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authorStenzek <stenzek@gmail.com>2018-01-21 23:13:25 +1000
committerStenzek <stenzek@gmail.com>2018-01-22 13:22:09 +1000
commit38e0b6e2ab53374e7335fee94209bb90cb3e9ed2 (patch)
treea64d1b48bc9f7fedc5c9d83475d58b1118cb1057 /Source/Core/VideoBackends/Vulkan/Renderer.cpp
parentfca56d532a4da844c324d7a4ea05252e72d89fcf (diff)
AbstractTexture: Move Bind() method to Renderer
This makes state tracking simpler, and enables easier porting to command lists later on.
Diffstat (limited to 'Source/Core/VideoBackends/Vulkan/Renderer.cpp')
-rw-r--r--Source/Core/VideoBackends/Vulkan/Renderer.cpp16
1 files changed, 16 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/Vulkan/Renderer.cpp b/Source/Core/VideoBackends/Vulkan/Renderer.cpp
index a146351007..ea5e310a57 100644
--- a/Source/Core/VideoBackends/Vulkan/Renderer.cpp
+++ b/Source/Core/VideoBackends/Vulkan/Renderer.cpp
@@ -8,6 +8,7 @@
#include <string>
#include <tuple>
+#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
@@ -848,6 +849,15 @@ void Renderer::SetBlendingState(const BlendingState& state)
StateTracker::GetInstance()->SetBlendState(state);
}
+void Renderer::SetTexture(u32 index, const AbstractTexture* texture)
+{
+ // Texture should always be in SHADER_READ_ONLY layout prior to use.
+ // This is so we don't need to transition during render passes.
+ auto* tex = texture ? static_cast<const VKTexture*>(texture)->GetRawTexIdentifier() : nullptr;
+ _dbg_assert_(VIDEO, !tex || tex->GetLayout() == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
+ StateTracker::GetInstance()->SetTexture(index, tex ? tex->GetView() : VK_NULL_HANDLE);
+}
+
void Renderer::SetSamplerState(u32 index, const SamplerState& state)
{
// Skip lookup if the state hasn't changed.
@@ -866,6 +876,12 @@ void Renderer::SetSamplerState(u32 index, const SamplerState& state)
m_sampler_states[index].hex = state.hex;
}
+void Renderer::UnbindTexture(const AbstractTexture* texture)
+{
+ StateTracker::GetInstance()->UnbindTexture(
+ static_cast<const VKTexture*>(texture)->GetRawTexIdentifier()->GetView());
+}
+
void Renderer::ResetSamplerStates()
{
// Ensure none of the sampler objects are in use.