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https://github.com/starr-dusT/yuzu-mainline
synced 2024-03-05 21:12:25 -08:00
blit_image: Refactor ConvertPipeline functions
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@ -695,11 +695,14 @@ VkPipeline BlitImageHelper::FindOrEmplaceDepthStencilPipeline(const BlitImagePip
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return *blit_depth_stencil_pipelines.back();
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return *blit_depth_stencil_pipelines.back();
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}
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}
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void BlitImageHelper::ConvertDepthToColorPipeline(vk::Pipeline& pipeline, VkRenderPass renderpass) {
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void BlitImageHelper::ConvertPipeline(vk::Pipeline& pipeline, VkRenderPass renderpass,
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bool is_target_depth) {
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if (pipeline) {
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if (pipeline) {
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return;
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return;
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}
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}
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const std::array stages = MakeStages(*full_screen_vert, *convert_depth_to_float_frag);
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VkShaderModule frag_shader =
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is_target_depth ? *convert_float_to_depth_frag : *convert_depth_to_float_frag;
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const std::array stages = MakeStages(*full_screen_vert, frag_shader);
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pipeline = device.GetLogical().CreateGraphicsPipeline({
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pipeline = device.GetLogical().CreateGraphicsPipeline({
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.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
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.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
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.pNext = nullptr,
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.pNext = nullptr,
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@ -712,8 +715,9 @@ void BlitImageHelper::ConvertDepthToColorPipeline(vk::Pipeline& pipeline, VkRend
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.pViewportState = &PIPELINE_VIEWPORT_STATE_CREATE_INFO,
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.pViewportState = &PIPELINE_VIEWPORT_STATE_CREATE_INFO,
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.pRasterizationState = &PIPELINE_RASTERIZATION_STATE_CREATE_INFO,
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.pRasterizationState = &PIPELINE_RASTERIZATION_STATE_CREATE_INFO,
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.pMultisampleState = &PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
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.pMultisampleState = &PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
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.pDepthStencilState = nullptr,
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.pDepthStencilState = is_target_depth ? &PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO : nullptr,
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.pColorBlendState = &PIPELINE_COLOR_BLEND_STATE_GENERIC_CREATE_INFO,
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.pColorBlendState = is_target_depth ? &PIPELINE_COLOR_BLEND_STATE_EMPTY_CREATE_INFO
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: &PIPELINE_COLOR_BLEND_STATE_GENERIC_CREATE_INFO,
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.pDynamicState = &PIPELINE_DYNAMIC_STATE_CREATE_INFO,
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.pDynamicState = &PIPELINE_DYNAMIC_STATE_CREATE_INFO,
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.layout = *one_texture_pipeline_layout,
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.layout = *one_texture_pipeline_layout,
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.renderPass = renderpass,
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.renderPass = renderpass,
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@ -723,32 +727,12 @@ void BlitImageHelper::ConvertDepthToColorPipeline(vk::Pipeline& pipeline, VkRend
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});
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});
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}
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}
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void BlitImageHelper::ConvertDepthToColorPipeline(vk::Pipeline& pipeline, VkRenderPass renderpass) {
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ConvertPipeline(pipeline, renderpass, false);
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}
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void BlitImageHelper::ConvertColorToDepthPipeline(vk::Pipeline& pipeline, VkRenderPass renderpass) {
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void BlitImageHelper::ConvertColorToDepthPipeline(vk::Pipeline& pipeline, VkRenderPass renderpass) {
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if (pipeline) {
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ConvertPipeline(pipeline, renderpass, true);
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return;
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}
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const std::array stages = MakeStages(*full_screen_vert, *convert_float_to_depth_frag);
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pipeline = device.GetLogical().CreateGraphicsPipeline({
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.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.stageCount = static_cast<u32>(stages.size()),
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.pStages = stages.data(),
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.pVertexInputState = &PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
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.pInputAssemblyState = &PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO,
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.pTessellationState = nullptr,
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.pViewportState = &PIPELINE_VIEWPORT_STATE_CREATE_INFO,
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.pRasterizationState = &PIPELINE_RASTERIZATION_STATE_CREATE_INFO,
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.pMultisampleState = &PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
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.pDepthStencilState = &PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO,
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.pColorBlendState = &PIPELINE_COLOR_BLEND_STATE_EMPTY_CREATE_INFO,
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.pDynamicState = &PIPELINE_DYNAMIC_STATE_CREATE_INFO,
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.layout = *one_texture_pipeline_layout,
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.renderPass = renderpass,
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.subpass = 0,
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.basePipelineHandle = VK_NULL_HANDLE,
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.basePipelineIndex = 0,
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});
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}
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}
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void BlitImageHelper::ConvertPipelineEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
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void BlitImageHelper::ConvertPipelineEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
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@ -76,6 +76,8 @@ private:
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[[nodiscard]] VkPipeline FindOrEmplaceDepthStencilPipeline(const BlitImagePipelineKey& key);
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[[nodiscard]] VkPipeline FindOrEmplaceDepthStencilPipeline(const BlitImagePipelineKey& key);
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void ConvertPipeline(vk::Pipeline& pipeline, VkRenderPass renderpass, bool is_target_depth);
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void ConvertDepthToColorPipeline(vk::Pipeline& pipeline, VkRenderPass renderpass);
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void ConvertDepthToColorPipeline(vk::Pipeline& pipeline, VkRenderPass renderpass);
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void ConvertColorToDepthPipeline(vk::Pipeline& pipeline, VkRenderPass renderpass);
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void ConvertColorToDepthPipeline(vk::Pipeline& pipeline, VkRenderPass renderpass);
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