[Vulkan] Basic texture descriptor set allocation/binding

This commit is contained in:
Triang3l
2022-05-17 22:42:28 +03:00
parent 3381d679b4
commit 46202dd27a
17 changed files with 1561 additions and 492 deletions

View File

@@ -2,7 +2,7 @@
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2020 Ben Vanik. All rights reserved. *
* Copyright 2022 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
@@ -12,7 +12,7 @@
#include <cstdint>
#include "xenia/gpu/shader.h"
#include "xenia/gpu/spirv_shader.h"
#include "xenia/gpu/xenos.h"
#include "xenia/ui/vulkan/vulkan_provider.h"
@@ -20,12 +20,12 @@ namespace xe {
namespace gpu {
namespace vulkan {
class VulkanShader : public Shader {
class VulkanShader : public SpirvShader {
public:
class VulkanTranslation : public Translation {
class VulkanTranslation : public SpirvTranslation {
public:
VulkanTranslation(VulkanShader& shader, uint64_t modification)
: Translation(shader, modification) {}
explicit VulkanTranslation(VulkanShader& shader, uint64_t modification)
: SpirvTranslation(shader, modification) {}
~VulkanTranslation() override;
VkShaderModule GetOrCreateShaderModule();
@@ -35,16 +35,43 @@ class VulkanShader : public Shader {
VkShaderModule shader_module_ = VK_NULL_HANDLE;
};
VulkanShader(const ui::vulkan::VulkanProvider& provider,
xenos::ShaderType shader_type, uint64_t ucode_data_hash,
const uint32_t* ucode_dwords, size_t ucode_dword_count,
std::endian ucode_source_endian = std::endian::big);
explicit VulkanShader(const ui::vulkan::VulkanProvider& provider,
xenos::ShaderType shader_type, uint64_t ucode_data_hash,
const uint32_t* ucode_dwords, size_t ucode_dword_count,
std::endian ucode_source_endian = std::endian::big);
// For owning subsystem like the pipeline cache, accessors for unique
// identifiers (used instead of hashes to make sure collisions can't happen)
// of binding layouts used by the shader, for invalidation if a shader with an
// incompatible layout has been bound.
size_t GetTextureBindingLayoutUserUID() const {
return texture_binding_layout_user_uid_;
}
size_t GetSamplerBindingLayoutUserUID() const {
return sampler_binding_layout_user_uid_;
}
// Modifications of the same shader can be translated on different threads.
// The "set" function must only be called if "enter" returned true - these are
// set up only once.
bool EnterBindingLayoutUserUIDSetup() {
return !binding_layout_user_uids_set_up_.test_and_set();
}
void SetTextureBindingLayoutUserUID(size_t uid) {
texture_binding_layout_user_uid_ = uid;
}
void SetSamplerBindingLayoutUserUID(size_t uid) {
sampler_binding_layout_user_uid_ = uid;
}
protected:
Translation* CreateTranslationInstance(uint64_t modification) override;
private:
const ui::vulkan::VulkanProvider& provider_;
std::atomic_flag binding_layout_user_uids_set_up_ = ATOMIC_FLAG_INIT;
size_t texture_binding_layout_user_uid_ = 0;
size_t sampler_binding_layout_user_uid_ = 0;
};
} // namespace vulkan