yuzu/src/video_core/renderer_vulkan/vk_compute_pipeline.h
ReinUsesLisp dc96a59fa0 vk_compute_pipeline: Initial implementation
This abstraction represents a Vulkan compute pipeline.
2020-01-06 22:02:26 -03:00

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1.8 KiB
C++

// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <memory>
#include "common/common_types.h"
#include "video_core/renderer_vulkan/declarations.h"
#include "video_core/renderer_vulkan/vk_descriptor_pool.h"
#include "video_core/renderer_vulkan/vk_shader_decompiler.h"
namespace Vulkan {
class VKDevice;
class VKScheduler;
class VKUpdateDescriptorQueue;
class VKComputePipeline final {
public:
explicit VKComputePipeline(const VKDevice& device, VKScheduler& scheduler,
VKDescriptorPool& descriptor_pool,
VKUpdateDescriptorQueue& update_descriptor_queue,
const SPIRVShader& shader);
~VKComputePipeline();
vk::DescriptorSet CommitDescriptorSet();
vk::Pipeline GetHandle() const {
return *pipeline;
}
vk::PipelineLayout GetLayout() const {
return *layout;
}
const ShaderEntries& GetEntries() {
return entries;
}
private:
UniqueDescriptorSetLayout CreateDescriptorSetLayout() const;
UniquePipelineLayout CreatePipelineLayout() const;
UniqueDescriptorUpdateTemplate CreateDescriptorUpdateTemplate() const;
UniqueShaderModule CreateShaderModule(const std::vector<u32>& code) const;
UniquePipeline CreatePipeline() const;
const VKDevice& device;
VKScheduler& scheduler;
ShaderEntries entries;
UniqueDescriptorSetLayout descriptor_set_layout;
DescriptorAllocator descriptor_allocator;
VKUpdateDescriptorQueue& update_descriptor_queue;
UniquePipelineLayout layout;
UniqueDescriptorUpdateTemplate descriptor_template;
UniqueShaderModule shader_module;
UniquePipeline pipeline;
};
} // namespace Vulkan