114 lines
3.4 KiB
C++
114 lines
3.4 KiB
C++
// 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 <tuple>
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#include <unordered_map>
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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/Texture2D.h"
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#include "VideoCommon/GeometryShaderGen.h"
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#include "VideoCommon/PixelShaderGen.h"
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#include "VideoCommon/RenderState.h"
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#include "VideoCommon/VertexShaderGen.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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class ObjectCache
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{
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public:
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ObjectCache();
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~ObjectCache();
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// Descriptor set layout accessor. Used for allocating descriptor sets.
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VkDescriptorSetLayout GetDescriptorSetLayout(DESCRIPTOR_SET_LAYOUT layout) const
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{
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return m_descriptor_set_layouts[layout];
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}
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// Pipeline layout accessor. Used to fill in required field in PipelineInfo.
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VkPipelineLayout GetPipelineLayout(PIPELINE_LAYOUT layout) const
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{
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return m_pipeline_layouts[layout];
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}
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// Shared utility shader resources
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VertexFormat* GetUtilityShaderVertexFormat() const
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{
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return m_utility_shader_vertex_format.get();
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}
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StreamBuffer* GetUtilityShaderVertexBuffer() const
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{
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return m_utility_shader_vertex_buffer.get();
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}
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StreamBuffer* GetUtilityShaderUniformBuffer() const
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{
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return m_utility_shader_uniform_buffer.get();
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}
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// Static samplers
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VkSampler GetPointSampler() const { return m_point_sampler; }
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VkSampler GetLinearSampler() const { return m_linear_sampler; }
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VkSampler GetSampler(const SamplerState& info);
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// Dummy image for samplers that are unbound
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Texture2D* GetDummyImage() const { return m_dummy_texture.get(); }
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VkImageView GetDummyImageView() const { return m_dummy_texture->GetView(); }
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// Render pass cache.
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VkRenderPass GetRenderPass(VkFormat color_format, VkFormat depth_format, u32 multisamples,
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VkAttachmentLoadOp load_op);
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// Perform at startup, create descriptor layouts, compiles all static shaders.
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bool Initialize();
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// Clear sampler cache, use when anisotropy mode changes
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// WARNING: Ensure none of the objects from here are in use when calling
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void ClearSamplerCache();
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private:
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bool CreateDescriptorSetLayouts();
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void DestroyDescriptorSetLayouts();
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bool CreatePipelineLayouts();
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void DestroyPipelineLayouts();
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bool CreateUtilityShaderVertexFormat();
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bool CreateStaticSamplers();
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void DestroySamplers();
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void DestroyRenderPassCache();
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std::array<VkDescriptorSetLayout, NUM_DESCRIPTOR_SET_LAYOUTS> m_descriptor_set_layouts = {};
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std::array<VkPipelineLayout, NUM_PIPELINE_LAYOUTS> m_pipeline_layouts = {};
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std::unique_ptr<VertexFormat> m_utility_shader_vertex_format;
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std::unique_ptr<StreamBuffer> m_utility_shader_vertex_buffer;
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std::unique_ptr<StreamBuffer> m_utility_shader_uniform_buffer;
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VkSampler m_point_sampler = VK_NULL_HANDLE;
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VkSampler m_linear_sampler = VK_NULL_HANDLE;
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std::map<SamplerState, VkSampler> m_sampler_cache;
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// Dummy image for samplers that are unbound
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std::unique_ptr<Texture2D> m_dummy_texture;
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// Render pass cache
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using RenderPassCacheKey = std::tuple<VkFormat, VkFormat, u32, VkAttachmentLoadOp>;
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std::map<RenderPassCacheKey, VkRenderPass> m_render_pass_cache;
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};
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extern std::unique_ptr<ObjectCache> g_object_cache;
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} // namespace Vulkan
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