refactoring and adding helper functions

This commit is contained in:
KojoZero 2026-05-27 01:23:57 -07:00
parent 7bf5442a1c
commit cfdac4d3b9
2 changed files with 125 additions and 91 deletions

View file

@ -60,14 +60,6 @@ MICROPROFILE_DEFINE(Vulkan_RenderFrame, "Vulkan", "Render Frame", MP_RGB(128, 12
namespace Vulkan {
struct ScreenRectVertex {
ScreenRectVertex() = default;
ScreenRectVertex(float x, float y, float u, float v)
: position{Common::MakeVec(x, y)}, tex_coord{Common::MakeVec(u, v)} {}
Common::Vec2f position;
Common::Vec2f tex_coord;
};
constexpr u32 VERTEX_BUFFER_SIZE = sizeof(ScreenRectVertex) * 8192;
@ -362,7 +354,6 @@ void RendererVulkan::CreatePPTextureFramebuffers(){
}
};
//Helper Functions
void RendererVulkan::PrepareTextureDraw(TextureInfo framebufferTexture, vk::Framebuffer framebuffer, vk::Pipeline shaderPipeline, std::vector<TextureInfo> texturesToSample, int filterMode){
const auto sampler = present_samplers[filterMode];
const auto present_set = present_heap.Commit();
@ -418,7 +409,7 @@ void RendererVulkan::PrepareTextureDraw(TextureInfo framebufferTexture, vk::Fram
}
void RendererVulkan::PrepareDraw(Frame* frame, const Layout::FramebufferLayout& layout, std::vector<u32> screenids, int filterMode) {
void RendererVulkan::PrepareDrawFromScreenInfo(Frame* frame, const Layout::FramebufferLayout& layout, vk::Pipeline shaderPipeline, std::vector<u32> screenids, int filterMode) {
const auto sampler = present_samplers[filterMode];
const auto present_set = present_heap.Commit();
for (u32 i = 0; i < screenids.size(); i++) {
@ -435,7 +426,7 @@ void RendererVulkan::PrepareDraw(Frame* frame, const Layout::FramebufferLayout&
}
scheduler.Record([this, layout, frame, present_set,
currentRenderPass,
index = current_pipeline](vk::CommandBuffer cmdbuf) {
shaderPipeline](vk::CommandBuffer cmdbuf) {
const vk::Viewport viewport = {
.x = 0.0f,
.y = 0.0f,
@ -467,11 +458,63 @@ void RendererVulkan::PrepareDraw(Frame* frame, const Layout::FramebufferLayout&
.pClearValues = &clear,
};
cmdbuf.beginRenderPass(renderpass_begin_info, vk::SubpassContents::eInline);
cmdbuf.bindPipeline(vk::PipelineBindPoint::eGraphics, present_pipelines[index]);
cmdbuf.bindPipeline(vk::PipelineBindPoint::eGraphics, shaderPipeline);
cmdbuf.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, layout, 0, present_set, {});
});
}
void RendererVulkan::PrepareDrawFromTextureInfo(Frame* frame, const Layout::FramebufferLayout& layout, vk::Pipeline shaderPipeline, std::vector<TextureInfo> texturesToSample, int filterMode) {
const auto sampler = present_samplers[filterMode];
const auto present_set = present_heap.Commit();
for (u32 i = 0; i < texturesToSample.size(); i++) {
update_queue.AddImageSampler(present_set, i, 0, texturesToSample[i].image_view, sampler);
}
renderpass_cache.EndRendering();
vk::RenderPass currentRenderPass;
if (clearingColorAttachment){
currentRenderPass = main_present_window.Renderpass();
} else {
currentRenderPass = main_present_window.LoadRenderpass();
}
scheduler.Record([this, layout, frame, present_set,
currentRenderPass,
shaderPipeline](vk::CommandBuffer cmdbuf) {
const vk::Viewport viewport = {
.x = 0.0f,
.y = 0.0f,
.width = static_cast<float>(layout.width),
.height = static_cast<float>(layout.height),
.minDepth = 0.0f,
.maxDepth = 1.0f,
};
const vk::Rect2D scissor = {
.offset = {0, 0},
.extent = {layout.width, layout.height},
};
cmdbuf.setViewport(0, viewport);
cmdbuf.setScissor(0, scissor);
const vk::ClearValue clear{.color = clear_color};
const vk::PipelineLayout layout{*present_pipeline_layout};
const vk::RenderPassBeginInfo renderpass_begin_info = {
.renderPass = currentRenderPass,
.framebuffer = frame->framebuffer,
.renderArea =
vk::Rect2D{
.offset = {0, 0},
.extent = {frame->width, frame->height},
},
.clearValueCount = 1,
.pClearValues = &clear,
};
cmdbuf.beginRenderPass(renderpass_begin_info, vk::SubpassContents::eInline);
cmdbuf.bindPipeline(vk::PipelineBindPoint::eGraphics, shaderPipeline);
cmdbuf.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, layout, 0, present_set, {});
});
}
void RendererVulkan::RenderToWindow(PresentWindow& window, const Layout::FramebufferLayout& layout,
bool flipped) {
Frame* frame = window.GetRenderFrame();
@ -1098,27 +1141,6 @@ void RendererVulkan::DrawSingleScreen(u32 screen_id, float screenLeft, float scr
Layout::DisplayOrientation orientation) {
const ScreenInfo& screen_info = screen_infos[screen_id];
const auto& texcoords = screen_info.texcoords;
std::vector<u32> screenids = {screen_id};
PrepareDraw(currentFrame, currentFramebufferLayout, screenids, 1);
// Apply the initial default opacity value; Needed to avoid flickering
if (applyingOpacity){
if (drawingPrimaryScreen){
ApplySecondLayerOpacity(1.0f);
} else {
if (usingTopOpacity){
if (currentFramebufferLayout.top_opacity < 1) {
ApplySecondLayerOpacity(currentFramebufferLayout.top_opacity);
}
} else {
if (currentFramebufferLayout.bottom_opacity < 1) {
ApplySecondLayerOpacity(currentFramebufferLayout.bottom_opacity);
}
}
}
}
const u32 scale_factor = GetResolutionScaleFactor();
float textureWidth = static_cast<float>(screen_info.texture.height * scale_factor);
float textureHeight = static_cast<float>(screen_info.texture.width * scale_factor);
@ -1242,30 +1264,17 @@ void RendererVulkan::DrawSingleScreen(u32 screen_id, float screenLeft, float scr
LOG_ERROR(Render_OpenGL, "Unknown DisplayOrientation: {}", orientation);
break;
}
const u64 size = sizeof(ScreenRectVertex) * legacy_vertices.size();
const u64 size = sizeof(ScreenRectVertex) * output_vertices.size();
auto [data, offset, invalidate] = vertex_buffer.Map(size, 16);
std::memcpy(data, legacy_vertices.data(), size);
vertex_buffer.Commit(size);
draw_info.i_resolution =
Common::MakeVec(static_cast<f32>(screen_info.texture.width * scale_factor),
static_cast<f32>(screen_info.texture.height * scale_factor),
1.0f / static_cast<f32>(screen_info.texture.width * scale_factor),
1.0f / static_cast<f32>(screen_info.texture.height * scale_factor));
std::vector<u32> screenids = {screen_id};
PrepareDrawFromScreenInfo(currentFrame, currentFramebufferLayout, present_pipelines[current_pipeline], screenids, 1);
ApplySecondLayerOpacity(); // Apply the initial default opacity value; Needed to avoid flickering
UpdateVertexBuffer(legacy_vertices, data);
// Set Push Constants
draw_info.i_resolution = Common::MakeVec(static_cast<f32>(textureWidth), static_cast<f32>(textureHeight), 1.0f / static_cast<f32>(textureWidth), 1.0f / static_cast<f32>(textureHeight));
draw_info.o_resolution = Common::MakeVec(screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight);
draw_info.screen_id_l = screen_id;
scheduler.Record([this, offset = offset, info = draw_info](vk::CommandBuffer cmdbuf) {
const u32 first_vertex = static_cast<u32>(offset) / sizeof(ScreenRectVertex);
cmdbuf.pushConstants(*present_pipeline_layout,
vk::ShaderStageFlagBits::eFragment | vk::ShaderStageFlagBits::eVertex,
0, sizeof(info), &info);
cmdbuf.bindVertexBuffers(0, vertex_buffer.Handle(), {0});
cmdbuf.draw(4, 1, first_vertex, 0);
cmdbuf.endRenderPass();
});
Draw(offset);
}
void RendererVulkan::DrawSingleScreenStereo(u32 screen_id_l, u32 screen_id_r, float x, float y,
@ -1273,25 +1282,10 @@ void RendererVulkan::DrawSingleScreenStereo(u32 screen_id_l, u32 screen_id_r, fl
Layout::DisplayOrientation orientation) {
const ScreenInfo& screen_info_l = screen_infos[screen_id_l];
const auto& texcoords = screen_info_l.texcoords;
std::vector<u32> screenids = {screen_id_l, screen_id_r};
PrepareDraw(currentFrame, currentFramebufferLayout, screenids, 1);
const u32 scale_factor = GetResolutionScaleFactor();
float textureWidth = static_cast<float>(screen_info_l.texture.height * scale_factor);
float textureHeight = static_cast<float>(screen_info_l.texture.width * scale_factor);
// Apply the initial default opacity value; Needed to avoid flickering
if (applyingOpacity){
if (drawingPrimaryScreen){
ApplySecondLayerOpacity(1.0f);
} else {
if (usingTopOpacity){
if (currentFramebufferLayout.top_opacity < 1) {
ApplySecondLayerOpacity(currentFramebufferLayout.top_opacity);
}
} else {
if (currentFramebufferLayout.bottom_opacity < 1) {
ApplySecondLayerOpacity(currentFramebufferLayout.bottom_opacity);
}
}
}
}
std::array<ScreenRectVertex, 4> vertices;
switch (orientation) {
case Layout::DisplayOrientation::Landscape:
@ -1332,27 +1326,32 @@ void RendererVulkan::DrawSingleScreenStereo(u32 screen_id_l, u32 screen_id_r, fl
LOG_ERROR(Render_Vulkan, "Unknown DisplayOrientation: {}", orientation);
break;
}
const u64 size = sizeof(ScreenRectVertex) * vertices.size();
auto [data, offset, invalidate] = vertex_buffer.Map(size, 16);
std::memcpy(data, vertices.data(), size);
vertex_buffer.Commit(size);
const u32 scale_factor = GetResolutionScaleFactor();
draw_info.i_resolution =
Common::MakeVec(static_cast<f32>(screen_info_l.texture.width * scale_factor),
static_cast<f32>(screen_info_l.texture.height * scale_factor),
1.0f / static_cast<f32>(screen_info_l.texture.width * scale_factor),
1.0f / static_cast<f32>(screen_info_l.texture.height * scale_factor));
draw_info.o_resolution = Common::MakeVec(h, w, 1.0f / h, 1.0f / w);
std::vector<u32> screenids = {screen_id_l, screen_id_r};
PrepareDrawFromScreenInfo(currentFrame, currentFramebufferLayout, present_pipelines[current_pipeline], screenids, 1);
ApplySecondLayerOpacity(); // Apply the initial default opacity value; Needed to avoid flickering
UpdateVertexBuffer(vertices, data);
draw_info.i_resolution = Common::MakeVec(static_cast<f32>(textureWidth), static_cast<f32>(textureHeight), 1.0f / static_cast<f32>(textureWidth), 1.0f / static_cast<f32>(textureHeight));
draw_info.o_resolution = Common::MakeVec(w, h, 1.0f / w, 1.0f / h);
draw_info.screen_id_l = screen_id_l;
draw_info.screen_id_r = screen_id_r;
Draw(offset);
}
scheduler.Record([this, offset = offset, info = draw_info](vk::CommandBuffer cmdbuf) {
void RendererVulkan::UpdateVertexBuffer(std::array<ScreenRectVertex, 4> vertices, unsigned char* data){
const u64 size = sizeof(ScreenRectVertex) * vertices.size();
std::memcpy(data, vertices.data(), size);
vertex_buffer.Commit(size);
}
void RendererVulkan::Draw(unsigned int offset){
scheduler.Record([this, offset](vk::CommandBuffer cmdbuf) {
const u32 first_vertex = static_cast<u32>(offset) / sizeof(ScreenRectVertex);
cmdbuf.pushConstants(*present_pipeline_layout,
vk::ShaderStageFlagBits::eFragment | vk::ShaderStageFlagBits::eVertex,
0, sizeof(info), &info);
0, sizeof(draw_info), &draw_info);
cmdbuf.bindVertexBuffers(0, vertex_buffer.Handle(), {0});
cmdbuf.draw(4, 1, first_vertex, 0);
@ -1360,11 +1359,31 @@ void RendererVulkan::DrawSingleScreenStereo(u32 screen_id_l, u32 screen_id_r, fl
});
}
void RendererVulkan::ApplySecondLayerOpacity(float alpha) {
scheduler.Record([alpha](vk::CommandBuffer cmdbuf) {
const std::array<float, 4> blend_constants = {0.0f, 0.0f, 0.0f, alpha};
cmdbuf.setBlendConstants(blend_constants.data());
});
void RendererVulkan::ApplySecondLayerOpacity() {
float alpha;
if (applyingOpacity){
if (drawingPrimaryScreen){
alpha = 1.0;
} else {
if (usingTopOpacity){
if (currentFramebufferLayout.top_opacity < 1) {
alpha = currentFramebufferLayout.top_opacity;
} else {
return;
}
} else {
if (currentFramebufferLayout.bottom_opacity < 1) {
alpha = currentFramebufferLayout.bottom_opacity;
} else {
return;
}
}
}
scheduler.Record([alpha](vk::CommandBuffer cmdbuf) {
const std::array<float, 4> blend_constants = {0.0f, 0.0f, 0.0f, alpha};
cmdbuf.setBlendConstants(blend_constants.data());
});
}
}
void RendererVulkan::DrawTopScreen(const Layout::FramebufferLayout& layout,

View file

@ -48,6 +48,15 @@ struct TextureInfo {
VmaAllocation allocation;
};
struct ScreenRectVertex {
ScreenRectVertex() = default;
ScreenRectVertex(float x, float y, float u, float v)
: position{Common::MakeVec(x, y)}, tex_coord{Common::MakeVec(u, v)} {}
Common::Vec2f position;
Common::Vec2f tex_coord;
};
struct ScreenInfo {
TextureInfo texture;
Common::Rectangle<f32> texcoords;
@ -98,8 +107,14 @@ private:
void RenderScreenshot();
void RenderScreenshotWithStagingCopy();
bool TryRenderScreenshotWithHostMemory();
void PrepareDraw(Frame* frame, const Layout::FramebufferLayout& layout, std::vector<u32> screenids, int filterMode);
// Sets up command buffer for sampling from a screen_info to the screen framebuffer
void PrepareDrawFromScreenInfo(Frame* frame, const Layout::FramebufferLayout& layout, vk::Pipeline shaderPipeline, std::vector<u32> screenids, int filterMode);
// Sets up command buffer for sampling from a texture to the screen framebuffer
void PrepareDrawFromTextureInfo(Frame* frame, const Layout::FramebufferLayout& layout, vk::Pipeline shaderPipeline, std::vector<TextureInfo> texturesToSample, int filterMode);
// Sets up command buffer for sampling from a texture to an intermediate texture framebuffer
void PrepareTextureDraw(TextureInfo framebufferTexture, vk::Framebuffer framebuffer, vk::Pipeline shaderPipeline, std::vector<TextureInfo> texturesToSample, int filterMode);
void UpdateVertexBuffer(std::array<ScreenRectVertex, 4> vertices, unsigned char* data);
void Draw(unsigned int offset);
void RenderToWindow(PresentWindow& window, const Layout::FramebufferLayout& layout,
bool flipped);
@ -114,7 +129,7 @@ private:
void DrawSingleScreenStereo(u32 screen_id_l, u32 screen_id_r, float x, float y, float w,
float h, Layout::DisplayOrientation orientation);
void ApplySecondLayerOpacity(float alpha);
void ApplySecondLayerOpacity();
void DrawCursor(const Layout::FramebufferLayout& layout);