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123 lines
4.3 KiB
C++
123 lines
4.3 KiB
C++
// Copyright (c) 2016- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include <tuple>
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#include <map>
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#include "Common/Vulkan/VulkanContext.h"
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#include "Common/Vulkan/VulkanLoader.h"
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#include "Common/Vulkan/VulkanImage.h"
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// Vulkan doesn't really have the concept of an FBO that owns the images,
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// but it does have the concept of a framebuffer as a set of attachments.
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// VulkanFBO is an approximation of the FBO concept the other backends use
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// to make things as similar as possible without being suboptimal.
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//
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// An FBO can be rendered to and used as a texture multiple times in a frame.
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// Even at multiple sizes, while keeping the same contents.
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// With GL or D3D we'd just rely on the driver managing duplicates for us, but in
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// Vulkan we will want to be able to batch up the whole frame and reorder passes
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// so that all textures are ready before the main scene, instead of switching back and
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// forth. This comes at a memory cost but will be worth it.
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//
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// When we render to a scene, then render to a texture, then go back to the scene and
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// use that texture, we will register that as a dependency. Then we will walk the DAG
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// to find the final order of command buffers, and execute it.
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//
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// Each FBO will get its own command buffer for each pass.
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// Similar to a subset of Thin3D, but separate.
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// This is used for things like postprocessing shaders, depal, etc.
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// No UBO data is used, only PushConstants.
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// No transform matrices, only post-proj coordinates.
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// Two textures can be sampled.
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// Some simplified depth/stencil modes available.
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class Vulkan2D {
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public:
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Vulkan2D(VulkanContext *vulkan);
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~Vulkan2D();
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void DeviceLost();
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void DeviceRestore(VulkanContext *vulkan);
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void Shutdown();
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enum class VK2DDepthStencilMode {
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NONE,
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STENCIL_REPLACE_ALWAYS, // Does not draw to color.
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};
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// The only supported primitive is the triangle strip, for simplicity.
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// ReadVertices can be used for vertex-less rendering where you generate verts in the vshader.
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VkPipeline GetPipeline(VkRenderPass rp, VkShaderModule vs, VkShaderModule fs, bool readVertices = true, VK2DDepthStencilMode depthStencilMode = VK2DDepthStencilMode::NONE);
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VkPipelineLayout GetPipelineLayout() const { return pipelineLayout_; }
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void BeginFrame();
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void EndFrame();
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VkDescriptorSet GetDescriptorSet(VkImageView tex1, VkSampler sampler1, VkImageView tex2, VkSampler sampler2);
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struct Vertex {
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float x, y, z;
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float u, v;
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};
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private:
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void InitDeviceObjects();
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void DestroyDeviceObjects();
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VulkanContext *vulkan_ = nullptr;
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VkDescriptorSetLayout descriptorSetLayout_ = VK_NULL_HANDLE;
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VkPipelineLayout pipelineLayout_ = VK_NULL_HANDLE;
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VkPipelineCache pipelineCache_ = VK_NULL_HANDLE;
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// Yes, another one...
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struct DescriptorSetKey {
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VkImageView imageView[2];
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VkSampler sampler[2];
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bool operator < (const DescriptorSetKey &other) const {
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return std::tie(imageView[0], imageView[1], sampler[0], sampler[1]) <
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std::tie(other.imageView[0], other.imageView[1], other.sampler[0], other.sampler[1]);
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}
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};
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struct PipelineKey {
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VkShaderModule vs;
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VkShaderModule fs;
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VkRenderPass rp;
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VK2DDepthStencilMode depthStencilMode;
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bool readVertices;
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bool operator < (const PipelineKey &other) const {
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return std::tie(vs, fs, rp, depthStencilMode, readVertices) < std::tie(other.vs, other.fs, other.rp, depthStencilMode, readVertices);
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}
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};
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struct FrameData {
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VkDescriptorPool descPool;
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std::map<DescriptorSetKey, VkDescriptorSet> descSets;
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};
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FrameData frameData_[VulkanContext::MAX_INFLIGHT_FRAMES];
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std::map<PipelineKey, VkPipeline> pipelines_;
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};
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VkShaderModule CompileShaderModule(VulkanContext *vulkan, VkShaderStageFlagBits stage, const char *code, std::string *error);
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