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* Rework vertex attribute binding for vulkan. Allows always providing a buffer view to the pipeline even if the game has the attribute disabled as long as it is consumed by the vertex shader.
129 lines
3.9 KiB
C++
129 lines
3.9 KiB
C++
#include "stdafx.h"
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#include "VKHelpers.h"
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namespace vk
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{
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namespace glsl
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{
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program::program(VkDevice dev, VkPipeline p, const std::vector<program_input> &vertex_input, const std::vector<program_input>& fragment_inputs)
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: m_device(dev), pipeline(p)
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{
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load_uniforms(glsl::program_domain::glsl_vertex_program, vertex_input);
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load_uniforms(glsl::program_domain::glsl_vertex_program, fragment_inputs);
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attribute_location_mask = 0;
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vertex_attributes_mask = 0;
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}
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program::~program()
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{
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vkDestroyPipeline(m_device, pipeline, nullptr);
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}
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program& program::load_uniforms(program_domain domain, const std::vector<program_input>& inputs)
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{
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std::vector<program_input> store = uniforms;
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uniforms.resize(0);
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for (auto &item : store)
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{
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uniforms.push_back(item);
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}
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for (auto &item : inputs)
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uniforms.push_back(item);
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return *this;
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}
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bool program::has_uniform(std::string uniform_name)
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{
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for (auto &uniform : uniforms)
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{
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if (uniform.name == uniform_name)
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return true;
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}
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return false;
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}
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void program::bind_uniform(VkDescriptorImageInfo image_descriptor, std::string uniform_name, VkDescriptorSet &descriptor_set)
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{
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for (auto &uniform : uniforms)
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{
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if (uniform.name == uniform_name)
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{
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VkWriteDescriptorSet descriptor_writer = {};
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descriptor_writer.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
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descriptor_writer.dstSet = descriptor_set;
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descriptor_writer.descriptorCount = 1;
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descriptor_writer.pImageInfo = &image_descriptor;
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descriptor_writer.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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descriptor_writer.dstArrayElement = 0;
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descriptor_writer.dstBinding = uniform.location;
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vkUpdateDescriptorSets(m_device, 1, &descriptor_writer, 0, nullptr);
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attribute_location_mask |= (1ull << uniform.location);
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return;
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}
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}
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LOG_NOTICE(RSX, "texture not found in program: %s", uniform_name.c_str());
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}
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void program::bind_uniform(VkDescriptorBufferInfo buffer_descriptor, uint32_t binding_point, VkDescriptorSet &descriptor_set)
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{
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VkWriteDescriptorSet descriptor_writer = {};
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descriptor_writer.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
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descriptor_writer.dstSet = descriptor_set;
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descriptor_writer.descriptorCount = 1;
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descriptor_writer.pBufferInfo = &buffer_descriptor;
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descriptor_writer.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
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descriptor_writer.dstArrayElement = 0;
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descriptor_writer.dstBinding = binding_point;
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vkUpdateDescriptorSets(m_device, 1, &descriptor_writer, 0, nullptr);
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attribute_location_mask |= (1ull << binding_point);
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}
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void program::bind_uniform(const VkBufferView &buffer_view, const std::string &binding_name, VkDescriptorSet &descriptor_set)
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{
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for (auto &uniform : uniforms)
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{
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if (uniform.name == binding_name)
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{
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VkWriteDescriptorSet descriptor_writer = {};
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descriptor_writer.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
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descriptor_writer.dstSet = descriptor_set;
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descriptor_writer.descriptorCount = 1;
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descriptor_writer.pTexelBufferView = &buffer_view;
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descriptor_writer.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER;
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descriptor_writer.dstArrayElement = 0;
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descriptor_writer.dstBinding = uniform.location;
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vkUpdateDescriptorSets(m_device, 1, &descriptor_writer, 0, nullptr);
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attribute_location_mask |= (1ull << uniform.location);
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return;
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}
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}
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LOG_NOTICE(RSX, "vertex buffer not found in program: %s", binding_name.c_str());
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}
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u64 program::get_vertex_input_attributes_mask()
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{
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if (vertex_attributes_mask)
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return vertex_attributes_mask;
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for (auto &uniform : uniforms)
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{
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if (uniform.domain == program_domain::glsl_vertex_program &&
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uniform.type == program_input_type::input_type_texel_buffer)
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{
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vertex_attributes_mask |= (1ull << (uniform.location - VERTEX_BUFFERS_FIRST_BIND_SLOT));
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}
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}
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return vertex_attributes_mask;
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}
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}
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}
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