VideoBackends: Add AbstractShader and AbstractPipeline classes

This commit is contained in:
Stenzek
2017-09-08 19:42:56 +10:00
parent 31111ef143
commit fec6bb4d56
47 changed files with 1825 additions and 33 deletions

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@ -0,0 +1,95 @@
// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <cstddef>
#include <string>
#include <utility>
#include <vector>
#include "Common/CommonTypes.h"
#include "VideoCommon/RenderState.h"
#include "VideoCommon/TextureConfig.h"
class AbstractShader;
class NativeVertexFormat;
// We use three pipeline usages:
// - GX
// - Per-stage UBO (VS/GS/PS, VS constants accessible from PS)
// - 8 combined image samplers (accessible from PS)
// - 1 SSBO, accessible from PS if bounding box is enabled
// - Utility
// - Single UBO, accessible from all stages [set=0, binding=1]
// - 8 combined image samplers (accessible from PS) [set=1, binding=0-7]
// - 1 texel buffer, accessible from PS [set=2, binding=0]
// - Compute
// - 1 uniform buffer [set=0, binding=1]
// - 8 combined image samplers [set=1, binding=0-7]
// - 1 texel buffer [set=2, binding=0]
// - 1 storage image [set=3, binding=0]
enum class AbstractPipelineUsage
{
GX,
Utility
};
struct AbstractPipelineConfig
{
const NativeVertexFormat* vertex_format;
const AbstractShader* vertex_shader;
const AbstractShader* geometry_shader;
const AbstractShader* pixel_shader;
RasterizationState rasterization_state;
DepthState depth_state;
BlendingState blending_state;
union FramebufferState
{
BitField<0, 8, AbstractTextureFormat> color_texture_format;
BitField<8, 8, AbstractTextureFormat> depth_texture_format;
BitField<16, 8, u32> samples;
BitField<24, 1, u32> per_sample_shading;
bool operator==(const FramebufferState& rhs) const { return hex == rhs.hex; }
bool operator!=(const FramebufferState& rhs) const { return hex != rhs.hex; }
FramebufferState& operator=(const FramebufferState& rhs)
{
hex = rhs.hex;
return *this;
}
u32 hex;
} framebuffer_state;
AbstractPipelineUsage usage;
bool operator==(const AbstractPipelineConfig& rhs) const
{
return std::tie(vertex_format, vertex_shader, geometry_shader, pixel_shader,
rasterization_state.hex, depth_state.hex, blending_state.hex,
framebuffer_state.hex, usage) ==
std::tie(rhs.vertex_format, rhs.vertex_shader, rhs.geometry_shader, rhs.pixel_shader,
rhs.rasterization_state.hex, rhs.depth_state.hex, rhs.blending_state.hex,
rhs.framebuffer_state.hex, rhs.usage);
}
bool operator!=(const AbstractPipelineConfig& rhs) const { return !operator==(rhs); }
bool operator<(const AbstractPipelineConfig& rhs) const
{
return std::tie(vertex_format, vertex_shader, geometry_shader, pixel_shader,
rasterization_state.hex, depth_state.hex, blending_state.hex,
framebuffer_state.hex, usage) <
std::tie(rhs.vertex_format, rhs.vertex_shader, rhs.geometry_shader, rhs.pixel_shader,
rhs.rasterization_state.hex, rhs.depth_state.hex, rhs.blending_state.hex,
rhs.framebuffer_state.hex, rhs.usage);
}
};
class AbstractPipeline
{
public:
AbstractPipeline() = default;
virtual ~AbstractPipeline() = default;
};

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@ -0,0 +1,34 @@
// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <cstddef>
#include <string>
#include <vector>
#include "Common/CommonTypes.h"
enum class ShaderStage
{
Vertex,
Geometry,
Pixel,
Compute
};
class AbstractShader
{
public:
explicit AbstractShader(ShaderStage stage) : m_stage(stage) {}
virtual ~AbstractShader() = default;
ShaderStage GetStage() const { return m_stage; }
using BinaryData = std::vector<u8>;
virtual bool HasBinary() const = 0;
virtual BinaryData GetBinary() const = 0;
protected:
ShaderStage m_stage;
};

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@ -33,10 +33,15 @@
#include "VideoCommon/VideoCommon.h"
class AbstractRawTexture;
class AbstractPipeline;
class AbstractShader;
class AbstractTexture;
class AbstractStagingTexture;
class PostProcessingShaderImplementation;
struct TextureConfig;
struct ComputePipelineConfig;
struct AbstractPipelineConfig;
enum class ShaderStage;
enum class EFBAccessType;
enum class StagingTextureType;
@ -69,6 +74,7 @@ public:
PP_EFB_COPY_CLOCKS
};
virtual void SetPipeline(const AbstractPipeline* pipeline) {}
virtual void SetBlendingState(const BlendingState& state) {}
virtual void SetScissorRect(const MathUtil::Rectangle<int>& rc) {}
virtual void SetRasterizationState(const RasterizationState& state) {}
@ -91,6 +97,14 @@ public:
virtual std::unique_ptr<AbstractStagingTexture>
CreateStagingTexture(StagingTextureType type, const TextureConfig& config) = 0;
// Shader modules/objects.
virtual std::unique_ptr<AbstractShader>
CreateShaderFromSource(ShaderStage stage, const char* source, size_t length) = 0;
virtual std::unique_ptr<AbstractShader>
CreateShaderFromBinary(ShaderStage stage, const void* data, size_t length) = 0;
virtual std::unique_ptr<AbstractPipeline>
CreatePipeline(const AbstractPipelineConfig& config) = 0;
// Ideal internal resolution - multiple of the native EFB resolution
int GetTargetWidth() const { return m_target_width; }
int GetTargetHeight() const { return m_target_height; }
@ -160,6 +174,16 @@ public:
virtual void Shutdown();
// Drawing utility shaders.
virtual void DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
u32 vertex_stride, u32 num_vertices)
{
}
virtual void DispatchComputeShader(const AbstractShader* shader, const void* uniforms,
u32 uniforms_size, u32 groups_x, u32 groups_y, u32 groups_z)
{
}
protected:
std::tuple<int, int> CalculateTargetScale(int x, int y) const;
bool CalculateTargetSize();

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@ -99,6 +99,8 @@
</ItemGroup>
<ItemGroup>
<ClInclude Include="AbstractStagingTexture.h" />
<ClInclude Include="AbstractPipeline.h" />
<ClInclude Include="AbstractShader.h" />
<ClInclude Include="AbstractTexture.h" />
<ClInclude Include="AsyncRequests.h" />
<ClInclude Include="AsyncShaderCompiler.h" />

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@ -374,8 +374,14 @@
<ClInclude Include="AbstractStagingTexture.h">
<Filter>Base</Filter>
</ClInclude>
<ClInclude Include="AbstractShader.h">
<Filter>Base</Filter>
</ClInclude>
<ClInclude Include="AbstractPipeline.h">
<Filter>Base</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<Text Include="CMakeLists.txt" />
</ItemGroup>
</Project>
</Project>