// Copyright 2016 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include #include "Common/BitField.h" #include "Common/CommonTypes.h" #include "VideoBackends/Vulkan/VulkanLoader.h" namespace Vulkan { // Number of command buffers. Having two allows one buffer to be // executed whilst another is being built. constexpr size_t NUM_COMMAND_BUFFERS = 2; // Staging buffer usage - optimize for uploads or readbacks enum STAGING_BUFFER_TYPE { STAGING_BUFFER_TYPE_UPLOAD, STAGING_BUFFER_TYPE_READBACK }; // Descriptor set layouts enum DESCRIPTOR_SET_LAYOUT { DESCRIPTOR_SET_LAYOUT_STANDARD_UNIFORM_BUFFERS, DESCRIPTOR_SET_LAYOUT_STANDARD_SAMPLERS, DESCRIPTOR_SET_LAYOUT_STANDARD_SHADER_STORAGE_BUFFERS, DESCRIPTOR_SET_LAYOUT_UTILITY_UNIFORM_BUFFER, DESCRIPTOR_SET_LAYOUT_UTILITY_SAMPLERS, DESCRIPTOR_SET_LAYOUT_COMPUTE, NUM_DESCRIPTOR_SET_LAYOUTS }; // We use four pipeline layouts: // - Standard // - Per-stage UBO (VS/GS/PS, VS constants accessible from PS) [set=0, binding=0-2] // - 8 combined image samplers (accessible from PS) [set=1, binding=0-7] // - 1 SSBO accessible from PS if supported [set=2, binding=0] // - Utility // - 1 combined UBO, accessible from VS/GS/PS [set=0, binding=0] // - 8 combined image samplers (accessible from PS) [set=1, binding=0-7] // - 1 texel buffer (accessible from PS) [set=1, binding=8] // - Compute // - 1 uniform buffer [set=0, binding=0] // - 2 combined image samplers [set=0, binding=1-2] // - 2 texel buffers [set=0, binding=3-4] // - 1 storage image [set=0, binding=5] // // All four pipeline layout share the first two descriptor sets (uniform buffers, PS samplers). // The third descriptor set (see bind points above) is used for storage or texel buffers. // enum PIPELINE_LAYOUT { PIPELINE_LAYOUT_STANDARD, PIPELINE_LAYOUT_UTILITY, PIPELINE_LAYOUT_COMPUTE, NUM_PIPELINE_LAYOUTS }; // Uniform buffer bindings within the first descriptor set enum UNIFORM_BUFFER_DESCRIPTOR_SET_BINDING { UBO_DESCRIPTOR_SET_BINDING_PS, UBO_DESCRIPTOR_SET_BINDING_VS, UBO_DESCRIPTOR_SET_BINDING_GS, NUM_UBO_DESCRIPTOR_SET_BINDINGS }; // Maximum number of attributes per vertex (we don't have any more than this?) constexpr u32 MAX_VERTEX_ATTRIBUTES = 16; // Number of pixel shader texture slots constexpr u32 NUM_PIXEL_SHADER_SAMPLERS = 8; constexpr u32 NUM_COMPUTE_SHADER_SAMPLERS = 2; // Number of texel buffer binding points. constexpr u32 NUM_COMPUTE_TEXEL_BUFFERS = 2; // Textures that don't fit into this buffer will be uploaded with a separate buffer (see below). constexpr u32 TEXTURE_UPLOAD_BUFFER_SIZE = 32 * 1024 * 1024; // Textures greater than 1024*1024 will be put in staging textures that are released after // execution instead. A 2048x2048 texture is 16MB, and we'd only fit four of these in our // streaming buffer and be blocking frequently. Games are unlikely to have textures this // large anyway, so it's only really an issue for HD texture packs, and memory is not // a limiting factor in these scenarios anyway. constexpr u32 STAGING_TEXTURE_UPLOAD_THRESHOLD = 1024 * 1024 * 4; } // namespace Vulkan