Move most backend functionality to VideoCommon

This commit is contained in:
Stenzek
2019-02-15 11:59:50 +10:00
parent 933f3ba008
commit f039149198
182 changed files with 8334 additions and 15917 deletions

View File

@ -25,12 +25,16 @@
#include "VideoCommon/GeometryShaderGen.h"
#include "VideoCommon/PixelShaderGen.h"
#include "VideoCommon/RenderState.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/TextureConversionShader.h"
#include "VideoCommon/TextureConverterShaderGen.h"
#include "VideoCommon/UberShaderPixel.h"
#include "VideoCommon/UberShaderVertex.h"
#include "VideoCommon/VertexShaderGen.h"
class NativeVertexFormat;
enum class AbstractTextureFormat : u32;
enum class TLUTFormat;
namespace VideoCommon
{
@ -44,8 +48,11 @@ public:
bool Initialize();
void Shutdown();
// Changes the shader host config. Shaders will be reloaded if there are changes.
void SetHostConfig(const ShaderHostConfig& host_config, u32 efb_multisamples);
// Compiles/loads cached shaders.
void InitializeShaderCache();
// Changes the shader host config. Shaders should be reloaded afterwards.
void SetHostConfig(const ShaderHostConfig& host_config) { m_host_config = host_config; }
// Reloads/recreates all shaders and pipelines.
void Reload();
@ -53,9 +60,6 @@ public:
// Retrieves all pending shaders/pipelines from the async compiler.
void RetrieveAsyncShaders();
// Get utility shader header based on current config.
std::string GetUtilityShaderHeader() const;
// Accesses ShaderGen shader caches
const AbstractPipeline* GetPipelineForUid(const GXPipelineUid& uid);
const AbstractPipeline* GetUberPipelineForUid(const GXUberPipelineUid& uid);
@ -64,7 +68,48 @@ public:
// The optional will be empty if this pipeline is now background compiling.
std::optional<const AbstractPipeline*> GetPipelineForUidAsync(const GXPipelineUid& uid);
// Shared shaders
const AbstractShader* GetScreenQuadVertexShader() const
{
return m_screen_quad_vertex_shader.get();
}
const AbstractShader* GetTextureCopyVertexShader() const
{
return m_texture_copy_vertex_shader.get();
}
const AbstractShader* GetEFBCopyVertexShader() const { return m_efb_copy_vertex_shader.get(); }
const AbstractShader* GetTexcoordGeometryShader() const
{
return m_texcoord_geometry_shader.get();
}
const AbstractShader* GetTextureCopyPixelShader() const
{
return m_texture_copy_pixel_shader.get();
}
const AbstractShader* GetColorGeometryShader() const { return m_color_geometry_shader.get(); }
const AbstractShader* GetColorPixelShader() const { return m_color_pixel_shader.get(); }
// EFB copy to RAM/VRAM pipelines
const AbstractPipeline*
GetEFBCopyToVRAMPipeline(const TextureConversionShaderGen::TCShaderUid& uid);
const AbstractPipeline* GetEFBCopyToRAMPipeline(const EFBCopyParams& uid);
// RGBA8 framebuffer copy pipelines
const AbstractPipeline* GetRGBA8CopyPipeline() const { return m_copy_rgba8_pipeline.get(); }
const AbstractPipeline* GetRGBA8StereoCopyPipeline() const
{
return m_rgba8_stereo_copy_pipeline.get();
}
// Palette texture conversion pipelines
const AbstractPipeline* GetPaletteConversionPipeline(TLUTFormat format);
// Texture decoding compute shaders
const AbstractShader* GetTextureDecodingShader(TextureFormat format, TLUTFormat palette_format);
private:
static constexpr size_t NUM_PALETTE_CONVERSION_SHADERS = 3;
void WaitForAsyncCompiler();
void LoadShaderCaches();
void ClearShaderCaches();
@ -74,6 +119,7 @@ private:
void InvalidateCachedPipelines();
void ClearPipelineCaches();
void QueueUberShaderPipelines();
bool CompileSharedPipelines();
// GX shader compiler methods
std::unique_ptr<AbstractShader> CompileVertexShader(const VertexShaderUid& uid) const;
@ -93,6 +139,9 @@ private:
const AbstractShader* CreateGeometryShader(const GeometryShaderUid& uid);
bool NeedsGeometryShader(const GeometryShaderUid& uid) const;
// Should we use geometry shaders for EFB copies?
bool UseGeometryShaderForEFBCopies() const;
// GX pipeline compiler methods
AbstractPipelineConfig
GetGXPipelineConfig(const NativeVertexFormat* vertex_format, const AbstractShader* vertex_shader,
@ -130,10 +179,17 @@ private:
// Configuration bits.
APIType m_api_type = APIType::Nothing;
ShaderHostConfig m_host_config = {};
AbstractTextureFormat m_efb_depth_format;
u32 m_efb_multisamples = 1;
std::unique_ptr<AsyncShaderCompiler> m_async_shader_compiler;
// Shared shaders
std::unique_ptr<AbstractShader> m_screen_quad_vertex_shader;
std::unique_ptr<AbstractShader> m_texture_copy_vertex_shader;
std::unique_ptr<AbstractShader> m_efb_copy_vertex_shader;
std::unique_ptr<AbstractShader> m_texcoord_geometry_shader;
std::unique_ptr<AbstractShader> m_color_geometry_shader;
std::unique_ptr<AbstractShader> m_texture_copy_pixel_shader;
std::unique_ptr<AbstractShader> m_color_pixel_shader;
// GX Shader Caches
template <typename Uid>
struct ShaderModuleCache
@ -157,6 +213,22 @@ private:
std::map<GXUberPipelineUid, std::pair<std::unique_ptr<AbstractPipeline>, bool>>
m_gx_uber_pipeline_cache;
File::IOFile m_gx_pipeline_uid_cache_file;
// EFB copy to VRAM/RAM pipelines
std::map<TextureConversionShaderGen::TCShaderUid, std::unique_ptr<AbstractPipeline>>
m_efb_copy_to_vram_pipelines;
std::map<EFBCopyParams, std::unique_ptr<AbstractPipeline>> m_efb_copy_to_ram_pipelines;
// Copy pipeline for RGBA8 textures
std::unique_ptr<AbstractPipeline> m_copy_rgba8_pipeline;
std::unique_ptr<AbstractPipeline> m_rgba8_stereo_copy_pipeline;
// Palette conversion pipelines
std::array<std::unique_ptr<AbstractPipeline>, NUM_PALETTE_CONVERSION_SHADERS>
m_palette_conversion_pipelines;
// Texture decoding shaders
std::map<std::pair<u32, u32>, std::unique_ptr<AbstractShader>> m_texture_decoding_shaders;
};
} // namespace VideoCommon