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https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-11-16 19:09:15 +01:00
Update RT64, split UI immutable sampler into its own descriptor set
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@ -1,5 +1,5 @@
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SamplerState gSampler : register(s1, space0);
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Texture2D<float4> gTexture : register(t2, space0);
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Texture2D<float4> gTexture : register(t2, space1);
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void PSMain(
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in float4 iColor : COLOR,
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@ -53,22 +53,6 @@ void CalculateTextureRowWidthPadding(uint32_t rowPitch, uint32_t &rowWidth, uint
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rowWidth += rowPadding;
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}
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struct RmlRenderInterfaceHeapBase : public RT64::RenderDescriptorHeapBase {
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uint32_t gSampler;
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uint32_t gTexture;
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RmlRenderInterfaceHeapBase(const RT64::RenderSampler* linear_sampler) {
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assert(linear_sampler != nullptr);
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builder.begin();
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builder.beginSet();
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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.end();
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}
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};
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struct RmlPushConstants {
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Rml::Matrix4f transform;
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Rml::Vector2f translation;
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@ -76,7 +60,7 @@ struct RmlPushConstants {
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struct TextureHandle {
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std::unique_ptr<RT64::RenderTexture> texture;
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std::unique_ptr<RT64::RenderDescriptorHeap> heap;
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std::unique_ptr<RT64::RenderDescriptorSet> set;
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};
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std::vector<char> read_file(const std::filesystem::path& filepath) {
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@ -134,7 +118,8 @@ class RmlRenderInterface_RT64 : public Rml::RenderInterface {
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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> pixel_shader_{};
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std::unique_ptr<RmlRenderInterfaceHeapBase> heap_base_{};
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std::unique_ptr<RT64::RenderDescriptorSet> sampler_set_{};
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std::unique_ptr<RT64::RenderDescriptorSetBuilder> texture_set_builder_{};
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std::unique_ptr<RT64::RenderPipelineLayout> layout_{};
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std::unique_ptr<RT64::RenderPipeline> pipeline_{};
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uint32_t upload_buffer_size_ = 0;
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@ -142,6 +127,7 @@ class RmlRenderInterface_RT64 : public Rml::RenderInterface {
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uint8_t* upload_buffer_mapped_data_ = nullptr;
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uint32_t vertex_buffer_size_ = 0;
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uint32_t index_buffer_size_ = 0;
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uint32_t gTexture_descriptor_index;
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RT64::RenderInputSlot vertex_slot_{ 0, sizeof(Rml::Vertex) };
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RT64::RenderCommandList* list_ = nullptr;
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bool scissor_enabled_ = false;
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@ -181,15 +167,27 @@ public:
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pixel_shader_ = render_context->device->createShader(GET_SHADER_BLOB(InterfacePS, shaderFormat), GET_SHADER_SIZE(InterfacePS, shaderFormat), "PSMain", shaderFormat);
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// Create the descriptor heap
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heap_base_ = std::make_unique<RmlRenderInterfaceHeapBase>(linearSampler_.get());
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// Create the descriptor set that contains the sampler
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RT64::RenderDescriptorSetBuilder sampler_set_builder{};
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sampler_set_builder.begin();
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sampler_set_builder.addImmutableSampler(1, linearSampler_.get());
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sampler_set_builder.end();
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sampler_set_ = sampler_set_builder.create(render_context->device);
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// Create a builder for the descriptor sets that will contain textures
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texture_set_builder_ = std::make_unique<RT64::RenderDescriptorSetBuilder>();
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texture_set_builder_->begin();
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gTexture_descriptor_index = texture_set_builder_->addTexture(2);
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texture_set_builder_->end();
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// Create the pipeline layout
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RT64::RenderPipelineLayoutBuilder layout_builder{};
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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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// Add the descriptor set for descriptors changed once per frame.
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layout_builder.addDescriptorSetsFromHeap(heap_base_->builder);
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layout_builder.addDescriptorSet(sampler_set_builder);
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// Add the descriptor set for descriptors changed once per draw.
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layout_builder.addDescriptorSet(*texture_set_builder_);
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layout_builder.end();
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layout_ = layout_builder.create(render_context->device);
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@ -362,7 +360,7 @@ public:
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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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list_->setVertexBuffers(0, &vertex_view, 1, &vertex_slot_);
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list_->setGraphicsDescriptorHeap(textures_.at(texture).heap.get());
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list_->setGraphicsDescriptorSet(textures_.at(texture).set.get(), 1);
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RmlPushConstants constants{
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.transform = mvp_,
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@ -519,12 +517,12 @@ public:
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// Prepare the texture for being read from a pixel shader.
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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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std::unique_ptr<RT64::RenderDescriptorHeap> heap = heap_base_->builder.create(render_context_->device);
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// Create a descriptor set with this texture in it.
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std::unique_ptr<RT64::RenderDescriptorSet> set = texture_set_builder_->create(render_context_->device);
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heap->setTexture(heap_base_->gTexture, 0, texture.get(), RT64::RenderTextureState::PIXEL_SHADER_ACCESS);
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set->setTexture(gTexture_descriptor_index, 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(set) });
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return true;
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}
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@ -549,6 +547,8 @@ public:
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list_ = list;
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list_->setPipeline(pipeline_.get());
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list_->setGraphicsPipelineLayout(layout_.get());
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// Bind the set for descriptors that don't change across draws
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list_->setGraphicsDescriptorSet(sampler_set_.get(), 0);
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window_width_ = image_width;
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window_height_ = image_height;
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@ -293,8 +293,7 @@ void gfx_thread_func(uint8_t* rdram, uint8_t* rom, std::atomic_flag* thread_read
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}
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}
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recomp::destroy_ui();
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// TODO restore this call once the RT64 shutdown issue is fixed.
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// RT64Shutdown();
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RT64Shutdown();
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}
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extern unsigned int VI_STATUS_REG;
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