dolphin/Source/Core/VideoBackends/Metal/MTLObjectCache.h
Scott Mansell cf9a6f8477 Lint fixes
2023-02-09 18:36:20 +13:00

107 lines
3.5 KiB
C++

// Copyright 2022 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <Metal/Metal.h>
#include <memory>
#include "VideoBackends/Metal/MRCHelpers.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/RenderState.h"
struct AbstractPipelineConfig;
class AbstractPipeline;
namespace Metal
{
class Shader;
extern MRCOwned<id<MTLDevice>> g_device;
extern MRCOwned<id<MTLCommandQueue>> g_queue;
struct DepthStencilSelector
{
u8 value;
DepthStencilSelector() : value(0) {}
DepthStencilSelector(bool update_enable, enum CompareMode cmp)
: value(update_enable | (static_cast<u32>(cmp) << 1))
{
}
DepthStencilSelector(DepthState state)
: DepthStencilSelector(state.testenable ? state.updateenable : false,
state.testenable ? state.func : CompareMode::Always)
{
}
bool UpdateEnable() const { return value & 1; }
enum CompareMode CompareMode() const { return static_cast<enum CompareMode>(value >> 1); }
bool operator==(const DepthStencilSelector& other) const { return value == other.value; }
bool operator!=(const DepthStencilSelector& other) const { return !(*this == other); }
static constexpr size_t N_VALUES = 1 << 4;
};
struct SamplerSelector
{
u8 value;
SamplerSelector() : value(0) {}
SamplerSelector(SamplerState state)
{
value = (static_cast<u32>(state.tm0.min_filter.Value()) << 0) |
(static_cast<u32>(state.tm0.mag_filter.Value()) << 1) |
(static_cast<u32>(state.tm0.mipmap_filter.Value()) << 2) |
(static_cast<u32>(state.tm0.anisotropic_filtering) << 3);
value |= (static_cast<u32>(state.tm0.wrap_u.Value()) +
3 * static_cast<u32>(state.tm0.wrap_v.Value()))
<< 4;
}
FilterMode MinFilter() const { return static_cast<FilterMode>(value & 1); }
FilterMode MagFilter() const { return static_cast<FilterMode>((value >> 1) & 1); }
FilterMode MipFilter() const { return static_cast<FilterMode>((value >> 2) & 1); }
WrapMode WrapU() const { return static_cast<WrapMode>((value >> 4) % 3); }
WrapMode WrapV() const { return static_cast<WrapMode>((value >> 4) / 3); }
bool AnisotropicFiltering() const { return ((value >> 3) & 1); }
bool operator==(const SamplerSelector& other) const { return value == other.value; }
bool operator!=(const SamplerSelector& other) const { return !(*this == other); }
static constexpr size_t N_VALUES = (1 << 4) * 9;
};
class ObjectCache
{
ObjectCache();
public:
~ObjectCache();
static void Initialize(MRCOwned<id<MTLDevice>> device);
static void Shutdown();
id<MTLDepthStencilState> GetDepthStencil(DepthStencilSelector sel) { return m_dss[sel.value]; }
id<MTLSamplerState> GetSampler(SamplerSelector sel)
{
if (__builtin_expect(!m_samplers[sel.value], false))
m_samplers[sel.value] = CreateSampler(sel);
return m_samplers[sel.value];
}
id<MTLSamplerState> GetSampler(SamplerState state) { return GetSampler(SamplerSelector(state)); }
void ReloadSamplers();
std::unique_ptr<AbstractPipeline> CreatePipeline(const AbstractPipelineConfig& config);
void ShaderDestroyed(const Shader* shader);
private:
class Internal;
std::unique_ptr<Internal> m_internal;
MRCOwned<id<MTLSamplerState>> CreateSampler(SamplerSelector sel);
MRCOwned<id<MTLDepthStencilState>> m_dss[DepthStencilSelector::N_VALUES];
MRCOwned<id<MTLSamplerState>> m_samplers[SamplerSelector::N_VALUES];
};
extern std::unique_ptr<ObjectCache> g_object_cache;
} // namespace Metal