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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_graphics.h
Philip Rebohle 5c89a68879
[dxvk] Implement render target state tracking for async compilation
This ensures that we always render to targets which are only used once.
2018-09-10 19:41:17 +02:00

268 lines
8.5 KiB
C++

#pragma once
#include <mutex>
#include "dxvk_binding.h"
#include "dxvk_constant_state.h"
#include "dxvk_pipecache.h"
#include "dxvk_pipecompiler.h"
#include "dxvk_pipelayout.h"
#include "dxvk_renderpass.h"
#include "dxvk_resource.h"
#include "dxvk_shader.h"
#include "dxvk_stats.h"
namespace dxvk {
class DxvkDevice;
/**
* \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);
bool operator == (const DxvkGraphicsPipelineStateInfo& other) const;
bool operator != (const DxvkGraphicsPipelineStateInfo& other) const;
DxvkBindingState bsBindingState;
VkPrimitiveTopology iaPrimitiveTopology;
VkBool32 iaPrimitiveRestart;
uint32_t iaPatchVertexCount;
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;
VkSampleCountFlagBits 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 RcObject {
friend class DxvkGraphicsPipeline;
public:
DxvkGraphicsPipelineInstance(
const Rc<vk::DeviceFn>& vkd,
const DxvkGraphicsPipelineStateInfo& stateVector,
VkRenderPass renderPass,
VkPipeline pipeline);
~DxvkGraphicsPipelineInstance();
/**
* \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& stateVector,
VkRenderPass renderPass) const {
return m_renderPass == renderPass
&& m_stateVector == stateVector;
}
/**
* \brief Sets the optimized pipeline handle
*
* If an optimized pipeline handle has already been
* set up, this method will fail and the new pipeline
* handle should be destroyed.
* \param [in] pipeline The optimized pipeline
*/
bool setPipeline(VkPipeline pipeline) {
VkPipeline expected = VK_NULL_HANDLE;
return m_pipeline.compare_exchange_strong(expected, pipeline);
}
/**
* \brief Retrieves pipeline
*
* Returns the optimized version of the pipeline if
* if has been set, or the base pipeline if not.
* \returns The pipeline handle
*/
VkPipeline getPipeline() const {
return m_pipeline.load();
}
private:
const Rc<vk::DeviceFn> m_vkd;
DxvkGraphicsPipelineStateInfo m_stateVector;
VkRenderPass m_renderPass;
std::atomic<VkPipeline> m_pipeline;
};
/**
* \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(
const DxvkDevice* device,
const Rc<DxvkPipelineCache>& cache,
const Rc<DxvkPipelineCompiler>& compiler,
const Rc<DxvkShader>& vs,
const Rc<DxvkShader>& tcs,
const Rc<DxvkShader>& tes,
const Rc<DxvkShader>& gs,
const Rc<DxvkShader>& fs);
~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 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
* \param [in,out] stats Stat counter
* \param [in] async Compile asynchronously
* \returns Pipeline handle
*/
VkPipeline getPipelineHandle(
const DxvkGraphicsPipelineStateInfo& state,
const DxvkRenderPass& renderPass,
DxvkStatCounters& stats,
bool async);
/**
* \brief Compiles optimized pipeline
*
* Compiles an optimized version of a pipeline
* and makes it available to the system.
* \param [in] instance The pipeline instance
*/
void compileInstance(
const Rc<DxvkGraphicsPipelineInstance>& instance);
private:
struct PipelineStruct {
DxvkGraphicsPipelineStateInfo stateVector;
VkRenderPass renderPass;
VkPipeline pipeline;
};
const DxvkDevice* const m_device;
const Rc<vk::DeviceFn> m_vkd;
Rc<DxvkPipelineCache> m_cache;
Rc<DxvkPipelineCompiler> m_compiler;
Rc<DxvkPipelineLayout> m_layout;
Rc<DxvkShaderModule> m_vs;
Rc<DxvkShaderModule> m_tcs;
Rc<DxvkShaderModule> m_tes;
Rc<DxvkShaderModule> m_gs;
Rc<DxvkShaderModule> m_fs;
uint32_t m_vsIn = 0;
uint32_t m_fsOut = 0;
DxvkGraphicsCommonPipelineStateInfo m_common;
// List of pipeline instances, shared between threads
alignas(CACHE_LINE_SIZE) sync::Spinlock m_mutex;
std::vector<Rc<DxvkGraphicsPipelineInstance>> m_pipelines;
// Pipeline handles used for derivative pipelines
std::atomic<VkPipeline> m_basePipeline = { VK_NULL_HANDLE };
DxvkGraphicsPipelineInstance* findInstance(
const DxvkGraphicsPipelineStateInfo& state,
VkRenderPass renderPass) const;
VkPipeline compilePipeline(
const DxvkGraphicsPipelineStateInfo& state,
VkRenderPass renderPass,
VkPipeline baseHandle) const;
bool validatePipelineState(
const DxvkGraphicsPipelineStateInfo& state) const;
void logPipelineState(
LogLevel level,
const DxvkGraphicsPipelineStateInfo& state) const;
};
}