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[video_core] Add SSAA antialiasing
[video_core] Add SSAA antialiasing
Signed-off-by: lizzie <lizzie@eden-emu.dev>lizzie/ssaa-what-the-fuck
13 changed files with 225 additions and 4 deletions
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2src/android/app/src/main/res/values-fa/strings.xml
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1src/android/app/src/main/res/values/arrays.xml
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1src/android/app/src/main/res/values/strings.xml
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2src/common/settings_enums.h
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1src/qt_common/config/shared_translation.cpp
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1src/qt_common/config/shared_translation.h
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2src/video_core/CMakeLists.txt
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1src/video_core/host_shaders/CMakeLists.txt
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19src/video_core/host_shaders/ssaa.frag
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2src/video_core/renderer_vulkan/present/layer.cpp
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3src/video_core/renderer_vulkan/present/layer.h
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131src/video_core/renderer_vulkan/present/ssaa.cpp
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63src/video_core/renderer_vulkan/present/ssaa.h
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// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project |
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// SPDX-License-Identifier: GPL-2.0-or-later |
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#version 460 |
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#extension GL_ARB_sample_shading : enable |
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#ifdef VULKAN |
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#define BINDING_COLOR_TEXTURE 1 |
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#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv |
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#define BINDING_COLOR_TEXTURE 0 |
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#endif |
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layout (location = 0) in vec4 posPos; |
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layout (location = 0) out vec4 frag_color; |
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layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture; |
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void main() { |
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frag_color = texelFetch(input_texture, ivec2(posPos.xy * textureSize(input_texture)), gl_SampleID); |
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} |
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// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "common/common_types.h"
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#include "video_core/host_shaders/ssaa_frag_spv.h"
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#include "video_core/host_shaders/full_screen_triangle_vert_spv.h"
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#include "video_core/renderer_vulkan/present/ssaa.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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SSAA::SSAA(const Device& device, MemoryAllocator& allocator, size_t image_count, VkExtent2D extent) |
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: m_device(device), m_allocator(allocator), m_extent(extent) |
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, m_image_count(u32(image_count)) |
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{ |
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CreateImages(); |
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CreateRenderPasses(); |
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CreateSampler(); |
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CreateShaders(); |
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CreateDescriptorPool(); |
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CreateDescriptorSetLayouts(); |
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CreateDescriptorSets(); |
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CreatePipelineLayouts(); |
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CreatePipelines(); |
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} |
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SSAA::~SSAA() = default; |
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void SSAA::CreateImages() { |
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for (u32 i = 0; i < m_image_count; i++) { |
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Image& image = m_dynamic_images.emplace_back(); |
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image.image = CreateWrappedImage(m_allocator, m_extent, VK_FORMAT_R16G16B16A16_SFLOAT); |
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image.image_view = CreateWrappedImageView(m_device, image.image, VK_FORMAT_R16G16B16A16_SFLOAT); |
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} |
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} |
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void SSAA::CreateRenderPasses() { |
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m_renderpass = CreateWrappedRenderPass(m_device, VK_FORMAT_R16G16B16A16_SFLOAT); |
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for (auto& image : m_dynamic_images) { |
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image.framebuffer = CreateWrappedFramebuffer(m_device, m_renderpass, image.image_view, m_extent); |
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} |
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} |
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void SSAA::CreateSampler() { |
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m_sampler = CreateWrappedSampler(m_device); |
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} |
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void SSAA::CreateShaders() { |
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m_vertex_shader = CreateWrappedShaderModule(m_device, FULL_SCREEN_TRIANGLE_VERT_SPV); |
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m_fragment_shader = CreateWrappedShaderModule(m_device, SSAA_FRAG_SPV); |
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} |
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void SSAA::CreateDescriptorPool() { |
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// 2 descriptors, 1 descriptor set per image
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m_descriptor_pool = CreateWrappedDescriptorPool(m_device, 2 * m_image_count, m_image_count); |
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} |
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void SSAA::CreateDescriptorSetLayouts() { |
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m_descriptor_set_layout = CreateWrappedDescriptorSetLayout(m_device, {VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER}); |
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} |
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void SSAA::CreateDescriptorSets() { |
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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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} |
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void SSAA::CreatePipelineLayouts() { |
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m_pipeline_layout = CreateWrappedPipelineLayout(m_device, m_descriptor_set_layout); |
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} |
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void SSAA::CreatePipelines() { |
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m_pipeline = CreateWrappedPipeline(m_device, m_renderpass, m_pipeline_layout, std::tie(m_vertex_shader, m_fragment_shader)); |
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} |
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void SSAA::UpdateDescriptorSets(VkImageView image_view, size_t image_index) { |
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Image& image = 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(2); |
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updates.push_back(CreateWriteDescriptorSet(image_infos, *m_sampler, image_view, image.descriptor_sets[0], 0)); |
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updates.push_back(CreateWriteDescriptorSet(image_infos, *m_sampler, image_view, image.descriptor_sets[0], 1)); |
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m_device.GetLogical().UpdateDescriptorSets(updates, {}); |
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} |
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void SSAA::UploadImages(Scheduler& scheduler) { |
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if (!m_images_ready) { |
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m_images_ready = true; |
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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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} |
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} |
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void SSAA::Draw(Scheduler& scheduler, size_t image_index, VkImage* inout_image, VkImageView* inout_image_view) { |
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const Image& image{m_dynamic_images[image_index]}; |
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const VkImage input_image{*inout_image}; |
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const VkImage output_image{*image.image}; |
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const VkDescriptorSet descriptor_set{image.descriptor_sets[0]}; |
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const VkFramebuffer framebuffer{*image.framebuffer}; |
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const VkRenderPass renderpass{*m_renderpass}; |
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const VkPipeline pipeline{*m_pipeline}; |
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const VkPipelineLayout layout{*m_pipeline_layout}; |
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const VkExtent2D extent{m_extent}; |
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UploadImages(scheduler); |
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UpdateDescriptorSets(*inout_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, input_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); |
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cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline); |
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cmdbuf.BindDescriptorSets(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, descriptor_set, {}); |
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cmdbuf.Draw(3, 1, 0, 0); |
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cmdbuf.EndRenderPass(); |
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TransitionImageLayout(cmdbuf, output_image, VK_IMAGE_LAYOUT_GENERAL); |
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}); |
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*inout_image = *image.image; |
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*inout_image_view = *image.image_view; |
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} |
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} // namespace Vulkan
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// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project |
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// SPDX-License-Identifier: GPL-2.0-or-later |
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#pragma once |
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#include "video_core/renderer_vulkan/present/anti_alias_pass.h" |
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#include "video_core/vulkan_common/vulkan_memory_allocator.h" |
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#include "video_core/vulkan_common/vulkan_wrapper.h" |
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namespace Vulkan { |
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class Device; |
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class Scheduler; |
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class StagingBufferPool; |
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class SSAA final : public AntiAliasPass { |
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public: |
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explicit SSAA(const Device& device, MemoryAllocator& allocator, size_t image_count, |
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VkExtent2D extent); |
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~SSAA() override; |
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void Draw(Scheduler& scheduler, size_t image_index, VkImage* inout_image, |
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VkImageView* inout_image_view) override; |
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private: |
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void CreateImages(); |
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void CreateRenderPasses(); |
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void CreateSampler(); |
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void CreateShaders(); |
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void CreateDescriptorPool(); |
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void CreateDescriptorSetLayouts(); |
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void CreateDescriptorSets(); |
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void CreatePipelineLayouts(); |
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void CreatePipelines(); |
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void UpdateDescriptorSets(VkImageView image_view, size_t image_index); |
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void UploadImages(Scheduler& scheduler); |
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const Device& m_device; |
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MemoryAllocator& m_allocator; |
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const VkExtent2D m_extent; |
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const u32 m_image_count; |
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vk::ShaderModule m_vertex_shader{}; |
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vk::ShaderModule m_fragment_shader{}; |
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vk::DescriptorPool m_descriptor_pool{}; |
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vk::DescriptorSetLayout m_descriptor_set_layout{}; |
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vk::PipelineLayout m_pipeline_layout{}; |
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vk::Pipeline m_pipeline{}; |
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vk::RenderPass m_renderpass{}; |
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struct Image { |
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vk::DescriptorSets descriptor_sets{}; |
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vk::Framebuffer framebuffer{}; |
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vk::Image image{}; |
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vk::ImageView image_view{}; |
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}; |
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std::vector<Image> m_dynamic_images{}; |
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bool m_images_ready{}; |
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vk::Sampler m_sampler{}; |
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}; |
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} // namespace Vulkan |
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