VideoCommon: add custom shader cache
This commit is contained in:
parent
dbaf24ef09
commit
bedbf2b8c6
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@ -672,6 +672,7 @@
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<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\Actions\PrintAction.h" />
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<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\Actions\ScaleAction.h" />
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<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\Actions\SkipAction.h" />
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<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\CustomShaderCache.h" />
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<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\FBInfo.h" />
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<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\GraphicsModAction.h" />
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<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\GraphicsModActionData.h" />
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@ -1284,6 +1285,7 @@
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<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\Actions\PrintAction.cpp" />
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<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\Actions\ScaleAction.cpp" />
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<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\Actions\SkipAction.cpp" />
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<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\CustomShaderCache.cpp" />
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<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\FBInfo.cpp" />
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<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\GraphicsModActionFactory.cpp" />
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<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\GraphicsModManager.cpp" />
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@ -81,6 +81,8 @@ add_library(videocommon
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GraphicsModSystem/Runtime/Actions/ScaleAction.h
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GraphicsModSystem/Runtime/Actions/SkipAction.cpp
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GraphicsModSystem/Runtime/Actions/SkipAction.h
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GraphicsModSystem/Runtime/CustomShaderCache.cpp
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GraphicsModSystem/Runtime/CustomShaderCache.h
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GraphicsModSystem/Runtime/FBInfo.cpp
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GraphicsModSystem/Runtime/FBInfo.h
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GraphicsModSystem/Runtime/GraphicsModAction.h
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@ -0,0 +1,376 @@
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// Copyright 2022 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoCommon/GraphicsModSystem/Runtime/CustomShaderCache.h"
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#include "VideoCommon/AbstractGfx.h"
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#include "VideoCommon/VideoConfig.h"
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CustomShaderCache::CustomShaderCache()
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{
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m_api_type = g_ActiveConfig.backend_info.api_type;
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m_host_config.bits = ShaderHostConfig::GetCurrent().bits;
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m_async_shader_compiler = g_gfx->CreateAsyncShaderCompiler();
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m_async_shader_compiler->StartWorkerThreads(1); // TODO
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m_async_uber_shader_compiler = g_gfx->CreateAsyncShaderCompiler();
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m_async_uber_shader_compiler->StartWorkerThreads(1); // TODO
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m_frame_end_handler =
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AfterFrameEvent::Register([this] { RetrieveAsyncShaders(); }, "RetreiveAsyncShaders");
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}
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CustomShaderCache::~CustomShaderCache()
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{
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if (m_async_shader_compiler)
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m_async_shader_compiler->StopWorkerThreads();
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if (m_async_uber_shader_compiler)
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m_async_uber_shader_compiler->StopWorkerThreads();
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}
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void CustomShaderCache::RetrieveAsyncShaders()
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{
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m_async_shader_compiler->RetrieveWorkItems();
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m_async_uber_shader_compiler->RetrieveWorkItems();
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}
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void CustomShaderCache::Reload()
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{
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while (m_async_shader_compiler->HasPendingWork() || m_async_shader_compiler->HasCompletedWork())
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{
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m_async_shader_compiler->RetrieveWorkItems();
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}
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while (m_async_uber_shader_compiler->HasPendingWork() ||
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m_async_uber_shader_compiler->HasCompletedWork())
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{
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m_async_uber_shader_compiler->RetrieveWorkItems();
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}
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m_ps_cache = {};
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m_uber_ps_cache = {};
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m_pipeline_cache = {};
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m_uber_pipeline_cache = {};
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}
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std::optional<const AbstractPipeline*>
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CustomShaderCache::GetPipelineAsync(const VideoCommon::GXPipelineUid& uid,
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const CustomShaderInstance& custom_shaders,
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const AbstractPipelineConfig& pipeline_config)
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{
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if (auto holder = m_pipeline_cache.GetHolder(uid, custom_shaders))
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{
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if (holder->pending)
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return std::nullopt;
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return holder->value.get();
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}
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AsyncCreatePipeline(uid, custom_shaders, pipeline_config);
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return std::nullopt;
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}
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std::optional<const AbstractPipeline*>
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CustomShaderCache::GetPipelineAsync(const VideoCommon::GXUberPipelineUid& uid,
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const CustomShaderInstance& custom_shaders,
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const AbstractPipelineConfig& pipeline_config)
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{
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if (auto holder = m_uber_pipeline_cache.GetHolder(uid, custom_shaders))
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{
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if (holder->pending)
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return std::nullopt;
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return holder->value.get();
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}
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AsyncCreatePipeline(uid, custom_shaders, pipeline_config);
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return std::nullopt;
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}
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void CustomShaderCache::AsyncCreatePipeline(const VideoCommon::GXPipelineUid& uid,
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const CustomShaderInstance& custom_shaders,
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const AbstractPipelineConfig& pipeline_config)
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{
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class PipelineWorkItem final : public VideoCommon::AsyncShaderCompiler::WorkItem
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{
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public:
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PipelineWorkItem(CustomShaderCache* shader_cache, const VideoCommon::GXPipelineUid& uid,
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const CustomShaderInstance& custom_shaders, PipelineIterator iterator,
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const AbstractPipelineConfig& pipeline_config)
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: m_shader_cache(shader_cache), m_uid(uid), m_iterator(iterator),
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m_custom_shaders(custom_shaders), m_config(pipeline_config)
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{
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SetStagesReady();
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}
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void SetStagesReady()
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{
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m_stages_ready = true;
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PixelShaderUid ps_uid = m_uid.ps_uid;
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ClearUnusedPixelShaderUidBits(m_shader_cache->m_api_type, m_shader_cache->m_host_config,
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&ps_uid);
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if (auto holder = m_shader_cache->m_ps_cache.GetHolder(ps_uid, m_custom_shaders))
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{
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// If the pixel shader is no longer pending compilation
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// and the shader compilation succeeded, set
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// the pipeline to use the new pixel shader.
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// Otherwise, use the existing shader.
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if (!holder->pending && holder->value.get())
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{
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m_config.pixel_shader = holder->value.get();
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}
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m_stages_ready &= !holder->pending;
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}
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else
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{
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m_stages_ready &= false;
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m_shader_cache->QueuePixelShaderCompile(ps_uid, m_custom_shaders);
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}
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}
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bool Compile() override
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{
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if (m_stages_ready)
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{
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m_pipeline = g_gfx->CreatePipeline(m_config);
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}
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return true;
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}
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void Retrieve() override
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{
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if (m_stages_ready)
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{
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m_shader_cache->NotifyPipelineFinished(m_iterator, std::move(m_pipeline));
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}
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else
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{
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// Re-queue for next frame.
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auto wi = m_shader_cache->m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(
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m_shader_cache, m_uid, m_custom_shaders, m_iterator, m_config);
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m_shader_cache->m_async_shader_compiler->QueueWorkItem(std::move(wi), 0);
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}
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}
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private:
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CustomShaderCache* m_shader_cache;
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std::unique_ptr<AbstractPipeline> m_pipeline;
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VideoCommon::GXPipelineUid m_uid;
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PipelineIterator m_iterator;
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AbstractPipelineConfig m_config;
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CustomShaderInstance m_custom_shaders;
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bool m_stages_ready;
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};
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auto list_iter = m_pipeline_cache.InsertElement(uid, custom_shaders);
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auto work_item = m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(
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this, uid, custom_shaders, list_iter, pipeline_config);
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m_async_shader_compiler->QueueWorkItem(std::move(work_item), 0);
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}
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void CustomShaderCache::AsyncCreatePipeline(const VideoCommon::GXUberPipelineUid& uid,
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const CustomShaderInstance& custom_shaders,
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const AbstractPipelineConfig& pipeline_config)
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{
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class PipelineWorkItem final : public VideoCommon::AsyncShaderCompiler::WorkItem
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{
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public:
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PipelineWorkItem(CustomShaderCache* shader_cache, const VideoCommon::GXUberPipelineUid& uid,
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const CustomShaderInstance& custom_shaders, UberPipelineIterator iterator,
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const AbstractPipelineConfig& pipeline_config)
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: m_shader_cache(shader_cache), m_uid(uid), m_iterator(iterator),
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m_custom_shaders(custom_shaders), m_config(pipeline_config)
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{
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SetStagesReady();
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}
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void SetStagesReady()
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{
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m_stages_ready = true;
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UberShader::PixelShaderUid ps_uid = m_uid.ps_uid;
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ClearUnusedPixelShaderUidBits(m_shader_cache->m_api_type, m_shader_cache->m_host_config,
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&ps_uid);
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if (auto holder = m_shader_cache->m_uber_ps_cache.GetHolder(ps_uid, m_custom_shaders))
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{
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if (!holder->pending && holder->value.get())
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{
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m_config.pixel_shader = holder->value.get();
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}
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m_stages_ready &= !holder->pending;
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}
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else
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{
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m_stages_ready &= false;
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m_shader_cache->QueuePixelShaderCompile(ps_uid, m_custom_shaders);
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}
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}
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bool Compile() override
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{
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if (m_stages_ready)
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{
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if (m_config.pixel_shader == nullptr || m_config.vertex_shader == nullptr)
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return false;
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m_pipeline = g_gfx->CreatePipeline(m_config);
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}
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return true;
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}
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void Retrieve() override
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{
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if (m_stages_ready)
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{
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m_shader_cache->NotifyPipelineFinished(m_iterator, std::move(m_pipeline));
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}
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else
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{
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// Re-queue for next frame.
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auto wi = m_shader_cache->m_async_uber_shader_compiler->CreateWorkItem<PipelineWorkItem>(
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m_shader_cache, m_uid, m_custom_shaders, m_iterator, m_config);
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m_shader_cache->m_async_uber_shader_compiler->QueueWorkItem(std::move(wi), 0);
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}
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}
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private:
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CustomShaderCache* m_shader_cache;
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std::unique_ptr<AbstractPipeline> m_pipeline;
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VideoCommon::GXUberPipelineUid m_uid;
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UberPipelineIterator m_iterator;
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AbstractPipelineConfig m_config;
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CustomShaderInstance m_custom_shaders;
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bool m_stages_ready;
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};
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auto list_iter = m_uber_pipeline_cache.InsertElement(uid, custom_shaders);
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auto work_item = m_async_uber_shader_compiler->CreateWorkItem<PipelineWorkItem>(
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this, uid, custom_shaders, list_iter, pipeline_config);
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m_async_uber_shader_compiler->QueueWorkItem(std::move(work_item), 0);
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}
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void CustomShaderCache::NotifyPipelineFinished(PipelineIterator iterator,
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std::unique_ptr<AbstractPipeline> pipeline)
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{
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iterator->second.pending = false;
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iterator->second.value = std::move(pipeline);
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}
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void CustomShaderCache::NotifyPipelineFinished(UberPipelineIterator iterator,
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std::unique_ptr<AbstractPipeline> pipeline)
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{
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iterator->second.pending = false;
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iterator->second.value = std::move(pipeline);
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}
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void CustomShaderCache::QueuePixelShaderCompile(const PixelShaderUid& uid,
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const CustomShaderInstance& custom_shaders)
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{
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class PixelShaderWorkItem final : public VideoCommon::AsyncShaderCompiler::WorkItem
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{
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public:
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PixelShaderWorkItem(CustomShaderCache* shader_cache, const PixelShaderUid& uid,
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const CustomShaderInstance& custom_shaders, PixelShaderIterator iter)
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: m_shader_cache(shader_cache), m_uid(uid), m_custom_shaders(custom_shaders), m_iter(iter)
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{
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}
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bool Compile() override
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{
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m_shader = m_shader_cache->CompilePixelShader(m_uid, m_custom_shaders);
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return true;
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}
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void Retrieve() override
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{
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m_shader_cache->NotifyPixelShaderFinished(m_iter, std::move(m_shader));
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}
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private:
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CustomShaderCache* m_shader_cache;
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std::unique_ptr<AbstractShader> m_shader;
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PixelShaderUid m_uid;
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CustomShaderInstance m_custom_shaders;
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PixelShaderIterator m_iter;
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};
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auto list_iter = m_ps_cache.InsertElement(uid, custom_shaders);
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auto work_item = m_async_shader_compiler->CreateWorkItem<PixelShaderWorkItem>(
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this, uid, custom_shaders, list_iter);
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m_async_shader_compiler->QueueWorkItem(std::move(work_item), 0);
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}
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void CustomShaderCache::QueuePixelShaderCompile(const UberShader::PixelShaderUid& uid,
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const CustomShaderInstance& custom_shaders)
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{
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class PixelShaderWorkItem final : public VideoCommon::AsyncShaderCompiler::WorkItem
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{
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public:
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PixelShaderWorkItem(CustomShaderCache* shader_cache, const UberShader::PixelShaderUid& uid,
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const CustomShaderInstance& custom_shaders, UberPixelShaderIterator iter)
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: m_shader_cache(shader_cache), m_uid(uid), m_custom_shaders(custom_shaders), m_iter(iter)
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{
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}
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bool Compile() override
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{
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m_shader = m_shader_cache->CompilePixelShader(m_uid, m_custom_shaders);
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return true;
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}
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void Retrieve() override
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{
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m_shader_cache->NotifyPixelShaderFinished(m_iter, std::move(m_shader));
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}
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private:
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CustomShaderCache* m_shader_cache;
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std::unique_ptr<AbstractShader> m_shader;
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UberShader::PixelShaderUid m_uid;
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CustomShaderInstance m_custom_shaders;
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UberPixelShaderIterator m_iter;
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};
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auto list_iter = m_uber_ps_cache.InsertElement(uid, custom_shaders);
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auto work_item = m_async_uber_shader_compiler->CreateWorkItem<PixelShaderWorkItem>(
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this, uid, custom_shaders, list_iter);
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m_async_uber_shader_compiler->QueueWorkItem(std::move(work_item), 0);
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}
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std::unique_ptr<AbstractShader>
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CustomShaderCache::CompilePixelShader(const PixelShaderUid& uid,
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const CustomShaderInstance& custom_shaders) const
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{
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const ShaderCode source_code = GeneratePixelShaderCode(
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m_api_type, m_host_config, uid.GetUidData(), custom_shaders.pixel_contents);
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return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(),
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"Custom Pixel Shader");
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}
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std::unique_ptr<AbstractShader>
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CustomShaderCache::CompilePixelShader(const UberShader::PixelShaderUid& uid,
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const CustomShaderInstance& custom_shaders) const
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{
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const ShaderCode source_code =
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GenPixelShader(m_api_type, m_host_config, uid.GetUidData(), custom_shaders.pixel_contents);
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return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(),
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"Custom Uber Pixel Shader");
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}
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void CustomShaderCache::NotifyPixelShaderFinished(PixelShaderIterator iterator,
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std::unique_ptr<AbstractShader> shader)
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{
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iterator->second.pending = false;
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iterator->second.value = std::move(shader);
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}
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void CustomShaderCache::NotifyPixelShaderFinished(UberPixelShaderIterator iterator,
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std::unique_ptr<AbstractShader> shader)
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{
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iterator->second.pending = false;
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iterator->second.value = std::move(shader);
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}
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@ -0,0 +1,144 @@
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// Copyright 2022 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <array>
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#include <list>
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#include <map>
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#include <memory>
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#include <optional>
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#include <string>
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#include <string_view>
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#include "VideoCommon/AbstractPipeline.h"
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#include "VideoCommon/AbstractShader.h"
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#include "VideoCommon/AsyncShaderCompiler.h"
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#include "VideoCommon/GXPipelineTypes.h"
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#include "VideoCommon/PixelShaderGen.h"
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#include "VideoCommon/ShaderGenCommon.h"
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#include "VideoCommon/UberShaderPixel.h"
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#include "VideoCommon/VideoEvents.h"
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struct CustomShaderInstance
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{
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CustomPixelShaderContents pixel_contents;
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bool operator==(const CustomShaderInstance& other) const = default;
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};
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class CustomShaderCache
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{
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public:
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CustomShaderCache();
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~CustomShaderCache();
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CustomShaderCache(const CustomShaderCache&) = delete;
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CustomShaderCache(CustomShaderCache&&) = delete;
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CustomShaderCache& operator=(const CustomShaderCache&) = delete;
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CustomShaderCache& operator=(CustomShaderCache&&) = delete;
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// Changes the shader host config. Shaders should be reloaded afterwards.
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void SetHostConfig(const ShaderHostConfig& host_config) { m_host_config.bits = host_config.bits; }
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// Retrieves all pending shaders/pipelines from the async compiler.
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void RetrieveAsyncShaders();
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// Reloads/recreates all shaders and pipelines.
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void Reload();
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// The optional will be empty if this pipeline is now background compiling.
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std::optional<const AbstractPipeline*>
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GetPipelineAsync(const VideoCommon::GXPipelineUid& uid,
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const CustomShaderInstance& custom_shaders,
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const AbstractPipelineConfig& pipeline_config);
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std::optional<const AbstractPipeline*>
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GetPipelineAsync(const VideoCommon::GXUberPipelineUid& uid,
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const CustomShaderInstance& custom_shaders,
|
||||
const AbstractPipelineConfig& pipeline_config);
|
||||
|
||||
private:
|
||||
// Configuration bits.
|
||||
APIType m_api_type = APIType::Nothing;
|
||||
ShaderHostConfig m_host_config = {};
|
||||
std::unique_ptr<VideoCommon::AsyncShaderCompiler> m_async_shader_compiler;
|
||||
std::unique_ptr<VideoCommon::AsyncShaderCompiler> m_async_uber_shader_compiler;
|
||||
|
||||
void AsyncCreatePipeline(const VideoCommon::GXPipelineUid& uid,
|
||||
const CustomShaderInstance& custom_shaders,
|
||||
const AbstractPipelineConfig& pipeline_config);
|
||||
void AsyncCreatePipeline(const VideoCommon::GXUberPipelineUid& uid,
|
||||
const CustomShaderInstance& custom_shaders,
|
||||
const AbstractPipelineConfig& pipeline_config);
|
||||
|
||||
// Shader/Pipeline cache helper
|
||||
template <typename Uid, typename ValueType>
|
||||
struct Cache
|
||||
{
|
||||
struct CacheHolder
|
||||
{
|
||||
std::unique_ptr<ValueType> value = nullptr;
|
||||
bool pending = true;
|
||||
};
|
||||
using CacheElement = std::pair<CustomShaderInstance, CacheHolder>;
|
||||
using CacheList = std::list<CacheElement>;
|
||||
std::map<Uid, CacheList> uid_to_cachelist;
|
||||
|
||||
const CacheHolder* GetHolder(const Uid& uid, const CustomShaderInstance& custom_shaders) const
|
||||
{
|
||||
if (auto uuid_it = uid_to_cachelist.find(uid); uuid_it != uid_to_cachelist.end())
|
||||
{
|
||||
for (const auto& [custom_shader_val, holder] : uuid_it->second)
|
||||
{
|
||||
if (custom_shaders == custom_shader_val)
|
||||
{
|
||||
return &holder;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
typename CacheList::iterator InsertElement(const Uid& uid,
|
||||
const CustomShaderInstance& custom_shaders)
|
||||
{
|
||||
CacheList& cachelist = uid_to_cachelist[uid];
|
||||
CacheElement e{custom_shaders, CacheHolder{}};
|
||||
return cachelist.emplace(cachelist.begin(), std::move(e));
|
||||
}
|
||||
};
|
||||
|
||||
Cache<PixelShaderUid, AbstractShader> m_ps_cache;
|
||||
Cache<UberShader::PixelShaderUid, AbstractShader> m_uber_ps_cache;
|
||||
Cache<VideoCommon::GXPipelineUid, AbstractPipeline> m_pipeline_cache;
|
||||
Cache<VideoCommon::GXUberPipelineUid, AbstractPipeline> m_uber_pipeline_cache;
|
||||
|
||||
using PipelineIterator = Cache<VideoCommon::GXPipelineUid, AbstractPipeline>::CacheList::iterator;
|
||||
using UberPipelineIterator =
|
||||
Cache<VideoCommon::GXUberPipelineUid, AbstractPipeline>::CacheList::iterator;
|
||||
using PixelShaderIterator = Cache<PixelShaderUid, AbstractShader>::CacheList::iterator;
|
||||
using UberPixelShaderIterator =
|
||||
Cache<UberShader::PixelShaderUid, AbstractShader>::CacheList::iterator;
|
||||
|
||||
void NotifyPipelineFinished(PipelineIterator iterator,
|
||||
std::unique_ptr<AbstractPipeline> pipeline);
|
||||
void NotifyPipelineFinished(UberPipelineIterator iterator,
|
||||
std::unique_ptr<AbstractPipeline> pipeline);
|
||||
|
||||
std::unique_ptr<AbstractShader>
|
||||
CompilePixelShader(const PixelShaderUid& uid, const CustomShaderInstance& custom_shaders) const;
|
||||
void NotifyPixelShaderFinished(PixelShaderIterator iterator,
|
||||
std::unique_ptr<AbstractShader> shader);
|
||||
std::unique_ptr<AbstractShader>
|
||||
CompilePixelShader(const UberShader::PixelShaderUid& uid,
|
||||
const CustomShaderInstance& custom_shaders) const;
|
||||
void NotifyPixelShaderFinished(UberPixelShaderIterator iterator,
|
||||
std::unique_ptr<AbstractShader> shader);
|
||||
|
||||
void QueuePixelShaderCompile(const PixelShaderUid& uid,
|
||||
const CustomShaderInstance& custom_shaders);
|
||||
void QueuePixelShaderCompile(const UberShader::PixelShaderUid& uid,
|
||||
const CustomShaderInstance& custom_shaders);
|
||||
|
||||
Common::EventHook m_frame_end_handler;
|
||||
};
|
Loading…
Reference in New Issue