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https://github.com/skyline-emu/skyline.git
synced 2024-12-28 20:45:29 +03:00
Abstract out pipeline-compile-time GPU state accesses
Introduces the base abstractions that will be used for pipeline caching, with a 'PipelineStateBundle' that can be (de)serialised to/from disk and an abstract accessor class to allow switching between creating disk-cached pipelines and fresh ones.
This commit is contained in:
parent
2e96248fb6
commit
e849264028
@ -190,6 +190,7 @@ add_library(skyline SHARED
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${source_DIR}/skyline/gpu/interconnect/inline2memory.cpp
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${source_DIR}/skyline/gpu/interconnect/maxwell_3d/active_state.cpp
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${source_DIR}/skyline/gpu/interconnect/maxwell_3d/pipeline_state.cpp
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${source_DIR}/skyline/gpu/interconnect/maxwell_3d/graphics_pipeline_state_accessor.cpp
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${source_DIR}/skyline/gpu/interconnect/maxwell_3d/packed_pipeline_state.cpp
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${source_DIR}/skyline/gpu/interconnect/maxwell_3d/pipeline_manager.cpp
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${source_DIR}/skyline/gpu/interconnect/maxwell_3d/constant_buffers.cpp
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@ -205,6 +206,7 @@ add_library(skyline SHARED
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${source_DIR}/skyline/gpu/interconnect/common/samplers.cpp
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${source_DIR}/skyline/gpu/interconnect/common/textures.cpp
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${source_DIR}/skyline/gpu/interconnect/common/shader_cache.cpp
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${source_DIR}/skyline/gpu/interconnect/common/pipeline_state_bundle.cpp
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${source_DIR}/skyline/gpu/shaders/helper_shaders.cpp
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${source_DIR}/skyline/soc/smmu.cpp
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${source_DIR}/skyline/soc/host1x/syncpoint.cpp
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@ -0,0 +1,38 @@
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// SPDX-License-Identifier: MPL-2.0
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// Copyright © 2022 Skyline Team and Contributors (https://github.com/skyline-emu/)
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#pragma once
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#include <shader_compiler/shader_info.h>
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#include "common.h"
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#include "textures.h"
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namespace skyline::gpu::interconnect {
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/**
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* @brief Provides an abstract interface for accessing pipeline state at creation time
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*/
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class PipelineStateAccessor {
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public:
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/**
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* @return The texture type for the TIC entry at the given index
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*/
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virtual Shader::TextureType GetTextureType(u32 index) const = 0;
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/**
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* @return The value of the constant buffer at the given index, offset and stage
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*/
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virtual u32 GetConstantBufferValue(u32 shaderStage, u32 index, u32 offset) const = 0;
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/**
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* @return The raw binary for the given pipeline stage
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*/
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virtual ShaderBinary GetShaderBinary(u32 pipelineStage) const = 0;
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/**
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* @brief Marks that all Get* operations on the pipeline state has finished and the pipeline is build
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*/
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virtual void MarkComplete() const = 0;
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virtual ~PipelineStateAccessor() = default;
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};
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}
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@ -0,0 +1,64 @@
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// SPDX-License-Identifier: MPL-2.0
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// Copyright © 2022 Skyline Team and Contributors (https://github.com/skyline-emu/)
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#include <range/v3/algorithm.hpp>
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#include "pipeline_state_bundle.h"
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namespace skyline::gpu::interconnect {
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void PipelineStateBundle::PipelineStage::Reset() {
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binary.clear();
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binaryBaseOffset = 0;
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}
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PipelineStateBundle::PipelineStateBundle() {}
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void PipelineStateBundle::Reset(span<const u8> newKey) {
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ranges::for_each(pipelineStages, [](auto &stage) { stage.Reset(); });
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key.resize(newKey.size());
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span(key).copy_from(newKey);
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textureTypes.clear();
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constantBufferValues.clear();
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}
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void PipelineStateBundle::SetShaderBinary(u32 pipelineStage, ShaderBinary bin) {
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if (pipelineStages.size() <= pipelineStage)
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pipelineStages.resize(pipelineStage + 1);
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auto &stageInfo{pipelineStages[pipelineStage]};
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stageInfo.binary.resize(bin.binary.size());
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span(stageInfo.binary).copy_from(bin.binary);
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stageInfo.binaryBaseOffset = bin.baseOffset;
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}
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void PipelineStateBundle::AddTextureType(u32 index, Shader::TextureType type) {
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textureTypes.emplace_back(index, type);
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}
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void PipelineStateBundle::AddConstantBufferValue(u32 shaderStage, u32 index, u32 offset, u32 value) {
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constantBufferValues.push_back({shaderStage, index, offset, value});
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}
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span<u8> PipelineStateBundle::GetKey() {
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return span(key);
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}
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ShaderBinary PipelineStateBundle::GetShaderBinary(u32 pipelineStage) {
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auto &stageInfo{pipelineStages[pipelineStage]};
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return {stageInfo.binary, stageInfo.binaryBaseOffset};
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}
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Shader::TextureType PipelineStateBundle::LookupTextureType(u32 offset) {
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auto it{ranges::find_if(textureTypes, [offset](auto &pair) { return pair.first == offset; })};
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if (it == textureTypes.end())
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throw exception("Failed to find texture type for offset: 0x{:X}", offset);
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return it->second;
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}
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u32 PipelineStateBundle::LookupConstantBufferValue(u32 shaderStage, u32 index, u32 offset) {
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auto it{ranges::find_if(constantBufferValues, [index, offset, shaderStage](auto &val) { return val.index == index && val.offset == offset && val.shaderStage == shaderStage; })};
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if (it == constantBufferValues.end())
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throw exception("Failed to find constant buffer value for offset: 0x{:X}", offset);
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return it->value;
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}
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}
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@ -0,0 +1,95 @@
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// SPDX-License-Identifier: MPL-2.0
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// Copyright © 2022 Skyline Team and Contributors (https://github.com/skyline-emu/)
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#pragma once
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#include <shader_compiler/shader_info.h>
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#include "common.h"
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namespace skyline::gpu::interconnect {
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/**
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* @brief Stores both key and non-key state for a pipeline that is otherwise only accessible at creation time
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*/
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class PipelineStateBundle {
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private:
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std::vector<u8> key; //!< Byte array containing the pipeline key, this is interpreted by the the user and two different keys might refer to the same pipeline
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/**
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* @brief Holds the raw binary and associated info for a pipeline stage
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*/
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struct PipelineStage {
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std::vector<u8> binary;
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u32 binaryBaseOffset;
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void Reset();
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};
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/**
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* @brief Holds a value of a constant buffer read from memory at pipeline creation time
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*/
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struct ConstantBufferValue {
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u32 shaderStage;
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u32 index;
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u32 offset;
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u32 value;
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};
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boost::container::small_vector<ConstantBufferValue, 4> constantBufferValues;
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boost::container::small_vector<std::pair<u32, Shader::TextureType>, 4> textureTypes;
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std::vector<PipelineStage> pipelineStages{};
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public:
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PipelineStateBundle();
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/**
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* @brief Resets the bundle's state using the given key so it can be reused for a new pipeline
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*/
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void Reset(span<const u8> newKey);
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template<typename T> requires std::is_trivially_copyable_v<T>
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void Reset(const T &value) {
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Reset(span<const u8>(reinterpret_cast<const u8 *>(&value), sizeof(T)));
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}
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/**
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* @brief Sets the binary for a given pipeline stage
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*/
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void SetShaderBinary(u32 pipelineStage, ShaderBinary bin);
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/**
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* @brief Adds a texture type value for a given offset to the bundle
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*/
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void AddTextureType(u32 index, Shader::TextureType type);
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/**
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* @brief Adds a constant buffer value for a given offset and shader stage to the bundle
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*/
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void AddConstantBufferValue(u32 shaderStage, u32 index, u32 offset, u32 value);
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/**
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* @brief Returns the raw key data for the pipeline
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*/
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span<u8> GetKey();
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template<typename T> requires std::is_trivially_copyable_v<T>
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const T &GetKey() {
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return *reinterpret_cast<const T *>(key.data());
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}
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/**
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* @brief Returns the binary for a given pipeline stage
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*/
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ShaderBinary GetShaderBinary(u32 pipelineStage);
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/**
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* @brief Returns the texture type for a given offset
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*/
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Shader::TextureType LookupTextureType(u32 offset);
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/**
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* @brief Returns the constant buffer value for a given offset and shader stage
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*/
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u32 LookupConstantBufferValue(u32 shaderStage, u32 index, u32 offset);
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};
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}
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@ -0,0 +1,33 @@
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// SPDX-License-Identifier: MPL-2.0
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// Copyright © 2022 Skyline Team and Contributors (https://github.com/skyline-emu/)
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#include "graphics_pipeline_state_accessor.h"
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namespace skyline::gpu::interconnect::maxwell3d {
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RuntimeGraphicsPipelineStateAccessor::RuntimeGraphicsPipelineStateAccessor(PipelineStateBundle &bundle,
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InterconnectContext &ctx,
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Textures &textures, ConstantBufferSet &constantBuffers,
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const std::array<ShaderBinary, engine::PipelineCount> &shaderBinaries)
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: bundle{bundle}, ctx{ctx}, textures{textures}, constantBuffers{constantBuffers}, shaderBinaries{shaderBinaries} {}
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Shader::TextureType RuntimeGraphicsPipelineStateAccessor::GetTextureType(u32 index) const {
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Shader::TextureType type{textures.GetTextureType(ctx, index)};
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bundle.AddTextureType(index, type);
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return type;
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}
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u32 RuntimeGraphicsPipelineStateAccessor::GetConstantBufferValue(u32 shaderStage, u32 index, u32 offset) const {
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u32 value{constantBuffers[shaderStage][index].Read<u32>(ctx.executor, offset)};
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bundle.AddConstantBufferValue(shaderStage, index, offset, value);
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return value;
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}
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ShaderBinary RuntimeGraphicsPipelineStateAccessor::GetShaderBinary(u32 pipelineStage) const {
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ShaderBinary binary{shaderBinaries[pipelineStage]};
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bundle.SetShaderBinary(pipelineStage, binary);
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return binary;
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}
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void RuntimeGraphicsPipelineStateAccessor::MarkComplete() const {}
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}
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// SPDX-License-Identifier: MPL-2.0
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// Copyright © 2022 Skyline Team and Contributors (https://github.com/skyline-emu/)
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#pragma once
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#include <gpu/interconnect/common/pipeline_state_accessor.h>
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#include <gpu/interconnect/common/pipeline_state_bundle.h>
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#include <gpu/interconnect/common/textures.h>
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#include "constant_buffers.h"
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namespace skyline::gpu::interconnect::maxwell3d {
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/**
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* @brief Implements the PipelineStateAccessor interface for pipelines created at emulator runtime
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*/
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class RuntimeGraphicsPipelineStateAccessor : public PipelineStateAccessor {
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private:
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PipelineStateBundle &bundle;
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InterconnectContext &ctx;
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Textures &textures;
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ConstantBufferSet &constantBuffers;
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std::array<ShaderBinary, engine::PipelineCount> shaderBinaries;
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public:
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RuntimeGraphicsPipelineStateAccessor(PipelineStateBundle &bundle,
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InterconnectContext &ctx,
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Textures &textures, ConstantBufferSet &constantBuffers,
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const std::array<ShaderBinary, engine::PipelineCount> &shaderBinaries);
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Shader::TextureType GetTextureType(u32 index) const override;
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u32 GetConstantBufferValue(u32 shaderStage, u32 index, u32 offset) const override;
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ShaderBinary GetShaderBinary(u32 pipelineStage) const override;
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void MarkComplete() const override;
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};
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}
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@ -173,35 +173,36 @@ namespace skyline::gpu::interconnect::maxwell3d {
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return info;
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}
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static std::array<Pipeline::ShaderStage, engine::ShaderStageCount> MakePipelineShaders(InterconnectContext &ctx, Textures &textures, ConstantBufferSet &constantBuffers, const PackedPipelineState &packedState, const std::array<ShaderBinary, engine::PipelineCount> &shaderBinaries) {
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static std::array<Pipeline::ShaderStage, engine::ShaderStageCount> MakePipelineShaders(InterconnectContext &ctx, const PipelineStateAccessor &accessor, const PackedPipelineState &packedState) {
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ctx.gpu.shader.ResetPools();
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using PipelineStage = engine::Pipeline::Shader::Type;
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auto pipelineStage{[](size_t i) { return static_cast<PipelineStage>(i); }};
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auto pipelineStage{[](u32 i) { return static_cast<PipelineStage>(i); }};
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auto stageIdx{[](PipelineStage stage) { return static_cast<u8>(stage); }};
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std::array<Shader::IR::Program, engine::PipelineCount> programs;
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bool ignoreVertexCullBeforeFetch{};
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for (size_t i{}; i < engine::PipelineCount; i++) {
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for (u32 i{}; i < engine::PipelineCount; i++) {
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if (!packedState.shaderHashes[i])
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continue;
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auto binary{accessor.GetShaderBinary(i)};
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auto program{ctx.gpu.shader.ParseGraphicsShader(
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packedState.postVtgShaderAttributeSkipMask,
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ConvertCompilerShaderStage(static_cast<PipelineStage>(i)),
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shaderBinaries[i].binary, shaderBinaries[i].baseOffset,
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binary.binary, binary.baseOffset,
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packedState.bindlessTextureConstantBufferSlotSelect,
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packedState.viewportTransformEnable,
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[&](u32 index, u32 offset) {
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size_t shaderStage{i > 0 ? (i - 1) : 0};
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return constantBuffers[shaderStage][index].Read<int>(ctx.executor, offset);
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u32 shaderStage{i > 0 ? (i - 1) : 0};
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return accessor.GetConstantBufferValue(shaderStage, index, offset);
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}, [&](u32 index) {
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return textures.GetTextureType(ctx, BindlessHandle{ .raw = index }.textureIndex);
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return accessor.GetTextureType(BindlessHandle{ .raw = index }.textureIndex);
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})};
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if (i == stageIdx(PipelineStage::Vertex) && packedState.shaderHashes[stageIdx(PipelineStage::VertexCullBeforeFetch)]) {
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ignoreVertexCullBeforeFetch = true;
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programs[i] = ctx.gpu.shader.CombineVertexShaders(programs[stageIdx(PipelineStage::VertexCullBeforeFetch)], program, shaderBinaries[i].binary);
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programs[i] = ctx.gpu.shader.CombineVertexShaders(programs[stageIdx(PipelineStage::VertexCullBeforeFetch)], program, binary.binary);
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} else {
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programs[i] = program;
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}
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@ -213,7 +214,7 @@ namespace skyline::gpu::interconnect::maxwell3d {
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std::array<Pipeline::ShaderStage, engine::ShaderStageCount> shaderStages{};
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for (size_t i{stageIdx(ignoreVertexCullBeforeFetch ? PipelineStage::Vertex : PipelineStage::VertexCullBeforeFetch)}; i < engine::PipelineCount; i++) {
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for (u32 i{stageIdx(ignoreVertexCullBeforeFetch ? PipelineStage::Vertex : PipelineStage::VertexCullBeforeFetch)}; i < engine::PipelineCount; i++) {
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if (!packedState.shaderHashes[i])
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continue;
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@ -424,8 +425,7 @@ namespace skyline::gpu::interconnect::maxwell3d {
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static cache::GraphicsPipelineCache::CompiledPipeline MakeCompiledPipeline(InterconnectContext &ctx,
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const PackedPipelineState &packedState,
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const std::array<Pipeline::ShaderStage, engine::ShaderStageCount> &shaderStages,
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span<vk::DescriptorSetLayoutBinding> layoutBindings,
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span<TextureView *> colorAttachments, TextureView *depthAttachment) {
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span<vk::DescriptorSetLayoutBinding> layoutBindings) {
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boost::container::static_vector<vk::PipelineShaderStageCreateInfo, engine::ShaderStageCount> shaderStageInfos;
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for (const auto &stage : shaderStages)
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if (stage.module)
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@ -526,8 +526,13 @@ namespace skyline::gpu::interconnect::maxwell3d {
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std::tie(depthStencilState.front, depthStencilState.back) = packedState.GetStencilOpsState();
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boost::container::static_vector<vk::PipelineColorBlendAttachmentState, engine::ColorTargetCount> attachmentBlendStates;
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for (u32 i{}; i < colorAttachments.size(); i++)
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boost::container::static_vector<vk::Format, engine::ColorTargetCount> colorAttachmentFormats;
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for (u32 i{}; i < packedState.GetColorRenderTargetCount(); i++) {
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attachmentBlendStates.push_back(packedState.GetAttachmentBlendState(i));
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texture::Format format{packedState.GetColorRenderTargetFormat(i)};
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colorAttachmentFormats.push_back(format ? format->vkFormat : vk::Format::eUndefined);
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}
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vk::PipelineColorBlendStateCreateInfo colorBlendState{
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.logicOpEnable = packedState.logicOpEnable,
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@ -536,7 +541,11 @@ namespace skyline::gpu::interconnect::maxwell3d {
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.pAttachments = attachmentBlendStates.data()
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};
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constexpr std::array<vk::DynamicState, 10> dynamicStates{
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static constexpr u32 BaseDynamicStateCount{9};
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static constexpr u32 ExtendedDynamicStateCount{BaseDynamicStateCount + 1};
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constexpr std::array<vk::DynamicState, ExtendedDynamicStateCount> dynamicStates{
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vk::DynamicState::eViewport,
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vk::DynamicState::eScissor,
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vk::DynamicState::eLineWidth,
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@ -550,9 +559,6 @@ namespace skyline::gpu::interconnect::maxwell3d {
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vk::DynamicState::eVertexInputBindingStrideEXT
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};
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static constexpr u32 BaseDynamicStateCount{9};
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static constexpr u32 ExtendedDynamicStateCount{BaseDynamicStateCount + 1};
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vk::PipelineDynamicStateCreateInfo dynamicState{
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.dynamicStateCount = ctx.gpu.traits.supportsExtendedDynamicState ? ExtendedDynamicStateCount : BaseDynamicStateCount,
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.pDynamicStates = dynamicStates.data()
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@ -569,6 +575,8 @@ namespace skyline::gpu::interconnect::maxwell3d {
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.pScissors = emptyScissors.data(),
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};
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texture::Format depthStencilFormat{packedState.GetDepthRenderTargetFormat()};
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return ctx.gpu.graphicsPipelineCache.GetCompiledPipeline(cache::GraphicsPipelineCache::PipelineState{
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.shaderStages = shaderStageInfos,
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.vertexState = vertexInputState,
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@ -580,15 +588,16 @@ namespace skyline::gpu::interconnect::maxwell3d {
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.depthStencilState = depthStencilState,
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.colorBlendState = colorBlendState,
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.dynamicState = dynamicState,
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.colorAttachments = colorAttachments,
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.depthStencilAttachment = depthAttachment,
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.colorFormats = colorAttachmentFormats,
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.depthStencilFormat = depthStencilFormat ? depthStencilFormat->vkFormat : vk::Format::eUndefined,
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.sampleCount = vk::SampleCountFlagBits::e1, //TODO: fix after MSAA support
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}, layoutBindings);
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}
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Pipeline::Pipeline(InterconnectContext &ctx, Textures &textures, ConstantBufferSet &constantBuffers, const PackedPipelineState &packedState, const std::array<ShaderBinary, engine::PipelineCount> &shaderBinaries, span<TextureView *> colorAttachments, TextureView *depthAttachment)
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: shaderStages{MakePipelineShaders(ctx, textures, constantBuffers, packedState, shaderBinaries)},
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Pipeline::Pipeline(InterconnectContext &ctx, const PipelineStateAccessor &accessor, const PackedPipelineState &packedState)
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: shaderStages{MakePipelineShaders(ctx, accessor, packedState)},
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descriptorInfo{MakePipelineDescriptorInfo(shaderStages, ctx.gpu.traits.quirks.needsIndividualTextureBindingWrites)},
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compiledPipeline{MakeCompiledPipeline(ctx, packedState, shaderStages, descriptorInfo.descriptorSetLayoutBindings, colorAttachments, depthAttachment)},
|
||||
compiledPipeline{MakeCompiledPipeline(ctx, packedState, shaderStages, descriptorInfo.descriptorSetLayoutBindings)},
|
||||
sourcePackedState{packedState} {
|
||||
storageBufferViews.resize(descriptorInfo.totalStorageBufferCount);
|
||||
}
|
||||
|
@ -11,6 +11,7 @@
|
||||
#include "common.h"
|
||||
#include "packed_pipeline_state.h"
|
||||
#include "constant_buffers.h"
|
||||
#include "graphics_pipeline_state_accessor.h"
|
||||
|
||||
namespace skyline::gpu {
|
||||
class TextureView;
|
||||
@ -100,7 +101,7 @@ namespace skyline::gpu::interconnect::maxwell3d {
|
||||
|
||||
PackedPipelineState sourcePackedState;
|
||||
|
||||
Pipeline(InterconnectContext &ctx, Textures &textures, ConstantBufferSet &constantBuffers, const PackedPipelineState &packedState, const std::array<ShaderBinary, engine::PipelineCount> &shaderBinaries, span<TextureView *> colorAttachments, TextureView *depthAttachment);
|
||||
Pipeline(InterconnectContext &ctx, const PipelineStateAccessor &accessor, const PackedPipelineState &packedState);
|
||||
|
||||
Pipeline *LookupNext(const PackedPipelineState &packedState);
|
||||
|
||||
@ -123,17 +124,23 @@ namespace skyline::gpu::interconnect::maxwell3d {
|
||||
DescriptorUpdateInfo *SyncDescriptorsQuickBind(InterconnectContext &ctx, ConstantBufferSet &constantBuffers, Samplers &samplers, Textures &textures, ConstantBuffers::QuickBind quickBind, span<TextureView *> sampledImages);
|
||||
};
|
||||
|
||||
/**
|
||||
* @brief Manages the caching and creation of pipelines
|
||||
*/
|
||||
class PipelineManager {
|
||||
private:
|
||||
PipelineStateBundle bundle;
|
||||
tsl::robin_map<PackedPipelineState, std::unique_ptr<Pipeline>, PackedPipelineStateHash> map;
|
||||
|
||||
public:
|
||||
Pipeline *FindOrCreate(InterconnectContext &ctx, Textures &textures, ConstantBufferSet &constantBuffers, const PackedPipelineState &packedState, const std::array<ShaderBinary, engine::PipelineCount> &shaderBinaries, span<TextureView *> colorAttachments, TextureView *depthAttachment) {
|
||||
Pipeline *FindOrCreate(InterconnectContext &ctx, Textures &textures, ConstantBufferSet &constantBuffers, const PackedPipelineState &packedState, const std::array<ShaderBinary, engine::PipelineCount> &shaderBinaries) {
|
||||
auto it{map.find(packedState)};
|
||||
if (it != map.end())
|
||||
return it->second.get();
|
||||
|
||||
return map.emplace(packedState, std::make_unique<Pipeline>(ctx, textures, constantBuffers, packedState, shaderBinaries, colorAttachments, depthAttachment)).first->second.get();
|
||||
bundle.Reset(packedState);
|
||||
auto accessor{RuntimeGraphicsPipelineStateAccessor{bundle, ctx, textures, constantBuffers, shaderBinaries}};
|
||||
return map.emplace(packedState, std::make_unique<Pipeline>(ctx, accessor, packedState)).first->second.get();
|
||||
}
|
||||
};
|
||||
}
|
||||
|
@ -432,7 +432,7 @@ namespace skyline::gpu::interconnect::maxwell3d {
|
||||
}
|
||||
}
|
||||
|
||||
auto newPipeline{pipelineManager.FindOrCreate(ctx, textures, constantBuffers, packedState, shaderBinaries, colorAttachments, depthAttachment)};
|
||||
auto newPipeline{pipelineManager.FindOrCreate(ctx, textures, constantBuffers, packedState, shaderBinaries)};
|
||||
if (pipeline)
|
||||
pipeline->AddTransition(newPipeline);
|
||||
pipeline = newPipeline;
|
||||
|
@ -136,6 +136,7 @@ namespace skyline::gpu {
|
||||
.scissorCount = 1
|
||||
};
|
||||
|
||||
std::array<vk::Format, 1> colorFormats{colorAttachment ? colorAttachment->format->vkFormat : vk::Format::eUndefined};
|
||||
return gpu.graphicsPipelineCache.GetCompiledPipeline(cache::GraphicsPipelineCache::PipelineState{
|
||||
.shaderStages = shaderStages,
|
||||
.vertexState = vertexState,
|
||||
@ -147,8 +148,8 @@ namespace skyline::gpu {
|
||||
.depthStencilState = depthStencilState,
|
||||
.colorBlendState = blendState,
|
||||
.dynamicState = {},
|
||||
.colorAttachments = span<TextureView *>{colorAttachment},
|
||||
.depthStencilAttachment = depthStencilAttachment,
|
||||
.colorFormats = colorFormats,
|
||||
.depthStencilFormat = depthStencilAttachment ? depthStencilAttachment->format->vkFormat : vk::Format::eUndefined,
|
||||
}, layoutBindings, pushConstantRanges, true);
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user