From aff44684a4b904974b2d01ba604976f4baac000e Mon Sep 17 00:00:00 2001 From: Stenzek Date: Thu, 20 Jul 2017 15:25:33 +1000 Subject: Vulkan: Move shader/pipeline-related methods to ShaderCache --- .../VideoBackends/Vulkan/FramebufferManager.cpp | 26 +++++++++++----------- 1 file changed, 13 insertions(+), 13 deletions(-) (limited to 'Source/Core/VideoBackends/Vulkan/FramebufferManager.cpp') diff --git a/Source/Core/VideoBackends/Vulkan/FramebufferManager.cpp b/Source/Core/VideoBackends/Vulkan/FramebufferManager.cpp index be751f636e..dec6d9e952 100644 --- a/Source/Core/VideoBackends/Vulkan/FramebufferManager.cpp +++ b/Source/Core/VideoBackends/Vulkan/FramebufferManager.cpp @@ -435,8 +435,8 @@ void FramebufferManager::ReinterpretPixelData(int convtype) UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(), g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD), - m_efb_load_render_pass, g_object_cache->GetScreenQuadVertexShader(), - g_object_cache->GetScreenQuadGeometryShader(), pixel_shader); + m_efb_load_render_pass, g_shader_cache->GetScreenQuadVertexShader(), + g_shader_cache->GetScreenQuadGeometryShader(), pixel_shader); RasterizationState rs_state = Util::GetNoCullRasterizationState(); rs_state.samples = m_efb_samples; @@ -510,8 +510,8 @@ Texture2D* FramebufferManager::ResolveEFBDepthTexture(const VkRect2D& region) // Draw using resolve shader to write the minimum depth of all samples to the resolve texture. UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(), g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD), - m_depth_resolve_render_pass, g_object_cache->GetScreenQuadVertexShader(), - g_object_cache->GetScreenQuadGeometryShader(), m_ps_depth_resolve); + m_depth_resolve_render_pass, g_shader_cache->GetScreenQuadVertexShader(), + g_shader_cache->GetScreenQuadGeometryShader(), m_ps_depth_resolve); draw.BeginRenderPass(m_depth_resolve_framebuffer, region); draw.SetPSSampler(0, m_efb_depth_texture->GetView(), g_object_cache->GetPointSampler()); draw.SetViewportAndScissor(region.offset.x, region.offset.y, region.extent.width, @@ -641,7 +641,7 @@ bool FramebufferManager::CompileConversionShaders() } )"; - std::string header = g_object_cache->GetUtilityShaderHeader(); + std::string header = g_shader_cache->GetUtilityShaderHeader(); DestroyConversionShaders(); m_ps_rgb8_to_rgba6 = Util::CompileAndCreateFragmentShader(header + RGB8_TO_RGBA6_SHADER_SOURCE); @@ -698,7 +698,7 @@ bool FramebufferManager::PopulateColorReadbackTexture() UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(), g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD), - m_copy_color_render_pass, g_object_cache->GetScreenQuadVertexShader(), + m_copy_color_render_pass, g_shader_cache->GetScreenQuadVertexShader(), VK_NULL_HANDLE, m_copy_color_shader); VkRect2D rect = {{0, 0}, {EFB_WIDTH, EFB_HEIGHT}}; @@ -781,7 +781,7 @@ bool FramebufferManager::PopulateDepthReadbackTexture() UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(), g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD), - m_copy_depth_render_pass, g_object_cache->GetScreenQuadVertexShader(), + m_copy_depth_render_pass, g_shader_cache->GetScreenQuadVertexShader(), VK_NULL_HANDLE, m_copy_depth_shader); VkRect2D rect = {{0, 0}, {EFB_WIDTH, EFB_HEIGHT}}; @@ -956,10 +956,10 @@ bool FramebufferManager::CompileReadbackShaders() } )"; - source = g_object_cache->GetUtilityShaderHeader() + COPY_COLOR_SHADER_SOURCE; + source = g_shader_cache->GetUtilityShaderHeader() + COPY_COLOR_SHADER_SOURCE; m_copy_color_shader = Util::CompileAndCreateFragmentShader(source); - source = g_object_cache->GetUtilityShaderHeader() + COPY_DEPTH_SHADER_SOURCE; + source = g_shader_cache->GetUtilityShaderHeader() + COPY_DEPTH_SHADER_SOURCE; m_copy_depth_shader = Util::CompileAndCreateFragmentShader(source); return m_copy_color_shader != VK_NULL_HANDLE && m_copy_depth_shader != VK_NULL_HANDLE; @@ -1176,7 +1176,7 @@ void FramebufferManager::DrawPokeVertices(const EFBPokeVertex* vertices, size_t pipeline_info.depth_stencil_state.compare_op = VK_COMPARE_OP_ALWAYS; } - VkPipeline pipeline = g_object_cache->GetPipeline(pipeline_info); + VkPipeline pipeline = g_shader_cache->GetPipeline(pipeline_info); if (pipeline == VK_NULL_HANDLE) { PanicAlert("Failed to get pipeline for EFB poke draw"); @@ -1309,7 +1309,7 @@ bool FramebufferManager::CompilePokeShaders() } )"; - std::string source = g_object_cache->GetUtilityShaderHeader(); + std::string source = g_shader_cache->GetUtilityShaderHeader(); if (m_poke_primitive_topology == VK_PRIMITIVE_TOPOLOGY_POINT_LIST) source += "#define USE_POINT_SIZE 1\n"; source += POKE_VERTEX_SHADER_SOURCE; @@ -1319,13 +1319,13 @@ bool FramebufferManager::CompilePokeShaders() if (g_vulkan_context->SupportsGeometryShaders()) { - source = g_object_cache->GetUtilityShaderHeader() + POKE_GEOMETRY_SHADER_SOURCE; + source = g_shader_cache->GetUtilityShaderHeader() + POKE_GEOMETRY_SHADER_SOURCE; m_poke_geometry_shader = Util::CompileAndCreateGeometryShader(source); if (m_poke_geometry_shader == VK_NULL_HANDLE) return false; } - source = g_object_cache->GetUtilityShaderHeader() + POKE_PIXEL_SHADER_SOURCE; + source = g_shader_cache->GetUtilityShaderHeader() + POKE_PIXEL_SHADER_SOURCE; m_poke_fragment_shader = Util::CompileAndCreateFragmentShader(source); if (m_poke_fragment_shader == VK_NULL_HANDLE) return false; -- cgit v1.2.3