mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-24 22:10:01 +00:00
93e148fed6
Bit hacky but works.
123 lines
4.3 KiB
C++
123 lines
4.3 KiB
C++
// Copyright (c) 2016- PPSSPP Project.
|
|
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU General Public License as published by
|
|
// the Free Software Foundation, version 2.0 or later versions.
|
|
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU General Public License 2.0 for more details.
|
|
|
|
// A copy of the GPL 2.0 should have been included with the program.
|
|
// If not, see http://www.gnu.org/licenses/
|
|
|
|
// Official git repository and contact information can be found at
|
|
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
|
|
|
|
#pragma once
|
|
|
|
#include <tuple>
|
|
#include <map>
|
|
|
|
#include "Common/Vulkan/VulkanContext.h"
|
|
#include "Common/Vulkan/VulkanLoader.h"
|
|
#include "Common/Vulkan/VulkanImage.h"
|
|
|
|
// Vulkan doesn't really have the concept of an FBO that owns the images,
|
|
// but it does have the concept of a framebuffer as a set of attachments.
|
|
// VulkanFBO is an approximation of the FBO concept the other backends use
|
|
// to make things as similar as possible without being suboptimal.
|
|
//
|
|
// An FBO can be rendered to and used as a texture multiple times in a frame.
|
|
// Even at multiple sizes, while keeping the same contents.
|
|
// With GL or D3D we'd just rely on the driver managing duplicates for us, but in
|
|
// Vulkan we will want to be able to batch up the whole frame and reorder passes
|
|
// so that all textures are ready before the main scene, instead of switching back and
|
|
// forth. This comes at a memory cost but will be worth it.
|
|
//
|
|
// When we render to a scene, then render to a texture, then go back to the scene and
|
|
// use that texture, we will register that as a dependency. Then we will walk the DAG
|
|
// to find the final order of command buffers, and execute it.
|
|
//
|
|
// Each FBO will get its own command buffer for each pass.
|
|
|
|
// Similar to a subset of Thin3D, but separate.
|
|
// This is used for things like postprocessing shaders, depal, etc.
|
|
// No UBO data is used, only PushConstants.
|
|
// No transform matrices, only post-proj coordinates.
|
|
// Two textures can be sampled.
|
|
// Some simplified depth/stencil modes available.
|
|
|
|
class Vulkan2D {
|
|
public:
|
|
Vulkan2D(VulkanContext *vulkan);
|
|
~Vulkan2D();
|
|
|
|
void DeviceLost();
|
|
void DeviceRestore(VulkanContext *vulkan);
|
|
void Shutdown();
|
|
|
|
enum class VK2DDepthStencilMode {
|
|
NONE,
|
|
STENCIL_REPLACE_ALWAYS, // Does not draw to color.
|
|
};
|
|
|
|
// The only supported primitive is the triangle strip, for simplicity.
|
|
// ReadVertices can be used for vertex-less rendering where you generate verts in the vshader.
|
|
VkPipeline GetPipeline(VkRenderPass rp, VkShaderModule vs, VkShaderModule fs, bool readVertices = true, VK2DDepthStencilMode depthStencilMode = VK2DDepthStencilMode::NONE);
|
|
VkPipelineLayout GetPipelineLayout() const { return pipelineLayout_; }
|
|
void BeginFrame();
|
|
void EndFrame();
|
|
|
|
VkDescriptorSet GetDescriptorSet(VkImageView tex1, VkSampler sampler1, VkImageView tex2, VkSampler sampler2);
|
|
|
|
struct Vertex {
|
|
float x, y, z;
|
|
float u, v;
|
|
};
|
|
|
|
private:
|
|
void InitDeviceObjects();
|
|
void DestroyDeviceObjects();
|
|
|
|
VulkanContext *vulkan_ = nullptr;
|
|
VkDescriptorSetLayout descriptorSetLayout_ = VK_NULL_HANDLE;
|
|
VkPipelineLayout pipelineLayout_ = VK_NULL_HANDLE;
|
|
VkPipelineCache pipelineCache_ = VK_NULL_HANDLE;
|
|
|
|
// Yes, another one...
|
|
struct DescriptorSetKey {
|
|
VkImageView imageView[2];
|
|
VkSampler sampler[2];
|
|
|
|
bool operator < (const DescriptorSetKey &other) const {
|
|
return std::tie(imageView[0], imageView[1], sampler[0], sampler[1]) <
|
|
std::tie(other.imageView[0], other.imageView[1], other.sampler[0], other.sampler[1]);
|
|
}
|
|
};
|
|
|
|
struct PipelineKey {
|
|
VkShaderModule vs;
|
|
VkShaderModule fs;
|
|
VkRenderPass rp;
|
|
VK2DDepthStencilMode depthStencilMode;
|
|
bool readVertices;
|
|
bool operator < (const PipelineKey &other) const {
|
|
return std::tie(vs, fs, rp, depthStencilMode, readVertices) < std::tie(other.vs, other.fs, other.rp, other.depthStencilMode, other.readVertices);
|
|
}
|
|
};
|
|
|
|
struct FrameData {
|
|
VkDescriptorPool descPool;
|
|
std::map<DescriptorSetKey, VkDescriptorSet> descSets;
|
|
};
|
|
|
|
FrameData frameData_[VulkanContext::MAX_INFLIGHT_FRAMES];
|
|
|
|
std::map<PipelineKey, VkPipeline> pipelines_;
|
|
};
|
|
|
|
|
|
VkShaderModule CompileShaderModule(VulkanContext *vulkan, VkShaderStageFlagBits stage, const char *code, std::string *error);
|