dolphin/Source/Core/VideoCommon/GraphicsModSystem/Runtime/CustomPipeline.h

49 lines
1.4 KiB
C++

// Copyright 2024 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <memory>
#include <optional>
#include <span>
#include <string>
#include <string_view>
#include <vector>
#include "VideoCommon/AbstractTexture.h"
#include "VideoCommon/Assets/CustomAssetLibrary.h"
#include "VideoCommon/Assets/MaterialAsset.h"
#include "VideoCommon/Assets/ShaderAsset.h"
#include "VideoCommon/Assets/TextureAsset.h"
#include "VideoCommon/ShaderGenCommon.h"
namespace VideoCommon
{
class CustomAssetLoader;
}
struct CustomPipeline
{
void UpdatePixelData(VideoCommon::CustomAssetLoader& loader,
std::shared_ptr<VideoCommon::CustomAssetLibrary> library,
std::span<const u32> texture_units,
const VideoCommon::CustomAssetLibrary::AssetID& material_to_load);
VideoCommon::CachedAsset<VideoCommon::MaterialAsset> m_pixel_material;
VideoCommon::CachedAsset<VideoCommon::PixelShaderAsset> m_pixel_shader;
struct CachedTextureAsset
{
VideoCommon::CachedAsset<VideoCommon::GameTextureAsset> m_cached_asset;
std::unique_ptr<AbstractTexture> m_texture;
std::string m_sampler_code;
std::string m_define_code;
};
std::vector<std::optional<CachedTextureAsset>> m_game_textures;
ShaderCode m_last_generated_shader_code;
ShaderCode m_last_generated_material_code;
std::vector<u8> m_material_data;
};