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VideoBackends: Add AbstractShader and AbstractPipeline classes
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95
Source/Core/VideoCommon/AbstractPipeline.h
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95
Source/Core/VideoCommon/AbstractPipeline.h
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// Copyright 2017 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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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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// - 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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Utility
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};
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struct AbstractPipelineConfig
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{
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const NativeVertexFormat* vertex_format;
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const AbstractShader* vertex_shader;
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const AbstractShader* geometry_shader;
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const AbstractShader* pixel_shader;
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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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union FramebufferState
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{
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BitField<0, 8, AbstractTextureFormat> color_texture_format;
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BitField<8, 8, AbstractTextureFormat> depth_texture_format;
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BitField<16, 8, u32> samples;
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BitField<24, 1, u32> per_sample_shading;
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bool operator==(const FramebufferState& rhs) const { return hex == rhs.hex; }
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bool operator!=(const FramebufferState& rhs) const { return hex != rhs.hex; }
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FramebufferState& operator=(const FramebufferState& rhs)
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{
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hex = rhs.hex;
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return *this;
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}
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u32 hex;
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} framebuffer_state;
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AbstractPipelineUsage usage;
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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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virtual ~AbstractPipeline() = default;
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};
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