mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 13:57:57 -07:00
31ccfffd38
Gets rid of duplicated alignment code.
674 lines
24 KiB
C++
674 lines
24 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/Util.h"
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#include "Common/Align.h"
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#include "Common/Assert.h"
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#include "Common/CommonFuncs.h"
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#include "Common/MathUtil.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/ShaderCompiler.h"
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#include "VideoBackends/Vulkan/StateTracker.h"
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#include "VideoBackends/Vulkan/StreamBuffer.h"
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#include "VideoBackends/Vulkan/VulkanContext.h"
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namespace Vulkan
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{
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namespace Util
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{
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size_t AlignBufferOffset(size_t offset, size_t alignment)
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{
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// Assume an offset of zero is already aligned to a value larger than alignment.
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if (offset == 0)
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return 0;
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return Common::AlignUp(offset, alignment);
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}
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u32 MakeRGBA8Color(float r, float g, float b, float a)
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{
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return (static_cast<u32>(MathUtil::Clamp(static_cast<int>(r * 255.0f), 0, 255)) << 0) |
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(static_cast<u32>(MathUtil::Clamp(static_cast<int>(g * 255.0f), 0, 255)) << 8) |
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(static_cast<u32>(MathUtil::Clamp(static_cast<int>(b * 255.0f), 0, 255)) << 16) |
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(static_cast<u32>(MathUtil::Clamp(static_cast<int>(a * 255.0f), 0, 255)) << 24);
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}
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bool IsDepthFormat(VkFormat format)
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{
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switch (format)
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{
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case VK_FORMAT_D16_UNORM:
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case VK_FORMAT_D16_UNORM_S8_UINT:
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case VK_FORMAT_D24_UNORM_S8_UINT:
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case VK_FORMAT_D32_SFLOAT:
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case VK_FORMAT_D32_SFLOAT_S8_UINT:
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return true;
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default:
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return false;
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}
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}
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VkFormat GetLinearFormat(VkFormat format)
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{
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switch (format)
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{
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case VK_FORMAT_R8_SRGB:
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return VK_FORMAT_R8_UNORM;
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case VK_FORMAT_R8G8_SRGB:
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return VK_FORMAT_R8G8_UNORM;
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case VK_FORMAT_R8G8B8_SRGB:
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return VK_FORMAT_R8G8B8_UNORM;
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case VK_FORMAT_R8G8B8A8_SRGB:
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return VK_FORMAT_R8G8B8A8_UNORM;
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case VK_FORMAT_B8G8R8_SRGB:
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return VK_FORMAT_B8G8R8_UNORM;
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case VK_FORMAT_B8G8R8A8_SRGB:
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return VK_FORMAT_B8G8R8A8_UNORM;
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default:
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return format;
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}
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}
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u32 GetTexelSize(VkFormat format)
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{
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// Only contains pixel formats we use.
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switch (format)
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{
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case VK_FORMAT_R32_SFLOAT:
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return 4;
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case VK_FORMAT_D32_SFLOAT:
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return 4;
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case VK_FORMAT_R8G8B8A8_UNORM:
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return 4;
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case VK_FORMAT_B8G8R8A8_UNORM:
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return 4;
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default:
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PanicAlert("Unhandled pixel format");
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return 1;
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}
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}
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VkBlendFactor GetAlphaBlendFactor(VkBlendFactor factor)
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{
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switch (factor)
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{
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case VK_BLEND_FACTOR_SRC_COLOR:
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return VK_BLEND_FACTOR_SRC_ALPHA;
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case VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR:
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return VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
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case VK_BLEND_FACTOR_DST_COLOR:
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return VK_BLEND_FACTOR_DST_ALPHA;
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case VK_BLEND_FACTOR_ONE_MINUS_DST_COLOR:
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return VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA;
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default:
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return factor;
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}
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}
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RasterizationState GetNoCullRasterizationState()
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{
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RasterizationState state = {};
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state.cull_mode = VK_CULL_MODE_NONE;
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state.samples = VK_SAMPLE_COUNT_1_BIT;
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state.per_sample_shading = VK_FALSE;
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state.depth_clamp = VK_FALSE;
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return state;
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}
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DepthStencilState GetNoDepthTestingDepthStencilState()
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{
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DepthStencilState state = {};
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state.test_enable = VK_FALSE;
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state.write_enable = VK_FALSE;
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state.compare_op = VK_COMPARE_OP_ALWAYS;
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return state;
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}
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BlendState GetNoBlendingBlendState()
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{
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BlendState state = {};
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state.blend_enable = VK_FALSE;
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state.blend_op = VK_BLEND_OP_ADD;
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state.src_blend = VK_BLEND_FACTOR_ONE;
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state.dst_blend = VK_BLEND_FACTOR_ZERO;
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state.alpha_blend_op = VK_BLEND_OP_ADD;
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state.src_alpha_blend = VK_BLEND_FACTOR_ONE;
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state.dst_alpha_blend = VK_BLEND_FACTOR_ZERO;
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state.logic_op_enable = VK_FALSE;
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state.logic_op = VK_LOGIC_OP_CLEAR;
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state.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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return state;
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}
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void SetViewportAndScissor(VkCommandBuffer command_buffer, int x, int y, int width, int height,
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float min_depth /*= 0.0f*/, float max_depth /*= 1.0f*/)
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{
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VkViewport viewport = {static_cast<float>(x),
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static_cast<float>(y),
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static_cast<float>(width),
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static_cast<float>(height),
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min_depth,
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max_depth};
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VkRect2D scissor = {{x, y}, {static_cast<uint32_t>(width), static_cast<uint32_t>(height)}};
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vkCmdSetViewport(command_buffer, 0, 1, &viewport);
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vkCmdSetScissor(command_buffer, 0, 1, &scissor);
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}
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void BufferMemoryBarrier(VkCommandBuffer command_buffer, VkBuffer buffer,
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VkAccessFlags src_access_mask, VkAccessFlags dst_access_mask,
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VkDeviceSize offset, VkDeviceSize size,
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VkPipelineStageFlags src_stage_mask, VkPipelineStageFlags dst_stage_mask)
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{
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VkBufferMemoryBarrier buffer_info = {
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VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER, // VkStructureType sType
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nullptr, // const void* pNext
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src_access_mask, // VkAccessFlags srcAccessMask
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dst_access_mask, // VkAccessFlags dstAccessMask
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VK_QUEUE_FAMILY_IGNORED, // uint32_t srcQueueFamilyIndex
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VK_QUEUE_FAMILY_IGNORED, // uint32_t dstQueueFamilyIndex
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buffer, // VkBuffer buffer
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offset, // VkDeviceSize offset
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size // VkDeviceSize size
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};
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vkCmdPipelineBarrier(command_buffer, src_stage_mask, dst_stage_mask, 0, 0, nullptr, 1,
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&buffer_info, 0, nullptr);
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}
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void ExecuteCurrentCommandsAndRestoreState(bool execute_off_thread, bool wait_for_completion)
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{
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StateTracker::GetInstance()->EndRenderPass();
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g_command_buffer_mgr->ExecuteCommandBuffer(execute_off_thread, wait_for_completion);
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StateTracker::GetInstance()->InvalidateDescriptorSets();
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StateTracker::GetInstance()->InvalidateConstants();
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StateTracker::GetInstance()->SetPendingRebind();
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}
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VkShaderModule CreateShaderModule(const u32* spv, size_t spv_word_count)
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{
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VkShaderModuleCreateInfo info = {};
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info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
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info.codeSize = spv_word_count * sizeof(u32);
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info.pCode = spv;
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VkShaderModule module;
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VkResult res = vkCreateShaderModule(g_vulkan_context->GetDevice(), &info, nullptr, &module);
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if (res != VK_SUCCESS)
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{
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LOG_VULKAN_ERROR(res, "vkCreateShaderModule failed: ");
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return VK_NULL_HANDLE;
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}
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return module;
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}
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VkShaderModule CompileAndCreateVertexShader(const std::string& source_code, bool prepend_header)
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{
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ShaderCompiler::SPIRVCodeVector code;
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if (!ShaderCompiler::CompileVertexShader(&code, source_code.c_str(), source_code.length(),
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prepend_header))
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{
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return VK_NULL_HANDLE;
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}
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return CreateShaderModule(code.data(), code.size());
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}
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VkShaderModule CompileAndCreateGeometryShader(const std::string& source_code, bool prepend_header)
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{
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ShaderCompiler::SPIRVCodeVector code;
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if (!ShaderCompiler::CompileGeometryShader(&code, source_code.c_str(), source_code.length(),
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prepend_header))
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{
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return VK_NULL_HANDLE;
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}
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return CreateShaderModule(code.data(), code.size());
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}
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VkShaderModule CompileAndCreateFragmentShader(const std::string& source_code, bool prepend_header)
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{
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ShaderCompiler::SPIRVCodeVector code;
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if (!ShaderCompiler::CompileFragmentShader(&code, source_code.c_str(), source_code.length(),
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prepend_header))
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{
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return VK_NULL_HANDLE;
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}
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return CreateShaderModule(code.data(), code.size());
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}
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} // namespace Util
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UtilityShaderDraw::UtilityShaderDraw(VkCommandBuffer command_buffer,
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VkPipelineLayout pipeline_layout, VkRenderPass render_pass,
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VkShaderModule vertex_shader, VkShaderModule geometry_shader,
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VkShaderModule pixel_shader)
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: m_command_buffer(command_buffer)
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{
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// Populate minimal pipeline state
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m_pipeline_info.vertex_format = g_object_cache->GetUtilityShaderVertexFormat();
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m_pipeline_info.pipeline_layout = pipeline_layout;
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m_pipeline_info.render_pass = render_pass;
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m_pipeline_info.vs = vertex_shader;
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m_pipeline_info.gs = geometry_shader;
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m_pipeline_info.ps = pixel_shader;
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m_pipeline_info.rasterization_state.bits = Util::GetNoCullRasterizationState().bits;
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m_pipeline_info.depth_stencil_state.bits = Util::GetNoDepthTestingDepthStencilState().bits;
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m_pipeline_info.blend_state.bits = Util::GetNoBlendingBlendState().bits;
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m_pipeline_info.primitive_topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
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}
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UtilityShaderVertex* UtilityShaderDraw::ReserveVertices(VkPrimitiveTopology topology, size_t count)
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{
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m_pipeline_info.primitive_topology = topology;
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if (!g_object_cache->GetUtilityShaderVertexBuffer()->ReserveMemory(
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sizeof(UtilityShaderVertex) * count, sizeof(UtilityShaderVertex), true, true, true))
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PanicAlert("Failed to allocate space for vertices in backend shader");
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m_vertex_buffer = g_object_cache->GetUtilityShaderVertexBuffer()->GetBuffer();
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m_vertex_buffer_offset = g_object_cache->GetUtilityShaderVertexBuffer()->GetCurrentOffset();
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return reinterpret_cast<UtilityShaderVertex*>(
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g_object_cache->GetUtilityShaderVertexBuffer()->GetCurrentHostPointer());
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}
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void UtilityShaderDraw::CommitVertices(size_t count)
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{
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g_object_cache->GetUtilityShaderVertexBuffer()->CommitMemory(sizeof(UtilityShaderVertex) * count);
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m_vertex_count = static_cast<uint32_t>(count);
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}
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void UtilityShaderDraw::UploadVertices(VkPrimitiveTopology topology, UtilityShaderVertex* vertices,
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size_t count)
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{
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UtilityShaderVertex* upload_vertices = ReserveVertices(topology, count);
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memcpy(upload_vertices, vertices, sizeof(UtilityShaderVertex) * count);
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CommitVertices(count);
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}
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u8* UtilityShaderDraw::AllocateVSUniforms(size_t size)
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{
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if (!g_object_cache->GetUtilityShaderUniformBuffer()->ReserveMemory(
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size, g_vulkan_context->GetUniformBufferAlignment(), true, true, true))
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PanicAlert("Failed to allocate util uniforms");
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return g_object_cache->GetUtilityShaderUniformBuffer()->GetCurrentHostPointer();
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}
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void UtilityShaderDraw::CommitVSUniforms(size_t size)
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{
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m_vs_uniform_buffer.buffer = g_object_cache->GetUtilityShaderUniformBuffer()->GetBuffer();
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m_vs_uniform_buffer.offset = 0;
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m_vs_uniform_buffer.range = size;
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m_ubo_offsets[UBO_DESCRIPTOR_SET_BINDING_VS] =
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static_cast<uint32_t>(g_object_cache->GetUtilityShaderUniformBuffer()->GetCurrentOffset());
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g_object_cache->GetUtilityShaderUniformBuffer()->CommitMemory(size);
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}
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u8* UtilityShaderDraw::AllocatePSUniforms(size_t size)
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{
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if (!g_object_cache->GetUtilityShaderUniformBuffer()->ReserveMemory(
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size, g_vulkan_context->GetUniformBufferAlignment(), true, true, true))
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PanicAlert("Failed to allocate util uniforms");
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return g_object_cache->GetUtilityShaderUniformBuffer()->GetCurrentHostPointer();
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}
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void UtilityShaderDraw::CommitPSUniforms(size_t size)
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{
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m_ps_uniform_buffer.buffer = g_object_cache->GetUtilityShaderUniformBuffer()->GetBuffer();
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m_ps_uniform_buffer.offset = 0;
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m_ps_uniform_buffer.range = size;
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m_ubo_offsets[UBO_DESCRIPTOR_SET_BINDING_PS] =
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static_cast<uint32_t>(g_object_cache->GetUtilityShaderUniformBuffer()->GetCurrentOffset());
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g_object_cache->GetUtilityShaderUniformBuffer()->CommitMemory(size);
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}
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void UtilityShaderDraw::SetPushConstants(const void* data, size_t data_size)
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{
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_assert_(static_cast<u32>(data_size) < PUSH_CONSTANT_BUFFER_SIZE);
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vkCmdPushConstants(m_command_buffer, m_pipeline_info.pipeline_layout,
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VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0,
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static_cast<u32>(data_size), data);
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}
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void UtilityShaderDraw::SetPSSampler(size_t index, VkImageView view, VkSampler sampler)
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{
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m_ps_samplers[index].sampler = sampler;
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m_ps_samplers[index].imageView = view;
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m_ps_samplers[index].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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}
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void UtilityShaderDraw::SetPSTexelBuffer(VkBufferView view)
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{
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// Should only be used with the texture conversion pipeline layout.
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_assert_(m_pipeline_info.pipeline_layout ==
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g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_TEXTURE_CONVERSION));
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m_ps_texel_buffer = view;
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}
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void UtilityShaderDraw::SetRasterizationState(const RasterizationState& state)
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{
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m_pipeline_info.rasterization_state.bits = state.bits;
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}
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void UtilityShaderDraw::SetDepthStencilState(const DepthStencilState& state)
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{
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m_pipeline_info.depth_stencil_state.bits = state.bits;
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}
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void UtilityShaderDraw::SetBlendState(const BlendState& state)
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{
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m_pipeline_info.blend_state.bits = state.bits;
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}
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void UtilityShaderDraw::BeginRenderPass(VkFramebuffer framebuffer, const VkRect2D& region,
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const VkClearValue* clear_value)
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{
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VkRenderPassBeginInfo begin_info = {VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO,
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nullptr,
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m_pipeline_info.render_pass,
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framebuffer,
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region,
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clear_value ? 1u : 0u,
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clear_value};
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vkCmdBeginRenderPass(m_command_buffer, &begin_info, VK_SUBPASS_CONTENTS_INLINE);
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}
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void UtilityShaderDraw::EndRenderPass()
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{
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vkCmdEndRenderPass(m_command_buffer);
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}
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void UtilityShaderDraw::Draw()
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{
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BindVertexBuffer();
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BindDescriptors();
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if (!BindPipeline())
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return;
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vkCmdDraw(m_command_buffer, m_vertex_count, 1, 0, 0);
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}
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void UtilityShaderDraw::DrawQuad(int x, int y, int width, int height, float z)
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{
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UtilityShaderVertex vertices[4];
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vertices[0].SetPosition(-1.0f, 1.0f, z);
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vertices[0].SetTextureCoordinates(0.0f, 1.0f);
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vertices[0].SetColor(1.0f, 1.0f, 1.0f, 1.0f);
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vertices[1].SetPosition(1.0f, 1.0f, z);
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vertices[1].SetTextureCoordinates(1.0f, 1.0f);
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vertices[1].SetColor(1.0f, 1.0f, 1.0f, 1.0f);
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vertices[2].SetPosition(-1.0f, -1.0f, z);
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vertices[2].SetTextureCoordinates(0.0f, 0.0f);
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vertices[2].SetColor(1.0f, 1.0f, 1.0f, 1.0f);
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vertices[3].SetPosition(1.0f, -1.0f, z);
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vertices[3].SetTextureCoordinates(1.0f, 0.0f);
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vertices[3].SetColor(1.0f, 1.0f, 1.0f, 1.0f);
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Util::SetViewportAndScissor(m_command_buffer, x, y, width, height);
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UploadVertices(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, vertices, ArraySize(vertices));
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Draw();
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}
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void UtilityShaderDraw::DrawQuad(int dst_x, int dst_y, int dst_width, int dst_height, int src_x,
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int src_y, int src_layer, int src_width, int src_height,
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int src_full_width, int src_full_height, float z)
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{
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float u0 = float(src_x) / float(src_full_width);
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float v0 = float(src_y) / float(src_full_height);
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float u1 = float(src_x + src_width) / float(src_full_width);
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float v1 = float(src_y + src_height) / float(src_full_height);
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float w = static_cast<float>(src_layer);
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UtilityShaderVertex vertices[4];
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vertices[0].SetPosition(-1.0f, 1.0f, z);
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vertices[0].SetTextureCoordinates(u0, v1, w);
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vertices[0].SetColor(1.0f, 1.0f, 1.0f, 1.0f);
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vertices[1].SetPosition(1.0f, 1.0f, z);
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vertices[1].SetTextureCoordinates(u1, v1, w);
|
|
vertices[1].SetColor(1.0f, 1.0f, 1.0f, 1.0f);
|
|
vertices[2].SetPosition(-1.0f, -1.0f, z);
|
|
vertices[2].SetTextureCoordinates(u0, v0, w);
|
|
vertices[2].SetColor(1.0f, 1.0f, 1.0f, 1.0f);
|
|
vertices[3].SetPosition(1.0f, -1.0f, z);
|
|
vertices[3].SetTextureCoordinates(u1, v0, w);
|
|
vertices[3].SetColor(1.0f, 1.0f, 1.0f, 1.0f);
|
|
|
|
Util::SetViewportAndScissor(m_command_buffer, dst_x, dst_y, dst_width, dst_height);
|
|
UploadVertices(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, vertices, ArraySize(vertices));
|
|
Draw();
|
|
}
|
|
|
|
void UtilityShaderDraw::DrawColoredQuad(int x, int y, int width, int height, float r, float g,
|
|
float b, float a, float z)
|
|
{
|
|
return DrawColoredQuad(x, y, width, height, Util::MakeRGBA8Color(r, g, b, a), z);
|
|
}
|
|
|
|
void UtilityShaderDraw::DrawColoredQuad(int x, int y, int width, int height, u32 color, float z)
|
|
{
|
|
UtilityShaderVertex vertices[4];
|
|
vertices[0].SetPosition(-1.0f, 1.0f, z);
|
|
vertices[0].SetTextureCoordinates(0.0f, 1.0f);
|
|
vertices[0].SetColor(color);
|
|
vertices[1].SetPosition(1.0f, 1.0f, z);
|
|
vertices[1].SetTextureCoordinates(1.0f, 1.0f);
|
|
vertices[1].SetColor(color);
|
|
vertices[2].SetPosition(-1.0f, -1.0f, z);
|
|
vertices[2].SetTextureCoordinates(0.0f, 0.0f);
|
|
vertices[2].SetColor(color);
|
|
vertices[3].SetPosition(1.0f, -1.0f, z);
|
|
vertices[3].SetTextureCoordinates(1.0f, 0.0f);
|
|
vertices[3].SetColor(color);
|
|
|
|
Util::SetViewportAndScissor(m_command_buffer, x, y, width, height);
|
|
UploadVertices(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, vertices, ArraySize(vertices));
|
|
Draw();
|
|
}
|
|
|
|
void UtilityShaderDraw::SetViewportAndScissor(int x, int y, int width, int height)
|
|
{
|
|
Util::SetViewportAndScissor(m_command_buffer, x, y, width, height, 0.0f, 1.0f);
|
|
}
|
|
|
|
void UtilityShaderDraw::DrawWithoutVertexBuffer(VkPrimitiveTopology primitive_topology,
|
|
u32 vertex_count)
|
|
{
|
|
m_pipeline_info.vertex_format = nullptr;
|
|
m_pipeline_info.primitive_topology = primitive_topology;
|
|
|
|
BindDescriptors();
|
|
if (!BindPipeline())
|
|
return;
|
|
|
|
vkCmdDraw(m_command_buffer, vertex_count, 1, 0, 0);
|
|
}
|
|
|
|
void UtilityShaderDraw::BindVertexBuffer()
|
|
{
|
|
vkCmdBindVertexBuffers(m_command_buffer, 0, 1, &m_vertex_buffer, &m_vertex_buffer_offset);
|
|
}
|
|
|
|
void UtilityShaderDraw::BindDescriptors()
|
|
{
|
|
// TODO: This method is a mess, clean it up
|
|
std::array<VkDescriptorSet, NUM_DESCRIPTOR_SET_BIND_POINTS> bind_descriptor_sets = {};
|
|
std::array<VkWriteDescriptorSet, NUM_UBO_DESCRIPTOR_SET_BINDINGS + NUM_PIXEL_SHADER_SAMPLERS>
|
|
set_writes = {};
|
|
uint32_t num_set_writes = 0;
|
|
|
|
VkDescriptorBufferInfo dummy_uniform_buffer = {
|
|
g_object_cache->GetUtilityShaderUniformBuffer()->GetBuffer(), 0, 1};
|
|
|
|
// uniform buffers
|
|
if (m_vs_uniform_buffer.buffer != VK_NULL_HANDLE || m_ps_uniform_buffer.buffer != VK_NULL_HANDLE)
|
|
{
|
|
VkDescriptorSet set = g_command_buffer_mgr->AllocateDescriptorSet(
|
|
g_object_cache->GetDescriptorSetLayout(DESCRIPTOR_SET_LAYOUT_UNIFORM_BUFFERS));
|
|
if (set == VK_NULL_HANDLE)
|
|
PanicAlert("Failed to allocate descriptor set for utility draw");
|
|
|
|
set_writes[num_set_writes++] = {
|
|
VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET, nullptr, set, UBO_DESCRIPTOR_SET_BINDING_VS, 0, 1,
|
|
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, nullptr,
|
|
(m_vs_uniform_buffer.buffer != VK_NULL_HANDLE) ? &m_vs_uniform_buffer :
|
|
&dummy_uniform_buffer,
|
|
nullptr};
|
|
|
|
set_writes[num_set_writes++] = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
|
|
nullptr,
|
|
set,
|
|
UBO_DESCRIPTOR_SET_BINDING_GS,
|
|
0,
|
|
1,
|
|
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC,
|
|
nullptr,
|
|
&dummy_uniform_buffer,
|
|
nullptr};
|
|
|
|
set_writes[num_set_writes++] = {
|
|
VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET, nullptr, set, UBO_DESCRIPTOR_SET_BINDING_PS, 0, 1,
|
|
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, nullptr,
|
|
(m_ps_uniform_buffer.buffer != VK_NULL_HANDLE) ? &m_ps_uniform_buffer :
|
|
&dummy_uniform_buffer,
|
|
nullptr};
|
|
|
|
bind_descriptor_sets[DESCRIPTOR_SET_LAYOUT_UNIFORM_BUFFERS] = set;
|
|
}
|
|
|
|
// PS samplers
|
|
size_t first_active_sampler;
|
|
for (first_active_sampler = 0; first_active_sampler < NUM_PIXEL_SHADER_SAMPLERS;
|
|
first_active_sampler++)
|
|
{
|
|
if (m_ps_samplers[first_active_sampler].imageView != VK_NULL_HANDLE &&
|
|
m_ps_samplers[first_active_sampler].sampler != VK_NULL_HANDLE)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Check if we have any at all, skip the binding process entirely if we don't
|
|
if (first_active_sampler != NUM_PIXEL_SHADER_SAMPLERS)
|
|
{
|
|
// Allocate a new descriptor set
|
|
VkDescriptorSet set = g_command_buffer_mgr->AllocateDescriptorSet(
|
|
g_object_cache->GetDescriptorSetLayout(DESCRIPTOR_SET_LAYOUT_PIXEL_SHADER_SAMPLERS));
|
|
if (set == VK_NULL_HANDLE)
|
|
PanicAlert("Failed to allocate descriptor set for utility draw");
|
|
|
|
for (size_t i = 0; i < NUM_PIXEL_SHADER_SAMPLERS; i++)
|
|
{
|
|
const VkDescriptorImageInfo& info = m_ps_samplers[i];
|
|
if (info.imageView != VK_NULL_HANDLE && info.sampler != VK_NULL_HANDLE)
|
|
{
|
|
set_writes[num_set_writes++] = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
|
|
nullptr,
|
|
set,
|
|
static_cast<uint32_t>(i),
|
|
0,
|
|
1,
|
|
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
|
&info,
|
|
nullptr,
|
|
nullptr};
|
|
}
|
|
}
|
|
|
|
bind_descriptor_sets[DESCRIPTOR_SET_BIND_POINT_PIXEL_SHADER_SAMPLERS] = set;
|
|
}
|
|
|
|
vkUpdateDescriptorSets(g_vulkan_context->GetDevice(), num_set_writes, set_writes.data(), 0,
|
|
nullptr);
|
|
|
|
if (m_ps_texel_buffer != VK_NULL_HANDLE)
|
|
{
|
|
// TODO: Handle case where this fails.
|
|
// This'll only be when we do over say, 1024 allocations per frame, which shouldn't happen.
|
|
// TODO: Execute the command buffer, reset render passes and then try again.
|
|
VkDescriptorSet set = g_command_buffer_mgr->AllocateDescriptorSet(
|
|
g_object_cache->GetDescriptorSetLayout(DESCRIPTOR_SET_LAYOUT_TEXEL_BUFFERS));
|
|
if (set == VK_NULL_HANDLE)
|
|
{
|
|
PanicAlert("Failed to allocate texel buffer descriptor set for utility draw");
|
|
return;
|
|
}
|
|
|
|
VkWriteDescriptorSet set_write = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
|
|
nullptr,
|
|
set,
|
|
0,
|
|
0,
|
|
1,
|
|
VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER,
|
|
nullptr,
|
|
nullptr,
|
|
&m_ps_texel_buffer};
|
|
vkUpdateDescriptorSets(g_vulkan_context->GetDevice(), 1, &set_write, 0, nullptr);
|
|
bind_descriptor_sets[DESCRIPTOR_SET_BIND_POINT_STORAGE_OR_TEXEL_BUFFER] = set;
|
|
}
|
|
|
|
// Fast path when there are no gaps in the set bindings
|
|
u32 bind_point_index;
|
|
for (bind_point_index = 0; bind_point_index < NUM_DESCRIPTOR_SET_BIND_POINTS; bind_point_index++)
|
|
{
|
|
if (bind_descriptor_sets[bind_point_index] == VK_NULL_HANDLE)
|
|
break;
|
|
}
|
|
if (bind_point_index > 0)
|
|
{
|
|
// Bind the contiguous sets, any others after any gaps will be handled below
|
|
vkCmdBindDescriptorSets(m_command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
|
|
m_pipeline_info.pipeline_layout, 0, bind_point_index,
|
|
&bind_descriptor_sets[0], NUM_UBO_DESCRIPTOR_SET_BINDINGS,
|
|
m_ubo_offsets.data());
|
|
}
|
|
|
|
// Handle any remaining sets
|
|
for (u32 i = bind_point_index; i < NUM_DESCRIPTOR_SET_BIND_POINTS; i++)
|
|
{
|
|
if (bind_descriptor_sets[i] == VK_NULL_HANDLE)
|
|
continue;
|
|
|
|
// No need to worry about dynamic offsets here, since #0 will always be bound above.
|
|
vkCmdBindDescriptorSets(m_command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
|
|
m_pipeline_info.pipeline_layout, i, 1, &bind_descriptor_sets[i], 0,
|
|
nullptr);
|
|
}
|
|
}
|
|
|
|
bool UtilityShaderDraw::BindPipeline()
|
|
{
|
|
VkPipeline pipeline = g_object_cache->GetPipeline(m_pipeline_info);
|
|
if (pipeline == VK_NULL_HANDLE)
|
|
{
|
|
PanicAlert("Failed to get pipeline for backend shader draw");
|
|
return false;
|
|
}
|
|
|
|
vkCmdBindPipeline(m_command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
|
|
return true;
|
|
}
|
|
|
|
} // namespace Vulkan
|