mirror of
https://github.com/hrydgard/ppsspp.git
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487 lines
17 KiB
C++
487 lines
17 KiB
C++
// Copyright (c) 2012- 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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// TODO: We now have the tools in thin3d to nearly eliminate the backend-specific framebuffer managers.
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// Here's a list of functionality to unify into FramebufferManagerCommon:
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// * DrawActiveTexture
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// * BlitFramebuffer
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//
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// Also, in TextureCache we should be able to unify texture-based depal.
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#pragma once
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#include <vector>
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#include <unordered_map>
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#include "Common/CommonTypes.h"
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#include "Common/Log.h"
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#include "Common/GPU/thin3d.h"
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#include "GPU/GPU.h"
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#include "GPU/ge_constants.h"
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#include "GPU/GPUInterface.h"
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#include "GPU/Common/Draw2D.h"
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enum {
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FB_USAGE_DISPLAYED_FRAMEBUFFER = 1,
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FB_USAGE_RENDERTARGET = 2,
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FB_USAGE_TEXTURE = 4,
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FB_USAGE_CLUT = 8,
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FB_USAGE_DOWNLOAD = 16,
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FB_USAGE_DOWNLOAD_CLEAR = 32,
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FB_USAGE_BLUE_TO_ALPHA = 64,
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};
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enum {
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FB_NON_BUFFERED_MODE = 0,
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FB_BUFFERED_MODE = 1,
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};
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namespace Draw {
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class Framebuffer;
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}
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class VulkanFBO;
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// We have to track VFBs and depth buffers together, since bits are shared between the color alpha channel
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// and the stencil buffer on the PSP.
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// Sometimes, virtual framebuffers need to share a Z buffer. We emulate this by copying from on to the next
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// when such a situation is detected. In order to reliably detect this, we separately track depth buffers,
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// and they know which color buffer they were used with last.
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struct VirtualFramebuffer {
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u32 fb_address;
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u32 z_address; // If 0, it's a "RAM" framebuffer.
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int fb_stride;
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int z_stride;
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GEBufferFormat format; // virtual, in reality they are all RGBA8888 for better quality but we can reinterpret that as necessary
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// width/height: The detected size of the current framebuffer, in original PSP pixels.
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u16 width;
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u16 height;
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// bufferWidth/bufferHeight: The pre-scaling size of the buffer itself. May only be bigger than or equal to width/height.
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// Actual physical buffer is this size times the render resolution multiplier.
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// The buffer may be used to render a width or height from 0 to these values without being recreated.
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u16 bufferWidth;
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u16 bufferHeight;
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// renderWidth/renderHeight: The scaled size we render at. May be scaled to render at higher resolutions.
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// The physical buffer may be larger than renderWidth/renderHeight.
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u16 renderWidth;
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u16 renderHeight;
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float renderScaleFactor;
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u16 usageFlags;
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u16 newWidth;
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u16 newHeight;
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int lastFrameNewSize;
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Draw::Framebuffer *fbo;
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u16 drawnWidth;
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u16 drawnHeight;
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GEBufferFormat drawnFormat;
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u16 safeWidth;
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u16 safeHeight;
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bool dirtyAfterDisplay;
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bool reallyDirtyAfterDisplay; // takes frame skipping into account
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int last_frame_used;
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int last_frame_attached;
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int last_frame_render;
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int last_frame_displayed;
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int last_frame_clut;
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int last_frame_failed;
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int last_frame_depth_updated;
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int last_frame_depth_render;
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u32 clutUpdatedBytes;
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bool memoryUpdated;
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bool firstFrameSaved;
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};
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struct TrackedDepthBuffer {
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u32 z_address;
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int z_stride;
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// Really need to make sure we're killing these TrackedDepthBuffer's off when the VirtualFrameBuffers die.
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VirtualFramebuffer *vfb;
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// Could do full tracking of which framebuffers are used with this depth buffer,
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// but probably not necessary.
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// std::set<std::pair<u32, u32>> seen_fbs;
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};
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struct FramebufferHeuristicParams {
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u32 fb_address;
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int fb_stride;
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u32 z_address;
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int z_stride;
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GEBufferFormat fmt;
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bool isClearingDepth;
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bool isWritingDepth;
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bool isDrawing;
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bool isModeThrough;
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int viewportWidth;
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int viewportHeight;
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int regionWidth;
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int regionHeight;
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int scissorWidth;
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int scissorHeight;
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};
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struct GPUgstate;
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extern GPUgstate gstate;
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void GetFramebufferHeuristicInputs(FramebufferHeuristicParams *params, const GPUgstate &gstate);
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enum BindFramebufferColorFlags {
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BINDFBCOLOR_SKIP_COPY = 0,
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BINDFBCOLOR_MAY_COPY = 1,
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BINDFBCOLOR_MAY_COPY_WITH_UV = 3, // includes BINDFBCOLOR_MAY_COPY
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BINDFBCOLOR_APPLY_TEX_OFFSET = 4,
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// Used when rendering to a temporary surface (e.g. not the current render target.)
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BINDFBCOLOR_FORCE_SELF = 8,
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};
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enum DrawTextureFlags {
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DRAWTEX_NEAREST = 0,
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DRAWTEX_LINEAR = 1,
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DRAWTEX_TO_BACKBUFFER = 8,
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};
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inline DrawTextureFlags operator | (const DrawTextureFlags &lhs, const DrawTextureFlags &rhs) {
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return DrawTextureFlags((u32)lhs | (u32)rhs);
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}
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enum class StencilUpload {
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NEEDS_CLEAR,
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STENCIL_IS_ZERO,
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};
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enum class TempFBO {
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DEPAL,
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BLIT,
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// For copies of framebuffers (e.g. shader blending.)
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COPY,
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// For another type of framebuffers that can happen together with COPY (see Outrun)
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REINTERPRET,
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// Used to copy stencil data, means we need a stencil backing.
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STENCIL,
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};
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inline Draw::DataFormat GEFormatToThin3D(int geFormat) {
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switch (geFormat) {
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case GE_FORMAT_4444:
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return Draw::DataFormat::A4R4G4B4_UNORM_PACK16;
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case GE_FORMAT_5551:
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return Draw::DataFormat::A1R5G5B5_UNORM_PACK16;
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case GE_FORMAT_565:
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return Draw::DataFormat::R5G6B5_UNORM_PACK16;
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case GE_FORMAT_8888:
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return Draw::DataFormat::R8G8B8A8_UNORM;
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default:
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return Draw::DataFormat::UNDEFINED;
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}
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}
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namespace Draw {
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class DrawContext;
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}
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struct GPUDebugBuffer;
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class DrawEngineCommon;
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class PresentationCommon;
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class ShaderManagerCommon;
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class TextureCacheCommon;
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class FramebufferManagerCommon {
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public:
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FramebufferManagerCommon(Draw::DrawContext *draw);
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virtual ~FramebufferManagerCommon();
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virtual void Init();
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virtual void BeginFrame();
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void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format);
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void DestroyFramebuf(VirtualFramebuffer *v);
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VirtualFramebuffer *DoSetRenderFrameBuffer(const FramebufferHeuristicParams ¶ms, u32 skipDrawReason);
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VirtualFramebuffer *SetRenderFrameBuffer(bool framebufChanged, int skipDrawReason) {
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// Inlining this part since it's so frequent.
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if (!framebufChanged && currentRenderVfb_) {
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currentRenderVfb_->last_frame_render = gpuStats.numFlips;
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currentRenderVfb_->dirtyAfterDisplay = true;
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if (!skipDrawReason)
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currentRenderVfb_->reallyDirtyAfterDisplay = true;
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return currentRenderVfb_;
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} else {
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// This is so that we will be able to drive DoSetRenderFramebuffer with inputs
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// that come from elsewhere than gstate.
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FramebufferHeuristicParams inputs;
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GetFramebufferHeuristicInputs(&inputs, gstate);
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VirtualFramebuffer *vfb = DoSetRenderFrameBuffer(inputs, skipDrawReason);
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_dbg_assert_msg_(vfb, "DoSetRenderFramebuffer must return a valid framebuffer.");
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_dbg_assert_msg_(currentRenderVfb_, "DoSetRenderFramebuffer must set a valid framebuffer.");
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return vfb;
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}
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}
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void RebindFramebuffer(const char *tag);
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std::vector<FramebufferInfo> GetFramebufferList();
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void CopyDisplayToOutput(bool reallyDirty);
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bool NotifyFramebufferCopy(u32 src, u32 dest, int size, bool isMemset, u32 skipDrawReason);
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void NotifyVideoUpload(u32 addr, int size, int width, GEBufferFormat fmt);
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void UpdateFromMemory(u32 addr, int size, bool safe);
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void ApplyClearToMemory(int x1, int y1, int x2, int y2, u32 clearColor);
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bool PerformStencilUpload(u32 addr, int size, StencilUpload flags = StencilUpload::NEEDS_CLEAR);
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// Returns true if it's sure this is a direct FBO->FBO transfer and it has already handle it.
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// In that case we hardly need to actually copy the bytes in VRAM, they will be wrong anyway (unless
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// read framebuffers is on, in which case this should always return false).
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bool NotifyBlockTransferBefore(u32 dstBasePtr, int dstStride, int dstX, int dstY, u32 srcBasePtr, int srcStride, int srcX, int srcY, int w, int h, int bpp, u32 skipDrawReason);
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void NotifyBlockTransferAfter(u32 dstBasePtr, int dstStride, int dstX, int dstY, u32 srcBasePtr, int srcStride, int srcX, int srcY, int w, int h, int bpp, u32 skipDrawReason);
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bool BindFramebufferAsColorTexture(int stage, VirtualFramebuffer *framebuffer, int flags);
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void ReadFramebufferToMemory(VirtualFramebuffer *vfb, int x, int y, int w, int h);
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void DownloadFramebufferForClut(u32 fb_address, u32 loadBytes);
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void DrawFramebufferToOutput(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride);
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TrackedDepthBuffer *GetOrCreateTrackedDepthBuffer(VirtualFramebuffer *vfb);
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void DrawPixels(VirtualFramebuffer *vfb, int dstX, int dstY, const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height);
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size_t NumVFBs() const { return vfbs_.size(); }
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u32 PrevDisplayFramebufAddr() {
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return prevDisplayFramebuf_ ? prevDisplayFramebuf_->fb_address : 0;
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}
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u32 DisplayFramebufAddr() {
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return displayFramebuf_ ? displayFramebuf_->fb_address : 0;
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}
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u32 DisplayFramebufStride() {
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return displayFramebuf_ ? displayStride_ : 0;
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}
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GEBufferFormat DisplayFramebufFormat() {
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return displayFramebuf_ ? displayFormat_ : GE_FORMAT_INVALID;
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}
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bool UseBufferedRendering() {
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return useBufferedRendering_;
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}
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bool MayIntersectFramebuffer(u32 start) {
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// Clear the cache/kernel bits.
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start = start & 0x3FFFFFFF;
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// Most games only have two framebuffers at the start.
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if (start >= framebufRangeEnd_ || start < PSP_GetVidMemBase()) {
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return false;
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}
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return true;
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}
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VirtualFramebuffer *GetCurrentRenderVFB() const {
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return currentRenderVfb_;
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}
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// TODO: Break out into some form of FBO manager
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VirtualFramebuffer *GetVFBAt(u32 addr);
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VirtualFramebuffer *GetDisplayVFB() {
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return GetVFBAt(displayFramebufPtr_);
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}
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int GetRenderWidth() const { return currentRenderVfb_ ? currentRenderVfb_->renderWidth : 480; }
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int GetRenderHeight() const { return currentRenderVfb_ ? currentRenderVfb_->renderHeight : 272; }
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int GetTargetWidth() const { return currentRenderVfb_ ? currentRenderVfb_->width : 480; }
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int GetTargetHeight() const { return currentRenderVfb_ ? currentRenderVfb_->height : 272; }
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int GetTargetBufferWidth() const { return currentRenderVfb_ ? currentRenderVfb_->bufferWidth : 480; }
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int GetTargetBufferHeight() const { return currentRenderVfb_ ? currentRenderVfb_->bufferHeight : 272; }
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int GetTargetStride() const { return currentRenderVfb_ ? currentRenderVfb_->fb_stride : 512; }
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GEBufferFormat GetTargetFormat() const { return currentRenderVfb_ ? currentRenderVfb_->format : displayFormat_; }
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void SetDepthUpdated() {
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if (currentRenderVfb_) {
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currentRenderVfb_->last_frame_depth_render = gpuStats.numFlips;
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currentRenderVfb_->last_frame_depth_updated = gpuStats.numFlips;
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}
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}
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void SetColorUpdated(int skipDrawReason) {
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if (currentRenderVfb_) {
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SetColorUpdated(currentRenderVfb_, skipDrawReason);
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}
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}
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void SetSafeSize(u16 w, u16 h);
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virtual void Resized();
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virtual void DestroyAllFBOs();
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virtual void DeviceLost();
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virtual void DeviceRestore(Draw::DrawContext *draw);
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Draw::Framebuffer *GetTempFBO(TempFBO reason, u16 w, u16 h);
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// Debug features
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virtual bool GetFramebuffer(u32 fb_address, int fb_stride, GEBufferFormat format, GPUDebugBuffer &buffer, int maxRes);
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virtual bool GetDepthbuffer(u32 fb_address, int fb_stride, u32 z_address, int z_stride, GPUDebugBuffer &buffer);
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virtual bool GetStencilbuffer(u32 fb_address, int fb_stride, GPUDebugBuffer &buffer);
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virtual bool GetOutputFramebuffer(GPUDebugBuffer &buffer);
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const std::vector<VirtualFramebuffer *> &Framebuffers() {
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return vfbs_;
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}
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void ReinterpretFramebuffer(VirtualFramebuffer *vfb, GEBufferFormat oldFormat, GEBufferFormat newFormat);
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protected:
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virtual void PackFramebufferSync_(VirtualFramebuffer *vfb, int x, int y, int w, int h);
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void SetViewport2D(int x, int y, int w, int h);
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Draw::Texture *MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height);
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void DrawActiveTexture(float x, float y, float w, float h, float destW, float destH, float u0, float v0, float u1, float v1, int uvRotation, int flags);
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void DrawStrip2D(Draw::Texture *tex, Draw2DVertex *verts, int vertexCount, bool linearFilter);
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bool UpdateSize();
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void FlushBeforeCopy();
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virtual void DecimateFBOs(); // keeping it virtual to let D3D do a little extra
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// Used by ReadFramebufferToMemory and later framebuffer block copies
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virtual void BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp, const char *tag);
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void BlitUsingRaster(
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Draw::Framebuffer *src, float srcX1, float srcY1, float srcX2, float srcY2,
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Draw::Framebuffer *dest, float destX1, float destY1, float destX2, float destY2, bool linearFilter);
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void CopyFramebufferForColorTexture(VirtualFramebuffer *dst, VirtualFramebuffer *src, int flags);
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void EstimateDrawingSize(u32 fb_address, GEBufferFormat fb_format, int viewport_width, int viewport_height, int region_width, int region_height, int scissor_width, int scissor_height, int fb_stride, int &drawing_width, int &drawing_height);
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u32 ColorBufferByteSize(const VirtualFramebuffer *vfb) const;
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void NotifyRenderFramebufferCreated(VirtualFramebuffer *vfb);
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void NotifyRenderFramebufferUpdated(VirtualFramebuffer *vfb, bool vfbFormatChanged);
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void NotifyRenderFramebufferSwitched(VirtualFramebuffer *prevVfb, VirtualFramebuffer *vfb, bool isClearingDepth);
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void BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst);
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void ResizeFramebufFBO(VirtualFramebuffer *vfb, int w, int h, bool force = false, bool skipCopy = false);
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void ShowScreenResolution();
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bool ShouldDownloadFramebuffer(const VirtualFramebuffer *vfb) const;
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void DownloadFramebufferOnSwitch(VirtualFramebuffer *vfb);
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void FindTransferFramebuffers(VirtualFramebuffer *&dstBuffer, VirtualFramebuffer *&srcBuffer, u32 dstBasePtr, int dstStride, int &dstX, int &dstY, u32 srcBasePtr, int srcStride, int &srcX, int &srcY, int &srcWidth, int &srcHeight, int &dstWidth, int &dstHeight, int bpp);
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VirtualFramebuffer *FindDownloadTempBuffer(VirtualFramebuffer *vfb);
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virtual void UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb) {}
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VirtualFramebuffer *CreateRAMFramebuffer(uint32_t fbAddress, int width, int height, int stride, GEBufferFormat format);
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void UpdateFramebufUsage(VirtualFramebuffer *vfb);
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static void SetColorUpdated(VirtualFramebuffer *dstBuffer, int skipDrawReason) {
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dstBuffer->memoryUpdated = false;
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dstBuffer->clutUpdatedBytes = 0;
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dstBuffer->dirtyAfterDisplay = true;
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dstBuffer->drawnWidth = dstBuffer->width;
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dstBuffer->drawnHeight = dstBuffer->height;
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dstBuffer->drawnFormat = dstBuffer->format;
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if ((skipDrawReason & SKIPDRAW_SKIPFRAME) == 0)
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dstBuffer->reallyDirtyAfterDisplay = true;
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}
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PresentationCommon *presentation_ = nullptr;
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Draw::DrawContext *draw_ = nullptr;
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TextureCacheCommon *textureCache_ = nullptr;
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ShaderManagerCommon *shaderManager_ = nullptr;
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DrawEngineCommon *drawEngine_ = nullptr;
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bool needBackBufferYSwap_ = false;
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u32 displayFramebufPtr_ = 0;
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u32 displayStride_ = 0;
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GEBufferFormat displayFormat_;
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u32 prevDisplayFramebufPtr_ = 0;
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VirtualFramebuffer *displayFramebuf_ = nullptr;
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VirtualFramebuffer *prevDisplayFramebuf_ = nullptr;
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VirtualFramebuffer *prevPrevDisplayFramebuf_ = nullptr;
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int frameLastFramebufUsed_ = 0;
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VirtualFramebuffer *currentRenderVfb_ = nullptr;
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// The range of PSP memory that may contain FBOs. So we can skip iterating.
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u32 framebufRangeEnd_ = 0;
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bool useBufferedRendering_ = false;
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bool postShaderIsUpscalingFilter_ = false;
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bool postShaderIsSupersampling_ = false;
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std::vector<VirtualFramebuffer *> vfbs_;
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std::vector<VirtualFramebuffer *> bvfbs_; // blitting framebuffers (for download)
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std::vector<TrackedDepthBuffer *> trackedDepthBuffers_;
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bool gameUsesSequentialCopies_ = false;
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// Sampled in BeginFrame/UpdateSize for safety.
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float renderWidth_ = 0.0f;
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float renderHeight_ = 0.0f;
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float renderScaleFactor_ = 1.0f;
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int pixelWidth_;
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int pixelHeight_;
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int bloomHack_ = 0;
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Draw::DataFormat preferredPixelsFormat_ = Draw::DataFormat::R8G8B8A8_UNORM;
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struct TempFBOInfo {
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Draw::Framebuffer *fbo;
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int last_frame_used;
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};
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std::unordered_map<u64, TempFBOInfo> tempFBOs_;
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std::vector<Draw::Framebuffer *> fbosToDelete_;
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// Aggressively delete unused FBOs to save gpu memory.
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enum {
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FBO_OLD_AGE = 5,
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FBO_OLD_USAGE_FLAG = 15,
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};
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// Thin3D stuff for reinterpreting image data between the various 16-bit formats.
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// Safe, not optimal - there might be input attachment tricks, etc, but we can't use them
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// since we don't want N different implementations.
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Draw::Pipeline *reinterpretFromTo_[3][3]{};
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Draw::ShaderModule *reinterpretVS_ = nullptr;
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Draw::SamplerState *reinterpretSampler_ = nullptr;
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Draw::Buffer *reinterpretVBuf_ = nullptr;
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// Common implementation of stencil buffer upload. Also not 100% optimal, but not perforamnce
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// critical either.
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Draw::Pipeline *stencilUploadPipeline_ = nullptr;
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Draw::ShaderModule *stencilUploadVs_ = nullptr;
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Draw::ShaderModule *stencilUploadFs_ = nullptr;
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Draw::SamplerState *stencilUploadSampler_ = nullptr;
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|
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// Draw2D pipelines
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Draw::Pipeline *draw2DPipelineLinear_ = nullptr;
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Draw::SamplerState *draw2DSamplerLinear_ = nullptr;
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Draw::SamplerState *draw2DSamplerNearest_ = nullptr;
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Draw::ShaderModule *draw2DVs_ = nullptr;
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Draw::ShaderModule *draw2DFs_ = nullptr;
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};
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