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// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <array>
#include "video_core/vulkan_common/vulkan_memory_allocator.h"
#include "video_core/vulkan_common/vulkan_wrapper.h"
namespace Vulkan {
class Device;
class Scheduler;
class StagingBufferPool;
class SMAA {
public:
explicit SMAA(const Device& device, MemoryAllocator& allocator, size_t image_count,
VkExtent2D extent);
VkImageView Draw(Scheduler& scheduler, size_t image_index, VkImage source_image,
VkImageView source_image_view);
private:
enum SMAAStage {
EdgeDetection = 0,
BlendingWeightCalculation = 1,
NeighborhoodBlending = 2,
MaxSMAAStage = 3,
};
enum StaticImageType {
Area = 0,
Search = 1,
MaxStaticImage = 2,
};
enum DynamicImageType {
Blend = 0,
Edges = 1,
Output = 2,
MaxDynamicImage = 3,
};
void CreateImages();
void CreateRenderPasses();
void CreateSampler();
void CreateShaders();
void CreateDescriptorPool();
void CreateDescriptorSetLayouts();
void CreateDescriptorSets();
void CreatePipelineLayouts();
void CreatePipelines();
void UpdateDescriptorSets(VkImageView image_view, size_t image_index);
void UploadImages(Scheduler& scheduler);
const Device& m_device;
MemoryAllocator& m_allocator;
const VkExtent2D m_extent;
const u32 m_image_count;
vk::DescriptorPool m_descriptor_pool{};
std::array<vk::DescriptorSetLayout, MaxSMAAStage> m_descriptor_set_layouts{};
std::array<vk::PipelineLayout, MaxSMAAStage> m_pipeline_layouts{};
std::array<vk::ShaderModule, MaxSMAAStage> m_vertex_shaders{};
std::array<vk::ShaderModule, MaxSMAAStage> m_fragment_shaders{};
std::array<vk::Pipeline, MaxSMAAStage> m_pipelines{};
std::array<vk::RenderPass, MaxSMAAStage> m_renderpasses{};
std::array<vk::Image, MaxStaticImage> m_static_images{};
std::array<vk::ImageView, MaxStaticImage> m_static_image_views{};
struct Images {
vk::DescriptorSets descriptor_sets{};
std::array<vk::Image, MaxDynamicImage> images{};
std::array<vk::ImageView, MaxDynamicImage> image_views{};
std::array<vk::Framebuffer, MaxSMAAStage> framebuffers{};
};
std::vector<Images> m_dynamic_images{};
bool m_images_ready{};
vk::Sampler m_sampler{};
};
} // namespace Vulkan
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