blob: 1e59a1b11d53f39f06103dfebe12504856fc6e4b (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
|
// Copyright 2025 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <atomic>
#include <optional>
#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,
std::optional<GXPipelineUid> pipeline_uid, std::string preprocessor_setting,
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;
// If provided, denotes this shader will be used as a custom draw shader.
// If not provided, denotes this will be used as an efb post processing shader.
std::optional<GXPipelineUid> m_uid;
std::string m_preprocessor_settings;
};
} // namespace VideoCommon
|