forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			143 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			143 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2016 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <array>
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#include <cstddef>
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#include <map>
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#include <memory>
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#include <string>
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#include <unordered_map>
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#include <utility>
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#include "Common/CommonTypes.h"
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#include "Common/LinearDiskCache.h"
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#include "VideoBackends/Vulkan/Constants.h"
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#include "VideoBackends/Vulkan/ObjectCache.h"
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#include "VideoBackends/Vulkan/ShaderCompiler.h"
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#include "VideoCommon/RenderState.h"
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namespace Vulkan
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{
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class CommandBufferManager;
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class VertexFormat;
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class StreamBuffer;
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struct PipelineInfo
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{
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  // These are packed in descending order of size, to avoid any padding so that the structure
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  // can be copied/compared as a single block of memory. 64-bit pointer size is assumed.
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  const VertexFormat* vertex_format;
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  VkPipelineLayout pipeline_layout;
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  VkShaderModule vs;
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  VkShaderModule gs;
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  VkShaderModule ps;
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  VkRenderPass render_pass;
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  BlendingState blend_state;
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  RasterizationState rasterization_state;
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  DepthState depth_state;
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  MultisamplingState multisampling_state;
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};
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struct PipelineInfoHash
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{
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  std::size_t operator()(const PipelineInfo& key) const;
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};
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bool operator==(const PipelineInfo& lhs, const PipelineInfo& rhs);
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bool operator!=(const PipelineInfo& lhs, const PipelineInfo& rhs);
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bool operator<(const PipelineInfo& lhs, const PipelineInfo& rhs);
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bool operator>(const PipelineInfo& lhs, const PipelineInfo& rhs);
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struct ComputePipelineInfo
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{
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  VkPipelineLayout pipeline_layout;
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  VkShaderModule cs;
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};
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struct ComputePipelineInfoHash
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{
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  std::size_t operator()(const ComputePipelineInfo& key) const;
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};
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bool operator==(const ComputePipelineInfo& lhs, const ComputePipelineInfo& rhs);
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bool operator!=(const ComputePipelineInfo& lhs, const ComputePipelineInfo& rhs);
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bool operator<(const ComputePipelineInfo& lhs, const ComputePipelineInfo& rhs);
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bool operator>(const ComputePipelineInfo& lhs, const ComputePipelineInfo& rhs);
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class ShaderCache
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{
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public:
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  ShaderCache();
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  ~ShaderCache();
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  // Get utility shader header based on current config.
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  std::string GetUtilityShaderHeader() const;
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  // Perform at startup, create descriptor layouts, compiles all static shaders.
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  bool Initialize();
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  void Shutdown();
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  // Creates a pipeline for the specified description. The resulting pipeline, if successful
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  // is not stored anywhere, this is left up to the caller.
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  VkPipeline CreatePipeline(const PipelineInfo& info);
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  // Find a pipeline by the specified description, if not found, attempts to create it.
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  VkPipeline GetPipeline(const PipelineInfo& info);
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  // Creates a compute pipeline, and does not track the handle.
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  VkPipeline CreateComputePipeline(const ComputePipelineInfo& info);
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  // Find a pipeline by the specified description, if not found, attempts to create it
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  VkPipeline GetComputePipeline(const ComputePipelineInfo& info);
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  // Clears our pipeline cache of all objects. This is necessary when recompiling shaders,
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  // as drivers are free to return the same pointer again, which means that we may end up using
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  // and old pipeline object if they are not cleared first. Some stutter may be experienced
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  // while our cache is rebuilt on use, but the pipeline cache object should mitigate this.
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  // NOTE: Ensure that none of these objects are in use before calling.
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  void ClearPipelineCache();
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  // Saves the pipeline cache to disk. Call when shutting down.
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  void SavePipelineCache();
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  // Recompile shared shaders, call when stereo mode changes.
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  void RecompileSharedShaders();
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  // Reload pipeline cache. This will destroy all pipelines.
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  void ReloadPipelineCache();
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  // Shared shader accessors
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  VkShaderModule GetScreenQuadVertexShader() const { return m_screen_quad_vertex_shader; }
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  VkShaderModule GetPassthroughVertexShader() const { return m_passthrough_vertex_shader; }
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  VkShaderModule GetScreenQuadGeometryShader() const { return m_screen_quad_geometry_shader; }
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  VkShaderModule GetPassthroughGeometryShader() const { return m_passthrough_geometry_shader; }
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private:
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  bool CreatePipelineCache();
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  bool LoadPipelineCache();
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  bool ValidatePipelineCache(const u8* data, size_t data_length);
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  void DestroyPipelineCache();
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  bool CompileSharedShaders();
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  void DestroySharedShaders();
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  std::unordered_map<PipelineInfo, VkPipeline, PipelineInfoHash> m_pipeline_objects;
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  std::unordered_map<ComputePipelineInfo, VkPipeline, ComputePipelineInfoHash>
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      m_compute_pipeline_objects;
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  VkPipelineCache m_pipeline_cache = VK_NULL_HANDLE;
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  std::string m_pipeline_cache_filename;
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  // Utility/shared shaders
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  VkShaderModule m_screen_quad_vertex_shader = VK_NULL_HANDLE;
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  VkShaderModule m_passthrough_vertex_shader = VK_NULL_HANDLE;
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  VkShaderModule m_screen_quad_geometry_shader = VK_NULL_HANDLE;
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  VkShaderModule m_passthrough_geometry_shader = VK_NULL_HANDLE;
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};
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extern std::unique_ptr<ShaderCache> g_shader_cache;
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}  // namespace Vulkan
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