dolphin/Source/Core/VideoBackends/Metal/MTLPipeline.h

75 lines
2.6 KiB
C++

// Copyright 2022 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <Metal/Metal.h>
#include "VideoBackends/Metal/MRCHelpers.h"
#include "VideoBackends/Metal/MTLObjectCache.h"
#include "VideoBackends/Metal/MTLShader.h"
#include "VideoCommon/AbstractPipeline.h"
#include "VideoCommon/AbstractShader.h"
namespace Metal
{
struct PipelineReflection
{
u32 textures = 0;
u32 samplers = 0;
u32 vertex_buffers = 0;
u32 fragment_buffers = 0;
PipelineReflection() = default;
explicit PipelineReflection(MTLRenderPipelineReflection* reflection);
};
class Pipeline final : public AbstractPipeline
{
public:
explicit Pipeline(const AbstractPipelineConfig& config,
MRCOwned<id<MTLRenderPipelineState>> pipeline,
const PipelineReflection& reflection, MTLPrimitiveType prim, MTLCullMode cull,
DepthState depth, AbstractPipelineUsage usage);
id<MTLRenderPipelineState> Get() const { return m_pipeline; }
MTLPrimitiveType Prim() const { return m_prim; }
MTLCullMode Cull() const { return m_cull; }
DepthStencilSelector DepthStencil() const { return m_depth_stencil; }
AbstractPipelineUsage Usage() const { return m_usage; }
u32 GetTextures() const { return m_reflection.textures; }
u32 GetSamplers() const { return m_reflection.samplers; }
u32 GetVertexBuffers() const { return m_reflection.vertex_buffers; }
u32 GetFragmentBuffers() const { return m_reflection.fragment_buffers; }
bool UsesVertexBuffer(u32 index) const { return m_reflection.vertex_buffers & (1 << index); }
bool UsesFragmentBuffer(u32 index) const { return m_reflection.fragment_buffers & (1 << index); }
private:
MRCOwned<id<MTLRenderPipelineState>> m_pipeline;
MTLPrimitiveType m_prim;
MTLCullMode m_cull;
DepthStencilSelector m_depth_stencil;
AbstractPipelineUsage m_usage;
PipelineReflection m_reflection;
};
class ComputePipeline : public Shader
{
public:
explicit ComputePipeline(ShaderStage stage, MTLComputePipelineReflection* reflection,
std::string msl, MRCOwned<id<MTLFunction>> shader,
MRCOwned<id<MTLComputePipelineState>> pipeline);
id<MTLComputePipelineState> GetComputePipeline() const { return m_compute_pipeline; }
u32 GetTextures() const { return m_textures; }
u32 GetSamplers() const { return m_samplers; }
bool UsesBuffer(u32 index) const { return m_buffers & (1 << index); }
private:
MRCOwned<id<MTLComputePipelineState>> m_compute_pipeline;
u32 m_textures = 0;
u32 m_samplers = 0;
u32 m_buffers = 0;
};
} // namespace Metal