Play-/Source/gs/GSH_Vulkan/GSH_VulkanDrawMobile.cpp

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#include "GSH_VulkanDrawMobile.h"
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#include "GSH_VulkanDrawUtils.h"
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#include "GSH_VulkanMemoryUtils.h"
#include "MemStream.h"
#include "vulkan/StructDefs.h"
#include "vulkan/Utils.h"
#include "nuanceur/Builder.h"
#include "nuanceur/generators/SpirvShaderGenerator.h"
#include "../GSHandler.h"
#include "../GsPixelFormats.h"
using namespace GSH_Vulkan;
#define VERTEX_ATTRIB_LOCATION_POSITION 0
#define VERTEX_ATTRIB_LOCATION_DEPTH 1
#define VERTEX_ATTRIB_LOCATION_COLOR 2
#define VERTEX_ATTRIB_LOCATION_TEXCOORD 3
#define VERTEX_ATTRIB_LOCATION_FOG 4
#define DESCRIPTOR_LOCATION_BUFFER_MEMORY 0
#define DESCRIPTOR_LOCATION_IMAGE_CLUT 1
#define DESCRIPTOR_LOCATION_IMAGE_SWIZZLETABLE_TEX 2
#define DESCRIPTOR_LOCATION_IMAGE_SWIZZLETABLE_FB 3
#define DESCRIPTOR_LOCATION_IMAGE_SWIZZLETABLE_DEPTH 4
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#define DESCRIPTOR_LOCATION_IMAGE_INPUT_COLOR 5
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#define DESCRIPTOR_LOCATION_IMAGE_INPUT_DEPTH 6
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#define DRAW_AREA_SIZE 2048
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#define MAX_VERTEX_COUNT 1024 * 512
#define DEPTH_MAX (4294967296.0f)
CDrawMobile::CDrawMobile(const ContextPtr& context, const FrameCommandBufferPtr& frameCommandBuffer)
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: CDraw(context, frameCommandBuffer)
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, m_loadPipelineCache(context->device)
, m_storePipelineCache(context->device)
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{
CreateRenderPass();
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CreateDrawImages();
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CreateFramebuffer();
}
CDrawMobile::~CDrawMobile()
{
m_context->device.vkDestroyFramebuffer(m_context->device, m_framebuffer, nullptr);
m_context->device.vkDestroyRenderPass(m_context->device, m_renderPass, nullptr);
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m_context->device.vkDestroyImageView(m_context->device, m_drawColorImageView, nullptr);
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}
void CDrawMobile::SetPipelineCaps(const PIPELINE_CAPS& caps)
{
bool changed = static_cast<uint64>(caps) != static_cast<uint64>(m_pipelineCaps);
if(!changed) return;
auto prevLoadStoreCaps = MakeLoadStorePipelineCaps(m_pipelineCaps);
auto nextLoadStoreCaps = MakeLoadStorePipelineCaps(caps);
if(static_cast<uint64>(prevLoadStoreCaps) != static_cast<uint64>(nextLoadStoreCaps))
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{
FlushRenderPass();
}
if(caps.textureUseMemoryCopy)
{
FlushRenderPass();
}
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FlushVertices();
m_pipelineCaps = caps;
}
void CDrawMobile::SetFramebufferParams(uint32 addr, uint32 width, uint32 writeMask)
{
bool storeChanged =
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(m_pushConstants.fbBufAddr != addr) ||
(m_pushConstants.fbBufWidth != width);
bool drawChanged =
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(m_pushConstants.fbWriteMask != writeMask);
if(!storeChanged && !drawChanged) return;
if(storeChanged)
{
FlushRenderPass();
}
if(drawChanged)
{
FlushVertices();
}
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m_pushConstants.fbBufAddr = addr;
m_pushConstants.fbBufWidth = width;
m_pushConstants.fbWriteMask = writeMask;
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}
void CDrawMobile::SetDepthbufferParams(uint32 addr, uint32 width)
{
bool changed =
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(m_pushConstants.depthBufAddr != addr) ||
(m_pushConstants.depthBufWidth != width);
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if(!changed) return;
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FlushRenderPass();
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m_pushConstants.depthBufAddr = addr;
m_pushConstants.depthBufWidth = width;
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}
void CDrawMobile::SetScissor(uint32 scissorX, uint32 scissorY, uint32 scissorWidth, uint32 scissorHeight)
{
bool changed =
(m_scissorX != scissorX) ||
(m_scissorY != scissorY) ||
(m_scissorWidth != scissorWidth) ||
(m_scissorHeight != scissorHeight);
if(!changed) return;
FlushRenderPass();
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m_scissorX = scissorX;
m_scissorY = scissorY;
m_scissorWidth = scissorWidth;
m_scissorHeight = scissorHeight;
}
void CDrawMobile::FlushVertices()
{
uint32 vertexCount = m_passVertexEnd - m_passVertexStart;
if(vertexCount == 0) return;
auto& frame = m_frames[m_frameCommandBuffer->GetCurrentFrame()];
auto commandBuffer = m_frameCommandBuffer->GetCommandBuffer();
for(auto vertex = frame.vertexBufferPtr + m_passVertexStart; vertex != frame.vertexBufferPtr + m_passVertexEnd; vertex++)
{
m_renderPassMinX = std::min(vertex->x, m_renderPassMinX);
m_renderPassMinY = std::min(vertex->y, m_renderPassMinY);
m_renderPassMaxX = std::max(vertex->x, m_renderPassMaxX);
m_renderPassMaxY = std::max(vertex->y, m_renderPassMaxY);
}
if(m_pipelineCaps.textureUseMemoryCopy)
{
assert(!m_renderPassBegun);
m_memoryCopyRegion.Reset();
}
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{
VkViewport viewport = {};
viewport.width = DRAW_AREA_SIZE;
viewport.height = DRAW_AREA_SIZE;
viewport.maxDepth = 1.0f;
m_context->device.vkCmdSetViewport(commandBuffer, 0, 1, &viewport);
VkRect2D scissor = {};
scissor.offset.x = m_scissorX;
scissor.offset.y = m_scissorY;
scissor.extent.width = m_scissorWidth;
scissor.extent.height = m_scissorHeight;
m_context->device.vkCmdSetScissor(commandBuffer, 0, 1, &scissor);
}
if(!m_renderPassBegun)
{
auto renderPassBeginInfo = Framework::Vulkan::RenderPassBeginInfo();
renderPassBeginInfo.renderPass = m_renderPass;
renderPassBeginInfo.renderArea.extent.width = DRAW_AREA_SIZE;
renderPassBeginInfo.renderArea.extent.height = DRAW_AREA_SIZE;
renderPassBeginInfo.framebuffer = m_framebuffer;
m_context->device.vkCmdBeginRenderPass(commandBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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//Load from memory
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//Find pipeline and create it if we've never encountered it before
auto strippedCaps = MakeLoadStorePipelineCaps(m_pipelineCaps);
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auto loadPipeline = m_loadPipelineCache.TryGetPipeline(strippedCaps);
if(!loadPipeline)
{
loadPipeline = m_loadPipelineCache.RegisterPipeline(strippedCaps, CreateLoadPipeline(strippedCaps));
}
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auto descriptorSetCaps = make_convertible<DESCRIPTORSET_CAPS>(0);
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descriptorSetCaps.framebufferFormat = m_pipelineCaps.framebufferFormat;
descriptorSetCaps.depthbufferFormat = m_pipelineCaps.depthbufferFormat;
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auto descriptorSet = PrepareDescriptorSet(loadPipeline->descriptorSetLayout, descriptorSetCaps);
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m_context->device.vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, loadPipeline->pipelineLayout,
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0, 1, &descriptorSet, 0, nullptr);
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m_context->device.vkCmdBindPipeline(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, loadPipeline->pipeline);
m_context->device.vkCmdPushConstants(commandBuffer, loadPipeline->pipelineLayout, VK_SHADER_STAGE_FRAGMENT_BIT,
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0, sizeof(DRAW_PIPELINE_PUSHCONSTANTS), &m_pushConstants);
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m_context->device.vkCmdDraw(commandBuffer, 3, 1, 0, 0);
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m_context->device.vkCmdNextSubpass(commandBuffer, VK_SUBPASS_CONTENTS_INLINE);
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m_renderPassBegun = true;
}
//Find pipeline and create it if we've never encountered it before
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auto drawPipeline = m_pipelineCache.TryGetPipeline(m_pipelineCaps);
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if(!drawPipeline)
{
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drawPipeline = m_pipelineCache.RegisterPipeline(m_pipelineCaps, CreateDrawPipeline(m_pipelineCaps));
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}
{
auto memoryBarrier = Framework::Vulkan::MemoryBarrier();
memoryBarrier.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
memoryBarrier.dstAccessMask = VK_ACCESS_INPUT_ATTACHMENT_READ_BIT;
m_context->device.vkCmdPipelineBarrier(commandBuffer, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
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VK_DEPENDENCY_BY_REGION_BIT, 1, &memoryBarrier, 0, nullptr, 0, nullptr);
}
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auto descriptorSetCaps = make_convertible<DESCRIPTORSET_CAPS>(0);
descriptorSetCaps.hasTexture = m_pipelineCaps.hasTexture;
descriptorSetCaps.framebufferFormat = m_pipelineCaps.framebufferFormat;
descriptorSetCaps.depthbufferFormat = m_pipelineCaps.depthbufferFormat;
descriptorSetCaps.textureFormat = m_pipelineCaps.textureFormat;
auto descriptorSet = PrepareDescriptorSet(drawPipeline->descriptorSetLayout, descriptorSetCaps);
std::vector<uint32> descriptorDynamicOffsets;
if(m_pipelineCaps.hasTexture && CGsPixelFormats::IsPsmIDTEX(m_pipelineCaps.textureFormat))
{
descriptorDynamicOffsets.push_back(m_clutBufferOffset);
}
m_context->device.vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, drawPipeline->pipelineLayout,
0, 1, &descriptorSet, static_cast<uint32_t>(descriptorDynamicOffsets.size()), descriptorDynamicOffsets.data());
m_context->device.vkCmdBindPipeline(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, drawPipeline->pipeline);
VkDeviceSize vertexBufferOffset = (m_passVertexStart * sizeof(PRIM_VERTEX));
VkBuffer vertexBuffer = frame.vertexBuffer;
m_context->device.vkCmdBindVertexBuffers(commandBuffer, 0, 1, &vertexBuffer, &vertexBufferOffset);
m_context->device.vkCmdPushConstants(commandBuffer, drawPipeline->pipelineLayout, VK_SHADER_STAGE_FRAGMENT_BIT,
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0, sizeof(DRAW_PIPELINE_PUSHCONSTANTS), &m_pushConstants);
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m_context->device.vkCmdDraw(commandBuffer, vertexCount, 1, 0, 0);
m_passVertexStart = m_passVertexEnd;
}
void CDrawMobile::FlushRenderPass()
{
FlushVertices();
if(m_renderPassBegun)
{
auto commandBuffer = m_frameCommandBuffer->GetCommandBuffer();
m_context->device.vkCmdNextSubpass(commandBuffer, VK_SUBPASS_CONTENTS_INLINE);
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//Store to memory
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int32 clippedX0 = std::clamp<int32>(m_renderPassMinX, m_scissorX, m_scissorX + m_scissorWidth);
int32 clippedX1 = std::clamp<int32>(m_renderPassMaxX, m_scissorX, m_scissorX + m_scissorWidth);
int32 clippedY0 = std::clamp<int32>(m_renderPassMinY, m_scissorY, m_scissorY + m_scissorHeight);
int32 clippedY1 = std::clamp<int32>(m_renderPassMaxY, m_scissorY, m_scissorY + m_scissorHeight);
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VkRect2D scissor = {};
scissor.offset.x = clippedX0;
scissor.offset.y = clippedY0;
scissor.extent.width = clippedX1 - clippedX0;
scissor.extent.height = clippedY1 - clippedY0;
m_context->device.vkCmdSetScissor(commandBuffer, 0, 1, &scissor);
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//Find pipeline and create it if we've never encountered it before
auto strippedCaps = MakeLoadStorePipelineCaps(m_pipelineCaps);
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auto storePipeline = m_storePipelineCache.TryGetPipeline(strippedCaps);
if(!storePipeline)
{
storePipeline = m_storePipelineCache.RegisterPipeline(strippedCaps, CreateStorePipeline(strippedCaps));
}
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auto descriptorSetCaps = make_convertible<DESCRIPTORSET_CAPS>(0);
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descriptorSetCaps.framebufferFormat = m_pipelineCaps.framebufferFormat;
descriptorSetCaps.depthbufferFormat = m_pipelineCaps.depthbufferFormat;
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auto descriptorSet = PrepareDescriptorSet(storePipeline->descriptorSetLayout, descriptorSetCaps);
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m_context->device.vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, storePipeline->pipelineLayout,
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0, 1, &descriptorSet, 0, nullptr);
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m_context->device.vkCmdBindPipeline(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, storePipeline->pipeline);
m_context->device.vkCmdPushConstants(commandBuffer, storePipeline->pipelineLayout, VK_SHADER_STAGE_FRAGMENT_BIT,
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0, sizeof(DRAW_PIPELINE_PUSHCONSTANTS), &m_pushConstants);
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m_context->device.vkCmdDraw(commandBuffer, 3, 1, 0, 0);
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m_context->device.vkCmdEndRenderPass(commandBuffer);
m_renderPassBegun = false;
}
m_renderPassMinX = FLT_MAX;
m_renderPassMinY = FLT_MAX;
m_renderPassMaxX = -FLT_MAX;
m_renderPassMaxY = -FLT_MAX;
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}
VkDescriptorSet CDrawMobile::PrepareDescriptorSet(VkDescriptorSetLayout descriptorSetLayout, const DESCRIPTORSET_CAPS& caps)
{
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auto descriptorSetIterator = m_descriptorSetCache.find(caps);
if(descriptorSetIterator != std::end(m_descriptorSetCache))
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{
return descriptorSetIterator->second;
}
auto result = VK_SUCCESS;
VkDescriptorSet descriptorSet = VK_NULL_HANDLE;
//Allocate descriptor set
{
auto setAllocateInfo = Framework::Vulkan::DescriptorSetAllocateInfo();
setAllocateInfo.descriptorPool = m_context->descriptorPool;
setAllocateInfo.descriptorSetCount = 1;
setAllocateInfo.pSetLayouts = &descriptorSetLayout;
result = m_context->device.vkAllocateDescriptorSets(m_context->device, &setAllocateInfo, &descriptorSet);
CHECKVULKANERROR(result);
}
//Update descriptor set
{
VkDescriptorBufferInfo descriptorMemoryBufferInfo = {};
descriptorMemoryBufferInfo.buffer = m_context->memoryBuffer;
descriptorMemoryBufferInfo.range = VK_WHOLE_SIZE;
VkDescriptorBufferInfo descriptorClutBufferInfo = {};
descriptorClutBufferInfo.buffer = m_context->clutBuffer;
descriptorClutBufferInfo.range = VK_WHOLE_SIZE;
VkDescriptorImageInfo descriptorTexSwizzleTableImageInfo = {};
descriptorTexSwizzleTableImageInfo.imageView = m_context->GetSwizzleTable(caps.textureFormat);
descriptorTexSwizzleTableImageInfo.imageLayout = VK_IMAGE_LAYOUT_GENERAL;
VkDescriptorImageInfo descriptorFbSwizzleTableImageInfo = {};
descriptorFbSwizzleTableImageInfo.imageView = m_context->GetSwizzleTable(caps.framebufferFormat);
descriptorFbSwizzleTableImageInfo.imageLayout = VK_IMAGE_LAYOUT_GENERAL;
VkDescriptorImageInfo descriptorDepthSwizzleTableImageInfo = {};
descriptorDepthSwizzleTableImageInfo.imageView = m_context->GetSwizzleTable(caps.depthbufferFormat);
descriptorDepthSwizzleTableImageInfo.imageLayout = VK_IMAGE_LAYOUT_GENERAL;
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VkDescriptorImageInfo descriptorInputColorImageInfo = {};
descriptorInputColorImageInfo.imageLayout = VK_IMAGE_LAYOUT_GENERAL;
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descriptorInputColorImageInfo.imageView = m_drawColorImageView;
VkDescriptorImageInfo descriptorInputDepthImageInfo = {};
descriptorInputDepthImageInfo.imageLayout = VK_IMAGE_LAYOUT_GENERAL;
descriptorInputDepthImageInfo.imageView = m_drawDepthImageView;
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std::vector<VkWriteDescriptorSet> writes;
{
auto writeSet = Framework::Vulkan::WriteDescriptorSet();
writeSet.dstSet = descriptorSet;
writeSet.dstBinding = DESCRIPTOR_LOCATION_BUFFER_MEMORY;
writeSet.descriptorCount = 1;
writeSet.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
writeSet.pBufferInfo = &descriptorMemoryBufferInfo;
writes.push_back(writeSet);
}
{
auto writeSet = Framework::Vulkan::WriteDescriptorSet();
writeSet.dstSet = descriptorSet;
writeSet.dstBinding = DESCRIPTOR_LOCATION_IMAGE_SWIZZLETABLE_FB;
writeSet.descriptorCount = 1;
writeSet.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
writeSet.pImageInfo = &descriptorFbSwizzleTableImageInfo;
writes.push_back(writeSet);
}
{
auto writeSet = Framework::Vulkan::WriteDescriptorSet();
writeSet.dstSet = descriptorSet;
writeSet.dstBinding = DESCRIPTOR_LOCATION_IMAGE_SWIZZLETABLE_DEPTH;
writeSet.descriptorCount = 1;
writeSet.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
writeSet.pImageInfo = &descriptorDepthSwizzleTableImageInfo;
writes.push_back(writeSet);
}
if(caps.hasTexture)
{
{
auto writeSet = Framework::Vulkan::WriteDescriptorSet();
writeSet.dstSet = descriptorSet;
writeSet.dstBinding = DESCRIPTOR_LOCATION_IMAGE_SWIZZLETABLE_TEX;
writeSet.descriptorCount = 1;
writeSet.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
writeSet.pImageInfo = &descriptorTexSwizzleTableImageInfo;
writes.push_back(writeSet);
}
if(CGsPixelFormats::IsPsmIDTEX(caps.textureFormat))
{
auto writeSet = Framework::Vulkan::WriteDescriptorSet();
writeSet.dstSet = descriptorSet;
writeSet.dstBinding = DESCRIPTOR_LOCATION_IMAGE_CLUT;
writeSet.descriptorCount = 1;
writeSet.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC;
writeSet.pBufferInfo = &descriptorClutBufferInfo;
writes.push_back(writeSet);
}
}
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{
auto writeSet = Framework::Vulkan::WriteDescriptorSet();
writeSet.dstSet = descriptorSet;
writeSet.dstBinding = DESCRIPTOR_LOCATION_IMAGE_INPUT_COLOR;
writeSet.descriptorCount = 1;
writeSet.descriptorType = VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT;
writeSet.pImageInfo = &descriptorInputColorImageInfo;
writes.push_back(writeSet);
}
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{
auto writeSet = Framework::Vulkan::WriteDescriptorSet();
writeSet.dstSet = descriptorSet;
writeSet.dstBinding = DESCRIPTOR_LOCATION_IMAGE_INPUT_DEPTH;
writeSet.descriptorCount = 1;
writeSet.descriptorType = VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT;
writeSet.pImageInfo = &descriptorInputDepthImageInfo;
writes.push_back(writeSet);
}
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m_context->device.vkUpdateDescriptorSets(m_context->device, static_cast<uint32_t>(writes.size()), writes.data(), 0, nullptr);
}
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m_descriptorSetCache.insert(std::make_pair(caps, descriptorSet));
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return descriptorSet;
}
void CDrawMobile::CreateFramebuffer()
{
assert(m_renderPass != VK_NULL_HANDLE);
assert(m_framebuffer == VK_NULL_HANDLE);
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std::vector<VkImageView> attachments;
attachments.push_back(m_drawColorImageView);
attachments.push_back(m_drawDepthImageView);
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auto frameBufferCreateInfo = Framework::Vulkan::FramebufferCreateInfo();
frameBufferCreateInfo.renderPass = m_renderPass;
frameBufferCreateInfo.width = DRAW_AREA_SIZE;
frameBufferCreateInfo.height = DRAW_AREA_SIZE;
frameBufferCreateInfo.layers = 1;
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frameBufferCreateInfo.attachmentCount = attachments.size();
frameBufferCreateInfo.pAttachments = attachments.data();
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auto result = m_context->device.vkCreateFramebuffer(m_context->device, &frameBufferCreateInfo, nullptr, &m_framebuffer);
CHECKVULKANERROR(result);
}
void CDrawMobile::CreateRenderPass()
{
assert(m_renderPass == VK_NULL_HANDLE);
auto result = VK_SUCCESS;
VkAttachmentReference colorRef = {};
colorRef.attachment = 0;
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colorRef.layout = VK_IMAGE_LAYOUT_GENERAL;
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VkAttachmentReference depthRef = {};
depthRef.attachment = 1;
depthRef.layout = VK_IMAGE_LAYOUT_GENERAL;
std::vector<VkAttachmentReference> attachmentRefs;
attachmentRefs.push_back(colorRef);
attachmentRefs.push_back(depthRef);
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std::vector<VkSubpassDescription> subpasses;
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//Unswizzle Subpass
{
VkSubpassDescription subpass = {};
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.pColorAttachments = attachmentRefs.data();
subpass.colorAttachmentCount = attachmentRefs.size();
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subpasses.push_back(subpass);
}
//Draw Subpass
{
VkSubpassDescription subpass = {};
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.pColorAttachments = attachmentRefs.data();
subpass.colorAttachmentCount = attachmentRefs.size();
subpass.pInputAttachments = attachmentRefs.data();
subpass.inputAttachmentCount = attachmentRefs.size();
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subpasses.push_back(subpass);
}
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//Swizzle pass
{
VkSubpassDescription subpass = {};
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.pColorAttachments = attachmentRefs.data();
subpass.colorAttachmentCount = attachmentRefs.size();
subpass.pInputAttachments = attachmentRefs.data();
subpass.inputAttachmentCount = attachmentRefs.size();
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subpasses.push_back(subpass);
}
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std::vector<VkSubpassDependency> subpassDependencies;
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{
VkSubpassDependency subpassDependency = {};
subpassDependency.srcSubpass = VK_SUBPASS_EXTERNAL;
subpassDependency.srcStageMask = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
subpassDependency.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
subpassDependency.dstSubpass = 0;
subpassDependency.dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
subpassDependency.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
subpassDependency.dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
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subpassDependencies.push_back(subpassDependency);
}
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{
VkSubpassDependency subpassDependency = {};
subpassDependency.srcSubpass = 0;
subpassDependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
subpassDependency.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
subpassDependency.dstSubpass = 1;
subpassDependency.dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
subpassDependency.dstAccessMask = VK_ACCESS_INPUT_ATTACHMENT_READ_BIT;
subpassDependency.dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
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subpassDependencies.push_back(subpassDependency);
}
{
VkSubpassDependency subpassDependency = {};
subpassDependency.srcSubpass = 1;
subpassDependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
subpassDependency.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
subpassDependency.dstSubpass = 1;
subpassDependency.dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
subpassDependency.dstAccessMask = VK_ACCESS_INPUT_ATTACHMENT_READ_BIT;
subpassDependency.dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
subpassDependencies.push_back(subpassDependency);
}
{
VkSubpassDependency subpassDependency = {};
subpassDependency.srcSubpass = 1;
subpassDependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
subpassDependency.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
subpassDependency.dstSubpass = 2;
subpassDependency.dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
subpassDependency.dstAccessMask = VK_ACCESS_INPUT_ATTACHMENT_READ_BIT;
subpassDependency.dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
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subpassDependencies.push_back(subpassDependency);
}
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{
VkSubpassDependency subpassDependency = {};
subpassDependency.srcSubpass = 2;
subpassDependency.srcStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
subpassDependency.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
subpassDependency.dstSubpass = VK_SUBPASS_EXTERNAL;
subpassDependency.dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
subpassDependency.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
subpassDependency.dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
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subpassDependencies.push_back(subpassDependency);
}
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std::vector<VkAttachmentDescription> attachments;
{
VkAttachmentDescription attachment = {};
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attachment.format = VK_FORMAT_R32_UINT;
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attachment.samples = VK_SAMPLE_COUNT_1_BIT;
attachment.loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachment.storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachment.initialLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
attachment.finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
attachments.push_back(attachment);
}
{
VkAttachmentDescription attachment = {};
attachment.format = VK_FORMAT_R32_UINT;
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attachment.samples = VK_SAMPLE_COUNT_1_BIT;
attachment.loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachment.storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachment.initialLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
attachment.finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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attachments.push_back(attachment);
}
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auto renderPassCreateInfo = Framework::Vulkan::RenderPassCreateInfo();
renderPassCreateInfo.subpassCount = subpasses.size();
renderPassCreateInfo.pSubpasses = subpasses.data();
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renderPassCreateInfo.attachmentCount = attachments.size();
renderPassCreateInfo.pAttachments = attachments.data();
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renderPassCreateInfo.dependencyCount = subpassDependencies.size();
renderPassCreateInfo.pDependencies = subpassDependencies.data();
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result = m_context->device.vkCreateRenderPass(m_context->device, &renderPassCreateInfo, nullptr, &m_renderPass);
CHECKVULKANERROR(result);
}
PIPELINE CDrawMobile::CreateDrawPipeline(const PIPELINE_CAPS& caps)
{
PIPELINE drawPipeline;
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auto vertexShader = CreateVertexShader(caps);
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auto fragmentShader = CreateDrawFragmentShader(caps);
auto result = VK_SUCCESS;
{
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings;
{
VkDescriptorSetLayoutBinding setLayoutBinding = {};
setLayoutBinding.binding = DESCRIPTOR_LOCATION_BUFFER_MEMORY;
setLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
setLayoutBinding.descriptorCount = 1;
setLayoutBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
setLayoutBindings.push_back(setLayoutBinding);
}
{
VkDescriptorSetLayoutBinding setLayoutBinding = {};
setLayoutBinding.binding = DESCRIPTOR_LOCATION_IMAGE_SWIZZLETABLE_FB;
setLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
setLayoutBinding.descriptorCount = 1;
setLayoutBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
setLayoutBindings.push_back(setLayoutBinding);
}
{
VkDescriptorSetLayoutBinding setLayoutBinding = {};
setLayoutBinding.binding = DESCRIPTOR_LOCATION_IMAGE_SWIZZLETABLE_DEPTH;
setLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
setLayoutBinding.descriptorCount = 1;
setLayoutBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
setLayoutBindings.push_back(setLayoutBinding);
}
if(caps.hasTexture)
{
{
VkDescriptorSetLayoutBinding setLayoutBinding = {};
setLayoutBinding.binding = DESCRIPTOR_LOCATION_IMAGE_SWIZZLETABLE_TEX;
setLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
setLayoutBinding.descriptorCount = 1;
setLayoutBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
setLayoutBindings.push_back(setLayoutBinding);
}
if(CGsPixelFormats::IsPsmIDTEX(caps.textureFormat))
{
VkDescriptorSetLayoutBinding setLayoutBinding = {};
setLayoutBinding.binding = DESCRIPTOR_LOCATION_IMAGE_CLUT;
setLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC;
setLayoutBinding.descriptorCount = 1;
setLayoutBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
setLayoutBindings.push_back(setLayoutBinding);
}
}
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{
VkDescriptorSetLayoutBinding setLayoutBinding = {};
setLayoutBinding.binding = DESCRIPTOR_LOCATION_IMAGE_INPUT_COLOR;
setLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT;
setLayoutBinding.descriptorCount = 1;
setLayoutBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
setLayoutBindings.push_back(setLayoutBinding);
}
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{
VkDescriptorSetLayoutBinding setLayoutBinding = {};
setLayoutBinding.binding = DESCRIPTOR_LOCATION_IMAGE_INPUT_DEPTH;
setLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT;
setLayoutBinding.descriptorCount = 1;
setLayoutBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
setLayoutBindings.push_back(setLayoutBinding);
}
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auto setLayoutCreateInfo = Framework::Vulkan::DescriptorSetLayoutCreateInfo();
setLayoutCreateInfo.bindingCount = static_cast<uint32>(setLayoutBindings.size());
setLayoutCreateInfo.pBindings = setLayoutBindings.data();
result = m_context->device.vkCreateDescriptorSetLayout(m_context->device, &setLayoutCreateInfo, nullptr, &drawPipeline.descriptorSetLayout);
CHECKVULKANERROR(result);
}
{
VkPushConstantRange pushConstantInfo = {};
pushConstantInfo.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
pushConstantInfo.offset = 0;
pushConstantInfo.size = sizeof(DRAW_PIPELINE_PUSHCONSTANTS);
auto pipelineLayoutCreateInfo = Framework::Vulkan::PipelineLayoutCreateInfo();
pipelineLayoutCreateInfo.pushConstantRangeCount = 1;
pipelineLayoutCreateInfo.pPushConstantRanges = &pushConstantInfo;
pipelineLayoutCreateInfo.setLayoutCount = 1;
pipelineLayoutCreateInfo.pSetLayouts = &drawPipeline.descriptorSetLayout;
result = m_context->device.vkCreatePipelineLayout(m_context->device, &pipelineLayoutCreateInfo, nullptr, &drawPipeline.pipelineLayout);
CHECKVULKANERROR(result);
}
auto inputAssemblyInfo = Framework::Vulkan::PipelineInputAssemblyStateCreateInfo();
switch(caps.primitiveType)
{
default:
assert(false);
case PIPELINE_PRIMITIVE_TRIANGLE:
inputAssemblyInfo.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
break;
case PIPELINE_PRIMITIVE_LINE:
inputAssemblyInfo.topology = VK_PRIMITIVE_TOPOLOGY_LINE_LIST;
break;
}
std::vector<VkVertexInputAttributeDescription> vertexAttributes;
{
VkVertexInputAttributeDescription vertexAttributeDesc = {};
vertexAttributeDesc.format = VK_FORMAT_R32G32_SFLOAT;
vertexAttributeDesc.offset = offsetof(PRIM_VERTEX, x);
vertexAttributeDesc.location = VERTEX_ATTRIB_LOCATION_POSITION;
vertexAttributes.push_back(vertexAttributeDesc);
}
{
VkVertexInputAttributeDescription vertexAttributeDesc = {};
vertexAttributeDesc.format = VK_FORMAT_R32_UINT;
vertexAttributeDesc.offset = offsetof(PRIM_VERTEX, z);
vertexAttributeDesc.location = VERTEX_ATTRIB_LOCATION_DEPTH;
vertexAttributes.push_back(vertexAttributeDesc);
}
{
VkVertexInputAttributeDescription vertexAttributeDesc = {};
vertexAttributeDesc.format = VK_FORMAT_R8G8B8A8_UNORM;
vertexAttributeDesc.offset = offsetof(PRIM_VERTEX, color);
vertexAttributeDesc.location = VERTEX_ATTRIB_LOCATION_COLOR;
vertexAttributes.push_back(vertexAttributeDesc);
}
{
VkVertexInputAttributeDescription vertexAttributeDesc = {};
vertexAttributeDesc.format = VK_FORMAT_R32G32B32_SFLOAT;
vertexAttributeDesc.offset = offsetof(PRIM_VERTEX, s);
vertexAttributeDesc.location = VERTEX_ATTRIB_LOCATION_TEXCOORD;
vertexAttributes.push_back(vertexAttributeDesc);
}
{
VkVertexInputAttributeDescription vertexAttributeDesc = {};
vertexAttributeDesc.format = VK_FORMAT_R32_SFLOAT;
vertexAttributeDesc.offset = offsetof(PRIM_VERTEX, f);
vertexAttributeDesc.location = VERTEX_ATTRIB_LOCATION_FOG;
vertexAttributes.push_back(vertexAttributeDesc);
}
VkVertexInputBindingDescription binding = {};
binding.stride = sizeof(PRIM_VERTEX);
binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
auto vertexInputInfo = Framework::Vulkan::PipelineVertexInputStateCreateInfo();
vertexInputInfo.vertexBindingDescriptionCount = 1;
vertexInputInfo.pVertexBindingDescriptions = &binding;
vertexInputInfo.vertexAttributeDescriptionCount = static_cast<uint32>(vertexAttributes.size());
vertexInputInfo.pVertexAttributeDescriptions = vertexAttributes.data();
auto rasterStateInfo = Framework::Vulkan::PipelineRasterizationStateCreateInfo();
rasterStateInfo.polygonMode = VK_POLYGON_MODE_FILL;
rasterStateInfo.cullMode = VK_CULL_MODE_NONE;
rasterStateInfo.lineWidth = 1.0f;
// Our attachment will write to all color channels, but no blending is enabled.
std::vector<VkPipelineColorBlendAttachmentState> blendAttachmentStates;
for(uint32 i = 0; i < 2; i++)
{
VkPipelineColorBlendAttachmentState blendAttachmentState = {};
blendAttachmentState.colorWriteMask = 0xf;
blendAttachmentStates.push_back(blendAttachmentState);
}
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auto colorBlendStateInfo = Framework::Vulkan::PipelineColorBlendStateCreateInfo();
colorBlendStateInfo.attachmentCount = blendAttachmentStates.size();
colorBlendStateInfo.pAttachments = blendAttachmentStates.data();
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auto viewportStateInfo = Framework::Vulkan::PipelineViewportStateCreateInfo();
viewportStateInfo.viewportCount = 1;
viewportStateInfo.scissorCount = 1;
auto depthStencilStateInfo = Framework::Vulkan::PipelineDepthStencilStateCreateInfo();
auto multisampleStateInfo = Framework::Vulkan::PipelineMultisampleStateCreateInfo();
multisampleStateInfo.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
static const VkDynamicState dynamicStates[] =
{
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR,
};
auto dynamicStateInfo = Framework::Vulkan::PipelineDynamicStateCreateInfo();
dynamicStateInfo.pDynamicStates = dynamicStates;
dynamicStateInfo.dynamicStateCount = sizeof(dynamicStates) / sizeof(dynamicStates[0]);
VkPipelineShaderStageCreateInfo shaderStages[2] =
{
{VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO},
{VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO},
};
shaderStages[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
shaderStages[0].module = vertexShader;
shaderStages[0].pName = "main";
shaderStages[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
shaderStages[1].module = fragmentShader;
shaderStages[1].pName = "main";
auto pipelineCreateInfo = Framework::Vulkan::GraphicsPipelineCreateInfo();
pipelineCreateInfo.stageCount = 2;
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pipelineCreateInfo.subpass = 1;
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pipelineCreateInfo.pStages = shaderStages;
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyInfo;
pipelineCreateInfo.pVertexInputState = &vertexInputInfo;
pipelineCreateInfo.pRasterizationState = &rasterStateInfo;
pipelineCreateInfo.pColorBlendState = &colorBlendStateInfo;
pipelineCreateInfo.pViewportState = &viewportStateInfo;
pipelineCreateInfo.pDepthStencilState = &depthStencilStateInfo;
pipelineCreateInfo.pMultisampleState = &multisampleStateInfo;
pipelineCreateInfo.pDynamicState = &dynamicStateInfo;
pipelineCreateInfo.renderPass = m_renderPass;
pipelineCreateInfo.layout = drawPipeline.pipelineLayout;
result = m_context->device.vkCreateGraphicsPipelines(m_context->device, VK_NULL_HANDLE, 1, &pipelineCreateInfo, nullptr, &drawPipeline.pipeline);
CHECKVULKANERROR(result);
return drawPipeline;
}
Framework::Vulkan::CShaderModule CDrawMobile::CreateDrawFragmentShader(const PIPELINE_CAPS& caps)
{
using namespace Nuanceur;
auto b = CShaderBuilder();
{
//Inputs
auto inputPosition = CFloat4Lvalue(b.CreateInput(Nuanceur::SEMANTIC_SYSTEM_POSITION));
auto inputDepth = CFloat4Lvalue(b.CreateInput(Nuanceur::SEMANTIC_TEXCOORD, 1));
auto inputColor = CFloat4Lvalue(b.CreateInput(Nuanceur::SEMANTIC_TEXCOORD, 2));
auto inputTexCoord = CFloat4Lvalue(b.CreateInput(Nuanceur::SEMANTIC_TEXCOORD, 3));
auto inputFog = CFloat4Lvalue(b.CreateInput(Nuanceur::SEMANTIC_TEXCOORD, 4));
//Outputs
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auto outputColor = CUintLvalue(b.CreateOutputUint(Nuanceur::SEMANTIC_SYSTEM_COLOR, 0));
auto outputDepth = CUintLvalue(b.CreateOutputUint(Nuanceur::SEMANTIC_SYSTEM_COLOR, 1));
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auto memoryBuffer = CArrayUintValue(b.CreateUniformArrayUint("memoryBuffer", DESCRIPTOR_LOCATION_BUFFER_MEMORY, Nuanceur::SYMBOL_ATTRIBUTE_COHERENT));
auto clutBuffer = CArrayUintValue(b.CreateUniformArrayUint("clutBuffer", DESCRIPTOR_LOCATION_IMAGE_CLUT));
auto texSwizzleTable = CImageUint2DValue(b.CreateImage2DUint(DESCRIPTOR_LOCATION_IMAGE_SWIZZLETABLE_TEX));
auto fbSwizzleTable = CImageUint2DValue(b.CreateImage2DUint(DESCRIPTOR_LOCATION_IMAGE_SWIZZLETABLE_FB));
auto depthSwizzleTable = CImageUint2DValue(b.CreateImage2DUint(DESCRIPTOR_LOCATION_IMAGE_SWIZZLETABLE_DEPTH));
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auto subpassColorInput = CSubpassInputUintValue(b.CreateSubpassInputUint(DESCRIPTOR_LOCATION_IMAGE_INPUT_COLOR, 0));
auto subpassDepthInput = CSubpassInputUintValue(b.CreateSubpassInputUint(DESCRIPTOR_LOCATION_IMAGE_INPUT_DEPTH, 1));
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//Push constants
auto fbDepthParams = CInt4Lvalue(b.CreateUniformInt4("fbDepthParams", Nuanceur::UNIFORM_UNIT_PUSHCONSTANT));
auto texParams0 = CInt4Lvalue(b.CreateUniformInt4("texParams0", Nuanceur::UNIFORM_UNIT_PUSHCONSTANT));
auto texParams1 = CInt4Lvalue(b.CreateUniformInt4("texParams1", Nuanceur::UNIFORM_UNIT_PUSHCONSTANT));
auto texParams2 = CInt4Lvalue(b.CreateUniformInt4("texParams2", Nuanceur::UNIFORM_UNIT_PUSHCONSTANT));
auto alphaFbParams = CInt4Lvalue(b.CreateUniformInt4("alphaFbParams", Nuanceur::UNIFORM_UNIT_PUSHCONSTANT));
auto fogColor = CFloat4Lvalue(b.CreateUniformFloat4("fogColor", Nuanceur::UNIFORM_UNIT_PUSHCONSTANT));
auto fbBufAddress = fbDepthParams->x();
auto fbBufWidth = fbDepthParams->y();
auto depthBufAddress = fbDepthParams->z();
auto depthBufWidth = fbDepthParams->w();
auto texBufAddress = texParams0->x();
auto texBufWidth = texParams0->y();
auto texSize = texParams0->zw();
auto texCsa = texParams1->x();
auto texA0 = ToFloat(texParams1->y()) / NewFloat(b, 255.f);
auto texA1 = ToFloat(texParams1->z()) / NewFloat(b, 255.f);
auto clampMin = texParams2->xy();
auto clampMax = texParams2->zw();
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auto fbWriteMask = ToUint(alphaFbParams->x());
auto alphaFix = alphaFbParams->y();
auto alphaRef = alphaFbParams->z();
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auto srcDepth = ToUint(inputDepth->x() * NewFloat(b, DEPTH_MAX));
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//TODO: Try vectorized shift
//auto imageColor = ToUint(inputColor * NewFloat4(b, 255.f, 255.f, 255.f, 255.f));
auto textureColor = CFloat4Lvalue(b.CreateVariableFloat("textureColor"));
textureColor = NewFloat4(b, 1, 1, 1, 1);
if(caps.hasTexture)
{
auto clampCoordinates =
[&](CInt2Value textureIuv) {
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auto clampU = CDrawUtils::ClampTexCoord(b, caps.texClampU, textureIuv->x(), texSize->x(), clampMin->x(), clampMax->x());
auto clampV = CDrawUtils::ClampTexCoord(b, caps.texClampV, textureIuv->y(), texSize->y(), clampMin->y(), clampMax->y());
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return NewInt2(clampU, clampV);
};
auto getTextureColor =
[&](CInt2Value textureIuv, CFloat4Lvalue& textureColor) {
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textureColor = CDrawUtils::GetTextureColor(b, caps.textureFormat, caps.clutFormat, textureIuv,
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memoryBuffer, clutBuffer, texSwizzleTable, texBufAddress, texBufWidth, texCsa);
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if(caps.textureHasAlpha)
{
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CDrawUtils::ExpandAlpha(b, caps.textureFormat, caps.clutFormat, caps.textureBlackIsTransparent, textureColor, texA0, texA1);
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}
};
auto textureSt = CFloat2Lvalue(b.CreateVariableFloat("textureSt"));
textureSt = inputTexCoord->xy() / inputTexCoord->zz();
if(caps.textureUseLinearFiltering)
{
//Linear Sampling
//-------------------------------------
auto textureLinearPos = CFloat2Lvalue(b.CreateVariableFloat("textureLinearPos"));
auto textureLinearAb = CFloat2Lvalue(b.CreateVariableFloat("textureLinearAb"));
auto textureIuv0 = CInt2Lvalue(b.CreateVariableInt("textureIuv0"));
auto textureIuv1 = CInt2Lvalue(b.CreateVariableInt("textureIuv1"));
auto textureColorA = CFloat4Lvalue(b.CreateVariableFloat("textureColorA"));
auto textureColorB = CFloat4Lvalue(b.CreateVariableFloat("textureColorB"));
auto textureColorC = CFloat4Lvalue(b.CreateVariableFloat("textureColorC"));
auto textureColorD = CFloat4Lvalue(b.CreateVariableFloat("textureColorD"));
textureLinearPos = (textureSt * ToFloat(texSize)) + NewFloat2(b, -0.5f, -0.5f);
textureLinearAb = Fract(textureLinearPos);
textureIuv0 = ToInt(textureLinearPos);
textureIuv1 = textureIuv0 + NewInt2(b, 1, 1);
auto textureClampIuv0 = clampCoordinates(textureIuv0);
auto textureClampIuv1 = clampCoordinates(textureIuv1);
getTextureColor(NewInt2(textureClampIuv0->x(), textureClampIuv0->y()), textureColorA);
getTextureColor(NewInt2(textureClampIuv1->x(), textureClampIuv0->y()), textureColorB);
getTextureColor(NewInt2(textureClampIuv0->x(), textureClampIuv1->y()), textureColorC);
getTextureColor(NewInt2(textureClampIuv1->x(), textureClampIuv1->y()), textureColorD);
auto factorA = (NewFloat(b, 1.0f) - textureLinearAb->x()) * (NewFloat(b, 1.0f) - textureLinearAb->y());
auto factorB = textureLinearAb->x() * (NewFloat(b, 1.0f) - textureLinearAb->y());
auto factorC = (NewFloat(b, 1.0f) - textureLinearAb->x()) * textureLinearAb->y();
auto factorD = textureLinearAb->x() * textureLinearAb->y();
textureColor =
textureColorA * factorA->xxxx() +
textureColorB * factorB->xxxx() +
textureColorC * factorC->xxxx() +
textureColorD * factorD->xxxx();
}
else
{
//Point Sampling
//------------------------------
auto texelPos = ToInt(textureSt * ToFloat(texSize));
auto clampTexPos = clampCoordinates(texelPos);
getTextureColor(clampTexPos, textureColor);
}
switch(caps.textureFunction)
{
case CGSHandler::TEX0_FUNCTION_MODULATE:
textureColor = textureColor * inputColor * NewFloat4(b, 2, 2, 2, 2);
textureColor = Clamp(textureColor, NewFloat4(b, 0, 0, 0, 0), NewFloat4(b, 1, 1, 1, 1));
if(!caps.textureHasAlpha)
{
textureColor = NewFloat4(textureColor->xyz(), inputColor->w());
}
break;
case CGSHandler::TEX0_FUNCTION_DECAL:
//Nothing to do
break;
case CGSHandler::TEX0_FUNCTION_HIGHLIGHT:
{
auto tempColor = (textureColor->xyz() * inputColor->xyz() * NewFloat3(b, 2, 2, 2)) + inputColor->www();
if(caps.textureHasAlpha)
{
textureColor = NewFloat4(tempColor, inputColor->w() + textureColor->w());
}
else
{
textureColor = NewFloat4(tempColor, inputColor->w());
}
textureColor = Clamp(textureColor, NewFloat4(b, 0, 0, 0, 0), NewFloat4(b, 1, 1, 1, 1));
}
break;
case CGSHandler::TEX0_FUNCTION_HIGHLIGHT2:
{
auto tempColor = (textureColor->xyz() * inputColor->xyz() * NewFloat3(b, 2, 2, 2)) + inputColor->www();
if(caps.textureHasAlpha)
{
textureColor = NewFloat4(tempColor, textureColor->w());
}
else
{
textureColor = NewFloat4(tempColor, inputColor->w());
}
textureColor = Clamp(textureColor, NewFloat4(b, 0, 0, 0, 0), NewFloat4(b, 1, 1, 1, 1));
}
break;
default:
assert(false);
break;
}
}
else
{
textureColor = inputColor->xyzw();
}
auto writeColor = CBoolLvalue(b.CreateVariableBool("writeColor"));
auto writeDepth = CBoolLvalue(b.CreateVariableBool("writeDepth"));
auto writeAlpha = CBoolLvalue(b.CreateVariableBool("writeAlpha"));
writeColor = NewBool(b, true);
writeDepth = NewBool(b, true);
writeAlpha = NewBool(b, true);
if(caps.hasFog)
{
auto fogMixColor = Mix(textureColor->xyz(), fogColor->xyz(), inputFog->xxx());
textureColor = NewFloat4(fogMixColor, textureColor->w());
}
auto screenPos = ToInt(inputPosition->xy());
switch(caps.scanMask)
{
default:
assert(false);
[[fallthrough]];
case 0:
break;
case 2:
{
auto write = (screenPos->y() & NewInt(b, 1)) != NewInt(b, 0);
writeColor = write;
writeDepth = write;
}
break;
case 3:
{
auto write = (screenPos->y() & NewInt(b, 1)) == NewInt(b, 0);
writeColor = write;
writeDepth = write;
}
break;
}
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auto srcIColor = CInt4Lvalue(b.CreateVariableInt("srcIColor"));
srcIColor = ToInt(textureColor->xyzw() * NewFloat4(b, 255.f, 255.f, 255.f, 255.f));
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CDrawUtils::AlphaTest(b, caps.alphaTestFunction, caps.alphaTestFailAction, srcIColor, alphaRef,
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writeColor, writeDepth, writeAlpha);
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bool canDiscardAlpha =
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(caps.alphaTestFunction != CGSHandler::ALPHA_TEST_ALWAYS) &&
(caps.alphaTestFailAction == CGSHandler::ALPHA_TEST_FAIL_RGBONLY);
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//BeginInvocationInterlock(b);
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auto dstPixel = CUintLvalue(b.CreateVariableUint("dstPixel"));
auto dstDepth = CUintLvalue(b.CreateVariableUint("dstDepth"));
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auto dstIColor = CInt4Lvalue(b.CreateVariableInt("dstIColor"));
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auto finalPixel = CUintLvalue(b.CreateVariableUint("finalPixel"));
auto finalDepth = CUintLvalue(b.CreateVariableUint("finalDepth"));
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auto finalIColor = CInt4Lvalue(b.CreateVariableInt("finalIColor"));
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dstPixel = Load(subpassColorInput, NewInt2(b, 0, 0))->x();
dstDepth = Load(subpassDepthInput, NewInt2(b, 0, 0))->x();
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switch(caps.framebufferFormat)
{
default:
assert(false);
[[fallthrough]];
case CGSHandler::PSMCT32:
{
dstIColor = CMemoryUtils::PSM32ToIVec4(b, dstPixel);
}
break;
case CGSHandler::PSMCT24:
{
dstIColor = CMemoryUtils::PSM32ToIVec4(b, dstPixel);
}
break;
case CGSHandler::PSMCT16:
case CGSHandler::PSMCT16S:
{
dstIColor = CMemoryUtils::PSM16ToIVec4(b, dstPixel);
}
break;
}
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if(caps.hasDstAlphaTest)
{
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CDrawUtils::DestinationAlphaTest(b, caps.framebufferFormat, caps.dstAlphaTestRef, dstPixel, writeColor, writeDepth);
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}
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auto depthTestResult = CBoolLvalue(b.CreateVariableBool("depthTestResult"));
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switch(caps.depthTestFunction)
{
case CGSHandler::DEPTH_TEST_ALWAYS:
depthTestResult = NewBool(b, true);
break;
case CGSHandler::DEPTH_TEST_NEVER:
depthTestResult = NewBool(b, false);
break;
case CGSHandler::DEPTH_TEST_GEQUAL:
depthTestResult = srcDepth >= dstDepth;
break;
case CGSHandler::DEPTH_TEST_GREATER:
depthTestResult = srcDepth > dstDepth;
break;
}
BeginIf(b, !depthTestResult);
{
writeColor = NewBool(b, false);
writeDepth = NewBool(b, false);
}
EndIf(b);
if(caps.hasAlphaBlending)
{
//Blend
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auto alphaA = CDrawUtils::GetAlphaABD(b, caps.alphaA, srcIColor, dstIColor);
auto alphaB = CDrawUtils::GetAlphaABD(b, caps.alphaB, srcIColor, dstIColor);
auto alphaC = CDrawUtils::GetAlphaC(b, caps.alphaC, srcIColor, dstIColor, alphaFix);
auto alphaD = CDrawUtils::GetAlphaABD(b, caps.alphaD, srcIColor, dstIColor);
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auto blendedRGB = ShiftRightArithmetic((alphaA - alphaB) * alphaC, NewInt3(b, 7, 7, 7)) + alphaD;
auto blendedIColor = NewInt4(blendedRGB, srcIColor->w());
if(caps.colClamp)
{
finalIColor = Clamp(blendedIColor, NewInt4(b, 0, 0, 0, 0), NewInt4(b, 255, 255, 255, 255));
}
else
{
finalIColor = blendedIColor & NewInt4(b, 255, 255, 255, 255);
}
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}
else
{
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finalIColor = srcIColor->xyzw();
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}
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if(caps.fba)
{
finalIColor = NewInt4(finalIColor->xyz(), finalIColor->w() | NewInt(b, 0x80));
}
if(canDiscardAlpha)
{
BeginIf(b, !writeAlpha);
{
finalIColor = NewInt4(finalIColor->xyz(), dstIColor->w());
}
EndIf(b);
}
switch(caps.framebufferFormat)
{
default:
assert(false);
[[fallthrough]];
case CGSHandler::PSMCT32:
case CGSHandler::PSMCT24:
{
finalPixel = CMemoryUtils::IVec4ToPSM32(b, finalIColor);
}
break;
case CGSHandler::PSMCT16:
case CGSHandler::PSMCT16S:
{
finalPixel = CMemoryUtils::IVec4ToPSM16(b, finalIColor);
}
break;
}
finalPixel = (finalPixel & fbWriteMask) | (dstPixel & ~fbWriteMask);
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BeginIf(b, !writeColor);
{
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finalPixel = dstPixel->x();
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}
EndIf(b);
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finalDepth = srcDepth->x();
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BeginIf(b, !writeDepth);
{
finalDepth = dstDepth->x();
}
EndIf(b);
if(!caps.writeDepth)
{
finalDepth = dstDepth->x();
}
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//EndInvocationInterlock(b);
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outputColor = finalPixel->x();
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outputDepth = finalDepth->x();
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}
Framework::CMemStream shaderStream;
Nuanceur::CSpirvShaderGenerator::Generate(shaderStream, b, Nuanceur::CSpirvShaderGenerator::SHADER_TYPE_FRAGMENT);
shaderStream.Seek(0, Framework::STREAM_SEEK_SET);
return Framework::Vulkan::CShaderModule(m_context->device, shaderStream);
}
CDrawMobile::PIPELINE_CAPS CDrawMobile::MakeLoadStorePipelineCaps(const PIPELINE_CAPS& caps)
{
auto strippedCaps = make_convertible<PIPELINE_CAPS>(0);
strippedCaps.framebufferFormat = caps.framebufferFormat;
strippedCaps.depthbufferFormat = caps.depthbufferFormat;
strippedCaps.writeDepth = caps.writeDepth;
return strippedCaps;
}
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PIPELINE CDrawMobile::CreateLoadPipeline(const PIPELINE_CAPS& caps)
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{
PIPELINE loadPipeline;
auto vertexShader = CreateLoadStoreVertexShader();
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auto fragmentShader = CreateLoadFragmentShader(caps);
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auto result = VK_SUCCESS;
{
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings;
{
VkDescriptorSetLayoutBinding setLayoutBinding = {};
setLayoutBinding.binding = DESCRIPTOR_LOCATION_BUFFER_MEMORY;
setLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
setLayoutBinding.descriptorCount = 1;
setLayoutBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
setLayoutBindings.push_back(setLayoutBinding);
}
{
VkDescriptorSetLayoutBinding setLayoutBinding = {};
setLayoutBinding.binding = DESCRIPTOR_LOCATION_IMAGE_SWIZZLETABLE_FB;
setLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
setLayoutBinding.descriptorCount = 1;
setLayoutBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
setLayoutBindings.push_back(setLayoutBinding);
}
{
VkDescriptorSetLayoutBinding setLayoutBinding = {};
setLayoutBinding.binding = DESCRIPTOR_LOCATION_IMAGE_SWIZZLETABLE_DEPTH;
setLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
setLayoutBinding.descriptorCount = 1;
setLayoutBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
setLayoutBindings.push_back(setLayoutBinding);
}
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{
VkDescriptorSetLayoutBinding setLayoutBinding = {};
setLayoutBinding.binding = DESCRIPTOR_LOCATION_IMAGE_INPUT_COLOR;
setLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT;
setLayoutBinding.descriptorCount = 1;
setLayoutBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
setLayoutBindings.push_back(setLayoutBinding);
}
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{
VkDescriptorSetLayoutBinding setLayoutBinding = {};
setLayoutBinding.binding = DESCRIPTOR_LOCATION_IMAGE_INPUT_DEPTH;
setLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT;
setLayoutBinding.descriptorCount = 1;
setLayoutBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
setLayoutBindings.push_back(setLayoutBinding);
}
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auto setLayoutCreateInfo = Framework::Vulkan::DescriptorSetLayoutCreateInfo();
setLayoutCreateInfo.bindingCount = static_cast<uint32>(setLayoutBindings.size());
setLayoutCreateInfo.pBindings = setLayoutBindings.data();
result = m_context->device.vkCreateDescriptorSetLayout(m_context->device, &setLayoutCreateInfo, nullptr, &loadPipeline.descriptorSetLayout);
CHECKVULKANERROR(result);
}
{
VkPushConstantRange pushConstantInfo = {};
pushConstantInfo.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
pushConstantInfo.offset = 0;
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pushConstantInfo.size = sizeof(DRAW_PIPELINE_PUSHCONSTANTS);
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auto pipelineLayoutCreateInfo = Framework::Vulkan::PipelineLayoutCreateInfo();
pipelineLayoutCreateInfo.pushConstantRangeCount = 1;
pipelineLayoutCreateInfo.pPushConstantRanges = &pushConstantInfo;
pipelineLayoutCreateInfo.setLayoutCount = 1;
pipelineLayoutCreateInfo.pSetLayouts = &loadPipeline.descriptorSetLayout;
result = m_context->device.vkCreatePipelineLayout(m_context->device, &pipelineLayoutCreateInfo, nullptr, &loadPipeline.pipelineLayout);
CHECKVULKANERROR(result);
}
auto inputAssemblyInfo = Framework::Vulkan::PipelineInputAssemblyStateCreateInfo();
inputAssemblyInfo.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
auto vertexInputInfo = Framework::Vulkan::PipelineVertexInputStateCreateInfo();
auto rasterStateInfo = Framework::Vulkan::PipelineRasterizationStateCreateInfo();
rasterStateInfo.polygonMode = VK_POLYGON_MODE_FILL;
rasterStateInfo.cullMode = VK_CULL_MODE_NONE;
rasterStateInfo.lineWidth = 1.0f;
// Our attachment will write to all color channels, but no blending is enabled.
std::vector<VkPipelineColorBlendAttachmentState> blendAttachmentStates;
for(uint32 i = 0; i < 2; i++)
{
VkPipelineColorBlendAttachmentState blendAttachmentState = {};
blendAttachmentState.colorWriteMask = 0xf;
blendAttachmentStates.push_back(blendAttachmentState);
}
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auto colorBlendStateInfo = Framework::Vulkan::PipelineColorBlendStateCreateInfo();
colorBlendStateInfo.attachmentCount = blendAttachmentStates.size();
colorBlendStateInfo.pAttachments = blendAttachmentStates.data();
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auto viewportStateInfo = Framework::Vulkan::PipelineViewportStateCreateInfo();
viewportStateInfo.viewportCount = 1;
viewportStateInfo.scissorCount = 1;
auto depthStencilStateInfo = Framework::Vulkan::PipelineDepthStencilStateCreateInfo();
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depthStencilStateInfo.depthTestEnable = 1;
depthStencilStateInfo.depthCompareOp = VK_COMPARE_OP_ALWAYS;
depthStencilStateInfo.depthWriteEnable = 1;
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auto multisampleStateInfo = Framework::Vulkan::PipelineMultisampleStateCreateInfo();
multisampleStateInfo.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
static const VkDynamicState dynamicStates[] =
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{
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR,
};
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auto dynamicStateInfo = Framework::Vulkan::PipelineDynamicStateCreateInfo();
dynamicStateInfo.pDynamicStates = dynamicStates;
dynamicStateInfo.dynamicStateCount = sizeof(dynamicStates) / sizeof(dynamicStates[0]);
VkPipelineShaderStageCreateInfo shaderStages[2] =
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{
{VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO},
{VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO},
};
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shaderStages[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
shaderStages[0].module = vertexShader;
shaderStages[0].pName = "main";
shaderStages[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
shaderStages[1].module = fragmentShader;
shaderStages[1].pName = "main";
auto pipelineCreateInfo = Framework::Vulkan::GraphicsPipelineCreateInfo();
pipelineCreateInfo.stageCount = 2;
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pipelineCreateInfo.subpass = 0;
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pipelineCreateInfo.pStages = shaderStages;
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyInfo;
pipelineCreateInfo.pVertexInputState = &vertexInputInfo;
pipelineCreateInfo.pRasterizationState = &rasterStateInfo;
pipelineCreateInfo.pColorBlendState = &colorBlendStateInfo;
pipelineCreateInfo.pViewportState = &viewportStateInfo;
pipelineCreateInfo.pDepthStencilState = &depthStencilStateInfo;
pipelineCreateInfo.pMultisampleState = &multisampleStateInfo;
pipelineCreateInfo.pDynamicState = &dynamicStateInfo;
pipelineCreateInfo.renderPass = m_renderPass;
pipelineCreateInfo.layout = loadPipeline.pipelineLayout;
result = m_context->device.vkCreateGraphicsPipelines(m_context->device, VK_NULL_HANDLE, 1, &pipelineCreateInfo, nullptr, &loadPipeline.pipeline);
CHECKVULKANERROR(result);
return loadPipeline;
}
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PIPELINE CDrawMobile::CreateStorePipeline(const PIPELINE_CAPS& caps)
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{
PIPELINE storePipeline;
auto vertexShader = CreateLoadStoreVertexShader();
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auto fragmentShader = CreateStoreFragmentShader(caps);
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auto result = VK_SUCCESS;
{
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings;
{
VkDescriptorSetLayoutBinding setLayoutBinding = {};
setLayoutBinding.binding = DESCRIPTOR_LOCATION_BUFFER_MEMORY;
setLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
setLayoutBinding.descriptorCount = 1;
setLayoutBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
setLayoutBindings.push_back(setLayoutBinding);
}
{
VkDescriptorSetLayoutBinding setLayoutBinding = {};
setLayoutBinding.binding = DESCRIPTOR_LOCATION_IMAGE_SWIZZLETABLE_FB;
setLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
setLayoutBinding.descriptorCount = 1;
setLayoutBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
setLayoutBindings.push_back(setLayoutBinding);
}
{
VkDescriptorSetLayoutBinding setLayoutBinding = {};
setLayoutBinding.binding = DESCRIPTOR_LOCATION_IMAGE_SWIZZLETABLE_DEPTH;
setLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
setLayoutBinding.descriptorCount = 1;
setLayoutBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
setLayoutBindings.push_back(setLayoutBinding);
}
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{
VkDescriptorSetLayoutBinding setLayoutBinding = {};
setLayoutBinding.binding = DESCRIPTOR_LOCATION_IMAGE_INPUT_COLOR;
setLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT;
setLayoutBinding.descriptorCount = 1;
setLayoutBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
setLayoutBindings.push_back(setLayoutBinding);
}
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{
VkDescriptorSetLayoutBinding setLayoutBinding = {};
setLayoutBinding.binding = DESCRIPTOR_LOCATION_IMAGE_INPUT_DEPTH;
setLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT;
setLayoutBinding.descriptorCount = 1;
setLayoutBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
setLayoutBindings.push_back(setLayoutBinding);
}
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auto setLayoutCreateInfo = Framework::Vulkan::DescriptorSetLayoutCreateInfo();
setLayoutCreateInfo.bindingCount = static_cast<uint32>(setLayoutBindings.size());
setLayoutCreateInfo.pBindings = setLayoutBindings.data();
result = m_context->device.vkCreateDescriptorSetLayout(m_context->device, &setLayoutCreateInfo, nullptr, &storePipeline.descriptorSetLayout);
CHECKVULKANERROR(result);
}
{
VkPushConstantRange pushConstantInfo = {};
pushConstantInfo.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
pushConstantInfo.offset = 0;
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pushConstantInfo.size = sizeof(DRAW_PIPELINE_PUSHCONSTANTS);
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auto pipelineLayoutCreateInfo = Framework::Vulkan::PipelineLayoutCreateInfo();
pipelineLayoutCreateInfo.pushConstantRangeCount = 1;
pipelineLayoutCreateInfo.pPushConstantRanges = &pushConstantInfo;
pipelineLayoutCreateInfo.setLayoutCount = 1;
pipelineLayoutCreateInfo.pSetLayouts = &storePipeline.descriptorSetLayout;
result = m_context->device.vkCreatePipelineLayout(m_context->device, &pipelineLayoutCreateInfo, nullptr, &storePipeline.pipelineLayout);
CHECKVULKANERROR(result);
}
auto inputAssemblyInfo = Framework::Vulkan::PipelineInputAssemblyStateCreateInfo();
inputAssemblyInfo.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
auto vertexInputInfo = Framework::Vulkan::PipelineVertexInputStateCreateInfo();
auto rasterStateInfo = Framework::Vulkan::PipelineRasterizationStateCreateInfo();
rasterStateInfo.polygonMode = VK_POLYGON_MODE_FILL;
rasterStateInfo.cullMode = VK_CULL_MODE_NONE;
rasterStateInfo.lineWidth = 1.0f;
// Our attachment will write to all color channels, but no blending is enabled.
std::vector<VkPipelineColorBlendAttachmentState> blendAttachmentStates;
for(uint32 i = 0; i < 2; i++)
{
VkPipelineColorBlendAttachmentState blendAttachmentState = {};
blendAttachmentState.colorWriteMask = 0xf;
blendAttachmentStates.push_back(blendAttachmentState);
}
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auto colorBlendStateInfo = Framework::Vulkan::PipelineColorBlendStateCreateInfo();
colorBlendStateInfo.attachmentCount = blendAttachmentStates.size();
colorBlendStateInfo.pAttachments = blendAttachmentStates.data();
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auto viewportStateInfo = Framework::Vulkan::PipelineViewportStateCreateInfo();
viewportStateInfo.viewportCount = 1;
viewportStateInfo.scissorCount = 1;
auto depthStencilStateInfo = Framework::Vulkan::PipelineDepthStencilStateCreateInfo();
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depthStencilStateInfo.depthTestEnable = 1;
depthStencilStateInfo.depthCompareOp = VK_COMPARE_OP_ALWAYS;
depthStencilStateInfo.depthWriteEnable = 1;
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auto multisampleStateInfo = Framework::Vulkan::PipelineMultisampleStateCreateInfo();
multisampleStateInfo.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
static const VkDynamicState dynamicStates[] =
{
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR,
};
auto dynamicStateInfo = Framework::Vulkan::PipelineDynamicStateCreateInfo();
dynamicStateInfo.pDynamicStates = dynamicStates;
dynamicStateInfo.dynamicStateCount = sizeof(dynamicStates) / sizeof(dynamicStates[0]);
VkPipelineShaderStageCreateInfo shaderStages[2] =
{
{VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO},
{VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO},
};
shaderStages[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
shaderStages[0].module = vertexShader;
shaderStages[0].pName = "main";
shaderStages[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
shaderStages[1].module = fragmentShader;
shaderStages[1].pName = "main";
auto pipelineCreateInfo = Framework::Vulkan::GraphicsPipelineCreateInfo();
pipelineCreateInfo.stageCount = 2;
pipelineCreateInfo.subpass = 2;
pipelineCreateInfo.pStages = shaderStages;
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyInfo;
pipelineCreateInfo.pVertexInputState = &vertexInputInfo;
pipelineCreateInfo.pRasterizationState = &rasterStateInfo;
pipelineCreateInfo.pColorBlendState = &colorBlendStateInfo;
pipelineCreateInfo.pViewportState = &viewportStateInfo;
pipelineCreateInfo.pDepthStencilState = &depthStencilStateInfo;
pipelineCreateInfo.pMultisampleState = &multisampleStateInfo;
pipelineCreateInfo.pDynamicState = &dynamicStateInfo;
pipelineCreateInfo.renderPass = m_renderPass;
pipelineCreateInfo.layout = storePipeline.pipelineLayout;
result = m_context->device.vkCreateGraphicsPipelines(m_context->device, VK_NULL_HANDLE, 1, &pipelineCreateInfo, nullptr, &storePipeline.pipeline);
CHECKVULKANERROR(result);
return storePipeline;
}
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Framework::Vulkan::CShaderModule CDrawMobile::CreateLoadStoreVertexShader()
{
using namespace Nuanceur;
auto b = CShaderBuilder();
{
//Vertex Inputs
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auto vertexIndex = CIntLvalue(b.CreateInputInt(Nuanceur::SEMANTIC_SYSTEM_VERTEXINDEX));
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//Outputs
auto outputPosition = CFloat4Lvalue(b.CreateOutput(Nuanceur::SEMANTIC_SYSTEM_POSITION));
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auto position = NewFloat2(
ToFloat(vertexIndex << NewInt(b, 1) & NewInt(b, 2)),
ToFloat(vertexIndex & NewInt(b, 2)));
outputPosition = NewFloat4(
position->x() * NewFloat(b, 2) + NewFloat(b, -1),
position->y() * NewFloat(b, 2) + NewFloat(b, -1),
NewFloat(b, 0),
NewFloat(b, 1));
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}
Framework::CMemStream shaderStream;
Nuanceur::CSpirvShaderGenerator::Generate(shaderStream, b, Nuanceur::CSpirvShaderGenerator::SHADER_TYPE_VERTEX);
shaderStream.Seek(0, Framework::STREAM_SEEK_SET);
return Framework::Vulkan::CShaderModule(m_context->device, shaderStream);
}
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Framework::Vulkan::CShaderModule CDrawMobile::CreateLoadFragmentShader(const PIPELINE_CAPS& caps)
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{
using namespace Nuanceur;
auto b = CShaderBuilder();
{
//Inputs
auto inputPosition = CFloat4Lvalue(b.CreateInput(Nuanceur::SEMANTIC_SYSTEM_POSITION));
//Outputs
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auto outputColor = CUintLvalue(b.CreateOutputUint(Nuanceur::SEMANTIC_SYSTEM_COLOR, 0));
auto outputDepth = CUintLvalue(b.CreateOutputUint(Nuanceur::SEMANTIC_SYSTEM_COLOR, 1));
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auto memoryBuffer = CArrayUintValue(b.CreateUniformArrayUint("memoryBuffer", DESCRIPTOR_LOCATION_BUFFER_MEMORY, Nuanceur::SYMBOL_ATTRIBUTE_COHERENT));
auto fbSwizzleTable = CImageUint2DValue(b.CreateImage2DUint(DESCRIPTOR_LOCATION_IMAGE_SWIZZLETABLE_FB));
auto depthSwizzleTable = CImageUint2DValue(b.CreateImage2DUint(DESCRIPTOR_LOCATION_IMAGE_SWIZZLETABLE_DEPTH));
//Push constants
auto fbDepthParams = CInt4Lvalue(b.CreateUniformInt4("fbDepthParams", Nuanceur::UNIFORM_UNIT_PUSHCONSTANT));
auto fbBufAddress = fbDepthParams->x();
auto fbBufWidth = fbDepthParams->y();
auto depthBufAddress = fbDepthParams->z();
auto depthBufWidth = fbDepthParams->w();
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auto dstPixel = CUintLvalue(b.CreateVariableUint("dstPixel"));
auto dstDepth = CUintLvalue(b.CreateVariableUint("dstDepth"));
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auto fbAddress = CIntLvalue(b.CreateTemporaryInt());
auto depthAddress = CIntLvalue(b.CreateTemporaryInt());
auto screenPos = ToInt(inputPosition->xy());
switch(caps.framebufferFormat)
{
default:
assert(false);
case CGSHandler::PSMCT32:
case CGSHandler::PSMCT24:
case CGSHandler::PSMZ24:
fbAddress = CMemoryUtils::GetPixelAddress<CGsPixelFormats::STORAGEPSMCT32>(
b, fbSwizzleTable, fbBufAddress, fbBufWidth, screenPos);
break;
case CGSHandler::PSMCT16:
case CGSHandler::PSMCT16S:
fbAddress = CMemoryUtils::GetPixelAddress<CGsPixelFormats::STORAGEPSMCT16>(
b, fbSwizzleTable, fbBufAddress, fbBufWidth, screenPos);
break;
}
switch(caps.depthbufferFormat)
{
default:
assert(false);
case CGSHandler::PSMZ32:
case CGSHandler::PSMZ24:
depthAddress = CMemoryUtils::GetPixelAddress<CGsPixelFormats::STORAGEPSMZ32>(
b, depthSwizzleTable, depthBufAddress, depthBufWidth, screenPos);
break;
case CGSHandler::PSMZ16:
case CGSHandler::PSMZ16S:
//TODO: Use real swizzle table
depthAddress = CMemoryUtils::GetPixelAddress<CGsPixelFormats::STORAGEPSMZ16>(
b, depthSwizzleTable, depthBufAddress, depthBufWidth, screenPos);
break;
}
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//Prevent writing out of bounds (seems to cause wierd issues
//on Intel GPUs with games such as SNK vs. Capcom: SVC Chaos)
fbAddress = fbAddress & NewInt(b, CGSHandler::RAMSIZE - 1);
depthAddress = depthAddress & NewInt(b, CGSHandler::RAMSIZE - 1);
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switch(caps.framebufferFormat)
{
default:
assert(false);
case CGSHandler::PSMCT32:
{
dstPixel = CMemoryUtils::Memory_Read32(b, memoryBuffer, fbAddress);
}
break;
case CGSHandler::PSMCT24:
{
dstPixel = CMemoryUtils::Memory_Read24(b, memoryBuffer, fbAddress);
}
break;
case CGSHandler::PSMCT16:
case CGSHandler::PSMCT16S:
{
dstPixel = CMemoryUtils::Memory_Read16(b, memoryBuffer, fbAddress);
}
break;
}
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dstDepth = CDrawUtils::GetDepth(b, caps.depthbufferFormat, depthAddress, memoryBuffer);
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outputColor = dstPixel->x();
outputDepth = dstDepth->x();
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}
Framework::CMemStream shaderStream;
Nuanceur::CSpirvShaderGenerator::Generate(shaderStream, b, Nuanceur::CSpirvShaderGenerator::SHADER_TYPE_FRAGMENT);
shaderStream.Seek(0, Framework::STREAM_SEEK_SET);
return Framework::Vulkan::CShaderModule(m_context->device, shaderStream);
}
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Framework::Vulkan::CShaderModule CDrawMobile::CreateStoreFragmentShader(const PIPELINE_CAPS& caps)
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{
using namespace Nuanceur;
auto b = CShaderBuilder();
{
//Inputs
auto inputPosition = CFloat4Lvalue(b.CreateInput(Nuanceur::SEMANTIC_SYSTEM_POSITION));
//Outputs
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auto outputColor = CUintLvalue(b.CreateOutputUint(Nuanceur::SEMANTIC_SYSTEM_COLOR, 0));
auto outputDepth = CUintLvalue(b.CreateOutputUint(Nuanceur::SEMANTIC_SYSTEM_COLOR, 1));
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auto memoryBuffer = CArrayUintValue(b.CreateUniformArrayUint("memoryBuffer", DESCRIPTOR_LOCATION_BUFFER_MEMORY, Nuanceur::SYMBOL_ATTRIBUTE_COHERENT));
auto fbSwizzleTable = CImageUint2DValue(b.CreateImage2DUint(DESCRIPTOR_LOCATION_IMAGE_SWIZZLETABLE_FB));
auto depthSwizzleTable = CImageUint2DValue(b.CreateImage2DUint(DESCRIPTOR_LOCATION_IMAGE_SWIZZLETABLE_DEPTH));
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auto subpassColorInput = CSubpassInputUintValue(b.CreateSubpassInputUint(DESCRIPTOR_LOCATION_IMAGE_INPUT_COLOR, 0));
auto subpassDepthInput = CSubpassInputUintValue(b.CreateSubpassInputUint(DESCRIPTOR_LOCATION_IMAGE_INPUT_DEPTH, 1));
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//Push constants
auto fbDepthParams = CInt4Lvalue(b.CreateUniformInt4("fbDepthParams", Nuanceur::UNIFORM_UNIT_PUSHCONSTANT));
auto texParams0 = CInt4Lvalue(b.CreateUniformInt4("texParams0", Nuanceur::UNIFORM_UNIT_PUSHCONSTANT));
auto texParams1 = CInt4Lvalue(b.CreateUniformInt4("texParams1", Nuanceur::UNIFORM_UNIT_PUSHCONSTANT));
auto texParams2 = CInt4Lvalue(b.CreateUniformInt4("texParams2", Nuanceur::UNIFORM_UNIT_PUSHCONSTANT));
auto alphaFbParams = CInt4Lvalue(b.CreateUniformInt4("alphaFbParams", Nuanceur::UNIFORM_UNIT_PUSHCONSTANT));
auto fogColor = CFloat4Lvalue(b.CreateUniformFloat4("fogColor", Nuanceur::UNIFORM_UNIT_PUSHCONSTANT));
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auto fbBufAddress = fbDepthParams->x();
auto fbBufWidth = fbDepthParams->y();
auto depthBufAddress = fbDepthParams->z();
auto depthBufWidth = fbDepthParams->w();
auto dstPixel = CUintLvalue(b.CreateVariableUint("dstPixel"));
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auto dstDepth = CUintLvalue(b.CreateVariableUint("dstDepth"));
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dstPixel = Load(subpassColorInput, NewInt2(b, 0, 0))->x();
dstDepth = Load(subpassDepthInput, NewInt2(b, 0, 0))->x();
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auto fbAddress = CIntLvalue(b.CreateTemporaryInt());
auto depthAddress = CIntLvalue(b.CreateTemporaryInt());
auto screenPos = ToInt(inputPosition->xy());
switch(caps.framebufferFormat)
{
default:
assert(false);
case CGSHandler::PSMCT32:
case CGSHandler::PSMCT24:
case CGSHandler::PSMZ24:
fbAddress = CMemoryUtils::GetPixelAddress<CGsPixelFormats::STORAGEPSMCT32>(
b, fbSwizzleTable, fbBufAddress, fbBufWidth, screenPos);
break;
case CGSHandler::PSMCT16:
case CGSHandler::PSMCT16S:
fbAddress = CMemoryUtils::GetPixelAddress<CGsPixelFormats::STORAGEPSMCT16>(
b, fbSwizzleTable, fbBufAddress, fbBufWidth, screenPos);
break;
}
switch(caps.depthbufferFormat)
{
default:
assert(false);
case CGSHandler::PSMZ32:
case CGSHandler::PSMZ24:
depthAddress = CMemoryUtils::GetPixelAddress<CGsPixelFormats::STORAGEPSMZ32>(
b, depthSwizzleTable, depthBufAddress, depthBufWidth, screenPos);
break;
case CGSHandler::PSMZ16:
case CGSHandler::PSMZ16S:
//TODO: Use real swizzle table
depthAddress = CMemoryUtils::GetPixelAddress<CGsPixelFormats::STORAGEPSMZ16>(
b, depthSwizzleTable, depthBufAddress, depthBufWidth, screenPos);
break;
}
//Prevent writing out of bounds (seems to cause wierd issues
//on Intel GPUs with games such as SNK vs. Capcom: SVC Chaos)
fbAddress = fbAddress & NewInt(b, CGSHandler::RAMSIZE - 1);
depthAddress = depthAddress & NewInt(b, CGSHandler::RAMSIZE - 1);
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CDrawUtils::WriteToFramebuffer(b, caps.framebufferFormat, memoryBuffer, fbAddress, dstPixel);
if(caps.writeDepth)
{
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CDrawUtils::WriteToDepthbuffer(b, caps.depthbufferFormat, memoryBuffer, depthAddress, dstDepth);
}
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outputColor = dstPixel->x();
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}
Framework::CMemStream shaderStream;
Nuanceur::CSpirvShaderGenerator::Generate(shaderStream, b, Nuanceur::CSpirvShaderGenerator::SHADER_TYPE_FRAGMENT);
shaderStream.Seek(0, Framework::STREAM_SEEK_SET);
return Framework::Vulkan::CShaderModule(m_context->device, shaderStream);
}
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void CDrawMobile::CreateDrawImages()
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{
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m_drawColorImage = Framework::Vulkan::CImage(m_context->device, m_context->physicalDeviceMemoryProperties,
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VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT,
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VK_FORMAT_R32_UINT, DRAW_AREA_SIZE, DRAW_AREA_SIZE, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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m_drawColorImage.SetLayout(m_context->queue, m_context->commandBufferPool,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT);
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m_drawColorImageView = m_drawColorImage.CreateImageView();
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m_drawDepthImage = Framework::Vulkan::CImage(m_context->device, m_context->physicalDeviceMemoryProperties,
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT,
VK_FORMAT_R32_UINT, DRAW_AREA_SIZE, DRAW_AREA_SIZE, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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m_drawDepthImage.SetLayout(m_context->queue, m_context->commandBufferPool,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT);
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m_drawDepthImageView = m_drawDepthImage.CreateImageView();
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}