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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_graphics_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 Flags that describe pipeline properties
*/
enum class DxvkGraphicsPipelineFlag {
HasTransformFeedback,
HasStorageDescriptors,
};
using DxvkGraphicsPipelineFlags = Flags<DxvkGraphicsPipelineFlag>;
/**
* \brief Shaders used in graphics pipelines
*/
struct DxvkGraphicsPipelineShaders {
Rc<DxvkShader> vs;
Rc<DxvkShader> tcs;
Rc<DxvkShader> tes;
Rc<DxvkShader> gs;
Rc<DxvkShader> fs;
bool eq(const DxvkGraphicsPipelineShaders& other) const {
return vs == other.vs && tcs == other.tcs
&& tes == other.tes && gs == other.gs
&& fs == other.fs;
}
size_t hash() const {
DxvkHashState state;
state.add(DxvkShader::getHash(vs));
state.add(DxvkShader::getHash(tcs));
state.add(DxvkShader::getHash(tes));
state.add(DxvkShader::getHash(gs));
state.add(DxvkShader::getHash(fs));
return state;
}
};
/**
* \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()
: m_stateVector (),
m_renderPass (VK_NULL_HANDLE),
m_pipeline (VK_NULL_HANDLE) { }
DxvkGraphicsPipelineInstance(
const DxvkGraphicsPipelineStateInfo& state,
const DxvkRenderPass* 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,
const DxvkRenderPass* rp) {
return m_renderPass == rp
&& m_stateVector == state;
}
/**
* \brief Retrieves pipeline
* \returns The pipeline handle
*/
VkPipeline pipeline() const {
return m_pipeline;
}
private:
DxvkGraphicsPipelineStateInfo m_stateVector;
const DxvkRenderPass* 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 {
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public:
DxvkGraphicsPipeline(
DxvkPipelineManager* pipeMgr,
DxvkGraphicsPipelineShaders shaders);
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~DxvkGraphicsPipeline();
/**
* \brief Shaders used by the pipeline
* \returns Shaders used by the pipeline
*/
const DxvkGraphicsPipelineShaders& shaders() const {
return m_shaders;
}
/**
* \brief Returns graphics pipeline flags
* \returns Graphics pipeline property flags
*/
DxvkGraphicsPipelineFlags flags() const {
return m_flags;
}
/**
* \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);
/**
* \brief Compiles a pipeline
*
* Asynchronously compiles the given pipeline
* and stores the result for future use.
* \param [in] state Pipeline state vector
* \param [in] renderPass The render pass
*/
void compilePipeline(
const DxvkGraphicsPipelineStateInfo& state,
const DxvkRenderPass* renderPass);
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private:
Rc<vk::DeviceFn> m_vkd;
DxvkPipelineManager* m_pipeMgr;
DxvkGraphicsPipelineShaders m_shaders;
DxvkDescriptorSlotMapping m_slotMapping;
Rc<DxvkPipelineLayout> m_layout;
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uint32_t m_vsIn = 0;
uint32_t m_fsOut = 0;
DxvkGraphicsPipelineFlags m_flags;
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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DxvkGraphicsPipelineInstance* createInstance(
const DxvkGraphicsPipelineStateInfo& state,
const DxvkRenderPass* renderPass);
DxvkGraphicsPipelineInstance* findInstance(
const DxvkGraphicsPipelineStateInfo& state,
const DxvkRenderPass* renderPass);
VkPipeline createPipeline(
const DxvkGraphicsPipelineStateInfo& state,
const DxvkRenderPass* renderPass) const;
void destroyPipeline(
VkPipeline pipeline) const;
DxvkShaderModule createShaderModule(
const Rc<DxvkShader>& shader,
const DxvkShaderModuleCreateInfo& info) 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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};
}