yuzu/src/video_core/renderer_vulkan/blit_image.h

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// Copyright 2020 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <compare>
#include "video_core/engines/fermi_2d.h"
#include "video_core/renderer_vulkan/vk_descriptor_pool.h"
#include "video_core/texture_cache/types.h"
#include "video_core/vulkan_common/vulkan_wrapper.h"
namespace Vulkan {
using VideoCommon::Offset2D;
class Device;
class Framebuffer;
class ImageView;
class StateTracker;
class VKScheduler;
struct BlitImagePipelineKey {
constexpr auto operator<=>(const BlitImagePipelineKey&) const noexcept = default;
VkRenderPass renderpass;
Tegra::Engines::Fermi2D::Operation operation;
};
class BlitImageHelper {
public:
explicit BlitImageHelper(const Device& device, VKScheduler& scheduler,
StateTracker& state_tracker, VKDescriptorPool& descriptor_pool);
~BlitImageHelper();
void BlitColor(const Framebuffer* dst_framebuffer, const ImageView& src_image_view,
const std::array<Offset2D, 2>& dst_region,
const std::array<Offset2D, 2>& src_region,
Tegra::Engines::Fermi2D::Filter filter,
Tegra::Engines::Fermi2D::Operation operation);
void BlitDepthStencil(const Framebuffer* dst_framebuffer, VkImageView src_depth_view,
VkImageView src_stencil_view, const std::array<Offset2D, 2>& dst_region,
const std::array<Offset2D, 2>& src_region,
Tegra::Engines::Fermi2D::Filter filter,
Tegra::Engines::Fermi2D::Operation operation);
void ConvertD32ToR32(const Framebuffer* dst_framebuffer, const ImageView& src_image_view);
void ConvertR32ToD32(const Framebuffer* dst_framebuffer, const ImageView& src_image_view);
void ConvertD16ToR16(const Framebuffer* dst_framebuffer, const ImageView& src_image_view);
void ConvertR16ToD16(const Framebuffer* dst_framebuffer, const ImageView& src_image_view);
private:
void Convert(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
const ImageView& src_image_view);
[[nodiscard]] VkPipeline FindOrEmplacePipeline(const BlitImagePipelineKey& key);
[[nodiscard]] VkPipeline BlitDepthStencilPipeline(VkRenderPass renderpass);
void ConvertDepthToColorPipeline(vk::Pipeline& pipeline, VkRenderPass renderpass);
void ConvertColorToDepthPipeline(vk::Pipeline& pipeline, VkRenderPass renderpass);
const Device& device;
VKScheduler& scheduler;
StateTracker& state_tracker;
vk::DescriptorSetLayout one_texture_set_layout;
vk::DescriptorSetLayout two_textures_set_layout;
DescriptorAllocator one_texture_descriptor_allocator;
DescriptorAllocator two_textures_descriptor_allocator;
vk::PipelineLayout one_texture_pipeline_layout;
vk::PipelineLayout two_textures_pipeline_layout;
vk::ShaderModule full_screen_vert;
vk::ShaderModule blit_color_to_color_frag;
vk::ShaderModule blit_depth_stencil_frag;
vk::ShaderModule convert_depth_to_float_frag;
vk::ShaderModule convert_float_to_depth_frag;
vk::Sampler linear_sampler;
vk::Sampler nearest_sampler;
std::vector<BlitImagePipelineKey> blit_color_keys;
std::vector<vk::Pipeline> blit_color_pipelines;
vk::Pipeline blit_depth_stencil_pipeline;
vk::Pipeline convert_d32_to_r32_pipeline;
vk::Pipeline convert_r32_to_d32_pipeline;
vk::Pipeline convert_d16_to_r16_pipeline;
vk::Pipeline convert_r16_to_d16_pipeline;
};
} // namespace Vulkan