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blit_image: Refactor ConvertPipelineEx functions

reduces much of the duplication between the color/depth variants
This commit is contained in:
ameerj 2021-11-21 00:50:46 -05:00
parent b387a26f30
commit ad99bbf5fe
2 changed files with 18 additions and 33 deletions

View File

@ -455,7 +455,7 @@ void BlitImageHelper::ConvertR16ToD16(const Framebuffer* dst_framebuffer,
void BlitImageHelper::ConvertABGR8ToD24S8(const Framebuffer* dst_framebuffer,
ImageView& src_image_view, u32 up_scale, u32 down_shift) {
ConvertPipelineDepthTargetEx(convert_abgr8_to_d24s8_pipeline, dst_framebuffer->RenderPass(),
convert_abgr8_to_d24s8_frag, true);
convert_abgr8_to_d24s8_frag);
ConvertColor(*convert_abgr8_to_d24s8_pipeline, dst_framebuffer, src_image_view, up_scale,
down_shift);
}
@ -463,7 +463,7 @@ void BlitImageHelper::ConvertABGR8ToD24S8(const Framebuffer* dst_framebuffer,
void BlitImageHelper::ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer,
ImageView& src_image_view, u32 up_scale, u32 down_shift) {
ConvertPipelineColorTargetEx(convert_d24s8_to_abgr8_pipeline, dst_framebuffer->RenderPass(),
convert_d24s8_to_abgr8_frag, false);
convert_d24s8_to_abgr8_frag);
ConvertDepthStencil(*convert_d24s8_to_abgr8_pipeline, dst_framebuffer, src_image_view, up_scale,
down_shift);
}
@ -751,8 +751,9 @@ void BlitImageHelper::ConvertColorToDepthPipeline(vk::Pipeline& pipeline, VkRend
});
}
void BlitImageHelper::ConvertPipelineColorTargetEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
vk::ShaderModule& module, bool single_texture) {
void BlitImageHelper::ConvertPipelineEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
vk::ShaderModule& module, bool single_texture,
bool is_target_depth) {
if (pipeline) {
return;
}
@ -769,7 +770,7 @@ void BlitImageHelper::ConvertPipelineColorTargetEx(vk::Pipeline& pipeline, VkRen
.pViewportState = &PIPELINE_VIEWPORT_STATE_CREATE_INFO,
.pRasterizationState = &PIPELINE_RASTERIZATION_STATE_CREATE_INFO,
.pMultisampleState = &PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
.pDepthStencilState = nullptr,
.pDepthStencilState = is_target_depth ? &PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO : nullptr,
.pColorBlendState = &PIPELINE_COLOR_BLEND_STATE_GENERIC_CREATE_INFO,
.pDynamicState = &PIPELINE_DYNAMIC_STATE_CREATE_INFO,
.layout = single_texture ? *one_texture_pipeline_layout : *two_textures_pipeline_layout,
@ -780,33 +781,14 @@ void BlitImageHelper::ConvertPipelineColorTargetEx(vk::Pipeline& pipeline, VkRen
});
}
void BlitImageHelper::ConvertPipelineColorTargetEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
vk::ShaderModule& module) {
ConvertPipelineEx(pipeline, renderpass, module, false, false);
}
void BlitImageHelper::ConvertPipelineDepthTargetEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
vk::ShaderModule& module, bool single_texture) {
if (pipeline) {
return;
}
const std::array stages = MakeStages(*full_screen_vert, *module);
pipeline = device.GetLogical().CreateGraphicsPipeline({
.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
.pNext = nullptr,
.flags = 0,
.stageCount = static_cast<u32>(stages.size()),
.pStages = stages.data(),
.pVertexInputState = &PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
.pInputAssemblyState = &PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO,
.pTessellationState = nullptr,
.pViewportState = &PIPELINE_VIEWPORT_STATE_CREATE_INFO,
.pRasterizationState = &PIPELINE_RASTERIZATION_STATE_CREATE_INFO,
.pMultisampleState = &PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
.pDepthStencilState = &PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO,
.pColorBlendState = &PIPELINE_COLOR_BLEND_STATE_EMPTY_CREATE_INFO,
.pDynamicState = &PIPELINE_DYNAMIC_STATE_CREATE_INFO,
.layout = single_texture ? *one_texture_pipeline_layout : *two_textures_pipeline_layout,
.renderPass = renderpass,
.subpass = 0,
.basePipelineHandle = VK_NULL_HANDLE,
.basePipelineIndex = 0,
});
vk::ShaderModule& module) {
ConvertPipelineEx(pipeline, renderpass, module, true, true);
}
} // namespace Vulkan

View File

@ -80,11 +80,14 @@ private:
void ConvertColorToDepthPipeline(vk::Pipeline& pipeline, VkRenderPass renderpass);
void ConvertPipelineEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
vk::ShaderModule& module, bool single_texture, bool is_target_depth);
void ConvertPipelineColorTargetEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
vk::ShaderModule& module, bool single_texture);
vk::ShaderModule& module);
void ConvertPipelineDepthTargetEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
vk::ShaderModule& module, bool single_texture);
vk::ShaderModule& module);
const Device& device;
VKScheduler& scheduler;