vk_pipeline_cache: Add file and define descriptor update template filler
This function allows us to share code between compute and graphics pipelines compilation.master
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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 <cstddef>
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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_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_update_descriptor.h"
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namespace Vulkan {
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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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static constexpr auto entry_size = static_cast<u32>(sizeof(DescriptorUpdateEntry));
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const auto AddEntry = [&](vk::DescriptorType descriptor_type, std::size_t count_) {
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const u32 count = static_cast<u32>(count_);
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if (descriptor_type == vk::DescriptorType::eUniformTexelBuffer &&
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device.GetDriverID() == vk::DriverIdKHR::eNvidiaProprietary) {
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// Nvidia has a bug where updating multiple uniform texels at once causes the driver to
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// crash.
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for (u32 i = 0; i < count; ++i) {
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template_entries.emplace_back(binding + i, 0, 1, descriptor_type,
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offset + i * entry_size, entry_size);
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}
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} else if (count != 0) {
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template_entries.emplace_back(binding, 0, count, descriptor_type, offset, entry_size);
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}
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offset += count * entry_size;
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binding += count;
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};
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AddEntry(vk::DescriptorType::eUniformBuffer, entries.const_buffers.size());
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AddEntry(vk::DescriptorType::eStorageBuffer, entries.global_buffers.size());
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AddEntry(vk::DescriptorType::eUniformTexelBuffer, entries.texel_buffers.size());
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AddEntry(vk::DescriptorType::eCombinedImageSampler, entries.samplers.size());
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AddEntry(vk::DescriptorType::eStorageImage, entries.images.size());
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}
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} // namespace Vulkan
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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 <vector>
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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_shader_decompiler.h"
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#include "video_core/shader/shader_ir.h"
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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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} // namespace Vulkan
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