refactor renderer

This commit is contained in:
nmzik
2026-07-27 02:24:50 +02:00
parent a720b28b7f
commit a20cf5d298
112 changed files with 18269 additions and 18368 deletions
@@ -2,7 +2,9 @@
#define EMULATOR_SRC_GRAPHICS_HOST_GPU_RENDERER_DEPTHRENDERTARGET_H_
#include "common/assert.h"
#include "graphics/host_gpu/renderer/imageView.h"
#include "graphics/host_gpu/renderer/renderTarget.h"
#include "graphics/host_gpu/renderer/textureCache.h"
#include "graphics/host_gpu/vulkanCommon.h"
#include <cstdint>
@@ -10,7 +12,6 @@
namespace Libs::Graphics {
class RenderCommandBuffer;
struct DepthStencilVulkanImage;
inline constexpr bool depth_htile_stencil_acceleration_compatible(bool has_stencil, bool has_htile,
bool acceleration_disabled) {
@@ -18,6 +19,7 @@ inline constexpr bool depth_htile_stencil_acceleration_compatible(bool has_stenc
}
struct RenderDepthInfo {
TextureCache::ImageDesc desc;
vk::Format format = vk::Format::eUndefined;
uint32_t width = 0;
uint32_t height = 0;
@@ -49,29 +51,46 @@ struct RenderDepthInfo {
PipelineStencilStaticState stencil_static_back;
PipelineStencilDynamicState stencil_dynamic_front;
PipelineStencilDynamicState stencil_dynamic_back;
DepthStencilVulkanImage* vulkan_buffer = nullptr;
vk::ImageView vulkan_view = nullptr;
uint64_t vaddr[3] = {};
uint64_t size[3] = {};
int vaddr_num = 0;
ImageId image_id;
vk::ImageView image_view = nullptr;
uint64_t vaddr[3] = {};
uint64_t size[3] = {};
int vaddr_num = 0;
[[nodiscard]] vk::ImageAspectFlags AttachmentWriteAspects() const;
};
inline bool depth_attachment_read_only(const RenderDepthInfo& depth) {
const bool stencil_write =
depth.stencil_test_enable &&
(depth.stencil_dynamic_front.writeMask != 0 || depth.stencil_dynamic_back.writeMask != 0);
return !depth.depth_load_clear_enable && !depth.stencil_clear_enable &&
!depth.depth_write_enable && !stencil_write;
return !depth.AttachmentWriteAspects();
}
inline vk::ImageLayout depth_attachment_layout(const RenderDepthInfo& depth) {
return depth_attachment_read_only(depth) ? vk::ImageLayout::eDepthStencilReadOnlyOptimal
: vk::ImageLayout::eDepthStencilAttachmentOptimal;
const auto available = ImageViewOps::DepthAspectMask(depth.format);
const auto writes = depth.AttachmentWriteAspects();
const bool has_depth = static_cast<bool>(available & vk::ImageAspectFlagBits::eDepth);
const bool has_stencil = static_cast<bool>(available & vk::ImageAspectFlagBits::eStencil);
const bool depth_write = static_cast<bool>(writes & vk::ImageAspectFlagBits::eDepth);
const bool stencil_write = static_cast<bool>(writes & vk::ImageAspectFlagBits::eStencil);
if (!has_stencil) {
return depth_write ? vk::ImageLayout::eDepthAttachmentOptimal
: vk::ImageLayout::eDepthReadOnlyOptimal;
}
if (!has_depth) {
return stencil_write ? vk::ImageLayout::eStencilAttachmentOptimal
: vk::ImageLayout::eStencilReadOnlyOptimal;
}
if (depth_write && stencil_write) {
return vk::ImageLayout::eDepthStencilAttachmentOptimal;
}
if (depth_write) {
return vk::ImageLayout::eDepthAttachmentStencilReadOnlyOptimal;
}
if (stencil_write) {
return vk::ImageLayout::eDepthReadOnlyStencilAttachmentOptimal;
}
return vk::ImageLayout::eDepthStencilReadOnlyOptimal;
}
void ResolveRenderDepthTarget(uint64_t submit_id, RenderCommandBuffer& buffer, RenderDepthInfo& r);
void MarkRenderTargetGpuWritten(const RenderDepthInfo& target);
} // namespace Libs::Graphics
#endif // EMULATOR_SRC_GRAPHICS_HOST_GPU_RENDERER_DEPTHRENDERTARGET_H_