ppsspp/GPU/Vulkan/PipelineManagerVulkan.h

121 lines
3.5 KiB
C++

// Copyright (c) 2015- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include <map>
#include "GPU/Common/VertexDecoderCommon.h"
#include "GPU/Common/ShaderId.h"
#include "GPU/Vulkan/VulkanUtil.h"
// PSP vertex format.
enum class PspAttributeLocation {
POSITION = 0,
TEXCOORD = 1,
NORMAL = 2,
W1 = 3,
W2 = 4,
COLOR0 = 5,
COLOR1 = 6,
COUNT
};
// Let's pack this tight using bitfields.
// If an enable flag is set to 0, all the data fields for that section should
// also be set to 0.
// ~54 bits.
struct VulkanPipelineRasterStateKey {
// Blend
bool blendEnable : 1;
VkBlendFactor srcColor : 5;
VkBlendFactor destColor : 5;
VkBlendFactor srcAlpha : 5;
VkBlendFactor destAlpha : 5;
VkBlendOp blendOpColor : 3;
VkBlendOp blendOpAlpha : 3;
bool logicOpEnable : 1;
VkLogicOp logicOp : 4;
int colorWriteMask : 4;
// Depth/Stencil
bool depthTestEnable : 1;
bool depthWriteEnable : 1;
VkCompareOp depthCompareOp : 3;
bool stencilTestEnable : 1;
VkCompareOp stencilCompareOp : 4;
VkStencilOp stencilPassOp : 4;
VkStencilOp stencilFailOp : 4;
VkStencilOp stencilDepthFailOp : 4;
// We'll use dynamic state for writemask, reference and comparemask to start with,
// and viewport/scissor.
// Rasterizer
VkCullModeFlagBits cullMode : 2;
VkPrimitiveTopology topology : 4;
bool operator < (const VulkanPipelineRasterStateKey &other) const {
return memcmp(this, &other, sizeof(*this)) < 0;
}
};
// All the information needed. All PSP rendering (except full screen clears?) will make use of a single
// render pass definition.
struct VulkanPipelineKey {
VulkanPipelineRasterStateKey raster;
int prim;
bool pretransformed;
uint32_t vertType;
ShaderID vShaderId;
ShaderID fShaderId;
bool operator < (const VulkanPipelineKey &other) const {
if (raster < other.raster) return true; else if (other.raster < raster) return false;
if (prim < other.prim) return true; else if (other.prim < prim) return false;
if (pretransformed < other.pretransformed) return true; else if (other.pretransformed < pretransformed) return false;
if (vertType < other.vertType) return true; else if (other.vertType < vertType) return false;
if (vShaderId < other.vShaderId) return true; else if (other.vShaderId < vShaderId) return false;
if (fShaderId < other.fShaderId) return true; else if (other.fShaderId < fShaderId) return false;
return false;
}
};
enum {
UB_VS_BASICTRANSFORM = (1 << 0),
UB_VS_BONES = (1 << 1),
UB_VS_LIGHTS = (1 << 2),
};
// Simply wraps a Vulkan pipeline, providing some metadata.
struct VulkanPipeline {
VkPipeline pipeline;
int uniformBlocks; // UB_ enum above.
};
class PipelineManagerVulkan {
public:
PipelineManagerVulkan(VulkanContext *ctx);
~PipelineManagerVulkan();
int GetNumPipelines() const { return 0; }
private:
std::map<VulkanPipelineKey, VkPipeline> pipelines_;
VkPipelineCache pipelineCache_;
VulkanContext *vulkan_;
};