dxvk/src/dxvk/dxvk_compute.h

98 lines
2.4 KiB
C++

#pragma once
#include <vector>
#include "dxvk_binding.h"
#include "dxvk_pipecache.h"
#include "dxvk_pipelayout.h"
#include "dxvk_resource.h"
#include "dxvk_shader.h"
#include "dxvk_stats.h"
namespace dxvk {
class DxvkDevice;
/**
* \brief Compute pipeline state info
*/
struct DxvkComputePipelineStateInfo {
bool operator == (const DxvkComputePipelineStateInfo& other) const;
bool operator != (const DxvkComputePipelineStateInfo& other) const;
DxvkBindingState bsBindingState;
};
/**
* \brief Compute pipeline
*
* Stores a compute pipeline object and the corresponding
* pipeline layout. Unlike graphics pipelines, compute
* pipelines do not need to be recompiled against any sort
* of pipeline state.
*/
class DxvkComputePipeline : public DxvkResource {
public:
DxvkComputePipeline(
const DxvkDevice* device,
const Rc<DxvkPipelineCache>& cache,
const Rc<DxvkShader>& cs);
~DxvkComputePipeline();
/**
* \brief Pipeline layout
*
* Stores the pipeline layout and the descriptor set
* layout, as well as information on the resource
* slots used by the pipeline.
* \returns Pipeline layout
*/
DxvkPipelineLayout* layout() const {
return m_layout.ptr();
}
/**
* \brief Pipeline handle
*
* \param [in] state Pipeline state
* \returns Pipeline handle
*/
VkPipeline getPipelineHandle(
const DxvkComputePipelineStateInfo& state,
DxvkStatCounters& stats);
private:
struct PipelineStruct {
DxvkComputePipelineStateInfo stateVector;
VkPipeline pipeline;
};
const DxvkDevice* const m_device;
const Rc<vk::DeviceFn> m_vkd;
Rc<DxvkPipelineCache> m_cache;
Rc<DxvkPipelineLayout> m_layout;
Rc<DxvkShaderModule> m_cs;
sync::Spinlock m_mutex;
std::vector<PipelineStruct> m_pipelines;
VkPipeline m_basePipeline = VK_NULL_HANDLE;
bool findPipeline(
const DxvkComputePipelineStateInfo& state,
VkPipeline& pipeline) const;
VkPipeline compilePipeline(
const DxvkComputePipelineStateInfo& state,
VkPipeline baseHandle) const;
void destroyPipelines();
};
}