36 lines
2.1 KiB
C++
36 lines
2.1 KiB
C++
// Adapter between a game's own textures and the preset M engine: input conversion, the frame and the copy into
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// the game's output texture, all recorded into the game's command buffer. Separate from GameUpscaler (preset K).
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#pragma once
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#include "game.h"
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namespace d4r {
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struct GameFrameM {
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GameImage color, depth, motion, output; // as for GameUpscaler; compatible views at origin zero may be borrowed
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float jitter[2] = {0, 0};
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float motionToRender[2] = {1, 1}; // (motion texel + motionOffset) * this = render pixels
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float motionOffset[2] = {0, 0}; // jittered motion vectors: jitter - previous jitter, motion texel units
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bool reset = false;
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bool depthInverted = true;
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uint32_t renderWidth = 0, renderHeight = 0; // zero selects the adapter capacity
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};
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class GameUpscalerM {
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public:
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// The model must outlive this object. Constructor render dimensions allocate capacity, at most the output size.
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// Vulkan frames may change active size within that capacity; external networks keep a fixed grid.
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GameUpscalerM(MModel& model, VkPhysicalDevice physical, VkDevice device, uint32_t outputWidth, uint32_t outputHeight,
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uint32_t renderWidth, uint32_t renderHeight, const ExternalNetwork* external = nullptr);
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~GameUpscalerM(); // only once every recorded frame has completed on the GPU
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GameUpscalerM(const GameUpscalerM&) = delete;
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GameUpscalerM& operator=(const GameUpscalerM&) = delete;
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void record(VkCommandBuffer command, const GameFrameM& frame);
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// With an external network (ExternalNetwork): the part before it (input copies, exposure, input stage) and the
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// part after it (expansion, reconstruction, downsample, the copy into the game's output). The network must run
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// between the two on the GPU; the caller orders them (the shim splits the game's command list there).
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void recordFront(VkCommandBuffer command, const GameFrameM& frame);
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void recordBack(VkCommandBuffer command, const GameFrameM& frame);
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private:
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struct Impl;
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std::unique_ptr<Impl> impl;
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};
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} // namespace d4r
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