dolphin/Source/Core/VideoBackends/Vulkan/VKPipeline.cpp

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// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "Common/Assert.h"
#include "Common/MsgHandler.h"
#include "VideoBackends/Vulkan/ObjectCache.h"
#include "VideoBackends/Vulkan/Util.h"
#include "VideoBackends/Vulkan/VKPipeline.h"
#include "VideoBackends/Vulkan/VKShader.h"
#include "VideoBackends/Vulkan/VertexFormat.h"
#include "VideoBackends/Vulkan/VulkanContext.h"
namespace Vulkan
{
VKPipeline::VKPipeline(VkPipeline pipeline, VkPipelineLayout pipeline_layout,
AbstractPipelineUsage usage)
: m_pipeline(pipeline), m_pipeline_layout(pipeline_layout), m_usage(usage)
{
}
VKPipeline::~VKPipeline()
{
vkDestroyPipeline(g_vulkan_context->GetDevice(), m_pipeline, nullptr);
}
std::unique_ptr<VKPipeline> VKPipeline::Create(const AbstractPipelineConfig& config)
{
_dbg_assert_(VIDEO, config.vertex_shader && config.pixel_shader);
// Get render pass for config.
VkRenderPass render_pass = g_object_cache->GetRenderPass(
Util::GetVkFormatForHostTextureFormat(config.framebuffer_state.color_texture_format),
Util::GetVkFormatForHostTextureFormat(config.framebuffer_state.depth_texture_format),
config.framebuffer_state.samples, VK_ATTACHMENT_LOAD_OP_LOAD);
// Get pipeline layout.
VkPipelineLayout pipeline_layout;
switch (config.usage)
{
case AbstractPipelineUsage::GX:
pipeline_layout = g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD);
break;
case AbstractPipelineUsage::Utility:
pipeline_layout = g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_UTILITY);
break;
default:
PanicAlert("Unknown pipeline layout.");
return nullptr;
}
// TODO: Move ShaderCache stuff to here.
PipelineInfo pinfo;
pinfo.vertex_format = static_cast<const VertexFormat*>(config.vertex_format);
pinfo.pipeline_layout = pipeline_layout;
pinfo.vs = static_cast<const VKShader*>(config.vertex_shader)->GetShaderModule();
pinfo.ps = static_cast<const VKShader*>(config.pixel_shader)->GetShaderModule();
pinfo.gs = config.geometry_shader ?
static_cast<const VKShader*>(config.geometry_shader)->GetShaderModule() :
VK_NULL_HANDLE;
pinfo.render_pass = render_pass;
pinfo.rasterization_state.hex = config.rasterization_state.hex;
pinfo.depth_state.hex = config.depth_state.hex;
pinfo.blend_state.hex = config.blending_state.hex;
pinfo.multisampling_state.hex = 0;
pinfo.multisampling_state.samples = config.framebuffer_state.samples;
pinfo.multisampling_state.per_sample_shading = config.framebuffer_state.per_sample_shading;
VkPipeline pipeline = g_shader_cache->CreatePipeline(pinfo);
if (pipeline == VK_NULL_HANDLE)
return nullptr;
return std::make_unique<VKPipeline>(pipeline, pipeline_layout, config.usage);
}
} // namespace Vulkan