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

@ -1,24 +1,28 @@
// SPDX-FileCopyrightText: 2019-2022 Connor McLaughlin <stenzek@gmail.com>
// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
#pragma once
#include "common/rectangle.h"
#include "core/types.h"
#include "common/timer.h"
#include "common/types.h"
#include "gpu_device.h"
#include <array>
#include <string>
#include <string_view>
#include <vector>
namespace FrontendCommon {
class GPUPipeline;
class GPUTexture;
class PostProcessingChain;
class PostProcessingShader
{
public:
enum : u32
{
PUSH_CONSTANT_SIZE_THRESHOLD = 128
};
friend PostProcessingChain;
public:
struct Option
{
enum : u32
@ -49,6 +53,8 @@ public:
std::string dependent_option;
Type type;
u32 vector_size;
u32 buffer_size;
u32 buffer_offset;
ValueVector default_value;
ValueVector min_value;
ValueVector max_value;
@ -57,21 +63,15 @@ public:
};
PostProcessingShader();
PostProcessingShader(std::string name, std::string code);
PostProcessingShader(const PostProcessingShader& copy);
PostProcessingShader(PostProcessingShader& move);
~PostProcessingShader();
PostProcessingShader& operator=(const PostProcessingShader& copy);
PostProcessingShader& operator=(PostProcessingShader& move);
PostProcessingShader(std::string name);
virtual ~PostProcessingShader();
ALWAYS_INLINE const std::string& GetName() const { return m_name; }
ALWAYS_INLINE const std::string& GetCode() const { return m_code; }
ALWAYS_INLINE const std::vector<Option>& GetOptions() const { return m_options; }
ALWAYS_INLINE std::vector<Option>& GetOptions() { return m_options; }
ALWAYS_INLINE bool HasOptions() const { return !m_options.empty(); }
bool IsValid() const;
virtual bool IsValid() const = 0;
const Option* GetOptionByName(const std::string_view& name) const;
Option* GetOptionByName(const std::string_view& name);
@ -79,35 +79,21 @@ public:
std::string GetConfigString() const;
void SetConfigString(const std::string_view& str);
bool LoadFromFile(std::string name, const char* filename);
bool LoadFromString(std::string name, std::string code);
virtual bool ResizeOutput(GPUTexture::Format format, u32 width, u32 height) = 0;
bool UsePushConstants() const;
u32 GetUniformsSize() const;
void FillUniformBuffer(void* buffer, u32 texture_width, s32 texture_height, s32 texture_view_x, s32 texture_view_y,
s32 texture_view_width, s32 texture_view_height, u32 window_width, u32 window_height,
s32 original_width, s32 original_height, float time) const;
virtual bool CompilePipeline(GPUTexture::Format format, u32 width, u32 height) = 0;
private:
struct CommonUniforms
{
float src_rect[4];
float src_size[2];
float resolution[2];
float rcp_resolution[2];
float window_resolution[2];
float rcp_window_resolution[2];
float original_size[2];
float padded_original_size[2];
float time;
float padding;
};
virtual bool Apply(GPUTexture* input, GPUFramebuffer* final_target, s32 final_left, s32 final_top, s32 final_width,
s32 final_height, s32 orig_width, s32 orig_height, u32 target_width, u32 target_height) = 0;
void LoadOptions();
protected:
static void ParseKeyValue(const std::string_view& line, std::string_view* key, std::string_view* value);
template<typename T>
static u32 ParseVector(const std::string_view& line, PostProcessingShader::Option::ValueVector* values);
std::string m_name;
std::string m_code;
std::vector<Option> m_options;
};
} // namespace FrontendCommon
Common::Timer m_timer;
};