PipelineCache::ConfigurePipeline - Inform the caller if the pipeline is dirty or they can reuse the previously bound pipeline.
Make SetDynamicState public.
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@ -183,11 +183,12 @@ VulkanShader* PipelineCache::LoadShader(ShaderType shader_type,
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return shader;
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}
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bool PipelineCache::ConfigurePipeline(VkCommandBuffer command_buffer,
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const RenderState* render_state,
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VulkanShader* vertex_shader,
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VulkanShader* pixel_shader,
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PrimitiveType primitive_type) {
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PipelineCache::UpdateStatus PipelineCache::ConfigurePipeline(
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VkCommandBuffer command_buffer, const RenderState* render_state,
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VulkanShader* vertex_shader, VulkanShader* pixel_shader,
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PrimitiveType primitive_type, VkPipeline* pipeline_out) {
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assert_not_null(pipeline_out);
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// Perform a pass over all registers and state updating our cached structures.
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// This will tell us if anything has changed that requires us to either build
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// a new pipeline or use an existing one.
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@ -208,7 +209,7 @@ bool PipelineCache::ConfigurePipeline(VkCommandBuffer command_buffer,
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// Error updating state - bail out.
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// We are in an indeterminate state, so reset things for the next attempt.
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current_pipeline_ = nullptr;
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return false;
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return update_status;
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}
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if (!pipeline) {
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// Should have a hash key produced by the UpdateState pass.
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@ -217,24 +218,12 @@ bool PipelineCache::ConfigurePipeline(VkCommandBuffer command_buffer,
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current_pipeline_ = pipeline;
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if (!pipeline) {
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// Unable to create pipeline.
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return false;
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return UpdateStatus::kError;
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}
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}
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// Bind the pipeline.
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vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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// Issue all changed dynamic state information commands.
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// TODO(benvanik): dynamic state is kept in the command buffer, so if we
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// have issued it before (regardless of pipeline) we don't need to do it now.
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// TODO(benvanik): track whether we have issued on the given command buffer.
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bool full_dynamic_state = true;
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if (!SetDynamicState(command_buffer, full_dynamic_state)) {
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// Failed to update state.
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return false;
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}
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return true;
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*pipeline_out = pipeline;
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return update_status;
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}
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void PipelineCache::ClearCache() {
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@ -32,6 +32,12 @@ namespace vulkan {
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// including shaders, various blend/etc options, and input configuration.
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class PipelineCache {
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public:
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enum class UpdateStatus {
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kCompatible,
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kMismatch,
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kError,
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};
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PipelineCache(RegisterFile* register_file, ui::vulkan::VulkanDevice* device,
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VkDescriptorSetLayout uniform_descriptor_set_layout,
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VkDescriptorSetLayout texture_descriptor_set_layout);
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@ -46,11 +52,17 @@ class PipelineCache {
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// otherwise a new one may be created. Any state that can be set dynamically
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// in the command buffer is issued at this time.
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// Returns whether the pipeline could be successfully created.
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bool ConfigurePipeline(VkCommandBuffer command_buffer,
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UpdateStatus ConfigurePipeline(VkCommandBuffer command_buffer,
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const RenderState* render_state,
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VulkanShader* vertex_shader,
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VulkanShader* pixel_shader,
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PrimitiveType primitive_type);
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PrimitiveType primitive_type,
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VkPipeline* pipeline_out);
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// Sets required dynamic state on the command buffer.
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// Only state that has changed since the last call will be set unless
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// full_update is true.
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bool SetDynamicState(VkCommandBuffer command_buffer, bool full_update);
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// Pipeline layout shared by all pipelines.
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VkPipelineLayout pipeline_layout() const { return pipeline_layout_; }
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@ -68,11 +80,6 @@ class PipelineCache {
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VkShaderModule GetGeometryShader(PrimitiveType primitive_type,
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bool is_line_mode);
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// Sets required dynamic state on the command buffer.
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// Only state that has changed since the last call will be set unless
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// full_update is true.
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bool SetDynamicState(VkCommandBuffer command_buffer, bool full_update);
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RegisterFile* register_file_ = nullptr;
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VkDevice device_ = nullptr;
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@ -111,12 +118,6 @@ class PipelineCache {
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VkPipeline current_pipeline_ = nullptr;
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private:
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enum class UpdateStatus {
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kCompatible,
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kMismatch,
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kError,
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};
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UpdateStatus UpdateState(VulkanShader* vertex_shader,
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VulkanShader* pixel_shader,
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PrimitiveType primitive_type);
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