mirror of
https://github.com/EduApps-CDG/OpenDX
synced 2024-12-30 09:45:37 +01:00
166 lines
3.8 KiB
C++
166 lines
3.8 KiB
C++
#pragma once
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#include <atomic>
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#include <vector>
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#include "dxvk_bind_mask.h"
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#include "dxvk_graphics_state.h"
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#include "dxvk_pipecache.h"
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#include "dxvk_pipelayout.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 Shaders used in compute pipelines
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*/
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struct DxvkComputePipelineShaders {
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Rc<DxvkShader> cs;
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bool eq(const DxvkComputePipelineShaders& other) const {
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return cs == other.cs;
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}
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size_t hash() const {
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return DxvkShader::getHash(cs);
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}
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};
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/**
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* \brief Compute pipeline instance
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*/
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class DxvkComputePipelineInstance {
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public:
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DxvkComputePipelineInstance()
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: m_stateVector (),
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m_pipeline (VK_NULL_HANDLE) { }
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DxvkComputePipelineInstance(
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const DxvkComputePipelineStateInfo& state,
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VkPipeline pipe)
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: m_stateVector (state),
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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(const DxvkComputePipelineStateInfo& state) const {
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return 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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DxvkComputePipelineStateInfo m_stateVector;
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VkPipeline m_pipeline;
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};
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/**
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* \brief Compute pipeline
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*
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* Stores a compute pipeline object and the corresponding
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* pipeline layout. Unlike graphics pipelines, compute
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* pipelines do not need to be recompiled against any sort
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* of pipeline state.
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*/
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class DxvkComputePipeline {
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public:
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DxvkComputePipeline(
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DxvkPipelineManager* pipeMgr,
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DxvkComputePipelineShaders shaders);
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~DxvkComputePipeline();
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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 DxvkComputePipelineShaders& shaders() const {
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return m_shaders;
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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 Retrieves pipeline handle
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*
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* \param [in] state Pipeline state
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* \returns Pipeline handle
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*/
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VkPipeline getPipelineHandle(
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const DxvkComputePipelineStateInfo& state);
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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
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*/
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void compilePipeline(
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const DxvkComputePipelineStateInfo& state);
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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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DxvkComputePipelineShaders m_shaders;
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DxvkDescriptorSlotMapping m_slotMapping;
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Rc<DxvkPipelineLayout> m_layout;
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sync::Spinlock m_mutex;
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std::vector<DxvkComputePipelineInstance> m_pipelines;
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DxvkComputePipelineInstance* createInstance(
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const DxvkComputePipelineStateInfo& state);
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DxvkComputePipelineInstance* findInstance(
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const DxvkComputePipelineStateInfo& state);
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VkPipeline createPipeline(
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const DxvkComputePipelineStateInfo& state) const;
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void destroyPipeline(
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VkPipeline pipeline);
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void writePipelineStateToCache(
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const DxvkComputePipelineStateInfo& state) const;
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};
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} |