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https://github.com/love2d/love.git
synced 2026-08-16 08:11:02 +02:00
vulkan: add support for uniform texture arrays
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@@ -55,11 +55,6 @@ const VkDevice Graphics::getDevice() const
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return device;
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}
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const VkPhysicalDevice Graphics::getPhysicalDevice() const
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{
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return physicalDevice;
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}
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const VmaAllocator Graphics::getVmaAllocator() const
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{
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return vmaAllocator;
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@@ -2072,16 +2067,6 @@ std::set<Shader*> &Graphics::getUsedShadersInFrame()
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return usedShadersInFrame;
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}
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const OptionalDeviceFeatures &Graphics::getOptionalDeviceFeatures() const
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{
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return optionalDeviceFeatures;
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}
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const OptionalDeviceExtensionFunctions &Graphics::getExtensionFunctions() const
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{
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return ext;
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}
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VkSampler Graphics::getCachedSampler(const SamplerState &samplerState)
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{
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auto it = samplers.find(samplerState);
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@@ -122,7 +122,7 @@ struct GraphicsPipelineConfiguration
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{
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VkRenderPass renderPass;
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VertexAttributes vertexAttributes;
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Shader* shader = nullptr;
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Shader *shader = nullptr;
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bool wireFrame;
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BlendState blendState;
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ColorChannelMask colorChannelMask;
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@@ -168,10 +168,10 @@ struct SamplerStateHasher
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struct BatchedDrawBuffers
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{
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StreamBuffer* vertexBuffer1;
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StreamBuffer* vertexBuffer2;
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StreamBuffer* indexBuffer;
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StreamBuffer* constantColorBuffer;
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StreamBuffer *vertexBuffer1;
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StreamBuffer *vertexBuffer2;
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StreamBuffer *indexBuffer;
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StreamBuffer *constantColorBuffer;
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~BatchedDrawBuffers()
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{
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@@ -231,7 +231,6 @@ public:
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const char *getName() const override;
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const VkDevice getDevice() const;
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const VkPhysicalDevice getPhysicalDevice() const;
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const VmaAllocator getVmaAllocator() const;
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// implementation for virtual functions
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@@ -282,14 +281,11 @@ public:
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const VkDeviceSize getMinUniformBufferOffsetAlignment() const;
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graphics::Texture *getDefaultTexture() const;
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VkSampler getCachedSampler(const SamplerState&);
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VkSampler getCachedSampler(const SamplerState &);
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void setComputeShader(Shader*);
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void setComputeShader(Shader *);
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std::set<Shader*> &getUsedShadersInFrame();
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const OptionalDeviceFeatures &getOptionalDeviceFeatures() const;
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const OptionalDeviceExtensionFunctions &getExtensionFunctions() const;
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graphics::Shader::BuiltinUniformData getCurrentBuiltinUniformData();
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protected:
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@@ -159,7 +159,6 @@ Shader::Shader(StrongRef<love::graphics::ShaderStage> stages[])
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{
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auto gfx = Module::getInstance<Graphics>(Module::ModuleType::M_GRAPHICS);
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vgfx = dynamic_cast<Graphics*>(gfx);
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auto &optionalDeviceFeaures = vgfx->getOptionalDeviceFeatures();
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loadVolatile();
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}
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@@ -175,6 +174,7 @@ bool Shader::loadVolatile()
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calculateUniformBufferSizeAligned();
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createDescriptorSetLayout();
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createPipelineLayout();
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createDescriptorPoolSizes();
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createStreamBuffers();
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descriptorSetsVector.resize(vgfx->getNumImagesInFlight());
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currentFrame = 0;
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@@ -230,7 +230,7 @@ VkPipeline Shader::getComputePipeline() const
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return computePipeline;
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}
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static VkDescriptorImageInfo* createDescriptorImageInfo(graphics::Texture* texture, bool sampler)
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static VkDescriptorImageInfo *createDescriptorImageInfo(graphics::Texture *texture, bool sampler)
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{
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auto vkTexture = (Texture*)texture;
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@@ -270,10 +270,6 @@ void Shader::newFrame(uint32_t frameIndex)
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currentDescriptorSet = descriptorSetsVector.at(currentFrame).at(currentUsedDescriptorSetsCount);
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std::vector<VkWriteDescriptorSet> descriptorWrite{};
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std::vector<VkDescriptorImageInfo*> imageInfos;
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// update everything other than uniform buffers
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for (const auto &[key, val] : uniformInfos) {
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// fixme: other types.
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@@ -284,14 +280,25 @@ void Shader::newFrame(uint32_t frameIndex)
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write.dstBinding = val.location;
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write.dstArrayElement = 0;
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write.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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write.descriptorCount = 1;
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write.descriptorCount = val.count;
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VkDescriptorImageInfo* imageInfo = createDescriptorImageInfo(val.textures[0], true); // fixme: arrays
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imageInfos.push_back(imageInfo);
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std::vector<VkDescriptorImageInfo> imageInfos;
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write.pImageInfo = imageInfo;
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for (int i = 0; i < val.count; i++)
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{
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auto vkTexture = dynamic_cast<Texture*>(val.textures[i]);
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descriptorWrite.push_back(write);
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VkDescriptorImageInfo imageInfo{};
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imageInfo.imageLayout = vkTexture->getImageLayout();
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imageInfo.imageView = (VkImageView)vkTexture->getRenderTargetHandle();
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imageInfo.sampler = (VkSampler)vkTexture->getSamplerHandle();
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imageInfos.push_back(imageInfo);
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}
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write.pImageInfo = imageInfos.data();
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vkUpdateDescriptorSets(device, 1, &write, 0, nullptr);
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}
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if (val.baseType == UNIFORM_STORAGETEXTURE) {
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VkWriteDescriptorSet write{};
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@@ -300,20 +307,26 @@ void Shader::newFrame(uint32_t frameIndex)
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write.dstBinding = val.location;
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write.dstArrayElement = 0;
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write.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
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write.descriptorCount = 1;
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write.descriptorCount = val.count;
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VkDescriptorImageInfo* imageInfo = createDescriptorImageInfo(val.textures[0], false); // fixme: arrays
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imageInfos.push_back(imageInfo);
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std::vector<VkDescriptorImageInfo> imageInfos;
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write.pImageInfo = imageInfo;
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descriptorWrite.push_back(write);
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for (int i = 0; i < val.count; i++)
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{
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auto vkTexture = dynamic_cast<Texture*>(val.textures[i]);
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VkDescriptorImageInfo imageInfo{};
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imageInfo.imageLayout = vkTexture->getImageLayout();
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imageInfo.imageView = (VkImageView)vkTexture->getRenderTargetHandle();
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imageInfos.push_back(imageInfo);
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}
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write.pImageInfo = imageInfos.data();
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vkUpdateDescriptorSets(device, 1, &write, 0, nullptr);
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}
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}
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vkUpdateDescriptorSets(device, static_cast<uint32_t>(descriptorWrite.size()), descriptorWrite.data(), 0, nullptr);
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for (const auto imageInfo : imageInfos)
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delete imageInfo;
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}
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void Shader::cmdPushDescriptorSets(VkCommandBuffer commandBuffer, VkPipelineBindPoint bindPoint)
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@@ -334,7 +347,6 @@ void Shader::cmdPushDescriptorSets(VkCommandBuffer commandBuffer, VkPipelineBind
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memcpy(dst, &builtinData, sizeof(builtinData));
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}
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// additional data is always added onto the last stream buffer in the current frame
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auto currentStreamBuffer = streamBuffers.at(currentFrame).back();
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auto mapInfo = currentStreamBuffer->map(uniformBufferSizeAligned);
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@@ -928,6 +940,30 @@ void Shader::createPipelineLayout()
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}
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}
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void Shader::createDescriptorPoolSizes()
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{
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if (!localUniformData.empty())
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{
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VkDescriptorPoolSize size{};
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size.type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
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size.descriptorCount = 1;
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descriptorPoolSizes.push_back(size);
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}
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for (const auto &[key, val] : uniformInfos)
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{
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VkDescriptorPoolSize size{};
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auto type = Vulkan::getDescriptorType(val.baseType);
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if (type == VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER) {
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continue;
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}
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size.type = type;
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size.descriptorCount = 1;
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descriptorPoolSizes.push_back(size);
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}
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}
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void Shader::createStreamBuffers()
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{
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const auto numImagesInFlight = vgfx->getNumImagesInFlight();
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@@ -938,29 +974,25 @@ void Shader::createStreamBuffers()
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void Shader::setVideoTextures(graphics::Texture *ytexture, graphics::Texture *cbtexture, graphics::Texture *crtexture)
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{
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// if the shader doesn't actually use these textures they might get optimized out
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// in that case this function becomes a noop.
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if (builtinUniformInfo[BUILTIN_TEXTURE_VIDEO_Y] != nullptr)
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{
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auto oldTexture = builtinUniformInfo[BUILTIN_TEXTURE_VIDEO_Y]->textures[0];
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ytexture->retain();
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oldTexture->release();
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builtinUniformInfo[BUILTIN_TEXTURE_VIDEO_Y]->textures[0] = ytexture;
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}
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if (builtinUniformInfo[BUILTIN_TEXTURE_VIDEO_CB] != nullptr)
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{
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auto oldTexture = builtinUniformInfo[BUILTIN_TEXTURE_VIDEO_CB]->textures[0];
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cbtexture->retain();
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oldTexture->release();
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builtinUniformInfo[BUILTIN_TEXTURE_VIDEO_CB]->textures[0] = cbtexture;
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}
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if (builtinUniformInfo[BUILTIN_TEXTURE_VIDEO_CR] != nullptr)
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{
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auto oldTexture = builtinUniformInfo[BUILTIN_TEXTURE_VIDEO_CR]->textures[0];
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crtexture->retain();
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oldTexture->release();
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builtinUniformInfo[BUILTIN_TEXTURE_VIDEO_CR]->textures[0] = crtexture;
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}
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std::array<graphics::Texture*, 3> textures = {
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ytexture, cbtexture, crtexture
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};
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std::array<BuiltinUniform, 3> builtIns = {
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BUILTIN_TEXTURE_VIDEO_Y,
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BUILTIN_TEXTURE_VIDEO_CB,
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BUILTIN_TEXTURE_VIDEO_CR,
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};
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static_assert(textures.size() == builtIns.size());
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for (size_t i = 0; i < textures.size(); i++)
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if (builtinUniformInfo[builtIns[i]] != nullptr)
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{
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textures[i]->retain();
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builtinUniformInfo[builtIns[i]]->textures[0]->release();
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builtinUniformInfo[builtIns[i]]->textures[0] = textures[i];
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}
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}
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bool Shader::hasUniform(const std::string &name) const
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@@ -972,9 +1004,8 @@ void Shader::setMainTex(graphics::Texture *texture)
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{
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if (builtinUniformInfo[BUILTIN_TEXTURE_MAIN] != nullptr)
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{
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auto oldTexture = builtinUniformInfo[BUILTIN_TEXTURE_MAIN]->textures[0];
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texture->retain();
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oldTexture->release();
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builtinUniformInfo[BUILTIN_TEXTURE_MAIN]->textures[0]->release();
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builtinUniformInfo[BUILTIN_TEXTURE_MAIN]->textures[0] = texture;
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}
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}
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@@ -983,32 +1014,11 @@ VkDescriptorSet Shader::allocateDescriptorSet()
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{
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if (freeDescriptorSets.empty())
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{
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// fixme: we can optimize this, since sizes should never change for a given shader.
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std::vector<VkDescriptorPoolSize> sizes;
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VkDescriptorPoolSize size{};
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size.type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
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size.descriptorCount = 1;
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sizes.push_back(size);
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for (const auto &[key, val] : uniformInfos)
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{
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VkDescriptorPoolSize size{};
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auto type = Vulkan::getDescriptorType(val.baseType);
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if (type == VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER) {
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continue;
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}
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size.type = type;
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size.descriptorCount = 1;
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sizes.push_back(size);
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}
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VkDescriptorPoolCreateInfo createInfo{};
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createInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
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createInfo.maxSets = DESCRIPTOR_POOL_SIZE;
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createInfo.poolSizeCount = static_cast<uint32_t>(sizes.size());
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createInfo.pPoolSizes = sizes.data();
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createInfo.poolSizeCount = static_cast<uint32_t>(descriptorPoolSizes.size());
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createInfo.pPoolSizes = descriptorPoolSizes.data();
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VkDescriptorPool pool;
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if (vkCreateDescriptorPool(device, &createInfo, nullptr, &pool) != VK_SUCCESS)
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@@ -1019,7 +1029,7 @@ VkDescriptorSet Shader::allocateDescriptorSet()
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VkDescriptorSetAllocateInfo allocInfo{};
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allocInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
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allocInfo.descriptorPool = descriptorPools.back();
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allocInfo.descriptorPool = pool;
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allocInfo.descriptorSetCount = DESCRIPTOR_POOL_SIZE;
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allocInfo.pSetLayouts = layouts.data();
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@@ -74,6 +74,7 @@ private:
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void compileShaders();
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void createDescriptorSetLayout();
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void createPipelineLayout();
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void createDescriptorPoolSizes();
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void createStreamBuffers();
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void buildLocalUniforms(
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spirv_cross::Compiler &comp,
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@@ -89,6 +90,7 @@ private:
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VkDescriptorSetLayout descriptorSetLayout;
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VkPipelineLayout pipelineLayout;
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std::vector<VkDescriptorPoolSize> descriptorPoolSizes;
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// we don't know how much memory we need per frame for the uniform buffer descriptors
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// we keep a vector of stream buffers per frame in flight
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