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OpenDX/src/dxvk/dxvk_graphics.h

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#pragma once
#include <mutex>
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#include "dxvk_bind_mask.h"
#include "dxvk_constant_state.h"
#include "dxvk_pipecache.h"
#include "dxvk_pipelayout.h"
#include "dxvk_renderpass.h"
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#include "dxvk_resource.h"
#include "dxvk_shader.h"
#include "dxvk_stats.h"
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namespace dxvk {
class DxvkDevice;
class DxvkPipelineManager;
/**
* \brief Graphics pipeline state info
*
* Stores all information that is required to create
* a graphics pipeline, except the shader objects
* themselves. Also used to identify pipelines using
* the current pipeline state vector.
*/
struct DxvkGraphicsPipelineStateInfo {
DxvkGraphicsPipelineStateInfo();
DxvkGraphicsPipelineStateInfo(
const DxvkGraphicsPipelineStateInfo& other);
DxvkGraphicsPipelineStateInfo& operator = (
const DxvkGraphicsPipelineStateInfo& other);
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bool operator == (const DxvkGraphicsPipelineStateInfo& other) const;
bool operator != (const DxvkGraphicsPipelineStateInfo& other) const;
DxvkBindingMask bsBindingMask;
VkPrimitiveTopology iaPrimitiveTopology;
VkBool32 iaPrimitiveRestart;
uint32_t iaPatchVertexCount;
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uint32_t ilAttributeCount;
uint32_t ilBindingCount;
VkVertexInputAttributeDescription ilAttributes[DxvkLimits::MaxNumVertexAttributes];
VkVertexInputBindingDescription ilBindings[DxvkLimits::MaxNumVertexBindings];
uint32_t ilDivisors[DxvkLimits::MaxNumVertexBindings];
VkBool32 rsDepthClampEnable;
VkBool32 rsDepthBiasEnable;
VkPolygonMode rsPolygonMode;
VkCullModeFlags rsCullMode;
VkFrontFace rsFrontFace;
uint32_t rsViewportCount;
VkSampleCountFlags rsSampleCount;
VkSampleCountFlags msSampleCount;
uint32_t msSampleMask;
VkBool32 msEnableAlphaToCoverage;
VkBool32 msEnableAlphaToOne;
VkBool32 dsEnableDepthTest;
VkBool32 dsEnableDepthWrite;
VkBool32 dsEnableStencilTest;
VkCompareOp dsDepthCompareOp;
VkStencilOpState dsStencilOpFront;
VkStencilOpState dsStencilOpBack;
VkBool32 omEnableLogicOp;
VkLogicOp omLogicOp;
VkPipelineColorBlendAttachmentState omBlendAttachments[MaxNumRenderTargets];
VkComponentMapping omComponentMapping[MaxNumRenderTargets];
};
/**
* \brief Common graphics pipeline state
*
* Non-dynamic pipeline state that cannot
* be changed dynamically.
*/
struct DxvkGraphicsCommonPipelineStateInfo {
bool msSampleShadingEnable;
float msSampleShadingFactor;
};
/**
* \brief Graphics pipeline instance
*
* Stores a state vector and the
* corresponding pipeline handle.
*/
class DxvkGraphicsPipelineInstance {
public:
DxvkGraphicsPipelineInstance() { }
DxvkGraphicsPipelineInstance(
const DxvkGraphicsPipelineStateInfo& state,
VkRenderPass rp,
VkPipeline pipe)
: m_stateVector (state),
m_renderPass (rp),
m_pipeline (pipe) { }
/**
* \brief Checks for matching pipeline state
*
* \param [in] stateVector Graphics pipeline state
* \param [in] renderPass Render pass handle
* \returns \c true if the specialization is compatible
*/
bool isCompatible(
const DxvkGraphicsPipelineStateInfo& state,
VkRenderPass rp) const {
return m_stateVector == state
&& m_renderPass == rp;
}
/**
* \brief Retrieves pipeline
* \returns The pipeline handle
*/
VkPipeline pipeline() const {
return m_pipeline;
}
private:
DxvkGraphicsPipelineStateInfo m_stateVector;
VkRenderPass m_renderPass;
VkPipeline m_pipeline;
};
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/**
* \brief Graphics pipeline
*
* Stores the pipeline layout as well as methods to
* recompile the graphics pipeline against a given
* pipeline state vector.
*/
class DxvkGraphicsPipeline : public DxvkResource {
public:
DxvkGraphicsPipeline(
DxvkPipelineManager* pipeMgr,
const Rc<DxvkShader>& vs,
const Rc<DxvkShader>& tcs,
const Rc<DxvkShader>& tes,
const Rc<DxvkShader>& gs,
const Rc<DxvkShader>& fs);
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~DxvkGraphicsPipeline();
/**
* \brief Pipeline layout
*
* Stores the pipeline layout and the descriptor set
* layout, as well as information on the resource
* slots used by the pipeline.
* \returns Pipeline layout
*/
DxvkPipelineLayout* layout() const {
return m_layout.ptr();
}
/**
* \brief Queries shader for a given stage
*
* In case no shader is specified for the
* given stage, \c nullptr will be returned.
* \param [in] stage The shader stage
* \returns Shader of the given stage
*/
Rc<DxvkShader> getShader(
VkShaderStageFlagBits stage) const;
/**
* \brief Pipeline handle
*
* Retrieves a pipeline handle for the given pipeline
* state. If necessary, a new pipeline will be created.
* \param [in] state Pipeline state vector
* \param [in] renderPass The render pass
* \returns Pipeline handle
*/
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VkPipeline getPipelineHandle(
const DxvkGraphicsPipelineStateInfo& state,
const DxvkRenderPass& renderPass);
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private:
struct PipelineStruct {
DxvkGraphicsPipelineStateInfo stateVector;
VkRenderPass renderPass;
VkPipeline pipeline;
};
Rc<vk::DeviceFn> m_vkd;
DxvkPipelineManager* m_pipeMgr;
Rc<DxvkPipelineLayout> m_layout;
Rc<DxvkShaderModule> m_vs;
Rc<DxvkShaderModule> m_tcs;
Rc<DxvkShaderModule> m_tes;
Rc<DxvkShaderModule> m_gs;
Rc<DxvkShaderModule> m_fs;
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uint32_t m_vsIn = 0;
uint32_t m_fsOut = 0;
DxvkGraphicsCommonPipelineStateInfo m_common;
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// List of pipeline instances, shared between threads
alignas(CACHE_LINE_SIZE) sync::Spinlock m_mutex;
std::vector<DxvkGraphicsPipelineInstance> m_pipelines;
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// Pipeline handles used for derivative pipelines
std::atomic<VkPipeline> m_basePipeline = { VK_NULL_HANDLE };
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const DxvkGraphicsPipelineInstance* findInstance(
const DxvkGraphicsPipelineStateInfo& state,
VkRenderPass renderPass) const;
VkPipeline compilePipeline(
const DxvkGraphicsPipelineStateInfo& state,
VkRenderPass renderPass,
VkPipeline baseHandle) const;
void destroyPipeline(
VkPipeline pipeline) const;
bool validatePipelineState(
const DxvkGraphicsPipelineStateInfo& state) const;
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void writePipelineStateToCache(
const DxvkGraphicsPipelineStateInfo& state,
const DxvkRenderPassFormat& format) const;
void logPipelineState(
LogLevel level,
const DxvkGraphicsPipelineStateInfo& state) const;
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};
}