Ejemplo n.º 1
0
        public void CreateBackgroundGraphicsPipeline()
        {
            // To compile shaders in the background in Vulkan, we need to create valid pipelines using the shader modules.
            // The GPU provides pipeline state via the GAL that can be converted into our internal Vulkan pipeline state.
            // This should match the pipeline state at the time of the first draw. If it doesn't, then it'll likely be
            // close enough that the GPU driver will reuse the compiled shader for the different state.

            // First, we need to create a render pass object compatible with the one that will be used at runtime.
            // The active attachment formats have been provided by the abstraction layer.
            var renderPass = CreateDummyRenderPass();

            PipelineState pipeline = _state.ToVulkanPipelineState(_gd);

            // Copy the shader stage info to the pipeline.
            var stages = pipeline.Stages.AsSpan();

            for (int i = 0; i < _shaders.Length; i++)
            {
                stages[i] = _shaders[i].GetInfo();
            }

            pipeline.StagesCount    = (uint)_shaders.Length;
            pipeline.PipelineLayout = PipelineLayout;

            pipeline.CreateGraphicsPipeline(_gd, _device, this, (_gd.Pipeline as PipelineBase).PipelineCache, renderPass.Value);
            pipeline.Dispose();
        }
Ejemplo n.º 2
0
        public void CreateBackgroundComputePipeline()
        {
            PipelineState pipeline = new PipelineState();

            pipeline.Initialize();

            pipeline.Stages[0]      = _shaders[0].GetInfo();
            pipeline.StagesCount    = 1;
            pipeline.PipelineLayout = PipelineLayout;

            pipeline.CreateComputePipeline(_gd, _device, this, (_gd.Pipeline as PipelineBase).PipelineCache);
            pipeline.Dispose();
        }