Vulkan: Make scaling shaders compatible + fixes (#1392)

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goeiecool9999 2024-11-16 10:02:43 +01:00 committed by GitHub
parent 6f9f3d52ea
commit 269d5b9aab
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7 changed files with 135 additions and 149 deletions

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@ -960,7 +960,7 @@ bool GraphicPack2::Activate()
auto option_upscale = rules.FindOption("upscaleMagFilter"); auto option_upscale = rules.FindOption("upscaleMagFilter");
if(option_upscale && boost::iequals(*option_upscale, "NearestNeighbor")) if(option_upscale && boost::iequals(*option_upscale, "NearestNeighbor"))
m_output_settings.upscale_filter = LatteTextureView::MagFilter::kNearestNeighbor; m_output_settings.upscale_filter = LatteTextureView::MagFilter::kNearestNeighbor;
auto option_downscale = rules.FindOption("NearestNeighbor"); auto option_downscale = rules.FindOption("downscaleMinFilter");
if (option_downscale && boost::iequals(*option_downscale, "NearestNeighbor")) if (option_downscale && boost::iequals(*option_downscale, "NearestNeighbor"))
m_output_settings.downscale_filter = LatteTextureView::MagFilter::kNearestNeighbor; m_output_settings.downscale_filter = LatteTextureView::MagFilter::kNearestNeighbor;
} }

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@ -934,13 +934,6 @@ void LatteRenderTarget_copyToBackbuffer(LatteTextureView* textureView, bool isPa
{ {
sint32 scaling_filter = downscaling ? GetConfig().downscale_filter : GetConfig().upscale_filter; sint32 scaling_filter = downscaling ? GetConfig().downscale_filter : GetConfig().upscale_filter;
if (g_renderer->GetType() == RendererAPI::Vulkan)
{
// force linear or nearest neighbor filter
if(scaling_filter != kLinearFilter && scaling_filter != kNearestNeighborFilter)
scaling_filter = kLinearFilter;
}
if (scaling_filter == kLinearFilter) if (scaling_filter == kLinearFilter)
{ {
if(renderUpsideDown) if(renderUpsideDown)
@ -957,7 +950,7 @@ void LatteRenderTarget_copyToBackbuffer(LatteTextureView* textureView, bool isPa
else else
shader = RendererOutputShader::s_bicubic_shader; shader = RendererOutputShader::s_bicubic_shader;
filter = LatteTextureView::MagFilter::kNearestNeighbor; filter = LatteTextureView::MagFilter::kLinear;
} }
else if (scaling_filter == kBicubicHermiteFilter) else if (scaling_filter == kBicubicHermiteFilter)
{ {

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@ -570,13 +570,10 @@ void OpenGLRenderer::DrawBackbufferQuad(LatteTextureView* texView, RendererOutpu
g_renderer->ClearColorbuffer(padView); g_renderer->ClearColorbuffer(padView);
} }
sint32 effectiveWidth, effectiveHeight;
texView->baseTexture->GetEffectiveSize(effectiveWidth, effectiveHeight, 0);
shader_unbind(RendererShader::ShaderType::kGeometry); shader_unbind(RendererShader::ShaderType::kGeometry);
shader_bind(shader->GetVertexShader()); shader_bind(shader->GetVertexShader());
shader_bind(shader->GetFragmentShader()); shader_bind(shader->GetFragmentShader());
shader->SetUniformParameters(*texView, { effectiveWidth, effectiveHeight }, { imageWidth, imageHeight }); shader->SetUniformParameters(*texView, {imageWidth, imageHeight});
// set viewport // set viewport
glViewportIndexedf(0, imageX, imageY, imageWidth, imageHeight); glViewportIndexedf(0, imageX, imageY, imageWidth, imageHeight);
@ -584,6 +581,12 @@ void OpenGLRenderer::DrawBackbufferQuad(LatteTextureView* texView, RendererOutpu
LatteTextureViewGL* texViewGL = (LatteTextureViewGL*)texView; LatteTextureViewGL* texViewGL = (LatteTextureViewGL*)texView;
texture_bindAndActivate(texView, 0); texture_bindAndActivate(texView, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
texViewGL->samplerState.clampS = texViewGL->samplerState.clampT = 0xFF;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, useLinearTexFilter ? GL_LINEAR : GL_NEAREST);
texViewGL->samplerState.filterMin = 0xFFFFFFFF;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, useLinearTexFilter ? GL_LINEAR : GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, useLinearTexFilter ? GL_LINEAR : GL_NEAREST);
texViewGL->samplerState.filterMag = 0xFFFFFFFF; texViewGL->samplerState.filterMag = 0xFFFFFFFF;

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@ -2,18 +2,7 @@
#include "Cafe/HW/Latte/Renderer/OpenGL/OpenGLRenderer.h" #include "Cafe/HW/Latte/Renderer/OpenGL/OpenGLRenderer.h"
const std::string RendererOutputShader::s_copy_shader_source = const std::string RendererOutputShader::s_copy_shader_source =
R"(#version 420 R"(
#ifdef VULKAN
layout(location = 0) in vec2 passUV;
layout(binding = 0) uniform sampler2D textureSrc;
layout(location = 0) out vec4 colorOut0;
#else
in vec2 passUV;
layout(binding=0) uniform sampler2D textureSrc;
layout(location = 0) out vec4 colorOut0;
#endif
void main() void main()
{ {
colorOut0 = vec4(texture(textureSrc, passUV).rgb,1.0); colorOut0 = vec4(texture(textureSrc, passUV).rgb,1.0);
@ -22,20 +11,6 @@ void main()
const std::string RendererOutputShader::s_bicubic_shader_source = const std::string RendererOutputShader::s_bicubic_shader_source =
R"( R"(
#version 420
#ifdef VULKAN
layout(location = 0) in vec2 passUV;
layout(binding = 0) uniform sampler2D textureSrc;
layout(binding = 1) uniform vec2 textureSrcResolution;
layout(location = 0) out vec4 colorOut0;
#else
in vec2 passUV;
layout(binding=0) uniform sampler2D textureSrc;
uniform vec2 textureSrcResolution;
layout(location = 0) out vec4 colorOut0;
#endif
vec4 cubic(float x) vec4 cubic(float x)
{ {
float x2 = x * x; float x2 = x * x;
@ -48,24 +23,23 @@ vec4 cubic(float x)
return w / 6.0; return w / 6.0;
} }
vec4 bcFilter(vec2 texcoord, vec2 texscale) vec4 bcFilter(vec2 uv, vec4 texelSize)
{ {
float fx = fract(texcoord.x); vec2 pixel = uv*texelSize.zw - 0.5;
float fy = fract(texcoord.y); vec2 pixelFrac = fract(pixel);
texcoord.x -= fx; vec2 pixelInt = pixel - pixelFrac;
texcoord.y -= fy;
vec4 xcubic = cubic(fx); vec4 xcubic = cubic(pixelFrac.x);
vec4 ycubic = cubic(fy); vec4 ycubic = cubic(pixelFrac.y);
vec4 c = vec4(texcoord.x - 0.5, texcoord.x + 1.5, texcoord.y - 0.5, texcoord.y + 1.5); vec4 c = vec4(pixelInt.x - 0.5, pixelInt.x + 1.5, pixelInt.y - 0.5, pixelInt.y + 1.5);
vec4 s = vec4(xcubic.x + xcubic.y, xcubic.z + xcubic.w, ycubic.x + ycubic.y, ycubic.z + ycubic.w); vec4 s = vec4(xcubic.x + xcubic.y, xcubic.z + xcubic.w, ycubic.x + ycubic.y, ycubic.z + ycubic.w);
vec4 offset = c + vec4(xcubic.y, xcubic.w, ycubic.y, ycubic.w) / s; vec4 offset = c + vec4(xcubic.y, xcubic.w, ycubic.y, ycubic.w) / s;
vec4 sample0 = texture(textureSrc, vec2(offset.x, offset.z) * texscale); vec4 sample0 = texture(textureSrc, vec2(offset.x, offset.z) * texelSize.xy);
vec4 sample1 = texture(textureSrc, vec2(offset.y, offset.z) * texscale); vec4 sample1 = texture(textureSrc, vec2(offset.y, offset.z) * texelSize.xy);
vec4 sample2 = texture(textureSrc, vec2(offset.x, offset.w) * texscale); vec4 sample2 = texture(textureSrc, vec2(offset.x, offset.w) * texelSize.xy);
vec4 sample3 = texture(textureSrc, vec2(offset.y, offset.w) * texscale); vec4 sample3 = texture(textureSrc, vec2(offset.y, offset.w) * texelSize.xy);
float sx = s.x / (s.x + s.y); float sx = s.x / (s.x + s.y);
float sy = s.z / (s.z + s.w); float sy = s.z / (s.z + s.w);
@ -76,20 +50,13 @@ vec4 bcFilter(vec2 texcoord, vec2 texscale)
} }
void main(){ void main(){
colorOut0 = vec4(bcFilter(passUV*textureSrcResolution, vec2(1.0,1.0)/textureSrcResolution).rgb,1.0); vec4 texelSize = vec4( 1.0 / textureSrcResolution.xy, textureSrcResolution.xy);
colorOut0 = vec4(bcFilter(passUV, texelSize).rgb,1.0);
} }
)"; )";
const std::string RendererOutputShader::s_hermite_shader_source = const std::string RendererOutputShader::s_hermite_shader_source =
R"(#version 420 R"(
in vec4 gl_FragCoord;
in vec2 passUV;
layout(binding=0) uniform sampler2D textureSrc;
uniform vec2 textureSrcResolution;
uniform vec2 outputResolution;
layout(location = 0) out vec4 colorOut0;
// https://www.shadertoy.com/view/MllSzX // https://www.shadertoy.com/view/MllSzX
vec3 CubicHermite (vec3 A, vec3 B, vec3 C, vec3 D, float t) vec3 CubicHermite (vec3 A, vec3 B, vec3 C, vec3 D, float t)
@ -111,7 +78,7 @@ vec3 BicubicHermiteTexture(vec2 uv, vec4 texelSize)
vec2 frac = fract(pixel); vec2 frac = fract(pixel);
pixel = floor(pixel) / texelSize.zw - vec2(texelSize.xy/2.0); pixel = floor(pixel) / texelSize.zw - vec2(texelSize.xy/2.0);
vec4 doubleSize = texelSize*texelSize; vec4 doubleSize = texelSize*2.0;
vec3 C00 = texture(textureSrc, pixel + vec2(-texelSize.x ,-texelSize.y)).rgb; vec3 C00 = texture(textureSrc, pixel + vec2(-texelSize.x ,-texelSize.y)).rgb;
vec3 C10 = texture(textureSrc, pixel + vec2( 0.0 ,-texelSize.y)).rgb; vec3 C10 = texture(textureSrc, pixel + vec2( 0.0 ,-texelSize.y)).rgb;
@ -142,15 +109,17 @@ vec3 BicubicHermiteTexture(vec2 uv, vec4 texelSize)
} }
void main(){ void main(){
vec4 texelSize = vec4( 1.0 / outputResolution.xy, outputResolution.xy); vec4 texelSize = vec4( 1.0 / textureSrcResolution.xy, textureSrcResolution.xy);
colorOut0 = vec4(BicubicHermiteTexture(passUV, texelSize), 1.0); colorOut0 = vec4(BicubicHermiteTexture(passUV, texelSize), 1.0);
} }
)"; )";
RendererOutputShader::RendererOutputShader(const std::string& vertex_source, const std::string& fragment_source) RendererOutputShader::RendererOutputShader(const std::string& vertex_source, const std::string& fragment_source)
{ {
auto finalFragmentSrc = PrependFragmentPreamble(fragment_source);
m_vertex_shader = g_renderer->shader_create(RendererShader::ShaderType::kVertex, 0, 0, vertex_source, false, false); m_vertex_shader = g_renderer->shader_create(RendererShader::ShaderType::kVertex, 0, 0, vertex_source, false, false);
m_fragment_shader = g_renderer->shader_create(RendererShader::ShaderType::kFragment, 0, 0, fragment_source, false, false); m_fragment_shader = g_renderer->shader_create(RendererShader::ShaderType::kFragment, 0, 0, finalFragmentSrc, false, false);
m_vertex_shader->PreponeCompilation(true); m_vertex_shader->PreponeCompilation(true);
m_fragment_shader->PreponeCompilation(true); m_fragment_shader->PreponeCompilation(true);
@ -163,74 +132,45 @@ RendererOutputShader::RendererOutputShader(const std::string& vertex_source, con
if (g_renderer->GetType() == RendererAPI::OpenGL) if (g_renderer->GetType() == RendererAPI::OpenGL)
{ {
m_attributes[0].m_loc_texture_src_resolution = m_vertex_shader->GetUniformLocation("textureSrcResolution"); m_uniformLocations[0].m_loc_textureSrcResolution = m_vertex_shader->GetUniformLocation("textureSrcResolution");
m_attributes[0].m_loc_input_resolution = m_vertex_shader->GetUniformLocation("inputResolution"); m_uniformLocations[0].m_loc_nativeResolution = m_vertex_shader->GetUniformLocation("nativeResolution");
m_attributes[0].m_loc_output_resolution = m_vertex_shader->GetUniformLocation("outputResolution"); m_uniformLocations[0].m_loc_outputResolution = m_vertex_shader->GetUniformLocation("outputResolution");
m_attributes[1].m_loc_texture_src_resolution = m_fragment_shader->GetUniformLocation("textureSrcResolution"); m_uniformLocations[1].m_loc_textureSrcResolution = m_fragment_shader->GetUniformLocation("textureSrcResolution");
m_attributes[1].m_loc_input_resolution = m_fragment_shader->GetUniformLocation("inputResolution"); m_uniformLocations[1].m_loc_nativeResolution = m_fragment_shader->GetUniformLocation("nativeResolution");
m_attributes[1].m_loc_output_resolution = m_fragment_shader->GetUniformLocation("outputResolution"); m_uniformLocations[1].m_loc_outputResolution = m_fragment_shader->GetUniformLocation("outputResolution");
} }
else
{
cemuLog_logDebug(LogType::Force, "RendererOutputShader() - todo for Vulkan");
m_attributes[0].m_loc_texture_src_resolution = -1;
m_attributes[0].m_loc_input_resolution = -1;
m_attributes[0].m_loc_output_resolution = -1;
m_attributes[1].m_loc_texture_src_resolution = -1;
m_attributes[1].m_loc_input_resolution = -1;
m_attributes[1].m_loc_output_resolution = -1;
}
} }
void RendererOutputShader::SetUniformParameters(const LatteTextureView& texture_view, const Vector2i& input_res, const Vector2i& output_res) const void RendererOutputShader::SetUniformParameters(const LatteTextureView& texture_view, const Vector2i& output_res) const
{ {
float res[2]; sint32 effectiveWidth, effectiveHeight;
// vertex shader texture_view.baseTexture->GetEffectiveSize(effectiveWidth, effectiveHeight, 0);
if (m_attributes[0].m_loc_texture_src_resolution != -1) auto setUniforms = [&](RendererShader* shader, const UniformLocations& locations){
{ float res[2];
res[0] = (float)texture_view.baseTexture->width; if (locations.m_loc_textureSrcResolution != -1)
res[1] = (float)texture_view.baseTexture->height; {
m_vertex_shader->SetUniform2fv(m_attributes[0].m_loc_texture_src_resolution, res, 1); res[0] = (float)effectiveWidth;
} res[1] = (float)effectiveHeight;
shader->SetUniform2fv(locations.m_loc_textureSrcResolution, res, 1);
}
if (m_attributes[0].m_loc_input_resolution != -1) if (locations.m_loc_nativeResolution != -1)
{ {
res[0] = (float)input_res.x; res[0] = (float)texture_view.baseTexture->width;
res[1] = (float)input_res.y; res[1] = (float)texture_view.baseTexture->height;
m_vertex_shader->SetUniform2fv(m_attributes[0].m_loc_input_resolution, res, 1); shader->SetUniform2fv(locations.m_loc_nativeResolution, res, 1);
} }
if (m_attributes[0].m_loc_output_resolution != -1) if (locations.m_loc_outputResolution != -1)
{ {
res[0] = (float)output_res.x; res[0] = (float)output_res.x;
res[1] = (float)output_res.y; res[1] = (float)output_res.y;
m_vertex_shader->SetUniform2fv(m_attributes[0].m_loc_output_resolution, res, 1); shader->SetUniform2fv(locations.m_loc_outputResolution, res, 1);
} }
};
// fragment shader setUniforms(m_vertex_shader, m_uniformLocations[0]);
if (m_attributes[1].m_loc_texture_src_resolution != -1) setUniforms(m_fragment_shader, m_uniformLocations[1]);
{
res[0] = (float)texture_view.baseTexture->width;
res[1] = (float)texture_view.baseTexture->height;
m_fragment_shader->SetUniform2fv(m_attributes[1].m_loc_texture_src_resolution, res, 1);
}
if (m_attributes[1].m_loc_input_resolution != -1)
{
res[0] = (float)input_res.x;
res[1] = (float)input_res.y;
m_fragment_shader->SetUniform2fv(m_attributes[1].m_loc_input_resolution, res, 1);
}
if (m_attributes[1].m_loc_output_resolution != -1)
{
res[0] = (float)output_res.x;
res[1] = (float)output_res.y;
m_fragment_shader->SetUniform2fv(m_attributes[1].m_loc_output_resolution, res, 1);
}
} }
RendererOutputShader* RendererOutputShader::s_copy_shader; RendererOutputShader* RendererOutputShader::s_copy_shader;
@ -341,6 +281,27 @@ void main(){
)"; )";
return vertex_source.str(); return vertex_source.str();
} }
std::string RendererOutputShader::PrependFragmentPreamble(const std::string& shaderSrc)
{
return R"(#version 430
#ifdef VULKAN
layout(push_constant) uniform pc {
vec2 textureSrcResolution;
vec2 nativeResolution;
vec2 outputResolution;
};
#else
uniform vec2 textureSrcResolution;
uniform vec2 nativeResolution;
uniform vec2 outputResolution;
#endif
layout(location = 0) in vec2 passUV;
layout(binding = 0) uniform sampler2D textureSrc;
layout(location = 0) out vec4 colorOut0;
)" + shaderSrc;
}
void RendererOutputShader::InitializeStatic() void RendererOutputShader::InitializeStatic()
{ {
std::string vertex_source, vertex_source_ud; std::string vertex_source, vertex_source_ud;
@ -349,28 +310,18 @@ void RendererOutputShader::InitializeStatic()
{ {
vertex_source = GetOpenGlVertexSource(false); vertex_source = GetOpenGlVertexSource(false);
vertex_source_ud = GetOpenGlVertexSource(true); vertex_source_ud = GetOpenGlVertexSource(true);
s_copy_shader = new RendererOutputShader(vertex_source, s_copy_shader_source);
s_copy_shader_ud = new RendererOutputShader(vertex_source_ud, s_copy_shader_source);
s_bicubic_shader = new RendererOutputShader(vertex_source, s_bicubic_shader_source);
s_bicubic_shader_ud = new RendererOutputShader(vertex_source_ud, s_bicubic_shader_source);
s_hermit_shader = new RendererOutputShader(vertex_source, s_hermite_shader_source);
s_hermit_shader_ud = new RendererOutputShader(vertex_source_ud, s_hermite_shader_source);
} }
else else
{ {
vertex_source = GetVulkanVertexSource(false); vertex_source = GetVulkanVertexSource(false);
vertex_source_ud = GetVulkanVertexSource(true); vertex_source_ud = GetVulkanVertexSource(true);
s_copy_shader = new RendererOutputShader(vertex_source, s_copy_shader_source);
s_copy_shader_ud = new RendererOutputShader(vertex_source_ud, s_copy_shader_source);
/* s_bicubic_shader = new RendererOutputShader(vertex_source, s_bicubic_shader_source); TODO
s_bicubic_shader_ud = new RendererOutputShader(vertex_source_ud, s_bicubic_shader_source);
s_hermit_shader = new RendererOutputShader(vertex_source, s_hermite_shader_source);
s_hermit_shader_ud = new RendererOutputShader(vertex_source_ud, s_hermite_shader_source);*/
} }
s_copy_shader = new RendererOutputShader(vertex_source, s_copy_shader_source);
s_copy_shader_ud = new RendererOutputShader(vertex_source_ud, s_copy_shader_source);
s_bicubic_shader = new RendererOutputShader(vertex_source, s_bicubic_shader_source);
s_bicubic_shader_ud = new RendererOutputShader(vertex_source_ud, s_bicubic_shader_source);
s_hermit_shader = new RendererOutputShader(vertex_source, s_hermite_shader_source);
s_hermit_shader_ud = new RendererOutputShader(vertex_source_ud, s_hermite_shader_source);
} }

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@ -17,7 +17,7 @@ public:
RendererOutputShader(const std::string& vertex_source, const std::string& fragment_source); RendererOutputShader(const std::string& vertex_source, const std::string& fragment_source);
virtual ~RendererOutputShader() = default; virtual ~RendererOutputShader() = default;
void SetUniformParameters(const LatteTextureView& texture_view, const Vector2i& input_res, const Vector2i& output_res) const; void SetUniformParameters(const LatteTextureView& texture_view, const Vector2i& output_res) const;
RendererShader* GetVertexShader() const RendererShader* GetVertexShader() const
{ {
@ -43,16 +43,18 @@ public:
static std::string GetVulkanVertexSource(bool render_upside_down); static std::string GetVulkanVertexSource(bool render_upside_down);
static std::string GetOpenGlVertexSource(bool render_upside_down); static std::string GetOpenGlVertexSource(bool render_upside_down);
static std::string PrependFragmentPreamble(const std::string& shaderSrc);
protected: protected:
RendererShader* m_vertex_shader; RendererShader* m_vertex_shader;
RendererShader* m_fragment_shader; RendererShader* m_fragment_shader;
struct struct UniformLocations
{ {
sint32 m_loc_texture_src_resolution = -1; sint32 m_loc_textureSrcResolution = -1;
sint32 m_loc_input_resolution = -1; sint32 m_loc_nativeResolution = -1;
sint32 m_loc_output_resolution = -1; sint32 m_loc_outputResolution = -1;
} m_attributes[2]{}; } m_uniformLocations[2]{};
private: private:
static const std::string s_copy_shader_source; static const std::string s_copy_shader_source;

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@ -202,6 +202,13 @@ VkSampler LatteTextureViewVk::GetDefaultTextureSampler(bool useLinearTexFilter)
VkSamplerCreateInfo samplerInfo{}; VkSamplerCreateInfo samplerInfo{};
samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO; samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
// emulate OpenGL minFilters
// see note under: https://docs.vulkan.org/spec/latest/chapters/samplers.html#VkSamplerCreateInfo
// if maxLod = 0 then magnification is always performed
samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST;
samplerInfo.minLod = 0.0f;
samplerInfo.maxLod = 0.25f;
if (useLinearTexFilter) if (useLinearTexFilter)
{ {
samplerInfo.magFilter = VK_FILTER_LINEAR; samplerInfo.magFilter = VK_FILTER_LINEAR;
@ -212,6 +219,9 @@ VkSampler LatteTextureViewVk::GetDefaultTextureSampler(bool useLinearTexFilter)
samplerInfo.magFilter = VK_FILTER_NEAREST; samplerInfo.magFilter = VK_FILTER_NEAREST;
samplerInfo.minFilter = VK_FILTER_NEAREST; samplerInfo.minFilter = VK_FILTER_NEAREST;
} }
samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
if (vkCreateSampler(m_device, &samplerInfo, nullptr, &sampler) != VK_SUCCESS) if (vkCreateSampler(m_device, &samplerInfo, nullptr, &sampler) != VK_SUCCESS)
{ {

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@ -2581,10 +2581,18 @@ VkPipeline VulkanRenderer::backbufferBlit_createGraphicsPipeline(VkDescriptorSet
colorBlending.blendConstants[2] = 0.0f; colorBlending.blendConstants[2] = 0.0f;
colorBlending.blendConstants[3] = 0.0f; colorBlending.blendConstants[3] = 0.0f;
VkPushConstantRange pushConstantRange{
.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT,
.offset = 0,
.size = 3 * sizeof(float) * 2 // 3 vec2's
};
VkPipelineLayoutCreateInfo pipelineLayoutInfo{}; VkPipelineLayoutCreateInfo pipelineLayoutInfo{};
pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
pipelineLayoutInfo.setLayoutCount = 1; pipelineLayoutInfo.setLayoutCount = 1;
pipelineLayoutInfo.pSetLayouts = &descriptorLayout; pipelineLayoutInfo.pSetLayouts = &descriptorLayout;
pipelineLayoutInfo.pushConstantRangeCount = 1;
pipelineLayoutInfo.pPushConstantRanges = &pushConstantRange;
VkResult result = vkCreatePipelineLayout(m_logicalDevice, &pipelineLayoutInfo, nullptr, &m_pipelineLayout); VkResult result = vkCreatePipelineLayout(m_logicalDevice, &pipelineLayoutInfo, nullptr, &m_pipelineLayout);
if (result != VK_SUCCESS) if (result != VK_SUCCESS)
@ -2956,6 +2964,25 @@ void VulkanRenderer::DrawBackbufferQuad(LatteTextureView* texView, RendererOutpu
vkCmdBindDescriptorSets(m_state.currentCommandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipelineLayout, 0, 1, &descriptSet, 0, nullptr); vkCmdBindDescriptorSets(m_state.currentCommandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipelineLayout, 0, 1, &descriptSet, 0, nullptr);
// update push constants
Vector2f pushData[3];
// textureSrcResolution
sint32 effectiveWidth, effectiveHeight;
texView->baseTexture->GetEffectiveSize(effectiveWidth, effectiveHeight, 0);
pushData[0] = {(float)effectiveWidth, (float)effectiveHeight};
// nativeResolution
pushData[1] = {
(float)texViewVk->baseTexture->width,
(float)texViewVk->baseTexture->height,
};
// outputResolution
pushData[2] = {(float)imageWidth,(float)imageHeight};
vkCmdPushConstants(m_state.currentCommandBuffer, m_pipelineLayout, VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(float) * 2 * 3, &pushData);
vkCmdDraw(m_state.currentCommandBuffer, 6, 1, 0, 0); vkCmdDraw(m_state.currentCommandBuffer, 6, 1, 0, 0);
vkCmdEndRenderPass(m_state.currentCommandBuffer); vkCmdEndRenderPass(m_state.currentCommandBuffer);