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// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <list>
#include <memory>
#include "core/frontend/framebuffer_layout.h"
#include "video_core/host1x/gpu_device_memory_manager.h"
#include "video_core/renderer_vulkan/present/layer.h"
#include "video_core/vulkan_common/vulkan_memory_allocator.h"
#include "video_core/vulkan_common/vulkan_wrapper.h"
namespace Core {
class System;
}
struct PresentFilters;
namespace Tegra {
struct FramebufferConfig;
}
namespace Settings {
enum class ScalingFilter : u32;
} // namespace Settings
namespace Vulkan {
class Device;
class RasterizerVulkan;
class Scheduler;
class PresentManager;
class WindowAdaptPass;
struct Frame;
struct FramebufferTextureInfo {
VkImage image{};
VkImageView image_view{};
u32 width{};
u32 height{};
u32 scaled_width{};
u32 scaled_height{};
};
class BlitScreen {
public:
explicit BlitScreen(Tegra::MaxwellDeviceMemoryManager& device_memory, const Device& device,
MemoryAllocator& memory_allocator, PresentManager& present_manager,
Scheduler& scheduler, const PresentFilters& filters);
~BlitScreen();
void DrawToFrame(RasterizerVulkan& rasterizer, Frame* frame,
std::span<const Tegra::FramebufferConfig> framebuffers,
const Layout::FramebufferLayout& layout, size_t current_swapchain_image_count,
VkFormat current_swapchain_view_format);
[[nodiscard]] vk::Framebuffer CreateFramebuffer(const Layout::FramebufferLayout& layout,
VkImageView image_view,
VkFormat current_view_format);
private:
void WaitIdle();
void SetWindowAdaptPass();
vk::Framebuffer CreateFramebuffer(const VkImageView& image_view, VkExtent2D extent,
VkRenderPass render_pass);
Tegra::MaxwellDeviceMemoryManager& device_memory;
const Device& device;
MemoryAllocator& memory_allocator;
PresentManager& present_manager;
Scheduler& scheduler;
const PresentFilters& filters;
std::size_t image_count{};
std::size_t image_index{};
VkFormat swapchain_view_format{};
Settings::ScalingFilter scaling_filter{};
std::unique_ptr<WindowAdaptPass> window_adapt{};
std::list<Layer> layers{};
};
} // namespace Vulkan
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