forked from MoonsideGames/Refresh
set sampler functions
parent
d193327760
commit
bedc1f7196
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@ -976,32 +976,36 @@ REFRESHAPI void REFRESH_PushShaderParamData(
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/* Sets textures/samplers for use with the currently bound vertex shader.
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*
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* startIndex: The index at which to begin replacing sampler references.
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* textures: A pointer to an array of textures.
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* samplers: A pointer to an array of samplers.
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* count: The length of the above arrays.
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* NOTE:
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* The length of the passed arrays must be equal to the number
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* of sampler bindings specified by the shader.
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*
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* pipeline: The graphics pipeline to push shader data to.
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* textures: A pointer to an array of textures.
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* samplers: A pointer to an array of samplers.
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*/
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REFRESHAPI void REFRESH_SetVertexSamplers(
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REFRESH_Device *device,
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uint32_t startIndex,
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REFRESH_Texture *pTextures,
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REFRESH_Sampler *pSamplers,
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uint32_t count
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REFRESH_GraphicsPipeline *pipeline,
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REFRESH_Texture **pTextures,
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REFRESH_Sampler **pSamplers
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);
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/* Sets textures/samplers for use with the currently bound fragment shader.
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*
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* startIndex: The index at which to begin replacing sampler references.
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* textures: A pointer to an array of textures.
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* samplers: A pointer to an array of samplers.
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* count: The length of the above arrays.
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* NOTE:
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* The length of the passed arrays must be equal to the number
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* of sampler bindings specified by the shader.
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*
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* pipeline: The graphics pipeline to push shader data to.
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* textures: A pointer to an array of textures.
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* samplers: A pointer to an array of samplers.
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*/
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REFRESHAPI void REFRESH_SetFragmentSamplers(
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REFRESH_Device *device,
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uint32_t startIndex,
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REFRESH_Texture *pTextures,
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REFRESH_Sampler *pSamplers,
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uint32_t count
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REFRESH_GraphicsPipeline *pipeline,
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REFRESH_Texture **pTextures,
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REFRESH_Sampler **pSamplers
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);
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/* Getters */
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@ -551,35 +551,31 @@ void REFRESH_PushShaderParamData(
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void REFRESH_SetVertexSamplers(
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REFRESH_Device *device,
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uint32_t startIndex,
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REFRESH_Texture *pTextures,
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REFRESH_Sampler *pSamplers,
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uint32_t count
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REFRESH_GraphicsPipeline *pipeline,
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REFRESH_Texture **pTextures,
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REFRESH_Sampler **pSamplers
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) {
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NULL_RETURN(device);
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device->SetVertexSamplers(
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device->driverData,
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startIndex,
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pipeline,
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pTextures,
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pSamplers,
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count
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pSamplers
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);
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}
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void REFRESH_SetFragmentSamplers(
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REFRESH_Device *device,
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uint32_t startIndex,
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REFRESH_Texture *pTextures,
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REFRESH_Sampler *pSamplers,
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uint32_t count
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REFRESH_GraphicsPipeline *pipeline,
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REFRESH_Texture **pTextures,
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REFRESH_Sampler **pSamplers
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) {
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NULL_RETURN(device);
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device->SetFragmentSamplers(
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device->driverData,
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startIndex,
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pipeline,
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pTextures,
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pSamplers,
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count
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pSamplers
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);
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}
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@ -365,18 +365,16 @@ struct REFRESH_Device
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void(*SetVertexSamplers)(
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REFRESH_Renderer *driverData,
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uint32_t startIndex,
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REFRESH_Texture *pTextures,
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REFRESH_Sampler *pSamplers,
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uint32_t count
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REFRESH_GraphicsPipeline *pipeline,
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REFRESH_Texture **pTextures,
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REFRESH_Sampler **pSamplers
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);
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void(*SetFragmentSamplers)(
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REFRESH_Renderer *driverData,
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uint32_t startIndex,
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REFRESH_Texture *pTextures,
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REFRESH_Sampler *pSamplers,
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uint32_t count
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REFRESH_GraphicsPipeline *pipeline,
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REFRESH_Texture **pTextures,
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REFRESH_Sampler **pSamplers
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);
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/* Getters */
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@ -670,6 +670,13 @@ typedef struct VulkanRenderer
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VkCommandBuffer currentCommandBuffer;
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uint32_t numActiveCommands;
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/*
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* TODO: we can get rid of this reference when we
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* come up with a clever descriptor set reuse system
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*/
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VkDescriptorPool *descriptorPools;
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uint32_t descriptorPoolCount;
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VkDescriptorSetLayout vertexParamLayout;
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VkDescriptorSetLayout fragmentParamLayout;
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@ -738,6 +745,10 @@ typedef struct VulkanGraphicsPipeline
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{
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VkPipeline pipeline;
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VkDescriptorPool descriptorPool;
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VkDescriptorSetLayout vertexSamplerLayout;
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uint32_t vertexSamplerBindingCount;
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VkDescriptorSetLayout fragmentSamplerLayout;
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uint32_t fragmentSamplerBindingCount;
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} VulkanGraphicsPipeline;
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/* Forward declarations */
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@ -2346,6 +2357,11 @@ static REFRESH_GraphicsPipeline* VULKAN_CreateGraphicsPipeline(
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&pipelineLayout
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);
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graphicsPipeline->vertexSamplerLayout = setLayouts[0];
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graphicsPipeline->fragmentSamplerLayout = setLayouts[1];
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graphicsPipeline->vertexSamplerBindingCount = pipelineCreateInfo->pipelineLayoutCreateInfo.vertexSamplerBindingCount;
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graphicsPipeline->fragmentSamplerBindingCount = pipelineCreateInfo->pipelineLayoutCreateInfo.fragmentSamplerBindingCount;
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/* Pipeline */
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vkPipelineCreateInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
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@ -2409,6 +2425,13 @@ static REFRESH_GraphicsPipeline* VULKAN_CreateGraphicsPipeline(
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return NULL;
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}
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renderer->descriptorPools = SDL_realloc(
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renderer->descriptorPools,
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renderer->descriptorPoolCount + 1
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);
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renderer->descriptorPools[renderer->descriptorPoolCount + 1] =
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graphicsPipeline->descriptorPool;
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return (REFRESH_GraphicsPipeline*) graphicsPipeline;
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}
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@ -3598,22 +3621,132 @@ static void VULKAN_PushShaderParamData(
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static void VULKAN_SetVertexSamplers(
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REFRESH_Renderer *driverData,
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uint32_t startIndex,
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REFRESH_Texture *pTextures,
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REFRESH_Sampler *pSamplers,
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uint32_t count
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REFRESH_GraphicsPipeline *pipeline,
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REFRESH_Texture **pTextures,
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REFRESH_Sampler **pSamplers
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) {
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SDL_assert(0);
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/* TODO: we can defer and batch these */
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VkDescriptorSetAllocateInfo descriptorSetAllocateInfo;
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VkDescriptorSet descriptorSet;
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VkWriteDescriptorSet *writeDescriptorSets;
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VkDescriptorImageInfo *descriptorImageInfos;
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VulkanTexture *currentTexture;
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VkSampler currentSampler;
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uint32_t i;
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VulkanRenderer* renderer = (VulkanRenderer*) driverData;
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VulkanGraphicsPipeline *graphicsPipeline = (VulkanGraphicsPipeline*) pipeline;
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writeDescriptorSets = SDL_stack_alloc(VkWriteDescriptorSet, graphicsPipeline->vertexSamplerBindingCount);
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descriptorImageInfos = SDL_stack_alloc(VkDescriptorImageInfo, graphicsPipeline->vertexSamplerBindingCount);
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descriptorSetAllocateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
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descriptorSetAllocateInfo.pNext = NULL;
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descriptorSetAllocateInfo.descriptorSetCount = 1;
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descriptorSetAllocateInfo.descriptorPool = graphicsPipeline->descriptorPool;
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descriptorSetAllocateInfo.pSetLayouts = &graphicsPipeline->vertexSamplerLayout;
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renderer->vkAllocateDescriptorSets(
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renderer->logicalDevice,
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&descriptorSetAllocateInfo,
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&descriptorSet
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);
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for (i = 0; i < graphicsPipeline->vertexSamplerBindingCount; i += 1)
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{
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currentTexture = (VulkanTexture*) pTextures[i];
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currentSampler = (VkSampler) pSamplers[i];
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descriptorImageInfos[i].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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descriptorImageInfos[i].imageView = currentTexture->view;
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descriptorImageInfos[i].sampler = currentSampler;
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writeDescriptorSets[i].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
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writeDescriptorSets[i].pNext = NULL;
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writeDescriptorSets[i].dstSet = descriptorSet;
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writeDescriptorSets[i].dstBinding = i;
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writeDescriptorSets[i].dstArrayElement = 0;
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writeDescriptorSets[i].descriptorCount = 1;
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writeDescriptorSets[i].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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writeDescriptorSets[i].pImageInfo = &descriptorImageInfos[i];
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}
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renderer->vkUpdateDescriptorSets(
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renderer->logicalDevice,
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graphicsPipeline->vertexSamplerBindingCount,
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writeDescriptorSets,
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0,
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NULL
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);
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SDL_stack_free(writeDescriptorSets);
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SDL_stack_free(descriptorImageInfos);
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}
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static void VULKAN_SetFragmentSamplers(
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REFRESH_Renderer *driverData,
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uint32_t startIndex,
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REFRESH_Texture *pTextures,
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REFRESH_Sampler *pSamplers,
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uint32_t count
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REFRESH_GraphicsPipeline *pipeline,
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REFRESH_Texture **pTextures,
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REFRESH_Sampler **pSamplers
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) {
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SDL_assert(0);
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/* TODO: we can defer and batch these */
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VkDescriptorSetAllocateInfo descriptorSetAllocateInfo;
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VkDescriptorSet descriptorSet;
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VkWriteDescriptorSet *writeDescriptorSets;
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VkDescriptorImageInfo *descriptorImageInfos;
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VulkanTexture *currentTexture;
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VkSampler currentSampler;
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uint32_t i;
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VulkanRenderer* renderer = (VulkanRenderer*) driverData;
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VulkanGraphicsPipeline *graphicsPipeline = (VulkanGraphicsPipeline*) pipeline;
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writeDescriptorSets = SDL_stack_alloc(VkWriteDescriptorSet, graphicsPipeline->fragmentSamplerBindingCount);
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descriptorImageInfos = SDL_stack_alloc(VkDescriptorImageInfo, graphicsPipeline->fragmentSamplerBindingCount);
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descriptorSetAllocateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
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descriptorSetAllocateInfo.pNext = NULL;
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descriptorSetAllocateInfo.descriptorSetCount = 1;
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descriptorSetAllocateInfo.descriptorPool = graphicsPipeline->descriptorPool;
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descriptorSetAllocateInfo.pSetLayouts = &graphicsPipeline->fragmentSamplerLayout;
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renderer->vkAllocateDescriptorSets(
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renderer->logicalDevice,
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&descriptorSetAllocateInfo,
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&descriptorSet
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);
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for (i = 0; i < graphicsPipeline->fragmentSamplerBindingCount; i += 1)
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{
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currentTexture = (VulkanTexture*) pTextures[i];
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currentSampler = (VkSampler) pSamplers[i];
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descriptorImageInfos[i].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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descriptorImageInfos[i].imageView = currentTexture->view;
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descriptorImageInfos[i].sampler = currentSampler;
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writeDescriptorSets[i].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
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writeDescriptorSets[i].pNext = NULL;
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writeDescriptorSets[i].dstSet = descriptorSet;
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writeDescriptorSets[i].dstBinding = i;
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writeDescriptorSets[i].dstArrayElement = 0;
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writeDescriptorSets[i].descriptorCount = 1;
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writeDescriptorSets[i].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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writeDescriptorSets[i].pImageInfo = &descriptorImageInfos[i];
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}
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renderer->vkUpdateDescriptorSets(
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renderer->logicalDevice,
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graphicsPipeline->fragmentSamplerBindingCount,
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writeDescriptorSets,
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0,
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NULL
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);
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SDL_stack_free(writeDescriptorSets);
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SDL_stack_free(descriptorImageInfos);
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}
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static void VULKAN_GetTextureData2D(
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@ -5079,6 +5212,11 @@ static REFRESH_Device* VULKAN_CreateDevice(
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return NULL;
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}
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/* Descriptor Pools */
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renderer->descriptorPools = NULL;
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renderer->descriptorPoolCount = 0;
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/* Threading */
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renderer->allocatorLock = SDL_CreateMutex();
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