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blit_image: Refactor ConvertPipelineEx functions
reduces much of the duplication between the color/depth variants
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@ -455,7 +455,7 @@ void BlitImageHelper::ConvertR16ToD16(const Framebuffer* dst_framebuffer,
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void BlitImageHelper::ConvertABGR8ToD24S8(const Framebuffer* dst_framebuffer,
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ImageView& src_image_view, u32 up_scale, u32 down_shift) {
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ConvertPipelineDepthTargetEx(convert_abgr8_to_d24s8_pipeline, dst_framebuffer->RenderPass(),
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convert_abgr8_to_d24s8_frag, true);
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convert_abgr8_to_d24s8_frag);
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ConvertColor(*convert_abgr8_to_d24s8_pipeline, dst_framebuffer, src_image_view, up_scale,
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down_shift);
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}
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@ -463,7 +463,7 @@ void BlitImageHelper::ConvertABGR8ToD24S8(const Framebuffer* dst_framebuffer,
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void BlitImageHelper::ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer,
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ImageView& src_image_view, u32 up_scale, u32 down_shift) {
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ConvertPipelineColorTargetEx(convert_d24s8_to_abgr8_pipeline, dst_framebuffer->RenderPass(),
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convert_d24s8_to_abgr8_frag, false);
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convert_d24s8_to_abgr8_frag);
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ConvertDepthStencil(*convert_d24s8_to_abgr8_pipeline, dst_framebuffer, src_image_view, up_scale,
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down_shift);
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}
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@ -751,8 +751,9 @@ void BlitImageHelper::ConvertColorToDepthPipeline(vk::Pipeline& pipeline, VkRend
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});
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}
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void BlitImageHelper::ConvertPipelineColorTargetEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
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vk::ShaderModule& module, bool single_texture) {
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void BlitImageHelper::ConvertPipelineEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
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vk::ShaderModule& module, bool single_texture,
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bool is_target_depth) {
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if (pipeline) {
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return;
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}
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@ -769,7 +770,7 @@ void BlitImageHelper::ConvertPipelineColorTargetEx(vk::Pipeline& pipeline, VkRen
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.pViewportState = &PIPELINE_VIEWPORT_STATE_CREATE_INFO,
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.pRasterizationState = &PIPELINE_RASTERIZATION_STATE_CREATE_INFO,
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.pMultisampleState = &PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
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.pDepthStencilState = nullptr,
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.pDepthStencilState = is_target_depth ? &PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO : nullptr,
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.pColorBlendState = &PIPELINE_COLOR_BLEND_STATE_GENERIC_CREATE_INFO,
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.pDynamicState = &PIPELINE_DYNAMIC_STATE_CREATE_INFO,
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.layout = single_texture ? *one_texture_pipeline_layout : *two_textures_pipeline_layout,
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@ -780,33 +781,14 @@ void BlitImageHelper::ConvertPipelineColorTargetEx(vk::Pipeline& pipeline, VkRen
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});
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}
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void BlitImageHelper::ConvertPipelineColorTargetEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
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vk::ShaderModule& module) {
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ConvertPipelineEx(pipeline, renderpass, module, false, false);
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}
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void BlitImageHelper::ConvertPipelineDepthTargetEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
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vk::ShaderModule& module, bool single_texture) {
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if (pipeline) {
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return;
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}
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const std::array stages = MakeStages(*full_screen_vert, *module);
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pipeline = device.GetLogical().CreateGraphicsPipeline({
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.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.stageCount = static_cast<u32>(stages.size()),
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.pStages = stages.data(),
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.pVertexInputState = &PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
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.pInputAssemblyState = &PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO,
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.pTessellationState = nullptr,
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.pViewportState = &PIPELINE_VIEWPORT_STATE_CREATE_INFO,
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.pRasterizationState = &PIPELINE_RASTERIZATION_STATE_CREATE_INFO,
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.pMultisampleState = &PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
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.pDepthStencilState = &PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO,
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.pColorBlendState = &PIPELINE_COLOR_BLEND_STATE_EMPTY_CREATE_INFO,
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.pDynamicState = &PIPELINE_DYNAMIC_STATE_CREATE_INFO,
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.layout = single_texture ? *one_texture_pipeline_layout : *two_textures_pipeline_layout,
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.renderPass = renderpass,
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.subpass = 0,
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.basePipelineHandle = VK_NULL_HANDLE,
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.basePipelineIndex = 0,
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});
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vk::ShaderModule& module) {
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ConvertPipelineEx(pipeline, renderpass, module, true, true);
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}
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} // namespace Vulkan
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@ -80,11 +80,14 @@ private:
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void ConvertColorToDepthPipeline(vk::Pipeline& pipeline, VkRenderPass renderpass);
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void ConvertPipelineEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
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vk::ShaderModule& module, bool single_texture, bool is_target_depth);
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void ConvertPipelineColorTargetEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
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vk::ShaderModule& module, bool single_texture);
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vk::ShaderModule& module);
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void ConvertPipelineDepthTargetEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
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vk::ShaderModule& module, bool single_texture);
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vk::ShaderModule& module);
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const Device& device;
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VKScheduler& scheduler;
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