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// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <array>
#include <optional>
#include <vector>
#include "common/common_types.h"
#include "video_core/engines/maxwell_3d.h"
#include "video_core/renderer_vulkan/fixed_pipeline_state.h"
#include "video_core/renderer_vulkan/vk_descriptor_pool.h"
#include "video_core/renderer_vulkan/vk_shader_decompiler.h"
#include "video_core/vulkan_common/vulkan_wrapper.h"
namespace Vulkan {
using Maxwell = Tegra::Engines::Maxwell3D::Regs;
struct GraphicsPipelineCacheKey {
VkRenderPass renderpass;
std::array<GPUVAddr, Maxwell::MaxShaderProgram> shaders;
FixedPipelineState fixed_state;
std::size_t Hash() const noexcept;
bool operator==(const GraphicsPipelineCacheKey& rhs) const noexcept;
bool operator!=(const GraphicsPipelineCacheKey& rhs) const noexcept {
return !operator==(rhs);
}
std::size_t Size() const noexcept {
return sizeof(renderpass) + sizeof(shaders) + fixed_state.Size();
}
};
static_assert(std::has_unique_object_representations_v<GraphicsPipelineCacheKey>);
static_assert(std::is_trivially_copyable_v<GraphicsPipelineCacheKey>);
static_assert(std::is_trivially_constructible_v<GraphicsPipelineCacheKey>);
class Device;
class VKDescriptorPool;
class VKScheduler;
class VKUpdateDescriptorQueue;
using SPIRVProgram = std::array<std::optional<SPIRVShader>, Maxwell::MaxShaderStage>;
class VKGraphicsPipeline final {
public:
explicit VKGraphicsPipeline(const Device& device_, VKScheduler& scheduler_,
VKDescriptorPool& descriptor_pool,
VKUpdateDescriptorQueue& update_descriptor_queue_,
const GraphicsPipelineCacheKey& key,
vk::Span<VkDescriptorSetLayoutBinding> bindings,
const SPIRVProgram& program, u32 num_color_buffers);
~VKGraphicsPipeline();
VkDescriptorSet CommitDescriptorSet();
VkPipeline GetHandle() const {
return *pipeline;
}
VkPipelineLayout GetLayout() const {
return *layout;
}
GraphicsPipelineCacheKey GetCacheKey() const {
return cache_key;
}
private:
vk::DescriptorSetLayout CreateDescriptorSetLayout(
vk::Span<VkDescriptorSetLayoutBinding> bindings) const;
vk::PipelineLayout CreatePipelineLayout() const;
vk::DescriptorUpdateTemplateKHR CreateDescriptorUpdateTemplate(
const SPIRVProgram& program) const;
std::vector<vk::ShaderModule> CreateShaderModules(const SPIRVProgram& program) const;
vk::Pipeline CreatePipeline(const SPIRVProgram& program, VkRenderPass renderpass,
u32 num_color_buffers) const;
const Device& device;
VKScheduler& scheduler;
const GraphicsPipelineCacheKey cache_key;
const u64 hash;
vk::DescriptorSetLayout descriptor_set_layout;
DescriptorAllocator descriptor_allocator;
VKUpdateDescriptorQueue& update_descriptor_queue;
vk::PipelineLayout layout;
vk::DescriptorUpdateTemplateKHR descriptor_template;
std::vector<vk::ShaderModule> modules;
vk::Pipeline pipeline;
};
} // namespace Vulkan
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