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https://github.com/libretro/dolphin
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86f8768268
These are only ever used with ShaderCode instances and nothing else. Given that, we can convert these helper functions to expect that type of object as an argument and remove the need for templates, improving compiler throughput a marginal amount, as the template instantiation process doesn't need to be performed. We can also move the definitions of these functions into the cpp file, which allows us to remove a few inclusions from the ShaderGenCommon header. This uncovered a few instances of indirect inclusions being relied upon in other source files. One other benefit is this allows changes to be made to the definitions of the functions without needing to recompile all translation units that make use of these functions, making change testing a little quicker. Moving the definitions into the cpp file also allows us to completely hide DefineOutputMember() from external view, given it's only ever used inside of GenerateVSOutputMembers().
258 lines
10 KiB
C++
258 lines
10 KiB
C++
// Copyright 2018 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <array>
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#include <cstddef>
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#include <cstring>
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#include <map>
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#include <memory>
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#include <optional>
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#include <string>
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#include <unordered_map>
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#include <utility>
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#include "Common/CommonTypes.h"
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#include "Common/File.h"
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#include "Common/LinearDiskCache.h"
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#include "VideoCommon/AbstractPipeline.h"
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#include "VideoCommon/AbstractShader.h"
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#include "VideoCommon/AsyncShaderCompiler.h"
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#include "VideoCommon/GXPipelineTypes.h"
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#include "VideoCommon/GeometryShaderGen.h"
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#include "VideoCommon/PixelShaderGen.h"
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#include "VideoCommon/RenderState.h"
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#include "VideoCommon/TextureCacheBase.h"
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#include "VideoCommon/TextureConversionShader.h"
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#include "VideoCommon/TextureConverterShaderGen.h"
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#include "VideoCommon/UberShaderPixel.h"
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#include "VideoCommon/UberShaderVertex.h"
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#include "VideoCommon/VertexShaderGen.h"
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class NativeVertexFormat;
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enum class AbstractTextureFormat : u32;
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enum class APIType;
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enum class TextureFormat;
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enum class TLUTFormat;
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namespace VideoCommon
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{
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class ShaderCache final
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{
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public:
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ShaderCache();
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~ShaderCache();
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// Perform at startup, create descriptor layouts, compiles all static shaders.
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bool Initialize();
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void Shutdown();
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// Compiles/loads cached shaders.
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void InitializeShaderCache();
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// Changes the shader host config. Shaders should be reloaded afterwards.
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void SetHostConfig(const ShaderHostConfig& host_config) { m_host_config = host_config; }
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// Reloads/recreates all shaders and pipelines.
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void Reload();
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// Retrieves all pending shaders/pipelines from the async compiler.
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void RetrieveAsyncShaders();
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// Accesses ShaderGen shader caches
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const AbstractPipeline* GetPipelineForUid(const GXPipelineUid& uid);
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const AbstractPipeline* GetUberPipelineForUid(const GXUberPipelineUid& uid);
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// Accesses ShaderGen shader caches asynchronously.
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// The optional will be empty if this pipeline is now background compiling.
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std::optional<const AbstractPipeline*> GetPipelineForUidAsync(const GXPipelineUid& uid);
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// Shared shaders
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const AbstractShader* GetScreenQuadVertexShader() const
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{
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return m_screen_quad_vertex_shader.get();
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}
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const AbstractShader* GetTextureCopyVertexShader() const
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{
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return m_texture_copy_vertex_shader.get();
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}
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const AbstractShader* GetEFBCopyVertexShader() const { return m_efb_copy_vertex_shader.get(); }
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const AbstractShader* GetTexcoordGeometryShader() const
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{
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return m_texcoord_geometry_shader.get();
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}
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const AbstractShader* GetTextureCopyPixelShader() const
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{
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return m_texture_copy_pixel_shader.get();
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}
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const AbstractShader* GetColorGeometryShader() const { return m_color_geometry_shader.get(); }
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const AbstractShader* GetColorPixelShader() const { return m_color_pixel_shader.get(); }
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// EFB copy to RAM/VRAM pipelines
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const AbstractPipeline*
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GetEFBCopyToVRAMPipeline(const TextureConversionShaderGen::TCShaderUid& uid);
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const AbstractPipeline* GetEFBCopyToRAMPipeline(const EFBCopyParams& uid);
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// RGBA8 framebuffer copy pipelines
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const AbstractPipeline* GetRGBA8CopyPipeline() const { return m_copy_rgba8_pipeline.get(); }
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const AbstractPipeline* GetRGBA8StereoCopyPipeline() const
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{
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return m_rgba8_stereo_copy_pipeline.get();
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}
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// Palette texture conversion pipelines
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const AbstractPipeline* GetPaletteConversionPipeline(TLUTFormat format);
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// Texture reinterpret pipelines
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const AbstractPipeline* GetTextureReinterpretPipeline(TextureFormat from_format,
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TextureFormat to_format);
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// Texture decoding compute shaders
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const AbstractShader* GetTextureDecodingShader(TextureFormat format, TLUTFormat palette_format);
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private:
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static constexpr size_t NUM_PALETTE_CONVERSION_SHADERS = 3;
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void WaitForAsyncCompiler();
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void LoadCaches();
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void ClearCaches();
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void LoadPipelineUIDCache();
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void ClosePipelineUIDCache();
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void CompileMissingPipelines();
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void QueueUberShaderPipelines();
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bool CompileSharedPipelines();
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// GX shader compiler methods
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std::unique_ptr<AbstractShader> CompileVertexShader(const VertexShaderUid& uid) const;
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std::unique_ptr<AbstractShader>
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CompileVertexUberShader(const UberShader::VertexShaderUid& uid) const;
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std::unique_ptr<AbstractShader> CompilePixelShader(const PixelShaderUid& uid) const;
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std::unique_ptr<AbstractShader>
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CompilePixelUberShader(const UberShader::PixelShaderUid& uid) const;
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const AbstractShader* InsertVertexShader(const VertexShaderUid& uid,
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std::unique_ptr<AbstractShader> shader);
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const AbstractShader* InsertVertexUberShader(const UberShader::VertexShaderUid& uid,
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std::unique_ptr<AbstractShader> shader);
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const AbstractShader* InsertPixelShader(const PixelShaderUid& uid,
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std::unique_ptr<AbstractShader> shader);
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const AbstractShader* InsertPixelUberShader(const UberShader::PixelShaderUid& uid,
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std::unique_ptr<AbstractShader> shader);
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const AbstractShader* CreateGeometryShader(const GeometryShaderUid& uid);
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bool NeedsGeometryShader(const GeometryShaderUid& uid) const;
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// Should we use geometry shaders for EFB copies?
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bool UseGeometryShaderForEFBCopies() const;
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// GX pipeline compiler methods
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AbstractPipelineConfig
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GetGXPipelineConfig(const NativeVertexFormat* vertex_format, const AbstractShader* vertex_shader,
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const AbstractShader* geometry_shader, const AbstractShader* pixel_shader,
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const RasterizationState& rasterization_state, const DepthState& depth_state,
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const BlendingState& blending_state);
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std::optional<AbstractPipelineConfig> GetGXPipelineConfig(const GXPipelineUid& uid);
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std::optional<AbstractPipelineConfig> GetGXPipelineConfig(const GXUberPipelineUid& uid);
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const AbstractPipeline* InsertGXPipeline(const GXPipelineUid& config,
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std::unique_ptr<AbstractPipeline> pipeline);
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const AbstractPipeline* InsertGXUberPipeline(const GXUberPipelineUid& config,
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std::unique_ptr<AbstractPipeline> pipeline);
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void AddSerializedGXPipelineUID(const SerializedGXPipelineUid& uid);
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void AppendGXPipelineUID(const GXPipelineUid& config);
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// ASync Compiler Methods
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void QueueVertexShaderCompile(const VertexShaderUid& uid, u32 priority);
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void QueueVertexUberShaderCompile(const UberShader::VertexShaderUid& uid, u32 priority);
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void QueuePixelShaderCompile(const PixelShaderUid& uid, u32 priority);
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void QueuePixelUberShaderCompile(const UberShader::PixelShaderUid& uid, u32 priority);
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void QueuePipelineCompile(const GXPipelineUid& uid, u32 priority);
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void QueueUberPipelineCompile(const GXUberPipelineUid& uid, u32 priority);
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// Populating various caches.
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template <ShaderStage stage, typename K, typename T>
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void LoadShaderCache(T& cache, APIType api_type, const char* type, bool include_gameid);
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template <typename T>
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void ClearShaderCache(T& cache);
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template <typename KeyType, typename DiskKeyType, typename T>
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void LoadPipelineCache(T& cache, LinearDiskCache<DiskKeyType, u8>& disk_cache, APIType api_type,
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const char* type, bool include_gameid);
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template <typename T, typename Y>
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void ClearPipelineCache(T& cache, Y& disk_cache);
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// Priorities for compiling. The lower the value, the sooner the pipeline is compiled.
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// The shader cache is compiled last, as it is the least likely to be required. On demand
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// shaders are always compiled before pending ubershaders, as we want to use the ubershader
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// for as few frames as possible, otherwise we risk framerate drops.
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enum : u32
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{
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COMPILE_PRIORITY_ONDEMAND_PIPELINE = 100,
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COMPILE_PRIORITY_UBERSHADER_PIPELINE = 200,
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COMPILE_PRIORITY_SHADERCACHE_PIPELINE = 300
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};
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// Configuration bits.
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APIType m_api_type;
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ShaderHostConfig m_host_config = {};
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std::unique_ptr<AsyncShaderCompiler> m_async_shader_compiler;
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// Shared shaders
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std::unique_ptr<AbstractShader> m_screen_quad_vertex_shader;
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std::unique_ptr<AbstractShader> m_texture_copy_vertex_shader;
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std::unique_ptr<AbstractShader> m_efb_copy_vertex_shader;
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std::unique_ptr<AbstractShader> m_texcoord_geometry_shader;
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std::unique_ptr<AbstractShader> m_color_geometry_shader;
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std::unique_ptr<AbstractShader> m_texture_copy_pixel_shader;
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std::unique_ptr<AbstractShader> m_color_pixel_shader;
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// GX Shader Caches
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template <typename Uid>
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struct ShaderModuleCache
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{
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struct Shader
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{
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std::unique_ptr<AbstractShader> shader;
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bool pending;
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};
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std::map<Uid, Shader> shader_map;
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LinearDiskCache<Uid, u8> disk_cache;
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};
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ShaderModuleCache<VertexShaderUid> m_vs_cache;
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ShaderModuleCache<GeometryShaderUid> m_gs_cache;
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ShaderModuleCache<PixelShaderUid> m_ps_cache;
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ShaderModuleCache<UberShader::VertexShaderUid> m_uber_vs_cache;
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ShaderModuleCache<UberShader::PixelShaderUid> m_uber_ps_cache;
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// GX Pipeline Caches - .first - pipeline, .second - pending
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std::map<GXPipelineUid, std::pair<std::unique_ptr<AbstractPipeline>, bool>> m_gx_pipeline_cache;
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std::map<GXUberPipelineUid, std::pair<std::unique_ptr<AbstractPipeline>, bool>>
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m_gx_uber_pipeline_cache;
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File::IOFile m_gx_pipeline_uid_cache_file;
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LinearDiskCache<SerializedGXPipelineUid, u8> m_gx_pipeline_disk_cache;
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LinearDiskCache<SerializedGXUberPipelineUid, u8> m_gx_uber_pipeline_disk_cache;
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// EFB copy to VRAM/RAM pipelines
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std::map<TextureConversionShaderGen::TCShaderUid, std::unique_ptr<AbstractPipeline>>
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m_efb_copy_to_vram_pipelines;
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std::map<EFBCopyParams, std::unique_ptr<AbstractPipeline>> m_efb_copy_to_ram_pipelines;
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// Copy pipeline for RGBA8 textures
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std::unique_ptr<AbstractPipeline> m_copy_rgba8_pipeline;
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std::unique_ptr<AbstractPipeline> m_rgba8_stereo_copy_pipeline;
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// Palette conversion pipelines
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std::array<std::unique_ptr<AbstractPipeline>, NUM_PALETTE_CONVERSION_SHADERS>
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m_palette_conversion_pipelines;
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// Texture reinterpreting pipeline
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std::map<std::pair<TextureFormat, TextureFormat>, std::unique_ptr<AbstractPipeline>>
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m_texture_reinterpret_pipelines;
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// Texture decoding shaders
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std::map<std::pair<u32, u32>, std::unique_ptr<AbstractShader>> m_texture_decoding_shaders;
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};
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} // namespace VideoCommon
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extern std::unique_ptr<VideoCommon::ShaderCache> g_shader_cache;
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