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Vulkan: Uber shader support
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16 changed files with 738 additions and 164 deletions
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@ -16,6 +16,8 @@
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#include "VideoCommon/NativeVertexFormat.h"
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#include "VideoCommon/PixelShaderGen.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/UberShaderPixel.h"
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#include "VideoCommon/UberShaderVertex.h"
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#include "VideoCommon/VertexShaderGen.h"
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namespace Vulkan
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@ -60,6 +62,7 @@ public:
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void SetBlendState(const BlendingState& state);
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bool CheckForShaderChanges(u32 gx_primitive_type);
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void ClearShaders();
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void UpdateVertexShaderConstants();
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void UpdateGeometryShaderConstants();
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@ -159,8 +162,8 @@ private:
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DIRTY_FLAG_DESCRIPTOR_SET_BINDING = (1 << 11),
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DIRTY_FLAG_PIPELINE_BINDING = (1 << 12),
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DIRTY_FLAG_ALL_DESCRIPTOR_SETS =
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DIRTY_FLAG_VS_UBO | DIRTY_FLAG_GS_UBO | DIRTY_FLAG_PS_SAMPLERS | DIRTY_FLAG_PS_SSBO
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DIRTY_FLAG_ALL_DESCRIPTOR_SETS = DIRTY_FLAG_VS_UBO | DIRTY_FLAG_GS_UBO | DIRTY_FLAG_PS_UBO |
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DIRTY_FLAG_PS_SAMPLERS | DIRTY_FLAG_PS_SSBO
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};
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bool Initialize();
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@ -178,9 +181,15 @@ private:
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// Obtains a Vulkan pipeline object for the specified pipeline configuration.
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// Also adds this pipeline configuration to the UID cache if it is not present already.
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VkPipeline GetPipelineAndCacheUID(const PipelineInfo& info);
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VkPipeline GetPipelineAndCacheUID();
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// Are bounding box ubershaders enabled? If so, we need to ensure the SSBO is set up,
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// since the bbox writes are determined by a uniform.
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bool IsSSBODescriptorRequired() const;
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bool UpdatePipeline();
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void UpdatePipelineLayout();
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void UpdatePipelineVertexFormat();
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bool UpdateDescriptorSet();
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// Allocates storage in the uniform buffer of the specified size. If this storage cannot be
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@ -203,10 +212,14 @@ private:
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VertexShaderUid m_vs_uid = {};
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GeometryShaderUid m_gs_uid = {};
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PixelShaderUid m_ps_uid = {};
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UberShader::VertexShaderUid m_uber_vs_uid = {};
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UberShader::PixelShaderUid m_uber_ps_uid = {};
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bool m_using_ubershaders = false;
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// pipeline state
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PipelineInfo m_pipeline_state = {};
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VkPipeline m_pipeline_object = VK_NULL_HANDLE;
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const VertexFormat* m_vertex_format = nullptr;
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// shader bindings
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std::array<VkDescriptorSet, NUM_DESCRIPTOR_SET_BIND_POINTS> m_descriptor_sets = {};
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