dolphin/Source/Core/VideoCommon/AbstractPipeline.h

95 lines
3.2 KiB
C++

// 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;
};