forked from suyu/suyu
ac8835659e
Move descriptor lookup and update code to a separate thread. Delaying this removes work from the main GPU thread and allows creating descriptor layouts on another thread. This reduces a bit the workload of the main thread when new pipelines are encountered.
110 lines
3.6 KiB
C++
110 lines
3.6 KiB
C++
// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <span>
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#include <utility>
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#include "common/common_types.h"
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#include "video_core/engines/maxwell_3d.h"
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#include "video_core/renderer_vulkan/vk_descriptor_pool.h"
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#include "video_core/vulkan_common/vulkan_memory_allocator.h"
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#include "video_core/vulkan_common/vulkan_wrapper.h"
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namespace VideoCommon {
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struct SwizzleParameters;
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}
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namespace Vulkan {
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class Device;
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class StagingBufferPool;
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class VKScheduler;
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class VKUpdateDescriptorQueue;
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class Image;
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struct StagingBufferRef;
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class ComputePass {
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public:
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explicit ComputePass(const Device& device, DescriptorPool& descriptor_pool,
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vk::Span<VkDescriptorSetLayoutBinding> bindings,
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vk::Span<VkDescriptorUpdateTemplateEntryKHR> templates,
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const DescriptorBankInfo& bank_info,
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vk::Span<VkPushConstantRange> push_constants, std::span<const u32> code);
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~ComputePass();
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protected:
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const Device& device;
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vk::DescriptorUpdateTemplateKHR descriptor_template;
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vk::PipelineLayout layout;
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vk::Pipeline pipeline;
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vk::DescriptorSetLayout descriptor_set_layout;
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DescriptorAllocator descriptor_allocator;
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private:
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vk::ShaderModule module;
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};
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class Uint8Pass final : public ComputePass {
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public:
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explicit Uint8Pass(const Device& device_, VKScheduler& scheduler_,
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DescriptorPool& descriptor_pool_, StagingBufferPool& staging_buffer_pool_,
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VKUpdateDescriptorQueue& update_descriptor_queue_);
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~Uint8Pass();
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/// Assemble uint8 indices into an uint16 index buffer
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/// Returns a pair with the staging buffer, and the offset where the assembled data is
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std::pair<VkBuffer, VkDeviceSize> Assemble(u32 num_vertices, VkBuffer src_buffer,
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u32 src_offset);
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private:
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VKScheduler& scheduler;
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StagingBufferPool& staging_buffer_pool;
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VKUpdateDescriptorQueue& update_descriptor_queue;
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};
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class QuadIndexedPass final : public ComputePass {
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public:
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explicit QuadIndexedPass(const Device& device_, VKScheduler& scheduler_,
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DescriptorPool& descriptor_pool_,
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StagingBufferPool& staging_buffer_pool_,
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VKUpdateDescriptorQueue& update_descriptor_queue_);
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~QuadIndexedPass();
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std::pair<VkBuffer, VkDeviceSize> Assemble(
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Tegra::Engines::Maxwell3D::Regs::IndexFormat index_format, u32 num_vertices,
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u32 base_vertex, VkBuffer src_buffer, u32 src_offset);
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private:
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VKScheduler& scheduler;
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StagingBufferPool& staging_buffer_pool;
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VKUpdateDescriptorQueue& update_descriptor_queue;
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};
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class ASTCDecoderPass final : public ComputePass {
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public:
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explicit ASTCDecoderPass(const Device& device_, VKScheduler& scheduler_,
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DescriptorPool& descriptor_pool_,
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StagingBufferPool& staging_buffer_pool_,
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VKUpdateDescriptorQueue& update_descriptor_queue_,
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MemoryAllocator& memory_allocator_);
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~ASTCDecoderPass();
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void Assemble(Image& image, const StagingBufferRef& map,
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std::span<const VideoCommon::SwizzleParameters> swizzles);
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private:
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void MakeDataBuffer();
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VKScheduler& scheduler;
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StagingBufferPool& staging_buffer_pool;
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VKUpdateDescriptorQueue& update_descriptor_queue;
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MemoryAllocator& memory_allocator;
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vk::Buffer data_buffer;
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MemoryCommit data_buffer_commit;
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};
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} // namespace Vulkan
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