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mirror of https://github.com/EduApps-CDG/OpenDX synced 2024-12-30 09:45:37 +01:00
OpenDX/src/dxvk/dxvk_context_state.h
Philip Rebohle 422198952a
[dxvk] Use minimal set of dynamic state
We don't need to enable blend constants for pipelines that don't
have blending enabled, etc. This helps reduce the number of API
calls slightly and may help the driver work more efficiently.
2019-01-16 20:55:41 +01:00

147 lines
4.7 KiB
C++

#pragma once
#include "dxvk_buffer.h"
#include "dxvk_compute.h"
#include "dxvk_constant_state.h"
#include "dxvk_framebuffer.h"
#include "dxvk_graphics.h"
#include "dxvk_image.h"
#include "dxvk_limits.h"
#include "dxvk_pipelayout.h"
#include "dxvk_sampler.h"
#include "dxvk_shader.h"
namespace dxvk {
/**
* \brief Graphics pipeline state flags
*
* Stores some information on which state
* of the graphics and compute pipelines
* has changed and/or needs to be updated.
*/
enum class DxvkContextFlag : uint64_t {
GpRenderPassBound, ///< Render pass is currently bound
GpXfbActive, ///< Transform feedback is enabled
GpClearRenderTargets, ///< Render targets need to be cleared
GpDirtyFramebuffer, ///< Framebuffer binding is out of date
GpDirtyPipeline, ///< Graphics pipeline binding is out of date
GpDirtyPipelineState, ///< Graphics pipeline needs to be recompiled
GpDirtyResources, ///< Graphics pipeline resource bindings are out of date
GpDirtyDescriptorOffsets, ///< Graphics descriptor set needs to be rebound
GpDirtyDescriptorSet, ///< Graphics descriptor set needs to be updated
GpDirtyVertexBuffers, ///< Vertex buffer bindings are out of date
GpDirtyIndexBuffer, ///< Index buffer binding are out of date
GpDirtyXfbBuffers, ///< Transform feedback buffer bindings are out of date
GpDirtyXfbCounters, ///< Counter buffer values are dirty
GpDirtyBlendConstants, ///< Blend constants have changed
GpDirtyDepthBias, ///< Depth bias has changed
GpDirtyStencilRef, ///< Stencil reference has changed
GpDirtyViewport, ///< Viewport state has changed
GpDynamicBlendConstants, ///< Blend constants are dynamic
GpDynamicDepthBias, ///< Depth bias is dynamic
GpDynamicStencilRef, ///< Stencil reference is dynamic
CpDirtyPipeline, ///< Compute pipeline binding are out of date
CpDirtyPipelineState, ///< Compute pipeline needs to be recompiled
CpDirtyResources, ///< Compute pipeline resource bindings are out of date
CpDirtyDescriptorOffsets, ///< Compute descriptor set needs to be rebound
CpDirtyDescriptorSet, ///< Compute descriptor set needs to be updated
DirtyDrawBuffer, ///< Indirect argument buffer is dirty
};
using DxvkContextFlags = Flags<DxvkContextFlag>;
struct DxvkIndirectDrawState {
DxvkBufferSlice argBuffer;
};
struct DxvkVertexInputState {
DxvkBufferSlice indexBuffer;
VkIndexType indexType = VK_INDEX_TYPE_UINT32;
uint32_t bindingMask = 0;
std::array<DxvkBufferSlice, DxvkLimits::MaxNumVertexBindings> vertexBuffers = { };
std::array<uint32_t, DxvkLimits::MaxNumVertexBindings> vertexStrides = { };
};
struct DxvkViewportState {
std::array<VkViewport, DxvkLimits::MaxNumViewports> viewports = { };
std::array<VkRect2D, DxvkLimits::MaxNumViewports> scissorRects = { };
};
struct DxvkDynamicDepthState {
float depthBiasConstant = 0.0f;
float depthBiasClamp = 0.0f;
float depthBiasSlope = 0.0f;
};
struct DxvkOutputMergerState {
std::array<VkClearValue, MaxNumRenderTargets + 1> clearValues = { };
DxvkRenderTargets renderTargets;
DxvkRenderPassOps renderPassOps;
Rc<DxvkFramebuffer> framebuffer = nullptr;
DxvkBlendConstants blendConstants = { 0.0f, 0.0f, 0.0f, 0.0f };
uint32_t stencilReference = 0;
};
struct DxvkXfbState {
std::array<DxvkBufferSlice, MaxNumXfbBuffers> buffers;
std::array<DxvkBufferSlice, MaxNumXfbBuffers> counters;
};
struct DxvkShaderStage {
Rc<DxvkShader> shader;
};
struct DxvkGraphicsPipelineState {
DxvkShaderStage vs;
DxvkShaderStage tcs;
DxvkShaderStage tes;
DxvkShaderStage gs;
DxvkShaderStage fs;
DxvkGraphicsPipelineStateInfo state;
DxvkGraphicsPipelineFlags flags;
Rc<DxvkGraphicsPipeline> pipeline;
};
struct DxvkComputePipelineState {
DxvkShaderStage cs;
DxvkComputePipelineStateInfo state;
Rc<DxvkComputePipeline> pipeline;
};
/**
* \brief Pipeline state
*
* Stores all bound shaders, resources,
* and constant pipeline state objects.
*/
struct DxvkContextState {
DxvkIndirectDrawState id;
DxvkVertexInputState vi;
DxvkViewportState vp;
DxvkDynamicDepthState ds;
DxvkOutputMergerState om;
DxvkXfbState xfb;
DxvkGraphicsPipelineState gp;
DxvkComputePipelineState cp;
};
}