mirror of
https://github.com/doitsujin/dxvk.git
synced 2025-02-20 19:54:19 +01:00
[dxvk] Pass pipeline manager to pipeline library constructor
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parent
498444f1a8
commit
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@ -41,7 +41,7 @@ namespace dxvk {
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// pipeline variant unconditionally since there is no state for us
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// to worry about other than specialization constants
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if (unlikely(!m_libraryHandle)) {
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m_libraryHandle = m_library->getPipelineHandle(m_cache->handle(),
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m_libraryHandle = m_library->getPipelineHandle(
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DxvkShaderPipelineLibraryCompileArgs());
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m_stats->numComputePipelines += 1;
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}
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@ -707,8 +707,8 @@ namespace dxvk {
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std::array<VkPipeline, 4> libraries = {{
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key.viLibrary->getHandle(),
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m_vsLibrary->getPipelineHandle(m_cache->handle(), key.args),
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m_fsLibrary->getPipelineHandle(m_cache->handle(), key.args),
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m_vsLibrary->getPipelineHandle(key.args),
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m_fsLibrary->getPipelineHandle(key.args),
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key.foLibrary->getHandle(),
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}};
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@ -144,7 +144,7 @@ namespace dxvk {
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if (l) {
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if (l->pipelineLibrary)
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l->pipelineLibrary->compilePipeline(m_cache->handle());
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l->pipelineLibrary->compilePipeline();
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m_pendingTasks -= 1;
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}
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@ -172,7 +172,7 @@ namespace dxvk {
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if (m_device->canUseGraphicsPipelineLibrary()) {
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auto library = createNullFsPipelineLibrary();
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library->compilePipeline(m_cache.handle());
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library->compilePipeline();
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}
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}
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@ -353,7 +353,7 @@ namespace dxvk {
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auto iter = m_shaderLibraries.emplace(
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std::piecewise_construct,
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std::tuple(key),
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std::tuple(m_device, shader.ptr(), layout));
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std::tuple(m_device, this, shader.ptr(), layout));
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return &iter.first->second;
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}
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@ -366,7 +366,7 @@ namespace dxvk {
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auto iter = m_shaderLibraries.emplace(
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std::piecewise_construct,
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std::tuple(),
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std::tuple(m_device, nullptr, layout));
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std::tuple(m_device, this, nullptr, layout));
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return &iter.first->second;
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}
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@ -138,6 +138,7 @@ namespace dxvk {
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class DxvkPipelineManager {
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friend class DxvkComputePipeline;
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friend class DxvkGraphicsPipeline;
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friend class DxvkShaderPipelineLibrary;
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public:
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DxvkPipelineManager(
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@ -1,4 +1,5 @@
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#include "dxvk_device.h"
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#include "dxvk_pipemanager.h"
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#include "dxvk_shader.h"
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#include <dxvk_dummy_frag.h>
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@ -426,9 +427,14 @@ namespace dxvk {
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DxvkShaderPipelineLibrary::DxvkShaderPipelineLibrary(
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const DxvkDevice* device,
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DxvkPipelineManager* manager,
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const DxvkShader* shader,
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const DxvkBindingLayoutObjects* layout)
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: m_device(device), m_shader(shader), m_layout(layout) {
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: m_device (device),
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m_cache (&manager->m_cache),
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m_stats (&manager->m_stats),
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m_shader (shader),
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m_layout (layout) {
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}
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@ -442,7 +448,6 @@ namespace dxvk {
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VkPipeline DxvkShaderPipelineLibrary::getPipelineHandle(
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VkPipelineCache cache,
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const DxvkShaderPipelineLibraryCompileArgs& args) {
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std::lock_guard lock(m_mutex);
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@ -460,15 +465,15 @@ namespace dxvk {
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switch (stage) {
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case VK_SHADER_STAGE_VERTEX_BIT:
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pipeline = compileVertexShaderPipeline(cache, args);
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pipeline = compileVertexShaderPipeline(args);
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break;
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case VK_SHADER_STAGE_FRAGMENT_BIT:
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pipeline = compileFragmentShaderPipeline(cache);
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pipeline = compileFragmentShaderPipeline();
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break;
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case VK_SHADER_STAGE_COMPUTE_BIT:
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pipeline = compileComputeShaderPipeline(cache);
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pipeline = compileComputeShaderPipeline();
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break;
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default:
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@ -480,16 +485,15 @@ namespace dxvk {
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}
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void DxvkShaderPipelineLibrary::compilePipeline(VkPipelineCache cache) {
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void DxvkShaderPipelineLibrary::compilePipeline() {
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// Just compile the pipeline with default args. Implicitly skips
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// this step if another thread has compiled the pipeline in the
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// meantime, in order to avoid duplicate work.
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getPipelineHandle(cache, DxvkShaderPipelineLibraryCompileArgs());
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getPipelineHandle(DxvkShaderPipelineLibraryCompileArgs());
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}
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VkPipeline DxvkShaderPipelineLibrary::compileVertexShaderPipeline(
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VkPipelineCache cache,
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const DxvkShaderPipelineLibraryCompileArgs& args) {
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auto vk = m_device->vkd();
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@ -552,14 +556,14 @@ namespace dxvk {
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VkPipeline pipeline = VK_NULL_HANDLE;
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if (vk->vkCreateGraphicsPipelines(vk->device(), cache, 1, &info, nullptr, &pipeline))
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if (vk->vkCreateGraphicsPipelines(vk->device(), m_cache->handle(), 1, &info, nullptr, &pipeline))
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throw DxvkError("DxvkShaderPipelineLibrary: Failed to create compute pipeline");
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return pipeline;
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}
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VkPipeline DxvkShaderPipelineLibrary::compileFragmentShaderPipeline(VkPipelineCache cache) {
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VkPipeline DxvkShaderPipelineLibrary::compileFragmentShaderPipeline() {
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auto vk = m_device->vkd();
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// Initialize code buffer. As a special case, it is possible that
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@ -633,14 +637,14 @@ namespace dxvk {
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VkPipeline pipeline = VK_NULL_HANDLE;
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if (vk->vkCreateGraphicsPipelines(vk->device(), cache, 1, &info, nullptr, &pipeline))
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if (vk->vkCreateGraphicsPipelines(vk->device(), m_cache->handle(), 1, &info, nullptr, &pipeline))
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throw DxvkError("DxvkShaderPipelineLibrary: Failed to create compute pipeline");
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return pipeline;
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}
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VkPipeline DxvkShaderPipelineLibrary::compileComputeShaderPipeline(VkPipelineCache cache) {
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VkPipeline DxvkShaderPipelineLibrary::compileComputeShaderPipeline() {
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auto vk = m_device->vkd();
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DxvkShaderStageInfo stageInfo(m_device);
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@ -655,7 +659,7 @@ namespace dxvk {
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VkPipeline pipeline = VK_NULL_HANDLE;
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if (vk->vkCreateComputePipelines(vk->device(), cache, 1, &info, nullptr, &pipeline))
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if (vk->vkCreateComputePipelines(vk->device(), m_cache->handle(), 1, &info, nullptr, &pipeline))
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throw DxvkError("DxvkShaderPipelineLibrary: Failed to create compute pipeline");
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return pipeline;
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@ -4,6 +4,7 @@
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#include "dxvk_include.h"
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#include "dxvk_limits.h"
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#include "dxvk_pipecache.h"
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#include "dxvk_pipelayout.h"
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#include "dxvk_shader_key.h"
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@ -14,6 +15,8 @@ namespace dxvk {
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class DxvkShader;
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class DxvkShaderModule;
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class DxvkPipelineManager;
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struct DxvkPipelineStats;
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/**
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* \brief Built-in specialization constants
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@ -335,6 +338,7 @@ namespace dxvk {
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DxvkShaderPipelineLibrary(
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const DxvkDevice* device,
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DxvkPipelineManager* manager,
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const DxvkShader* shader,
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const DxvkBindingLayoutObjects* layout);
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@ -345,12 +349,10 @@ namespace dxvk {
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*
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* Either returns an already compiled pipeline library object, or
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* performs the compilation step if that has not happened yet.
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* \param [in] cache Pipeline cache handle
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* \param [in] args Compile arguments
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* \returns Vulkan pipeline handle
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*/
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VkPipeline getPipelineHandle(
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VkPipelineCache cache,
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const DxvkShaderPipelineLibraryCompileArgs& args);
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/**
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@ -359,13 +361,14 @@ namespace dxvk {
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* This is meant to be called from a worker thread in
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* order to reduce the amount of work done on the app's
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* main thread.
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* \param [in] cache Pipeline cache handle
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*/
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void compilePipeline(VkPipelineCache cache);
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void compilePipeline();
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private:
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const DxvkDevice* m_device;
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DxvkPipelineCache* m_cache;
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DxvkPipelineStats* m_stats;
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const DxvkShader* m_shader;
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const DxvkBindingLayoutObjects* m_layout;
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@ -374,12 +377,11 @@ namespace dxvk {
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VkPipeline m_pipelineNoDepthClip = VK_NULL_HANDLE;
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VkPipeline compileVertexShaderPipeline(
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VkPipelineCache cache,
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const DxvkShaderPipelineLibraryCompileArgs& args);
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VkPipeline compileFragmentShaderPipeline(VkPipelineCache cache);
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VkPipeline compileFragmentShaderPipeline();
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VkPipeline compileComputeShaderPipeline(VkPipelineCache cache);
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VkPipeline compileComputeShaderPipeline();
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};
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