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07ed932a09
Gets the interface out of the global namespace.
261 lines
11 KiB
C++
261 lines
11 KiB
C++
// Copyright 2018 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 <array>
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#include <cstddef>
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#include <cstring>
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#include <map>
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#include <memory>
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#include <optional>
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#include <string>
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#include <unordered_map>
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#include <utility>
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#include "Common/CommonTypes.h"
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#include "Common/IOFile.h"
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#include "Common/LinearDiskCache.h"
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#include "VideoCommon/AbstractPipeline.h"
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#include "VideoCommon/AbstractShader.h"
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#include "VideoCommon/AsyncShaderCompiler.h"
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#include "VideoCommon/GXPipelineTypes.h"
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#include "VideoCommon/GeometryShaderGen.h"
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#include "VideoCommon/PixelShaderGen.h"
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#include "VideoCommon/RenderState.h"
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#include "VideoCommon/TextureCacheBase.h"
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#include "VideoCommon/TextureConversionShader.h"
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#include "VideoCommon/TextureConverterShaderGen.h"
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#include "VideoCommon/UberShaderPixel.h"
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#include "VideoCommon/UberShaderVertex.h"
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#include "VideoCommon/VertexShaderGen.h"
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#include "VideoCommon/VideoEvents.h"
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class NativeVertexFormat;
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enum class AbstractTextureFormat : u32;
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enum class APIType;
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enum class TextureFormat;
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enum class TLUTFormat;
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namespace VideoCommon
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{
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class ShaderCache final
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{
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public:
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ShaderCache();
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~ShaderCache();
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// Perform at startup, create descriptor layouts, compiles all static shaders.
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bool Initialize();
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void Shutdown();
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// Compiles/loads cached shaders.
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void InitializeShaderCache();
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// Changes the shader host config. Shaders should be reloaded afterwards.
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void SetHostConfig(const ShaderHostConfig& host_config) { m_host_config.bits = host_config.bits; }
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// Reloads/recreates all shaders and pipelines.
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void Reload();
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// Retrieves all pending shaders/pipelines from the async compiler.
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void RetrieveAsyncShaders();
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// Accesses ShaderGen shader caches
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const AbstractPipeline* GetPipelineForUid(const GXPipelineUid& uid);
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const AbstractPipeline* GetUberPipelineForUid(const GXUberPipelineUid& uid);
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// Accesses ShaderGen shader caches asynchronously.
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// The optional will be empty if this pipeline is now background compiling.
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std::optional<const AbstractPipeline*> GetPipelineForUidAsync(const GXPipelineUid& uid);
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// Shared shaders
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const AbstractShader* GetScreenQuadVertexShader() const
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{
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return m_screen_quad_vertex_shader.get();
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}
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const AbstractShader* GetTextureCopyVertexShader() const
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{
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return m_texture_copy_vertex_shader.get();
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}
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const AbstractShader* GetEFBCopyVertexShader() const { return m_efb_copy_vertex_shader.get(); }
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const AbstractShader* GetTexcoordGeometryShader() const
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{
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return m_texcoord_geometry_shader.get();
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}
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const AbstractShader* GetTextureCopyPixelShader() const
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{
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return m_texture_copy_pixel_shader.get();
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}
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const AbstractShader* GetColorGeometryShader() const { return m_color_geometry_shader.get(); }
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const AbstractShader* GetColorPixelShader() const { return m_color_pixel_shader.get(); }
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// EFB copy to RAM/VRAM pipelines
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const AbstractPipeline*
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GetEFBCopyToVRAMPipeline(const TextureConversionShaderGen::TCShaderUid& uid);
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const AbstractPipeline* GetEFBCopyToRAMPipeline(const EFBCopyParams& uid);
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// RGBA8 framebuffer copy pipelines
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const AbstractPipeline* GetRGBA8CopyPipeline() const { return m_copy_rgba8_pipeline.get(); }
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const AbstractPipeline* GetRGBA8StereoCopyPipeline() const
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{
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return m_rgba8_stereo_copy_pipeline.get();
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}
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// Palette texture conversion pipelines
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const AbstractPipeline* GetPaletteConversionPipeline(TLUTFormat format);
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// Texture reinterpret pipelines
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const AbstractPipeline* GetTextureReinterpretPipeline(TextureFormat from_format,
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TextureFormat to_format);
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// Texture decoding compute shaders
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const AbstractShader* GetTextureDecodingShader(TextureFormat format,
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std::optional<TLUTFormat> palette_format);
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private:
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static constexpr size_t NUM_PALETTE_CONVERSION_SHADERS = 3;
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void WaitForAsyncCompiler();
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void LoadCaches();
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void ClearCaches();
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void LoadPipelineUIDCache();
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void ClosePipelineUIDCache();
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void CompileMissingPipelines();
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void QueueUberShaderPipelines();
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bool CompileSharedPipelines();
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// GX shader compiler methods
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std::unique_ptr<AbstractShader> CompileVertexShader(const VertexShaderUid& uid) const;
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std::unique_ptr<AbstractShader>
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CompileVertexUberShader(const UberShader::VertexShaderUid& uid) const;
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std::unique_ptr<AbstractShader> CompilePixelShader(const PixelShaderUid& uid) const;
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std::unique_ptr<AbstractShader>
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CompilePixelUberShader(const UberShader::PixelShaderUid& uid) const;
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const AbstractShader* InsertVertexShader(const VertexShaderUid& uid,
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std::unique_ptr<AbstractShader> shader);
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const AbstractShader* InsertVertexUberShader(const UberShader::VertexShaderUid& uid,
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std::unique_ptr<AbstractShader> shader);
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const AbstractShader* InsertPixelShader(const PixelShaderUid& uid,
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std::unique_ptr<AbstractShader> shader);
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const AbstractShader* InsertPixelUberShader(const UberShader::PixelShaderUid& uid,
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std::unique_ptr<AbstractShader> shader);
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const AbstractShader* CreateGeometryShader(const GeometryShaderUid& uid);
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bool NeedsGeometryShader(const GeometryShaderUid& uid) const;
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// Should we use geometry shaders for EFB copies?
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bool UseGeometryShaderForEFBCopies() const;
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// GX pipeline compiler methods
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AbstractPipelineConfig
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GetGXPipelineConfig(const NativeVertexFormat* vertex_format, const AbstractShader* vertex_shader,
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const AbstractShader* geometry_shader, const AbstractShader* pixel_shader,
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const RasterizationState& rasterization_state, const DepthState& depth_state,
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const BlendingState& blending_state, AbstractPipelineUsage usage);
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std::optional<AbstractPipelineConfig> GetGXPipelineConfig(const GXPipelineUid& uid);
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std::optional<AbstractPipelineConfig> GetGXPipelineConfig(const GXUberPipelineUid& uid);
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const AbstractPipeline* InsertGXPipeline(const GXPipelineUid& config,
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std::unique_ptr<AbstractPipeline> pipeline);
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const AbstractPipeline* InsertGXUberPipeline(const GXUberPipelineUid& config,
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std::unique_ptr<AbstractPipeline> pipeline);
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void AddSerializedGXPipelineUID(const SerializedGXPipelineUid& uid);
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void AppendGXPipelineUID(const GXPipelineUid& config);
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// ASync Compiler Methods
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void QueueVertexShaderCompile(const VertexShaderUid& uid, u32 priority);
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void QueueVertexUberShaderCompile(const UberShader::VertexShaderUid& uid, u32 priority);
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void QueuePixelShaderCompile(const PixelShaderUid& uid, u32 priority);
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void QueuePixelUberShaderCompile(const UberShader::PixelShaderUid& uid, u32 priority);
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void QueuePipelineCompile(const GXPipelineUid& uid, u32 priority);
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void QueueUberPipelineCompile(const GXUberPipelineUid& uid, u32 priority);
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// Populating various caches.
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template <ShaderStage stage, typename K, typename T>
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void LoadShaderCache(T& cache, APIType api_type, const char* type, bool include_gameid);
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template <typename T>
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void ClearShaderCache(T& cache);
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template <typename KeyType, typename DiskKeyType, typename T>
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void LoadPipelineCache(T& cache, Common::LinearDiskCache<DiskKeyType, u8>& disk_cache,
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APIType api_type, const char* type, bool include_gameid);
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template <typename T, typename Y>
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void ClearPipelineCache(T& cache, Y& disk_cache);
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// Priorities for compiling. The lower the value, the sooner the pipeline is compiled.
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// The shader cache is compiled last, as it is the least likely to be required. On demand
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// shaders are always compiled before pending ubershaders, as we want to use the ubershader
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// for as few frames as possible, otherwise we risk framerate drops.
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enum : u32
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{
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COMPILE_PRIORITY_ONDEMAND_PIPELINE = 100,
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COMPILE_PRIORITY_UBERSHADER_PIPELINE = 200,
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COMPILE_PRIORITY_SHADERCACHE_PIPELINE = 300
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};
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// Configuration bits.
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APIType m_api_type;
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ShaderHostConfig m_host_config = {};
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std::unique_ptr<AsyncShaderCompiler> m_async_shader_compiler;
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// Shared shaders
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std::unique_ptr<AbstractShader> m_screen_quad_vertex_shader;
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std::unique_ptr<AbstractShader> m_texture_copy_vertex_shader;
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std::unique_ptr<AbstractShader> m_efb_copy_vertex_shader;
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std::unique_ptr<AbstractShader> m_texcoord_geometry_shader;
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std::unique_ptr<AbstractShader> m_color_geometry_shader;
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std::unique_ptr<AbstractShader> m_texture_copy_pixel_shader;
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std::unique_ptr<AbstractShader> m_color_pixel_shader;
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// GX Shader Caches
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template <typename Uid>
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struct ShaderModuleCache
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{
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struct Shader
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{
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std::unique_ptr<AbstractShader> shader;
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bool pending = false;
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};
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std::map<Uid, Shader> shader_map;
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Common::LinearDiskCache<Uid, u8> disk_cache;
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};
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ShaderModuleCache<VertexShaderUid> m_vs_cache;
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ShaderModuleCache<GeometryShaderUid> m_gs_cache;
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ShaderModuleCache<PixelShaderUid> m_ps_cache;
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ShaderModuleCache<UberShader::VertexShaderUid> m_uber_vs_cache;
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ShaderModuleCache<UberShader::PixelShaderUid> m_uber_ps_cache;
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// GX Pipeline Caches - .first - pipeline, .second - pending
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std::map<GXPipelineUid, std::pair<std::unique_ptr<AbstractPipeline>, bool>> m_gx_pipeline_cache;
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std::map<GXUberPipelineUid, std::pair<std::unique_ptr<AbstractPipeline>, bool>>
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m_gx_uber_pipeline_cache;
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File::IOFile m_gx_pipeline_uid_cache_file;
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Common::LinearDiskCache<SerializedGXPipelineUid, u8> m_gx_pipeline_disk_cache;
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Common::LinearDiskCache<SerializedGXUberPipelineUid, u8> m_gx_uber_pipeline_disk_cache;
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// EFB copy to VRAM/RAM pipelines
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std::map<TextureConversionShaderGen::TCShaderUid, std::unique_ptr<AbstractPipeline>>
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m_efb_copy_to_vram_pipelines;
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std::map<EFBCopyParams, std::unique_ptr<AbstractPipeline>> m_efb_copy_to_ram_pipelines;
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// Copy pipeline for RGBA8 textures
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std::unique_ptr<AbstractPipeline> m_copy_rgba8_pipeline;
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std::unique_ptr<AbstractPipeline> m_rgba8_stereo_copy_pipeline;
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// Palette conversion pipelines
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std::array<std::unique_ptr<AbstractPipeline>, NUM_PALETTE_CONVERSION_SHADERS>
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m_palette_conversion_pipelines;
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// Texture reinterpreting pipeline
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std::map<std::pair<TextureFormat, TextureFormat>, std::unique_ptr<AbstractPipeline>>
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m_texture_reinterpret_pipelines;
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// Texture decoding shaders
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std::map<std::pair<u32, u32>, std::unique_ptr<AbstractShader>> m_texture_decoding_shaders;
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Common::EventHook m_frame_end_handler;
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};
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} // namespace VideoCommon
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extern std::unique_ptr<VideoCommon::ShaderCache> g_shader_cache;
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