1 // Copyright 2016 Dolphin Emulator Project
2 // Licensed under GPLv2+
3 // Refer to the license.txt file included.
4
5 #include "VideoBackends/Vulkan/VertexFormat.h"
6
7 #include "Common/Assert.h"
8
9 #include "VideoBackends/Vulkan/CommandBufferManager.h"
10 #include "VideoBackends/Vulkan/ObjectCache.h"
11
12 #include "VideoCommon/VertexLoaderManager.h"
13 #include "VideoCommon/VertexShaderGen.h"
14
15 namespace Vulkan
16 {
VarToVkFormat(VarType t,uint32_t components,bool integer)17 static VkFormat VarToVkFormat(VarType t, uint32_t components, bool integer)
18 {
19 static const VkFormat float_type_lookup[][4] = {
20 {VK_FORMAT_R8_UNORM, VK_FORMAT_R8G8_UNORM, VK_FORMAT_R8G8B8_UNORM,
21 VK_FORMAT_R8G8B8A8_UNORM}, // VAR_UNSIGNED_BYTE
22 {VK_FORMAT_R8_SNORM, VK_FORMAT_R8G8_SNORM, VK_FORMAT_R8G8B8_SNORM,
23 VK_FORMAT_R8G8B8A8_SNORM}, // VAR_BYTE
24 {VK_FORMAT_R16_UNORM, VK_FORMAT_R16G16_UNORM, VK_FORMAT_R16G16B16_UNORM,
25 VK_FORMAT_R16G16B16A16_UNORM}, // VAR_UNSIGNED_SHORT
26 {VK_FORMAT_R16_SNORM, VK_FORMAT_R16G16_SNORM, VK_FORMAT_R16G16B16_SNORM,
27 VK_FORMAT_R16G16B16A16_SNORM}, // VAR_SHORT
28 {VK_FORMAT_R32_SFLOAT, VK_FORMAT_R32G32_SFLOAT, VK_FORMAT_R32G32B32_SFLOAT,
29 VK_FORMAT_R32G32B32A32_SFLOAT} // VAR_FLOAT
30 };
31
32 static const VkFormat integer_type_lookup[][4] = {
33 {VK_FORMAT_R8_UINT, VK_FORMAT_R8G8_UINT, VK_FORMAT_R8G8B8_UINT,
34 VK_FORMAT_R8G8B8A8_UINT}, // VAR_UNSIGNED_BYTE
35 {VK_FORMAT_R8_SINT, VK_FORMAT_R8G8_SINT, VK_FORMAT_R8G8B8_SINT,
36 VK_FORMAT_R8G8B8A8_SINT}, // VAR_BYTE
37 {VK_FORMAT_R16_UINT, VK_FORMAT_R16G16_UINT, VK_FORMAT_R16G16B16_UINT,
38 VK_FORMAT_R16G16B16A16_UINT}, // VAR_UNSIGNED_SHORT
39 {VK_FORMAT_R16_SINT, VK_FORMAT_R16G16_SINT, VK_FORMAT_R16G16B16_SINT,
40 VK_FORMAT_R16G16B16A16_SINT}, // VAR_SHORT
41 {VK_FORMAT_R32_SFLOAT, VK_FORMAT_R32G32_SFLOAT, VK_FORMAT_R32G32B32_SFLOAT,
42 VK_FORMAT_R32G32B32A32_SFLOAT} // VAR_FLOAT
43 };
44
45 ASSERT(components > 0 && components <= 4);
46 return integer ? integer_type_lookup[t][components - 1] : float_type_lookup[t][components - 1];
47 }
48
VertexFormat(const PortableVertexDeclaration & vtx_decl)49 VertexFormat::VertexFormat(const PortableVertexDeclaration& vtx_decl) : NativeVertexFormat(vtx_decl)
50 {
51 MapAttributes();
52 SetupInputState();
53 }
54
GetVertexInputStateInfo() const55 const VkPipelineVertexInputStateCreateInfo& VertexFormat::GetVertexInputStateInfo() const
56 {
57 return m_input_state_info;
58 }
59
MapAttributes()60 void VertexFormat::MapAttributes()
61 {
62 m_num_attributes = 0;
63
64 if (m_decl.position.enable)
65 AddAttribute(
66 SHADER_POSITION_ATTRIB, 0,
67 VarToVkFormat(m_decl.position.type, m_decl.position.components, m_decl.position.integer),
68 m_decl.position.offset);
69
70 for (uint32_t i = 0; i < 3; i++)
71 {
72 if (m_decl.normals[i].enable)
73 AddAttribute(SHADER_NORM0_ATTRIB + i, 0,
74 VarToVkFormat(m_decl.normals[i].type, m_decl.normals[i].components,
75 m_decl.normals[i].integer),
76 m_decl.normals[i].offset);
77 }
78
79 for (uint32_t i = 0; i < 2; i++)
80 {
81 if (m_decl.colors[i].enable)
82 AddAttribute(SHADER_COLOR0_ATTRIB + i, 0,
83 VarToVkFormat(m_decl.colors[i].type, m_decl.colors[i].components,
84 m_decl.colors[i].integer),
85 m_decl.colors[i].offset);
86 }
87
88 for (uint32_t i = 0; i < 8; i++)
89 {
90 if (m_decl.texcoords[i].enable)
91 AddAttribute(SHADER_TEXTURE0_ATTRIB + i, 0,
92 VarToVkFormat(m_decl.texcoords[i].type, m_decl.texcoords[i].components,
93 m_decl.texcoords[i].integer),
94 m_decl.texcoords[i].offset);
95 }
96
97 if (m_decl.posmtx.enable)
98 AddAttribute(SHADER_POSMTX_ATTRIB, 0,
99 VarToVkFormat(m_decl.posmtx.type, m_decl.posmtx.components, m_decl.posmtx.integer),
100 m_decl.posmtx.offset);
101 }
102
SetupInputState()103 void VertexFormat::SetupInputState()
104 {
105 m_binding_description.binding = 0;
106 m_binding_description.stride = m_decl.stride;
107 m_binding_description.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
108
109 m_input_state_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
110 m_input_state_info.pNext = nullptr;
111 m_input_state_info.flags = 0;
112 m_input_state_info.vertexBindingDescriptionCount = 1;
113 m_input_state_info.pVertexBindingDescriptions = &m_binding_description;
114 m_input_state_info.vertexAttributeDescriptionCount = m_num_attributes;
115 m_input_state_info.pVertexAttributeDescriptions = m_attribute_descriptions.data();
116 }
117
AddAttribute(uint32_t location,uint32_t binding,VkFormat format,uint32_t offset)118 void VertexFormat::AddAttribute(uint32_t location, uint32_t binding, VkFormat format,
119 uint32_t offset)
120 {
121 ASSERT(m_num_attributes < MAX_VERTEX_ATTRIBUTES);
122
123 m_attribute_descriptions[m_num_attributes].location = location;
124 m_attribute_descriptions[m_num_attributes].binding = binding;
125 m_attribute_descriptions[m_num_attributes].format = format;
126 m_attribute_descriptions[m_num_attributes].offset = offset;
127 m_num_attributes++;
128 }
129 } // namespace Vulkan
130