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