6c53edd4d3
Reduces some header churn and reduces rebuilds when some header internals change. While we're at it we can also resolve a missing include in buffer_cache.
64 lines
1.7 KiB
C++
64 lines
1.7 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 "common/common_types.h"
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#include "video_core/renderer_vulkan/vk_descriptor_pool.h"
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#include "video_core/renderer_vulkan/vk_shader_decompiler.h"
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#include "video_core/renderer_vulkan/wrapper.h"
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namespace Vulkan {
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class VKDevice;
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class VKScheduler;
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class VKUpdateDescriptorQueue;
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class VKComputePipeline final {
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public:
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explicit VKComputePipeline(const VKDevice& device, VKScheduler& scheduler,
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VKDescriptorPool& descriptor_pool,
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VKUpdateDescriptorQueue& update_descriptor_queue,
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const SPIRVShader& shader);
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~VKComputePipeline();
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VkDescriptorSet CommitDescriptorSet();
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VkPipeline GetHandle() const {
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return *pipeline;
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}
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VkPipelineLayout GetLayout() const {
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return *layout;
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}
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const ShaderEntries& GetEntries() const {
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return entries;
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}
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private:
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vk::DescriptorSetLayout CreateDescriptorSetLayout() const;
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vk::PipelineLayout CreatePipelineLayout() const;
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vk::DescriptorUpdateTemplateKHR CreateDescriptorUpdateTemplate() const;
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vk::ShaderModule CreateShaderModule(const std::vector<u32>& code) const;
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vk::Pipeline CreatePipeline() const;
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const VKDevice& device;
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VKScheduler& scheduler;
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ShaderEntries entries;
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vk::DescriptorSetLayout descriptor_set_layout;
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DescriptorAllocator descriptor_allocator;
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VKUpdateDescriptorQueue& update_descriptor_queue;
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vk::PipelineLayout layout;
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vk::DescriptorUpdateTemplateKHR descriptor_template;
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vk::ShaderModule shader_module;
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vk::Pipeline pipeline;
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};
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} // namespace Vulkan
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