mirror of
https://github.com/dolphin-emu/dolphin
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60 lines
1.7 KiB
C++
60 lines
1.7 KiB
C++
// Copyright 2022 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <AppKit/NSScreen.h>
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#include <Metal/Metal.h>
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#include <vector>
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#include "VideoCommon/AbstractShader.h"
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#include "VideoCommon/TextureConfig.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoBackends/Metal/MRCHelpers.h"
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namespace Metal
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{
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struct DeviceFeatures
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{
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/// Manually copy buffer data to the GPU (instead of letting the GPU read from system memory)
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/// On discrete GPUs, this tends to be faster if the copy is able to operate in parallel with a
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/// previous render. This is the case unless a game uses features like bbox or texture downloads.
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bool manual_buffer_upload;
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bool subgroup_ops;
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};
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extern DeviceFeatures g_features;
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namespace Util
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{
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struct Viewport
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{
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float x;
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float y;
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float width;
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float height;
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float near_depth;
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float far_depth;
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};
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/// Gets the list of Metal devices, ordered so the system default device is first
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std::vector<MRCOwned<id<MTLDevice>>> GetAdapterList();
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void PopulateBackendInfo(VideoConfig* config);
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void PopulateBackendInfoAdapters(VideoConfig* config,
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const std::vector<MRCOwned<id<MTLDevice>>>& adapters);
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void PopulateBackendInfoFeatures(VideoConfig* config, id<MTLDevice> device);
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AbstractTextureFormat ToAbstract(MTLPixelFormat format);
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MTLPixelFormat FromAbstract(AbstractTextureFormat format);
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static inline bool HasStencil(AbstractTextureFormat format)
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{
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return format == AbstractTextureFormat::D24_S8 || format == AbstractTextureFormat::D32F_S8;
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}
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std::optional<std::string> TranslateShaderToMSL(ShaderStage stage, std::string_view source);
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} // namespace Util
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} // namespace Metal
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