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// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <list>
#include "common/math_util.h"
#include "video_core/vulkan_common/vulkan_wrapper.h"
namespace Layout {
struct FramebufferLayout;
}
namespace Tegra {
struct FramebufferConfig;
}
namespace Vulkan {
class Device;
struct Frame;
class Layer;
class Scheduler;
class RasterizerVulkan;
class WindowAdaptPass final {
public:
explicit WindowAdaptPass(const Device& device, VkFormat frame_format, vk::Sampler&& sampler,
vk::ShaderModule&& fragment_shader);
~WindowAdaptPass();
void Draw(RasterizerVulkan& rasterizer, Scheduler& scheduler, size_t image_index,
std::list<Layer>& layers, std::span<const Tegra::FramebufferConfig> configs,
const Layout::FramebufferLayout& layout, Frame* dst);
VkDescriptorSetLayout GetDescriptorSetLayout();
VkRenderPass GetRenderPass();
private:
void CreateDescriptorSetLayout();
void CreatePipelineLayout();
void CreateVertexShader();
void CreateRenderPass(VkFormat frame_format);
void CreatePipeline();
private:
const Device& device;
vk::DescriptorSetLayout descriptor_set_layout;
vk::PipelineLayout pipeline_layout;
vk::Sampler sampler;
vk::ShaderModule vertex_shader;
vk::ShaderModule fragment_shader;
vk::RenderPass render_pass;
vk::Pipeline pipeline;
};
} // namespace Vulkan
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