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								// Copyright 2016 Dolphin Emulator Project
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								// Licensed under GPLv2+
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								// Refer to the license.txt file included.
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								#pragma once
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								#include <array>
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								#include <cstddef>
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								#include "Common/CommonTypes.h"
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								#include "VideoBackends/Vulkan/Constants.h"
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								#include "VideoBackends/Vulkan/ObjectCache.h"
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								namespace Vulkan
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								{
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								class CommandBufferManager;
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								class ObjectCache;
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								class StateTracker;
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								namespace Util
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								{
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								size_t AlignBufferOffset(size_t offset, size_t alignment);
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								u32 MakeRGBA8Color(float r, float g, float b, float a);
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								bool IsDepthFormat(VkFormat format);
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								VkFormat GetLinearFormat(VkFormat format);
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								u32 GetTexelSize(VkFormat format);
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								// Map {SRC,DST}_COLOR to {SRC,DST}_ALPHA
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								VkBlendFactor GetAlphaBlendFactor(VkBlendFactor factor);
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								RasterizationState GetNoCullRasterizationState();
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								DepthStencilState GetNoDepthTestingDepthStencilState();
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								BlendState GetNoBlendingBlendState();
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								// Combines viewport and scissor updates
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								void SetViewportAndScissor(VkCommandBuffer command_buffer, int x, int y, int width, int height,
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								                           float min_depth = 0.0f, float max_depth = 1.0f);
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								// Wrapper for creating an barrier on a buffer
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								void BufferMemoryBarrier(VkCommandBuffer command_buffer, VkBuffer buffer,
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								                         VkAccessFlags src_access_mask, VkAccessFlags dst_access_mask,
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								                         VkDeviceSize offset, VkDeviceSize size,
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								                         VkPipelineStageFlags src_stage_mask, VkPipelineStageFlags dst_stage_mask);
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								// Completes the current render pass, executes the command buffer, and restores state ready for next
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								// render. Use when you want to kick the current buffer to make room for new data.
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								void ExecuteCurrentCommandsAndRestoreState(bool execute_off_thread,
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								                                           bool wait_for_completion = false);
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								// Create a shader module from the specified SPIR-V.
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								VkShaderModule CreateShaderModule(const u32* spv, size_t spv_word_count);
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								// Compile a vertex shader and create a shader module, discarding the intermediate SPIR-V.
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								VkShaderModule CompileAndCreateVertexShader(const std::string& source_code,
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								                                            bool prepend_header = true);
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								// Compile a geometry shader and create a shader module, discarding the intermediate SPIR-V.
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								VkShaderModule CompileAndCreateGeometryShader(const std::string& source_code,
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								                                              bool prepend_header = true);
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								// Compile a fragment shader and create a shader module, discarding the intermediate SPIR-V.
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								VkShaderModule CompileAndCreateFragmentShader(const std::string& source_code,
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								                                              bool prepend_header = true);
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								}
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								// Utility shader vertex format
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								#pragma pack(push, 1)
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								struct UtilityShaderVertex
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								{
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								  float Position[4];
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								  float TexCoord[4];
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								  u32 Color;
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								  void SetPosition(float x, float y)
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								  {
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								    Position[0] = x;
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								    Position[1] = y;
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								    Position[2] = 0.0f;
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								    Position[3] = 1.0f;
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								  }
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								  void SetPosition(float x, float y, float z)
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								  {
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								    Position[0] = x;
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								    Position[1] = y;
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								    Position[2] = z;
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								    Position[3] = 1.0f;
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								  }
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								  void SetTextureCoordinates(float u, float v)
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								  {
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								    TexCoord[0] = u;
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								    TexCoord[1] = v;
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								    TexCoord[2] = 0.0f;
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								    TexCoord[3] = 0.0f;
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								  }
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								  void SetTextureCoordinates(float u, float v, float w)
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								  {
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								    TexCoord[0] = u;
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								    TexCoord[1] = v;
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								    TexCoord[2] = w;
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								    TexCoord[3] = 0.0f;
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								  }
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								  void SetTextureCoordinates(float u, float v, float w, float x)
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								  {
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								    TexCoord[0] = u;
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								    TexCoord[1] = v;
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								    TexCoord[2] = w;
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								    TexCoord[3] = x;
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								  }
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								  void SetColor(u32 color) { Color = color; }
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								  void SetColor(float r, float g, float b) { Color = Util::MakeRGBA8Color(r, g, b, 1.0f); }
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								  void SetColor(float r, float g, float b, float a) { Color = Util::MakeRGBA8Color(r, g, b, a); }
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								};
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								#pragma pack(pop)
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								class UtilityShaderDraw
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								{
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								public:
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								  UtilityShaderDraw(VkCommandBuffer command_buffer, VkPipelineLayout pipeline_layout,
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								                    VkRenderPass render_pass, VkShaderModule vertex_shader,
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								                    VkShaderModule geometry_shader, VkShaderModule pixel_shader);
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								  UtilityShaderVertex* ReserveVertices(VkPrimitiveTopology topology, size_t count);
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								  void CommitVertices(size_t count);
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								  void UploadVertices(VkPrimitiveTopology topology, UtilityShaderVertex* vertices, size_t count);
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								  u8* AllocateVSUniforms(size_t size);
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								  void CommitVSUniforms(size_t size);
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								  u8* AllocatePSUniforms(size_t size);
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								  void CommitPSUniforms(size_t size);
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								  void SetPushConstants(const void* data, size_t data_size);
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								  void SetPSSampler(size_t index, VkImageView view, VkSampler sampler);
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								  void SetPSTexelBuffer(VkBufferView view);
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								  void SetRasterizationState(const RasterizationState& state);
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								  void SetDepthStencilState(const DepthStencilState& state);
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								  void SetBlendState(const BlendState& state);
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								  void BeginRenderPass(VkFramebuffer framebuffer, const VkRect2D& region,
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								                       const VkClearValue* clear_value = nullptr);
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								  void EndRenderPass();
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								  void Draw();
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								  // NOTE: These methods alter the viewport state of the command buffer.
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								  // Sets texture coordinates to 0..1
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								  void DrawQuad(int x, int y, int width, int height, float z = 0.0f);
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								  // Sets texture coordinates to the specified range
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								  void DrawQuad(int dst_x, int dst_y, int dst_width, int dst_height, int src_x, int src_y,
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								                int src_layer, int src_width, int src_height, int src_full_width,
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								                int src_full_height, float z = 0.0f);
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								  void DrawColoredQuad(int x, int y, int width, int height, u32 color, float z = 0.0f);
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								  void DrawColoredQuad(int x, int y, int width, int height, float r, float g, float b, float a,
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								                       float z = 0.0f);
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								  // Draw without a vertex buffer. Assumes viewport has been initialized separately.
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								  void SetViewportAndScissor(int x, int y, int width, int height);
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								  void DrawWithoutVertexBuffer(VkPrimitiveTopology primitive_topology, u32 vertex_count);
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								private:
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								  void BindVertexBuffer();
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								  void BindDescriptors();
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								  bool BindPipeline();
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								  VkCommandBuffer m_command_buffer = VK_NULL_HANDLE;
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								  VkBuffer m_vertex_buffer = VK_NULL_HANDLE;
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								  VkDeviceSize m_vertex_buffer_offset = 0;
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								  uint32_t m_vertex_count = 0;
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								  VkDescriptorBufferInfo m_vs_uniform_buffer = {};
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								  VkDescriptorBufferInfo m_ps_uniform_buffer = {};
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								  std::array<uint32_t, NUM_UBO_DESCRIPTOR_SET_BINDINGS> m_ubo_offsets = {};
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								  std::array<VkDescriptorImageInfo, NUM_PIXEL_SHADER_SAMPLERS> m_ps_samplers = {};
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											2016-11-20 00:02:06 +10:00
										 
									 
								 
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								  VkBufferView m_ps_texel_buffer = VK_NULL_HANDLE;
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											2016-08-13 22:57:50 +10:00
										 
									 
								 
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								  PipelineInfo m_pipeline_info = {};
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								};
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								}  // namespace Vulkan
							 |