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graphics: add experimental Pro mode and linear PSSR
Co-authored-by: Joshua Jayasingh <joshuajayasingh08@gmail.com>
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5e837a9bea
commit
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30 files changed
+1340
-278
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@@ -150,15 +150,21 @@ private:
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friend class CommandScheduler;
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};
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namespace Pssr {
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struct Request;
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}
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class RenderExecutor {
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public:
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explicit RenderExecutor(RenderContext& context): m_context(context) {}
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~RenderExecutor();
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KYTY_CLASS_NO_COPY(RenderExecutor);
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void DispatchDirect(uint64_t submit_id, CommandBuffer& buffer, uint32_t thread_group_x,
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uint32_t thread_group_y, uint32_t thread_group_z, uint32_t mode, bool async_compute);
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void DispatchIndirect(uint64_t submit_id, CommandBuffer& buffer, uint64_t args_addr,
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uint32_t mode, bool async_compute);
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void ProcessPssr(CommandBuffer& buffer, const Pssr::Request& request);
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void PrepareBindings(const ShaderStageRuntime& runtime, PreparedBindings& prepared);
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void FindBuffers(std::span<PreparedBindings* const> stages);
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@@ -219,6 +225,9 @@ private:
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std::vector<ImageId> m_bound_images;
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std::vector<vk::DescriptorImageInfo> m_descriptor_images;
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std::vector<vk::WriteDescriptorSet> m_descriptor_writes;
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vk::DescriptorSetLayout m_pssr_descriptor_layout = nullptr;
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vk::PipelineLayout m_pssr_pipeline_layout = nullptr;
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vk::Pipeline m_pssr_pipeline = nullptr;
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friend class CommandProcessor;
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friend struct RenderExecutorTestAccess;
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