96 lines
3.0 KiB
C++
96 lines
3.0 KiB
C++
/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2020 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#ifndef XENIA_GPU_VULKAN_VULKAN_RENDER_TARGET_CACHE_H_
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#define XENIA_GPU_VULKAN_VULKAN_RENDER_TARGET_CACHE_H_
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#include <cstdint>
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#include <cstring>
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#include <unordered_map>
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#include "xenia/base/xxhash.h"
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#include "xenia/gpu/register_file.h"
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#include "xenia/ui/vulkan/vulkan_provider.h"
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namespace xe {
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namespace gpu {
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namespace vulkan {
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class VulkanCommandProcessor;
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// TODO(Triang3l): Create a common base for both the Vulkan and the Direct3D
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// implementations.
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class VulkanRenderTargetCache {
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public:
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union RenderPassKey {
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uint32_t key = 0;
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};
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static_assert(sizeof(RenderPassKey) == sizeof(uint32_t));
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struct FramebufferKey {
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RenderPassKey render_pass_key;
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// Including all the padding, for a stable hash.
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FramebufferKey() { Reset(); }
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FramebufferKey(const FramebufferKey& key) {
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std::memcpy(this, &key, sizeof(*this));
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}
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FramebufferKey& operator=(const FramebufferKey& key) {
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std::memcpy(this, &key, sizeof(*this));
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return *this;
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}
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bool operator==(const FramebufferKey& key) const {
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return std::memcmp(this, &key, sizeof(*this)) == 0;
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}
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void Reset() { std::memset(this, 0, sizeof(*this)); }
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uint64_t GetHash() const { return XXH3_64bits(this, sizeof(*this)); }
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struct Hasher {
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size_t operator()(const FramebufferKey& description) const {
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return size_t(description.GetHash());
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}
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};
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};
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static_assert(sizeof(FramebufferKey) == sizeof(uint32_t));
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VulkanRenderTargetCache(VulkanCommandProcessor& command_processor,
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const RegisterFile& register_file);
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~VulkanRenderTargetCache();
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bool Initialize();
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void Shutdown();
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void ClearCache();
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// Returns the render pass object, or VK_NULL_HANDLE if failed to create.
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// A render pass managed by the render target cache may be ended and resumed
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// at any time (to allow for things like copying and texture loading).
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VkRenderPass GetRenderPass(RenderPassKey key);
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// Returns the framebuffer object, or VK_NULL_HANDLE if failed to create.
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VkFramebuffer GetFramebuffer(FramebufferKey key);
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// May dispatch computations.
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bool UpdateRenderTargets(FramebufferKey& framebuffer_key_out);
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private:
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VulkanCommandProcessor& command_processor_;
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const RegisterFile& register_file_;
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// RenderPassKey::key -> VkRenderPass.
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std::unordered_map<uint32_t, VkRenderPass> render_passes_;
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std::unordered_map<FramebufferKey, VkFramebuffer, FramebufferKey::Hasher>
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framebuffers_;
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};
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} // namespace vulkan
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} // namespace gpu
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} // namespace xe
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#endif // XENIA_GPU_VULKAN_VULKAN_RENDER_TARGET_CACHE_H_
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