vk_compute_pipeline: Initial implementation
This abstraction represents a Vulkan compute pipeline.
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@ -155,6 +155,8 @@ if (ENABLE_VULKAN)
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renderer_vulkan/maxwell_to_vk.h
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renderer_vulkan/vk_buffer_cache.cpp
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renderer_vulkan/vk_buffer_cache.h
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renderer_vulkan/vk_compute_pipeline.cpp
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renderer_vulkan/vk_compute_pipeline.h
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renderer_vulkan/vk_descriptor_pool.cpp
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renderer_vulkan/vk_descriptor_pool.h
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renderer_vulkan/vk_device.cpp
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src/video_core/renderer_vulkan/vk_compute_pipeline.cpp
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src/video_core/renderer_vulkan/vk_compute_pipeline.cpp
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// 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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#include <memory>
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#include <vector>
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#include "video_core/renderer_vulkan/declarations.h"
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#include "video_core/renderer_vulkan/vk_compute_pipeline.h"
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#include "video_core/renderer_vulkan/vk_descriptor_pool.h"
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#include "video_core/renderer_vulkan/vk_device.h"
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#include "video_core/renderer_vulkan/vk_pipeline_cache.h"
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#include "video_core/renderer_vulkan/vk_resource_manager.h"
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#include "video_core/renderer_vulkan/vk_scheduler.h"
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#include "video_core/renderer_vulkan/vk_shader_decompiler.h"
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#include "video_core/renderer_vulkan/vk_update_descriptor.h"
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namespace Vulkan {
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VKComputePipeline::VKComputePipeline(const VKDevice& device, VKScheduler& scheduler,
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VKDescriptorPool& descriptor_pool,
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VKUpdateDescriptorQueue& update_descriptor_queue,
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const SPIRVShader& shader)
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: device{device}, scheduler{scheduler}, entries{shader.entries},
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descriptor_set_layout{CreateDescriptorSetLayout()},
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descriptor_allocator{descriptor_pool, *descriptor_set_layout},
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update_descriptor_queue{update_descriptor_queue}, layout{CreatePipelineLayout()},
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descriptor_template{CreateDescriptorUpdateTemplate()},
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shader_module{CreateShaderModule(shader.code)}, pipeline{CreatePipeline()} {}
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VKComputePipeline::~VKComputePipeline() = default;
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vk::DescriptorSet VKComputePipeline::CommitDescriptorSet() {
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if (!descriptor_template) {
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return {};
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}
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const auto set = descriptor_allocator.Commit(scheduler.GetFence());
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update_descriptor_queue.Send(*descriptor_template, set);
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return set;
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}
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UniqueDescriptorSetLayout VKComputePipeline::CreateDescriptorSetLayout() const {
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std::vector<vk::DescriptorSetLayoutBinding> bindings;
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u32 binding = 0;
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const auto AddBindings = [&](vk::DescriptorType descriptor_type, std::size_t num_entries) {
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// TODO(Rodrigo): Maybe make individual bindings here?
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for (u32 bindpoint = 0; bindpoint < static_cast<u32>(num_entries); ++bindpoint) {
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bindings.emplace_back(binding++, descriptor_type, 1, vk::ShaderStageFlagBits::eCompute,
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nullptr);
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}
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};
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AddBindings(vk::DescriptorType::eUniformBuffer, entries.const_buffers.size());
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AddBindings(vk::DescriptorType::eStorageBuffer, entries.global_buffers.size());
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AddBindings(vk::DescriptorType::eUniformTexelBuffer, entries.texel_buffers.size());
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AddBindings(vk::DescriptorType::eCombinedImageSampler, entries.samplers.size());
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AddBindings(vk::DescriptorType::eStorageImage, entries.images.size());
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const vk::DescriptorSetLayoutCreateInfo descriptor_set_layout_ci(
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{}, static_cast<u32>(bindings.size()), bindings.data());
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const auto dev = device.GetLogical();
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const auto& dld = device.GetDispatchLoader();
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return dev.createDescriptorSetLayoutUnique(descriptor_set_layout_ci, nullptr, dld);
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}
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UniquePipelineLayout VKComputePipeline::CreatePipelineLayout() const {
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const vk::PipelineLayoutCreateInfo layout_ci({}, 1, &*descriptor_set_layout, 0, nullptr);
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const auto dev = device.GetLogical();
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return dev.createPipelineLayoutUnique(layout_ci, nullptr, device.GetDispatchLoader());
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}
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UniqueDescriptorUpdateTemplate VKComputePipeline::CreateDescriptorUpdateTemplate() const {
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std::vector<vk::DescriptorUpdateTemplateEntry> template_entries;
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u32 binding = 0;
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u32 offset = 0;
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FillDescriptorUpdateTemplateEntries(device, entries, binding, offset, template_entries);
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if (template_entries.empty()) {
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// If the shader doesn't use descriptor sets, skip template creation.
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return UniqueDescriptorUpdateTemplate{};
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}
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const vk::DescriptorUpdateTemplateCreateInfo template_ci(
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{}, static_cast<u32>(template_entries.size()), template_entries.data(),
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vk::DescriptorUpdateTemplateType::eDescriptorSet, *descriptor_set_layout,
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vk::PipelineBindPoint::eGraphics, *layout, DESCRIPTOR_SET);
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const auto dev = device.GetLogical();
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const auto& dld = device.GetDispatchLoader();
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return dev.createDescriptorUpdateTemplateUnique(template_ci, nullptr, dld);
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}
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UniqueShaderModule VKComputePipeline::CreateShaderModule(const std::vector<u32>& code) const {
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const vk::ShaderModuleCreateInfo module_ci({}, code.size() * sizeof(u32), code.data());
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const auto dev = device.GetLogical();
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return dev.createShaderModuleUnique(module_ci, nullptr, device.GetDispatchLoader());
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}
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UniquePipeline VKComputePipeline::CreatePipeline() const {
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vk::PipelineShaderStageCreateInfo shader_stage_ci({}, vk::ShaderStageFlagBits::eCompute,
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*shader_module, "main", nullptr);
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vk::PipelineShaderStageRequiredSubgroupSizeCreateInfoEXT subgroup_size_ci;
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subgroup_size_ci.requiredSubgroupSize = GuestWarpSize;
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if (entries.uses_warps && device.IsGuestWarpSizeSupported(vk::ShaderStageFlagBits::eCompute)) {
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shader_stage_ci.pNext = &subgroup_size_ci;
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}
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const vk::ComputePipelineCreateInfo create_info({}, shader_stage_ci, *layout, {}, 0);
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const auto dev = device.GetLogical();
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return dev.createComputePipelineUnique({}, create_info, nullptr, device.GetDispatchLoader());
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}
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} // namespace Vulkan
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src/video_core/renderer_vulkan/vk_compute_pipeline.h
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src/video_core/renderer_vulkan/vk_compute_pipeline.h
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@ -0,0 +1,66 @@
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// 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 <memory>
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#include "common/common_types.h"
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#include "video_core/renderer_vulkan/declarations.h"
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#include "video_core/renderer_vulkan/vk_descriptor_pool.h"
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#include "video_core/renderer_vulkan/vk_shader_decompiler.h"
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namespace Vulkan {
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class VKDevice;
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class VKScheduler;
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class VKUpdateDescriptorQueue;
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class VKComputePipeline final {
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public:
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explicit VKComputePipeline(const VKDevice& device, VKScheduler& scheduler,
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VKDescriptorPool& descriptor_pool,
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VKUpdateDescriptorQueue& update_descriptor_queue,
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const SPIRVShader& shader);
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~VKComputePipeline();
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vk::DescriptorSet CommitDescriptorSet();
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vk::Pipeline GetHandle() const {
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return *pipeline;
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}
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vk::PipelineLayout GetLayout() const {
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return *layout;
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}
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const ShaderEntries& GetEntries() {
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return entries;
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}
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private:
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UniqueDescriptorSetLayout CreateDescriptorSetLayout() const;
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UniquePipelineLayout CreatePipelineLayout() const;
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UniqueDescriptorUpdateTemplate CreateDescriptorUpdateTemplate() const;
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UniqueShaderModule CreateShaderModule(const std::vector<u32>& code) const;
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UniquePipeline CreatePipeline() const;
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const VKDevice& device;
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VKScheduler& scheduler;
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ShaderEntries entries;
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UniqueDescriptorSetLayout descriptor_set_layout;
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DescriptorAllocator descriptor_allocator;
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VKUpdateDescriptorQueue& update_descriptor_queue;
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UniquePipelineLayout layout;
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UniqueDescriptorUpdateTemplate descriptor_template;
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UniqueShaderModule shader_module;
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UniquePipeline pipeline;
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};
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} // namespace Vulkan
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@ -4,9 +4,12 @@
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#pragma once
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#include <array>
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#include <cstddef>
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#include <vector>
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#include "common/common_types.h"
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#include "video_core/engines/maxwell_3d.h"
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#include "video_core/renderer_vulkan/declarations.h"
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#include "video_core/renderer_vulkan/vk_shader_decompiler.h"
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#include "video_core/shader/shader_ir.h"
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@ -15,6 +18,42 @@ namespace Vulkan {
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class VKDevice;
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struct ComputePipelineCacheKey {
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GPUVAddr shader{};
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u32 shared_memory_size{};
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std::array<u32, 3> workgroup_size{};
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std::size_t Hash() const noexcept {
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return static_cast<std::size_t>(shader) ^
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((static_cast<std::size_t>(shared_memory_size) >> 7) << 40) ^
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static_cast<std::size_t>(workgroup_size[0]) ^
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(static_cast<std::size_t>(workgroup_size[1]) << 16) ^
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(static_cast<std::size_t>(workgroup_size[2]) << 24);
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}
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bool operator==(const ComputePipelineCacheKey& rhs) const noexcept {
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return std::tie(shader, shared_memory_size, workgroup_size) ==
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std::tie(rhs.shader, rhs.shared_memory_size, rhs.workgroup_size);
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}
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};
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} // namespace Vulkan
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namespace std {
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template <>
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struct hash<Vulkan::ComputePipelineCacheKey> {
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std::size_t operator()(const Vulkan::ComputePipelineCacheKey& k) const noexcept {
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return k.Hash();
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}
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};
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} // namespace std
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namespace Vulkan {
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class VKDevice;
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void FillDescriptorUpdateTemplateEntries(
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const VKDevice& device, const ShaderEntries& entries, u32& binding, u32& offset,
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std::vector<vk::DescriptorUpdateTemplateEntry>& template_entries);
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