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shader_vulkan.cpp - doesn't need math.h
This commit is contained in:
parent
8c5f4a842c
commit
1a0d5030f9
@ -22,7 +22,6 @@
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#include <utility>
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#include <algorithm>
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#include <string.h>
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#include <math.h>
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#include <compat/strl.h>
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#include <formats/image.h>
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@ -473,12 +472,12 @@ class Pass
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struct PushConstant
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{
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VkShaderStageFlags stages = 0;
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vector<uint32_t> buffer; // uint32_t to have correct alignment.
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vector<uint32_t> buffer; /* uint32_t to have correct alignment. */
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};
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PushConstant push;
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};
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// struct here since we're implementing the opaque typedef from C.
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/* struct here since we're implementing the opaque typedef from C. */
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struct vulkan_filter_chain
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{
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public:
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@ -750,7 +749,8 @@ bool vulkan_filter_chain::init_history()
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return true;
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}
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// We don't need to store array element #0, since it's aliased with the actual original.
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/* We don't need to store array element #0,
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* since it's aliased with the actual original. */
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required_images--;
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original_history.reserve(required_images);
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common.original_history.resize(required_images);
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@ -763,8 +763,10 @@ bool vulkan_filter_chain::init_history()
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RARCH_LOG("[Vulkan filter chain]: Using history of %u frames.\n", required_images);
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// On first frame, we need to clear the textures to a known state, but we need
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// a command buffer for that, so just defer to first frame.
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/* On first frame, we need to clear the textures to
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* a known state, but we need
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* a command buffer for that, so just defer to first frame.
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*/
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require_clear = true;
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return true;
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}
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@ -775,7 +777,7 @@ bool vulkan_filter_chain::init_feedback()
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bool use_feedbacks = false;
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// Final pass cannot have feedback.
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/* Final pass cannot have feedback. */
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for (unsigned i = 0; i < passes.size() - 1; i++)
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{
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bool use_feedback = false;
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@ -879,7 +881,7 @@ bool vulkan_filter_chain::init_ubo()
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vkGetPhysicalDeviceProperties(gpu, &props);
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common.ubo_alignment = props.limits.minUniformBufferOffsetAlignment;
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// Who knows. :)
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/* Who knows. :) */
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if (common.ubo_alignment == 0)
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common.ubo_alignment = 1;
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@ -948,7 +950,7 @@ void vulkan_filter_chain::clear_history_and_feedback(VkCommandBuffer cmd)
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void vulkan_filter_chain::build_offscreen_passes(VkCommandBuffer cmd,
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const VkViewport &vp)
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{
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// First frame, make sure our history and feedback textures are in a clean state.
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/* First frame, make sure our history and feedback textures are in a clean state. */
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if (require_clear)
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{
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clear_history_and_feedback(cmd);
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@ -991,7 +993,7 @@ void vulkan_filter_chain::update_history(DeferredDisposer &disposer, VkCommandBu
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{
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VkImageLayout src_layout = input_texture.layout;
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// Transition input texture to something appropriate.
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/* Transition input texture to something appropriate. */
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if (input_texture.layout != VK_IMAGE_LAYOUT_GENERAL)
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{
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vulkan_image_layout_transition_levels(cmd,
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@ -1019,7 +1021,7 @@ void vulkan_filter_chain::update_history(DeferredDisposer &disposer, VkCommandBu
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tmp->copy(cmd, input_texture.image, src_layout);
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// Transition input texture back.
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/* Transition input texture back. */
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if (input_texture.layout != VK_IMAGE_LAYOUT_GENERAL)
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{
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vulkan_image_layout_transition_levels(cmd,
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@ -1032,16 +1034,17 @@ void vulkan_filter_chain::update_history(DeferredDisposer &disposer, VkCommandBu
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VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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}
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// Should ring buffer, but we don't have *that* many passes.
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/* Should ring buffer, but we don't have *that* many passes. */
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move_backward(begin(original_history), end(original_history) - 1, end(original_history));
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swap(original_history.front(), tmp);
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}
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void vulkan_filter_chain::end_frame(VkCommandBuffer cmd)
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{
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// If we need to keep old frames, copy it after fragment is complete.
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// TODO: We can improve pipelining by figuring out which pass is the last that reads from
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// the history and dispatch the copy earlier.
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/* If we need to keep old frames, copy it after fragment is complete.
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* TODO: We can improve pipelining by figuring out which
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* pass is the last that reads from
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* the history and dispatch the copy earlier. */
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if (!original_history.empty())
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{
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DeferredDisposer disposer(deferred_calls[current_sync_index]);
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@ -1052,7 +1055,7 @@ void vulkan_filter_chain::end_frame(VkCommandBuffer cmd)
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void vulkan_filter_chain::build_viewport_pass(
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VkCommandBuffer cmd, const VkViewport &vp, const float *mvp)
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{
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// First frame, make sure our history and feedback textures are in a clean state.
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/* First frame, make sure our history and feedback textures are in a clean state. */
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if (require_clear)
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{
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clear_history_and_feedback(cmd);
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@ -1092,7 +1095,7 @@ void vulkan_filter_chain::build_viewport_pass(
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passes.back()->build_commands(disposer, cmd,
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original, source, vp, mvp);
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// For feedback FBOs, swap current and previous.
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/* For feedback FBOs, swap current and previous. */
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for (auto &pass : passes)
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pass->end_frame();
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}
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@ -1308,7 +1311,7 @@ bool Pass::init_pipeline_layout()
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vector<VkDescriptorSetLayoutBinding> bindings;
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vector<VkDescriptorPoolSize> desc_counts;
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// Main UBO.
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/* Main UBO. */
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VkShaderStageFlags ubo_mask = 0;
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if (reflection.ubo_stage_mask & SLANG_STAGE_VERTEX_MASK)
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ubo_mask |= VK_SHADER_STAGE_VERTEX_BIT;
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@ -1323,7 +1326,7 @@ bool Pass::init_pipeline_layout()
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desc_counts.push_back({ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, num_sync_indices });
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}
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// Semantic textures.
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/* Semantic textures. */
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for (auto &semantic : reflection.semantic_textures)
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{
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for (auto &texture : semantic)
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@ -1358,7 +1361,7 @@ bool Pass::init_pipeline_layout()
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layout_info.setLayoutCount = 1;
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layout_info.pSetLayouts = &set_layout;
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// Push constants
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/* Push constants */
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VkPushConstantRange push_range = {};
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if (reflection.push_constant_stage_mask && reflection.push_constant_size)
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{
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@ -1408,12 +1411,12 @@ bool Pass::init_pipeline()
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if (!init_pipeline_layout())
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return false;
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// Input assembly
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/* Input assembly */
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VkPipelineInputAssemblyStateCreateInfo input_assembly = {
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VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO };
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input_assembly.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP;
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// VAO state
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/* VAO state */
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VkVertexInputAttributeDescription attributes[2] = {{0}};
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VkVertexInputBindingDescription binding = {0};
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@ -1437,7 +1440,7 @@ bool Pass::init_pipeline()
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vertex_input.vertexAttributeDescriptionCount = 2;
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vertex_input.pVertexAttributeDescriptions = attributes;
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// Raster state
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/* Raster state */
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VkPipelineRasterizationStateCreateInfo raster = {
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VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO };
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raster.polygonMode = VK_POLYGON_MODE_FILL;
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@ -1448,7 +1451,7 @@ bool Pass::init_pipeline()
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raster.depthBiasEnable = false;
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raster.lineWidth = 1.0f;
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// Blend state
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/* Blend state */
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VkPipelineColorBlendAttachmentState blend_attachment = {0};
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VkPipelineColorBlendStateCreateInfo blend = {
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VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO };
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@ -1457,13 +1460,13 @@ bool Pass::init_pipeline()
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blend.attachmentCount = 1;
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blend.pAttachments = &blend_attachment;
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// Viewport state
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/* Viewport state */
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VkPipelineViewportStateCreateInfo viewport = {
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VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO };
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viewport.viewportCount = 1;
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viewport.scissorCount = 1;
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// Depth-stencil state
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/* Depth-stencil state */
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VkPipelineDepthStencilStateCreateInfo depth_stencil = {
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VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO };
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depth_stencil.depthTestEnable = false;
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@ -1473,12 +1476,12 @@ bool Pass::init_pipeline()
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depth_stencil.minDepthBounds = 0.0f;
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depth_stencil.maxDepthBounds = 1.0f;
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// Multisample state
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/* Multisample state */
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VkPipelineMultisampleStateCreateInfo multisample = {
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VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO };
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multisample.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
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// Dynamic state
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/* Dynamic state */
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VkPipelineDynamicStateCreateInfo dynamic = {
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VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO };
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static const VkDynamicState dynamics[] = {
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@ -1486,7 +1489,7 @@ bool Pass::init_pipeline()
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dynamic.pDynamicStates = dynamics;
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dynamic.dynamicStateCount = sizeof(dynamics) / sizeof(dynamics[0]);
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// Shaders
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/* Shaders */
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VkPipelineShaderStageCreateInfo shader_stages[2] = {
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{ VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO },
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{ VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO },
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@ -1539,16 +1542,18 @@ CommonResources::CommonResources(VkDevice device,
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const VkPhysicalDeviceMemoryProperties &memory_properties)
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: device(device)
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{
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// The final pass uses an MVP designed for [0, 1] range VBO.
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// For in-between passes, we just go with identity matrices, so keep it simple.
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/* The final pass uses an MVP designed for [0, 1] range VBO.
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* For in-between passes, we just go with identity matrices,
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* so keep it simple.
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*/
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const float vbo_data[] = {
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// Offscreen
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/* Offscreen */
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-1.0f, -1.0f, 0.0f, 0.0f,
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-1.0f, +1.0f, 0.0f, 1.0f,
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1.0f, -1.0f, 1.0f, 0.0f,
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1.0f, +1.0f, 1.0f, 1.0f,
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// Final
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/* Final */
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0.0f, 0.0f, 0.0f, 0.0f,
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0.0f, +1.0f, 0.0f, 1.0f,
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1.0f, 0.0f, 1.0f, 0.0f,
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@ -1657,12 +1662,12 @@ void Pass::allocate_buffers()
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{
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if (reflection.ubo_stage_mask)
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{
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// Align
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/* Align */
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common->ubo_offset = (common->ubo_offset + common->ubo_alignment - 1) &
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~(common->ubo_alignment - 1);
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ubo_offset = common->ubo_offset;
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// Allocate
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/* Allocate */
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common->ubo_offset += reflection.ubo_size;
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}
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}
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@ -1719,7 +1724,7 @@ bool Pass::build()
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if (!slang_reflect_spirv(vertex_shader, fragment_shader, &reflection))
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return false;
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// Filter out parameters which we will never use anyways.
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/* Filter out parameters which we will never use anyways. */
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filtered_parameters.clear();
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for (i = 0; i < reflection.semantic_float_parameters.size(); i++)
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@ -1837,7 +1842,7 @@ void Pass::build_semantic_parameter(uint8_t *data, unsigned index, float value)
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{
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auto &refl = reflection.semantic_float_parameters[index];
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// We will have filtered out stale parameters.
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/* We will have filtered out stale parameters. */
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if (data && refl.uniform)
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*reinterpret_cast<float*>(data + refl.ubo_offset) = value;
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@ -1876,7 +1881,7 @@ void Pass::build_semantic_texture_array(VkDescriptorSet set, uint8_t *buffer,
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void Pass::build_semantics(VkDescriptorSet set, uint8_t *buffer,
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const float *mvp, const Texture &original, const Texture &source)
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{
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// MVP
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/* MVP */
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if (buffer && reflection.semantics[SLANG_SEMANTIC_MVP].uniform)
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{
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size_t offset = reflection.semantics[SLANG_SEMANTIC_MVP].ubo_offset;
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@ -1895,7 +1900,7 @@ void Pass::build_semantics(VkDescriptorSet set, uint8_t *buffer,
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build_identity_matrix(reinterpret_cast<float *>(push.buffer.data() + (offset >> 2)));
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}
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// Output information
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/* Output information */
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build_semantic_vec4(buffer, SLANG_SEMANTIC_OUTPUT,
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current_framebuffer_size.width, current_framebuffer_size.height);
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build_semantic_vec4(buffer, SLANG_SEMANTIC_FINAL_VIEWPORT,
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@ -1904,21 +1909,21 @@ void Pass::build_semantics(VkDescriptorSet set, uint8_t *buffer,
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build_semantic_uint(buffer, SLANG_SEMANTIC_FRAME_COUNT,
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frame_count_period ? uint32_t(frame_count % frame_count_period) : uint32_t(frame_count));
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// Standard inputs
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/* Standard inputs */
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build_semantic_texture(set, buffer, SLANG_TEXTURE_SEMANTIC_ORIGINAL, original);
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build_semantic_texture(set, buffer, SLANG_TEXTURE_SEMANTIC_SOURCE, source);
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// ORIGINAL_HISTORY[0] is an alias of ORIGINAL.
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/* ORIGINAL_HISTORY[0] is an alias of ORIGINAL. */
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build_semantic_texture_array(set, buffer, SLANG_TEXTURE_SEMANTIC_ORIGINAL_HISTORY, 0, original);
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// Parameters.
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/* Parameters. */
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for (auto ¶m : filtered_parameters)
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{
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float value = common->shader_preset->parameters[param.index].current;
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build_semantic_parameter(buffer, param.semantic_index, value);
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}
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// Previous inputs.
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/* Previous inputs. */
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unsigned i = 0;
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for (auto &texture : common->original_history)
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{
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@ -1928,7 +1933,7 @@ void Pass::build_semantics(VkDescriptorSet set, uint8_t *buffer,
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i++;
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}
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// Previous passes.
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/* Previous passes. */
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i = 0;
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for (auto &texture : common->pass_outputs)
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{
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@ -1938,7 +1943,7 @@ void Pass::build_semantics(VkDescriptorSet set, uint8_t *buffer,
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i++;
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}
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// Feedback FBOs.
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/* Feedback FBOs. */
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i = 0;
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for (auto &texture : common->framebuffer_feedback)
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{
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@ -1948,7 +1953,7 @@ void Pass::build_semantics(VkDescriptorSet set, uint8_t *buffer,
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i++;
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}
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// LUTs.
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/* LUTs. */
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i = 0;
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for (auto &lut : common->luts)
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{
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@ -1997,10 +2002,10 @@ void Pass::build_commands(
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reflection.ubo_size);
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}
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// The final pass is always executed inside
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// another render pass since the frontend will
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// want to overlay various things on top for
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// the passes that end up on-screen.
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/* The final pass is always executed inside
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* another render pass since the frontend will
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* want to overlay various things on top for
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* the passes that end up on-screen. */
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if (!final_pass)
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{
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/* Render. */
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@ -2086,7 +2091,7 @@ void Pass::build_commands(
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framebuffer->generate_mips(cmd);
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else
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{
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// Barrier to sync with next pass.
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/* Barrier to sync with next pass. */
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vulkan_image_layout_transition_levels(
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cmd,
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framebuffer->get_image(),VK_REMAINING_MIP_LEVELS,
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@ -2148,19 +2153,20 @@ void Framebuffer::clear(VkCommandBuffer cmd)
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void Framebuffer::generate_mips(VkCommandBuffer cmd)
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{
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unsigned i;
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// This is run every frame, so make sure
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// we aren't opting into the "lazy" way of doing this. :)
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/* This is run every frame, so make sure
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* we aren't opting into the "lazy" way of doing this. :) */
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VkImageMemoryBarrier barriers[2] = {
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{ VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER },
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{ VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER },
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};
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// First, transfer the input mip level to TRANSFER_SRC_OPTIMAL.
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// This should allow the surface to stay compressed.
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// All subsequent mip-layers are now transferred into DST_OPTIMAL from
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// UNDEFINED at this point.
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/* First, transfer the input mip level to TRANSFER_SRC_OPTIMAL.
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* This should allow the surface to stay compressed.
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* All subsequent mip-layers are now transferred into DST_OPTIMAL from
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* UNDEFINED at this point.
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*/
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// Input
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/* Input */
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barriers[0].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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barriers[0].dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
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barriers[0].oldLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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@ -2173,7 +2179,7 @@ void Framebuffer::generate_mips(VkCommandBuffer cmd)
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barriers[0].subresourceRange.levelCount = 1;
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barriers[0].subresourceRange.layerCount = VK_REMAINING_ARRAY_LAYERS;
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// The rest of the mip chain
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/* The rest of the mip chain */
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barriers[1].srcAccessMask = 0;
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barriers[1].dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
|
||||
barriers[1].oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
||||
@ -2196,8 +2202,9 @@ void Framebuffer::generate_mips(VkCommandBuffer cmd)
|
||||
|
||||
for (i = 1; i < levels; i++)
|
||||
{
|
||||
// For subsequent passes, we have to transition from DST_OPTIMAL to SRC_OPTIMAL,
|
||||
// but only do so one mip-level at a time.
|
||||
/* For subsequent passes, we have to transition
|
||||
* from DST_OPTIMAL to SRC_OPTIMAL,
|
||||
* but only do so one mip-level at a time. */
|
||||
if (i > 1)
|
||||
{
|
||||
barriers[0].srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
|
||||
@ -2241,10 +2248,15 @@ void Framebuffer::generate_mips(VkCommandBuffer cmd)
|
||||
1, &blit_region, VK_FILTER_LINEAR);
|
||||
}
|
||||
|
||||
// We are now done, and we have all mip-levels except the last in TRANSFER_SRC_OPTIMAL,
|
||||
// and the last one still on TRANSFER_DST_OPTIMAL, so do a final barrier which
|
||||
// moves everything to SHADER_READ_ONLY_OPTIMAL in one go along with the execution barrier to next pass.
|
||||
// Read-to-read memory barrier, so only need execution barrier for first transition.
|
||||
/* We are now done, and we have all mip-levels except
|
||||
* the last in TRANSFER_SRC_OPTIMAL,
|
||||
* and the last one still on TRANSFER_DST_OPTIMAL,
|
||||
* so do a final barrier which
|
||||
* moves everything to SHADER_READ_ONLY_OPTIMAL in
|
||||
* one go along with the execution barrier to next pass.
|
||||
* Read-to-read memory barrier, so only need execution
|
||||
* barrier for first transition.
|
||||
*/
|
||||
barriers[0].srcAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
|
||||
barriers[0].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
|
||||
barriers[0].subresourceRange.baseMipLevel = 0;
|
||||
@ -2252,7 +2264,7 @@ void Framebuffer::generate_mips(VkCommandBuffer cmd)
|
||||
barriers[0].oldLayout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
|
||||
barriers[0].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
|
||||
|
||||
// This is read-after-write barrier.
|
||||
/* This is read-after-write barrier. */
|
||||
barriers[1].srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
|
||||
barriers[1].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
|
||||
barriers[1].subresourceRange.baseMipLevel = levels - 1;
|
||||
@ -2268,8 +2280,10 @@ void Framebuffer::generate_mips(VkCommandBuffer cmd)
|
||||
0, nullptr,
|
||||
2, barriers);
|
||||
|
||||
// Next pass will wait for ALL_GRAPHICS_BIT, and since we have dstStage as FRAGMENT_SHADER,
|
||||
// the dependency chain will ensure we don't start next pass until the mipchain is complete.
|
||||
/* Next pass will wait for ALL_GRAPHICS_BIT, and since
|
||||
* we have dstStage as FRAGMENT_SHADER,
|
||||
* the dependency chain will ensure we don't start
|
||||
* next pass until the mipchain is complete. */
|
||||
}
|
||||
|
||||
void Framebuffer::copy(VkCommandBuffer cmd,
|
||||
@ -2336,11 +2350,12 @@ void Framebuffer::init(DeferredDisposer *disposer)
|
||||
memory_properties, mem_reqs.memoryTypeBits,
|
||||
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
|
||||
|
||||
// Can reuse already allocated memory.
|
||||
/* Can reuse already allocated memory. */
|
||||
if (memory.size < mem_reqs.size || memory.type != alloc.memoryTypeIndex)
|
||||
{
|
||||
// Memory might still be in use since we don't want to totally stall
|
||||
// the world for framebuffer recreation.
|
||||
/* Memory might still be in use since we don't want
|
||||
* to totally stall
|
||||
* the world for framebuffer recreation. */
|
||||
if (memory.memory != VK_NULL_HANDLE && disposer)
|
||||
{
|
||||
auto d = device;
|
||||
@ -2385,8 +2400,8 @@ void Framebuffer::init_render_pass()
|
||||
VkAttachmentReference color_ref = { 0,
|
||||
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL };
|
||||
|
||||
// We will always write to the entire framebuffer,
|
||||
// so we don't really need to clear.
|
||||
/* We will always write to the entire framebuffer,
|
||||
* so we don't really need to clear. */
|
||||
VkAttachmentDescription attachment = {0};
|
||||
attachment.format = format;
|
||||
attachment.samples = VK_SAMPLE_COUNT_1_BIT;
|
||||
@ -2435,13 +2450,13 @@ void Framebuffer::set_size(DeferredDisposer &disposer, const Size2D &size, VkFor
|
||||
size.width, size.height, (unsigned)this->format);
|
||||
|
||||
{
|
||||
// The current framebuffers, etc, might still be in use
|
||||
// so defer deletion.
|
||||
// We'll most likely be able to reuse the memory,
|
||||
// so don't free it here.
|
||||
//
|
||||
// Fake lambda init captures for C++11.
|
||||
//
|
||||
/* The current framebuffers, etc, might still be in use
|
||||
* so defer deletion.
|
||||
* We'll most likely be able to reuse the memory,
|
||||
* so don't free it here.
|
||||
*
|
||||
* Fake lambda init captures for C++11.
|
||||
*/
|
||||
auto d = device;
|
||||
auto i = image;
|
||||
auto v = view;
|
||||
@ -2479,7 +2494,7 @@ Framebuffer::~Framebuffer()
|
||||
vkFreeMemory(device, memory.memory, nullptr);
|
||||
}
|
||||
|
||||
// C glue
|
||||
/* C glue */
|
||||
vulkan_filter_chain_t *vulkan_filter_chain_new(
|
||||
const vulkan_filter_chain_create_info *info)
|
||||
{
|
||||
@ -2871,7 +2886,8 @@ vulkan_filter_chain_t *vulkan_filter_chain_create_from_preset(
|
||||
|
||||
if (itr != shader->parameters + shader->num_parameters)
|
||||
{
|
||||
// Allow duplicate #pragma parameter, but only if they are exactly the same.
|
||||
/* Allow duplicate #pragma parameter, but
|
||||
* only if they are exactly the same. */
|
||||
if (meta_param.desc != itr->desc ||
|
||||
meta_param.initial != itr->initial ||
|
||||
meta_param.minimum != itr->minimum ||
|
||||
@ -2914,7 +2930,7 @@ vulkan_filter_chain_t *vulkan_filter_chain_create_from_preset(
|
||||
if (!output.meta.name.empty())
|
||||
chain->set_pass_name(i, output.meta.name.c_str());
|
||||
|
||||
// Preset overrides.
|
||||
/* Preset overrides. */
|
||||
if (*pass->alias)
|
||||
chain->set_pass_name(i, pass->alias);
|
||||
|
||||
@ -2929,9 +2945,10 @@ vulkan_filter_chain_t *vulkan_filter_chain_create_from_preset(
|
||||
pass_info.address = wrap_to_address(pass->wrap);
|
||||
pass_info.max_levels = 1;
|
||||
|
||||
// TODO: Expose max_levels in slangp.
|
||||
// CGP format is a bit awkward in that it uses mipmap_input,
|
||||
// so we much check if next pass needs the mipmapping.
|
||||
/* TODO: Expose max_levels in slangp.
|
||||
* CGP format is a bit awkward in that it uses mipmap_input,
|
||||
* so we much check if next pass needs the mipmapping.
|
||||
*/
|
||||
if (next_pass && next_pass->mipmap)
|
||||
pass_info.max_levels = ~0u;
|
||||
|
||||
@ -2940,7 +2957,7 @@ vulkan_filter_chain_t *vulkan_filter_chain_create_from_preset(
|
||||
|
||||
bool explicit_format = output.meta.rt_format != SLANG_FORMAT_UNKNOWN;
|
||||
|
||||
// Set a reasonable default.
|
||||
/* Set a reasonable default. */
|
||||
if (output.meta.rt_format == SLANG_FORMAT_UNKNOWN)
|
||||
output.meta.rt_format = SLANG_FORMAT_R8G8B8A8_UNORM;
|
||||
|
||||
@ -2972,13 +2989,12 @@ vulkan_filter_chain_t *vulkan_filter_chain_create_from_preset(
|
||||
}
|
||||
else
|
||||
{
|
||||
// Preset overrides shader.
|
||||
// Kinda ugly ...
|
||||
/* Preset overrides shader.
|
||||
* Kinda ugly ... */
|
||||
if (pass->fbo.srgb_fbo)
|
||||
output.meta.rt_format = SLANG_FORMAT_R8G8B8A8_SRGB;
|
||||
else if (pass->fbo.fp_fbo)
|
||||
output.meta.rt_format = SLANG_FORMAT_R16G16B16A16_SFLOAT;
|
||||
///
|
||||
|
||||
pass_info.rt_format = glslang_format_to_vk(output.meta.rt_format);
|
||||
RARCH_LOG("[slang]: Using render target format %s for pass output #%u.\n",
|
||||
|
Loading…
x
Reference in New Issue
Block a user