2017-11-29 21:46:09 +01:00
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#include "dxgi_presenter.h"
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#include "../spirv/spirv_module.h"
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namespace dxvk {
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DxgiPresenter::DxgiPresenter(
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const Rc<DxvkDevice>& device,
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HWND window,
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UINT bufferWidth,
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UINT bufferHeight)
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2017-12-01 10:08:49 +01:00
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: m_device (device),
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m_context (device->createContext()) {
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2017-11-29 21:46:09 +01:00
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// Create Vulkan surface for the window
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HINSTANCE instance = reinterpret_cast<HINSTANCE>(
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GetWindowLongPtr(window, GWLP_HINSTANCE));
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m_surface = m_device->adapter()->createSurface(instance, window);
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// Create swap chain for the surface
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DxvkSwapchainProperties swapchainProperties;
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swapchainProperties.preferredSurfaceFormat.format = VK_FORMAT_B8G8R8A8_SNORM;
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swapchainProperties.preferredSurfaceFormat.colorSpace = VK_COLOR_SPACE_SRGB_NONLINEAR_KHR;
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swapchainProperties.preferredPresentMode = VK_PRESENT_MODE_FIFO_KHR;
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swapchainProperties.preferredBufferSize.width = bufferWidth;
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swapchainProperties.preferredBufferSize.height = bufferHeight;
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m_swapchain = m_device->createSwapchain(
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m_surface, swapchainProperties);
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// Synchronization semaphores for swap chain operations
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m_acquireSync = m_device->createSemaphore();
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m_presentSync = m_device->createSemaphore();
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// Set up context state. The shader bindings and the
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// constant state objects will never be modified.
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m_context->bindShader(VK_SHADER_STAGE_VERTEX_BIT, createVertexShader());
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m_context->bindShader(VK_SHADER_STAGE_FRAGMENT_BIT, createFragmentShader());
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m_context->setInputAssemblyState(
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new DxvkInputAssemblyState(
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VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP,
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VK_FALSE));
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m_context->setInputLayout(
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new DxvkInputLayout(
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0, nullptr, 0, nullptr));
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m_context->setRasterizerState(
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new DxvkRasterizerState(
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VK_FALSE, VK_FALSE,
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VK_POLYGON_MODE_FILL,
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VK_CULL_MODE_NONE,
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VK_FRONT_FACE_COUNTER_CLOCKWISE,
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VK_FALSE, 0.0f, 0.0f, 0.0f, 1.0f));
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m_context->setMultisampleState(
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new DxvkMultisampleState(
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VK_SAMPLE_COUNT_1_BIT, 0xFFFFFFFF,
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VK_FALSE, VK_FALSE, VK_FALSE, 0.0f));
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VkStencilOpState stencilOp;
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stencilOp.failOp = VK_STENCIL_OP_KEEP;
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stencilOp.passOp = VK_STENCIL_OP_KEEP;
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stencilOp.depthFailOp = VK_STENCIL_OP_KEEP;
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stencilOp.compareOp = VK_COMPARE_OP_ALWAYS;
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stencilOp.compareMask = 0xFFFFFFFF;
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stencilOp.writeMask = 0xFFFFFFFF;
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stencilOp.reference = 0;
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m_context->setDepthStencilState(
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new DxvkDepthStencilState(
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VK_FALSE, VK_FALSE, VK_FALSE, VK_FALSE,
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VK_COMPARE_OP_ALWAYS, stencilOp, stencilOp,
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0.0f, 1.0f));
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VkPipelineColorBlendAttachmentState blendAttachment;
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blendAttachment.blendEnable = VK_FALSE;
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blendAttachment.srcColorBlendFactor = VK_BLEND_FACTOR_ONE;
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blendAttachment.dstColorBlendFactor = VK_BLEND_FACTOR_ZERO;
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blendAttachment.colorBlendOp = VK_BLEND_OP_ADD;
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blendAttachment.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
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blendAttachment.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
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blendAttachment.alphaBlendOp = VK_BLEND_OP_ADD;
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blendAttachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT
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| VK_COLOR_COMPONENT_G_BIT
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| VK_COLOR_COMPONENT_B_BIT
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| VK_COLOR_COMPONENT_A_BIT;
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m_context->setBlendState(
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new DxvkBlendState(
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VK_FALSE, VK_LOGIC_OP_NO_OP,
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1, &blendAttachment));
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}
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DxgiPresenter::~DxgiPresenter() {
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}
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void DxgiPresenter::presentImage(const Rc<DxvkImageView>& view) {
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2017-12-01 10:08:49 +01:00
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m_context->beginRecording(
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m_device->createCommandList());
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2017-11-29 21:46:09 +01:00
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auto framebuffer = m_swapchain->getFramebuffer(m_acquireSync);
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auto framebufferSize = framebuffer->size();
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m_context->bindFramebuffer(framebuffer);
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VkViewport viewport;
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viewport.x = 0.0f;
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viewport.y = 0.0f;
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viewport.width = static_cast<float>(framebufferSize.width);
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viewport.height = static_cast<float>(framebufferSize.height);
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viewport.minDepth = 0.0f;
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viewport.maxDepth = 1.0f;
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VkRect2D scissor;
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scissor.offset.x = 0;
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scissor.offset.y = 0;
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scissor.extent.width = framebufferSize.width;
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scissor.extent.height = framebufferSize.height;
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m_context->setViewports(1, &viewport, &scissor);
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// TODO bind back buffer as a shader resource
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m_context->draw(4, 1, 0, 0);
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2017-12-01 10:08:49 +01:00
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m_device->submitCommandList(
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m_context->endRecording(),
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2017-11-29 21:46:09 +01:00
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m_acquireSync, m_presentSync);
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m_swapchain->present(m_presentSync);
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// FIXME Make sure that the semaphores and the command
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// list can be safely used without stalling the device.
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m_device->waitForIdle();
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}
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Rc<DxvkShader> DxgiPresenter::createVertexShader() {
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SpirvModule module;
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// Set up basic vertex shader capabilities
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module.enableCapability(spv::CapabilityShader);
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module.setMemoryModel(
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spv::AddressingModelLogical,
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spv::MemoryModelGLSL450);
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// ID of the entry point (function)
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uint32_t entryPointId = module.allocateId();
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// Data type definitions
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uint32_t typeVoid = module.defVoidType();
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uint32_t typeU32 = module.defIntType(32, 0);
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uint32_t typeF32 = module.defFloatType(32);
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uint32_t typeVec2 = module.defVectorType(typeF32, 2);
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uint32_t typeVec4 = module.defVectorType(typeF32, 4);
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uint32_t typeVec4Arr4 = module.defArrayType(typeVec4, module.constu32(4));
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uint32_t typeFn = module.defFunctionType(typeVoid, 0, nullptr);
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// Pointer type definitions
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uint32_t ptrInputU32 = module.defPointerType(typeU32, spv::StorageClassInput);
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uint32_t ptrOutputVec2 = module.defPointerType(typeVec2, spv::StorageClassOutput);
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uint32_t ptrOutputVec4 = module.defPointerType(typeVec4, spv::StorageClassOutput);
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uint32_t ptrPrivateVec4 = module.defPointerType(typeVec4, spv::StorageClassPrivate);
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uint32_t ptrPrivateArr4 = module.defPointerType(typeVec4Arr4, spv::StorageClassPrivate);
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// Input variable: VertexIndex
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uint32_t inVertexId = module.newVar(
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ptrInputU32, spv::StorageClassInput);
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module.decorateBuiltIn(inVertexId, spv::BuiltInVertexIndex);
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// Output variable: Position
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uint32_t outPosition = module.newVar(
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ptrOutputVec4, spv::StorageClassOutput);
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module.decorateBuiltIn(outPosition, spv::BuiltInPosition);
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// Output variable: Texture coordinates
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uint32_t outTexCoord = module.newVar(
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ptrOutputVec2, spv::StorageClassOutput);
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module.decorateLocation(outTexCoord, 0);
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// Temporary variable: Vertex array
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uint32_t varVertexArray = module.newVar(
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ptrPrivateArr4, spv::StorageClassPrivate);
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// Scalar constants
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uint32_t constF32Zero = module.constf32( 0.0f);
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uint32_t constF32Half = module.constf32( 0.5f);
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uint32_t constF32Pos1 = module.constf32( 1.0f);
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uint32_t constF32Neg1 = module.constf32(-1.0f);
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// Vector constants
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uint32_t constVec2HalfIds[2] = { constF32Half, constF32Half };
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uint32_t constVec2Half = module.constComposite(typeVec2, 2, constVec2HalfIds);
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// Construct vertex array
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uint32_t vertexData[16] = {
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constF32Neg1, constF32Neg1, constF32Zero, constF32Pos1,
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constF32Neg1, constF32Pos1, constF32Zero, constF32Pos1,
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constF32Pos1, constF32Neg1, constF32Zero, constF32Pos1,
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constF32Pos1, constF32Pos1, constF32Zero, constF32Pos1,
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};
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uint32_t vertexConstants[4] = {
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module.constComposite(typeVec4, 4, vertexData + 0),
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module.constComposite(typeVec4, 4, vertexData + 4),
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module.constComposite(typeVec4, 4, vertexData + 8),
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module.constComposite(typeVec4, 4, vertexData + 12),
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};
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uint32_t vertexArray = module.constComposite(
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typeVec4Arr4, 4, vertexConstants);
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// Function header
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module.functionBegin(typeVoid, entryPointId, typeFn, spv::FunctionControlMaskNone);
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module.opLabel(module.allocateId());
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module.opStore(varVertexArray, vertexArray);
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// Load position of the current vertex
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uint32_t tmpVertexId = module.opLoad(typeU32, inVertexId);
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uint32_t tmpVertexPtr = module.opAccessChain(
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ptrPrivateVec4, varVertexArray, 1, &tmpVertexId);
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uint32_t tmpVertexPos = module.opLoad(typeVec4, tmpVertexPtr);
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module.opStore(outPosition, tmpVertexPos);
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// Compute texture coordinates
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uint32_t swizzleIndices[2] = { 0, 1 };
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uint32_t tmpTexCoord = module.opVectorShuffle(typeVec2,
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tmpVertexPos, tmpVertexPos, 2, swizzleIndices);
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tmpTexCoord = module.opFMul(typeVec2, tmpTexCoord, constVec2Half);
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tmpTexCoord = module.opFAdd(typeVec2, tmpTexCoord, constVec2Half);
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module.opStore(outTexCoord, tmpTexCoord);
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module.opReturn();
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module.functionEnd();
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// Register function entry point
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std::array<uint32_t, 3> interfaces = {
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inVertexId, outPosition, outTexCoord,
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};
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module.addEntryPoint(entryPointId, spv::ExecutionModelVertex,
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"main", interfaces.size(), interfaces.data());
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// Create the actual shader module
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return m_device->createShader(
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VK_SHADER_STAGE_VERTEX_BIT, module.compile());
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}
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Rc<DxvkShader> DxgiPresenter::createFragmentShader() {
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SpirvModule module;
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module.enableCapability(spv::CapabilityShader);
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module.setMemoryModel(
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spv::AddressingModelLogical,
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spv::MemoryModelGLSL450);
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uint32_t entryPointId = module.allocateId();
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// Data type definitions
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uint32_t typeVoid = module.defVoidType();
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uint32_t typeF32 = module.defFloatType(32);
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uint32_t typeVec2 = module.defVectorType(typeF32, 2);
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uint32_t typeVec4 = module.defVectorType(typeF32, 4);
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uint32_t typeFn = module.defFunctionType(typeVoid, 0, nullptr);
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// Pointer type definitions
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uint32_t ptrInputVec2 = module.defPointerType(typeVec2, spv::StorageClassInput);
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uint32_t ptrOutputVec4 = module.defPointerType(typeVec4, spv::StorageClassOutput);
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// Input variable: Texture coordinates
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uint32_t inTexCoord = module.newVar(
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ptrInputVec2, spv::StorageClassInput);
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module.decorateLocation(inTexCoord, 0);
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// Output variable: Final color
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uint32_t outColor = module.newVar(
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ptrOutputVec4, spv::StorageClassOutput);
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module.decorateLocation(outColor, 0);
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// Function header
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module.functionBegin(typeVoid, entryPointId, typeFn, spv::FunctionControlMaskNone);
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module.opLabel(module.allocateId());
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// Load texture coordinates
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uint32_t tmpTexCoord = module.opLoad(typeVec2, inTexCoord);
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// Compute final color
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uint32_t swizzleIndices[4] = { 0, 1, 2, 3 };
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uint32_t tmpColor = module.opVectorShuffle(
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typeVec4, tmpTexCoord, tmpTexCoord, 4, swizzleIndices);
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module.opStore(outColor, tmpColor);
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module.opReturn();
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module.functionEnd();
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// Register function entry point
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std::array<uint32_t, 2> interfaces = { inTexCoord, outColor };
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module.addEntryPoint(entryPointId, spv::ExecutionModelFragment,
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"main", interfaces.size(), interfaces.data());
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// Create the actual shader module
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return m_device->createShader(
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VK_SHADER_STAGE_FRAGMENT_BIT, module.compile());
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}
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}
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