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[dxvk] Use new fullscreen shaders for mip gen operations

This commit is contained in:
Philip Rebohle 2019-07-18 18:47:23 +02:00
parent e91efb6dc2
commit 8889d6402e
No known key found for this signature in database
GPG Key ID: C8CC613427A31C99
7 changed files with 43 additions and 34 deletions

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@ -1733,7 +1733,7 @@ namespace dxvk {
0, sizeof(pushConstants),
&pushConstants);
m_cmd->cmdDraw(1, passExtent.depth, 0, 0);
m_cmd->cmdDraw(3, passExtent.depth, 0, 0);
m_cmd->cmdEndRenderPass();
}

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@ -25,7 +25,7 @@ namespace dxvk {
m_metaClearObjects (new DxvkMetaClearObjects (vkd)),
m_metaCopyObjects (new DxvkMetaCopyObjects (this)),
m_metaResolveObjects(new DxvkMetaResolveObjects (this)),
m_metaMipGenObjects (new DxvkMetaMipGenObjects (vkd)),
m_metaMipGenObjects (new DxvkMetaMipGenObjects (this)),
m_metaPackObjects (new DxvkMetaPackObjects (vkd)),
m_unboundResources (this),
m_submissionQueue (this) {

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@ -1,7 +1,10 @@
#include "dxvk_device.h"
#include "dxvk_meta_mipgen.h"
#include <dxvk_mipgen_vert.h>
#include <dxvk_mipgen_geom.h>
#include <dxvk_fullscreen_geom.h>
#include <dxvk_fullscreen_vert.h>
#include <dxvk_fullscreen_layer_vert.h>
#include <dxvk_mipgen_frag_1d.h>
#include <dxvk_mipgen_frag_2d.h>
#include <dxvk_mipgen_frag_3d.h>
@ -184,15 +187,18 @@ namespace dxvk {
}
DxvkMetaMipGenObjects::DxvkMetaMipGenObjects(const Rc<vk::DeviceFn>& vkd)
: m_vkd (vkd),
DxvkMetaMipGenObjects::DxvkMetaMipGenObjects(const DxvkDevice* device)
: m_vkd (device->vkd()),
m_sampler (createSampler()),
m_shaderVert (createShaderModule(dxvk_mipgen_vert)),
m_shaderGeom (createShaderModule(dxvk_mipgen_geom)),
m_shaderFrag1D(createShaderModule(dxvk_mipgen_frag_1d)),
m_shaderFrag2D(createShaderModule(dxvk_mipgen_frag_2d)),
m_shaderFrag3D(createShaderModule(dxvk_mipgen_frag_3d)) {
if (device->extensions().extShaderViewportIndexLayer) {
m_shaderVert = createShaderModule(dxvk_fullscreen_layer_vert);
} else {
m_shaderVert = createShaderModule(dxvk_fullscreen_vert);
m_shaderGeom = createShaderModule(dxvk_fullscreen_geom);
}
}
@ -398,8 +404,9 @@ namespace dxvk {
VkPipelineLayout pipelineLayout,
VkRenderPass renderPass) const {
std::array<VkPipelineShaderStageCreateInfo, 3> stages;
uint32_t stageCount = 0;
VkPipelineShaderStageCreateInfo& vsStage = stages[0];
VkPipelineShaderStageCreateInfo& vsStage = stages[stageCount++];
vsStage.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
vsStage.pNext = nullptr;
vsStage.flags = 0;
@ -408,16 +415,18 @@ namespace dxvk {
vsStage.pName = "main";
vsStage.pSpecializationInfo = nullptr;
VkPipelineShaderStageCreateInfo& gsStage = stages[1];
gsStage.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
gsStage.pNext = nullptr;
gsStage.flags = 0;
gsStage.stage = VK_SHADER_STAGE_GEOMETRY_BIT;
gsStage.module = m_shaderGeom;
gsStage.pName = "main";
gsStage.pSpecializationInfo = nullptr;
if (m_shaderGeom) {
VkPipelineShaderStageCreateInfo& gsStage = stages[stageCount++];
gsStage.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
gsStage.pNext = nullptr;
gsStage.flags = 0;
gsStage.stage = VK_SHADER_STAGE_GEOMETRY_BIT;
gsStage.module = m_shaderGeom;
gsStage.pName = "main";
gsStage.pSpecializationInfo = nullptr;
}
VkPipelineShaderStageCreateInfo& psStage = stages[2];
VkPipelineShaderStageCreateInfo& psStage = stages[stageCount++];
psStage.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
psStage.pNext = nullptr;
psStage.flags = 0;
@ -458,7 +467,7 @@ namespace dxvk {
iaState.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
iaState.pNext = nullptr;
iaState.flags = 0;
iaState.topology = VK_PRIMITIVE_TOPOLOGY_POINT_LIST;
iaState.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
iaState.primitiveRestartEnable = VK_FALSE;
VkPipelineViewportStateCreateInfo vpState;
@ -525,7 +534,7 @@ namespace dxvk {
info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
info.pNext = nullptr;
info.flags = 0;
info.stageCount = stages.size();
info.stageCount = stageCount;
info.pStages = stages.data();
info.pVertexInputState = &viState;
info.pInputAssemblyState = &iaState;

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@ -165,7 +165,7 @@ namespace dxvk {
public:
DxvkMetaMipGenObjects(const Rc<vk::DeviceFn>& vkd);
DxvkMetaMipGenObjects(const DxvkDevice* device);
~DxvkMetaMipGenObjects();
/**
@ -185,11 +185,11 @@ namespace dxvk {
VkSampler m_sampler;
VkShaderModule m_shaderVert;
VkShaderModule m_shaderGeom;
VkShaderModule m_shaderFrag1D;
VkShaderModule m_shaderFrag2D;
VkShaderModule m_shaderFrag3D;
VkShaderModule m_shaderVert = VK_NULL_HANDLE;
VkShaderModule m_shaderGeom = VK_NULL_HANDLE;
VkShaderModule m_shaderFrag1D = VK_NULL_HANDLE;
VkShaderModule m_shaderFrag2D = VK_NULL_HANDLE;
VkShaderModule m_shaderFrag3D = VK_NULL_HANDLE;
std::mutex m_mutex;

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@ -3,9 +3,9 @@
layout(set = 0, binding = 0)
uniform sampler1DArray s_texture;
layout(location = 0) in vec3 i_pos;
layout(location = 0) in vec2 i_pos;
layout(location = 0) out vec4 o_color;
void main() {
o_color = texture(s_texture, i_pos.xz);
o_color = texture(s_texture, vec2(i_pos.x, gl_Layer));
}

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@ -3,9 +3,9 @@
layout(set = 0, binding = 0)
uniform sampler2DArray s_texture;
layout(location = 0) in vec3 i_pos;
layout(location = 0) in vec2 i_pos;
layout(location = 0) out vec4 o_color;
void main() {
o_color = texture(s_texture, i_pos);
o_color = texture(s_texture, vec3(i_pos, gl_Layer));
}

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@ -3,7 +3,7 @@
layout(set = 0, binding = 0)
uniform sampler3D s_texture;
layout(location = 0) in vec3 i_pos;
layout(location = 0) in vec2 i_pos;
layout(location = 0) out vec4 o_color;
layout(push_constant)
@ -12,6 +12,6 @@ uniform push_block {
};
void main() {
o_color = texture(s_texture, vec3(i_pos.xy,
(i_pos.z + 0.5f) / float(p_layer_count)));
o_color = texture(s_texture, vec3(i_pos,
(float(gl_Layer) + 0.5f) / float(p_layer_count)));
}