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113 lines
4.1 KiB
C++
113 lines
4.1 KiB
C++
// Copyright 2017 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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#pragma once
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#include <memory>
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#include <vulkan/vulkan.h>
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#include "VideoCommon/AbstractFramebuffer.h"
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#include "VideoCommon/AbstractStagingTexture.h"
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#include "VideoCommon/AbstractTexture.h"
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namespace Vulkan
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{
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class StagingBuffer;
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class Texture2D;
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class VKTexture final : public AbstractTexture
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{
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public:
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VKTexture() = delete;
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~VKTexture();
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void CopyRectangleFromTexture(const AbstractTexture* src,
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const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
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u32 src_level, const MathUtil::Rectangle<int>& dst_rect,
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u32 dst_layer, u32 dst_level) override;
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void ScaleRectangleFromTexture(const AbstractTexture* source,
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const MathUtil::Rectangle<int>& src_rect,
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const MathUtil::Rectangle<int>& dst_rect) override;
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void ResolveFromTexture(const AbstractTexture* src, const MathUtil::Rectangle<int>& rect,
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u32 layer, u32 level) override;
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void Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
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size_t buffer_size) override;
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Texture2D* GetRawTexIdentifier() const;
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VkFramebuffer GetFramebuffer() const;
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static std::unique_ptr<VKTexture> Create(const TextureConfig& tex_config);
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private:
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VKTexture(const TextureConfig& tex_config, std::unique_ptr<Texture2D> texture,
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VkFramebuffer framebuffer);
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std::unique_ptr<Texture2D> m_texture;
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VkFramebuffer m_framebuffer;
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};
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class VKStagingTexture final : public AbstractStagingTexture
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{
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public:
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VKStagingTexture() = delete;
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~VKStagingTexture();
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void CopyFromTexture(const AbstractTexture* src, const MathUtil::Rectangle<int>& src_rect,
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u32 src_layer, u32 src_level,
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const MathUtil::Rectangle<int>& dst_rect) override;
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void CopyToTexture(const MathUtil::Rectangle<int>& src_rect, AbstractTexture* dst,
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const MathUtil::Rectangle<int>& dst_rect, u32 dst_layer,
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u32 dst_level) override;
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bool Map() override;
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void Unmap() override;
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void Flush() override;
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// This overload is provided for compatibility as we dropped StagingTexture2D.
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// For now, FramebufferManager relies on them. But we can drop it once we move that to common.
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void CopyFromTexture(Texture2D* src, const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
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u32 src_level, const MathUtil::Rectangle<int>& dst_rect);
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static std::unique_ptr<VKStagingTexture> Create(StagingTextureType type,
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const TextureConfig& config);
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private:
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VKStagingTexture(StagingTextureType type, const TextureConfig& config,
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std::unique_ptr<StagingBuffer> buffer);
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std::unique_ptr<StagingBuffer> m_staging_buffer;
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VkFence m_flush_fence = VK_NULL_HANDLE;
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};
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class VKFramebuffer final : public AbstractFramebuffer
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{
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public:
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VKFramebuffer(const VKTexture* color_attachment, const VKTexture* depth_attachment, u32 width,
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u32 height, u32 layers, u32 samples, VkFramebuffer fb,
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VkRenderPass load_render_pass, VkRenderPass discard_render_pass,
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VkRenderPass clear_render_pass);
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~VKFramebuffer() override;
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VkFramebuffer GetFB() const { return m_fb; }
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VkRenderPass GetLoadRenderPass() const { return m_load_render_pass; }
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VkRenderPass GetDiscardRenderPass() const { return m_discard_render_pass; }
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VkRenderPass GetClearRenderPass() const { return m_clear_render_pass; }
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void TransitionForRender() const;
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void TransitionForSample() const;
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static std::unique_ptr<VKFramebuffer> Create(const VKTexture* color_attachments,
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const VKTexture* depth_attachment);
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protected:
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const VKTexture* m_color_attachment;
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const VKTexture* m_depth_attachment;
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VkFramebuffer m_fb;
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VkRenderPass m_load_render_pass;
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VkRenderPass m_discard_render_pass;
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VkRenderPass m_clear_render_pass;
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};
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} // namespace Vulkan
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