PipelineCache::ConfigurePipeline - Inform the caller if the pipeline is dirty or they can reuse the previously bound pipeline.

Make SetDynamicState public.
This commit is contained in:
Dr. Chat 2016-03-25 16:34:14 -05:00
parent b2457d7e72
commit 1e1da1eb6c
2 changed files with 27 additions and 37 deletions

View File

@ -183,11 +183,12 @@ VulkanShader* PipelineCache::LoadShader(ShaderType shader_type,
return shader;
}
bool PipelineCache::ConfigurePipeline(VkCommandBuffer command_buffer,
const RenderState* render_state,
VulkanShader* vertex_shader,
VulkanShader* pixel_shader,
PrimitiveType primitive_type) {
PipelineCache::UpdateStatus PipelineCache::ConfigurePipeline(
VkCommandBuffer command_buffer, const RenderState* render_state,
VulkanShader* vertex_shader, VulkanShader* pixel_shader,
PrimitiveType primitive_type, VkPipeline* pipeline_out) {
assert_not_null(pipeline_out);
// Perform a pass over all registers and state updating our cached structures.
// This will tell us if anything has changed that requires us to either build
// a new pipeline or use an existing one.
@ -208,7 +209,7 @@ bool PipelineCache::ConfigurePipeline(VkCommandBuffer command_buffer,
// Error updating state - bail out.
// We are in an indeterminate state, so reset things for the next attempt.
current_pipeline_ = nullptr;
return false;
return update_status;
}
if (!pipeline) {
// Should have a hash key produced by the UpdateState pass.
@ -217,24 +218,12 @@ bool PipelineCache::ConfigurePipeline(VkCommandBuffer command_buffer,
current_pipeline_ = pipeline;
if (!pipeline) {
// Unable to create pipeline.
return false;
return UpdateStatus::kError;
}
}
// Bind the pipeline.
vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
// Issue all changed dynamic state information commands.
// TODO(benvanik): dynamic state is kept in the command buffer, so if we
// have issued it before (regardless of pipeline) we don't need to do it now.
// TODO(benvanik): track whether we have issued on the given command buffer.
bool full_dynamic_state = true;
if (!SetDynamicState(command_buffer, full_dynamic_state)) {
// Failed to update state.
return false;
}
return true;
*pipeline_out = pipeline;
return update_status;
}
void PipelineCache::ClearCache() {

View File

@ -32,6 +32,12 @@ namespace vulkan {
// including shaders, various blend/etc options, and input configuration.
class PipelineCache {
public:
enum class UpdateStatus {
kCompatible,
kMismatch,
kError,
};
PipelineCache(RegisterFile* register_file, ui::vulkan::VulkanDevice* device,
VkDescriptorSetLayout uniform_descriptor_set_layout,
VkDescriptorSetLayout texture_descriptor_set_layout);
@ -46,11 +52,17 @@ class PipelineCache {
// otherwise a new one may be created. Any state that can be set dynamically
// in the command buffer is issued at this time.
// Returns whether the pipeline could be successfully created.
bool ConfigurePipeline(VkCommandBuffer command_buffer,
UpdateStatus ConfigurePipeline(VkCommandBuffer command_buffer,
const RenderState* render_state,
VulkanShader* vertex_shader,
VulkanShader* pixel_shader,
PrimitiveType primitive_type);
PrimitiveType primitive_type,
VkPipeline* pipeline_out);
// Sets required dynamic state on the command buffer.
// Only state that has changed since the last call will be set unless
// full_update is true.
bool SetDynamicState(VkCommandBuffer command_buffer, bool full_update);
// Pipeline layout shared by all pipelines.
VkPipelineLayout pipeline_layout() const { return pipeline_layout_; }
@ -68,11 +80,6 @@ class PipelineCache {
VkShaderModule GetGeometryShader(PrimitiveType primitive_type,
bool is_line_mode);
// Sets required dynamic state on the command buffer.
// Only state that has changed since the last call will be set unless
// full_update is true.
bool SetDynamicState(VkCommandBuffer command_buffer, bool full_update);
RegisterFile* register_file_ = nullptr;
VkDevice device_ = nullptr;
@ -111,12 +118,6 @@ class PipelineCache {
VkPipeline current_pipeline_ = nullptr;
private:
enum class UpdateStatus {
kCompatible,
kMismatch,
kError,
};
UpdateStatus UpdateState(VulkanShader* vertex_shader,
VulkanShader* pixel_shader,
PrimitiveType primitive_type);