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https://github.com/doitsujin/dxvk.git
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ad6c45d6b1
When using DXVK_LOG_LEVEL=debug, the graphics pipeline manager now prints the names of the shaders used by the pipeline. This shall help debug driver crashes in vkCreate*Pipelines.
170 lines
5.5 KiB
C++
170 lines
5.5 KiB
C++
#pragma once
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#include <mutex>
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#include <unordered_map>
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#include "dxvk_binding.h"
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#include "dxvk_constant_state.h"
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#include "dxvk_pipecache.h"
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#include "dxvk_pipelayout.h"
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#include "dxvk_resource.h"
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#include "dxvk_shader.h"
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namespace dxvk {
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class DxvkDevice;
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/**
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* \brief Graphics pipeline state info
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*
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* Stores all information that is required to create
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* a graphics pipeline, except the shader objects
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* themselves. Also used to identify pipelines using
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* the current pipeline state vector.
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*/
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struct DxvkGraphicsPipelineStateInfo {
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DxvkGraphicsPipelineStateInfo();
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DxvkGraphicsPipelineStateInfo(
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const DxvkGraphicsPipelineStateInfo& other);
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DxvkGraphicsPipelineStateInfo& operator = (
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const DxvkGraphicsPipelineStateInfo& other);
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bool operator == (const DxvkGraphicsPipelineStateInfo& other) const;
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bool operator != (const DxvkGraphicsPipelineStateInfo& other) const;
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DxvkBindingState bsBindingState;
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VkPrimitiveTopology iaPrimitiveTopology;
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VkBool32 iaPrimitiveRestart;
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uint32_t iaPatchVertexCount;
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uint32_t ilAttributeCount;
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uint32_t ilBindingCount;
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VkVertexInputAttributeDescription ilAttributes[DxvkLimits::MaxNumVertexAttributes];
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VkVertexInputBindingDescription ilBindings[DxvkLimits::MaxNumVertexBindings];
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VkBool32 rsEnableDepthClamp;
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VkBool32 rsEnableDiscard;
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VkPolygonMode rsPolygonMode;
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VkCullModeFlags rsCullMode;
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VkFrontFace rsFrontFace;
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VkBool32 rsDepthBiasEnable;
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float rsDepthBiasConstant;
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float rsDepthBiasClamp;
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float rsDepthBiasSlope;
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uint32_t rsViewportCount;
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VkSampleCountFlagBits msSampleCount;
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uint32_t msSampleMask;
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VkBool32 msEnableAlphaToCoverage;
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VkBool32 msEnableAlphaToOne;
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VkBool32 msEnableSampleShading;
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float msMinSampleShading;
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VkBool32 dsEnableDepthTest;
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VkBool32 dsEnableDepthWrite;
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VkBool32 dsEnableDepthBounds;
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VkBool32 dsEnableStencilTest;
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VkCompareOp dsDepthCompareOp;
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VkStencilOpState dsStencilOpFront;
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VkStencilOpState dsStencilOpBack;
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float dsDepthBoundsMin;
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float dsDepthBoundsMax;
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VkBool32 omEnableLogicOp;
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VkLogicOp omLogicOp;
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VkRenderPass omRenderPass;
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VkPipelineColorBlendAttachmentState omBlendAttachments[MaxNumRenderTargets];
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};
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/**
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* \brief Graphics pipeline
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*
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* Stores the pipeline layout as well as methods to
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* recompile the graphics pipeline against a given
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* pipeline state vector.
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*/
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class DxvkGraphicsPipeline : public DxvkResource {
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public:
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DxvkGraphicsPipeline(
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const DxvkDevice* device,
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const Rc<DxvkPipelineCache>& cache,
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const Rc<DxvkShader>& vs,
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const Rc<DxvkShader>& tcs,
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const Rc<DxvkShader>& tes,
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const Rc<DxvkShader>& gs,
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const Rc<DxvkShader>& fs);
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~DxvkGraphicsPipeline();
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/**
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* \brief Pipeline layout
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*
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* Stores the pipeline layout and the descriptor set
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* layout, as well as information on the resource
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* slots used by the pipeline.
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* \returns Pipeline layout
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*/
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Rc<DxvkPipelineLayout> layout() const {
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return m_layout;
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}
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/**
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* \brief Pipeline handle
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*
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* Retrieves a pipeline handle for the given pipeline
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* state. If necessary, a new pipeline will be created.
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* \param [in] state Pipeline state vector
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* \returns Pipeline handle
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*/
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VkPipeline getPipelineHandle(
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const DxvkGraphicsPipelineStateInfo& state);
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private:
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struct PipelineStruct {
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DxvkGraphicsPipelineStateInfo stateVector;
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VkPipeline pipeline;
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};
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const DxvkDevice* const m_device;
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const Rc<vk::DeviceFn> m_vkd;
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Rc<DxvkPipelineCache> m_cache;
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Rc<DxvkPipelineLayout> m_layout;
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Rc<DxvkShaderModule> m_vs;
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Rc<DxvkShaderModule> m_tcs;
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Rc<DxvkShaderModule> m_tes;
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Rc<DxvkShaderModule> m_gs;
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Rc<DxvkShaderModule> m_fs;
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uint32_t m_vsIn = 0;
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uint32_t m_fsOut = 0;
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std::mutex m_mutex;
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std::vector<PipelineStruct> m_pipelines;
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VkPipeline m_basePipeline = VK_NULL_HANDLE;
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VkPipeline compilePipeline(
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const DxvkGraphicsPipelineStateInfo& state,
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VkPipeline baseHandle) const;
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void destroyPipelines();
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bool validatePipelineState(
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const DxvkGraphicsPipelineStateInfo& state) const;
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VkRasterizationOrderAMD pickRasterizationOrder(
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const DxvkGraphicsPipelineStateInfo& state) const;
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void logPipelineState(
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const DxvkGraphicsPipelineStateInfo& state) const;
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};
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} |