2fc698b040
Wait from the worker thread for a pipeline to build before binding it to the command buffer. This allows queueing pipelines to multiple threads.
53 lines
1.8 KiB
C++
53 lines
1.8 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 <atomic>
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#include "common/common_types.h"
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#include "common/thread_worker.h"
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#include "shader_recompiler/shader_info.h"
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#include "video_core/memory_manager.h"
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#include "video_core/renderer_vulkan/vk_buffer_cache.h"
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#include "video_core/renderer_vulkan/vk_descriptor_pool.h"
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#include "video_core/renderer_vulkan/vk_texture_cache.h"
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#include "video_core/renderer_vulkan/vk_update_descriptor.h"
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#include "video_core/vulkan_common/vulkan_wrapper.h"
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namespace Vulkan {
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class Device;
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class VKScheduler;
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class ComputePipeline {
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public:
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explicit ComputePipeline(const Device& device, VKDescriptorPool& descriptor_pool,
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VKUpdateDescriptorQueue& update_descriptor_queue,
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Common::ThreadWorker* thread_worker, const Shader::Info& info,
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vk::ShaderModule spv_module);
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ComputePipeline& operator=(ComputePipeline&&) noexcept = delete;
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ComputePipeline(ComputePipeline&&) noexcept = delete;
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ComputePipeline& operator=(const ComputePipeline&) = delete;
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ComputePipeline(const ComputePipeline&) = delete;
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void Configure(Tegra::Engines::KeplerCompute& kepler_compute, Tegra::MemoryManager& gpu_memory,
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VKScheduler& scheduler, BufferCache& buffer_cache, TextureCache& texture_cache);
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private:
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VKUpdateDescriptorQueue& update_descriptor_queue;
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Shader::Info info;
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vk::ShaderModule spv_module;
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vk::DescriptorSetLayout descriptor_set_layout;
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DescriptorAllocator descriptor_allocator;
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vk::PipelineLayout pipeline_layout;
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vk::DescriptorUpdateTemplateKHR descriptor_update_template;
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vk::Pipeline pipeline;
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std::atomic_flag building_flag{};
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};
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} // namespace Vulkan
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