2016-08-13 12:57:50 +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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2016-10-01 03:07:50 +00:00
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#include <array>
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#include <cstddef>
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2016-08-13 12:57:50 +00:00
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#include <memory>
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2016-10-01 03:07:50 +00:00
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#include "Common/CommonTypes.h"
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2016-11-13 08:39:06 +00:00
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#include "Common/LinearDiskCache.h"
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2016-08-13 12:57:50 +00:00
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#include "VideoBackends/Vulkan/Constants.h"
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2016-10-01 03:07:50 +00:00
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#include "VideoBackends/Vulkan/ObjectCache.h"
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2016-08-13 12:57:50 +00:00
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#include "VideoCommon/GeometryShaderGen.h"
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2017-02-01 04:29:29 +00:00
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#include "VideoCommon/NativeVertexFormat.h"
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#include "VideoCommon/PixelShaderGen.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/VertexShaderGen.h"
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namespace Vulkan
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{
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class StreamBuffer;
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class VertexFormat;
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class StateTracker
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{
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public:
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2016-10-22 10:50:36 +00:00
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StateTracker() = default;
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~StateTracker() = default;
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static StateTracker* GetInstance();
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static bool CreateInstance();
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static void DestroyInstance();
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const RasterizationState& GetRasterizationState() const
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{
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return m_pipeline_state.rasterization_state;
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}
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const DepthStencilState& GetDepthStencilState() const
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{
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return m_pipeline_state.depth_stencil_state;
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}
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const BlendingState& GetBlendState() const { return m_pipeline_state.blend_state; }
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void SetVertexBuffer(VkBuffer buffer, VkDeviceSize offset);
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void SetIndexBuffer(VkBuffer buffer, VkDeviceSize offset, VkIndexType type);
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2016-09-11 06:37:41 +00:00
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void SetRenderPass(VkRenderPass load_render_pass, VkRenderPass clear_render_pass);
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void SetFramebuffer(VkFramebuffer framebuffer, const VkRect2D& render_area);
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void SetVertexFormat(const VertexFormat* vertex_format);
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void SetPrimitiveTopology(VkPrimitiveTopology primitive_topology);
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void DisableBackFaceCulling();
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void SetRasterizationState(const RasterizationState& state);
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void SetDepthStencilState(const DepthStencilState& state);
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void SetBlendState(const BlendingState& state);
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2016-12-28 00:37:41 +00:00
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bool CheckForShaderChanges(u32 gx_primitive_type);
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void UpdateVertexShaderConstants();
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void UpdateGeometryShaderConstants();
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void UpdatePixelShaderConstants();
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void SetTexture(size_t index, VkImageView view);
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void SetSampler(size_t index, VkSampler sampler);
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void SetBBoxEnable(bool enable);
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void SetBBoxBuffer(VkBuffer buffer, VkDeviceSize offset, VkDeviceSize range);
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void UnbindTexture(VkImageView view);
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// When executing a command buffer, we want to recreate the descriptor set, as it will
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// now be in a different pool for the new command buffer.
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void InvalidateDescriptorSets();
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2016-11-30 12:31:41 +00:00
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// Same with the uniforms, as the current storage will belong to the previous command buffer.
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void InvalidateConstants();
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// Set dirty flags on everything to force re-bind at next draw time.
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void SetPendingRebind();
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// Ends a render pass if we're currently in one.
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// When Bind() is next called, the pass will be restarted.
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// Calling this function is allowed even if a pass has not begun.
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bool InRenderPass() const { return m_current_render_pass != VK_NULL_HANDLE; }
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void BeginRenderPass();
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void EndRenderPass();
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// Ends the current render pass if it was a clear render pass.
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void BeginClearRenderPass(const VkRect2D& area, const VkClearValue clear_values[2]);
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void EndClearRenderPass();
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void SetViewport(const VkViewport& viewport);
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void SetScissor(const VkRect2D& scissor);
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bool Bind(bool rebind_all = false);
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// CPU Access Tracking
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// Call after a draw call is made.
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void OnDraw();
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// Call after CPU access is requested.
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// This can be via EFBCache or EFB2RAM.
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void OnReadback();
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// Call at the end of a frame.
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void OnEndFrame();
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// Prevent/allow background command buffer execution.
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// Use when queries are active.
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void SetBackgroundCommandBufferExecution(bool enabled);
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2016-09-11 06:37:41 +00:00
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bool IsWithinRenderArea(s32 x, s32 y, u32 width, u32 height) const;
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2016-11-13 08:39:06 +00:00
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// Reloads the UID cache, ensuring all pipelines used by the game so far have been created.
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void LoadPipelineUIDCache();
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2016-10-22 10:50:36 +00:00
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2016-11-13 08:39:06 +00:00
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private:
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// Serialized version of PipelineInfo, used when loading/saving the pipeline UID cache.
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struct SerializedPipelineUID
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{
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u32 rasterizer_state_bits;
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u32 depth_stencil_state_bits;
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u32 blend_state_bits;
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PortableVertexDeclaration vertex_decl;
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VertexShaderUid vs_uid;
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GeometryShaderUid gs_uid;
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PixelShaderUid ps_uid;
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VkPrimitiveTopology primitive_topology;
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};
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2016-11-13 05:38:32 +00:00
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// Number of descriptor sets for game draws.
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enum
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{
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NUM_GX_DRAW_DESCRIPTOR_SETS = DESCRIPTOR_SET_BIND_POINT_PIXEL_SHADER_SAMPLERS + 1,
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NUM_GX_DRAW_WITH_BBOX_DESCRIPTOR_SETS = DESCRIPTOR_SET_BIND_POINT_STORAGE_OR_TEXEL_BUFFER + 1
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};
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enum DITRY_FLAG : u32
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{
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DIRTY_FLAG_VS_UBO = (1 << 0),
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DIRTY_FLAG_GS_UBO = (1 << 1),
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DIRTY_FLAG_PS_UBO = (1 << 2),
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DIRTY_FLAG_PS_SAMPLERS = (1 << 3),
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DIRTY_FLAG_PS_SSBO = (1 << 4),
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DIRTY_FLAG_DYNAMIC_OFFSETS = (1 << 5),
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DIRTY_FLAG_VERTEX_BUFFER = (1 << 6),
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DIRTY_FLAG_INDEX_BUFFER = (1 << 7),
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DIRTY_FLAG_VIEWPORT = (1 << 8),
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DIRTY_FLAG_SCISSOR = (1 << 9),
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DIRTY_FLAG_PIPELINE = (1 << 10),
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DIRTY_FLAG_DESCRIPTOR_SET_BINDING = (1 << 11),
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DIRTY_FLAG_PIPELINE_BINDING = (1 << 12),
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DIRTY_FLAG_ALL_DESCRIPTOR_SETS =
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DIRTY_FLAG_VS_UBO | DIRTY_FLAG_GS_UBO | DIRTY_FLAG_PS_SAMPLERS | DIRTY_FLAG_PS_SSBO
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};
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bool Initialize();
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// Appends the specified pipeline info, combined with the UIDs stored in the class.
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// The info is here so that we can store variations of a UID, e.g. blend state.
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void AppendToPipelineUIDCache(const PipelineInfo& info);
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// Precaches a pipeline based on the UID information.
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bool PrecachePipelineUID(const SerializedPipelineUID& uid);
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// Check that the specified viewport is within the render area.
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// If not, ends the render pass if it is a clear render pass.
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bool IsViewportWithinRenderArea() const;
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// Obtains a Vulkan pipeline object for the specified pipeline configuration.
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// Also adds this pipeline configuration to the UID cache if it is not present already.
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VkPipeline GetPipelineAndCacheUID(const PipelineInfo& info);
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bool UpdatePipeline();
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bool UpdateDescriptorSet();
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// Allocates storage in the uniform buffer of the specified size. If this storage cannot be
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// allocated immediately, the current command buffer will be submitted and all stage's
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// constants will be re-uploaded. false will be returned in this case, otherwise true.
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bool ReserveConstantStorage();
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void UploadAllConstants();
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// Which bindings/state has to be updated before the next draw.
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u32 m_dirty_flags = 0;
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// input assembly
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VkBuffer m_vertex_buffer = VK_NULL_HANDLE;
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VkDeviceSize m_vertex_buffer_offset = 0;
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VkBuffer m_index_buffer = VK_NULL_HANDLE;
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VkDeviceSize m_index_buffer_offset = 0;
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VkIndexType m_index_type = VK_INDEX_TYPE_UINT16;
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// shader state
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VertexShaderUid m_vs_uid = {};
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GeometryShaderUid m_gs_uid = {};
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PixelShaderUid m_ps_uid = {};
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// pipeline state
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PipelineInfo m_pipeline_state = {};
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VkPipeline m_pipeline_object = VK_NULL_HANDLE;
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// shader bindings
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std::array<VkDescriptorSet, NUM_DESCRIPTOR_SET_BIND_POINTS> m_descriptor_sets = {};
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struct
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{
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std::array<VkDescriptorBufferInfo, NUM_UBO_DESCRIPTOR_SET_BINDINGS> uniform_buffer_bindings =
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{};
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std::array<uint32_t, NUM_UBO_DESCRIPTOR_SET_BINDINGS> uniform_buffer_offsets = {};
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std::array<VkDescriptorImageInfo, NUM_PIXEL_SHADER_SAMPLERS> ps_samplers = {};
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VkDescriptorBufferInfo ps_ssbo = {};
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} m_bindings;
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u32 m_num_active_descriptor_sets = 0;
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size_t m_uniform_buffer_reserve_size = 0;
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// rasterization
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VkViewport m_viewport = {0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f};
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VkRect2D m_scissor = {{0, 0}, {1, 1}};
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// uniform buffers
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std::unique_ptr<StreamBuffer> m_uniform_stream_buffer;
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VkFramebuffer m_framebuffer = VK_NULL_HANDLE;
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VkRenderPass m_load_render_pass = VK_NULL_HANDLE;
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VkRenderPass m_clear_render_pass = VK_NULL_HANDLE;
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VkRenderPass m_current_render_pass = VK_NULL_HANDLE;
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VkRect2D m_framebuffer_size = {};
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VkRect2D m_framebuffer_render_area = {};
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bool m_bbox_enabled = false;
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// CPU access tracking
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u32 m_draw_counter = 0;
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std::vector<u32> m_cpu_accesses_this_frame;
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std::vector<u32> m_scheduled_command_buffer_kicks;
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bool m_allow_background_execution = true;
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// Draw state cache on disk
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// We don't actually use the value field here, instead we generate the shaders from the uid
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// on-demand. If all goes well, it should hit the shader and Vulkan pipeline cache, therefore
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// loading should be reasonably efficient.
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LinearDiskCache<SerializedPipelineUID, u32> m_uid_cache;
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};
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}
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