92 lines
3.2 KiB
C++
92 lines
3.2 KiB
C++
/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2016 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#ifndef XENIA_UI_VULKAN_BLITTER_H_
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#define XENIA_UI_VULKAN_BLITTER_H_
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#include <map>
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#include <memory>
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#include "xenia/ui/vulkan/vulkan.h"
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#include "xenia/ui/vulkan/vulkan_device.h"
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namespace xe {
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namespace ui {
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namespace vulkan {
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class DescriptorPool;
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class Blitter {
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public:
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Blitter();
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~Blitter();
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bool Initialize(VulkanDevice* device);
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void Scavenge();
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void Shutdown();
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// Queues commands to blit a texture to another texture.
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// dst_framebuffer must only have one attachment, the target texture.
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void BlitTexture2D(VkCommandBuffer command_buffer, VkFence fence,
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VkImageView src_image_view, VkRect2D src_rect,
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VkExtent2D src_extents, VkFormat dst_image_format,
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VkOffset2D dst_offset, VkExtent2D dst_extents,
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VkFramebuffer dst_framebuffer, VkFilter filter,
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bool color_or_depth, bool swap_channels);
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void CopyColorTexture2D(VkCommandBuffer command_buffer, VkFence fence,
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VkImage src_image, VkImageView src_image_view,
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VkOffset2D src_offset, VkImage dst_image,
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VkImageView dst_image_view, VkExtent2D extents,
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VkFilter filter, bool swap_channels);
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void CopyDepthTexture(VkCommandBuffer command_buffer, VkFence fence,
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VkImage src_image, VkImageView src_image_view,
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VkOffset2D src_offset, VkImage dst_image,
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VkImageView dst_image_view, VkExtent2D extents);
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// For framebuffer creation.
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VkRenderPass GetRenderPass(VkFormat format);
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private:
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struct VtxPushConstants {
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float src_uv[4]; // 0x00
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};
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struct PixPushConstants {
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int _pad[3]; // 0x10
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int swap; // 0x1C
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};
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VkPipeline GetPipeline(VkRenderPass render_pass, VkShaderModule frag_shader);
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VkRenderPass CreateRenderPass(VkFormat output_format);
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VkPipeline CreatePipeline(VkRenderPass render_pass,
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VkShaderModule frag_shader);
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std::unique_ptr<DescriptorPool> descriptor_pool_ = nullptr;
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VulkanDevice* device_ = nullptr;
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VkPipeline pipeline_color_ = nullptr;
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VkPipeline pipeline_depth_ = nullptr;
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VkPipelineLayout pipeline_layout_ = nullptr;
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VkShaderModule blit_vertex_ = nullptr;
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VkShaderModule blit_color_ = nullptr;
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VkShaderModule blit_depth_ = nullptr;
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VkSampler samp_linear_ = nullptr;
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VkSampler samp_nearest_ = nullptr;
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VkDescriptorSetLayout descriptor_set_layout_ = nullptr;
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std::map<VkFormat, VkRenderPass> render_passes_;
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std::map<std::pair<VkRenderPass, VkShaderModule>, VkPipeline> pipelines_;
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};
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} // namespace vulkan
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} // namespace ui
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} // namespace xe
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#endif // XENIA_UI_VULKAN_BLITTER_H_
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