
PIPELINE_LAYOUT_BBOX,
|
|
PIPELINE_LAYOUT_PUSH_CONSTANT,
|
|
PIPELINE_LAYOUT_TEXTURE_CONVERSION,
|
|
PIPELINE_LAYOUT_COMPUTE,
|
|
NUM_PIPELINE_LAYOUTS
|
|
};
|
|
|
|
// Uniform buffer bindings within the first descriptor set
|
|
enum UNIFORM_BUFFER_DESCRIPTOR_SET_BINDING
|
|
{
|
|
UBO_DESCRIPTOR_SET_BINDING_PS,
|
|
UBO_DESCRIPTOR_SET_BINDING_VS,
|
|
UBO_DESCRIPTOR_SET_BINDING_GS,
|
|
NUM_UBO_DESCRIPTOR_SET_BINDINGS
|
|
};
|
|
|
|
// Maximum number of attributes per vertex (we don't have any more than this?)
|
|
constexpr size_t MAX_VERTEX_ATTRIBUTES = 16;
|
|
|
|
// Number of pixel shader texture slots
|
|
constexpr size_t NUM_PIXEL_SHADER_SAMPLERS = 8;
|
|
|
|
// Total number of binding points in the pipeline layout
|
|
constexpr size_t TOTAL_PIPELINE_BINDING_POINTS =
|
|
NUM_UBO_DESCRIPTOR_SET_BINDINGS + NUM_PIXEL_SHADER_SAMPLERS + 1;
|
|
|
|
// Format of EFB textures
|
|
constexpr VkFormat EFB_COLOR_TEXTURE_FORMAT = VK_FORMAT_R8G8B8A8_UNORM;
|
|
constexpr VkFormat EFB_DEPTH_TEXTURE_FORMAT = VK_FORMAT_D32_SFLOAT;
|
|
constexpr VkFormat EFB_DEPTH_AS_COLOR_TEXTURE_FORMAT = VK_FORMAT_R32_SFLOAT;
|
|
|
|
// Format of texturecache textures
|
|
constexpr VkFormat TEXTURECACHE_TEXTURE_FORMAT = VK_FORMAT_R8G8B8A8_UNORM;
|
|
|
|
// Textures that don't fit into this buffer will be uploaded with a separate buffer (see below).
|
|
constexpr size_t INITIAL_TEXTURE_UPLOAD_BUFFER_SIZE = 16 * 1024 * 1024;
|
|
constexpr size_t MAXIMUM_TEXTURE_UPLOAD_BUFFER_SIZE = 64 * 1024 * 1024;
|
|
|
|
// Textures greater than 1024*1024 will be put in staging textures that are released after
|
|
// execution instead. A 2048x2048 texture is 16MB, and we'd only fit four of these in our
|
|
// streaming buffer and be blocking frequently. Games are unlikely to have textures this
|
|
// large anyway, so it's only really an issue for HD texture packs, and memory is not
|
|
// a limiting factor in these scenarios anyway.
|
|
constexpr size_t STAGING_TEXTURE_UPLOAD_THRESHOLD = 1024 * 1024 * 4;
|
|
|
|
// Streaming uniform buffer size
|
|
constexpr size_t INITIAL_UNIFORM_STREAM_BUFFER_SIZE = 16 * 1024 * 1024;
|
|
constexpr size_t MAXIMUM_UNIFORM_STREAM_BUFFER_SIZE = 32 * 1024 * 1024;
|
|
|
|
// Texel buffer size for palette and texture decoding.
|
|
constexpr size_t TEXTURE_CONVERSION_TEXEL_BUFFER_SIZE = 8 * 1024 * 1024;
|
|
|
|
// Push constant buffer size for utility shaders
|
|
constexpr u32 PUSH_CONSTANT_BUFFER_SIZE = 128;
|
|
|
|
// Minimum number of draw calls per command buffer when attempting to preempt a readback operation.
|
|
constexpr u32 MINIMUM_DRAW_CALLS_PER_COMMAND_BUFFER_FOR_READBACK = 10;
|
|
|
|
// Rasterization state info
|
|
union RasterizationState
|
|
{
|
|
BitField<0, 2, VkCullModeFlags> cull_mode;
|
|
BitField<2, 7, VkSampleCountFlagBits> samples;
|
|
BitField<9, 1, VkBool32> per_sample_shading;
|
|
BitField<10, 1, VkBool32> depth_clamp;
|
|
|
|
u32 bits;
|
|
};
|
|
|
|
// Depth state info
|
|
union DepthStencilState
|
|
{
|
|
BitField<0, 1, VkBool32> test_enable;
|
|
BitField<1, 1, VkBool32> write_enable;
|
|
BitField<2, 3, VkCompareOp> compare_op;
|
|
|
|
u32 bits;
|
|
};
|
|
|
|
// Sampler info
|
|
union SamplerState
|
|
{
|
|
BitField<0, 1, VkFilter> min_filter;
|
|
BitField<1, 1, VkFilter> mag_filter;
|
|
BitField<2, 1, VkSamplerMipmapMode> mipmap_mode;
|
|
BitField<3, 2, VkSamplerAddressMode> wrap_u;
|
|
BitField<5, 2, VkSamplerAddressMode> wrap_v;
|
|
BitField<7, 8, u32> min_lod;
|
|
BitField<15, 8, u32> max_lod;
|
|
BitField<23, 8, s32> lod_bias;
|
|
BitField<31, 1, u32> enable_anisotropic_filtering;
|
|
|
|
u32 bits;
|
|
};
|
|
|
|
} // namespace Vulkan
|