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// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "common/common_types.h"
#include "video_core/renderer_vulkan/vk_descriptor_pool.h"
#include "video_core/renderer_vulkan/vk_shader_decompiler.h"
#include "video_core/renderer_vulkan/wrapper.h"
namespace Vulkan {
class VKDevice;
class VKScheduler;
class VKUpdateDescriptorQueue;
class VKComputePipeline final {
public:
explicit VKComputePipeline(const VKDevice& device, VKScheduler& scheduler,
VKDescriptorPool& descriptor_pool,
VKUpdateDescriptorQueue& update_descriptor_queue,
const SPIRVShader& shader);
~VKComputePipeline();
VkDescriptorSet CommitDescriptorSet();
VkPipeline GetHandle() const {
return *pipeline;
}
VkPipelineLayout GetLayout() const {
return *layout;
}
const ShaderEntries& GetEntries() const {
return entries;
}
private:
vk::DescriptorSetLayout CreateDescriptorSetLayout() const;
vk::PipelineLayout CreatePipelineLayout() const;
vk::DescriptorUpdateTemplateKHR CreateDescriptorUpdateTemplate() const;
vk::ShaderModule CreateShaderModule(const std::vector<u32>& code) const;
vk::Pipeline CreatePipeline() const;
const VKDevice& device;
VKScheduler& scheduler;
ShaderEntries entries;
vk::DescriptorSetLayout descriptor_set_layout;
DescriptorAllocator descriptor_allocator;
VKUpdateDescriptorQueue& update_descriptor_queue;
vk::PipelineLayout layout;
vk::DescriptorUpdateTemplateKHR descriptor_template;
vk::ShaderModule shader_module;
vk::Pipeline pipeline;
};
} // namespace Vulkan
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