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Make include-what-you-use happy with files in source/renderer and fix what needs to be fixed. Ref: #8086 Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
128 lines
3.3 KiB
C++
128 lines
3.3 KiB
C++
/* Copyright (C) 2025 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_RENDERER_BACKEND_VULKAN_PIPELINESTATE
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#define INCLUDED_RENDERER_BACKEND_VULKAN_PIPELINESTATE
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#include "graphics/Color.h"
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#include "renderer/backend/PipelineState.h"
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#include "renderer/backend/vulkan/DeviceObjectUID.h"
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#include <cstddef>
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#include <glad/vulkan.h>
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#include <memory>
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#include <unordered_map>
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namespace Renderer::Backend::Vulkan { class CDevice; }
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namespace Renderer::Backend::Vulkan { class CFramebuffer; }
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namespace Renderer::Backend::Vulkan { class CVertexInputLayout; }
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namespace Renderer
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{
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namespace Backend
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{
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namespace Vulkan
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{
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class CGraphicsPipelineState final : public IGraphicsPipelineState
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{
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public:
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~CGraphicsPipelineState() override;
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IDevice* GetDevice() override;
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IShaderProgram* GetShaderProgram() const override { return m_Desc.shaderProgram; }
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const SGraphicsPipelineStateDesc& GetDesc() const { return m_Desc; }
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VkPipeline GetOrCreatePipeline(
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const CVertexInputLayout* vertexInputLayout, CFramebuffer* framebuffer);
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DeviceObjectUID GetUID() const { return m_UID; }
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private:
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friend class CDevice;
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static std::unique_ptr<CGraphicsPipelineState> Create(
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CDevice* device, const SGraphicsPipelineStateDesc& desc);
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CGraphicsPipelineState() = default;
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CDevice* m_Device = nullptr;
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DeviceObjectUID m_UID{INVALID_DEVICE_OBJECT_UID};
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SGraphicsPipelineStateDesc m_Desc{};
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struct CacheKey
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{
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DeviceObjectUID vertexInputLayoutUID;
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// TODO: try to replace the UID by the only required parameters.
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DeviceObjectUID framebufferUID;
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};
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struct CacheKeyHash
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{
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size_t operator()(const CacheKey& cacheKey) const;
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};
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struct CacheKeyEqual
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{
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bool operator()(const CacheKey& lhs, const CacheKey& rhs) const;
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};
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std::unordered_map<CacheKey, VkPipeline, CacheKeyHash, CacheKeyEqual> m_PipelineMap;
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};
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class CComputePipelineState final : public IComputePipelineState
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{
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public:
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~CComputePipelineState() override;
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IDevice* GetDevice() override;
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IShaderProgram* GetShaderProgram() const override { return m_Desc.shaderProgram; }
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const SComputePipelineStateDesc& GetDesc() const { return m_Desc; }
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VkPipeline GetPipeline() { return m_Pipeline; }
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DeviceObjectUID GetUID() const { return m_UID; }
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private:
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friend class CDevice;
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static std::unique_ptr<CComputePipelineState> Create(
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CDevice* device, const SComputePipelineStateDesc& desc);
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CComputePipelineState() = default;
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CDevice* m_Device{nullptr};
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DeviceObjectUID m_UID{INVALID_DEVICE_OBJECT_UID};
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SComputePipelineStateDesc m_Desc{};
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VkPipeline m_Pipeline{VK_NULL_HANDLE};
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};
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} // namespace Vulkan
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} // namespace Backend
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} // namespace Renderer
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#endif // INCLUDED_RENDERER_BACKEND_VULKAN_PIPELINESTATE
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