VideoBackends:Metal: Cache pipelines

Metal pipelines hold less stuff than Dolphin pipelines, so duplicates will appear
This commit is contained in:
TellowKrinkle
2022-06-13 02:24:33 -05:00
parent e32213d031
commit 5742ccf8de
11 changed files with 555 additions and 231 deletions

View File

@ -14,24 +14,34 @@
namespace Metal
{
struct PipelineReflection
{
u32 textures = 0;
u32 samplers = 0;
u32 vertex_buffers = 0;
u32 fragment_buffers = 0;
PipelineReflection() = default;
explicit PipelineReflection(MTLRenderPipelineReflection* reflection);
};
class Pipeline final : public AbstractPipeline
{
public:
explicit Pipeline(MRCOwned<id<MTLRenderPipelineState>> pipeline,
MTLRenderPipelineReflection* reflection, MTLPrimitiveType prim,
MTLCullMode cull, DepthState depth, AbstractPipelineUsage usage);
const PipelineReflection& reflection, MTLPrimitiveType prim, MTLCullMode cull,
DepthState depth, AbstractPipelineUsage usage);
id<MTLRenderPipelineState> Get() const { return m_pipeline; }
MTLPrimitiveType Prim() const { return m_prim; }
MTLCullMode Cull() const { return m_cull; }
DepthStencilSelector DepthStencil() const { return m_depth_stencil; }
AbstractPipelineUsage Usage() const { return m_usage; }
u32 GetTextures() const { return m_textures; }
u32 GetSamplers() const { return m_samplers; }
u32 GetVertexBuffers() const { return m_vertex_buffers; }
u32 GetFragmentBuffers() const { return m_fragment_buffers; }
bool UsesVertexBuffer(u32 index) const { return m_vertex_buffers & (1 << index); }
bool UsesFragmentBuffer(u32 index) const { return m_fragment_buffers & (1 << index); }
u32 GetTextures() const { return m_reflection.textures; }
u32 GetSamplers() const { return m_reflection.samplers; }
u32 GetVertexBuffers() const { return m_reflection.vertex_buffers; }
u32 GetFragmentBuffers() const { return m_reflection.fragment_buffers; }
bool UsesVertexBuffer(u32 index) const { return m_reflection.vertex_buffers & (1 << index); }
bool UsesFragmentBuffer(u32 index) const { return m_reflection.fragment_buffers & (1 << index); }
private:
MRCOwned<id<MTLRenderPipelineState>> m_pipeline;
@ -39,10 +49,7 @@ private:
MTLCullMode m_cull;
DepthStencilSelector m_depth_stencil;
AbstractPipelineUsage m_usage;
u32 m_textures = 0;
u32 m_samplers = 0;
u32 m_vertex_buffers = 0;
u32 m_fragment_buffers = 0;
PipelineReflection m_reflection;
};
class ComputePipeline : public Shader