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OpenDX/src/dxvk/dxvk_compute.h

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#pragma once
#include "dxvk_pipecache.h"
#include "dxvk_pipelayout.h"
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#include "dxvk_resource.h"
#include "dxvk_shader.h"
namespace dxvk {
class DxvkDevice;
/**
* \brief Compute pipeline
*
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* Stores a compute pipeline object and the corresponding
* pipeline layout. Unlike graphics pipelines, compute
* pipelines do not need to be recompiled against any sort
* of pipeline state.
*/
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class DxvkComputePipeline : public DxvkResource {
public:
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DxvkComputePipeline(
const DxvkDevice* device,
const Rc<DxvkPipelineCache>& cache,
const Rc<DxvkShader>& cs);
~DxvkComputePipeline();
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/**
* \brief Pipeline layout
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*
* Stores the pipeline layout and the descriptor set
* layout, as well as information on the resource
* slots used by the pipeline.
* \returns Pipeline layout
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*/
Rc<DxvkPipelineLayout> layout() const {
return m_layout;
}
/**
* \brief Pipeline handle
* \returns Pipeline handle
*/
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VkPipeline getPipelineHandle() const {
return m_pipeline;
}
private:
const DxvkDevice* const m_device;
const Rc<vk::DeviceFn> m_vkd;
Rc<DxvkPipelineCache> m_cache;
Rc<DxvkPipelineLayout> m_layout;
Rc<DxvkShaderModule> m_cs;
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VkPipeline m_pipeline = VK_NULL_HANDLE;
void compilePipeline();
};
}