mirror of
https://github.com/EduApps-CDG/OpenDX
synced 2024-12-30 09:45:37 +01:00
Again not necessary since these objects are persistent. Eliminates refcount overhead of pipeline lookups entirely.
118 lines
3.1 KiB
C++
118 lines
3.1 KiB
C++
#include "dxvk_device.h"
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#include "dxvk_pipemanager.h"
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#include "dxvk_state_cache.h"
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namespace dxvk {
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size_t DxvkPipelineKeyHash::operator () (const DxvkComputePipelineShaders& key) const {
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std::hash<DxvkShader*> hash;
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return hash(key.cs.ptr());
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}
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size_t DxvkPipelineKeyHash::operator () (const DxvkGraphicsPipelineShaders& key) const {
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DxvkHashState state;
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std::hash<DxvkShader*> hash;
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state.add(hash(key.vs.ptr()));
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state.add(hash(key.tcs.ptr()));
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state.add(hash(key.tes.ptr()));
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state.add(hash(key.gs.ptr()));
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state.add(hash(key.fs.ptr()));
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return state;
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}
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bool DxvkPipelineKeyEq::operator () (
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const DxvkComputePipelineShaders& a,
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const DxvkComputePipelineShaders& b) const {
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return a.cs == b.cs;
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}
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bool DxvkPipelineKeyEq::operator () (
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const DxvkGraphicsPipelineShaders& a,
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const DxvkGraphicsPipelineShaders& b) const {
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return a.vs == b.vs && a.tcs == b.tcs
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&& a.tes == b.tes && a.gs == b.gs
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&& a.fs == b.fs;
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}
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DxvkPipelineManager::DxvkPipelineManager(
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const DxvkDevice* device,
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DxvkRenderPassPool* passManager)
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: m_device (device),
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m_cache (new DxvkPipelineCache(device->vkd())) {
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std::string useStateCache = env::getEnvVar("DXVK_STATE_CACHE");
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if (useStateCache != "0" && device->config().enableStateCache)
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m_stateCache = new DxvkStateCache(device, this, passManager);
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}
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DxvkPipelineManager::~DxvkPipelineManager() {
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}
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DxvkComputePipeline* DxvkPipelineManager::createComputePipeline(
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const DxvkComputePipelineShaders& shaders) {
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if (shaders.cs == nullptr)
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return nullptr;
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std::lock_guard<std::mutex> lock(m_mutex);
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auto pair = m_computePipelines.find(shaders);
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if (pair != m_computePipelines.end())
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return &pair->second;
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auto iter = m_computePipelines.emplace(
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std::piecewise_construct,
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std::tuple(shaders),
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std::tuple(this, shaders));
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return &iter.first->second;
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}
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DxvkGraphicsPipeline* DxvkPipelineManager::createGraphicsPipeline(
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const DxvkGraphicsPipelineShaders& shaders) {
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if (shaders.vs == nullptr)
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return nullptr;
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std::lock_guard<std::mutex> lock(m_mutex);
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auto pair = m_graphicsPipelines.find(shaders);
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if (pair != m_graphicsPipelines.end())
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return &pair->second;
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auto iter = m_graphicsPipelines.emplace(
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std::piecewise_construct,
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std::tuple(shaders),
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std::tuple(this, shaders));
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return &iter.first->second;
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}
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void DxvkPipelineManager::registerShader(
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const Rc<DxvkShader>& shader) {
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if (m_stateCache != nullptr)
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m_stateCache->registerShader(shader);
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}
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DxvkPipelineCount DxvkPipelineManager::getPipelineCount() const {
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DxvkPipelineCount result;
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result.numComputePipelines = m_numComputePipelines.load();
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result.numGraphicsPipelines = m_numGraphicsPipelines.load();
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return result;
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}
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bool DxvkPipelineManager::isCompilingShaders() const {
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return m_stateCache != nullptr
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&& m_stateCache->isCompilingShaders();
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}
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}
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