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Introduce ShaderManager
with Proxy Shader Compiler Logger/Settings
This class will be entirely responsible for any interop with the shader compiler, it is also responsible for caching and compilation of shaders in itself.
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parent
def9cedbee
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ece2785582
@ -160,6 +160,7 @@ add_library(skyline SHARED
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${source_DIR}/skyline/gpu/command_scheduler.cpp
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${source_DIR}/skyline/gpu/texture/texture.cpp
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${source_DIR}/skyline/gpu/presentation_engine.cpp
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${source_DIR}/skyline/gpu/shader_manager.cpp
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${source_DIR}/skyline/gpu/interconnect/command_executor.cpp
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${source_DIR}/skyline/gpu/interconnect/command_nodes.cpp
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${source_DIR}/skyline/soc/smmu.cpp
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@ -301,4 +302,4 @@ target_include_directories(skyline PRIVATE ${source_DIR}/skyline)
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target_compile_options(skyline PRIVATE -Wall -Wno-unknown-attributes -Wno-c++20-extensions -Wno-c++17-extensions -Wno-c99-designator -Wno-reorder -Wno-missing-braces -Wno-unused-variable -Wno-unused-private-field -Wno-dangling-else -Wconversion)
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target_link_libraries(skyline PRIVATE shader_recompiler)
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target_link_libraries_system(skyline android perfetto fmt lz4_static tzcode oboe vkma mbedcrypto opus Boost::container)
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target_link_libraries_system(skyline android perfetto fmt lz4_static tzcode oboe vkma mbedcrypto opus Boost::intrusive Boost::container range-v3)
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@ -1 +1 @@
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Subproject commit 26adbfd2f3ab9b39cee64230ef5a6b28d3f28846
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Subproject commit d56926aad6cce2ba5df958a3cd0f854ce84fdb9a
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@ -201,5 +201,5 @@ namespace skyline::gpu {
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});
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}
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GPU::GPU(const DeviceState &state) : vkInstance(CreateInstance(state, vkContext)), vkDebugReportCallback(CreateDebugReportCallback(vkInstance)), vkPhysicalDevice(CreatePhysicalDevice(vkInstance)), vkDevice(CreateDevice(vkPhysicalDevice, vkQueueFamilyIndex, quirks)), vkQueue(vkDevice, vkQueueFamilyIndex, 0), memory(*this), scheduler(*this), presentation(state, *this), texture(*this) {}
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GPU::GPU(const DeviceState &state) : vkInstance(CreateInstance(state, vkContext)), vkDebugReportCallback(CreateDebugReportCallback(vkInstance)), vkPhysicalDevice(CreatePhysicalDevice(vkInstance)), vkDevice(CreateDevice(vkPhysicalDevice, vkQueueFamilyIndex, quirks)), vkQueue(vkDevice, vkQueueFamilyIndex, 0), memory(*this), scheduler(*this), presentation(state, *this), texture(*this), shader(state) {}
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}
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@ -8,6 +8,7 @@
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#include "gpu/command_scheduler.h"
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#include "gpu/presentation_engine.h"
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#include "gpu/texture_manager.h"
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#include "gpu/shader_manager.h"
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namespace skyline::gpu {
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/**
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@ -45,6 +46,8 @@ namespace skyline::gpu {
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TextureManager texture;
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ShaderManager shader;
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GPU(const DeviceState &state);
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};
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}
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32
app/src/main/cpp/skyline/gpu/shader_manager.cpp
Normal file
32
app/src/main/cpp/skyline/gpu/shader_manager.cpp
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@ -0,0 +1,32 @@
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// SPDX-License-Identifier: MPL-2.0
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// Copyright © 2021 Skyline Team and Contributors (https://github.com/skyline-emu/)
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#include <shader_compiler/common/settings.h>
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#include <shader_compiler/common/log.h>
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#include "shader_manager.h"
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namespace Shader::Log {
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void Debug(const std::string &message) {
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skyline::Logger::Write(skyline::Logger::LogLevel::Debug, message);
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}
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void Warn(const std::string &message) {
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skyline::Logger::Write(skyline::Logger::LogLevel::Warn, message);
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}
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void Error(const std::string &message) {
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skyline::Logger::Write(skyline::Logger::LogLevel::Error, message);
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}
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}
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namespace skyline::gpu {
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ShaderManager::ShaderManager(const DeviceState &state) {
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Shader::Settings::values = {
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.disable_shader_loop_safety_checks = false,
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.renderer_debug = true,
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.resolution_info = {
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.active = false,
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},
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};
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}
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}
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17
app/src/main/cpp/skyline/gpu/shader_manager.h
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17
app/src/main/cpp/skyline/gpu/shader_manager.h
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@ -0,0 +1,17 @@
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// SPDX-License-Identifier: MPL-2.0
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// Copyright © 2021 Skyline Team and Contributors (https://github.com/skyline-emu/)
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#pragma once
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#include <vulkan/vulkan.hpp>
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#include <common.h>
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namespace skyline::gpu {
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/**
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* @brief The Shader Manager is responsible for caching and looking up shaders alongside handling compilation of shaders when not found in any cache
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*/
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class ShaderManager {
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public:
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ShaderManager(const DeviceState& state);
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};
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}
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