mirror of
https://github.com/EduApps-CDG/OpenDX
synced 2024-12-30 09:45:37 +01:00
344 lines
10 KiB
C++
344 lines
10 KiB
C++
#pragma once
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#include <mutex>
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#include "dxvk_bind_mask.h"
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#include "dxvk_constant_state.h"
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#include "dxvk_pipecache.h"
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#include "dxvk_pipelayout.h"
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#include "dxvk_renderpass.h"
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#include "dxvk_resource.h"
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#include "dxvk_shader.h"
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#include "dxvk_stats.h"
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namespace dxvk {
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class DxvkDevice;
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class DxvkPipelineManager;
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/**
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* \brief Flags that describe pipeline properties
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*/
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enum class DxvkGraphicsPipelineFlag {
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HasTransformFeedback,
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HasFsStorageDescriptors,
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HasVsStorageDescriptors,
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};
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using DxvkGraphicsPipelineFlags = Flags<DxvkGraphicsPipelineFlag>;
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/**
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* \brief Shaders used in graphics pipelines
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*/
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struct DxvkGraphicsPipelineShaders {
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Rc<DxvkShader> vs;
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Rc<DxvkShader> tcs;
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Rc<DxvkShader> tes;
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Rc<DxvkShader> gs;
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Rc<DxvkShader> fs;
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bool eq(const DxvkGraphicsPipelineShaders& other) const {
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return vs == other.vs && tcs == other.tcs
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&& tes == other.tes && gs == other.gs
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&& fs == other.fs;
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}
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size_t hash() const {
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DxvkHashState state;
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state.add(DxvkShader::getHash(vs));
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state.add(DxvkShader::getHash(tcs));
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state.add(DxvkShader::getHash(tes));
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state.add(DxvkShader::getHash(gs));
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state.add(DxvkShader::getHash(fs));
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return state;
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}
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};
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/**
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* \brief Graphics pipeline state info
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*
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* Stores all information that is required to create
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* a graphics pipeline, except the shader objects
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* themselves. Also used to identify pipelines using
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* the current pipeline state vector.
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*/
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struct DxvkGraphicsPipelineStateInfo {
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DxvkGraphicsPipelineStateInfo();
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DxvkGraphicsPipelineStateInfo(
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const DxvkGraphicsPipelineStateInfo& other);
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DxvkGraphicsPipelineStateInfo& operator = (
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const DxvkGraphicsPipelineStateInfo& other);
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bool operator == (const DxvkGraphicsPipelineStateInfo& other) const;
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bool operator != (const DxvkGraphicsPipelineStateInfo& other) const;
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bool useDynamicStencilRef() const {
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return dsEnableStencilTest;
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}
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bool useDynamicDepthBias() const {
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return rsDepthBiasEnable;
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}
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bool useDynamicDepthBounds() const {
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return dsEnableDepthBoundsTest;
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}
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bool useDynamicBlendConstants() const {
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bool result = false;
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for (uint32_t i = 0; i < MaxNumRenderTargets && !result; i++) {
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result |= omBlendAttachments[i].blendEnable
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&& (util::isBlendConstantBlendFactor(omBlendAttachments[i].srcColorBlendFactor)
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|| util::isBlendConstantBlendFactor(omBlendAttachments[i].dstColorBlendFactor)
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|| util::isBlendConstantBlendFactor(omBlendAttachments[i].srcAlphaBlendFactor)
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|| util::isBlendConstantBlendFactor(omBlendAttachments[i].dstAlphaBlendFactor));
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}
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return result;
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}
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DxvkBindingMask bsBindingMask;
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VkPrimitiveTopology iaPrimitiveTopology;
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VkBool32 iaPrimitiveRestart;
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uint32_t iaPatchVertexCount;
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uint32_t ilAttributeCount;
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uint32_t ilBindingCount;
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VkVertexInputAttributeDescription ilAttributes[DxvkLimits::MaxNumVertexAttributes];
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VkVertexInputBindingDescription ilBindings[DxvkLimits::MaxNumVertexBindings];
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uint32_t ilDivisors[DxvkLimits::MaxNumVertexBindings];
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VkBool32 rsDepthClipEnable;
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VkBool32 rsDepthBiasEnable;
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VkPolygonMode rsPolygonMode;
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VkCullModeFlags rsCullMode;
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VkFrontFace rsFrontFace;
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uint32_t rsViewportCount;
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VkSampleCountFlags rsSampleCount;
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VkSampleCountFlags msSampleCount;
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uint32_t msSampleMask;
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VkBool32 msEnableAlphaToCoverage;
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VkBool32 dsEnableDepthTest;
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VkBool32 dsEnableDepthWrite;
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VkBool32 dsEnableDepthBoundsTest;
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VkBool32 dsEnableStencilTest;
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VkCompareOp dsDepthCompareOp;
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VkStencilOpState dsStencilOpFront;
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VkStencilOpState dsStencilOpBack;
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VkBool32 omEnableLogicOp;
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VkLogicOp omLogicOp;
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VkPipelineColorBlendAttachmentState omBlendAttachments[MaxNumRenderTargets];
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VkComponentMapping omComponentMapping[MaxNumRenderTargets];
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uint32_t scSpecConstants[MaxNumSpecConstants];
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};
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/**
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* \brief Common graphics pipeline state
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*
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* Non-dynamic pipeline state that cannot
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* be changed dynamically.
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*/
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struct DxvkGraphicsCommonPipelineStateInfo {
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bool msSampleShadingEnable;
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float msSampleShadingFactor;
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};
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/**
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* \brief Graphics pipeline instance
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*
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* Stores a state vector and the
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* corresponding pipeline handle.
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*/
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class DxvkGraphicsPipelineInstance {
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public:
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DxvkGraphicsPipelineInstance()
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: m_stateVector (),
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m_renderPass (VK_NULL_HANDLE),
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m_pipeline (VK_NULL_HANDLE) { }
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DxvkGraphicsPipelineInstance(
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const DxvkGraphicsPipelineStateInfo& state,
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const DxvkRenderPass* rp,
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VkPipeline pipe)
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: m_stateVector (state),
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m_renderPass (rp),
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m_pipeline (pipe) { }
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/**
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* \brief Checks for matching pipeline state
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*
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* \param [in] stateVector Graphics pipeline state
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* \param [in] renderPass Render pass handle
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* \returns \c true if the specialization is compatible
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*/
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bool isCompatible(
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const DxvkGraphicsPipelineStateInfo& state,
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const DxvkRenderPass* rp) {
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return m_renderPass == rp
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&& m_stateVector == state;
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}
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/**
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* \brief Retrieves pipeline
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* \returns The pipeline handle
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*/
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VkPipeline pipeline() const {
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return m_pipeline;
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}
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private:
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DxvkGraphicsPipelineStateInfo m_stateVector;
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const DxvkRenderPass* m_renderPass;
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VkPipeline m_pipeline;
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};
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/**
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* \brief Graphics pipeline
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*
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* Stores the pipeline layout as well as methods to
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* recompile the graphics pipeline against a given
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* pipeline state vector.
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*/
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class DxvkGraphicsPipeline {
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public:
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DxvkGraphicsPipeline(
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DxvkPipelineManager* pipeMgr,
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DxvkGraphicsPipelineShaders shaders);
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~DxvkGraphicsPipeline();
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/**
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* \brief Shaders used by the pipeline
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* \returns Shaders used by the pipeline
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*/
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const DxvkGraphicsPipelineShaders& shaders() const {
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return m_shaders;
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}
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/**
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* \brief Returns graphics pipeline flags
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* \returns Graphics pipeline property flags
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*/
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DxvkGraphicsPipelineFlags flags() const {
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return m_flags;
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}
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/**
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* \brief Pipeline layout
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*
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* Stores the pipeline layout and the descriptor set
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* layout, as well as information on the resource
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* slots used by the pipeline.
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* \returns Pipeline layout
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*/
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DxvkPipelineLayout* layout() const {
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return m_layout.ptr();
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}
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/**
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* \brief Queries shader for a given stage
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*
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* In case no shader is specified for the
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* given stage, \c nullptr will be returned.
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* \param [in] stage The shader stage
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* \returns Shader of the given stage
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*/
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Rc<DxvkShader> getShader(
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VkShaderStageFlagBits stage) const;
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/**
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* \brief Pipeline handle
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*
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* Retrieves a pipeline handle for the given pipeline
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* state. If necessary, a new pipeline will be created.
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* \param [in] state Pipeline state vector
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* \param [in] renderPass The render pass
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* \returns Pipeline handle
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*/
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VkPipeline getPipelineHandle(
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const DxvkGraphicsPipelineStateInfo& state,
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const DxvkRenderPass* renderPass);
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/**
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* \brief Compiles a pipeline
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*
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* Asynchronously compiles the given pipeline
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* and stores the result for future use.
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* \param [in] state Pipeline state vector
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* \param [in] renderPass The render pass
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*/
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void compilePipeline(
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const DxvkGraphicsPipelineStateInfo& state,
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const DxvkRenderPass* renderPass);
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private:
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Rc<vk::DeviceFn> m_vkd;
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DxvkPipelineManager* m_pipeMgr;
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DxvkGraphicsPipelineShaders m_shaders;
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DxvkDescriptorSlotMapping m_slotMapping;
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Rc<DxvkPipelineLayout> m_layout;
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uint32_t m_vsIn = 0;
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uint32_t m_fsOut = 0;
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DxvkGraphicsPipelineFlags m_flags;
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DxvkGraphicsCommonPipelineStateInfo m_common;
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// List of pipeline instances, shared between threads
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alignas(CACHE_LINE_SIZE) sync::Spinlock m_mutex;
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std::vector<DxvkGraphicsPipelineInstance> m_pipelines;
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DxvkGraphicsPipelineInstance* createInstance(
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const DxvkGraphicsPipelineStateInfo& state,
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const DxvkRenderPass* renderPass);
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DxvkGraphicsPipelineInstance* findInstance(
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const DxvkGraphicsPipelineStateInfo& state,
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const DxvkRenderPass* renderPass);
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VkPipeline createPipeline(
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const DxvkGraphicsPipelineStateInfo& state,
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const DxvkRenderPass* renderPass) const;
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void destroyPipeline(
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VkPipeline pipeline) const;
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DxvkShaderModule createShaderModule(
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const Rc<DxvkShader>& shader,
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const DxvkShaderModuleCreateInfo& info) const;
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bool validatePipelineState(
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const DxvkGraphicsPipelineStateInfo& state) const;
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void writePipelineStateToCache(
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const DxvkGraphicsPipelineStateInfo& state,
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const DxvkRenderPassFormat& format) const;
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void logPipelineState(
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LogLevel level,
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const DxvkGraphicsPipelineStateInfo& state) const;
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};
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} |