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Move most backend functionality to VideoCommon
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@ -5,8 +5,8 @@
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#include "Common/Align.h"
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#include "Common/Assert.h"
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#include "VideoBackends/Vulkan/ObjectCache.h"
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#include "VideoBackends/Vulkan/ShaderCompiler.h"
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#include "VideoBackends/Vulkan/Util.h"
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#include "VideoBackends/Vulkan/VKShader.h"
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#include "VideoBackends/Vulkan/VulkanContext.h"
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@ -48,26 +48,47 @@ AbstractShader::BinaryData VKShader::GetBinary() const
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static std::unique_ptr<VKShader> CreateShaderObject(ShaderStage stage,
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ShaderCompiler::SPIRVCodeVector spv)
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{
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VkShaderModule mod = Util::CreateShaderModule(spv.data(), spv.size());
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if (mod == VK_NULL_HANDLE)
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return nullptr;
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VkShaderModuleCreateInfo info = {};
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info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
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info.codeSize = spv.size() * sizeof(u32);
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info.pCode = spv.data();
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VkShaderModule mod;
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VkResult res = vkCreateShaderModule(g_vulkan_context->GetDevice(), &info, nullptr, &mod);
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if (res != VK_SUCCESS)
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{
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LOG_VULKAN_ERROR(res, "vkCreateShaderModule failed: ");
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return VK_NULL_HANDLE;
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}
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// If it's a graphics shader, we defer pipeline creation.
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if (stage != ShaderStage::Compute)
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return std::make_unique<VKShader>(stage, std::move(spv), mod);
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// If it's a compute shader, we create the pipeline straight away.
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ComputePipelineInfo pinfo;
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pinfo.pipeline_layout = g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_COMPUTE);
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pinfo.cs = mod;
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VkPipeline pipeline = g_shader_cache->CreateComputePipeline(pinfo);
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if (pipeline == VK_NULL_HANDLE)
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const VkComputePipelineCreateInfo pipeline_info = {
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VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO,
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nullptr,
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0,
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{VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO, nullptr, 0, VK_SHADER_STAGE_COMPUTE_BIT,
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mod, "main", nullptr},
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g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_COMPUTE),
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VK_NULL_HANDLE,
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-1};
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VkPipeline pipeline;
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res = vkCreateComputePipelines(g_vulkan_context->GetDevice(), g_object_cache->GetPipelineCache(),
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1, &pipeline_info, nullptr, &pipeline);
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// Shader module is no longer needed, now it is compiled to a pipeline.
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vkDestroyShaderModule(g_vulkan_context->GetDevice(), mod, nullptr);
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if (res != VK_SUCCESS)
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{
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vkDestroyShaderModule(g_vulkan_context->GetDevice(), mod, nullptr);
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LOG_VULKAN_ERROR(res, "vkCreateComputePipelines failed: ");
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return nullptr;
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}
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// Shader module is no longer needed, now it is compiled to a pipeline.
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return std::make_unique<VKShader>(std::move(spv), pipeline);
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}
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