mirror of
https://github.com/RetroDECK/Duckstation.git
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468 lines
18 KiB
C++
468 lines
18 KiB
C++
// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
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#pragma once
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#include "gpu_device.h"
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#include "gpu_framebuffer_manager.h"
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#include "gpu_texture.h"
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#include "vulkan_loader.h"
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#include "vulkan_stream_buffer.h"
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#include <array>
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#include <atomic>
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#include <condition_variable>
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#include <deque>
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#include <functional>
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#include <memory>
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#include <mutex>
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#include <string>
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#include <thread>
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#include <unordered_map>
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#include <vector>
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class VulkanPipeline;
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class VulkanSwapChain;
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class VulkanTexture;
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class VulkanTextureBuffer;
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struct VK_PIPELINE_CACHE_HEADER;
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class VulkanDevice final : public GPUDevice
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{
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public:
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friend VulkanTexture;
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enum : u32
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{
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NUM_COMMAND_BUFFERS = 3,
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};
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struct OptionalExtensions
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{
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bool vk_ext_memory_budget : 1;
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bool vk_ext_rasterization_order_attachment_access : 1;
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bool vk_ext_attachment_feedback_loop_layout : 1;
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bool vk_ext_full_screen_exclusive : 1;
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bool vk_khr_driver_properties : 1;
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bool vk_khr_dynamic_rendering : 1;
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bool vk_khr_push_descriptor : 1;
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};
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static GPUTexture::Format GetFormatForVkFormat(VkFormat format);
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static const std::array<VkFormat, static_cast<u32>(GPUTexture::Format::MaxCount)> TEXTURE_FORMAT_MAPPING;
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public:
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VulkanDevice();
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~VulkanDevice() override;
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RenderAPI GetRenderAPI() const override;
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bool HasSurface() const override;
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bool UpdateWindow() override;
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void ResizeWindow(s32 new_window_width, s32 new_window_height, float new_window_scale) override;
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static AdapterAndModeList StaticGetAdapterAndModeList();
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AdapterAndModeList GetAdapterAndModeList() override;
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void DestroySurface() override;
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std::string GetDriverInfo() const override;
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std::unique_ptr<GPUTexture> CreateTexture(u32 width, u32 height, u32 layers, u32 levels, u32 samples,
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GPUTexture::Type type, GPUTexture::Format format,
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const void* data = nullptr, u32 data_stride = 0) override;
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std::unique_ptr<GPUSampler> CreateSampler(const GPUSampler::Config& config) override;
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std::unique_ptr<GPUTextureBuffer> CreateTextureBuffer(GPUTextureBuffer::Format format, u32 size_in_elements) override;
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bool DownloadTexture(GPUTexture* texture, u32 x, u32 y, u32 width, u32 height, void* out_data,
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u32 out_data_stride) override;
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bool SupportsTextureFormat(GPUTexture::Format format) const override;
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void CopyTextureRegion(GPUTexture* dst, u32 dst_x, u32 dst_y, u32 dst_layer, u32 dst_level, GPUTexture* src,
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u32 src_x, u32 src_y, u32 src_layer, u32 src_level, u32 width, u32 height) override;
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void ResolveTextureRegion(GPUTexture* dst, u32 dst_x, u32 dst_y, u32 dst_layer, u32 dst_level, GPUTexture* src,
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u32 src_x, u32 src_y, u32 width, u32 height) override;
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void ClearRenderTarget(GPUTexture* t, u32 c) override;
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void ClearDepth(GPUTexture* t, float d) override;
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void InvalidateRenderTarget(GPUTexture* t) override;
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std::unique_ptr<GPUShader> CreateShaderFromBinary(GPUShaderStage stage, std::span<const u8> data) override;
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std::unique_ptr<GPUShader> CreateShaderFromSource(GPUShaderStage stage, const std::string_view& source,
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const char* entry_point, DynamicHeapArray<u8>* out_binary) override;
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std::unique_ptr<GPUPipeline> CreatePipeline(const GPUPipeline::GraphicsConfig& config) override;
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void PushDebugGroup(const char* name) override;
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void PopDebugGroup() override;
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void InsertDebugMessage(const char* msg) override;
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void MapVertexBuffer(u32 vertex_size, u32 vertex_count, void** map_ptr, u32* map_space,
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u32* map_base_vertex) override;
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void UnmapVertexBuffer(u32 vertex_size, u32 vertex_count) override;
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void MapIndexBuffer(u32 index_count, DrawIndex** map_ptr, u32* map_space, u32* map_base_index) override;
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void UnmapIndexBuffer(u32 used_index_count) override;
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void PushUniformBuffer(const void* data, u32 data_size) override;
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void* MapUniformBuffer(u32 size) override;
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void UnmapUniformBuffer(u32 size) override;
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void SetRenderTargets(GPUTexture* const* rts, u32 num_rts, GPUTexture* ds) override;
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void SetPipeline(GPUPipeline* pipeline) override;
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void SetTextureSampler(u32 slot, GPUTexture* texture, GPUSampler* sampler) override;
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void SetTextureBuffer(u32 slot, GPUTextureBuffer* buffer) override;
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void SetViewport(s32 x, s32 y, s32 width, s32 height) override;
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void SetScissor(s32 x, s32 y, s32 width, s32 height) override;
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void Draw(u32 vertex_count, u32 base_vertex) override;
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void DrawIndexed(u32 index_count, u32 base_index, u32 base_vertex) override;
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bool SetGPUTimingEnabled(bool enabled) override;
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float GetAndResetAccumulatedGPUTime() override;
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void SetVSync(bool enabled) override;
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bool BeginPresent(bool skip_present) override;
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void EndPresent() override;
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// Global state accessors
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ALWAYS_INLINE static VulkanDevice& GetInstance() { return *static_cast<VulkanDevice*>(g_gpu_device.get()); }
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ALWAYS_INLINE VkInstance GetVulkanInstance() const { return m_instance; }
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ALWAYS_INLINE VkDevice GetVulkanDevice() const { return m_device; }
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ALWAYS_INLINE VmaAllocator GetAllocator() const { return m_allocator; }
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ALWAYS_INLINE VkPhysicalDevice GetVulkanPhysicalDevice() const { return m_physical_device; }
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ALWAYS_INLINE u32 GetGraphicsQueueFamilyIndex() const { return m_graphics_queue_family_index; }
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ALWAYS_INLINE u32 GetPresentQueueFamilyIndex() const { return m_present_queue_family_index; }
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ALWAYS_INLINE const OptionalExtensions& GetOptionalExtensions() const { return m_optional_extensions; }
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/// Returns true if Vulkan is suitable as a default for the devices in the system.
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static bool IsSuitableDefaultRenderer();
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// The interaction between raster order attachment access and fbfetch is unclear.
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ALWAYS_INLINE bool UseFeedbackLoopLayout() const
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{
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return (m_optional_extensions.vk_ext_attachment_feedback_loop_layout &&
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!m_optional_extensions.vk_ext_rasterization_order_attachment_access);
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}
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// Helpers for getting constants
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ALWAYS_INLINE u32 GetBufferCopyOffsetAlignment() const
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{
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return static_cast<u32>(m_device_properties.limits.optimalBufferCopyOffsetAlignment);
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}
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ALWAYS_INLINE u32 GetBufferCopyRowPitchAlignment() const
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{
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return static_cast<u32>(m_device_properties.limits.optimalBufferCopyRowPitchAlignment);
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}
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void WaitForGPUIdle();
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// Creates a simple render pass.
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VkRenderPass GetRenderPass(const GPUPipeline::GraphicsConfig& config);
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VkRenderPass GetRenderPass(GPUTexture* const* rts, u32 num_rts, GPUTexture* ds, bool color_feedback_loop = false,
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bool depth_sampling = false);
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VkRenderPass GetSwapChainRenderPass(GPUTexture::Format format, VkAttachmentLoadOp load_op);
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// Gets a non-clearing version of the specified render pass. Slow, don't call in hot path.
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VkRenderPass GetRenderPassForRestarting(VkRenderPass pass);
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// These command buffers are allocated per-frame. They are valid until the command buffer
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// is submitted, after that you should call these functions again.
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ALWAYS_INLINE VkCommandBuffer GetCurrentCommandBuffer() const { return m_current_command_buffer; }
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ALWAYS_INLINE VulkanStreamBuffer& GetTextureUploadBuffer() { return m_texture_upload_buffer; }
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VkCommandBuffer GetCurrentInitCommandBuffer();
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/// Allocates a descriptor set from the pool reserved for the current frame.
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VkDescriptorSet AllocateDescriptorSet(VkDescriptorSetLayout set_layout);
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/// Allocates a descriptor set from the pool reserved for the current frame.
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VkDescriptorSet AllocatePersistentDescriptorSet(VkDescriptorSetLayout set_layout);
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/// Frees a descriptor set allocated from the global pool.
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void FreePersistentDescriptorSet(VkDescriptorSet set);
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// Fence "counters" are used to track which commands have been completed by the GPU.
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// If the last completed fence counter is greater or equal to N, it means that the work
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// associated counter N has been completed by the GPU. The value of N to associate with
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// commands can be retreived by calling GetCurrentFenceCounter().
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u64 GetCompletedFenceCounter() const { return m_completed_fence_counter; }
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// Gets the fence that will be signaled when the currently executing command buffer is
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// queued and executed. Do not wait for this fence before the buffer is executed.
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// TODO: move out of struct
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u64 GetCurrentFenceCounter() const { return m_frame_resources[m_current_frame].fence_counter; }
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// Schedule a vulkan resource for destruction later on. This will occur when the command buffer
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// is next re-used, and the GPU has finished working with the specified resource.
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void DeferBufferDestruction(VkBuffer object, VmaAllocation allocation);
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void DeferFramebufferDestruction(VkFramebuffer object);
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void DeferImageDestruction(VkImage object, VmaAllocation allocation);
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void DeferImageViewDestruction(VkImageView object);
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void DeferPipelineDestruction(VkPipeline object);
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void DeferBufferViewDestruction(VkBufferView object);
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void DeferPersistentDescriptorSetDestruction(VkDescriptorSet object);
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// Wait for a fence to be completed.
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// Also invokes callbacks for completion.
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void WaitForFenceCounter(u64 fence_counter);
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/// Ends any render pass, executes the command buffer, and invalidates cached state.
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void SubmitCommandBuffer(bool wait_for_completion);
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void SubmitCommandBuffer(bool wait_for_completion, const char* reason, ...);
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void SubmitCommandBufferAndRestartRenderPass(const char* reason);
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void UnbindFramebuffer(VulkanTexture* tex);
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void UnbindPipeline(VulkanPipeline* pl);
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void UnbindTexture(VulkanTexture* tex);
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void UnbindTextureBuffer(VulkanTextureBuffer* buf);
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protected:
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bool CreateDevice(const std::string_view& adapter, bool threaded_presentation,
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FeatureMask disabled_features) override;
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void DestroyDevice() override;
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bool ReadPipelineCache(const std::string& filename) override;
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bool GetPipelineCacheData(DynamicHeapArray<u8>* data) override;
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private:
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enum DIRTY_FLAG : u32
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{
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DIRTY_FLAG_INITIAL = (1 << 0),
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DIRTY_FLAG_PIPELINE_LAYOUT = (1 << 1),
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DIRTY_FLAG_DYNAMIC_OFFSETS = (1 << 2),
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DIRTY_FLAG_TEXTURES_OR_SAMPLERS = (1 << 3),
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ALL_DIRTY_STATE =
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DIRTY_FLAG_INITIAL | DIRTY_FLAG_PIPELINE_LAYOUT | DIRTY_FLAG_DYNAMIC_OFFSETS | DIRTY_FLAG_TEXTURES_OR_SAMPLERS,
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};
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struct RenderPassCacheKey
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{
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struct RenderTarget
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{
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u8 format : 5;
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u8 load_op : 2;
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u8 store_op : 1;
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};
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RenderTarget color[MAX_RENDER_TARGETS];
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u8 depth_format : 5;
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u8 depth_load_op : 2;
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u8 depth_store_op : 1;
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u8 stencil_load_op : 2;
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u8 stencil_store_op : 1;
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u8 depth_sampling : 1;
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u8 color_feedback_loop : 1;
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u8 samples;
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bool operator==(const RenderPassCacheKey& rhs) const;
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bool operator!=(const RenderPassCacheKey& rhs) const;
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};
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struct RenderPassCacheKeyHash
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{
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size_t operator()(const RenderPassCacheKey& rhs) const;
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};
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struct CommandBuffer
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{
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// [0] - Init (upload) command buffer, [1] - draw command buffer
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VkCommandPool command_pool = VK_NULL_HANDLE;
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std::array<VkCommandBuffer, 2> command_buffers{VK_NULL_HANDLE, VK_NULL_HANDLE};
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VkDescriptorPool descriptor_pool = VK_NULL_HANDLE;
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VkFence fence = VK_NULL_HANDLE;
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u64 fence_counter = 0;
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bool init_buffer_used = false;
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bool needs_fence_wait = false;
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bool timestamp_written = false;
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};
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using CleanupObjectFunction = void (*)(VulkanDevice& dev, void* obj);
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using SamplerMap = std::unordered_map<u64, VkSampler>;
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static void GetAdapterAndModeList(AdapterAndModeList* ret, VkInstance instance);
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// Helper method to create a Vulkan instance.
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static VkInstance CreateVulkanInstance(const WindowInfo& wi, bool enable_debug_utils, bool enable_validation_layer);
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// Returns a list of Vulkan-compatible GPUs.
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using GPUList = std::vector<std::pair<VkPhysicalDevice, std::string>>;
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static GPUList EnumerateGPUs(VkInstance instance);
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bool ValidatePipelineCacheHeader(const VK_PIPELINE_CACHE_HEADER& header);
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void FillPipelineCacheHeader(VK_PIPELINE_CACHE_HEADER* header);
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// Enable/disable debug message runtime.
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bool EnableDebugUtils();
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void DisableDebugUtils();
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// Vendor queries.
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bool IsDeviceAdreno() const;
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bool IsDeviceMali() const;
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bool IsDeviceImgTec() const;
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bool IsBrokenMobileDriver() const;
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void SubmitCommandBuffer(VulkanSwapChain* present_swap_chain = nullptr, bool submit_on_thread = false);
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void MoveToNextCommandBuffer();
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void WaitForPresentComplete();
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// Was the last present submitted to the queue a failure? If so, we must recreate our swapchain.
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bool CheckLastPresentFail();
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bool CheckLastSubmitFail();
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using ExtensionList = std::vector<const char*>;
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static bool SelectInstanceExtensions(ExtensionList* extension_list, const WindowInfo& wi, bool enable_debug_utils);
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bool SelectDeviceExtensions(ExtensionList* extension_list, bool enable_surface);
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bool SelectDeviceFeatures();
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bool CreateDevice(VkSurfaceKHR surface, bool enable_validation_layer);
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void ProcessDeviceExtensions();
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bool CheckFeatures(FeatureMask disabled_features);
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bool CreateAllocator();
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void DestroyAllocator();
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bool CreateCommandBuffers();
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void DestroyCommandBuffers();
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bool CreatePersistentDescriptorPool();
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void DestroyPersistentDescriptorPool();
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bool CreateNullTexture();
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bool CreateBuffers();
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void DestroyBuffers();
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bool CreatePipelineLayouts();
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void DestroyPipelineLayouts();
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bool CreatePersistentDescriptorSets();
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void DestroyPersistentDescriptorSets();
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VkSampler GetSampler(const GPUSampler::Config& config);
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void DestroySamplers();
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void RenderBlankFrame();
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bool CheckDownloadBufferSize(u32 required_size);
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void DestroyDownloadBuffer();
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/// Set dirty flags on everything to force re-bind at next draw time.
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void InvalidateCachedState();
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bool IsRenderTargetBound(const GPUTexture* tex) const;
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/// Applies any changed state.
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VkPipelineLayout GetCurrentVkPipelineLayout() const;
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void SetInitialPipelineState();
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void PreDrawCheck();
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template<GPUPipeline::Layout layout>
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bool UpdateDescriptorSetsForLayout(bool new_layout, bool new_dynamic_offsets);
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bool UpdateDescriptorSets(u32 dirty);
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// Ends a render pass if we're currently in one.
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// When Bind() is next called, the pass will be restarted.
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void BeginRenderPass();
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void BeginSwapChainRenderPass();
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void EndRenderPass();
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bool InRenderPass();
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VkRenderPass CreateCachedRenderPass(RenderPassCacheKey key);
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static VkFramebuffer CreateFramebuffer(GPUTexture* const* rts, u32 num_rts, GPUTexture* ds, u32 flags);
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static void DestroyFramebuffer(VkFramebuffer fbo);
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void BeginCommandBuffer(u32 index);
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void WaitForCommandBufferCompletion(u32 index);
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void DoSubmitCommandBuffer(u32 index, VulkanSwapChain* present_swap_chain);
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void DoPresent(VulkanSwapChain* present_swap_chain);
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void WaitForPresentComplete(std::unique_lock<std::mutex>& lock);
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void PresentThread();
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void StartPresentThread();
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void StopPresentThread();
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VkInstance m_instance = VK_NULL_HANDLE;
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VkPhysicalDevice m_physical_device = VK_NULL_HANDLE;
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VkDevice m_device = VK_NULL_HANDLE;
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VmaAllocator m_allocator = VK_NULL_HANDLE;
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VkCommandBuffer m_current_command_buffer = VK_NULL_HANDLE;
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VkDescriptorPool m_global_descriptor_pool = VK_NULL_HANDLE;
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VkQueue m_graphics_queue = VK_NULL_HANDLE;
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VkQueue m_present_queue = VK_NULL_HANDLE;
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u32 m_graphics_queue_family_index = 0;
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u32 m_present_queue_family_index = 0;
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VkQueryPool m_timestamp_query_pool = VK_NULL_HANDLE;
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float m_accumulated_gpu_time = 0.0f;
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std::array<CommandBuffer, NUM_COMMAND_BUFFERS> m_frame_resources;
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std::deque<std::pair<u64, std::function<void()>>> m_cleanup_objects; // [fence_counter, callback]
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u64 m_next_fence_counter = 1;
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u64 m_completed_fence_counter = 0;
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u32 m_current_frame = 0;
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std::atomic_bool m_last_submit_failed{false};
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std::atomic_bool m_last_present_failed{false};
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std::atomic_bool m_present_done{true};
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std::mutex m_present_mutex;
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std::condition_variable m_present_queued_cv;
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std::condition_variable m_present_done_cv;
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std::thread m_present_thread;
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std::atomic_bool m_present_thread_done{false};
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struct QueuedPresent
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{
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VulkanSwapChain* swap_chain;
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u32 command_buffer_index;
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};
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QueuedPresent m_queued_present = {};
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std::unordered_map<RenderPassCacheKey, VkRenderPass, RenderPassCacheKeyHash> m_render_pass_cache;
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GPUFramebufferManager<VkFramebuffer, CreateFramebuffer, DestroyFramebuffer> m_framebuffer_manager;
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VkPipelineCache m_pipeline_cache = VK_NULL_HANDLE;
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// TODO: Move to static?
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VkDebugUtilsMessengerEXT m_debug_messenger_callback = VK_NULL_HANDLE;
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VkPhysicalDeviceFeatures m_device_features = {};
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VkPhysicalDeviceProperties m_device_properties = {};
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VkPhysicalDeviceDriverPropertiesKHR m_device_driver_properties = {};
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OptionalExtensions m_optional_extensions = {};
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std::unique_ptr<VulkanSwapChain> m_swap_chain;
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std::unique_ptr<VulkanTexture> m_null_texture;
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VkDescriptorSetLayout m_ubo_ds_layout = VK_NULL_HANDLE;
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VkDescriptorSetLayout m_single_texture_ds_layout = VK_NULL_HANDLE;
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VkDescriptorSetLayout m_single_texture_buffer_ds_layout = VK_NULL_HANDLE;
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VkDescriptorSetLayout m_multi_texture_ds_layout = VK_NULL_HANDLE;
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std::array<VkPipelineLayout, static_cast<u8>(GPUPipeline::Layout::MaxCount)> m_pipeline_layouts = {};
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VulkanStreamBuffer m_vertex_buffer;
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VulkanStreamBuffer m_index_buffer;
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VulkanStreamBuffer m_uniform_buffer;
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VulkanStreamBuffer m_texture_upload_buffer;
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VkDescriptorSet m_ubo_descriptor_set = VK_NULL_HANDLE;
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u32 m_uniform_buffer_position = 0;
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|
|
|
SamplerMap m_sampler_map;
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|
|
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VmaAllocation m_download_buffer_allocation = VK_NULL_HANDLE;
|
|
VkBuffer m_download_buffer = VK_NULL_HANDLE;
|
|
u8* m_download_buffer_map = nullptr;
|
|
u32 m_download_buffer_size = 0;
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|
|
|
// Which bindings/state has to be updated before the next draw.
|
|
u32 m_dirty_flags = ALL_DIRTY_STATE;
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|
|
|
u32 m_num_current_render_targets = 0;
|
|
std::array<GPUTexture*, MAX_RENDER_TARGETS> m_current_render_targets = {};
|
|
GPUTexture* m_current_depth_target = nullptr;
|
|
VkFramebuffer m_current_framebuffer = VK_NULL_HANDLE;
|
|
VkRenderPass m_current_render_pass = VK_NULL_HANDLE;
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|
|
|
VulkanPipeline* m_current_pipeline = nullptr;
|
|
GPUPipeline::Layout m_current_pipeline_layout = GPUPipeline::Layout::SingleTextureAndPushConstants;
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|
|
|
std::array<VulkanTexture*, MAX_TEXTURE_SAMPLERS> m_current_textures = {};
|
|
std::array<VkSampler, MAX_TEXTURE_SAMPLERS> m_current_samplers = {};
|
|
VulkanTextureBuffer* m_current_texture_buffer = nullptr;
|
|
Common::Rectangle<s32> m_current_viewport{0, 0, 1, 1};
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|
Common::Rectangle<s32> m_current_scissor{0, 0, 1, 1};
|
|
};
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