Rewrite host GPU abstraction

- Don't have to repeat the same thing for 4 renderers.
 - Add native Metal renderer.
This commit is contained in:
Stenzek
2023-08-13 13:42:02 +10:00
parent bfa792ddbf
commit e3d9ba4c99
249 changed files with 28851 additions and 32222 deletions

View File

@@ -17,8 +17,6 @@ add_library(common
fifo_queue.h
file_system.cpp
file_system.h
gpu_texture.cpp
gpu_texture.h
image.cpp
image.h
hash_combine.h
@@ -57,8 +55,6 @@ add_library(common
timer.cpp
timer.h
types.h
window_info.cpp
window_info.h
)
target_include_directories(common PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}/..")
@@ -68,28 +64,6 @@ target_link_libraries(common PRIVATE stb libchdr zlib minizip Zstd::Zstd "${CMAK
if(WIN32)
target_sources(common PRIVATE
d3d12/context.cpp
d3d12/context.h
d3d12/descriptor_heap_manager.cpp
d3d12/descriptor_heap_manager.h
d3d12/shader_cache.cpp
d3d12/shader_cache.h
d3d12/staging_texture.cpp
d3d12/staging_texture.h
d3d12/stream_buffer.cpp
d3d12/stream_buffer.h
d3d12/texture.cpp
d3d12/texture.h
d3d12/util.cpp
d3d12/util.h
d3d11/shader_cache.cpp
d3d11/shader_cache.h
d3d11/shader_compiler.cpp
d3d11/shader_compiler.h
d3d11/stream_buffer.cpp
d3d11/stream_buffer.h
d3d11/texture.cpp
d3d11/texture.h
http_downloader_winhttp.cpp
http_downloader_winhttp.h
thirdparty/StackWalker.cpp
@@ -123,147 +97,6 @@ if(ANDROID)
target_link_libraries(common PRIVATE log)
endif()
if(USE_X11)
target_sources(common PRIVATE
gl/x11_window.cpp
gl/x11_window.h
)
target_compile_definitions(common PRIVATE "-DUSE_X11=1")
target_include_directories(common PRIVATE "${X11_INCLUDE_DIR}" "${X11_Xrandr_INCLUDE_PATH}")
target_link_libraries(common PRIVATE "${X11_LIBRARIES}" "${X11_Xrandr_LIB}")
endif()
if(USE_WAYLAND)
target_compile_definitions(common PRIVATE "-DUSE_WAYLAND=1")
elseif(SUPPORTS_WAYLAND)
message(WARNING "Wayland support for renderers is disabled.\nDuckStation will FAIL to start on Wayland.")
endif()
if(USE_DRMKMS)
target_sources(common PRIVATE
drm_display.cpp
drm_display.h
)
target_link_libraries(common PUBLIC Libdrm::Libdrm)
endif()
if(ENABLE_OPENGL)
target_sources(common PRIVATE
gl/context.cpp
gl/context.h
gl/program.cpp
gl/program.h
gl/shader_cache.cpp
gl/shader_cache.h
gl/stream_buffer.cpp
gl/stream_buffer.h
gl/texture.cpp
gl/texture.h
)
target_compile_definitions(common PUBLIC "WITH_OPENGL=1")
target_link_libraries(common PRIVATE glad)
if(WIN32)
target_sources(common PRIVATE
gl/context_wgl.cpp
gl/context_wgl.h
)
endif()
if(USE_EGL)
target_sources(common PRIVATE
gl/context_egl.cpp
gl/context_egl.h
)
target_compile_definitions(common PRIVATE "-DUSE_EGL=1")
if(USE_X11)
target_sources(common PRIVATE
gl/context_egl_x11.cpp
gl/context_egl_x11.h
)
# We set EGL_NO_X11 because otherwise X comes in with its macros and breaks
# a bunch of files from compiling, if we include the EGL headers. This just
# makes the data types opaque, we can still use it with X11 if needed.
target_compile_definitions(common PRIVATE "-DEGL_NO_X11=1")
endif()
if(ANDROID AND USE_EGL)
target_sources(common PRIVATE
gl/context_egl_android.cpp
gl/context_egl_android.h
)
endif()
if(USE_DRMKMS)
target_compile_definitions(common PRIVATE "-DUSE_GBM=1")
target_sources(common PRIVATE
gl/context_egl_gbm.cpp
gl/context_egl_gbm.h
)
target_link_libraries(common PUBLIC GBM::GBM)
endif()
if(USE_FBDEV)
target_compile_definitions(common PRIVATE "-DUSE_FBDEV=1")
target_sources(common PRIVATE
gl/context_egl_fbdev.cpp
gl/context_egl_fbdev.h
)
endif()
endif()
if(USE_X11)
target_sources(common PRIVATE
gl/context_glx.cpp
gl/context_glx.h
)
target_compile_definitions(common PRIVATE "-DUSE_GLX=1")
endif()
if(USE_WAYLAND)
target_sources(common PRIVATE
gl/context_egl_wayland.cpp
gl/context_egl_wayland.h
)
endif()
if(APPLE)
target_sources(common PRIVATE
gl/context_agl.mm
gl/context_agl.h
)
endif()
endif()
if(ENABLE_VULKAN)
target_sources(common PRIVATE
vulkan/builders.cpp
vulkan/builders.h
vulkan/context.cpp
vulkan/context.h
vulkan/loader.h
vulkan/loader.cpp
vulkan/shader_cache.cpp
vulkan/shader_cache.h
vulkan/shader_compiler.cpp
vulkan/shader_compiler.h
vulkan/stream_buffer.cpp
vulkan/stream_buffer.h
vulkan/swap_chain.cpp
vulkan/swap_chain.h
vulkan/texture.cpp
vulkan/texture.h
vulkan/util.cpp
vulkan/util.h
)
target_compile_definitions(common PUBLIC "WITH_VULKAN=1")
target_link_libraries(common PRIVATE glslang)
if(APPLE)
# Needed for Vulkan Swap Chain.
target_link_libraries(common PRIVATE "objc")
endif()
endif()
if(${CMAKE_SYSTEM_NAME} STREQUAL "Linux")
# We need -lrt for shm_unlink
target_link_libraries(common PRIVATE rt)