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https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-11-25 22:24:20 +01:00
Merged everything into one heap for the UI because copy descriptors isn't implemented yet
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6fdf66b296
commit
458ccd81fc
@ -1,5 +1,5 @@
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SamplerState gSampler : register(s1, space0);
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SamplerState gSampler : register(s1, space0);
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Texture2D<float4> gTexture : register(t0, space1);
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Texture2D<float4> gTexture : register(t2, space0);
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void PSMain(
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void PSMain(
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in float4 iColor : COLOR,
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in float4 iColor : COLOR,
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31
src/ui.cpp
31
src/ui.cpp
@ -48,15 +48,17 @@ void CalculateTextureRowWidthPadding(uint32_t rowPitch, uint32_t &rowWidth, uint
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rowWidth += rowPadding;
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rowWidth += rowPadding;
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}
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}
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struct RmlRenderInterfaceHeap : public RT64::RenderDescriptorHeapBase {
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struct RmlRenderInterfaceHeapBase : public RT64::RenderDescriptorHeapBase {
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uint32_t gSampler;
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uint32_t gSampler;
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uint32_t gTexture;
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RmlRenderInterfaceHeap(const RT64::RenderSampler* linear_sampler) {
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RmlRenderInterfaceHeapBase(const RT64::RenderSampler* linear_sampler) {
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assert(linear_sampler != nullptr);
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assert(linear_sampler != nullptr);
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builder.begin();
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builder.begin();
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builder.beginSet();
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builder.beginSet();
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gSampler = builder.addImmutableSampler(1, linear_sampler);
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gSampler = builder.addImmutableSampler(1, linear_sampler);
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gTexture = builder.addTexture(2);
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builder.endSet();
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builder.endSet();
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builder.end();
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builder.end();
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}
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}
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@ -123,8 +125,7 @@ class RmlRenderInterface_RT64 : public Rml::RenderInterface {
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std::unique_ptr<RT64::RenderSampler> linearSampler_{};
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std::unique_ptr<RT64::RenderSampler> linearSampler_{};
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std::unique_ptr<RT64::RenderShader> vertex_shader_{};
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std::unique_ptr<RT64::RenderShader> vertex_shader_{};
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std::unique_ptr<RT64::RenderShader> pixel_shader_{};
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std::unique_ptr<RT64::RenderShader> pixel_shader_{};
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std::unique_ptr<RmlRenderInterfaceHeap> heap_{};
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std::unique_ptr<RmlRenderInterfaceHeapBase> heap_base_{};
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std::unique_ptr<RT64::RenderDescriptorHeapBuilder> texture_heap_builder_{};
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std::unique_ptr<RT64::RenderPipelineLayout> layout_{};
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std::unique_ptr<RT64::RenderPipelineLayout> layout_{};
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std::unique_ptr<RT64::RenderPipeline> pipeline_{};
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std::unique_ptr<RT64::RenderPipeline> pipeline_{};
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uint32_t upload_buffer_size_ = 0;
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uint32_t upload_buffer_size_ = 0;
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@ -172,24 +173,14 @@ public:
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// Create the descriptor heap
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// Create the descriptor heap
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heap_ = std::make_unique<RmlRenderInterfaceHeap>(linearSampler_.get());
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heap_base_ = std::make_unique<RmlRenderInterfaceHeapBase>(linearSampler_.get());
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heap_->create(render_context->device);
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texture_heap_builder_ = std::make_unique<RT64::RenderDescriptorHeapBuilder>();
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texture_heap_builder_->begin();
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texture_heap_builder_->beginSet();
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texture_heap_builder_->addTexture(0);
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texture_heap_builder_->endSet();
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texture_heap_builder_->end();
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// Create the pipeline layout
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// Create the pipeline layout
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RT64::RenderPipelineLayoutBuilder layout_builder{};
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RT64::RenderPipelineLayoutBuilder layout_builder{};
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layout_builder.begin(false, true);
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layout_builder.begin(false, true);
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layout_builder.addPushConstant(0, 0, sizeof(RmlPushConstants), RT64::RenderShaderStageFlag::VERTEX);
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layout_builder.addPushConstant(0, 0, sizeof(RmlPushConstants), RT64::RenderShaderStageFlag::VERTEX);
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// Add the descriptor set for descriptors changed once per frame.
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// Add the descriptor set for descriptors changed once per frame.
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layout_builder.addDescriptorSetsFromHeap(heap_->builder);
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layout_builder.addDescriptorSetsFromHeap(heap_base_->builder);
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// Add the descriptor set for descriptors changed once per draw.
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layout_builder.addDescriptorSetsFromHeap(*texture_heap_builder_);
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layout_builder.end();
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layout_builder.end();
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layout_ = layout_builder.create(render_context->device);
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layout_ = layout_builder.create(render_context->device);
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@ -341,7 +332,7 @@ public:
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list_->setIndexBuffer(&index_view);
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list_->setIndexBuffer(&index_view);
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RT64::RenderVertexBufferView vertex_view{vertex_buffer_->at(0), vert_size_bytes};
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RT64::RenderVertexBufferView vertex_view{vertex_buffer_->at(0), vert_size_bytes};
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list_->setVertexBuffers(0, &vertex_view, 1, &vertex_slot_);
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list_->setVertexBuffers(0, &vertex_view, 1, &vertex_slot_);
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list_->setGraphicsDescriptorHeap(textures_[texture].heap.get(), 0, per_draw_descriptor_set);
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list_->setGraphicsDescriptorHeap(textures_[texture].heap.get());
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RmlPushConstants constants{
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RmlPushConstants constants{
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.transform = mvp_,
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.transform = mvp_,
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@ -500,8 +491,9 @@ public:
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list_->barriers(RT64::RenderTextureBarrier::Transition(texture.get(), RT64::RenderTextureState::PIXEL_SHADER_ACCESS));
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list_->barriers(RT64::RenderTextureBarrier::Transition(texture.get(), RT64::RenderTextureState::PIXEL_SHADER_ACCESS));
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// Create a descriptor heap with this texture in it.
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// Create a descriptor heap with this texture in it.
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std::unique_ptr<RT64::RenderDescriptorHeap> heap = texture_heap_builder_->create(render_context_->device);
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std::unique_ptr<RT64::RenderDescriptorHeap> heap = heap_base_->builder.create(render_context_->device);
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heap->setTexture(0, 0, texture.get(), RT64::RenderTextureState::PIXEL_SHADER_ACCESS);
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heap->setTexture(heap_base_->gTexture, 0, texture.get(), RT64::RenderTextureState::PIXEL_SHADER_ACCESS);
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textures_.emplace(texture_handle, TextureHandle{ std::move(texture), std::move(heap) });
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textures_.emplace(texture_handle, TextureHandle{ std::move(texture), std::move(heap) });
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@ -528,7 +520,6 @@ public:
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list_ = list;
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list_ = list;
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list_->setPipeline(pipeline_.get());
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list_->setPipeline(pipeline_.get());
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list_->setGraphicsPipelineLayout(layout_.get());
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list_->setGraphicsPipelineLayout(layout_.get());
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list_->setGraphicsDescriptorHeap(heap_->get(), 0, per_frame_descriptor_set);
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projection_mtx_ = Rml::Matrix4f::ProjectOrtho(0.0f, static_cast<float>(image_width), static_cast<float>(image_height), 0.0f, -10000, 10000);
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projection_mtx_ = Rml::Matrix4f::ProjectOrtho(0.0f, static_cast<float>(image_width), static_cast<float>(image_height), 0.0f, -10000, 10000);
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recalculate_mvp();
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recalculate_mvp();
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