suyu/src/video_core/renderer_vulkan/vk_graphics_pipeline.h
ReinUsesLisp 2effdeb924 vk_graphics_pipeline: Initial implementation
This abstractio represents the state of the 3D engine at a given draw.
Instead of changing individual bits of the pipeline how it's done in
APIs like D3D11, OpenGL and NVN; on Vulkan we are forced to put
everything together into a single, immutable object.

It takes advantage of the few dynamic states Vulkan offers.
2020-01-06 22:02:26 -03:00

90 lines
2.8 KiB
C++

// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <array>
#include <memory>
#include <optional>
#include <unordered_map>
#include <vector>
#include "video_core/engines/maxwell_3d.h"
#include "video_core/renderer_vulkan/declarations.h"
#include "video_core/renderer_vulkan/fixed_pipeline_state.h"
#include "video_core/renderer_vulkan/vk_descriptor_pool.h"
#include "video_core/renderer_vulkan/vk_renderpass_cache.h"
#include "video_core/renderer_vulkan/vk_resource_manager.h"
#include "video_core/renderer_vulkan/vk_shader_decompiler.h"
namespace Vulkan {
using Maxwell = Tegra::Engines::Maxwell3D::Regs;
struct GraphicsPipelineCacheKey;
class VKDescriptorPool;
class VKDevice;
class VKRenderPassCache;
class VKScheduler;
class VKUpdateDescriptorQueue;
using SPIRVProgram = std::array<std::optional<SPIRVShader>, Maxwell::MaxShaderStage>;
class VKGraphicsPipeline final {
public:
explicit VKGraphicsPipeline(const VKDevice& device, VKScheduler& scheduler,
VKDescriptorPool& descriptor_pool,
VKUpdateDescriptorQueue& update_descriptor_queue,
VKRenderPassCache& renderpass_cache,
const GraphicsPipelineCacheKey& key,
const std::vector<vk::DescriptorSetLayoutBinding>& bindings,
const SPIRVProgram& program);
~VKGraphicsPipeline();
vk::DescriptorSet CommitDescriptorSet();
vk::Pipeline GetHandle() const {
return *pipeline;
}
vk::PipelineLayout GetLayout() const {
return *layout;
}
vk::RenderPass GetRenderPass() const {
return renderpass;
}
private:
UniqueDescriptorSetLayout CreateDescriptorSetLayout(
const std::vector<vk::DescriptorSetLayoutBinding>& bindings) const;
UniquePipelineLayout CreatePipelineLayout() const;
UniqueDescriptorUpdateTemplate CreateDescriptorUpdateTemplate(
const SPIRVProgram& program) const;
std::vector<UniqueShaderModule> CreateShaderModules(const SPIRVProgram& program) const;
UniquePipeline CreatePipeline(const RenderPassParams& renderpass_params,
const SPIRVProgram& program) const;
const VKDevice& device;
VKScheduler& scheduler;
const FixedPipelineState fixed_state;
const u64 hash;
UniqueDescriptorSetLayout descriptor_set_layout;
DescriptorAllocator descriptor_allocator;
VKUpdateDescriptorQueue& update_descriptor_queue;
UniquePipelineLayout layout;
UniqueDescriptorUpdateTemplate descriptor_template;
std::vector<UniqueShaderModule> modules;
vk::RenderPass renderpass;
UniquePipeline pipeline;
};
} // namespace Vulkan