2017-07-20 05:25:33 +00:00
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// Copyright 2016 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <array>
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#include <cstddef>
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#include <map>
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#include <memory>
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#include <string>
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#include <unordered_map>
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2017-07-20 05:25:35 +00:00
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#include <utility>
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2017-07-20 05:25:33 +00:00
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#include "Common/CommonTypes.h"
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#include "Common/LinearDiskCache.h"
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#include "VideoBackends/Vulkan/Constants.h"
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#include "VideoBackends/Vulkan/ObjectCache.h"
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#include "VideoBackends/Vulkan/ShaderCompiler.h"
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2017-07-20 05:25:33 +00:00
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#include "VideoCommon/RenderState.h"
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namespace Vulkan
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{
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class CommandBufferManager;
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class VertexFormat;
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class StreamBuffer;
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struct PipelineInfo
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{
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// These are packed in descending order of size, to avoid any padding so that the structure
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// can be copied/compared as a single block of memory. 64-bit pointer size is assumed.
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const VertexFormat* vertex_format;
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VkPipelineLayout pipeline_layout;
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VkShaderModule vs;
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VkShaderModule gs;
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VkShaderModule ps;
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VkRenderPass render_pass;
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BlendingState blend_state;
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RasterizationState rasterization_state;
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2017-04-30 05:54:45 +00:00
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DepthState depth_state;
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2017-04-30 08:07:57 +00:00
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MultisamplingState multisampling_state;
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2017-07-20 05:25:33 +00:00
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};
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struct PipelineInfoHash
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{
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std::size_t operator()(const PipelineInfo& key) const;
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};
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bool operator==(const PipelineInfo& lhs, const PipelineInfo& rhs);
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bool operator!=(const PipelineInfo& lhs, const PipelineInfo& rhs);
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bool operator<(const PipelineInfo& lhs, const PipelineInfo& rhs);
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bool operator>(const PipelineInfo& lhs, const PipelineInfo& rhs);
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struct ComputePipelineInfo
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{
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VkPipelineLayout pipeline_layout;
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VkShaderModule cs;
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};
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struct ComputePipelineInfoHash
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{
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std::size_t operator()(const ComputePipelineInfo& key) const;
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};
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bool operator==(const ComputePipelineInfo& lhs, const ComputePipelineInfo& rhs);
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bool operator!=(const ComputePipelineInfo& lhs, const ComputePipelineInfo& rhs);
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bool operator<(const ComputePipelineInfo& lhs, const ComputePipelineInfo& rhs);
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bool operator>(const ComputePipelineInfo& lhs, const ComputePipelineInfo& rhs);
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class ShaderCache
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{
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public:
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ShaderCache();
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~ShaderCache();
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// Get utility shader header based on current config.
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std::string GetUtilityShaderHeader() const;
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// Perform at startup, create descriptor layouts, compiles all static shaders.
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bool Initialize();
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void Shutdown();
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2017-07-20 05:25:33 +00:00
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// Creates a pipeline for the specified description. The resulting pipeline, if successful
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// is not stored anywhere, this is left up to the caller.
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VkPipeline CreatePipeline(const PipelineInfo& info);
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// Find a pipeline by the specified description, if not found, attempts to create it.
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VkPipeline GetPipeline(const PipelineInfo& info);
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// Creates a compute pipeline, and does not track the handle.
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VkPipeline CreateComputePipeline(const ComputePipelineInfo& info);
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// Find a pipeline by the specified description, if not found, attempts to create it
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VkPipeline GetComputePipeline(const ComputePipelineInfo& info);
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// Clears our pipeline cache of all objects. This is necessary when recompiling shaders,
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// as drivers are free to return the same pointer again, which means that we may end up using
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// and old pipeline object if they are not cleared first. Some stutter may be experienced
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// while our cache is rebuilt on use, but the pipeline cache object should mitigate this.
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// NOTE: Ensure that none of these objects are in use before calling.
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void ClearPipelineCache();
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// Saves the pipeline cache to disk. Call when shutting down.
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void SavePipelineCache();
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// Recompile shared shaders, call when stereo mode changes.
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void RecompileSharedShaders();
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// Reload pipeline cache. This will destroy all pipelines.
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2018-02-24 15:15:35 +00:00
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void ReloadPipelineCache();
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2017-07-20 05:25:33 +00:00
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// Shared shader accessors
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VkShaderModule GetScreenQuadVertexShader() const { return m_screen_quad_vertex_shader; }
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VkShaderModule GetPassthroughVertexShader() const { return m_passthrough_vertex_shader; }
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VkShaderModule GetScreenQuadGeometryShader() const { return m_screen_quad_geometry_shader; }
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VkShaderModule GetPassthroughGeometryShader() const { return m_passthrough_geometry_shader; }
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2019-01-27 03:07:35 +00:00
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VkShaderModule GetClearFragmentShader() const { return m_clear_fragment_shader; }
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2018-04-12 12:18:04 +00:00
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2017-07-20 05:25:33 +00:00
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private:
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bool CreatePipelineCache();
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bool LoadPipelineCache();
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bool ValidatePipelineCache(const u8* data, size_t data_length);
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void DestroyPipelineCache();
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bool CompileSharedShaders();
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void DestroySharedShaders();
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2018-02-24 15:15:35 +00:00
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std::unordered_map<PipelineInfo, VkPipeline, PipelineInfoHash> m_pipeline_objects;
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std::unordered_map<ComputePipelineInfo, VkPipeline, ComputePipelineInfoHash>
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m_compute_pipeline_objects;
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VkPipelineCache m_pipeline_cache = VK_NULL_HANDLE;
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std::string m_pipeline_cache_filename;
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// Utility/shared shaders
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VkShaderModule m_screen_quad_vertex_shader = VK_NULL_HANDLE;
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VkShaderModule m_passthrough_vertex_shader = VK_NULL_HANDLE;
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VkShaderModule m_screen_quad_geometry_shader = VK_NULL_HANDLE;
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VkShaderModule m_passthrough_geometry_shader = VK_NULL_HANDLE;
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VkShaderModule m_clear_fragment_shader = VK_NULL_HANDLE;
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2017-07-20 05:25:33 +00:00
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};
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extern std::unique_ptr<ShaderCache> g_shader_cache;
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} // namespace Vulkan
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