50f22d1f59
* video_core: Abstract shader generators. * shader: Extract common generator structures and move generators to specific namespaces. * shader: Minor fixes and clean-up.
170 lines
5.8 KiB
C++
170 lines
5.8 KiB
C++
// Copyright 2023 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include "core/hw/gpu.h"
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#include "video_core/rasterizer_accelerated.h"
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#include "video_core/renderer_vulkan/vk_pipeline_cache.h"
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#include "video_core/renderer_vulkan/vk_renderpass_cache.h"
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#include "video_core/renderer_vulkan/vk_stream_buffer.h"
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#include "video_core/renderer_vulkan/vk_texture_runtime.h"
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namespace Frontend {
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class EmuWindow;
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}
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namespace VideoCore {
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class CustomTexManager;
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class RendererBase;
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} // namespace VideoCore
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namespace Vulkan {
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struct ScreenInfo;
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class Instance;
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class Scheduler;
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class RenderpassCache;
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class DescriptorPool;
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class RasterizerVulkan : public VideoCore::RasterizerAccelerated {
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public:
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explicit RasterizerVulkan(Memory::MemorySystem& memory,
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VideoCore::CustomTexManager& custom_tex_manager,
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VideoCore::RendererBase& renderer, Frontend::EmuWindow& emu_window,
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const Instance& instance, Scheduler& scheduler, DescriptorPool& pool,
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RenderpassCache& renderpass_cache, u32 image_count);
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~RasterizerVulkan() override;
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void TickFrame();
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void LoadDiskResources(const std::atomic_bool& stop_loading,
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const VideoCore::DiskResourceLoadCallback& callback) override;
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void DrawTriangles() override;
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void FlushAll() override;
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void FlushRegion(PAddr addr, u32 size) override;
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void InvalidateRegion(PAddr addr, u32 size) override;
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void FlushAndInvalidateRegion(PAddr addr, u32 size) override;
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void ClearAll(bool flush) override;
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bool AccelerateDisplayTransfer(const GPU::Regs::DisplayTransferConfig& config) override;
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bool AccelerateTextureCopy(const GPU::Regs::DisplayTransferConfig& config) override;
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bool AccelerateFill(const GPU::Regs::MemoryFillConfig& config) override;
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bool AccelerateDisplay(const GPU::Regs::FramebufferConfig& config, PAddr framebuffer_addr,
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u32 pixel_stride, ScreenInfo& screen_info);
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bool AccelerateDrawBatch(bool is_indexed) override;
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void SyncFixedState() override;
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private:
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void NotifyFixedFunctionPicaRegisterChanged(u32 id) override;
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/// Syncs the cull mode to match the PICA register
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void SyncCullMode();
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/// Syncs the blend enabled status to match the PICA register
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void SyncBlendEnabled();
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/// Syncs the blend functions to match the PICA register
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void SyncBlendFuncs();
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/// Syncs the blend color to match the PICA register
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void SyncBlendColor();
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/// Syncs the logic op states to match the PICA register
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void SyncLogicOp();
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/// Syncs the color write mask to match the PICA register state
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void SyncColorWriteMask();
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/// Syncs the stencil write mask to match the PICA register state
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void SyncStencilWriteMask();
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/// Syncs the depth write mask to match the PICA register state
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void SyncDepthWriteMask();
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/// Syncs the stencil test states to match the PICA register
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void SyncStencilTest();
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/// Syncs the depth test states to match the PICA register
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void SyncDepthTest();
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/// Syncs and uploads the lighting, fog and proctex LUTs
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void SyncAndUploadLUTs();
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void SyncAndUploadLUTsLF();
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/// Syncs all enabled PICA texture units
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void SyncTextureUnits(const Framebuffer* framebuffer);
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/// Binds the PICA shadow cube required for shadow mapping
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void BindShadowCube(const Pica::TexturingRegs::FullTextureConfig& texture);
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/// Binds a texture cube to texture unit 0
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void BindTextureCube(const Pica::TexturingRegs::FullTextureConfig& texture);
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/// Makes a temporary copy of the framebuffer if a feedback loop is detected
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bool IsFeedbackLoop(u32 texture_index, const Framebuffer* framebuffer, Surface& surface,
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Sampler& sampler);
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/// Unbinds all special texture unit 0 texture configurations
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void UnbindSpecial();
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/// Upload the uniform blocks to the uniform buffer object
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void UploadUniforms(bool accelerate_draw);
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/// Generic draw function for DrawTriangles and AccelerateDrawBatch
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bool Draw(bool accelerate, bool is_indexed);
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/// Internal implementation for AccelerateDrawBatch
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bool AccelerateDrawBatchInternal(bool is_indexed);
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/// Setup index array for AccelerateDrawBatch
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void SetupIndexArray();
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/// Setup vertex array for AccelerateDrawBatch
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void SetupVertexArray();
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/// Setup the fixed attribute emulation in vulkan
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void SetupFixedAttribs();
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/// Setup vertex shader for AccelerateDrawBatch
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bool SetupVertexShader();
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/// Setup geometry shader for AccelerateDrawBatch
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bool SetupGeometryShader();
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/// Creates the vertex layout struct used for software shader pipelines
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void MakeSoftwareVertexLayout();
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private:
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const Instance& instance;
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Scheduler& scheduler;
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RenderpassCache& renderpass_cache;
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PipelineCache pipeline_cache;
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TextureRuntime runtime;
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RasterizerCache res_cache;
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VertexLayout software_layout;
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std::array<u32, 16> binding_offsets{};
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std::array<bool, 16> enable_attributes{};
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std::array<vk::Buffer, 16> vertex_buffers;
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VertexArrayInfo vertex_info;
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PipelineInfo pipeline_info{};
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StreamBuffer stream_buffer; ///< Vertex+Index buffer
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StreamBuffer uniform_buffer; ///< Uniform buffer
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StreamBuffer texture_buffer; ///< Texture buffer
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StreamBuffer texture_lf_buffer; ///< Texture Light-Fog buffer
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vk::UniqueBufferView texture_lf_view;
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vk::UniqueBufferView texture_rg_view;
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vk::UniqueBufferView texture_rgba_view;
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u64 uniform_buffer_alignment;
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u64 uniform_size_aligned_vs_pica;
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u64 uniform_size_aligned_vs;
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u64 uniform_size_aligned_fs;
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bool async_shaders{false};
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};
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} // namespace Vulkan
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