// 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 #include "GPU/Common/VertexDecoderCommon.h" #include "GPU/Common/ShaderId.h" #include "GPU/Vulkan/VulkanUtil.h" #include "GPU/Vulkan/StateMappingVulkan.h" // PSP vertex format. enum class PspAttributeLocation { POSITION = 0, TEXCOORD = 1, NORMAL = 2, W1 = 3, W2 = 4, COLOR0 = 5, COLOR1 = 6, COUNT }; struct VulkanPipelineKey { VulkanPipelineRasterStateKey raster; // prim is included here bool useHWTransform; const VertexDecoder *vtxDec; VkShaderModule vShader; VkShaderModule fShader; bool operator < (const VulkanPipelineKey &other) const { if (raster < other.raster) return true; else if (other.raster < raster) return false; if (useHWTransform < other.useHWTransform) return true; else if (other.useHWTransform < useHWTransform) return false; if (vtxDec < other.vtxDec) return true; else if (other.vtxDec < vtxDec) return false; if (vShader < other.vShader) return true; else if (other.vShader < vShader) return false; if (fShader < other.fShader) return true; else if (other.fShader < fShader) return false; return false; } void ToString(std::string *str) const { str->resize(sizeof(*this)); memcpy(&(*str)[0], this, sizeof(*this)); } void FromString(const std::string &str) { memcpy(this, &str[0], sizeof(*this)); } }; enum { UB_VS_FS_BASE = (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 VulkanContext; class VulkanVertexShader; class VulkanFragmentShader; class PipelineManagerVulkan { public: PipelineManagerVulkan(VulkanContext *ctx); ~PipelineManagerVulkan(); VulkanPipeline *GetOrCreatePipeline(VkPipelineLayout layout, const VulkanPipelineRasterStateKey &rasterKey, const VertexDecoder *vtxDec, VulkanVertexShader *vs, VulkanFragmentShader *fs, bool useHwTransform); int GetNumPipelines() const { return (int)pipelines_.size(); } void Clear(); std::string DebugGetObjectString(std::string id, DebugShaderType type, DebugShaderStringType stringType); std::vector DebugGetObjectIDs(DebugShaderType type); private: std::map pipelines_; VkPipelineCache pipelineCache_; VulkanContext *vulkan_; };