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[video_core/host_shaders] add Snapdragon GSRv1 fragment shaders (#3307)
[video_core/host_shaders] add Snapdragon GSRv1 fragment shaders (#3307)
Signed-off-by: lizzie <lizzie@eden-emu.dev> Co-authored-by: CamilleLaVey <camillelavey99@gmail.com> Co-authored-by: xbzk <xbzk@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3307 Reviewed-by: MaranBr <maranbr@eden-emu.dev> Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>pull/4010/head
committed by
crueter
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21 changed files with 483 additions and 27 deletions
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4docs/user/Graphics.md
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21src/android/app/src/main/java/org/yuzu/yuzu_emu/features/settings/ui/SettingsFragmentPresenter.kt
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23src/android/app/src/main/java/org/yuzu/yuzu_emu/fragments/EmulationFragment.kt
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4src/android/app/src/main/res/values/arrays.xml
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6src/android/app/src/main/res/values/strings.xml
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2src/common/settings_enums.h
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4src/qt_common/config/shared_translation.cpp
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2src/qt_common/config/shared_translation.h
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2src/video_core/CMakeLists.txt
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7src/video_core/host_shaders/CMakeLists.txt
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19src/video_core/host_shaders/sgsr1_shader.vert
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82src/video_core/host_shaders/sgsr1_shader_mobile.frag
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115src/video_core/host_shaders/sgsr1_shader_mobile_edge_direction.frag
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4src/video_core/renderer_opengl/gl_blit_screen.cpp
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12src/video_core/renderer_vulkan/present/layer.cpp
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3src/video_core/renderer_vulkan/present/layer.h
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143src/video_core/renderer_vulkan/present/sgsr.cpp
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50src/video_core/renderer_vulkan/present/sgsr.h
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2src/video_core/renderer_vulkan/vk_blit_screen.cpp
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2src/yuzu/configuration/configure_graphics.cpp
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3src/yuzu/main_window.cpp
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// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project |
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// SPDX-License-Identifier: GPL-3.0-or-later |
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#version 450 |
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layout(push_constant) uniform constants { |
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vec2 scale; |
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vec2 size; |
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vec2 resize_factor; |
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float edge_sharpness; |
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}; |
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layout(location = 0) out highp vec2 texcoord; |
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|
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void main() { |
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float x = float((gl_VertexIndex & 1) << 2); |
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float y = float((gl_VertexIndex & 2) << 1); |
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gl_Position = vec4(x - 1.0f, y - 1.0f, 0.0, 1.0f) * vec4(sign(resize_factor), 1.f, 1.f); |
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texcoord = vec2(x, y) * abs(resize_factor) * 0.5; |
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} |
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// SPDX-FileCopyrightText: Copyright (c) 2025, Qualcomm Innovation Center, Inc. All rights reserved. |
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// SPDX-License-Identifier: BSD-3-Clause |
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#version 460 core |
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precision highp float; |
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precision highp int; |
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// Operation modes: RGBA -> 1, RGBY -> 3, LERP -> 4 |
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#define OPERATION_MODE 1 |
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#define EDGE_THRESHOLD (8.0 / 255.0) |
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layout(push_constant) uniform constants { |
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vec2 scale; |
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vec2 size; |
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vec2 resize_factor; |
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float edge_sharpness; |
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}; |
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layout(set = 0, binding = 0) uniform sampler2D sampler0; |
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layout(location=0) in vec2 texcoord; |
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layout(location=0) out vec4 frag_color; |
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vec4 weightY(vec4 dx, vec4 dy, vec4 std) { |
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vec4 x = ((dx * dx) + (dy * dy)) * 0.55f + std; |
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return (x - 1.f) * (x - 4.f) * 3.8125f; // approx. of (x - 1) * (x - 4)^3 |
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} |
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void main() { |
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vec4 color = textureLod(sampler0, texcoord.xy, 0.0f); |
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// image coord |
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vec2 icoord = (texcoord * size + vec2(-0.5f, 0.5f)); |
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vec2 icoord_pixel = floor(icoord); |
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vec2 coord = icoord_pixel * scale; |
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vec2 pl = icoord - icoord_pixel; |
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// left: 0, right: 1, upDown: 2 |
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mat3x4 dg = mat3x4( |
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textureGather(sampler0, coord, 1), |
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textureGather(sampler0, coord + vec2(2.f * scale.x, 0.0f), 1), |
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vec4( |
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textureGather(sampler0, coord + vec2(scale.x, -scale.y), 1).wz, |
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textureGather(sampler0, coord + vec2(scale.x, +scale.y), 1).yx |
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) |
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); |
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float edgeVote = abs(dg[0].z - dg[0].y) + abs(color.y - dg[0].y) + abs(color.y - dg[0].z); |
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if (edgeVote > EDGE_THRESHOLD) { |
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float mean = (dg[0].y + dg[0].z + dg[1].x + dg[1].w) * 0.25f; |
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dg = dg - mean; |
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vec4 sum = abs(dg[0]) + abs(dg[1]) + abs(dg[2]); |
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float std = 2.181818f / (sum.x + sum.y + sum.z + sum.w); |
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mat2x4 w = mat2x4( |
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weightY( |
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pl.xxxx + vec4(+1.0f, +0.0f, +0.0f, +1.0f), |
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pl.yyyy + vec4(-1.0f, -1.0f, +0.0f, +0.0f), |
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clamp(abs(dg[0]) * std, 0.0f, 1.0f) |
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) + weightY( |
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pl.xxxx + vec4(-1.0f, -2.0f, -2.0f, -1.0f), |
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pl.yyyy + vec4(-1.0f, -1.0f, +0.0f, +0.0f), |
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clamp(abs(dg[1]) * std, 0.0f, 1.0f) |
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) + weightY( |
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pl.xxxx + vec4(+0.0f, -1.0f, -1.0f, +0.0f), |
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pl.yyyy + vec4(+1.0f, +1.0f, -2.0f, -2.0f), |
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clamp(abs(dg[2]) * std, 0.0f, 1.0f) |
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), |
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dg[0] + dg[1] + dg[2] |
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); |
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// compute final y with bounds |
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vec2 yb = vec2( |
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min(min(dg[0].y, dg[0].z), min(dg[1].x, dg[1].w)), // min |
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max(max(dg[0].y, dg[0].z), max(dg[1].x, dg[1].w)) // max |
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); |
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vec2 fvy = vec2( |
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w[0].x + w[0].y + w[0].z + w[0].w, |
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w[1].x + w[1].y + w[1].z + w[1].w |
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); |
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float fy = clamp((fvy.y / fvy.x) * edge_sharpness, yb[0], yb[1]); |
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// Smooth high contrast input |
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float dy = clamp(fy - color.y + mean, -23.0f / 255.0f, 23.0f / 255.0f); |
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color = clamp(color + dy, 0.0f, 1.0f); |
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} |
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color.w = 1.0f; //assume alpha channel is not used |
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frag_color.xyzw = color; |
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} |
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// SPDX-FileCopyrightText: Copyright (c) 2025, Qualcomm Innovation Center, Inc. All rights reserved. |
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// SPDX-License-Identifier: BSD-3-Clause |
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#version 460 core |
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//precision float; |
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//precision int; |
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// Operation modes: RGBA -> 1, RGBY -> 3, LERP -> 4 |
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#define OperationMode 1 |
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#define EdgeThreshold 8.0/255.0 |
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layout( push_constant ) uniform constants { |
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vec4 ViewportInfo[1]; |
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vec2 ResizeFactor; |
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float EdgeSharpness; |
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}; |
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layout(set = 0, binding = 0) uniform sampler2D ps0; |
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layout(location=0) in vec2 in_TEXCOORD0; |
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layout(location=0) out vec4 out_Target0; |
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float fastLanczos2(float x) { |
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float wA = x-4.0; |
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float wB = x*wA-wA; |
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wA *= wA; |
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return wB*wA; |
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} |
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vec2 weightY(float dx, float dy, float c, vec3 data) { |
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float std = data.x; |
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vec2 dir = data.yz; |
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float edgeDis = ((dx*dir.y)+(dy*dir.x)); |
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float x = (((dx*dx)+(dy*dy))+((edgeDis*edgeDis)*((clamp(((c*c)*std),0.0,1.0)*0.7)+-1.0))); |
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float w = fastLanczos2(x); |
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return vec2(w, w * c); |
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} |
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vec2 edgeDirection(vec4 left, vec4 right) { |
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vec2 dir; |
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float RxLz = (right.x + (-left.z)); |
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float RwLy = (right.w + (-left.y)); |
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vec2 delta; |
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delta.x = (RxLz + RwLy); |
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delta.y = (RxLz + (-RwLy)); |
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float lengthInv = inversesqrt((delta.x * delta.x+ 3.075740e-05) + (delta.y * delta.y)); |
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dir.x = (delta.x * lengthInv); |
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dir.y = (delta.y * lengthInv); |
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return dir; |
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} |
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void main() { |
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vec4 color; |
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if(OperationMode == 1) |
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color.xyz = textureLod(ps0, in_TEXCOORD0.xy, 0.0).xyz; |
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else |
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color.xyzw = textureLod(ps0, in_TEXCOORD0.xy, 0.0).xyzw; |
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if ( OperationMode!=4) { |
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vec2 imgCoord = ((in_TEXCOORD0.xy*ViewportInfo[0].zw)+vec2(-0.5,0.5)); |
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vec2 imgCoordPixel = floor(imgCoord); |
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vec2 coord = (imgCoordPixel*ViewportInfo[0].xy); |
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vec2 pl = imgCoord - imgCoordPixel; |
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vec4 left = textureGather(ps0, coord, OperationMode); |
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float edgeVote = abs(left.z - left.y) + abs(color[OperationMode] - left.y) + abs(color[OperationMode] - left.z) ; |
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if(edgeVote > EdgeThreshold) { |
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coord.x += ViewportInfo[0].x; |
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vec2 IR_highp_vec2_0 = coord + vec2(ViewportInfo[0].x, 0.0); |
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vec4 right = textureGather(ps0, IR_highp_vec2_0, OperationMode); |
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vec4 upDown; |
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vec2 IR_highp_vec2_1 = coord + vec2(0.0, -ViewportInfo[0].y); |
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upDown.xy = textureGather(ps0, IR_highp_vec2_1, OperationMode).wz; |
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vec2 IR_highp_vec2_2 = coord + vec2(0.0, ViewportInfo[0].y); |
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upDown.zw = textureGather(ps0, IR_highp_vec2_2, OperationMode).yx; |
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float mean = (left.y+left.z+right.x+right.w)*0.25; |
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left = left - vec4(mean); |
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right = right - vec4(mean); |
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upDown = upDown - vec4(mean); |
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color.w =color[OperationMode] - mean; |
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float sum = (((((abs(left.x)+abs(left.y))+abs(left.z))+abs(left.w))+(((abs(right.x)+abs(right.y))+abs(right.z))+abs(right.w)))+(((abs(upDown.x)+abs(upDown.y))+abs(upDown.z))+abs(upDown.w))); |
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float sumMean = 1.014185e+01/sum; |
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float std = (sumMean*sumMean); |
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vec3 data = vec3(std, edgeDirection(left, right)); |
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vec2 aWY = weightY(pl.x, pl.y+1.0, upDown.x,data); |
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aWY += weightY(pl.x-1.0, pl.y+1.0, upDown.y,data); |
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aWY += weightY(pl.x-1.0, pl.y-2.0, upDown.z,data); |
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aWY += weightY(pl.x, pl.y-2.0, upDown.w,data); |
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aWY += weightY(pl.x+1.0, pl.y-1.0, left.x,data); |
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aWY += weightY(pl.x, pl.y-1.0, left.y,data); |
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aWY += weightY(pl.x, pl.y, left.z,data); |
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aWY += weightY(pl.x+1.0, pl.y, left.w,data); |
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aWY += weightY(pl.x-1.0, pl.y-1.0, right.x,data); |
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aWY += weightY(pl.x-2.0, pl.y-1.0, right.y,data); |
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aWY += weightY(pl.x-2.0, pl.y, right.z,data); |
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aWY += weightY(pl.x-1.0, pl.y, right.w,data); |
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float finalY = aWY.y/aWY.x; |
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float maxY = max(max(left.y,left.z),max(right.x,right.w)); |
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float minY = min(min(left.y,left.z),min(right.x,right.w)); |
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float deltaY = clamp(EdgeSharpness*finalY, minY, maxY) -color.w; |
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//smooth high contrast input |
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deltaY = clamp(deltaY, -23.0 / 255.0, 23.0 / 255.0); |
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color.x = clamp((color.x+deltaY),0.0,1.0); |
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color.y = clamp((color.y+deltaY),0.0,1.0); |
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color.z = clamp((color.z+deltaY),0.0,1.0); |
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} |
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} |
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color.w = 1.0; //assume alpha channel is not used |
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out_Target0.xyzw = color; |
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} |
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// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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#include "common/common_types.h"
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#include "common/div_ceil.h"
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#include "common/settings.h"
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//#include "video_core/sgsr.h"
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#include "video_core/host_shaders/sgsr1_shader_mobile_frag_spv.h"
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#include "video_core/host_shaders/sgsr1_shader_mobile_edge_direction_frag_spv.h"
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#include "video_core/host_shaders/sgsr1_shader_vert_spv.h"
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#include "video_core/renderer_vulkan/present/sgsr.h"
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#include "video_core/renderer_vulkan/present/util.h"
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#include "video_core/renderer_vulkan/vk_scheduler.h"
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#include "video_core/renderer_vulkan/vk_shader_util.h"
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#include "video_core/vulkan_common/vulkan_device.h"
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namespace Vulkan { |
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using PushConstants = std::array<u32, 4 + 2 + 1>; |
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SGSR::SGSR(const Device& device, MemoryAllocator& memory_allocator, size_t image_count, VkExtent2D extent, bool edge_dir) |
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: m_device{device} |
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, m_memory_allocator{memory_allocator} |
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, m_image_count{image_count} |
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, m_extent{extent} |
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, m_edge_dir{edge_dir} |
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{ |
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// Not finished yet initializing at ctor time?
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m_dynamic_images.resize(m_image_count); |
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for (auto& images : m_dynamic_images) { |
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images.image = CreateWrappedImage(m_memory_allocator, m_extent, VK_FORMAT_R16G16B16A16_SFLOAT); |
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images.image_view = CreateWrappedImageView(m_device, images.image, VK_FORMAT_R16G16B16A16_SFLOAT); |
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} |
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m_renderpass = CreateWrappedRenderPass(m_device, VK_FORMAT_R16G16B16A16_SFLOAT); |
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for (auto& images : m_dynamic_images) |
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images.framebuffer = CreateWrappedFramebuffer(m_device, m_renderpass, images.image_view, m_extent); |
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m_sampler = CreateBilinearSampler(m_device); |
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m_vert_shader = BuildShader(m_device, SGSR1_SHADER_VERT_SPV); |
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m_stage_shader = m_edge_dir |
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? BuildShader(m_device, SGSR1_SHADER_MOBILE_EDGE_DIRECTION_FRAG_SPV) |
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: BuildShader(m_device, SGSR1_SHADER_MOBILE_FRAG_SPV); |
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// 2 descriptors, 2 descriptor sets per invocation
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m_descriptor_pool = CreateWrappedDescriptorPool(m_device, m_image_count, m_image_count); |
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m_descriptor_set_layout = CreateWrappedDescriptorSetLayout(m_device, {VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER}); |
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VkDescriptorSetLayout layout = *m_descriptor_set_layout; |
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for (auto& images : m_dynamic_images) |
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images.descriptor_sets = CreateWrappedDescriptorSets(m_descriptor_pool, layout); |
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const VkPushConstantRange range{ |
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.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, |
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.offset = 0, |
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.size = sizeof(PushConstants), |
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}; |
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VkPipelineLayoutCreateInfo ci{ |
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.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO, |
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.pNext = nullptr, |
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.flags = 0, |
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.setLayoutCount = 1, |
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.pSetLayouts = m_descriptor_set_layout.address(), |
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.pushConstantRangeCount = 1, |
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.pPushConstantRanges = &range, |
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}; |
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m_pipeline_layout = m_device.GetLogical().CreatePipelineLayout(ci); |
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m_stage_pipeline = CreateWrappedPipeline(m_device, m_renderpass, m_pipeline_layout, std::tie(m_vert_shader, m_stage_shader)); |
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} |
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void SGSR::UpdateDescriptorSets(VkImageView image_view, size_t image_index) { |
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Images& images = m_dynamic_images[image_index]; |
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std::vector<VkDescriptorImageInfo> image_infos; |
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std::vector<VkWriteDescriptorSet> updates; |
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image_infos.reserve(1); |
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updates.push_back(CreateWriteDescriptorSet(image_infos, *m_sampler, image_view, images.descriptor_sets[0], 0)); |
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m_device.GetLogical().UpdateDescriptorSets(updates, {}); |
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} |
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void SGSR::UploadImages(Scheduler& scheduler) { |
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if (!m_images_ready) { |
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scheduler.Record([&](vk::CommandBuffer cmdbuf) { |
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for (auto& image : m_dynamic_images) |
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ClearColorImage(cmdbuf, *image.image); |
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}); |
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scheduler.Finish(); |
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m_images_ready = true; |
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} |
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} |
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VkImageView SGSR::Draw(Scheduler& scheduler, size_t image_index, VkImage source_image, VkImageView source_image_view, VkExtent2D input_image_extent, const Common::Rectangle<f32>& crop_rect) { |
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Images& images = m_dynamic_images[image_index]; |
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auto const output_image = *images.image; |
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auto const descriptor_set = images.descriptor_sets[0]; |
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auto const framebuffer = *images.framebuffer; |
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auto const pipeline = *m_stage_pipeline; |
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VkPipelineLayout layout = *m_pipeline_layout; |
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VkRenderPass renderpass = *m_renderpass; |
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VkExtent2D extent = m_extent; |
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const f32 input_image_width = f32(input_image_extent.width); |
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const f32 input_image_height = f32(input_image_extent.height); |
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const f32 viewport_width = (crop_rect.right - crop_rect.left) * input_image_width; |
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const f32 viewport_height = (crop_rect.bottom - crop_rect.top) * input_image_height; |
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// expected [0, 2]
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const f32 sharpening = f32(Settings::values.fsr_sharpening_slider.GetValue()) / 100.0f; |
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// p = (tex * viewport) / input = [0,n] (normalized texcoords)
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// p * input = [0,1024], [0,768]
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// layout( push_constant ) uniform constants {
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// highp vec4 ViewportInfo[1];
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// highp vec2 ResizeFactor;
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// highp float EdgeSharpness;
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// };
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PushConstants viewport_con{}; |
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viewport_con[0] = std::bit_cast<u32>(std::abs(1.f / viewport_width)); |
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viewport_con[1] = std::bit_cast<u32>(std::abs(1.f / viewport_height)); |
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viewport_con[2] = std::bit_cast<u32>(std::abs(viewport_width)); |
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viewport_con[3] = std::bit_cast<u32>(std::abs(viewport_height)); |
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viewport_con[4] = std::bit_cast<u32>(viewport_width / input_image_width); |
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viewport_con[5] = std::bit_cast<u32>(viewport_height / input_image_height); |
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viewport_con[6] = std::bit_cast<u32>(sharpening); |
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UploadImages(scheduler); |
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UpdateDescriptorSets(source_image_view, image_index); |
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scheduler.RequestOutsideRenderPassOperationContext(); |
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scheduler.Record([=](vk::CommandBuffer cmdbuf) { |
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TransitionImageLayout(cmdbuf, source_image, VK_IMAGE_LAYOUT_GENERAL); |
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TransitionImageLayout(cmdbuf, output_image, VK_IMAGE_LAYOUT_GENERAL); |
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BeginRenderPass(cmdbuf, renderpass, framebuffer, extent); |
|||
cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline); |
|||
cmdbuf.BindDescriptorSets(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, descriptor_set, {}); |
|||
cmdbuf.PushConstants(layout, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, viewport_con); |
|||
cmdbuf.Draw(3, 1, 0, 0); |
|||
cmdbuf.EndRenderPass(); |
|||
TransitionImageLayout(cmdbuf, output_image, VK_IMAGE_LAYOUT_GENERAL); |
|||
}); |
|||
return *images.image_view; |
|||
} |
|||
|
|||
} // namespace Vulkan
|
|||
@ -0,0 +1,50 @@ |
|||
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project |
|||
// SPDX-License-Identifier: GPL-3.0-or-later |
|||
|
|||
#pragma once |
|||
|
|||
#include "common/math_util.h" |
|||
#include "video_core/vulkan_common/vulkan_memory_allocator.h" |
|||
#include "video_core/vulkan_common/vulkan_wrapper.h" |
|||
|
|||
namespace Vulkan { |
|||
|
|||
class Device; |
|||
class Scheduler; |
|||
|
|||
class SGSR { |
|||
public: |
|||
static constexpr size_t SGSR_STAGE_COUNT = 1; |
|||
explicit SGSR(const Device& device, MemoryAllocator& memory_allocator, size_t image_count, VkExtent2D extent, bool edge_dir); |
|||
VkImageView Draw(Scheduler& scheduler, size_t image_index, VkImage source_image, VkImageView source_image_view, VkExtent2D input_image_extent, const Common::Rectangle<f32>& crop_rect); |
|||
private: |
|||
void Initialize(); |
|||
void UploadImages(Scheduler& scheduler); |
|||
void UpdateDescriptorSets(VkImageView image_view, size_t image_index); |
|||
|
|||
const Device& m_device; |
|||
MemoryAllocator& m_memory_allocator; |
|||
const size_t m_image_count; |
|||
const VkExtent2D m_extent; |
|||
|
|||
vk::DescriptorPool m_descriptor_pool; |
|||
vk::DescriptorSetLayout m_descriptor_set_layout; |
|||
vk::PipelineLayout m_pipeline_layout; |
|||
vk::ShaderModule m_vert_shader; |
|||
vk::ShaderModule m_stage_shader; |
|||
vk::Pipeline m_stage_pipeline; |
|||
vk::RenderPass m_renderpass; |
|||
vk::Sampler m_sampler; |
|||
|
|||
struct Images { |
|||
vk::DescriptorSets descriptor_sets; |
|||
vk::Image image; |
|||
vk::ImageView image_view; |
|||
vk::Framebuffer framebuffer; |
|||
}; |
|||
std::vector<Images> m_dynamic_images; |
|||
bool m_images_ready{}; |
|||
bool m_edge_dir{}; |
|||
}; |
|||
|
|||
} // namespace Vulkan |
|||
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