suyu/src/video_core/renderer_vulkan/vk_compute_pass.h
ReinUsesLisp ac8835659e vulkan: Defer descriptor set work to the Vulkan thread
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.
2021-07-22 21:51:29 -04:00

110 lines
3.6 KiB
C++

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