mirror of
https://github.com/EduApps-CDG/OpenDX
synced 2024-12-30 09:45:37 +01:00
This should work around a variety of potential driver issues when games resolve typeless images with a different format.
132 lines
3.0 KiB
C++
132 lines
3.0 KiB
C++
#pragma once
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#include <mutex>
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#include <unordered_map>
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#include "../spirv/spirv_code_buffer.h"
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#include "dxvk_barrier.h"
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#include "dxvk_cmdlist.h"
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#include "dxvk_resource.h"
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namespace dxvk {
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/**
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* \brief Resolve pipeline
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*
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* Stores the objects for a single pipeline
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* that is used for fragment shader resolve.
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*/
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struct DxvkMetaResolvePipeline {
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VkRenderPass renderPass;
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VkDescriptorSetLayout dsetLayout;
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VkPipelineLayout pipeLayout;
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VkPipeline pipeHandle;
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};
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/**
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* \brief Meta resolve render pass
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*
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* Stores a framebuffer and image view objects
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* for a meta resolve operation. Can be tracked.
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*/
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class DxvkMetaResolveRenderPass : public DxvkResource {
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public:
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DxvkMetaResolveRenderPass(
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const Rc<vk::DeviceFn>& vkd,
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const Rc<DxvkImageView>& dstImageView,
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const Rc<DxvkImageView>& srcImageView);
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~DxvkMetaResolveRenderPass();
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VkRenderPass renderPass() const {
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return m_renderPass;
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}
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VkFramebuffer framebuffer() const {
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return m_framebuffer;
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}
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private:
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const Rc<vk::DeviceFn> m_vkd;
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const Rc<DxvkImageView> m_dstImageView;
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const Rc<DxvkImageView> m_srcImageView;
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VkRenderPass m_renderPass = VK_NULL_HANDLE;
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VkFramebuffer m_framebuffer = VK_NULL_HANDLE;
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VkRenderPass createRenderPass() const;
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VkFramebuffer createFramebuffer() const;
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};
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/**
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* \brief Meta resolve objects
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*
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* Stores render pass objects and pipelines used
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* for shader-based resolve operations. Due to
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* the Vulkan design, we have to create one render
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* pass and pipeline object per image format used.
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*/
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class DxvkMetaResolveObjects : public RcObject {
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public:
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DxvkMetaResolveObjects(const Rc<vk::DeviceFn>& vkd);
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~DxvkMetaResolveObjects();
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/**
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* \brief Creates a resolve pipeline
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*
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* \param [in] format Image view format
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* \returns The pipeline handles to use
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*/
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DxvkMetaResolvePipeline getPipeline(
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VkFormat format);
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private:
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Rc<vk::DeviceFn> m_vkd;
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VkSampler m_sampler;
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VkShaderModule m_shaderVert;
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VkShaderModule m_shaderGeom;
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VkShaderModule m_shaderFragF;
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VkShaderModule m_shaderFragI;
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VkShaderModule m_shaderFragU;
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std::mutex m_mutex;
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std::unordered_map<VkFormat, DxvkMetaResolvePipeline> m_pipelines;
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VkSampler createSampler() const;
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VkShaderModule createShaderModule(
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const SpirvCodeBuffer& code) const;
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DxvkMetaResolvePipeline createPipeline(
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VkFormat format);
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VkRenderPass createRenderPass(
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VkFormat format) const;
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VkDescriptorSetLayout createDescriptorSetLayout() const;
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VkPipelineLayout createPipelineLayout(
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VkDescriptorSetLayout descriptorSetLayout) const;
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VkPipeline createPipeline(
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VkPipelineLayout pipelineLayout,
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VkRenderPass renderPass,
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VkFormat format) const;
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};
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} |