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https://github.com/libretro/RetroArch
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Turn inline function into macro and move it to vulkan.c
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@ -731,13 +731,6 @@ void vulkan_set_uniform_buffer(
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void vulkan_debug_mark_image(VkDevice device, VkImage image);
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void vulkan_debug_mark_memory(VkDevice device, VkDeviceMemory memory);
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static INLINE VkFormat vulkan_remap_to_texture_format(VkFormat fmt)
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{
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if (fmt == VK_FORMAT_R5G6B5_UNORM_PACK16)
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return VK_FORMAT_R8G8B8A8_UNORM;
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return fmt;
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}
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RETRO_END_DECLS
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#endif
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@ -60,6 +60,8 @@
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* VULKAN COMMON
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*/
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#define VK_REMAP_TO_TEXFMT(fmt) ((fmt == VK_FORMAT_R5G6B5_UNORM_PACK16) ? VK_FORMAT_R8G8B8A8_UNORM : fmt)
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#ifdef VULKAN_DEBUG_TEXTURE_ALLOC
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static VkImage vk_images[4 * 1024];
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static unsigned vk_count;
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@ -211,7 +213,7 @@ static struct vk_texture vulkan_create_texture(vk_t *vk,
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buffer_info.size = buffer_width * height;
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buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
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remap_tex_fmt = vulkan_remap_to_texture_format(format);
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remap_tex_fmt = VK_REMAP_TO_TEXFMT(format);
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/* Compatibility concern. Some Apple hardware does not support rgb565.
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* Use compute shader uploads instead.
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@ -660,7 +662,7 @@ static void vulkan_copy_staging_to_dynamic(vk_t *vk, VkCommandBuffer cmd,
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VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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/* staging->format is always RGB565 here.
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* Can be expanded as needed if more cases are added to vulkan_remap_to_texture_format. */
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* Can be expanded as needed if more cases are added to VK_REMAP_TO_TEXFMT. */
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retro_assert(staging->format == VK_FORMAT_R5G6B5_UNORM_PACK16);
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set = vulkan_descriptor_manager_alloc(
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@ -2198,7 +2200,7 @@ static bool vulkan_init_default_filter_chain(vk_t *vk)
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info.queue = vk->context->queue;
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info.command_pool = vk->swapchain[vk->context->current_frame_index].cmd_pool;
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info.num_passes = 0;
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info.original_format = vulkan_remap_to_texture_format(vk->tex_fmt);
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info.original_format = VK_REMAP_TO_TEXFMT(vk->tex_fmt);
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info.max_input_size.width = vk->tex_w;
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info.max_input_size.height = vk->tex_h;
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info.swapchain.viewport = vk->vk_vp;
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@ -2270,7 +2272,7 @@ static bool vulkan_init_filter_chain_preset(vk_t *vk, const char *shader_path)
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info.queue = vk->context->queue;
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info.command_pool = vk->swapchain[vk->context->current_frame_index].cmd_pool;
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info.num_passes = 0;
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info.original_format = vulkan_remap_to_texture_format(vk->tex_fmt);
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info.original_format = VK_REMAP_TO_TEXFMT(vk->tex_fmt);
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info.max_input_size.width = vk->tex_w;
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info.max_input_size.height = vk->tex_h;
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info.swapchain.viewport = vk->vk_vp;
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