VideoCommon: store the configuration used to create the AbstractPipeline on the pipeline itself, so that it's easy to duplicate pipelines with slightly altered configuration

This commit is contained in:
iwubcode 2023-01-27 18:28:52 -06:00
parent aaad0cd39f
commit d0c6b6c9ed
12 changed files with 45 additions and 38 deletions

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@ -16,12 +16,12 @@
namespace DX11 namespace DX11
{ {
DXPipeline::DXPipeline(ID3D11InputLayout* input_layout, ID3D11VertexShader* vertex_shader, DXPipeline::DXPipeline(const AbstractPipelineConfig& config, ID3D11InputLayout* input_layout,
ID3D11GeometryShader* geometry_shader, ID3D11PixelShader* pixel_shader, ID3D11VertexShader* vertex_shader, ID3D11GeometryShader* geometry_shader,
ID3D11RasterizerState* rasterizer_state, ID3D11PixelShader* pixel_shader, ID3D11RasterizerState* rasterizer_state,
ID3D11DepthStencilState* depth_state, ID3D11BlendState* blend_state, ID3D11DepthStencilState* depth_state, ID3D11BlendState* blend_state,
D3D11_PRIMITIVE_TOPOLOGY primitive_topology, bool use_logic_op) D3D11_PRIMITIVE_TOPOLOGY primitive_topology, bool use_logic_op)
: m_input_layout(input_layout), m_vertex_shader(vertex_shader), : AbstractPipeline(config), m_input_layout(input_layout), m_vertex_shader(vertex_shader),
m_geometry_shader(geometry_shader), m_pixel_shader(pixel_shader), m_geometry_shader(geometry_shader), m_pixel_shader(pixel_shader),
m_rasterizer_state(rasterizer_state), m_depth_state(depth_state), m_blend_state(blend_state), m_rasterizer_state(rasterizer_state), m_depth_state(depth_state), m_blend_state(blend_state),
m_primitive_topology(primitive_topology), m_use_logic_op(use_logic_op) m_primitive_topology(primitive_topology), m_use_logic_op(use_logic_op)
@ -57,7 +57,7 @@ std::unique_ptr<DXPipeline> DXPipeline::Create(const AbstractPipelineConfig& con
const bool use_logic_op = const bool use_logic_op =
config.blending_state.logicopenable && g_ActiveConfig.backend_info.bSupportsLogicOp; config.blending_state.logicopenable && g_ActiveConfig.backend_info.bSupportsLogicOp;
return std::make_unique<DXPipeline>(input_layout, vertex_shader->GetD3DVertexShader(), return std::make_unique<DXPipeline>(config, input_layout, vertex_shader->GetD3DVertexShader(),
geometry_shader ? geometry_shader->GetD3DGeometryShader() : geometry_shader ? geometry_shader->GetD3DGeometryShader() :
nullptr, nullptr,
pixel_shader->GetD3DPixelShader(), rasterizer_state, pixel_shader->GetD3DPixelShader(), rasterizer_state,

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@ -14,11 +14,11 @@ namespace DX11
class DXPipeline final : public AbstractPipeline class DXPipeline final : public AbstractPipeline
{ {
public: public:
DXPipeline(ID3D11InputLayout* input_layout, ID3D11VertexShader* vertex_shader, DXPipeline(const AbstractPipelineConfig& config, ID3D11InputLayout* input_layout,
ID3D11GeometryShader* geometry_shader, ID3D11PixelShader* pixel_shader, ID3D11VertexShader* vertex_shader, ID3D11GeometryShader* geometry_shader,
ID3D11RasterizerState* rasterizer_state, ID3D11DepthStencilState* depth_state, ID3D11PixelShader* pixel_shader, ID3D11RasterizerState* rasterizer_state,
ID3D11BlendState* blend_state, D3D11_PRIMITIVE_TOPOLOGY primitive_topology, ID3D11DepthStencilState* depth_state, ID3D11BlendState* blend_state,
bool use_logic_op); D3D11_PRIMITIVE_TOPOLOGY primitive_topology, bool use_logic_op);
~DXPipeline() override; ~DXPipeline() override;
ID3D11InputLayout* GetInputLayout() const { return m_input_layout.Get(); } ID3D11InputLayout* GetInputLayout() const { return m_input_layout.Get(); }

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@ -14,11 +14,11 @@
namespace DX12 namespace DX12
{ {
DXPipeline::DXPipeline(ID3D12PipelineState* pipeline, ID3D12RootSignature* root_signature, DXPipeline::DXPipeline(const AbstractPipelineConfig& config, ID3D12PipelineState* pipeline,
AbstractPipelineUsage usage, D3D12_PRIMITIVE_TOPOLOGY primitive_topology, ID3D12RootSignature* root_signature, AbstractPipelineUsage usage,
bool use_integer_rtv) D3D12_PRIMITIVE_TOPOLOGY primitive_topology, bool use_integer_rtv)
: m_pipeline(pipeline), m_root_signature(root_signature), m_usage(usage), : AbstractPipeline(config), m_pipeline(pipeline), m_root_signature(root_signature),
m_primitive_topology(primitive_topology), m_use_integer_rtv(use_integer_rtv) m_usage(usage), m_primitive_topology(primitive_topology), m_use_integer_rtv(use_integer_rtv)
{ {
} }
@ -218,7 +218,7 @@ std::unique_ptr<DXPipeline> DXPipeline::Create(const AbstractPipelineConfig& con
const bool use_integer_rtv = const bool use_integer_rtv =
!config.blending_state.blendenable && config.blending_state.logicopenable; !config.blending_state.blendenable && config.blending_state.logicopenable;
return std::make_unique<DXPipeline>(pso, desc.pRootSignature, config.usage, return std::make_unique<DXPipeline>(config, pso, desc.pRootSignature, config.usage,
GetD3DTopology(config.rasterization_state), use_integer_rtv); GetD3DTopology(config.rasterization_state), use_integer_rtv);
} }

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@ -13,9 +13,9 @@ namespace DX12
class DXPipeline final : public AbstractPipeline class DXPipeline final : public AbstractPipeline
{ {
public: public:
DXPipeline(ID3D12PipelineState* pipeline, ID3D12RootSignature* root_signature, DXPipeline(const AbstractPipelineConfig& config, ID3D12PipelineState* pipeline,
AbstractPipelineUsage usage, D3D12_PRIMITIVE_TOPOLOGY primitive_topology, ID3D12RootSignature* root_signature, AbstractPipelineUsage usage,
bool use_integer_rtv); D3D12_PRIMITIVE_TOPOLOGY primitive_topology, bool use_integer_rtv);
~DXPipeline() override; ~DXPipeline() override;
static std::unique_ptr<DXPipeline> Create(const AbstractPipelineConfig& config, static std::unique_ptr<DXPipeline> Create(const AbstractPipelineConfig& config,

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@ -496,9 +496,10 @@ Metal::ObjectCache::CreatePipeline(const AbstractPipelineConfig& config)
Internal::StoredPipeline pipeline = m_internal->GetOrCreatePipeline(config); Internal::StoredPipeline pipeline = m_internal->GetOrCreatePipeline(config);
if (!pipeline.first) if (!pipeline.first)
return nullptr; return nullptr;
return std::make_unique<Pipeline>( return std::make_unique<Pipeline>(config, std::move(pipeline.first), pipeline.second,
std::move(pipeline.first), pipeline.second, Convert(config.rasterization_state.primitive), Convert(config.rasterization_state.primitive),
Convert(config.rasterization_state.cullmode), config.depth_state, config.usage); Convert(config.rasterization_state.cullmode),
config.depth_state, config.usage);
} }
void Metal::ObjectCache::ShaderDestroyed(const Shader* shader) void Metal::ObjectCache::ShaderDestroyed(const Shader* shader)

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@ -27,7 +27,8 @@ struct PipelineReflection
class Pipeline final : public AbstractPipeline class Pipeline final : public AbstractPipeline
{ {
public: public:
explicit Pipeline(MRCOwned<id<MTLRenderPipelineState>> pipeline, explicit Pipeline(const AbstractPipelineConfig& config,
MRCOwned<id<MTLRenderPipelineState>> pipeline,
const PipelineReflection& reflection, MTLPrimitiveType prim, MTLCullMode cull, const PipelineReflection& reflection, MTLPrimitiveType prim, MTLCullMode cull,
DepthState depth, AbstractPipelineUsage usage); DepthState depth, AbstractPipelineUsage usage);

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@ -53,11 +53,12 @@ Metal::PipelineReflection::PipelineReflection(MTLRenderPipelineReflection* refle
GetArguments([reflection fragmentArguments], &textures, &samplers, &fragment_buffers); GetArguments([reflection fragmentArguments], &textures, &samplers, &fragment_buffers);
} }
Metal::Pipeline::Pipeline(MRCOwned<id<MTLRenderPipelineState>> pipeline, Metal::Pipeline::Pipeline(const AbstractPipelineConfig& config,
MRCOwned<id<MTLRenderPipelineState>> pipeline,
const PipelineReflection& reflection, MTLPrimitiveType prim, const PipelineReflection& reflection, MTLPrimitiveType prim,
MTLCullMode cull, DepthState depth, AbstractPipelineUsage usage) MTLCullMode cull, DepthState depth, AbstractPipelineUsage usage)
: m_pipeline(std::move(pipeline)), m_prim(prim), m_cull(cull), m_depth_stencil(depth), : AbstractPipeline(config), m_pipeline(std::move(pipeline)), m_prim(prim), m_cull(cull),
m_usage(usage), m_reflection(reflection) m_depth_stencil(depth), m_usage(usage), m_reflection(reflection)
{ {
} }

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@ -28,13 +28,13 @@ static GLenum MapToGLPrimitive(PrimitiveType primitive_type)
return 0; return 0;
} }
} }
OGLPipeline::OGLPipeline(const GLVertexFormat* vertex_format, OGLPipeline::OGLPipeline(const AbstractPipelineConfig& config, const GLVertexFormat* vertex_format,
const RasterizationState& rasterization_state, const RasterizationState& rasterization_state,
const DepthState& depth_state, const BlendingState& blending_state, const DepthState& depth_state, const BlendingState& blending_state,
PipelineProgram* program, GLuint gl_primitive) PipelineProgram* program, GLuint gl_primitive)
: m_vertex_format(vertex_format), m_rasterization_state(rasterization_state), : AbstractPipeline(config), m_vertex_format(vertex_format),
m_depth_state(depth_state), m_blending_state(blending_state), m_program(program), m_rasterization_state(rasterization_state), m_depth_state(depth_state),
m_gl_primitive(gl_primitive) m_blending_state(blending_state), m_program(program), m_gl_primitive(gl_primitive)
{ {
} }
@ -90,7 +90,7 @@ std::unique_ptr<OGLPipeline> OGLPipeline::Create(const AbstractPipelineConfig& c
const GLVertexFormat* vertex_format = static_cast<const GLVertexFormat*>(config.vertex_format); const GLVertexFormat* vertex_format = static_cast<const GLVertexFormat*>(config.vertex_format);
GLenum gl_primitive = MapToGLPrimitive(config.rasterization_state.primitive); GLenum gl_primitive = MapToGLPrimitive(config.rasterization_state.primitive);
return std::make_unique<OGLPipeline>(vertex_format, config.rasterization_state, return std::make_unique<OGLPipeline>(config, vertex_format, config.rasterization_state,
config.depth_state, config.blending_state, program, config.depth_state, config.blending_state, program,
gl_primitive); gl_primitive);
} }

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@ -15,7 +15,7 @@ namespace OGL
class OGLPipeline final : public AbstractPipeline class OGLPipeline final : public AbstractPipeline
{ {
public: public:
explicit OGLPipeline(const GLVertexFormat* vertex_format, explicit OGLPipeline(const AbstractPipelineConfig& config, const GLVertexFormat* vertex_format,
const RasterizationState& rasterization_state, const DepthState& depth_state, const RasterizationState& rasterization_state, const DepthState& depth_state,
const BlendingState& blending_state, PipelineProgram* program, const BlendingState& blending_state, PipelineProgram* program,
GLenum gl_primitive); GLenum gl_primitive);

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@ -18,9 +18,10 @@
namespace Vulkan namespace Vulkan
{ {
VKPipeline::VKPipeline(VkPipeline pipeline, VkPipelineLayout pipeline_layout, VKPipeline::VKPipeline(const AbstractPipelineConfig& config, VkPipeline pipeline,
AbstractPipelineUsage usage) VkPipelineLayout pipeline_layout, AbstractPipelineUsage usage)
: m_pipeline(pipeline), m_pipeline_layout(pipeline_layout), m_usage(usage) : AbstractPipeline(config), m_pipeline(pipeline), m_pipeline_layout(pipeline_layout),
m_usage(usage)
{ {
} }
@ -403,6 +404,6 @@ std::unique_ptr<VKPipeline> VKPipeline::Create(const AbstractPipelineConfig& con
return VK_NULL_HANDLE; return VK_NULL_HANDLE;
} }
return std::make_unique<VKPipeline>(pipeline, pipeline_layout, config.usage); return std::make_unique<VKPipeline>(config, pipeline, pipeline_layout, config.usage);
} }
} // namespace Vulkan } // namespace Vulkan

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@ -13,8 +13,8 @@ namespace Vulkan
class VKPipeline final : public AbstractPipeline class VKPipeline final : public AbstractPipeline
{ {
public: public:
explicit VKPipeline(VkPipeline pipeline, VkPipelineLayout pipeline_layout, explicit VKPipeline(const AbstractPipelineConfig& config, VkPipeline pipeline,
AbstractPipelineUsage usage); VkPipelineLayout pipeline_layout, AbstractPipelineUsage usage);
~VKPipeline() override; ~VKPipeline() override;
VkPipeline GetVkPipeline() const { return m_pipeline; } VkPipeline GetVkPipeline() const { return m_pipeline; }

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@ -76,8 +76,11 @@ class AbstractPipeline
{ {
public: public:
AbstractPipeline() = default; AbstractPipeline() = default;
explicit AbstractPipeline(const AbstractPipelineConfig& config) : m_config(config) {}
virtual ~AbstractPipeline() = default; virtual ~AbstractPipeline() = default;
AbstractPipelineConfig m_config;
// "Cache data" can be used to assist a driver with creating pipelines by using previously // "Cache data" can be used to assist a driver with creating pipelines by using previously
// compiled shader ISA. The abstract shaders and creation struct are still required to create // compiled shader ISA. The abstract shaders and creation struct are still required to create
// pipeline objects, the cache is optionally used by the driver to speed up compilation. // pipeline objects, the cache is optionally used by the driver to speed up compilation.