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OpenDX/src/dxvk/dxvk_meta_resolve.h

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#pragma once
#include <mutex>
#include <unordered_map>
#include "../spirv/spirv_code_buffer.h"
#include "dxvk_barrier.h"
#include "dxvk_cmdlist.h"
#include "dxvk_resource.h"
namespace dxvk {
/**
* \brief Resolve pipeline
*
* Stores the objects for a single pipeline
* that is used for fragment shader resolve.
*/
struct DxvkMetaResolvePipeline {
VkRenderPass renderPass;
VkDescriptorSetLayout dsetLayout;
VkPipelineLayout pipeLayout;
VkPipeline pipeHandle;
};
/**
* \brief Copy pipeline key
*
* Used to look up copy pipelines based
* on the copy operation they support.
*/
struct DxvkMetaResolvePipelineKey {
VkFormat format;
VkSampleCountFlagBits samples;
VkResolveModeFlagBitsKHR modeD;
VkResolveModeFlagBitsKHR modeS;
bool eq(const DxvkMetaResolvePipelineKey& other) const {
return this->format == other.format
&& this->samples == other.samples
&& this->modeD == other.modeD
&& this->modeS == other.modeS;
}
size_t hash() const {
return (uint32_t(format) << 4)
^ (uint32_t(samples) << 0)
^ (uint32_t(modeD) << 12)
^ (uint32_t(modeS) << 16);
}
};
/**
* \brief Meta resolve render pass
*
* Stores a framebuffer and image view objects
* for a meta resolve operation. Can be tracked.
*/
class DxvkMetaResolveRenderPass : public DxvkResource {
public:
DxvkMetaResolveRenderPass(
const Rc<vk::DeviceFn>& vkd,
const Rc<DxvkImageView>& dstImageView,
const Rc<DxvkImageView>& srcImageView,
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const Rc<DxvkImageView>& srcStencilView,
bool discardDst);
DxvkMetaResolveRenderPass(
const Rc<vk::DeviceFn>& vkd,
const Rc<DxvkImageView>& dstImageView,
const Rc<DxvkImageView>& srcImageView,
VkResolveModeFlagBitsKHR modeD,
VkResolveModeFlagBitsKHR modeS);
~DxvkMetaResolveRenderPass();
VkRenderPass renderPass() const {
return m_renderPass;
}
VkFramebuffer framebuffer() const {
return m_framebuffer;
}
private:
const Rc<vk::DeviceFn> m_vkd;
const Rc<DxvkImageView> m_dstImageView;
const Rc<DxvkImageView> m_srcImageView;
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const Rc<DxvkImageView> m_srcStencilView;
VkRenderPass m_renderPass = VK_NULL_HANDLE;
VkFramebuffer m_framebuffer = VK_NULL_HANDLE;
VkRenderPass createShaderRenderPass(bool discard) const;
VkRenderPass createAttachmentRenderPass(
VkResolveModeFlagBitsKHR modeD,
VkResolveModeFlagBitsKHR modeS) const;
VkFramebuffer createShaderFramebuffer() const;
VkFramebuffer createAttachmentFramebuffer() const;
};
/**
* \brief Meta resolve objects
*
* Implements resolve operations in fragment
* shaders when using different formats.
*/
class DxvkMetaResolveObjects {
public:
DxvkMetaResolveObjects(const DxvkDevice* device);
~DxvkMetaResolveObjects();
/**
* \brief Creates pipeline for meta copy operation
*
* \param [in] format Destination image format
* \param [in] samples Destination sample count
* \param [in] depthResolveMode Depth resolve mode
* \param [in] stencilResolveMode Stencil resolve mode
* \returns Compatible pipeline for the operation
*/
DxvkMetaResolvePipeline getPipeline(
VkFormat format,
VkSampleCountFlagBits samples,
VkResolveModeFlagBitsKHR depthResolveMode,
VkResolveModeFlagBitsKHR stencilResolveMode);
private:
Rc<vk::DeviceFn> m_vkd;
VkSampler m_sampler;
VkShaderModule m_shaderVert = VK_NULL_HANDLE;
VkShaderModule m_shaderGeom = VK_NULL_HANDLE;
VkShaderModule m_shaderFragF = VK_NULL_HANDLE;
VkShaderModule m_shaderFragU = VK_NULL_HANDLE;
VkShaderModule m_shaderFragI = VK_NULL_HANDLE;
VkShaderModule m_shaderFragD = VK_NULL_HANDLE;
VkShaderModule m_shaderFragDS = VK_NULL_HANDLE;
std::mutex m_mutex;
std::unordered_map<
DxvkMetaResolvePipelineKey,
DxvkMetaResolvePipeline,
DxvkHash, DxvkEq> m_pipelines;
VkSampler createSampler() const;
VkShaderModule createShaderModule(
const SpirvCodeBuffer& code) const;
DxvkMetaResolvePipeline createPipeline(
const DxvkMetaResolvePipelineKey& key);
VkRenderPass createRenderPass(
const DxvkMetaResolvePipelineKey& key);
VkDescriptorSetLayout createDescriptorSetLayout(
const DxvkMetaResolvePipelineKey& key);
VkPipelineLayout createPipelineLayout(
VkDescriptorSetLayout descriptorSetLayout);
VkPipeline createPipelineObject(
const DxvkMetaResolvePipelineKey& key,
VkPipelineLayout pipelineLayout,
VkRenderPass renderPass);
};
}