yuzu/src/video_core/renderer_opengl/gl_shader_cache.h

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3.5 KiB
C++
Executable File

// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <filesystem>
#include <unordered_map>
#include "common/common_types.h"
#include "common/thread_worker.h"
#include "shader_recompiler/host_translate_info.h"
#include "shader_recompiler/profile.h"
#include "video_core/renderer_opengl/gl_compute_pipeline.h"
#include "video_core/renderer_opengl/gl_graphics_pipeline.h"
#include "video_core/renderer_opengl/gl_shader_context.h"
#include "video_core/shader_cache.h"
namespace Tegra {
class MemoryManager;
} // namespace Tegra
namespace OpenGL {
class Device;
class ProgramManager;
class RasterizerOpenGL;
using ShaderWorker = Common::StatefulThreadWorker<ShaderContext::Context>;
class ShaderCache : public VideoCommon::ShaderCache {
public:
explicit ShaderCache(Tegra::MaxwellDeviceMemoryManager& device_memory_,
Core::Frontend::EmuWindow& emu_window_, const Device& device_,
TextureCache& texture_cache_, BufferCache& buffer_cache_,
ProgramManager& program_manager_, StateTracker& state_tracker_,
VideoCore::ShaderNotify& shader_notify_);
~ShaderCache();
void LoadDiskResources(u64 title_id, std::stop_token stop_loading,
const VideoCore::DiskResourceLoadCallback& callback);
[[nodiscard]] GraphicsPipeline* CurrentGraphicsPipeline();
[[nodiscard]] ComputePipeline* CurrentComputePipeline();
private:
GraphicsPipeline* CurrentGraphicsPipelineSlowPath();
[[nodiscard]] GraphicsPipeline* BuiltPipeline(GraphicsPipeline* pipeline) const noexcept;
std::unique_ptr<GraphicsPipeline> CreateGraphicsPipeline();
std::unique_ptr<GraphicsPipeline> CreateGraphicsPipeline(
ShaderContext::ShaderPools& pools, const GraphicsPipelineKey& key,
std::span<Shader::Environment* const> envs, bool use_shader_workers,
bool force_context_flush = false);
std::unique_ptr<ComputePipeline> CreateComputePipeline(const ComputePipelineKey& key,
const VideoCommon::ShaderInfo* shader);
std::unique_ptr<ComputePipeline> CreateComputePipeline(ShaderContext::ShaderPools& pools,
const ComputePipelineKey& key,
Shader::Environment& env,
bool force_context_flush = false);
std::unique_ptr<ShaderWorker> CreateWorkers() const;
Core::Frontend::EmuWindow& emu_window;
const Device& device;
TextureCache& texture_cache;
BufferCache& buffer_cache;
ProgramManager& program_manager;
StateTracker& state_tracker;
VideoCore::ShaderNotify& shader_notify;
const bool use_asynchronous_shaders;
const bool strict_context_required;
GraphicsPipelineKey graphics_key{};
GraphicsPipeline* current_pipeline{};
ShaderContext::ShaderPools main_pools;
std::unordered_map<GraphicsPipelineKey, std::unique_ptr<GraphicsPipeline>> graphics_cache;
std::unordered_map<ComputePipelineKey, std::unique_ptr<ComputePipeline>> compute_cache;
Shader::Profile profile;
Shader::HostTranslateInfo host_info;
std::filesystem::path shader_cache_filename;
std::unique_ptr<ShaderWorker> workers;
};
} // namespace OpenGL