Rewrite host GPU abstraction
- Don't have to repeat the same thing for 4 renderers. - Add native Metal renderer.
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@ -2,16 +2,18 @@
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// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
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#pragma once
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#include "common/heap_array.h"
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#include "gpu.h"
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#include "gpu_sw_backend.h"
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#include "util/host_display.h"
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#include "util/gpu_device.h"
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#include "common/heap_array.h"
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#include <array>
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#include <memory>
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#include <vector>
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namespace Threading
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{
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namespace Threading {
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class Thread;
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}
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@ -25,8 +27,8 @@ public:
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ALWAYS_INLINE const GPU_SW_Backend& GetBackend() const { return m_backend; }
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GPURenderer GetRendererType() const override;
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const Threading::Thread* GetSWThread() const override;
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bool IsHardwareRenderer() const override;
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bool Initialize() override;
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bool DoState(StateWrapper& sw, GPUTexture** host_texture, bool update_display) override;
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