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/* Copyright (c) 2025 The Khronos Group Inc.
* Copyright (c) 2025 Valve Corporation
* Copyright (c) 2025 LunarG, Inc.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#pragma once
#include "state_tracker/state_object.h"
#include <vulkan/utility/vk_safe_struct.hpp>
namespace vvl {
class DeviceState;
class Pipeline;
struct ShaderObject;
class IndirectExecutionSet : public StateObject {
public:
const vku::safe_VkIndirectExecutionSetCreateInfoEXT safe_create_info;
const VkIndirectExecutionSetCreateInfoEXT &create_info;
IndirectExecutionSet(DeviceState &dev, VkIndirectExecutionSetEXT handle,
const VkIndirectExecutionSetCreateInfoEXT *pCreateInfo);
VkIndirectExecutionSetEXT VkHandle() const { return handle_.Cast<VkIndirectExecutionSetEXT>(); }
const bool is_pipeline;
const bool is_shader_objects;
// Need to keep a smart pointer around because from spec:
// "The characteristics of initialPipeline will be used to validate all pipelines added to the set even if they are removed from
// the set or destroyed"
std::shared_ptr<Pipeline> initial_pipeline;
std::shared_ptr<ShaderObject> initial_fragment_shader_object;
uint32_t max_pipeline_count = 0;
uint32_t max_shader_count = 0;
VkShaderStageFlags shader_stage_flags = 0;
};
class IndirectCommandsLayout : public StateObject {
public:
const vku::safe_VkIndirectCommandsLayoutCreateInfoEXT safe_create_info;
const VkIndirectCommandsLayoutCreateInfoEXT &create_info;
IndirectCommandsLayout(DeviceState &dev, VkIndirectCommandsLayoutEXT handle,
const VkIndirectCommandsLayoutCreateInfoEXT *pCreateInfo);
VkIndirectCommandsLayoutEXT VkHandle() const { return handle_.Cast<VkIndirectCommandsLayoutEXT>(); }
VkPipelineBindPoint bind_point;
bool has_execution_set_token = false; // VK_INDIRECT_COMMANDS_TOKEN_TYPE_EXECUTION_SET_EXT
bool has_vertex_buffer_token = false; // VK_INDIRECT_COMMANDS_TOKEN_TYPE_VERTEX_BUFFER_EXT
bool has_draw_token = false; // VK_INDIRECT_COMMANDS_TOKEN_TYPE_DRAW_*
bool has_multi_draw_count_token = false; // VK_INDIRECT_COMMANDS_TOKEN_TYPE_DRAW_*_COUNT_*
VkShaderStageFlags execution_set_token_shader_stage_flags = 0;
};
} // namespace vvl
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