Rewrite host GPU abstraction
- Don't have to repeat the same thing for 4 renderers. - Add native Metal renderer.
This commit is contained in:
155
src/util/gpu_texture.h
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155
src/util/gpu_texture.h
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// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com>
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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/types.h"
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#include <algorithm>
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#include <array>
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#include <string_view>
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#include <vector>
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class GPUTexture
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{
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public:
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enum : u32
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{
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MAX_WIDTH = 65535,
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MAX_HEIGHT = 65535,
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MAX_LAYERS = 255,
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MAX_LEVELS = 255,
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MAX_SAMPLES = 255,
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};
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enum class Type : u8
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{
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Unknown,
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RenderTarget,
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DepthStencil,
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Texture,
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RWTexture,
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};
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enum class Format : u8
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{
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Unknown,
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RGBA8,
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BGRA8,
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RGB565,
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RGBA5551,
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R8,
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D16,
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R16,
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R16F,
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R32I,
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R32U,
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R32F,
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RG8,
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RG16,
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RG16F,
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RG32F,
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RGBA16,
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RGBA16F,
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RGBA32F,
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RGB10A2,
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MaxCount
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};
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enum class State : u8
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{
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Dirty,
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Cleared,
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Invalidated
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};
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union ClearValue
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{
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u32 color;
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float depth;
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};
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public:
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virtual ~GPUTexture();
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static const char* GetFormatName(Format format);
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ALWAYS_INLINE u32 GetWidth() const { return m_width; }
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ALWAYS_INLINE u32 GetHeight() const { return m_height; }
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ALWAYS_INLINE u32 GetLayers() const { return m_layers; }
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ALWAYS_INLINE u32 GetLevels() const { return m_levels; }
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ALWAYS_INLINE u32 GetSamples() const { return m_samples; }
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ALWAYS_INLINE Type GetType() const { return m_type; }
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ALWAYS_INLINE Format GetFormat() const { return m_format; }
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ALWAYS_INLINE bool IsTextureArray() const { return m_layers > 1; }
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ALWAYS_INLINE bool IsMultisampled() const { return m_samples > 1; }
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ALWAYS_INLINE u32 GetPixelSize() const { return GetPixelSize(m_format); }
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ALWAYS_INLINE u32 GetMipWidth(u32 level) const { return std::max<u32>(m_width >> level, 1u); }
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ALWAYS_INLINE u32 GetMipHeight(u32 level) const { return std::max<u32>(m_height >> level, 1u); }
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ALWAYS_INLINE State GetState() const { return m_state; }
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ALWAYS_INLINE void SetState(State state) { m_state = state; }
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ALWAYS_INLINE bool IsRenderTargetOrDepthStencil() const
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{
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return (m_type >= Type::RenderTarget && m_type <= Type::DepthStencil);
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}
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ALWAYS_INLINE bool IsRenderTarget() const { return (m_type == Type::RenderTarget); }
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ALWAYS_INLINE bool IsDepthStencil() const { return (m_type == Type::DepthStencil); }
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ALWAYS_INLINE bool IsTexture() const { return (m_type == Type::Texture); }
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ALWAYS_INLINE const ClearValue& GetClearValue() const { return m_clear_value; }
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ALWAYS_INLINE u32 GetClearColor() const { return m_clear_value.color; }
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ALWAYS_INLINE float GetClearDepth() const { return m_clear_value.depth; }
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std::array<float, 4> GetUNormClearColor() const;
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ALWAYS_INLINE void SetClearColor(u32 color)
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{
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m_state = State::Cleared;
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m_clear_value.color = color;
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}
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ALWAYS_INLINE void SetClearDepth(float depth)
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{
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m_state = State::Cleared;
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m_clear_value.depth = depth;
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}
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static u32 GetPixelSize(GPUTexture::Format format);
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static bool IsDepthFormat(GPUTexture::Format format);
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static bool ValidateConfig(u32 width, u32 height, u32 layers, u32 levels, u32 samples, Type type, Format format);
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static bool ConvertTextureDataToRGBA8(u32 width, u32 height, std::vector<u32>& texture_data, u32& texture_data_stride,
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GPUTexture::Format format);
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static void FlipTextureDataRGBA8(u32 width, u32 height, std::vector<u32>& texture_data, u32 texture_data_stride);
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virtual bool IsValid() const = 0;
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virtual bool Update(u32 x, u32 y, u32 width, u32 height, const void* data, u32 pitch, u32 layer = 0,
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u32 level = 0) = 0;
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virtual bool Map(void** map, u32* map_stride, u32 x, u32 y, u32 width, u32 height, u32 layer = 0, u32 level = 0) = 0;
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virtual void Unmap() = 0;
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// Instructs the backend that we're finished rendering to this texture. It may transition it to a new layout.
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virtual void MakeReadyForSampling();
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virtual void SetDebugName(const std::string_view& name) = 0;
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protected:
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GPUTexture();
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GPUTexture(u16 width, u16 height, u8 layers, u8 levels, u8 samples, Type type, Format format);
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void ClearBaseProperties();
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u16 m_width = 0;
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u16 m_height = 0;
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u8 m_layers = 0;
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u8 m_levels = 0;
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u8 m_samples = 0;
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Type m_type = Type::Unknown;
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Format m_format = Format::Unknown;
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State m_state = State::Dirty;
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ClearValue m_clear_value = {};
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};
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