90 lines
3.3 KiB
C++
90 lines
3.3 KiB
C++
// Copyright 2017 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 <cstddef>
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#include <string>
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#include <utility>
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#include <vector>
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#include "Common/CommonTypes.h"
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#include "VideoCommon/RenderState.h"
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#include "VideoCommon/TextureConfig.h"
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class AbstractShader;
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class NativeVertexFormat;
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// We use three pipeline usages:
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// - GX
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// - Per-stage UBO (VS/GS/PS, VS constants accessible from PS)
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// - 8 combined image samplers (accessible from PS)
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// - 1 SSBO, accessible from PS if bounding box is enabled
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// - GX Uber
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// - Same as GX, plus one VS SSBO for vertices if dynamic vertex loading is enabled
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// - Utility
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// - Single UBO, accessible from all stages [set=0, binding=1]
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// - 8 combined image samplers (accessible from PS) [set=1, binding=0-7]
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// - 1 texel buffer, accessible from PS [set=2, binding=0]
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// - Compute
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// - 1 uniform buffer [set=0, binding=1]
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// - 8 combined image samplers [set=1, binding=0-7]
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// - 1 texel buffer [set=2, binding=0]
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// - 1 storage image [set=3, binding=0]
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enum class AbstractPipelineUsage
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{
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GX,
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GXUber,
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Utility
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};
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struct AbstractPipelineConfig
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{
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const NativeVertexFormat* vertex_format = nullptr;
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const AbstractShader* vertex_shader = nullptr;
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const AbstractShader* geometry_shader = nullptr;
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const AbstractShader* pixel_shader = nullptr;
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RasterizationState rasterization_state;
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DepthState depth_state;
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BlendingState blending_state;
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FramebufferState framebuffer_state;
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AbstractPipelineUsage usage = AbstractPipelineUsage::GX;
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bool operator==(const AbstractPipelineConfig& rhs) const
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{
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return std::tie(vertex_format, vertex_shader, geometry_shader, pixel_shader,
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rasterization_state.hex, depth_state.hex, blending_state.hex,
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framebuffer_state.hex, usage) ==
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std::tie(rhs.vertex_format, rhs.vertex_shader, rhs.geometry_shader, rhs.pixel_shader,
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rhs.rasterization_state.hex, rhs.depth_state.hex, rhs.blending_state.hex,
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rhs.framebuffer_state.hex, rhs.usage);
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}
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bool operator!=(const AbstractPipelineConfig& rhs) const { return !operator==(rhs); }
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bool operator<(const AbstractPipelineConfig& rhs) const
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{
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return std::tie(vertex_format, vertex_shader, geometry_shader, pixel_shader,
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rasterization_state.hex, depth_state.hex, blending_state.hex,
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framebuffer_state.hex, usage) <
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std::tie(rhs.vertex_format, rhs.vertex_shader, rhs.geometry_shader, rhs.pixel_shader,
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rhs.rasterization_state.hex, rhs.depth_state.hex, rhs.blending_state.hex,
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rhs.framebuffer_state.hex, rhs.usage);
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}
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};
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class AbstractPipeline
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{
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public:
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AbstractPipeline() = default;
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explicit AbstractPipeline(const AbstractPipelineConfig& config) : m_config(config) {}
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virtual ~AbstractPipeline() = default;
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AbstractPipelineConfig m_config;
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// "Cache data" can be used to assist a driver with creating pipelines by using previously
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// compiled shader ISA. The abstract shaders and creation struct are still required to create
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// pipeline objects, the cache is optionally used by the driver to speed up compilation.
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using CacheData = std::vector<u8>;
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virtual CacheData GetCacheData() const { return {}; }
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};
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