mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-12-16 04:09:39 +00:00
Merge c97a947f67 into ed2fe134aa
This commit is contained in:
commit
5f87382168
@ -33,12 +33,12 @@
|
||||
#include "IOS/USB/Emulated/Infinity.h"
|
||||
#include "IOS/USB/Emulated/Skylanders/Skylander.h"
|
||||
#include "IOS/USB/USBScanner.h"
|
||||
#include "VideoCommon/Assets/CustomResourceManager.h"
|
||||
#include "VideoCommon/CommandProcessor.h"
|
||||
#include "VideoCommon/Fifo.h"
|
||||
#include "VideoCommon/GeometryShaderManager.h"
|
||||
#include "VideoCommon/PixelEngine.h"
|
||||
#include "VideoCommon/PixelShaderManager.h"
|
||||
#include "VideoCommon/Resources/CustomResourceManager.h"
|
||||
#include "VideoCommon/VertexShaderManager.h"
|
||||
#include "VideoCommon/XFStateManager.h"
|
||||
|
||||
|
||||
@ -674,10 +674,11 @@
|
||||
<ClInclude Include="VideoCommon\AbstractShader.h" />
|
||||
<ClInclude Include="VideoCommon\AbstractStagingTexture.h" />
|
||||
<ClInclude Include="VideoCommon\AbstractTexture.h" />
|
||||
<ClInclude Include="VideoCommon\Assets\AssetListener.h" />
|
||||
<ClInclude Include="VideoCommon\Assets\CustomAsset.h" />
|
||||
<ClInclude Include="VideoCommon\Assets\CustomAssetCache.h" />
|
||||
<ClInclude Include="VideoCommon\Assets\CustomAssetLibrary.h" />
|
||||
<ClInclude Include="VideoCommon\Assets\CustomAssetLoader.h" />
|
||||
<ClInclude Include="VideoCommon\Assets\CustomResourceManager.h" />
|
||||
<ClInclude Include="VideoCommon\Assets\CustomTextureData.h" />
|
||||
<ClInclude Include="VideoCommon\Assets\DirectFilesystemAssetLibrary.h" />
|
||||
<ClInclude Include="VideoCommon\Assets\MaterialAsset.h" />
|
||||
@ -747,12 +748,21 @@
|
||||
<ClInclude Include="VideoCommon\PerfQueryBase.h" />
|
||||
<ClInclude Include="VideoCommon\PerformanceMetrics.h" />
|
||||
<ClInclude Include="VideoCommon\PerformanceTracker.h" />
|
||||
<ClInclude Include="VideoCommon\PipelineUtils.h" />
|
||||
<ClInclude Include="VideoCommon\PixelEngine.h" />
|
||||
<ClInclude Include="VideoCommon\PixelShaderGen.h" />
|
||||
<ClInclude Include="VideoCommon\PixelShaderManager.h" />
|
||||
<ClInclude Include="VideoCommon\PostProcessing.h" />
|
||||
<ClInclude Include="VideoCommon\Present.h" />
|
||||
<ClInclude Include="VideoCommon\RenderState.h" />
|
||||
<ClInclude Include="VideoCommon\Resources\CustomResourceManager.h" />
|
||||
<ClInclude Include="VideoCommon\Resources\InvalidTextures.h" />
|
||||
<ClInclude Include="VideoCommon\Resources\MaterialResource.h" />
|
||||
<ClInclude Include="VideoCommon\Resources\Resource.h" />
|
||||
<ClInclude Include="VideoCommon\Resources\ShaderResource.h" />
|
||||
<ClInclude Include="VideoCommon\Resources\TextureAndSampler.h" />
|
||||
<ClInclude Include="VideoCommon\Resources\TextureDataResource.h" />
|
||||
<ClInclude Include="VideoCommon\Resources\TexturePool.h" />
|
||||
<ClInclude Include="VideoCommon\ShaderCache.h" />
|
||||
<ClInclude Include="VideoCommon\ShaderCompileUtils.h" />
|
||||
<ClInclude Include="VideoCommon\ShaderGenCommon.h" />
|
||||
@ -1342,8 +1352,8 @@
|
||||
<ClCompile Include="VideoCommon\AbstractStagingTexture.cpp" />
|
||||
<ClCompile Include="VideoCommon\AbstractTexture.cpp" />
|
||||
<ClCompile Include="VideoCommon\Assets\CustomAsset.cpp" />
|
||||
<ClCompile Include="VideoCommon\Assets\CustomAssetCache.cpp" />
|
||||
<ClCompile Include="VideoCommon\Assets\CustomAssetLoader.cpp" />
|
||||
<ClCompile Include="VideoCommon\Assets\CustomResourceManager.cpp" />
|
||||
<ClCompile Include="VideoCommon\Assets\CustomTextureData.cpp" />
|
||||
<ClCompile Include="VideoCommon\Assets\DirectFilesystemAssetLibrary.cpp" />
|
||||
<ClCompile Include="VideoCommon\Assets\MaterialAsset.cpp" />
|
||||
@ -1398,12 +1408,21 @@
|
||||
<ClCompile Include="VideoCommon\PerfQueryBase.cpp" />
|
||||
<ClCompile Include="VideoCommon\PerformanceMetrics.cpp" />
|
||||
<ClCompile Include="VideoCommon\PerformanceTracker.cpp" />
|
||||
<ClCompile Include="VideoCommon\PipelineUtils.cpp" />
|
||||
<ClCompile Include="VideoCommon\PixelEngine.cpp" />
|
||||
<ClCompile Include="VideoCommon\PixelShaderGen.cpp" />
|
||||
<ClCompile Include="VideoCommon\PixelShaderManager.cpp" />
|
||||
<ClCompile Include="VideoCommon\PostProcessing.cpp" />
|
||||
<ClCompile Include="VideoCommon\Present.cpp" />
|
||||
<ClCompile Include="VideoCommon\RenderState.cpp" />
|
||||
<ClCompile Include="VideoCommon\Resources\CustomResourceManager.cpp" />
|
||||
<ClCompile Include="VideoCommon\Resources\InvalidTextures.cpp" />
|
||||
<ClCompile Include="VideoCommon\Resources\MaterialResource.cpp" />
|
||||
<ClCompile Include="VideoCommon\Resources\Resource.cpp" />
|
||||
<ClCompile Include="VideoCommon\Resources\ShaderResource.cpp" />
|
||||
<ClCompile Include="VideoCommon\Resources\TextureAndSamplerResource.cpp" />
|
||||
<ClCompile Include="VideoCommon\Resources\TextureDataResource.cpp" />
|
||||
<ClCompile Include="VideoCommon\Resources\TexturePool.cpp" />
|
||||
<ClCompile Include="VideoCommon\ShaderCache.cpp" />
|
||||
<ClCompile Include="VideoCommon\ShaderCompileUtils.cpp" />
|
||||
<ClCompile Include="VideoCommon\ShaderGenCommon.cpp" />
|
||||
|
||||
23
Source/Core/VideoCommon/Assets/AssetListener.h
Normal file
23
Source/Core/VideoCommon/Assets/AssetListener.h
Normal file
@ -0,0 +1,23 @@
|
||||
// Copyright 2025 Dolphin Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#pragma once
|
||||
|
||||
namespace VideoCommon
|
||||
{
|
||||
class AssetListener
|
||||
{
|
||||
public:
|
||||
AssetListener() = default;
|
||||
virtual ~AssetListener() = default;
|
||||
|
||||
AssetListener(const AssetListener&) = default;
|
||||
AssetListener(AssetListener&&) = default;
|
||||
AssetListener& operator=(const AssetListener&) = default;
|
||||
AssetListener& operator=(AssetListener&&) = default;
|
||||
|
||||
virtual void NotifyAssetLoadSuccess() = 0;
|
||||
virtual void NotifyAssetLoadFailed() = 0;
|
||||
virtual void AssetUnloaded() = 0;
|
||||
};
|
||||
} // namespace VideoCommon
|
||||
@ -1,7 +1,7 @@
|
||||
// Copyright 2025 Dolphin Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#include "VideoCommon/Assets/CustomResourceManager.h"
|
||||
#include "VideoCommon/Assets/CustomAssetCache.h"
|
||||
|
||||
#include "Common/Logging/Log.h"
|
||||
#include "Common/MemoryUtil.h"
|
||||
@ -14,7 +14,7 @@
|
||||
|
||||
namespace VideoCommon
|
||||
{
|
||||
void CustomResourceManager::Initialize()
|
||||
void CustomAssetCache::Initialize()
|
||||
{
|
||||
// Use half of available system memory but leave at least 2GiB unused for system stability.
|
||||
constexpr size_t must_keep_unused = 2 * size_t(1024 * 1024 * 1024);
|
||||
@ -28,19 +28,16 @@ void CustomResourceManager::Initialize()
|
||||
ERROR_LOG_FMT(VIDEO, "Not enough system memory for custom resources.");
|
||||
|
||||
m_asset_loader.Initialize();
|
||||
|
||||
m_xfb_event =
|
||||
GetVideoEvents().after_frame_event.Register([this](Core::System&) { XFBTriggered(); });
|
||||
}
|
||||
|
||||
void CustomResourceManager::Shutdown()
|
||||
void CustomAssetCache::Shutdown()
|
||||
{
|
||||
Reset();
|
||||
|
||||
m_asset_loader.Shutdown();
|
||||
}
|
||||
|
||||
void CustomResourceManager::Reset()
|
||||
void CustomAssetCache::Reset()
|
||||
{
|
||||
m_asset_loader.Reset(true);
|
||||
|
||||
@ -48,66 +45,27 @@ void CustomResourceManager::Reset()
|
||||
m_pending_assets = {};
|
||||
m_asset_handle_to_data.clear();
|
||||
m_asset_id_to_handle.clear();
|
||||
m_texture_data_asset_cache.clear();
|
||||
m_dirty_assets.clear();
|
||||
m_ram_used = 0;
|
||||
}
|
||||
|
||||
void CustomResourceManager::MarkAssetDirty(const CustomAssetLibrary::AssetID& asset_id)
|
||||
void CustomAssetCache::MarkAssetDirty(const CustomAssetLibrary::AssetID& asset_id)
|
||||
{
|
||||
std::lock_guard guard(m_dirty_mutex);
|
||||
m_dirty_assets.insert(asset_id);
|
||||
}
|
||||
|
||||
CustomResourceManager::TextureTimePair CustomResourceManager::GetTextureDataFromAsset(
|
||||
const CustomAssetLibrary::AssetID& asset_id,
|
||||
std::shared_ptr<VideoCommon::CustomAssetLibrary> library)
|
||||
void CustomAssetCache::MarkAssetPending(CustomAsset* asset)
|
||||
{
|
||||
auto& resource = m_texture_data_asset_cache[asset_id];
|
||||
if (resource.asset_data != nullptr &&
|
||||
resource.asset_data->load_status == AssetData::LoadStatus::ResourceDataAvailable)
|
||||
{
|
||||
m_active_assets.MakeAssetHighestPriority(resource.asset->GetHandle(), resource.asset);
|
||||
return {resource.texture_data, resource.asset->GetLastLoadedTime()};
|
||||
}
|
||||
|
||||
// If there is an error, don't try and load again until the error is fixed
|
||||
if (resource.asset_data != nullptr && resource.asset_data->has_load_error)
|
||||
return {};
|
||||
|
||||
LoadTextureDataAsset(asset_id, std::move(library), &resource);
|
||||
m_active_assets.MakeAssetHighestPriority(resource.asset->GetHandle(), resource.asset);
|
||||
|
||||
return {};
|
||||
m_pending_assets.MakeAssetHighestPriority(asset->GetHandle(), asset);
|
||||
}
|
||||
|
||||
void CustomResourceManager::LoadTextureDataAsset(
|
||||
const CustomAssetLibrary::AssetID& asset_id,
|
||||
std::shared_ptr<VideoCommon::CustomAssetLibrary> library, InternalTextureDataResource* resource)
|
||||
void CustomAssetCache::MarkAssetActive(CustomAsset* asset)
|
||||
{
|
||||
if (!resource->asset)
|
||||
{
|
||||
resource->asset =
|
||||
CreateAsset<TextureAsset>(asset_id, AssetData::AssetType::TextureData, std::move(library));
|
||||
resource->asset_data = &m_asset_handle_to_data[resource->asset->GetHandle()];
|
||||
}
|
||||
|
||||
auto texture_data = resource->asset->GetData();
|
||||
if (!texture_data || resource->asset_data->load_status == AssetData::LoadStatus::PendingReload)
|
||||
{
|
||||
// Tell the system we are still interested in loading this asset
|
||||
const auto asset_handle = resource->asset->GetHandle();
|
||||
m_pending_assets.MakeAssetHighestPriority(asset_handle,
|
||||
m_asset_handle_to_data[asset_handle].asset.get());
|
||||
}
|
||||
else if (resource->asset_data->load_status == AssetData::LoadStatus::LoadFinished)
|
||||
{
|
||||
resource->texture_data = std::move(texture_data);
|
||||
resource->asset_data->load_status = AssetData::LoadStatus::ResourceDataAvailable;
|
||||
}
|
||||
m_active_assets.MakeAssetHighestPriority(asset->GetHandle(), asset);
|
||||
}
|
||||
|
||||
void CustomResourceManager::XFBTriggered()
|
||||
void CustomAssetCache::Update()
|
||||
{
|
||||
ProcessDirtyAssets();
|
||||
ProcessLoadedAssets();
|
||||
@ -127,7 +85,7 @@ void CustomResourceManager::XFBTriggered()
|
||||
m_asset_loader.ScheduleAssetsToLoad(m_pending_assets.Elements(), allowed_memory);
|
||||
}
|
||||
|
||||
void CustomResourceManager::ProcessDirtyAssets()
|
||||
void CustomAssetCache::ProcessDirtyAssets()
|
||||
{
|
||||
decltype(m_dirty_assets) dirty_assets;
|
||||
|
||||
@ -154,7 +112,7 @@ void CustomResourceManager::ProcessDirtyAssets()
|
||||
}
|
||||
}
|
||||
|
||||
void CustomResourceManager::ProcessLoadedAssets()
|
||||
void CustomAssetCache::ProcessLoadedAssets()
|
||||
{
|
||||
const auto load_results = m_asset_loader.TakeLoadResults();
|
||||
|
||||
@ -189,10 +147,18 @@ void CustomResourceManager::ProcessLoadedAssets()
|
||||
m_active_assets.InsertAsset(handle, asset_data.asset.get());
|
||||
asset_data.load_status = AssetData::LoadStatus::LoadFinished;
|
||||
}
|
||||
|
||||
for (const auto& listener : asset_data.listeners)
|
||||
{
|
||||
if (load_successful)
|
||||
listener->NotifyAssetLoadSuccess();
|
||||
else
|
||||
listener->NotifyAssetLoadFailed();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CustomResourceManager::RemoveAssetsUntilBelowMemoryLimit()
|
||||
void CustomAssetCache::RemoveAssetsUntilBelowMemoryLimit()
|
||||
{
|
||||
const u64 threshold_ram = m_max_ram_available * 8 / 10;
|
||||
|
||||
@ -209,11 +175,11 @@ void CustomResourceManager::RemoveAssetsUntilBelowMemoryLimit()
|
||||
|
||||
AssetData& asset_data = m_asset_handle_to_data[asset->GetHandle()];
|
||||
|
||||
// Remove the resource manager's cached entry with its asset data
|
||||
if (asset_data.type == AssetData::AssetType::TextureData)
|
||||
for (const auto& listener : asset_data.listeners)
|
||||
{
|
||||
m_texture_data_asset_cache.erase(asset->GetAssetId());
|
||||
listener->AssetUnloaded();
|
||||
}
|
||||
|
||||
// Remove the asset's copy
|
||||
const std::size_t bytes_unloaded = asset_data.asset->Unload();
|
||||
m_ram_used -= bytes_unloaded;
|
||||
@ -10,25 +10,73 @@
|
||||
#include <vector>
|
||||
|
||||
#include "Common/CommonTypes.h"
|
||||
#include "Common/HookableEvent.h"
|
||||
|
||||
#include "VideoCommon/Assets/AssetListener.h"
|
||||
#include "VideoCommon/Assets/CustomAsset.h"
|
||||
#include "VideoCommon/Assets/CustomAssetLibrary.h"
|
||||
#include "VideoCommon/Assets/CustomAssetLoader.h"
|
||||
#include "VideoCommon/Assets/CustomTextureData.h"
|
||||
|
||||
namespace VideoCommon
|
||||
{
|
||||
class TextureAsset;
|
||||
|
||||
// The resource manager manages custom resources (textures, shaders, meshes)
|
||||
// called assets. These assets are loaded using a priority system,
|
||||
// The asset cache manages custom assets (textures, shaders, meshes).
|
||||
// These assets are loaded using a priority system,
|
||||
// where assets requested more often gets loaded first. This system
|
||||
// also tracks memory usage and if memory usage goes over a calculated limit,
|
||||
// then assets will be purged with older assets being targeted first.
|
||||
class CustomResourceManager
|
||||
class CustomAssetCache
|
||||
{
|
||||
public:
|
||||
// A generic interface to describe an asset
|
||||
// and load state
|
||||
struct AssetData
|
||||
{
|
||||
std::unique_ptr<CustomAsset> asset;
|
||||
|
||||
std::vector<AssetListener*> listeners;
|
||||
|
||||
CustomAsset::TimeType load_request_time = {};
|
||||
bool has_load_error = false;
|
||||
|
||||
enum class LoadStatus
|
||||
{
|
||||
PendingReload,
|
||||
LoadFinished,
|
||||
Unloaded,
|
||||
};
|
||||
LoadStatus load_status = LoadStatus::PendingReload;
|
||||
};
|
||||
|
||||
template <typename T>
|
||||
T* CreateAsset(const CustomAssetLibrary::AssetID& asset_id,
|
||||
std::shared_ptr<VideoCommon::CustomAssetLibrary> library, AssetListener* listener)
|
||||
{
|
||||
const auto [it, added] =
|
||||
m_asset_id_to_handle.try_emplace(asset_id, m_asset_handle_to_data.size());
|
||||
if (added)
|
||||
{
|
||||
AssetData asset_data;
|
||||
asset_data.asset = std::make_unique<T>(std::move(library), asset_id, it->second);
|
||||
asset_data.load_request_time = {};
|
||||
asset_data.has_load_error = false;
|
||||
|
||||
m_asset_handle_to_data.insert_or_assign(it->second, std::move(asset_data));
|
||||
}
|
||||
|
||||
auto& asset_data_from_handle = m_asset_handle_to_data[it->second];
|
||||
asset_data_from_handle.listeners.push_back(listener);
|
||||
asset_data_from_handle.load_status = AssetData::LoadStatus::PendingReload;
|
||||
|
||||
return static_cast<T*>(asset_data_from_handle.asset.get());
|
||||
}
|
||||
|
||||
AssetData* GetAssetData(const CustomAssetLibrary::AssetID& asset_id)
|
||||
{
|
||||
const auto it_handle = m_asset_id_to_handle.find(asset_id);
|
||||
if (it_handle == m_asset_id_to_handle.end())
|
||||
return nullptr;
|
||||
return &m_asset_handle_to_data[it_handle->second];
|
||||
}
|
||||
|
||||
void Initialize();
|
||||
void Shutdown();
|
||||
|
||||
@ -37,81 +85,21 @@ public:
|
||||
// Request that an asset be reloaded
|
||||
void MarkAssetDirty(const CustomAssetLibrary::AssetID& asset_id);
|
||||
|
||||
void XFBTriggered();
|
||||
// Notify the system that we are interested in this asset and
|
||||
// are waiting for it to be loaded
|
||||
void MarkAssetPending(CustomAsset* asset);
|
||||
|
||||
using TextureTimePair = std::pair<std::shared_ptr<CustomTextureData>, CustomAsset::TimeType>;
|
||||
// Notify the system we are interested in this asset and
|
||||
// it has seen activity
|
||||
void MarkAssetActive(CustomAsset* asset);
|
||||
|
||||
// Returns a pair with the custom texture data and the time it was last loaded
|
||||
// Callees are not expected to hold onto the shared_ptr as that will prevent
|
||||
// the resource manager from being able to properly release data
|
||||
TextureTimePair GetTextureDataFromAsset(const CustomAssetLibrary::AssetID& asset_id,
|
||||
std::shared_ptr<VideoCommon::CustomAssetLibrary> library);
|
||||
void Update();
|
||||
|
||||
private:
|
||||
// A generic interface to describe an assets' type
|
||||
// and load state
|
||||
struct AssetData
|
||||
{
|
||||
std::unique_ptr<CustomAsset> asset;
|
||||
CustomAsset::TimeType load_request_time = {};
|
||||
bool has_load_error = false;
|
||||
|
||||
enum class AssetType
|
||||
{
|
||||
TextureData
|
||||
};
|
||||
AssetType type;
|
||||
|
||||
enum class LoadStatus
|
||||
{
|
||||
PendingReload,
|
||||
LoadFinished,
|
||||
ResourceDataAvailable,
|
||||
Unloaded,
|
||||
};
|
||||
LoadStatus load_status = LoadStatus::PendingReload;
|
||||
};
|
||||
|
||||
// A structure to represent some raw texture data
|
||||
// (this data hasn't hit the GPU yet, used for custom textures)
|
||||
struct InternalTextureDataResource
|
||||
{
|
||||
AssetData* asset_data = nullptr;
|
||||
VideoCommon::TextureAsset* asset = nullptr;
|
||||
std::shared_ptr<CustomTextureData> texture_data;
|
||||
};
|
||||
|
||||
void LoadTextureDataAsset(const CustomAssetLibrary::AssetID& asset_id,
|
||||
std::shared_ptr<VideoCommon::CustomAssetLibrary> library,
|
||||
InternalTextureDataResource* resource);
|
||||
|
||||
void ProcessDirtyAssets();
|
||||
void ProcessLoadedAssets();
|
||||
void RemoveAssetsUntilBelowMemoryLimit();
|
||||
|
||||
template <typename T>
|
||||
T* CreateAsset(const CustomAssetLibrary::AssetID& asset_id, AssetData::AssetType asset_type,
|
||||
std::shared_ptr<VideoCommon::CustomAssetLibrary> library)
|
||||
{
|
||||
const auto [it, added] =
|
||||
m_asset_id_to_handle.try_emplace(asset_id, m_asset_handle_to_data.size());
|
||||
|
||||
if (added)
|
||||
{
|
||||
AssetData asset_data;
|
||||
asset_data.asset = std::make_unique<T>(library, asset_id, it->second);
|
||||
asset_data.type = asset_type;
|
||||
asset_data.load_request_time = {};
|
||||
asset_data.has_load_error = false;
|
||||
|
||||
m_asset_handle_to_data.insert_or_assign(it->second, std::move(asset_data));
|
||||
}
|
||||
auto& asset_data_from_handle = m_asset_handle_to_data[it->second];
|
||||
asset_data_from_handle.load_status = AssetData::LoadStatus::PendingReload;
|
||||
|
||||
return static_cast<T*>(asset_data_from_handle.asset.get());
|
||||
}
|
||||
|
||||
// Maintains a priority-sorted list of assets.
|
||||
// Used to figure out which assets to load or unload first.
|
||||
// Most recently used assets get marked with highest priority.
|
||||
@ -202,14 +190,10 @@ private:
|
||||
// A calculated amount of memory to avoid exceeding.
|
||||
u64 m_max_ram_available = 0;
|
||||
|
||||
std::map<CustomAssetLibrary::AssetID, InternalTextureDataResource> m_texture_data_asset_cache;
|
||||
|
||||
std::mutex m_dirty_mutex;
|
||||
std::set<CustomAssetLibrary::AssetID> m_dirty_assets;
|
||||
|
||||
CustomAssetLoader m_asset_loader;
|
||||
|
||||
Common::EventHook m_xfb_event;
|
||||
};
|
||||
|
||||
} // namespace VideoCommon
|
||||
@ -8,19 +8,20 @@
|
||||
|
||||
#include <fmt/std.h>
|
||||
|
||||
#include "Common/CommonPaths.h"
|
||||
#include "Common/FileUtil.h"
|
||||
#include "Common/IOFile.h"
|
||||
#include "Common/JsonUtil.h"
|
||||
#include "Common/Logging/Log.h"
|
||||
#include "Common/StringUtil.h"
|
||||
#include "Core/System.h"
|
||||
#include "VideoCommon/Assets/CustomResourceManager.h"
|
||||
#include "VideoCommon/Assets/MaterialAsset.h"
|
||||
#include "VideoCommon/Assets/MeshAsset.h"
|
||||
#include "VideoCommon/Assets/ShaderAsset.h"
|
||||
#include "VideoCommon/Assets/TextureAsset.h"
|
||||
#include "VideoCommon/Assets/TextureAssetUtils.h"
|
||||
#include "VideoCommon/RenderState.h"
|
||||
#include "VideoCommon/Resources/CustomResourceManager.h"
|
||||
|
||||
namespace VideoCommon
|
||||
{
|
||||
@ -150,6 +151,12 @@ DirectFilesystemAssetLibrary::LoadRasterSurfaceShader(const AssetID& asset_id,
|
||||
if (!RasterSurfaceShaderData::FromJson(asset_id, root_obj, data))
|
||||
return {};
|
||||
|
||||
const std::string graphics_mod_builtin =
|
||||
File::GetSysDirectory() + GRAPHICSMOD_DIR + "/Builtin" + "/Shaders";
|
||||
|
||||
data->shader_includer = std::make_unique<VideoCommon::ShaderIncluder>(
|
||||
PathToString(pixel_shader->second.parent_path()), graphics_mod_builtin);
|
||||
|
||||
return LoadInfo{approx_mem_size};
|
||||
}
|
||||
|
||||
|
||||
@ -4,6 +4,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <array>
|
||||
#include <memory>
|
||||
#include <span>
|
||||
#include <string>
|
||||
#include <string_view>
|
||||
@ -13,6 +14,7 @@
|
||||
#include <picojson.h>
|
||||
|
||||
#include "VideoCommon/Assets/CustomAsset.h"
|
||||
#include "VideoCommon/ShaderCompileUtils.h"
|
||||
#include "VideoCommon/TextureConfig.h"
|
||||
|
||||
class ShaderCode;
|
||||
@ -45,6 +47,13 @@ struct ShaderProperty
|
||||
|
||||
struct RasterSurfaceShaderData
|
||||
{
|
||||
RasterSurfaceShaderData() = default;
|
||||
RasterSurfaceShaderData(const RasterSurfaceShaderData&) = delete;
|
||||
RasterSurfaceShaderData(RasterSurfaceShaderData&&) = default;
|
||||
~RasterSurfaceShaderData() = default;
|
||||
RasterSurfaceShaderData& operator=(const RasterSurfaceShaderData&) = delete;
|
||||
RasterSurfaceShaderData& operator=(RasterSurfaceShaderData&&) = default;
|
||||
|
||||
static bool FromJson(const CustomAssetLibrary::AssetID& asset_id, const picojson::object& json,
|
||||
RasterSurfaceShaderData* data);
|
||||
static void ToJson(picojson::object& obj, const RasterSurfaceShaderData& data);
|
||||
@ -65,6 +74,8 @@ struct RasterSurfaceShaderData
|
||||
bool operator==(const SamplerData&) const = default;
|
||||
};
|
||||
std::vector<SamplerData> samplers;
|
||||
|
||||
std::unique_ptr<VideoCommon::ShaderIncluder> shader_includer;
|
||||
};
|
||||
|
||||
class RasterSurfaceShaderAsset final : public CustomLoadableAsset<RasterSurfaceShaderData>
|
||||
|
||||
@ -8,13 +8,14 @@ add_library(videocommon
|
||||
AbstractStagingTexture.h
|
||||
AbstractTexture.cpp
|
||||
AbstractTexture.h
|
||||
Assets/AssetListener.h
|
||||
Assets/CustomAsset.cpp
|
||||
Assets/CustomAsset.h
|
||||
Assets/CustomAssetCache.cpp
|
||||
Assets/CustomAssetCache.h
|
||||
Assets/CustomAssetLibrary.h
|
||||
Assets/CustomAssetLoader.cpp
|
||||
Assets/CustomAssetLoader.h
|
||||
Assets/CustomResourceManager.cpp
|
||||
Assets/CustomResourceManager.h
|
||||
Assets/CustomTextureData.cpp
|
||||
Assets/CustomTextureData.h
|
||||
Assets/DirectFilesystemAssetLibrary.cpp
|
||||
@ -133,6 +134,8 @@ add_library(videocommon
|
||||
PerformanceMetrics.h
|
||||
PerformanceTracker.cpp
|
||||
PerformanceTracker.h
|
||||
PipelineUtils.cpp
|
||||
PipelineUtils.h
|
||||
PixelEngine.cpp
|
||||
PixelEngine.h
|
||||
PixelShaderGen.cpp
|
||||
@ -145,6 +148,22 @@ add_library(videocommon
|
||||
Present.h
|
||||
RenderState.cpp
|
||||
RenderState.h
|
||||
Resources/CustomResourceManager.cpp
|
||||
Resources/CustomResourceManager.h
|
||||
Resources/InvalidTextures.cpp
|
||||
Resources/InvalidTextures.h
|
||||
Resources/MaterialResource.cpp
|
||||
Resources/MaterialResource.h
|
||||
Resources/Resource.cpp
|
||||
Resources/Resource.h
|
||||
Resources/ShaderResource.cpp
|
||||
Resources/ShaderResource.h
|
||||
Resources/TextureAndSamplerResource.cpp
|
||||
Resources/TextureAndSamplerResource.h
|
||||
Resources/TextureDataResource.cpp
|
||||
Resources/TextureDataResource.h
|
||||
Resources/TexturePool.cpp
|
||||
Resources/TexturePool.h
|
||||
ShaderCache.cpp
|
||||
ShaderCache.h
|
||||
ShaderCompileUtils.cpp
|
||||
|
||||
@ -27,6 +27,7 @@
|
||||
#include "VideoCommon/Assets/CustomAsset.h"
|
||||
#include "VideoCommon/Assets/DirectFilesystemAssetLibrary.h"
|
||||
#include "VideoCommon/OnScreenDisplay.h"
|
||||
#include "VideoCommon/Resources/CustomResourceManager.h"
|
||||
#include "VideoCommon/VideoConfig.h"
|
||||
|
||||
constexpr std::string_view s_format_prefix{"tex1_"};
|
||||
@ -191,7 +192,7 @@ HiresTexture::HiresTexture(bool has_arbitrary_mipmaps, std::string id)
|
||||
{
|
||||
}
|
||||
|
||||
VideoCommon::CustomResourceManager::TextureTimePair HiresTexture::LoadTexture() const
|
||||
VideoCommon::TextureDataResource* HiresTexture::LoadTexture() const
|
||||
{
|
||||
auto& system = Core::System::GetInstance();
|
||||
auto& custom_resource_manager = system.GetCustomResourceManager();
|
||||
|
||||
@ -8,12 +8,13 @@
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include "Common/CommonTypes.h"
|
||||
#include "VideoCommon/Assets/CustomResourceManager.h"
|
||||
#include "VideoCommon/Assets/CustomTextureData.h"
|
||||
#include "VideoCommon/TextureConfig.h"
|
||||
#include "VideoCommon/TextureInfo.h"
|
||||
|
||||
namespace VideoCommon
|
||||
{
|
||||
class TextureDataResource;
|
||||
}
|
||||
|
||||
enum class TextureFormat;
|
||||
|
||||
std::set<std::string> GetTextureDirectoriesWithGameId(const std::string& root_directory,
|
||||
@ -30,7 +31,7 @@ public:
|
||||
HiresTexture(bool has_arbitrary_mipmaps, std::string id);
|
||||
|
||||
bool HasArbitraryMipmaps() const { return m_has_arbitrary_mipmaps; }
|
||||
VideoCommon::CustomResourceManager::TextureTimePair LoadTexture() const;
|
||||
VideoCommon::TextureDataResource* LoadTexture() const;
|
||||
const std::string& GetId() const { return m_id; }
|
||||
|
||||
private:
|
||||
|
||||
172
Source/Core/VideoCommon/PipelineUtils.cpp
Normal file
172
Source/Core/VideoCommon/PipelineUtils.cpp
Normal file
@ -0,0 +1,172 @@
|
||||
// Copyright 2025 Dolphin Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#include "VideoCommon/PipelineUtils.h"
|
||||
|
||||
#include "Common/Assert.h"
|
||||
#include "Common/Logging/Log.h"
|
||||
|
||||
#include "VideoCommon/BPMemory.h"
|
||||
#include "VideoCommon/ConstantManager.h"
|
||||
#include "VideoCommon/DriverDetails.h"
|
||||
#include "VideoCommon/GeometryShaderGen.h"
|
||||
#include "VideoCommon/PixelShaderGen.h"
|
||||
#include "VideoCommon/RenderState.h"
|
||||
#include "VideoCommon/ShaderGenCommon.h"
|
||||
#include "VideoCommon/VertexShaderGen.h"
|
||||
#include "VideoCommon/VideoConfig.h"
|
||||
|
||||
namespace VideoCommon
|
||||
{
|
||||
/// Edits the UID based on driver bugs and other special configurations
|
||||
GXPipelineUid ApplyDriverBugs(const GXPipelineUid& in)
|
||||
{
|
||||
GXPipelineUid out;
|
||||
// TODO: static_assert(std::is_trivially_copyable_v<GXPipelineUid>);
|
||||
// GXPipelineUid is not trivially copyable because RasterizationState and BlendingState aren't
|
||||
// either, but we can pretend it is for now. This will be improved after PR #10848 is finished.
|
||||
memcpy(static_cast<void*>(&out), static_cast<const void*>(&in), sizeof(out)); // copy padding
|
||||
pixel_shader_uid_data* ps = out.ps_uid.GetUidData();
|
||||
BlendingState& blend = out.blending_state;
|
||||
|
||||
if (ps->ztest == EmulatedZ::ForcedEarly && !out.depth_state.update_enable)
|
||||
{
|
||||
// No need to force early depth test if you're not writing z
|
||||
ps->ztest = EmulatedZ::Early;
|
||||
}
|
||||
|
||||
// If framebuffer fetch is available, we can emulate logic ops in the fragment shader
|
||||
// and don't need the below blend approximation
|
||||
if (blend.logic_op_enable && !g_backend_info.bSupportsLogicOp &&
|
||||
!g_backend_info.bSupportsFramebufferFetch)
|
||||
{
|
||||
if (!blend.LogicOpApproximationIsExact())
|
||||
WARN_LOG_FMT(VIDEO,
|
||||
"Approximating logic op with blending, this will produce incorrect rendering.");
|
||||
if (blend.LogicOpApproximationWantsShaderHelp())
|
||||
{
|
||||
ps->emulate_logic_op_with_blend = true;
|
||||
ps->logic_op_mode = static_cast<u32>(blend.logic_mode.Value());
|
||||
}
|
||||
blend.ApproximateLogicOpWithBlending();
|
||||
}
|
||||
|
||||
const bool benefits_from_ps_dual_source_off =
|
||||
(!g_backend_info.bSupportsDualSourceBlend && g_backend_info.bSupportsFramebufferFetch) ||
|
||||
DriverDetails::HasBug(DriverDetails::BUG_BROKEN_DUAL_SOURCE_BLENDING);
|
||||
if (benefits_from_ps_dual_source_off && !blend.RequiresDualSrc())
|
||||
{
|
||||
// Only use dual-source blending when required on drivers that don't support it very well.
|
||||
ps->no_dual_src = true;
|
||||
blend.use_dual_src = false;
|
||||
}
|
||||
|
||||
if (g_backend_info.bSupportsFramebufferFetch)
|
||||
{
|
||||
bool fbfetch_blend = false;
|
||||
if ((DriverDetails::HasBug(DriverDetails::BUG_BROKEN_DISCARD_WITH_EARLY_Z) ||
|
||||
!g_backend_info.bSupportsEarlyZ) &&
|
||||
ps->ztest == EmulatedZ::ForcedEarly)
|
||||
{
|
||||
ps->ztest = EmulatedZ::EarlyWithFBFetch;
|
||||
fbfetch_blend |= static_cast<bool>(out.blending_state.blend_enable);
|
||||
ps->no_dual_src = true;
|
||||
}
|
||||
fbfetch_blend |= blend.logic_op_enable && !g_backend_info.bSupportsLogicOp;
|
||||
fbfetch_blend |= blend.use_dual_src && !g_backend_info.bSupportsDualSourceBlend;
|
||||
if (fbfetch_blend)
|
||||
{
|
||||
ps->no_dual_src = true;
|
||||
if (blend.logic_op_enable)
|
||||
{
|
||||
ps->logic_op_enable = true;
|
||||
ps->logic_op_mode = static_cast<u32>(blend.logic_mode.Value());
|
||||
blend.logic_op_enable = false;
|
||||
}
|
||||
if (blend.blend_enable)
|
||||
{
|
||||
ps->blend_enable = true;
|
||||
ps->blend_src_factor = blend.src_factor;
|
||||
ps->blend_src_factor_alpha = blend.src_factor_alpha;
|
||||
ps->blend_dst_factor = blend.dst_factor;
|
||||
ps->blend_dst_factor_alpha = blend.dst_factor_alpha;
|
||||
ps->blend_subtract = blend.subtract;
|
||||
ps->blend_subtract_alpha = blend.subtract_alpha;
|
||||
blend.blend_enable = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// force dual src off if we can't support it
|
||||
if (!g_backend_info.bSupportsDualSourceBlend)
|
||||
{
|
||||
ps->no_dual_src = true;
|
||||
blend.use_dual_src = false;
|
||||
}
|
||||
|
||||
if (ps->ztest == EmulatedZ::ForcedEarly && !g_backend_info.bSupportsEarlyZ)
|
||||
{
|
||||
// These things should be false
|
||||
ASSERT(!ps->zfreeze);
|
||||
// ZCOMPLOC HACK:
|
||||
// The only way to emulate alpha test + early-z is to force early-z in the shader.
|
||||
// As this isn't available on all drivers and as we can't emulate this feature otherwise,
|
||||
// we are only able to choose which one we want to respect more.
|
||||
// Tests seem to have proven that writing depth even when the alpha test fails is more
|
||||
// important that a reliable alpha test, so we just force the alpha test to always succeed.
|
||||
// At least this seems to be less buggy.
|
||||
ps->ztest = EmulatedZ::EarlyWithZComplocHack;
|
||||
}
|
||||
|
||||
if (g_ActiveConfig.UseVSForLinePointExpand() &&
|
||||
(out.rasterization_state.primitive == PrimitiveType::Points ||
|
||||
out.rasterization_state.primitive == PrimitiveType::Lines))
|
||||
{
|
||||
// All primitives are expanded to triangles in the vertex shader
|
||||
vertex_shader_uid_data* vs = out.vs_uid.GetUidData();
|
||||
const PortableVertexDeclaration& decl = out.vertex_format->GetVertexDeclaration();
|
||||
vs->position_has_3_elems = decl.position.components >= 3;
|
||||
vs->texcoord_elem_count = 0;
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
if (decl.texcoords[i].enable)
|
||||
{
|
||||
ASSERT(decl.texcoords[i].components <= 3);
|
||||
vs->texcoord_elem_count |= decl.texcoords[i].components << (i * 2);
|
||||
}
|
||||
}
|
||||
out.vertex_format = nullptr;
|
||||
if (out.rasterization_state.primitive == PrimitiveType::Points)
|
||||
vs->vs_expand = VSExpand::Point;
|
||||
else
|
||||
vs->vs_expand = VSExpand::Line;
|
||||
PrimitiveType prim = g_backend_info.bSupportsPrimitiveRestart ? PrimitiveType::TriangleStrip :
|
||||
PrimitiveType::Triangles;
|
||||
out.rasterization_state.primitive = prim;
|
||||
out.gs_uid.GetUidData()->primitive_type = static_cast<u32>(prim);
|
||||
}
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
std::size_t PipelineToHash(const GXPipelineUid& in)
|
||||
{
|
||||
XXH3_state_t pipeline_hash_state;
|
||||
XXH3_INITSTATE(&pipeline_hash_state);
|
||||
XXH3_64bits_reset_withSeed(&pipeline_hash_state, static_cast<XXH64_hash_t>(1));
|
||||
UpdateHashWithPipeline(in, &pipeline_hash_state);
|
||||
return XXH3_64bits_digest(&pipeline_hash_state);
|
||||
}
|
||||
|
||||
void UpdateHashWithPipeline(const GXPipelineUid& in, XXH3_state_t* hash_state)
|
||||
{
|
||||
XXH3_64bits_update(hash_state, &in.vertex_format->GetVertexDeclaration(),
|
||||
sizeof(PortableVertexDeclaration));
|
||||
XXH3_64bits_update(hash_state, &in.blending_state, sizeof(BlendingState));
|
||||
XXH3_64bits_update(hash_state, &in.depth_state, sizeof(DepthState));
|
||||
XXH3_64bits_update(hash_state, &in.rasterization_state, sizeof(RasterizationState));
|
||||
XXH3_64bits_update(hash_state, &in.gs_uid, sizeof(GeometryShaderUid));
|
||||
XXH3_64bits_update(hash_state, &in.ps_uid, sizeof(PixelShaderUid));
|
||||
XXH3_64bits_update(hash_state, &in.vs_uid, sizeof(VertexShaderUid));
|
||||
}
|
||||
} // namespace VideoCommon
|
||||
22
Source/Core/VideoCommon/PipelineUtils.h
Normal file
22
Source/Core/VideoCommon/PipelineUtils.h
Normal file
@ -0,0 +1,22 @@
|
||||
// Copyright 2025 Dolphin Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <xxh3.h>
|
||||
|
||||
#include "VideoCommon/GXPipelineTypes.h"
|
||||
|
||||
namespace VideoCommon
|
||||
{
|
||||
GXPipelineUid ApplyDriverBugs(const GXPipelineUid& in);
|
||||
|
||||
// Returns a hash of the pipeline, hashing the
|
||||
// vertex declarations instead of the native vertex format
|
||||
// object
|
||||
std::size_t PipelineToHash(const GXPipelineUid& in);
|
||||
|
||||
// Updates an existing hash with the hash of the pipeline
|
||||
void UpdateHashWithPipeline(const GXPipelineUid& in, XXH3_state_t* hash_state);
|
||||
|
||||
} // namespace VideoCommon
|
||||
162
Source/Core/VideoCommon/Resources/CustomResourceManager.cpp
Normal file
162
Source/Core/VideoCommon/Resources/CustomResourceManager.cpp
Normal file
@ -0,0 +1,162 @@
|
||||
// Copyright 2025 Dolphin Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#include "VideoCommon/Resources/CustomResourceManager.h"
|
||||
|
||||
#include "VideoCommon/AbstractGfx.h"
|
||||
#include "VideoCommon/PipelineUtils.h"
|
||||
#include "VideoCommon/Resources/InvalidTextures.h"
|
||||
#include "VideoCommon/VideoEvents.h"
|
||||
|
||||
namespace VideoCommon
|
||||
{
|
||||
void CustomResourceManager::Initialize()
|
||||
{
|
||||
m_asset_cache.Initialize();
|
||||
m_worker_thread.Reset("resource-worker");
|
||||
m_host_config.bits = ShaderHostConfig::GetCurrent().bits;
|
||||
m_async_shader_compiler = g_gfx->CreateAsyncShaderCompiler();
|
||||
|
||||
m_async_shader_compiler->StartWorkerThreads(1); // TODO expose to config
|
||||
|
||||
m_xfb_event =
|
||||
GetVideoEvents().after_frame_event.Register([this](Core::System&) { XFBTriggered(); });
|
||||
|
||||
m_invalid_array_texture = CreateInvalidArrayTexture();
|
||||
m_invalid_color_texture = CreateInvalidColorTexture();
|
||||
m_invalid_cubemap_texture = CreateInvalidCubemapTexture();
|
||||
m_invalid_transparent_texture = CreateInvalidTransparentTexture();
|
||||
}
|
||||
|
||||
void CustomResourceManager::Shutdown()
|
||||
{
|
||||
if (m_async_shader_compiler)
|
||||
m_async_shader_compiler->StopWorkerThreads();
|
||||
|
||||
m_asset_cache.Shutdown();
|
||||
m_worker_thread.Shutdown();
|
||||
Reset();
|
||||
}
|
||||
|
||||
void CustomResourceManager::Reset()
|
||||
{
|
||||
m_material_resources.clear();
|
||||
m_shader_resources.clear();
|
||||
m_texture_data_resources.clear();
|
||||
m_texture_sampler_resources.clear();
|
||||
|
||||
m_invalid_transparent_texture.reset();
|
||||
m_invalid_color_texture.reset();
|
||||
m_invalid_cubemap_texture.reset();
|
||||
m_invalid_array_texture.reset();
|
||||
|
||||
m_asset_cache.Reset();
|
||||
m_texture_pool.Reset();
|
||||
m_worker_thread.Reset("resource-worker");
|
||||
}
|
||||
|
||||
void CustomResourceManager::MarkAssetDirty(const CustomAssetLibrary::AssetID& asset_id)
|
||||
{
|
||||
m_asset_cache.MarkAssetDirty(asset_id);
|
||||
}
|
||||
|
||||
void CustomResourceManager::XFBTriggered()
|
||||
{
|
||||
m_asset_cache.Update();
|
||||
}
|
||||
|
||||
void CustomResourceManager::SetHostConfig(const ShaderHostConfig& host_config)
|
||||
{
|
||||
for (auto& [id, shader_resources] : m_shader_resources)
|
||||
{
|
||||
for (auto& [key, shader_resource] : shader_resources)
|
||||
{
|
||||
shader_resource->SetHostConfig(host_config);
|
||||
|
||||
// Hack to get access to resource internals
|
||||
Resource* resource = shader_resource.get();
|
||||
|
||||
// Tell shader and references to trigger a reload
|
||||
// on next usage
|
||||
resource->NotifyAssetChanged(false);
|
||||
}
|
||||
}
|
||||
|
||||
m_host_config.bits = host_config.bits;
|
||||
}
|
||||
|
||||
TextureDataResource* CustomResourceManager::GetTextureDataFromAsset(
|
||||
const CustomAssetLibrary::AssetID& asset_id,
|
||||
std::shared_ptr<VideoCommon::CustomAssetLibrary> library)
|
||||
{
|
||||
auto& resource = m_texture_data_resources[asset_id];
|
||||
if (resource == nullptr)
|
||||
{
|
||||
resource =
|
||||
std::make_unique<TextureDataResource>(CreateResourceContext(asset_id, std::move(library)));
|
||||
}
|
||||
resource->Process();
|
||||
return resource.get();
|
||||
}
|
||||
|
||||
MaterialResource* CustomResourceManager::GetMaterialFromAsset(
|
||||
const CustomAssetLibrary::AssetID& asset_id, const GXPipelineUid& pipeline_uid,
|
||||
std::shared_ptr<VideoCommon::CustomAssetLibrary> library)
|
||||
{
|
||||
auto& resource = m_material_resources[asset_id][PipelineToHash(pipeline_uid)];
|
||||
if (resource == nullptr)
|
||||
{
|
||||
resource = std::make_unique<MaterialResource>(
|
||||
CreateResourceContext(asset_id, std::move(library)), pipeline_uid);
|
||||
}
|
||||
resource->Process();
|
||||
return resource.get();
|
||||
}
|
||||
|
||||
ShaderResource*
|
||||
CustomResourceManager::GetShaderFromAsset(const CustomAssetLibrary::AssetID& asset_id,
|
||||
std::size_t shader_key, const GXPipelineUid& pipeline_uid,
|
||||
const std::string& preprocessor_settings,
|
||||
std::shared_ptr<VideoCommon::CustomAssetLibrary> library)
|
||||
{
|
||||
auto& resource = m_shader_resources[asset_id][shader_key];
|
||||
if (resource == nullptr)
|
||||
{
|
||||
resource = std::make_unique<ShaderResource>(CreateResourceContext(asset_id, std::move(library)),
|
||||
pipeline_uid, preprocessor_settings, m_host_config);
|
||||
}
|
||||
resource->Process();
|
||||
return resource.get();
|
||||
}
|
||||
|
||||
TextureAndSamplerResource* CustomResourceManager::GetTextureAndSamplerFromAsset(
|
||||
const CustomAssetLibrary::AssetID& asset_id,
|
||||
std::shared_ptr<VideoCommon::CustomAssetLibrary> library)
|
||||
{
|
||||
auto& resource = m_texture_sampler_resources[asset_id];
|
||||
if (resource == nullptr)
|
||||
{
|
||||
resource = std::make_unique<TextureAndSamplerResource>(
|
||||
CreateResourceContext(asset_id, std::move(library)));
|
||||
}
|
||||
resource->Process();
|
||||
return resource.get();
|
||||
}
|
||||
|
||||
Resource::ResourceContext CustomResourceManager::CreateResourceContext(
|
||||
const CustomAssetLibrary::AssetID& asset_id,
|
||||
std::shared_ptr<VideoCommon::CustomAssetLibrary> library)
|
||||
{
|
||||
return Resource::ResourceContext{asset_id,
|
||||
std::move(library),
|
||||
&m_asset_cache,
|
||||
this,
|
||||
&m_texture_pool,
|
||||
&m_worker_thread,
|
||||
m_async_shader_compiler.get(),
|
||||
m_invalid_array_texture.get(),
|
||||
m_invalid_color_texture.get(),
|
||||
m_invalid_cubemap_texture.get(),
|
||||
m_invalid_transparent_texture.get()};
|
||||
}
|
||||
} // namespace VideoCommon
|
||||
82
Source/Core/VideoCommon/Resources/CustomResourceManager.h
Normal file
82
Source/Core/VideoCommon/Resources/CustomResourceManager.h
Normal file
@ -0,0 +1,82 @@
|
||||
// Copyright 2025 Dolphin Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <map>
|
||||
#include <memory>
|
||||
|
||||
#include "Common/HookableEvent.h"
|
||||
#include "Common/WorkQueueThread.h"
|
||||
|
||||
#include "VideoCommon/AbstractTexture.h"
|
||||
#include "VideoCommon/Assets/CustomAssetCache.h"
|
||||
#include "VideoCommon/AsyncShaderCompiler.h"
|
||||
#include "VideoCommon/Resources/MaterialResource.h"
|
||||
#include "VideoCommon/Resources/ShaderResource.h"
|
||||
#include "VideoCommon/Resources/TextureAndSamplerResource.h"
|
||||
#include "VideoCommon/Resources/TextureDataResource.h"
|
||||
#include "VideoCommon/Resources/TexturePool.h"
|
||||
|
||||
namespace VideoCommon
|
||||
{
|
||||
class CustomResourceManager
|
||||
{
|
||||
public:
|
||||
void Initialize();
|
||||
void Shutdown();
|
||||
|
||||
void Reset();
|
||||
|
||||
// Request that an asset be reloaded
|
||||
void MarkAssetDirty(const CustomAssetLibrary::AssetID& asset_id);
|
||||
|
||||
void XFBTriggered();
|
||||
void SetHostConfig(const ShaderHostConfig& host_config);
|
||||
|
||||
TextureDataResource*
|
||||
GetTextureDataFromAsset(const CustomAssetLibrary::AssetID& asset_id,
|
||||
std::shared_ptr<VideoCommon::CustomAssetLibrary> library);
|
||||
MaterialResource* GetMaterialFromAsset(const CustomAssetLibrary::AssetID& asset_id,
|
||||
const GXPipelineUid& pipeline_uid,
|
||||
std::shared_ptr<VideoCommon::CustomAssetLibrary> library);
|
||||
|
||||
ShaderResource* GetShaderFromAsset(const CustomAssetLibrary::AssetID& asset_id,
|
||||
std::size_t shader_key, const GXPipelineUid& pipeline_uid,
|
||||
const std::string& preprocessor_settings,
|
||||
std::shared_ptr<VideoCommon::CustomAssetLibrary> library);
|
||||
TextureAndSamplerResource*
|
||||
GetTextureAndSamplerFromAsset(const CustomAssetLibrary::AssetID& asset_id,
|
||||
std::shared_ptr<VideoCommon::CustomAssetLibrary> library);
|
||||
|
||||
private:
|
||||
Resource::ResourceContext
|
||||
CreateResourceContext(const CustomAssetLibrary::AssetID& asset_id,
|
||||
std::shared_ptr<VideoCommon::CustomAssetLibrary> library);
|
||||
CustomAssetCache m_asset_cache;
|
||||
TexturePool m_texture_pool;
|
||||
Common::AsyncWorkThreadSP m_worker_thread;
|
||||
std::unique_ptr<AsyncShaderCompiler> m_async_shader_compiler;
|
||||
|
||||
using PipelineIdToMaterial = std::map<std::size_t, std::unique_ptr<MaterialResource>>;
|
||||
std::map<CustomAssetLibrary::AssetID, PipelineIdToMaterial> m_material_resources;
|
||||
|
||||
using ShaderKeyToShader = std::map<std::size_t, std::unique_ptr<ShaderResource>>;
|
||||
std::map<CustomAssetLibrary::AssetID, ShaderKeyToShader> m_shader_resources;
|
||||
|
||||
std::map<CustomAssetLibrary::AssetID, std::unique_ptr<TextureDataResource>>
|
||||
m_texture_data_resources;
|
||||
|
||||
std::map<CustomAssetLibrary::AssetID, std::unique_ptr<TextureAndSamplerResource>>
|
||||
m_texture_sampler_resources;
|
||||
|
||||
ShaderHostConfig m_host_config;
|
||||
|
||||
Common::EventHook m_xfb_event;
|
||||
|
||||
std::unique_ptr<AbstractTexture> m_invalid_transparent_texture;
|
||||
std::unique_ptr<AbstractTexture> m_invalid_color_texture;
|
||||
std::unique_ptr<AbstractTexture> m_invalid_cubemap_texture;
|
||||
std::unique_ptr<AbstractTexture> m_invalid_array_texture;
|
||||
};
|
||||
} // namespace VideoCommon
|
||||
58
Source/Core/VideoCommon/Resources/InvalidTextures.cpp
Normal file
58
Source/Core/VideoCommon/Resources/InvalidTextures.cpp
Normal file
@ -0,0 +1,58 @@
|
||||
// Copyright 2025 Dolphin Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#include "VideoCommon/Resources/InvalidTextures.h"
|
||||
|
||||
#include "VideoCommon/AbstractGfx.h"
|
||||
#include "VideoCommon/TextureConfig.h"
|
||||
|
||||
namespace VideoCommon
|
||||
{
|
||||
std::unique_ptr<AbstractTexture> CreateInvalidTransparentTexture()
|
||||
{
|
||||
const TextureConfig tex_config{
|
||||
1, 1, 1, 1, 1, AbstractTextureFormat::RGBA8, 0, AbstractTextureType::Texture_2D};
|
||||
auto texture = g_gfx->CreateTexture(tex_config, "Invalid Transparent Texture");
|
||||
const std::array<u8, 4> pixel{0, 0, 0, 0};
|
||||
texture->Load(0, 1, 1, 1, pixel.data(), pixel.size());
|
||||
return texture;
|
||||
}
|
||||
|
||||
std::unique_ptr<AbstractTexture> CreateInvalidColorTexture()
|
||||
{
|
||||
const TextureConfig tex_config{
|
||||
1, 1, 1, 1, 1, AbstractTextureFormat::RGBA8, 0, AbstractTextureType::Texture_2D};
|
||||
auto texture = g_gfx->CreateTexture(tex_config, "Invalid Color Texture");
|
||||
const std::array<u8, 4> pixel{255, 0, 255, 255};
|
||||
texture->Load(0, 1, 1, 1, pixel.data(), pixel.size());
|
||||
return texture;
|
||||
}
|
||||
|
||||
std::unique_ptr<AbstractTexture> CreateInvalidCubemapTexture()
|
||||
{
|
||||
#ifdef __APPLE__
|
||||
// TODO: figure out cube map oddness on Apple (specifically Metal)
|
||||
return nullptr;
|
||||
#else
|
||||
const TextureConfig tex_config{
|
||||
1, 1, 1, 6, 1, AbstractTextureFormat::RGBA8, 0, AbstractTextureType::Texture_CubeMap};
|
||||
auto texture = g_gfx->CreateTexture(tex_config, "Invalid Cubemap Texture");
|
||||
const std::array<u8, 4> pixel{255, 0, 255, 255};
|
||||
for (u32 i = 0; i < tex_config.layers; i++)
|
||||
{
|
||||
texture->Load(0, tex_config.width, tex_config.height, 1, pixel.data(), pixel.size(), i);
|
||||
}
|
||||
return texture;
|
||||
#endif
|
||||
}
|
||||
|
||||
std::unique_ptr<AbstractTexture> CreateInvalidArrayTexture()
|
||||
{
|
||||
const TextureConfig tex_config{
|
||||
1, 1, 1, 1, 1, AbstractTextureFormat::RGBA8, 0, AbstractTextureType::Texture_2DArray};
|
||||
auto texture = g_gfx->CreateTexture(tex_config, "Invalid Array Texture");
|
||||
const std::array<u8, 4> pixel{255, 0, 255, 255};
|
||||
texture->Load(0, 1, 1, 1, pixel.data(), pixel.size());
|
||||
return texture;
|
||||
}
|
||||
} // namespace VideoCommon
|
||||
16
Source/Core/VideoCommon/Resources/InvalidTextures.h
Normal file
16
Source/Core/VideoCommon/Resources/InvalidTextures.h
Normal file
@ -0,0 +1,16 @@
|
||||
// Copyright 2025 Dolphin Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <memory>
|
||||
|
||||
#include "VideoCommon/AbstractTexture.h"
|
||||
|
||||
namespace VideoCommon
|
||||
{
|
||||
std::unique_ptr<AbstractTexture> CreateInvalidTransparentTexture();
|
||||
std::unique_ptr<AbstractTexture> CreateInvalidColorTexture();
|
||||
std::unique_ptr<AbstractTexture> CreateInvalidCubemapTexture();
|
||||
std::unique_ptr<AbstractTexture> CreateInvalidArrayTexture();
|
||||
} // namespace VideoCommon
|
||||
385
Source/Core/VideoCommon/Resources/MaterialResource.cpp
Normal file
385
Source/Core/VideoCommon/Resources/MaterialResource.cpp
Normal file
@ -0,0 +1,385 @@
|
||||
// Copyright 2025 Dolphin Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#include "VideoCommon/Resources/MaterialResource.h"
|
||||
|
||||
#include <xxh3.h>
|
||||
|
||||
#include "Common/VariantUtil.h"
|
||||
|
||||
#include "VideoCommon/AbstractGfx.h"
|
||||
#include "VideoCommon/Assets/CustomAssetCache.h"
|
||||
#include "VideoCommon/AsyncShaderCompiler.h"
|
||||
#include "VideoCommon/FramebufferManager.h"
|
||||
#include "VideoCommon/PipelineUtils.h"
|
||||
#include "VideoCommon/Resources/CustomResourceManager.h"
|
||||
#include "VideoCommon/VideoConfig.h"
|
||||
|
||||
namespace
|
||||
{
|
||||
// TODO: absorb this with TextureCacheBase
|
||||
bool IsAnisotropicEnhancementSafe(const SamplerState::TM0& tm0)
|
||||
{
|
||||
return !(tm0.min_filter == FilterMode::Near && tm0.mag_filter == FilterMode::Near);
|
||||
}
|
||||
|
||||
// TODO: absorb this with TextureCacheBase
|
||||
SamplerState CalculateSamplerAnisotropy(const SamplerState& initial_sampler)
|
||||
{
|
||||
SamplerState state = initial_sampler;
|
||||
if (g_ActiveConfig.iMaxAnisotropy != AnisotropicFilteringMode::Default &&
|
||||
IsAnisotropicEnhancementSafe(state.tm0))
|
||||
{
|
||||
state.tm0.anisotropic_filtering = Common::ToUnderlying(g_ActiveConfig.iMaxAnisotropy);
|
||||
}
|
||||
|
||||
if (state.tm0.anisotropic_filtering != 0)
|
||||
{
|
||||
// https://www.opengl.org/registry/specs/EXT/texture_filter_anisotropic.txt
|
||||
// For predictable results on all hardware/drivers, only use one of:
|
||||
// GL_LINEAR + GL_LINEAR (No Mipmaps [Bilinear])
|
||||
// GL_LINEAR + GL_LINEAR_MIPMAP_LINEAR (w/ Mipmaps [Trilinear])
|
||||
// Letting the game set other combinations will have varying arbitrary results;
|
||||
// possibly being interpreted as equal to bilinear/trilinear, implicitly
|
||||
// disabling anisotropy, or changing the anisotropic algorithm employed.
|
||||
state.tm0.min_filter = FilterMode::Linear;
|
||||
state.tm0.mag_filter = FilterMode::Linear;
|
||||
state.tm0.mipmap_filter = FilterMode::Linear;
|
||||
}
|
||||
return state;
|
||||
}
|
||||
} // namespace
|
||||
|
||||
namespace VideoCommon
|
||||
{
|
||||
MaterialResource::MaterialResource(Resource::ResourceContext resource_context,
|
||||
const GXPipelineUid& pipeline_uid)
|
||||
: Resource(std::move(resource_context)), m_uid(pipeline_uid)
|
||||
{
|
||||
m_material_asset = m_resource_context.asset_cache->CreateAsset<MaterialAsset>(
|
||||
m_resource_context.primary_asset_id, m_resource_context.asset_library, this);
|
||||
m_uid_vertex_format_copy =
|
||||
g_gfx->CreateNativeVertexFormat(m_uid.vertex_format->GetVertexDeclaration());
|
||||
m_uid.vertex_format = m_uid_vertex_format_copy.get();
|
||||
}
|
||||
|
||||
void MaterialResource::ResetData()
|
||||
{
|
||||
if (m_current_data)
|
||||
{
|
||||
m_current_data->m_shader_resource->RemoveReference(this);
|
||||
for (const auto& texture_like_resource : m_current_data->m_texture_like_resources)
|
||||
{
|
||||
if (texture_like_resource)
|
||||
texture_like_resource->RemoveReference(this);
|
||||
}
|
||||
if (m_current_data->m_next_material)
|
||||
m_current_data->m_next_material->RemoveReference(this);
|
||||
}
|
||||
m_load_data = std::make_shared<Data>();
|
||||
m_processing_load_data = false;
|
||||
}
|
||||
|
||||
Resource::TaskComplete MaterialResource::CollectPrimaryData()
|
||||
{
|
||||
const auto material_data = m_material_asset->GetData();
|
||||
if (!material_data) [[unlikely]]
|
||||
{
|
||||
return Resource::TaskComplete::No;
|
||||
}
|
||||
m_load_data->m_material_data = material_data;
|
||||
|
||||
// A shader asset is required to function
|
||||
if (m_load_data->m_material_data->shader_asset == "")
|
||||
{
|
||||
return Resource::TaskComplete::Error;
|
||||
}
|
||||
|
||||
CreateTextureData(m_load_data.get());
|
||||
SetShaderKey(m_load_data.get(), &m_uid);
|
||||
|
||||
return Resource::TaskComplete::Yes;
|
||||
}
|
||||
|
||||
Resource::TaskComplete MaterialResource::CollectDependencyData()
|
||||
{
|
||||
bool loaded = true;
|
||||
{
|
||||
auto* const shader_resource = m_resource_context.resource_manager->GetShaderFromAsset(
|
||||
m_load_data->m_material_data->shader_asset, m_load_data->m_shader_key, m_uid,
|
||||
m_load_data->m_preprocessor_settings, m_resource_context.asset_library);
|
||||
shader_resource->AddReference(this);
|
||||
m_load_data->m_shader_resource = shader_resource;
|
||||
const auto data_processed = shader_resource->IsDataProcessed();
|
||||
if (data_processed == TaskComplete::Error)
|
||||
return TaskComplete::Error;
|
||||
|
||||
loaded &= data_processed == TaskComplete::Yes;
|
||||
}
|
||||
|
||||
for (std::size_t i = 0; i < m_load_data->m_material_data->textures.size(); i++)
|
||||
{
|
||||
const auto& texture_and_sampler = m_load_data->m_material_data->textures[i];
|
||||
if (texture_and_sampler.asset == "")
|
||||
continue;
|
||||
|
||||
const auto texture = m_resource_context.resource_manager->GetTextureAndSamplerFromAsset(
|
||||
texture_and_sampler.asset, m_resource_context.asset_library);
|
||||
m_load_data->m_texture_like_resources[i] = texture;
|
||||
m_load_data->m_texture_like_data[i] = texture->GetData();
|
||||
texture->AddReference(this);
|
||||
|
||||
const auto data_processed = texture->IsDataProcessed();
|
||||
if (data_processed == TaskComplete::Error)
|
||||
return TaskComplete::Error;
|
||||
|
||||
loaded &= data_processed == TaskComplete::Yes;
|
||||
}
|
||||
|
||||
if (m_load_data->m_material_data->next_material_asset != "")
|
||||
{
|
||||
m_load_data->m_next_material = m_resource_context.resource_manager->GetMaterialFromAsset(
|
||||
m_load_data->m_material_data->next_material_asset, m_uid, m_resource_context.asset_library);
|
||||
m_load_data->m_next_material->AddReference(this);
|
||||
const auto data_processed = m_load_data->m_next_material->IsDataProcessed();
|
||||
if (data_processed == TaskComplete::Error)
|
||||
return TaskComplete::Error;
|
||||
|
||||
loaded &= data_processed == TaskComplete::Yes;
|
||||
}
|
||||
|
||||
return loaded ? TaskComplete::Yes : TaskComplete::No;
|
||||
}
|
||||
|
||||
Resource::TaskComplete MaterialResource::ProcessData()
|
||||
{
|
||||
auto shader_data = m_load_data->m_shader_resource->GetData();
|
||||
|
||||
if (!shader_data) [[unlikely]]
|
||||
return Resource::TaskComplete::Error;
|
||||
|
||||
for (std::size_t i = 0; i < m_load_data->m_texture_like_data.size(); i++)
|
||||
{
|
||||
auto& texture_like_reference = m_load_data->m_texture_like_references[i];
|
||||
const auto& texture_and_sampler = m_load_data->m_material_data->textures[i];
|
||||
|
||||
// If the texture doesn't exist, use one of the placeholders
|
||||
if (texture_and_sampler.asset == "")
|
||||
{
|
||||
const auto texture_type = shader_data->GetTextureType(i);
|
||||
if (texture_type == AbstractTextureType::Texture_2D)
|
||||
texture_like_reference.texture = m_resource_context.invalid_color_texture;
|
||||
else if (texture_type == AbstractTextureType::Texture_2DArray)
|
||||
texture_like_reference.texture = m_resource_context.invalid_array_texture;
|
||||
else if (texture_type == AbstractTextureType::Texture_CubeMap)
|
||||
texture_like_reference.texture = m_resource_context.invalid_cubemap_texture;
|
||||
|
||||
if (texture_like_reference.texture == nullptr)
|
||||
{
|
||||
PanicAlertFmt("Invalid texture (texture_type={}) is not found during material "
|
||||
"resource processing (asset_id={})",
|
||||
texture_type, m_resource_context.primary_asset_id);
|
||||
}
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
auto& texture_like_data = m_load_data->m_texture_like_data[i];
|
||||
|
||||
std::visit(overloaded{[&](const std::shared_ptr<TextureAndSamplerResource::Data>& data) {
|
||||
texture_like_reference.texture = data->GetTexture();
|
||||
texture_like_reference.sampler = CalculateSamplerAnisotropy(data->GetSampler());
|
||||
;
|
||||
}},
|
||||
texture_like_data);
|
||||
}
|
||||
|
||||
class WorkItem final : public VideoCommon::AsyncShaderCompiler::WorkItem
|
||||
{
|
||||
public:
|
||||
WorkItem(std::shared_ptr<MaterialResource::Data> material_resource_data,
|
||||
std::shared_ptr<ShaderResource::Data> shader_resource_data,
|
||||
VideoCommon::GXPipelineUid* uid, FramebufferState frame_buffer_state)
|
||||
: m_material_resource_data(std::move(material_resource_data)),
|
||||
m_shader_resource_data(std::move(shader_resource_data)), m_uid(uid),
|
||||
m_frame_buffer_state(frame_buffer_state)
|
||||
{
|
||||
}
|
||||
|
||||
bool Compile() override
|
||||
{
|
||||
// Sanity check
|
||||
if (!m_shader_resource_data->IsCompiled())
|
||||
{
|
||||
m_material_resource_data->m_processing_finished = true;
|
||||
return false;
|
||||
}
|
||||
|
||||
AbstractPipelineConfig config;
|
||||
config.vertex_shader = m_shader_resource_data->GetVertexShader();
|
||||
config.pixel_shader = m_shader_resource_data->GetPixelShader();
|
||||
config.geometry_shader = m_shader_resource_data->GetGeometryShader();
|
||||
|
||||
const auto actual_uid = ApplyDriverBugs(*m_uid);
|
||||
|
||||
if (m_material_resource_data->m_material_data->blending_state)
|
||||
config.blending_state = *m_material_resource_data->m_material_data->blending_state;
|
||||
else
|
||||
config.blending_state = actual_uid.blending_state;
|
||||
|
||||
if (m_material_resource_data->m_material_data->depth_state)
|
||||
config.depth_state = *m_material_resource_data->m_material_data->depth_state;
|
||||
else
|
||||
config.depth_state = actual_uid.depth_state;
|
||||
|
||||
config.framebuffer_state = std::move(m_frame_buffer_state);
|
||||
config.framebuffer_state.additional_color_attachment_count = 0;
|
||||
|
||||
config.rasterization_state = actual_uid.rasterization_state;
|
||||
if (m_material_resource_data->m_material_data->cull_mode)
|
||||
{
|
||||
config.rasterization_state.cull_mode =
|
||||
*m_material_resource_data->m_material_data->cull_mode;
|
||||
}
|
||||
|
||||
config.vertex_format = actual_uid.vertex_format;
|
||||
config.usage = AbstractPipelineUsage::GX;
|
||||
|
||||
m_material_resource_data->m_pipeline = g_gfx->CreatePipeline(config);
|
||||
|
||||
if (m_material_resource_data->m_pipeline)
|
||||
{
|
||||
WriteUniforms(m_material_resource_data.get());
|
||||
}
|
||||
m_material_resource_data->m_processing_finished = true;
|
||||
return true;
|
||||
}
|
||||
void Retrieve() override {}
|
||||
|
||||
private:
|
||||
std::shared_ptr<MaterialResource::Data> m_material_resource_data;
|
||||
std::shared_ptr<ShaderResource::Data> m_shader_resource_data;
|
||||
VideoCommon::GXPipelineUid* m_uid;
|
||||
FramebufferState m_frame_buffer_state;
|
||||
};
|
||||
|
||||
if (!m_processing_load_data)
|
||||
{
|
||||
auto wi = m_resource_context.shader_compiler->CreateWorkItem<WorkItem>(
|
||||
m_load_data, std::move(shader_data), &m_uid,
|
||||
g_framebuffer_manager->GetEFBFramebufferState());
|
||||
|
||||
// We don't need priority, that is already handled by the resource system
|
||||
m_resource_context.shader_compiler->QueueWorkItem(std::move(wi), 0);
|
||||
m_processing_load_data = true;
|
||||
}
|
||||
|
||||
if (!m_load_data->m_processing_finished)
|
||||
return TaskComplete::No;
|
||||
|
||||
if (!m_load_data->m_pipeline)
|
||||
{
|
||||
return TaskComplete::Error;
|
||||
}
|
||||
|
||||
std::swap(m_current_data, m_load_data);
|
||||
return TaskComplete::Yes;
|
||||
}
|
||||
|
||||
void MaterialResource::MarkAsActive()
|
||||
{
|
||||
if (!m_current_data) [[unlikely]]
|
||||
return;
|
||||
|
||||
m_resource_context.asset_cache->MarkAssetActive(m_material_asset);
|
||||
for (const auto& texture_like_resource : m_current_data->m_texture_like_resources)
|
||||
{
|
||||
if (texture_like_resource)
|
||||
texture_like_resource->MarkAsActive();
|
||||
}
|
||||
if (m_current_data->m_shader_resource)
|
||||
m_current_data->m_shader_resource->MarkAsActive();
|
||||
if (m_current_data->m_next_material)
|
||||
m_current_data->m_next_material->MarkAsActive();
|
||||
}
|
||||
|
||||
void MaterialResource::MarkAsPending()
|
||||
{
|
||||
m_resource_context.asset_cache->MarkAssetPending(m_material_asset);
|
||||
}
|
||||
|
||||
void MaterialResource::CreateTextureData(Data* data)
|
||||
{
|
||||
ShaderCode preprocessor_settings;
|
||||
|
||||
const auto& material_data = *data->m_material_data;
|
||||
data->m_texture_like_data.clear();
|
||||
data->m_texture_like_resources.clear();
|
||||
data->m_texture_like_references.clear();
|
||||
const u32 custom_sampler_index_offset = 8;
|
||||
for (u32 i = 0; i < static_cast<u32>(material_data.textures.size()); i++)
|
||||
{
|
||||
const auto& texture_and_sampler = material_data.textures[i];
|
||||
data->m_texture_like_references.push_back(TextureLikeReference{});
|
||||
|
||||
TextureAndSamplerResource* value = nullptr;
|
||||
data->m_texture_like_resources.push_back(value);
|
||||
data->m_texture_like_data.push_back(std::shared_ptr<TextureAndSamplerResource::Data>{});
|
||||
|
||||
auto& texture_like_reference = data->m_texture_like_references[i];
|
||||
|
||||
if (texture_and_sampler.asset == "")
|
||||
{
|
||||
preprocessor_settings.Write("#define HAS_SAMPLER_{} 0\n", i);
|
||||
|
||||
// For an invalid asset, force the sampler to use the default sampler
|
||||
texture_like_reference.sampler_origin =
|
||||
VideoCommon::TextureSamplerValue::SamplerOrigin::Asset;
|
||||
texture_like_reference.texture_hash = "";
|
||||
}
|
||||
else
|
||||
{
|
||||
preprocessor_settings.Write("#define HAS_SAMPLER_{} 1\n", i);
|
||||
|
||||
texture_like_reference.sampler_origin = texture_and_sampler.sampler_origin;
|
||||
texture_like_reference.texture_hash = texture_and_sampler.texture_hash;
|
||||
}
|
||||
|
||||
texture_like_reference.sampler_index = i + custom_sampler_index_offset;
|
||||
texture_like_reference.texture = nullptr;
|
||||
}
|
||||
|
||||
data->m_preprocessor_settings = preprocessor_settings.GetBuffer();
|
||||
}
|
||||
|
||||
void MaterialResource::SetShaderKey(Data* data, GXPipelineUid* uid)
|
||||
{
|
||||
XXH3_state_t shader_key_hash;
|
||||
XXH3_INITSTATE(&shader_key_hash);
|
||||
XXH3_64bits_reset_withSeed(&shader_key_hash, static_cast<XXH64_hash_t>(1));
|
||||
|
||||
UpdateHashWithPipeline(*uid, &shader_key_hash);
|
||||
XXH3_64bits_update(&shader_key_hash, data->m_preprocessor_settings.c_str(),
|
||||
data->m_preprocessor_settings.size());
|
||||
|
||||
data->m_shader_key = XXH3_64bits_digest(&shader_key_hash);
|
||||
}
|
||||
|
||||
void MaterialResource::WriteUniforms(Data* data)
|
||||
{
|
||||
// Calculate the size in memory of the buffer
|
||||
std::size_t max_uniformdata_size = 0;
|
||||
for (const auto& property : data->m_material_data->properties)
|
||||
{
|
||||
max_uniformdata_size += VideoCommon::MaterialProperty::GetMemorySize(property);
|
||||
}
|
||||
data->m_uniform_data = Common::UniqueBuffer<u8>(max_uniformdata_size);
|
||||
|
||||
// Now write the memory
|
||||
u8* uniform_data = data->m_uniform_data.data();
|
||||
for (const auto& property : data->m_material_data->properties)
|
||||
{
|
||||
VideoCommon::MaterialProperty::WriteToMemory(uniform_data, property);
|
||||
}
|
||||
}
|
||||
} // namespace VideoCommon
|
||||
99
Source/Core/VideoCommon/Resources/MaterialResource.h
Normal file
99
Source/Core/VideoCommon/Resources/MaterialResource.h
Normal file
@ -0,0 +1,99 @@
|
||||
// Copyright 2025 Dolphin Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <atomic>
|
||||
#include <memory>
|
||||
#include <string_view>
|
||||
#include <variant>
|
||||
#include <vector>
|
||||
|
||||
#include "Common/Buffer.h"
|
||||
#include "Common/SmallVector.h"
|
||||
|
||||
#include "VideoCommon/AbstractPipeline.h"
|
||||
#include "VideoCommon/Assets/MaterialAsset.h"
|
||||
#include "VideoCommon/Assets/TextureSamplerValue.h"
|
||||
#include "VideoCommon/Constants.h"
|
||||
#include "VideoCommon/GXPipelineTypes.h"
|
||||
#include "VideoCommon/RenderState.h"
|
||||
#include "VideoCommon/Resources/Resource.h"
|
||||
#include "VideoCommon/Resources/ShaderResource.h"
|
||||
#include "VideoCommon/Resources/TextureAndSamplerResource.h"
|
||||
|
||||
namespace VideoCommon
|
||||
{
|
||||
class MaterialResource final : public Resource
|
||||
{
|
||||
public:
|
||||
MaterialResource(Resource::ResourceContext resource_context, const GXPipelineUid& pipeline_uid);
|
||||
|
||||
struct TextureLikeReference
|
||||
{
|
||||
SamplerState sampler;
|
||||
u32 sampler_index;
|
||||
TextureSamplerValue::SamplerOrigin sampler_origin;
|
||||
std::string_view texture_hash;
|
||||
AbstractTexture* texture;
|
||||
};
|
||||
|
||||
class Data
|
||||
{
|
||||
public:
|
||||
AbstractPipeline* GetPipeline() const { return m_pipeline.get(); }
|
||||
std::span<const u8> GetUniforms() const { return m_uniform_data; }
|
||||
std::span<const TextureLikeReference> GetTextures() const { return m_texture_like_references; }
|
||||
MaterialResource* GetNextMaterial() const { return m_next_material; }
|
||||
|
||||
private:
|
||||
friend class MaterialResource;
|
||||
std::unique_ptr<AbstractPipeline> m_pipeline = nullptr;
|
||||
Common::UniqueBuffer<u8> m_uniform_data;
|
||||
std::shared_ptr<MaterialData> m_material_data = nullptr;
|
||||
ShaderResource* m_shader_resource = nullptr;
|
||||
|
||||
using TextureLikeResource = Resource*;
|
||||
Common::SmallVector<TextureLikeResource, VideoCommon::MAX_PIXEL_SHADER_SAMPLERS>
|
||||
m_texture_like_resources;
|
||||
|
||||
// Variant for future expansion...
|
||||
using TextureLikeData = std::variant<std::shared_ptr<TextureAndSamplerResource::Data>>;
|
||||
Common::SmallVector<TextureLikeData, VideoCommon::MAX_PIXEL_SHADER_SAMPLERS>
|
||||
m_texture_like_data;
|
||||
|
||||
Common::SmallVector<TextureLikeReference, VideoCommon::MAX_PIXEL_SHADER_SAMPLERS>
|
||||
m_texture_like_references;
|
||||
|
||||
MaterialResource* m_next_material = nullptr;
|
||||
std::size_t m_shader_key;
|
||||
std::string m_preprocessor_settings;
|
||||
std::atomic_bool m_processing_finished;
|
||||
};
|
||||
|
||||
const std::shared_ptr<Data>& GetData() const { return m_current_data; }
|
||||
void MarkAsActive() override;
|
||||
void MarkAsPending() override;
|
||||
|
||||
private:
|
||||
void ResetData() override;
|
||||
Resource::TaskComplete CollectPrimaryData() override;
|
||||
Resource::TaskComplete CollectDependencyData() override;
|
||||
Resource::TaskComplete ProcessData() override;
|
||||
|
||||
static void CreateTextureData(Data* data);
|
||||
static void SetShaderKey(Data* data, GXPipelineUid* uid);
|
||||
static void WriteUniforms(Data* data);
|
||||
|
||||
std::shared_ptr<Data> m_current_data;
|
||||
|
||||
std::shared_ptr<Data> m_load_data;
|
||||
bool m_processing_load_data = false;
|
||||
|
||||
// Note: asset cache owns the asset, we access as a reference
|
||||
MaterialAsset* m_material_asset = nullptr;
|
||||
|
||||
GXPipelineUid m_uid;
|
||||
std::unique_ptr<NativeVertexFormat> m_uid_vertex_format_copy;
|
||||
};
|
||||
} // namespace VideoCommon
|
||||
151
Source/Core/VideoCommon/Resources/Resource.cpp
Normal file
151
Source/Core/VideoCommon/Resources/Resource.cpp
Normal file
@ -0,0 +1,151 @@
|
||||
// Copyright 2025 Dolphin Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#include "VideoCommon/Resources/Resource.h"
|
||||
|
||||
#include "Common/Logging/Log.h"
|
||||
|
||||
namespace VideoCommon
|
||||
{
|
||||
Resource::Resource(ResourceContext resource_context)
|
||||
: m_resource_context(std::move(resource_context))
|
||||
{
|
||||
}
|
||||
|
||||
void Resource::Process()
|
||||
{
|
||||
MarkAsActive();
|
||||
|
||||
if (m_data_processed == TaskComplete::Error)
|
||||
return;
|
||||
|
||||
ProcessCurrentTask();
|
||||
}
|
||||
|
||||
void Resource::ProcessCurrentTask()
|
||||
{
|
||||
Task next_task = m_current_task;
|
||||
TaskComplete task_complete = TaskComplete::No;
|
||||
switch (m_current_task)
|
||||
{
|
||||
case Task::ReloadData:
|
||||
ResetData();
|
||||
task_complete = TaskComplete::Yes;
|
||||
next_task = Task::CollectPrimaryData;
|
||||
break;
|
||||
case Task::CollectPrimaryData:
|
||||
task_complete = CollectPrimaryData();
|
||||
next_task = Task::CollectDependencyData;
|
||||
if (task_complete == TaskComplete::No)
|
||||
MarkAsPending();
|
||||
break;
|
||||
case Task::CollectDependencyData:
|
||||
task_complete = CollectDependencyData();
|
||||
next_task = Task::ProcessData;
|
||||
break;
|
||||
case Task::ProcessData:
|
||||
task_complete = ProcessData();
|
||||
next_task = Task::DataAvailable;
|
||||
break;
|
||||
case Task::DataAvailable:
|
||||
// Early out, we're already at our end state
|
||||
return;
|
||||
default:
|
||||
ERROR_LOG_FMT(VIDEO, "Unknown task '{}' for resource '{}'", static_cast<int>(m_current_task),
|
||||
m_resource_context.primary_asset_id);
|
||||
return;
|
||||
};
|
||||
|
||||
if (task_complete == Resource::TaskComplete::Yes)
|
||||
{
|
||||
m_current_task = next_task;
|
||||
if (next_task == Resource::Task::DataAvailable)
|
||||
{
|
||||
m_data_processed = task_complete;
|
||||
}
|
||||
else
|
||||
{
|
||||
// No need to wait for the next resource request
|
||||
// process the new task immediately
|
||||
ProcessCurrentTask();
|
||||
}
|
||||
}
|
||||
else if (task_complete == Resource::TaskComplete::Error)
|
||||
{
|
||||
// If we failed our task due to an error,
|
||||
// we can't service this resource request,
|
||||
// wait for a reload and mark the whole
|
||||
// data processing as an error
|
||||
m_data_processed = task_complete;
|
||||
}
|
||||
}
|
||||
|
||||
void Resource::NotifyAssetChanged(bool has_error)
|
||||
{
|
||||
m_data_processed = has_error ? TaskComplete::Error : TaskComplete::No;
|
||||
m_current_task = Task::ReloadData;
|
||||
|
||||
for (Resource* reference : m_references)
|
||||
{
|
||||
reference->NotifyAssetChanged(has_error);
|
||||
}
|
||||
}
|
||||
|
||||
void Resource::NotifyAssetUnloaded()
|
||||
{
|
||||
OnUnloadRequested();
|
||||
|
||||
for (Resource* reference : m_references)
|
||||
{
|
||||
reference->NotifyAssetUnloaded();
|
||||
}
|
||||
}
|
||||
|
||||
void Resource::AddReference(Resource* reference)
|
||||
{
|
||||
m_references.insert(reference);
|
||||
}
|
||||
|
||||
void Resource::RemoveReference(Resource* reference)
|
||||
{
|
||||
m_references.erase(reference);
|
||||
}
|
||||
|
||||
void Resource::NotifyAssetLoadSuccess()
|
||||
{
|
||||
NotifyAssetChanged(false);
|
||||
}
|
||||
|
||||
void Resource::NotifyAssetLoadFailed()
|
||||
{
|
||||
NotifyAssetChanged(true);
|
||||
}
|
||||
|
||||
void Resource::AssetUnloaded()
|
||||
{
|
||||
NotifyAssetUnloaded();
|
||||
}
|
||||
|
||||
void Resource::OnUnloadRequested()
|
||||
{
|
||||
}
|
||||
|
||||
void Resource::ResetData()
|
||||
{
|
||||
}
|
||||
|
||||
Resource::TaskComplete Resource::CollectPrimaryData()
|
||||
{
|
||||
return TaskComplete::Yes;
|
||||
}
|
||||
|
||||
Resource::TaskComplete Resource::CollectDependencyData()
|
||||
{
|
||||
return TaskComplete::Yes;
|
||||
}
|
||||
|
||||
Resource::TaskComplete Resource::ProcessData()
|
||||
{
|
||||
return TaskComplete::Yes;
|
||||
}
|
||||
} // namespace VideoCommon
|
||||
94
Source/Core/VideoCommon/Resources/Resource.h
Normal file
94
Source/Core/VideoCommon/Resources/Resource.h
Normal file
@ -0,0 +1,94 @@
|
||||
// Copyright 2025 Dolphin Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Common/WorkQueueThread.h"
|
||||
|
||||
#include "VideoCommon/Assets/AssetListener.h"
|
||||
#include "VideoCommon/Assets/CustomAssetLibrary.h"
|
||||
|
||||
#include <memory>
|
||||
#include <unordered_set>
|
||||
|
||||
class AbstractTexture;
|
||||
namespace VideoCommon
|
||||
{
|
||||
class AsyncShaderCompiler;
|
||||
class CustomAssetCache;
|
||||
class CustomResourceManager;
|
||||
class TexturePool;
|
||||
|
||||
// A resource is an abstract object that maintains
|
||||
// relationships between assets (ex: a material that references a texture),
|
||||
// as well as a standard way of calculating the final data (ex: a material's AbstractPipeline)
|
||||
class Resource : public AssetListener
|
||||
{
|
||||
public:
|
||||
// Everything the resource needs to manage itself
|
||||
struct ResourceContext
|
||||
{
|
||||
CustomAssetLibrary::AssetID primary_asset_id;
|
||||
std::shared_ptr<CustomAssetLibrary> asset_library;
|
||||
CustomAssetCache* asset_cache;
|
||||
CustomResourceManager* resource_manager;
|
||||
TexturePool* texture_pool;
|
||||
Common::AsyncWorkThreadSP* worker_queue;
|
||||
AsyncShaderCompiler* shader_compiler;
|
||||
AbstractTexture* invalid_array_texture;
|
||||
AbstractTexture* invalid_color_texture;
|
||||
AbstractTexture* invalid_cubemap_texture;
|
||||
AbstractTexture* invalid_transparent_texture;
|
||||
};
|
||||
explicit Resource(ResourceContext resource_context);
|
||||
|
||||
enum class TaskComplete
|
||||
{
|
||||
Yes,
|
||||
No,
|
||||
Error,
|
||||
};
|
||||
|
||||
void Process();
|
||||
TaskComplete IsDataProcessed() const { return m_data_processed; }
|
||||
|
||||
void AddReference(Resource* reference);
|
||||
void RemoveReference(Resource* reference);
|
||||
|
||||
virtual void MarkAsActive() = 0;
|
||||
virtual void MarkAsPending() = 0;
|
||||
|
||||
protected:
|
||||
ResourceContext m_resource_context;
|
||||
|
||||
private:
|
||||
void ProcessCurrentTask();
|
||||
void NotifyAssetChanged(bool has_error);
|
||||
void NotifyAssetUnloaded();
|
||||
|
||||
void NotifyAssetLoadSuccess() final;
|
||||
void NotifyAssetLoadFailed() final;
|
||||
void AssetUnloaded() final;
|
||||
virtual void OnUnloadRequested();
|
||||
|
||||
friend class CustomResourceManager;
|
||||
virtual void ResetData();
|
||||
virtual TaskComplete CollectPrimaryData();
|
||||
virtual TaskComplete CollectDependencyData();
|
||||
virtual TaskComplete ProcessData();
|
||||
|
||||
TaskComplete m_data_processed = TaskComplete::No;
|
||||
|
||||
enum class Task
|
||||
{
|
||||
ReloadData,
|
||||
CollectPrimaryData,
|
||||
CollectDependencyData,
|
||||
ProcessData,
|
||||
DataAvailable,
|
||||
};
|
||||
Task m_current_task = Task::ReloadData;
|
||||
|
||||
std::unordered_set<Resource*> m_references;
|
||||
};
|
||||
} // namespace VideoCommon
|
||||
311
Source/Core/VideoCommon/Resources/ShaderResource.cpp
Normal file
311
Source/Core/VideoCommon/Resources/ShaderResource.cpp
Normal file
@ -0,0 +1,311 @@
|
||||
// Copyright 2025 Dolphin Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#include "VideoCommon/Resources/ShaderResource.h"
|
||||
|
||||
#include <string_view>
|
||||
|
||||
#include <fmt/format.h>
|
||||
|
||||
#include "VideoCommon/AbstractGfx.h"
|
||||
#include "VideoCommon/Assets/CustomAssetCache.h"
|
||||
#include "VideoCommon/AsyncShaderCompiler.h"
|
||||
#include "VideoCommon/GeometryShaderGen.h"
|
||||
#include "VideoCommon/PipelineUtils.h"
|
||||
#include "VideoCommon/PixelShaderGen.h"
|
||||
#include "VideoCommon/VertexShaderGen.h"
|
||||
#include "VideoCommon/VideoConfig.h"
|
||||
|
||||
namespace VideoCommon
|
||||
{
|
||||
namespace
|
||||
{
|
||||
std::unique_ptr<AbstractShader>
|
||||
CompileGeometryShader(const GeometryShaderUid& uid, APIType api_type, ShaderHostConfig host_config)
|
||||
{
|
||||
const ShaderCode source_code =
|
||||
GenerateGeometryShaderCode(api_type, host_config, uid.GetUidData());
|
||||
return g_gfx->CreateShaderFromSource(ShaderStage::Geometry, source_code.GetBuffer(), nullptr,
|
||||
fmt::format("Geometry shader: {}", *uid.GetUidData()));
|
||||
}
|
||||
|
||||
std::unique_ptr<AbstractShader> CompilePixelShader(const PixelShaderUid& uid,
|
||||
std::string_view preprocessor_settings,
|
||||
APIType api_type,
|
||||
const ShaderHostConfig& host_config,
|
||||
RasterSurfaceShaderData* shader_data)
|
||||
{
|
||||
ShaderCode shader_code;
|
||||
|
||||
// Write any preprocessor values that were passed in
|
||||
shader_code.Write("{}", preprocessor_settings);
|
||||
|
||||
// TODO: in the future we could dynamically determine the amount of samplers
|
||||
// available, for now just hardcode to start at 8 (the first non game
|
||||
// sampler index available)
|
||||
const std::size_t custom_sampler_index_offset = 8;
|
||||
for (std::size_t i = 0; i < shader_data->samplers.size(); i++)
|
||||
{
|
||||
const auto& sampler = shader_data->samplers[i];
|
||||
std::string_view sampler_type;
|
||||
switch (sampler.type)
|
||||
{
|
||||
case AbstractTextureType::Texture_2D:
|
||||
sampler_type = "sampler2D";
|
||||
break;
|
||||
case AbstractTextureType::Texture_2DArray:
|
||||
sampler_type = "sampler2DArray";
|
||||
break;
|
||||
case AbstractTextureType::Texture_CubeMap:
|
||||
sampler_type = "samplerCube";
|
||||
break;
|
||||
};
|
||||
shader_code.Write("SAMPLER_BINDING({}) uniform {} samp_{};\n", custom_sampler_index_offset + i,
|
||||
sampler_type, sampler.name);
|
||||
|
||||
// Sampler usage is passed in from the material
|
||||
// Write a new preprocessor value with the sampler name
|
||||
// for easier code in the shader
|
||||
shader_code.Write("#if HAS_SAMPLER_{} == 1\n", i);
|
||||
shader_code.Write("#define HAS_{} 1\n", sampler.name);
|
||||
shader_code.Write("#endif\n");
|
||||
|
||||
shader_code.Write("\n");
|
||||
}
|
||||
shader_code.Write("\n");
|
||||
|
||||
// Now write the custom shader
|
||||
shader_code.Write("{}", ReplaceAll(shader_data->pixel_source, "\r\n", "\n"));
|
||||
|
||||
// Write out the uniform data
|
||||
ShaderCode uniform_code;
|
||||
for (const auto& property : shader_data->uniform_properties)
|
||||
{
|
||||
VideoCommon::ShaderProperty::WriteAsShaderCode(uniform_code, property);
|
||||
}
|
||||
if (!shader_data->uniform_properties.empty())
|
||||
uniform_code.Write("\n\n");
|
||||
|
||||
// Compile the shader
|
||||
CustomPixelContents contents{.shader = shader_code.GetBuffer(),
|
||||
.uniforms = uniform_code.GetBuffer()};
|
||||
const ShaderCode source_code =
|
||||
GeneratePixelShaderCode(api_type, host_config, uid.GetUidData(), contents);
|
||||
ShaderIncluder* shader_includer =
|
||||
shader_data->shader_includer ? &*shader_data->shader_includer : nullptr;
|
||||
return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(), shader_includer,
|
||||
"Custom Pixel Shader");
|
||||
}
|
||||
|
||||
std::unique_ptr<AbstractShader> CompileVertexShader(const VertexShaderUid& uid,
|
||||
std::string_view preprocessor_settings,
|
||||
APIType api_type,
|
||||
const ShaderHostConfig& host_config,
|
||||
const RasterSurfaceShaderData& shader_data)
|
||||
{
|
||||
ShaderCode shader_code;
|
||||
|
||||
// Write any preprocessor values that were passed in
|
||||
shader_code.Write("{}", preprocessor_settings);
|
||||
|
||||
// TODO: in the future we could dynamically determine the amount of samplers
|
||||
// available, for now just hardcode to start at 8 (the first non game
|
||||
// sampler index available)
|
||||
const std::size_t custom_sampler_index_offset = 8;
|
||||
for (std::size_t i = 0; i < shader_data.samplers.size(); i++)
|
||||
{
|
||||
const auto& sampler = shader_data.samplers[i];
|
||||
std::string_view sampler_type = "";
|
||||
switch (sampler.type)
|
||||
{
|
||||
case AbstractTextureType::Texture_2D:
|
||||
sampler_type = "sampler2D";
|
||||
break;
|
||||
case AbstractTextureType::Texture_2DArray:
|
||||
sampler_type = "sampler2DArray";
|
||||
break;
|
||||
case AbstractTextureType::Texture_CubeMap:
|
||||
sampler_type = "samplerCube";
|
||||
break;
|
||||
};
|
||||
shader_code.Write("SAMPLER_BINDING({}) uniform {} samp_{};\n", custom_sampler_index_offset + i,
|
||||
sampler_type, sampler.name);
|
||||
|
||||
// Sampler usage is passed in from the material
|
||||
// Write a new preprocessor value with the sampler name
|
||||
// for easier code in the shader
|
||||
shader_code.Write("#if HAS_SAMPLER_{} == 1\n", i);
|
||||
shader_code.Write("#define HAS_{} 1\n", sampler.name);
|
||||
shader_code.Write("#endif\n");
|
||||
|
||||
shader_code.Write("\n");
|
||||
}
|
||||
shader_code.Write("\n");
|
||||
|
||||
// Now write the custom shader
|
||||
shader_code.Write("{}", ReplaceAll(shader_data.vertex_source, "\r\n", "\n"));
|
||||
|
||||
// Write out the uniform data
|
||||
ShaderCode uniform_code;
|
||||
for (const auto& property : shader_data.uniform_properties)
|
||||
{
|
||||
VideoCommon::ShaderProperty::WriteAsShaderCode(uniform_code, property);
|
||||
}
|
||||
if (!shader_data.uniform_properties.empty())
|
||||
uniform_code.Write("\n\n");
|
||||
|
||||
// Compile the shader
|
||||
CustomVertexContents contents{.shader = shader_code.GetBuffer(),
|
||||
.uniforms = uniform_code.GetBuffer()};
|
||||
const ShaderCode source_code =
|
||||
GenerateVertexShaderCode(api_type, host_config, uid.GetUidData(), contents);
|
||||
return g_gfx->CreateShaderFromSource(ShaderStage::Vertex, source_code.GetBuffer(), nullptr,
|
||||
"Custom Vertex Shader");
|
||||
}
|
||||
} // namespace
|
||||
ShaderResource::ShaderResource(Resource::ResourceContext resource_context,
|
||||
const GXPipelineUid& pipeline_uid,
|
||||
const std::string& preprocessor_setting,
|
||||
const ShaderHostConfig& shader_host_config)
|
||||
: Resource(std::move(resource_context)), m_uid(pipeline_uid),
|
||||
m_preprocessor_settings(preprocessor_setting),
|
||||
m_shader_host_config{.bits = shader_host_config.bits}
|
||||
{
|
||||
m_shader_asset = m_resource_context.asset_cache->CreateAsset<RasterSurfaceShaderAsset>(
|
||||
m_resource_context.primary_asset_id, m_resource_context.asset_library, this);
|
||||
}
|
||||
|
||||
void ShaderResource::SetHostConfig(const ShaderHostConfig& host_config)
|
||||
{
|
||||
m_shader_host_config.bits = host_config.bits;
|
||||
}
|
||||
|
||||
void ShaderResource::MarkAsPending()
|
||||
{
|
||||
m_resource_context.asset_cache->MarkAssetPending(m_shader_asset);
|
||||
}
|
||||
|
||||
void ShaderResource::MarkAsActive()
|
||||
{
|
||||
m_resource_context.asset_cache->MarkAssetActive(m_shader_asset);
|
||||
}
|
||||
|
||||
AbstractShader* ShaderResource::Data::GetVertexShader() const
|
||||
{
|
||||
if (!m_vertex_shader)
|
||||
return nullptr;
|
||||
return m_vertex_shader.get();
|
||||
}
|
||||
|
||||
AbstractShader* ShaderResource::Data::GetPixelShader() const
|
||||
{
|
||||
if (!m_pixel_shader)
|
||||
return nullptr;
|
||||
return m_pixel_shader.get();
|
||||
}
|
||||
|
||||
AbstractShader* ShaderResource::Data::GetGeometryShader() const
|
||||
{
|
||||
if (!m_geometry_shader)
|
||||
return nullptr;
|
||||
return m_geometry_shader.get();
|
||||
}
|
||||
|
||||
bool ShaderResource::Data::IsCompiled() const
|
||||
{
|
||||
return m_vertex_shader && m_pixel_shader && (!m_needs_geometry_shader || m_geometry_shader);
|
||||
}
|
||||
|
||||
AbstractTextureType ShaderResource::Data::GetTextureType(std::size_t index)
|
||||
{
|
||||
// If the data doesn't exist, just pick one...
|
||||
if (!m_shader_data || index >= m_shader_data->samplers.size()) [[unlikely]]
|
||||
return AbstractTextureType::Texture_2D;
|
||||
|
||||
return m_shader_data->samplers[index].type;
|
||||
}
|
||||
|
||||
void ShaderResource::ResetData()
|
||||
{
|
||||
m_load_data = std::make_shared<Data>();
|
||||
m_processing_load_data = false;
|
||||
}
|
||||
|
||||
Resource::TaskComplete ShaderResource::CollectPrimaryData()
|
||||
{
|
||||
const auto shader_data = m_shader_asset->GetData();
|
||||
if (!shader_data) [[unlikely]]
|
||||
{
|
||||
return Resource::TaskComplete::No;
|
||||
}
|
||||
m_load_data->m_shader_data = shader_data;
|
||||
|
||||
return Resource::TaskComplete::Yes;
|
||||
}
|
||||
|
||||
Resource::TaskComplete ShaderResource::ProcessData()
|
||||
{
|
||||
class WorkItem final : public VideoCommon::AsyncShaderCompiler::WorkItem
|
||||
{
|
||||
public:
|
||||
WorkItem(std::shared_ptr<ShaderResource::Data> resource_data, VideoCommon::GXPipelineUid* uid,
|
||||
u32 shader_bits, std::string_view preprocessor_settings)
|
||||
: m_resource_data(std::move(resource_data)), m_uid(uid), m_shader_bits(shader_bits),
|
||||
m_preprocessor_settings(preprocessor_settings)
|
||||
{
|
||||
}
|
||||
|
||||
bool Compile() override
|
||||
{
|
||||
const ShaderHostConfig shader_host_config{.bits = m_shader_bits};
|
||||
auto actual_uid = ApplyDriverBugs(*m_uid);
|
||||
|
||||
ClearUnusedPixelShaderUidBits(g_backend_info.api_type, shader_host_config,
|
||||
&actual_uid.ps_uid);
|
||||
m_resource_data->m_needs_geometry_shader = shader_host_config.backend_geometry_shaders &&
|
||||
!actual_uid.gs_uid.GetUidData()->IsPassthrough();
|
||||
|
||||
if (m_resource_data->m_needs_geometry_shader)
|
||||
{
|
||||
m_resource_data->m_geometry_shader =
|
||||
CompileGeometryShader(actual_uid.gs_uid, g_backend_info.api_type, shader_host_config);
|
||||
}
|
||||
m_resource_data->m_pixel_shader =
|
||||
CompilePixelShader(actual_uid.ps_uid, m_preprocessor_settings, g_backend_info.api_type,
|
||||
shader_host_config, m_resource_data->m_shader_data.get());
|
||||
m_resource_data->m_vertex_shader =
|
||||
CompileVertexShader(actual_uid.vs_uid, m_preprocessor_settings, g_backend_info.api_type,
|
||||
shader_host_config, *m_resource_data->m_shader_data);
|
||||
m_resource_data->m_processing_finished = true;
|
||||
return true;
|
||||
}
|
||||
void Retrieve() override {}
|
||||
|
||||
private:
|
||||
std::shared_ptr<ShaderResource::Data> m_resource_data;
|
||||
VideoCommon::GXPipelineUid* m_uid;
|
||||
u32 m_shader_bits;
|
||||
std::string_view m_preprocessor_settings;
|
||||
};
|
||||
|
||||
if (!m_processing_load_data)
|
||||
{
|
||||
std::string_view preprocessor_settings = m_preprocessor_settings;
|
||||
auto wi = m_resource_context.shader_compiler->CreateWorkItem<WorkItem>(
|
||||
m_load_data, &m_uid, m_shader_host_config.bits, preprocessor_settings);
|
||||
|
||||
// We don't need priority, that is already handled by the resource system
|
||||
m_resource_context.shader_compiler->QueueWorkItem(std::move(wi), 0);
|
||||
m_processing_load_data = true;
|
||||
}
|
||||
|
||||
if (!m_load_data->m_processing_finished)
|
||||
return Resource::TaskComplete::No;
|
||||
|
||||
if (!m_load_data->IsCompiled())
|
||||
return Resource::TaskComplete::Error;
|
||||
|
||||
std::swap(m_current_data, m_load_data);
|
||||
return Resource::TaskComplete::Yes;
|
||||
}
|
||||
} // namespace VideoCommon
|
||||
67
Source/Core/VideoCommon/Resources/ShaderResource.h
Normal file
67
Source/Core/VideoCommon/Resources/ShaderResource.h
Normal file
@ -0,0 +1,67 @@
|
||||
// Copyright 2025 Dolphin Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <atomic>
|
||||
|
||||
#include "VideoCommon/Resources/Resource.h"
|
||||
|
||||
#include "VideoCommon/Assets/ShaderAsset.h"
|
||||
#include "VideoCommon/GXPipelineTypes.h"
|
||||
#include "VideoCommon/ShaderGenCommon.h"
|
||||
|
||||
namespace VideoCommon
|
||||
{
|
||||
class ShaderResource final : public Resource
|
||||
{
|
||||
public:
|
||||
ShaderResource(Resource::ResourceContext resource_context, const GXPipelineUid& pipeline_uid,
|
||||
const std::string& preprocessor_settings,
|
||||
const ShaderHostConfig& shader_host_config);
|
||||
|
||||
class Data
|
||||
{
|
||||
public:
|
||||
AbstractShader* GetVertexShader() const;
|
||||
AbstractShader* GetPixelShader() const;
|
||||
AbstractShader* GetGeometryShader() const;
|
||||
|
||||
bool IsCompiled() const;
|
||||
AbstractTextureType GetTextureType(std::size_t index);
|
||||
|
||||
private:
|
||||
friend class ShaderResource;
|
||||
std::unique_ptr<AbstractShader> m_vertex_shader;
|
||||
std::unique_ptr<AbstractShader> m_pixel_shader;
|
||||
std::unique_ptr<AbstractShader> m_geometry_shader;
|
||||
std::shared_ptr<RasterSurfaceShaderData> m_shader_data;
|
||||
bool m_needs_geometry_shader = false;
|
||||
std::atomic_bool m_processing_finished;
|
||||
};
|
||||
|
||||
// Changes the shader host config. Shaders should be reloaded afterwards.
|
||||
void SetHostConfig(const ShaderHostConfig& host_config);
|
||||
const std::shared_ptr<Data>& GetData() const { return m_current_data; }
|
||||
|
||||
void MarkAsActive() override;
|
||||
void MarkAsPending() override;
|
||||
|
||||
private:
|
||||
void ResetData() override;
|
||||
Resource::TaskComplete CollectPrimaryData() override;
|
||||
TaskComplete ProcessData() override;
|
||||
|
||||
// Note: asset cache owns the asset, we access as a reference
|
||||
RasterSurfaceShaderAsset* m_shader_asset = nullptr;
|
||||
|
||||
std::shared_ptr<Data> m_current_data;
|
||||
std::shared_ptr<Data> m_load_data;
|
||||
|
||||
bool m_processing_load_data = false;
|
||||
|
||||
ShaderHostConfig m_shader_host_config;
|
||||
GXPipelineUid m_uid;
|
||||
std::string m_preprocessor_settings;
|
||||
};
|
||||
} // namespace VideoCommon
|
||||
103
Source/Core/VideoCommon/Resources/TextureAndSamplerResource.cpp
Normal file
103
Source/Core/VideoCommon/Resources/TextureAndSamplerResource.cpp
Normal file
@ -0,0 +1,103 @@
|
||||
// Copyright 2025 Dolphin Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#include "VideoCommon/Resources/TextureAndSamplerResource.h"
|
||||
|
||||
#include "VideoCommon/Assets/CustomAssetCache.h"
|
||||
#include "VideoCommon/Resources/TexturePool.h"
|
||||
|
||||
namespace VideoCommon
|
||||
{
|
||||
TextureAndSamplerResource::TextureAndSamplerResource(Resource::ResourceContext resource_context)
|
||||
: Resource(std::move(resource_context))
|
||||
{
|
||||
m_texture_and_sampler_asset = m_resource_context.asset_cache->CreateAsset<TextureAndSamplerAsset>(
|
||||
m_resource_context.primary_asset_id, m_resource_context.asset_library, this);
|
||||
}
|
||||
|
||||
void TextureAndSamplerResource::MarkAsActive()
|
||||
{
|
||||
m_resource_context.asset_cache->MarkAssetActive(m_texture_and_sampler_asset);
|
||||
}
|
||||
|
||||
void TextureAndSamplerResource::MarkAsPending()
|
||||
{
|
||||
m_resource_context.asset_cache->MarkAssetPending(m_texture_and_sampler_asset);
|
||||
}
|
||||
|
||||
const std::shared_ptr<TextureAndSamplerResource::Data>& TextureAndSamplerResource::GetData() const
|
||||
{
|
||||
return m_current_data;
|
||||
}
|
||||
|
||||
void TextureAndSamplerResource::ResetData()
|
||||
{
|
||||
m_load_data = std::make_shared<Data>();
|
||||
}
|
||||
|
||||
Resource::TaskComplete TextureAndSamplerResource::CollectPrimaryData()
|
||||
{
|
||||
m_load_data->m_texture_and_sampler_data = m_texture_and_sampler_asset->GetData();
|
||||
if (!m_load_data->m_texture_and_sampler_data)
|
||||
return Resource::TaskComplete::No;
|
||||
|
||||
auto& texture_data = m_load_data->m_texture_and_sampler_data->texture_data;
|
||||
if (texture_data.m_slices.empty())
|
||||
return Resource::TaskComplete::Error;
|
||||
|
||||
if (texture_data.m_slices[0].m_levels.empty())
|
||||
return Resource::TaskComplete::Error;
|
||||
|
||||
const auto& first_level = texture_data.m_slices[0].m_levels[0];
|
||||
|
||||
auto& config = m_load_data->m_config;
|
||||
config.format = first_level.format;
|
||||
config.flags = 0;
|
||||
config.layers = 1;
|
||||
config.levels = 1;
|
||||
config.type = m_load_data->m_texture_and_sampler_data->type;
|
||||
config.samples = 1;
|
||||
|
||||
config.width = first_level.width;
|
||||
config.height = first_level.height;
|
||||
|
||||
return Resource::TaskComplete::Yes;
|
||||
}
|
||||
|
||||
Resource::TaskComplete TextureAndSamplerResource::ProcessData()
|
||||
{
|
||||
auto texture = m_resource_context.texture_pool->AllocateTexture(m_load_data->m_config);
|
||||
if (!texture) [[unlikely]]
|
||||
return Resource::TaskComplete::Error;
|
||||
|
||||
m_load_data->m_texture = std::move(texture);
|
||||
|
||||
auto& texture_data = m_load_data->m_texture_and_sampler_data->texture_data;
|
||||
for (std::size_t slice_index = 0; slice_index < texture_data.m_slices.size(); slice_index++)
|
||||
{
|
||||
auto& slice = texture_data.m_slices[slice_index];
|
||||
for (u32 level_index = 0; level_index < static_cast<u32>(slice.m_levels.size()); ++level_index)
|
||||
{
|
||||
auto& level = slice.m_levels[level_index];
|
||||
m_load_data->m_texture->Load(level_index, level.width, level.height, level.row_length,
|
||||
level.data.data(), level.data.size(),
|
||||
static_cast<u32>(slice_index));
|
||||
}
|
||||
}
|
||||
std::swap(m_current_data, m_load_data);
|
||||
|
||||
// Release old data back to the pool
|
||||
if (m_load_data)
|
||||
m_resource_context.texture_pool->ReleaseTexture(std::move(m_load_data->m_texture));
|
||||
|
||||
return Resource::TaskComplete::Yes;
|
||||
}
|
||||
|
||||
void TextureAndSamplerResource::OnUnloadRequested()
|
||||
{
|
||||
if (!m_current_data)
|
||||
return;
|
||||
m_resource_context.texture_pool->ReleaseTexture(std::move(m_current_data->m_texture));
|
||||
m_current_data = nullptr;
|
||||
}
|
||||
} // namespace VideoCommon
|
||||
@ -0,0 +1,49 @@
|
||||
// Copyright 2025 Dolphin Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "VideoCommon/Resources/Resource.h"
|
||||
|
||||
#include "VideoCommon/AbstractTexture.h"
|
||||
#include "VideoCommon/Assets/TextureAsset.h"
|
||||
|
||||
namespace VideoCommon
|
||||
{
|
||||
class TextureAndSamplerResource final : public Resource
|
||||
{
|
||||
public:
|
||||
explicit TextureAndSamplerResource(Resource::ResourceContext resource_context);
|
||||
void MarkAsActive() override;
|
||||
void MarkAsPending() override;
|
||||
|
||||
class Data
|
||||
{
|
||||
public:
|
||||
AbstractTexture* GetTexture() const { return m_texture.get(); }
|
||||
const SamplerState& GetSampler() const { return m_texture_and_sampler_data->sampler; }
|
||||
|
||||
private:
|
||||
friend class TextureAndSamplerResource;
|
||||
|
||||
std::shared_ptr<TextureAndSamplerData> m_texture_and_sampler_data;
|
||||
std::unique_ptr<AbstractTexture> m_texture;
|
||||
TextureConfig m_config;
|
||||
};
|
||||
|
||||
const std::shared_ptr<Data>& GetData() const;
|
||||
|
||||
private:
|
||||
void ResetData() override;
|
||||
TaskComplete CollectPrimaryData() override;
|
||||
TaskComplete ProcessData() override;
|
||||
|
||||
void OnUnloadRequested() override;
|
||||
|
||||
// Note: asset cache owns the asset, we access as a reference
|
||||
TextureAndSamplerAsset* m_texture_and_sampler_asset = nullptr;
|
||||
|
||||
std::shared_ptr<Data> m_current_data;
|
||||
std::shared_ptr<Data> m_load_data;
|
||||
};
|
||||
} // namespace VideoCommon
|
||||
48
Source/Core/VideoCommon/Resources/TextureDataResource.cpp
Normal file
48
Source/Core/VideoCommon/Resources/TextureDataResource.cpp
Normal file
@ -0,0 +1,48 @@
|
||||
// Copyright 2025 Dolphin Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#include "VideoCommon/Resources/TextureDataResource.h"
|
||||
|
||||
#include "VideoCommon/Assets/CustomAssetCache.h"
|
||||
|
||||
namespace VideoCommon
|
||||
{
|
||||
TextureDataResource::TextureDataResource(Resource::ResourceContext resource_context)
|
||||
: Resource(std::move(resource_context))
|
||||
{
|
||||
m_texture_asset = m_resource_context.asset_cache->CreateAsset<TextureAsset>(
|
||||
m_resource_context.primary_asset_id, m_resource_context.asset_library, this);
|
||||
}
|
||||
|
||||
std::shared_ptr<CustomTextureData> TextureDataResource::GetData() const
|
||||
{
|
||||
return m_current_texture_data;
|
||||
}
|
||||
|
||||
CustomAsset::TimeType TextureDataResource::GetLoadTime() const
|
||||
{
|
||||
return m_current_time;
|
||||
}
|
||||
|
||||
Resource::TaskComplete TextureDataResource::CollectPrimaryData()
|
||||
{
|
||||
const auto last_load_time = m_texture_asset->GetLastLoadedTime();
|
||||
const auto asset = m_texture_asset->GetData();
|
||||
if (!asset)
|
||||
return Resource::TaskComplete::No;
|
||||
|
||||
m_current_texture_data = asset;
|
||||
m_current_time = last_load_time;
|
||||
return Resource::TaskComplete::Yes;
|
||||
}
|
||||
|
||||
void TextureDataResource::MarkAsActive()
|
||||
{
|
||||
m_resource_context.asset_cache->MarkAssetActive(m_texture_asset);
|
||||
}
|
||||
|
||||
void TextureDataResource::MarkAsPending()
|
||||
{
|
||||
m_resource_context.asset_cache->MarkAssetPending(m_texture_asset);
|
||||
}
|
||||
} // namespace VideoCommon
|
||||
33
Source/Core/VideoCommon/Resources/TextureDataResource.h
Normal file
33
Source/Core/VideoCommon/Resources/TextureDataResource.h
Normal file
@ -0,0 +1,33 @@
|
||||
// Copyright 2025 Dolphin Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "VideoCommon/Resources/Resource.h"
|
||||
|
||||
#include "VideoCommon/Assets/CustomTextureData.h"
|
||||
#include "VideoCommon/Assets/TextureAsset.h"
|
||||
|
||||
namespace VideoCommon
|
||||
{
|
||||
class TextureDataResource final : public Resource
|
||||
{
|
||||
public:
|
||||
explicit TextureDataResource(Resource::ResourceContext resource_context);
|
||||
|
||||
std::shared_ptr<CustomTextureData> GetData() const;
|
||||
CustomAsset::TimeType GetLoadTime() const;
|
||||
|
||||
void MarkAsActive() override;
|
||||
void MarkAsPending() override;
|
||||
|
||||
private:
|
||||
TaskComplete CollectPrimaryData() override;
|
||||
|
||||
// Note: asset cache owns the asset, we access as a reference
|
||||
TextureAsset* m_texture_asset = nullptr;
|
||||
|
||||
std::shared_ptr<CustomTextureData> m_current_texture_data;
|
||||
CustomAsset::TimeType m_current_time = {};
|
||||
};
|
||||
} // namespace VideoCommon
|
||||
43
Source/Core/VideoCommon/Resources/TexturePool.cpp
Normal file
43
Source/Core/VideoCommon/Resources/TexturePool.cpp
Normal file
@ -0,0 +1,43 @@
|
||||
// Copyright 2025 Dolphin Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#include "VideoCommon/Resources/TexturePool.h"
|
||||
|
||||
#include "Common/Logging/Log.h"
|
||||
|
||||
#include "VideoCommon/AbstractGfx.h"
|
||||
#include "VideoCommon/AbstractTexture.h"
|
||||
|
||||
namespace VideoCommon
|
||||
{
|
||||
void TexturePool::Reset()
|
||||
{
|
||||
m_cache.clear();
|
||||
}
|
||||
|
||||
std::unique_ptr<AbstractTexture> TexturePool::AllocateTexture(const TextureConfig& config)
|
||||
{
|
||||
const auto iter = m_cache.find(config);
|
||||
if (iter != m_cache.end())
|
||||
{
|
||||
auto entry = std::move(iter->second);
|
||||
m_cache.erase(iter);
|
||||
return entry;
|
||||
}
|
||||
|
||||
std::unique_ptr<AbstractTexture> texture = g_gfx->CreateTexture(config);
|
||||
if (!texture)
|
||||
{
|
||||
ERROR_LOG_FMT(VIDEO, "Failed to allocate a {}x{}x{} texture", config.width, config.height,
|
||||
config.layers);
|
||||
return {};
|
||||
}
|
||||
return texture;
|
||||
}
|
||||
|
||||
void TexturePool::ReleaseTexture(std::unique_ptr<AbstractTexture> texture)
|
||||
{
|
||||
auto config = texture->GetConfig();
|
||||
(void)m_cache.emplace(config, std::move(texture));
|
||||
}
|
||||
} // namespace VideoCommon
|
||||
25
Source/Core/VideoCommon/Resources/TexturePool.h
Normal file
25
Source/Core/VideoCommon/Resources/TexturePool.h
Normal file
@ -0,0 +1,25 @@
|
||||
// Copyright 2025 Dolphin Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <memory>
|
||||
#include <unordered_map>
|
||||
|
||||
#include "VideoCommon/AbstractTexture.h"
|
||||
#include "VideoCommon/TextureConfig.h"
|
||||
|
||||
namespace VideoCommon
|
||||
{
|
||||
class TexturePool
|
||||
{
|
||||
public:
|
||||
void Reset();
|
||||
|
||||
std::unique_ptr<AbstractTexture> AllocateTexture(const TextureConfig& config);
|
||||
void ReleaseTexture(std::unique_ptr<AbstractTexture> texture);
|
||||
|
||||
private:
|
||||
std::unordered_multimap<TextureConfig, std::unique_ptr<AbstractTexture>> m_cache;
|
||||
};
|
||||
} // namespace VideoCommon
|
||||
@ -15,6 +15,7 @@
|
||||
#include "VideoCommon/DriverDetails.h"
|
||||
#include "VideoCommon/FramebufferManager.h"
|
||||
#include "VideoCommon/FramebufferShaderGen.h"
|
||||
#include "VideoCommon/PipelineUtils.h"
|
||||
#include "VideoCommon/Present.h"
|
||||
#include "VideoCommon/Statistics.h"
|
||||
#include "VideoCommon/VertexLoaderManager.h"
|
||||
@ -604,141 +605,10 @@ AbstractPipelineConfig ShaderCache::GetGXPipelineConfig(
|
||||
return config;
|
||||
}
|
||||
|
||||
/// Edits the UID based on driver bugs and other special configurations
|
||||
static GXPipelineUid ApplyDriverBugs(const GXPipelineUid& in)
|
||||
{
|
||||
GXPipelineUid out;
|
||||
// TODO: static_assert(std::is_trivially_copyable_v<GXPipelineUid>);
|
||||
// GXPipelineUid is not trivially copyable because RasterizationState and BlendingState aren't
|
||||
// either, but we can pretend it is for now. This will be improved after PR #10848 is finished.
|
||||
memcpy(static_cast<void*>(&out), static_cast<const void*>(&in), sizeof(out)); // copy padding
|
||||
pixel_shader_uid_data* ps = out.ps_uid.GetUidData();
|
||||
BlendingState& blend = out.blending_state;
|
||||
|
||||
if (ps->ztest == EmulatedZ::ForcedEarly && !out.depth_state.update_enable)
|
||||
{
|
||||
// No need to force early depth test if you're not writing z
|
||||
ps->ztest = EmulatedZ::Early;
|
||||
}
|
||||
|
||||
// If framebuffer fetch is available, we can emulate logic ops in the fragment shader
|
||||
// and don't need the below blend approximation
|
||||
if (blend.logic_op_enable && !g_backend_info.bSupportsLogicOp &&
|
||||
!g_backend_info.bSupportsFramebufferFetch)
|
||||
{
|
||||
if (!blend.LogicOpApproximationIsExact())
|
||||
WARN_LOG_FMT(VIDEO,
|
||||
"Approximating logic op with blending, this will produce incorrect rendering.");
|
||||
if (blend.LogicOpApproximationWantsShaderHelp())
|
||||
{
|
||||
ps->emulate_logic_op_with_blend = true;
|
||||
ps->logic_op_mode = static_cast<u32>(blend.logic_mode.Value());
|
||||
}
|
||||
blend.ApproximateLogicOpWithBlending();
|
||||
}
|
||||
|
||||
const bool benefits_from_ps_dual_source_off =
|
||||
(!g_backend_info.bSupportsDualSourceBlend && g_backend_info.bSupportsFramebufferFetch) ||
|
||||
DriverDetails::HasBug(DriverDetails::BUG_BROKEN_DUAL_SOURCE_BLENDING);
|
||||
if (benefits_from_ps_dual_source_off && !blend.RequiresDualSrc())
|
||||
{
|
||||
// Only use dual-source blending when required on drivers that don't support it very well.
|
||||
ps->no_dual_src = true;
|
||||
blend.use_dual_src = false;
|
||||
}
|
||||
|
||||
if (g_backend_info.bSupportsFramebufferFetch)
|
||||
{
|
||||
bool fbfetch_blend = false;
|
||||
if ((DriverDetails::HasBug(DriverDetails::BUG_BROKEN_DISCARD_WITH_EARLY_Z) ||
|
||||
!g_backend_info.bSupportsEarlyZ) &&
|
||||
ps->ztest == EmulatedZ::ForcedEarly)
|
||||
{
|
||||
ps->ztest = EmulatedZ::EarlyWithFBFetch;
|
||||
fbfetch_blend |= static_cast<bool>(out.blending_state.blend_enable);
|
||||
ps->no_dual_src = true;
|
||||
}
|
||||
fbfetch_blend |= blend.logic_op_enable && !g_backend_info.bSupportsLogicOp;
|
||||
fbfetch_blend |= blend.use_dual_src && !g_backend_info.bSupportsDualSourceBlend;
|
||||
if (fbfetch_blend)
|
||||
{
|
||||
ps->no_dual_src = true;
|
||||
if (blend.logic_op_enable)
|
||||
{
|
||||
ps->logic_op_enable = true;
|
||||
ps->logic_op_mode = static_cast<u32>(blend.logic_mode.Value());
|
||||
blend.logic_op_enable = false;
|
||||
}
|
||||
if (blend.blend_enable)
|
||||
{
|
||||
ps->blend_enable = true;
|
||||
ps->blend_src_factor = blend.src_factor;
|
||||
ps->blend_src_factor_alpha = blend.src_factor_alpha;
|
||||
ps->blend_dst_factor = blend.dst_factor;
|
||||
ps->blend_dst_factor_alpha = blend.dst_factor_alpha;
|
||||
ps->blend_subtract = blend.subtract;
|
||||
ps->blend_subtract_alpha = blend.subtract_alpha;
|
||||
blend.blend_enable = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// force dual src off if we can't support it
|
||||
if (!g_backend_info.bSupportsDualSourceBlend)
|
||||
{
|
||||
ps->no_dual_src = true;
|
||||
blend.use_dual_src = false;
|
||||
}
|
||||
|
||||
if (ps->ztest == EmulatedZ::ForcedEarly && !g_backend_info.bSupportsEarlyZ)
|
||||
{
|
||||
// These things should be false
|
||||
ASSERT(!ps->zfreeze);
|
||||
// ZCOMPLOC HACK:
|
||||
// The only way to emulate alpha test + early-z is to force early-z in the shader.
|
||||
// As this isn't available on all drivers and as we can't emulate this feature otherwise,
|
||||
// we are only able to choose which one we want to respect more.
|
||||
// Tests seem to have proven that writing depth even when the alpha test fails is more
|
||||
// important that a reliable alpha test, so we just force the alpha test to always succeed.
|
||||
// At least this seems to be less buggy.
|
||||
ps->ztest = EmulatedZ::EarlyWithZComplocHack;
|
||||
}
|
||||
|
||||
if (g_ActiveConfig.UseVSForLinePointExpand() &&
|
||||
(out.rasterization_state.primitive == PrimitiveType::Points ||
|
||||
out.rasterization_state.primitive == PrimitiveType::Lines))
|
||||
{
|
||||
// All primitives are expanded to triangles in the vertex shader
|
||||
vertex_shader_uid_data* vs = out.vs_uid.GetUidData();
|
||||
const PortableVertexDeclaration& decl = out.vertex_format->GetVertexDeclaration();
|
||||
vs->position_has_3_elems = decl.position.components >= 3;
|
||||
vs->texcoord_elem_count = 0;
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
if (decl.texcoords[i].enable)
|
||||
{
|
||||
ASSERT(decl.texcoords[i].components <= 3);
|
||||
vs->texcoord_elem_count |= decl.texcoords[i].components << (i * 2);
|
||||
}
|
||||
}
|
||||
out.vertex_format = nullptr;
|
||||
if (out.rasterization_state.primitive == PrimitiveType::Points)
|
||||
vs->vs_expand = VSExpand::Point;
|
||||
else
|
||||
vs->vs_expand = VSExpand::Line;
|
||||
PrimitiveType prim = g_backend_info.bSupportsPrimitiveRestart ? PrimitiveType::TriangleStrip :
|
||||
PrimitiveType::Triangles;
|
||||
out.rasterization_state.primitive = prim;
|
||||
out.gs_uid.GetUidData()->primitive_type = static_cast<u32>(prim);
|
||||
}
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
std::optional<AbstractPipelineConfig>
|
||||
ShaderCache::GetGXPipelineConfig(const GXPipelineUid& config_in)
|
||||
{
|
||||
GXPipelineUid config = ApplyDriverBugs(config_in);
|
||||
GXPipelineUid config = VideoCommon::ApplyDriverBugs(config_in);
|
||||
const AbstractShader* vs;
|
||||
auto vs_iter = m_vs_cache.shader_map.find(config.vs_uid);
|
||||
if (vs_iter != m_vs_cache.shader_map.end() && !vs_iter->second.pending)
|
||||
|
||||
@ -4,6 +4,7 @@
|
||||
#include "VideoCommon/TextureCacheBase.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <chrono>
|
||||
#include <cmath>
|
||||
#include <cstring>
|
||||
#include <memory>
|
||||
@ -37,7 +38,6 @@
|
||||
#include "VideoCommon/AbstractFramebuffer.h"
|
||||
#include "VideoCommon/AbstractGfx.h"
|
||||
#include "VideoCommon/AbstractStagingTexture.h"
|
||||
#include "VideoCommon/Assets/CustomResourceManager.h"
|
||||
#include "VideoCommon/Assets/CustomTextureData.h"
|
||||
#include "VideoCommon/Assets/TextureAssetUtils.h"
|
||||
#include "VideoCommon/BPMemory.h"
|
||||
@ -48,6 +48,7 @@
|
||||
#include "VideoCommon/OpcodeDecoding.h"
|
||||
#include "VideoCommon/PixelShaderManager.h"
|
||||
#include "VideoCommon/Present.h"
|
||||
#include "VideoCommon/Resources/CustomResourceManager.h"
|
||||
#include "VideoCommon/ShaderCache.h"
|
||||
#include "VideoCommon/Statistics.h"
|
||||
#include "VideoCommon/TMEM.h"
|
||||
@ -266,9 +267,9 @@ bool TextureCacheBase::DidLinkedAssetsChange(const TCacheEntry& entry)
|
||||
if (!entry.hires_texture)
|
||||
return false;
|
||||
|
||||
const auto [texture_data, load_time] = entry.hires_texture->LoadTexture();
|
||||
const auto* resource = entry.hires_texture->LoadTexture();
|
||||
|
||||
return load_time > entry.last_load_time;
|
||||
return resource->GetLoadTime() > entry.last_load_time;
|
||||
}
|
||||
|
||||
RcTcacheEntry TextureCacheBase::ApplyPaletteToEntry(RcTcacheEntry& entry, const u8* palette,
|
||||
@ -994,7 +995,7 @@ RcTcacheEntry TextureCacheBase::DoPartialTextureUpdates(RcTcacheEntry& entry_to_
|
||||
// then applying anisotropic filtering is equivalent to forced filtering. Point
|
||||
// mode textures are usually some sort of 2D UI billboard which will end up
|
||||
// misaligned from the correct pixels when filtered anisotropically.
|
||||
static bool IsAnisostropicEnhancementSafe(const TexMode0& tm0)
|
||||
static bool IsAnisotropicEnhancementSafe(const TexMode0& tm0)
|
||||
{
|
||||
return !(tm0.min_filter == FilterMode::Near && tm0.mag_filter == FilterMode::Near);
|
||||
}
|
||||
@ -1028,7 +1029,7 @@ SamplerState TextureCacheBase::GetSamplerState(u32 index, float custom_tex_scale
|
||||
|
||||
// Anisotropic filtering option.
|
||||
if (g_ActiveConfig.iMaxAnisotropy != AnisotropicFilteringMode::Default &&
|
||||
IsAnisostropicEnhancementSafe(tm0))
|
||||
IsAnisotropicEnhancementSafe(tm0))
|
||||
{
|
||||
state.tm0.anisotropic_filtering = Common::ToUnderlying(g_ActiveConfig.iMaxAnisotropy);
|
||||
}
|
||||
@ -1569,7 +1570,9 @@ RcTcacheEntry TextureCacheBase::GetTexture(const int textureCacheSafetyColorSamp
|
||||
if (hires_texture)
|
||||
{
|
||||
has_arbitrary_mipmaps = hires_texture->HasArbitraryMipmaps();
|
||||
std::tie(custom_texture_data, load_time) = hires_texture->LoadTexture();
|
||||
const auto resource = hires_texture->LoadTexture();
|
||||
load_time = resource->GetLoadTime();
|
||||
custom_texture_data = resource->GetData();
|
||||
if (custom_texture_data && !VideoCommon::ValidateTextureData(
|
||||
hires_texture->GetId(), *custom_texture_data,
|
||||
texture_info.GetRawWidth(), texture_info.GetRawHeight()))
|
||||
|
||||
@ -43,7 +43,6 @@
|
||||
#endif
|
||||
|
||||
#include "VideoCommon/AbstractGfx.h"
|
||||
#include "VideoCommon/Assets/CustomResourceManager.h"
|
||||
#include "VideoCommon/AsyncRequests.h"
|
||||
#include "VideoCommon/BPStructs.h"
|
||||
#include "VideoCommon/BoundingBox.h"
|
||||
@ -59,6 +58,7 @@
|
||||
#include "VideoCommon/PixelEngine.h"
|
||||
#include "VideoCommon/PixelShaderManager.h"
|
||||
#include "VideoCommon/Present.h"
|
||||
#include "VideoCommon/Resources/CustomResourceManager.h"
|
||||
#include "VideoCommon/TMEM.h"
|
||||
#include "VideoCommon/TextureCacheBase.h"
|
||||
#include "VideoCommon/VertexLoaderManager.h"
|
||||
|
||||
Loading…
Reference in New Issue
Block a user