pipeline: create pipelines from GraphicsPipelineKey and shader modules

This commit is contained in:
nmzik committed 2026-10-25 02:20:44 +02:00
1 parent 4b651f2ba7
commit bfc377627a
13 files changed
+594 -695

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@@ -57,7 +57,7 @@ std::pair<int32_t, uint32_t> ResolveDrawOffsets(uint32_t index_offset,
}
EXIT_IF(!vs_input_info.stage);
const auto& program = *vs_input_info.stage.program;
const auto& program = vs_input_info.stage.module->info;
const auto& resources = *vs_input_info.stage.resources;
if (index_offset == 0 &&
program.info.vertex_offset_sgpr >= static_cast<int32_t>(program.user_data_base)) {
@@ -197,7 +197,7 @@ static void LogDrawTargetState(const char* draw_name, const RenderColorInfo& col
const auto& dc = ctx.GetDepthControl();
const auto& vp = ctx.GetScreenViewport();
const auto& vp0 = vp.viewports[0];
const auto& ps_resources = ps_input_info.stage.program->info;
const auto& ps_resources = ps_input_info.stage.module->info.info;
const auto sampled_images = std::count_if(
ps_resources.images.begin(), ps_resources.images.end(), [](const auto& image) {
return image.resource_class == ShaderRecompiler::IR::ImageResourceClass::Sampled;
@@ -320,7 +320,7 @@ static void UpdateGraphicsDynamicState(const CommandBuffer& buffer, DynamicState
const auto& ctx = buffer.GetRegisters();
const auto& vp = ctx.GetScreenViewport();
const vk::Extent2D framebuffer_extent {rendering.width, rendering.height};
const auto& outputs = vs_input_info.stage.program->info.outputs;
const auto& outputs = vs_input_info.stage.module->info.info.outputs;
const bool indexed_viewports =
std::any_of(outputs.begin(), outputs.end(), [](const auto& output) {
return output.kind == ShaderRecompiler::IR::StageOutputKind::ViewportIndex;
@@ -1054,7 +1054,7 @@ void RenderExecutor::ExecutePreparedDraw(uint64_t submit_id, CommandBuffer& buff
return;
}
const auto vertex_stages = state.VertexStages();
const bool mesh_active = state.vertex_info[0].stage.program->stage == ShaderType::Mesh;
const bool mesh_active = state.vertex_info[0].stage.module->info.stage == ShaderType::Mesh;
uint32_t mesh_groups = 0;
if (mesh_active) {
const auto& mesh = state.vertex_info[0].mesh;
@@ -1241,7 +1241,7 @@ static std::optional<DrawEmitInfo> ResolveDrawEmit(const HW::UserConfig&
uint32_t first_instance,
const DrawIndirectArgs& indirect) {
if (indirect.address != 0) {
if (vs.stage.program->stage == ShaderType::Mesh ||
if (vs.stage.module->info.stage == ShaderType::Mesh ||
ucfg.GetPrimType() == Prospero::PrimitiveType::kQuadListLegacy) {
return std::nullopt;
}
@@ -1423,7 +1423,7 @@ bool RenderExecutor::DrawAuto(uint64_t submit_id, CommandBuffer& buffer, const D
const bool rect_list = Prospero::IsRectList(ucfg.GetPrimType());
if (rect_list && state.vertex_info[0].buffers_num == 0 &&
state.vertex_info[0].stage.program->param_export_mask == 0 &&
state.vertex_info[0].stage.module->info.param_export_mask == 0 &&
state.ps_input_info.input_num != 0) {
if (graphics_debug_dump_enabled()) {
LOGF("DrawIndexAuto: skipping rect-list draw with no VS param exports and PS inputs: "