Duckstation/src/util/d3d12_pipeline.h
Stenzek e3d9ba4c99 Rewrite host GPU abstraction
- Don't have to repeat the same thing for 4 renderers.
 - Add native Metal renderer.
2023-08-20 21:55:38 +10:00

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2.1 KiB
C++

// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
#include "gpu_device.h"
#include "common/windows_headers.h"
#include <d3d12.h>
#include <vector>
#include <wrl/client.h>
class D3D12Device;
class D3D12Shader final : public GPUShader
{
friend D3D12Device;
public:
using Bytecode = std::vector<u8>;
~D3D12Shader() override;
ALWAYS_INLINE const Bytecode& GetBytecode() const { return m_bytecode; }
ALWAYS_INLINE D3D12_SHADER_BYTECODE GetD3DBytecode() const { return {m_bytecode.data(), m_bytecode.size()}; }
ALWAYS_INLINE const u8* GetBytecodeData() const { return m_bytecode.data(); }
ALWAYS_INLINE u32 GetBytecodeSize() const { return static_cast<u32>(m_bytecode.size()); }
void SetDebugName(const std::string_view& name) override;
private:
D3D12Shader(GPUShaderStage stage, Bytecode bytecode);
Bytecode m_bytecode;
};
class D3D12Pipeline final : public GPUPipeline
{
friend D3D12Device;
public:
~D3D12Pipeline() override;
ALWAYS_INLINE ID3D12PipelineState* GetPipeline() const { return m_pipeline.Get(); }
ALWAYS_INLINE Layout GetLayout() const { return m_layout; }
ALWAYS_INLINE D3D12_PRIMITIVE_TOPOLOGY GetTopology() const { return m_topology; }
ALWAYS_INLINE u32 GetVertexStride() const { return m_vertex_stride; }
ALWAYS_INLINE u32 GetBlendConstants() const { return m_blend_constants; }
ALWAYS_INLINE const std::array<float, 4>& GetBlendConstantsF() const { return m_blend_constants_f; }
ALWAYS_INLINE bool HasVertexStride() const { return (m_vertex_stride > 0); }
void SetDebugName(const std::string_view& name) override;
static std::string GetPipelineName(const GraphicsConfig& config);
private:
D3D12Pipeline(Microsoft::WRL::ComPtr<ID3D12PipelineState> pipeline, Layout layout, D3D12_PRIMITIVE_TOPOLOGY topology,
u32 vertex_stride, u32 blend_constants);
Microsoft::WRL::ComPtr<ID3D12PipelineState> m_pipeline;
Layout m_layout;
D3D12_PRIMITIVE_TOPOLOGY m_topology;
u32 m_vertex_stride;
u32 m_blend_constants;
std::array<float, 4> m_blend_constants_f;
};