dolphin/Source/Core/VideoCommon/Resources/CustomResourceManager.h
iwubcode 2d8f955851 VideoCommon: enhance 'CustomResourceManager' for post processing
This expands the interface of 'CustomResourceManager' to get a Material for post processing a frame buffer (currently EFB).  The flow is similar to the normal draw material but distinguishes itself by not needing a UID.  The full shader is much simpler than the draw shader and is currently put inline with the shader resource.
2026-03-26 20:13:16 -05:00

92 lines
3.5 KiB
C++

// Copyright 2025 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <map>
#include <memory>
#include "Common/HookableEvent.h"
#include "Common/WorkQueueThread.h"
#include "VideoCommon/AbstractTexture.h"
#include "VideoCommon/Assets/CustomAssetCache.h"
#include "VideoCommon/AsyncShaderCompiler.h"
#include "VideoCommon/Resources/MaterialResource.h"
#include "VideoCommon/Resources/ShaderResource.h"
#include "VideoCommon/Resources/TextureAndSamplerResource.h"
#include "VideoCommon/Resources/TextureDataResource.h"
#include "VideoCommon/Resources/TexturePool.h"
namespace VideoCommon
{
class CustomResourceManager
{
public:
void Initialize();
void Shutdown();
void Reset();
// Request that an asset be reloaded
void MarkAssetDirty(const CustomAssetLibrary::AssetID& asset_id);
void XFBTriggered();
void SetHostConfig(const ShaderHostConfig& host_config);
TextureDataResource*
GetTextureDataFromAsset(const CustomAssetLibrary::AssetID& asset_id,
std::shared_ptr<VideoCommon::CustomAssetLibrary> library);
MaterialResource*
GetDrawMaterialFromAsset(const CustomAssetLibrary::AssetID& asset_id,
const GXPipelineUid& pipeline_uid,
std::shared_ptr<VideoCommon::CustomAssetLibrary> library);
MaterialResource*
GetPostProcessingMaterialFromAsset(const CustomAssetLibrary::AssetID& asset_id,
std::shared_ptr<VideoCommon::CustomAssetLibrary> library);
ShaderResource* GetShaderFromAsset(const CustomAssetLibrary::AssetID& asset_id,
std::size_t shader_key,
const std::optional<GXPipelineUid>& pipeline_uid,
const std::string& preprocessor_settings,
std::shared_ptr<VideoCommon::CustomAssetLibrary> library);
TextureAndSamplerResource*
GetTextureAndSamplerFromAsset(const CustomAssetLibrary::AssetID& asset_id,
std::shared_ptr<VideoCommon::CustomAssetLibrary> library);
private:
Resource::ResourceContext
CreateResourceContext(const CustomAssetLibrary::AssetID& asset_id,
std::shared_ptr<VideoCommon::CustomAssetLibrary> library);
CustomAssetCache m_asset_cache;
TexturePool m_texture_pool;
Common::AsyncWorkThreadSP m_worker_thread;
std::unique_ptr<AsyncShaderCompiler> m_async_shader_compiler;
using PipelineIdToMaterial = std::map<std::size_t, std::unique_ptr<MaterialResource>>;
std::map<CustomAssetLibrary::AssetID, PipelineIdToMaterial> m_draw_material_resources;
using ShaderKeyToShader = std::map<std::size_t, std::unique_ptr<ShaderResource>>;
std::map<CustomAssetLibrary::AssetID, ShaderKeyToShader> m_shader_resources;
std::map<CustomAssetLibrary::AssetID, std::unique_ptr<TextureDataResource>>
m_texture_data_resources;
std::map<CustomAssetLibrary::AssetID, std::unique_ptr<TextureAndSamplerResource>>
m_texture_sampler_resources;
std::map<CustomAssetLibrary::AssetID, std::unique_ptr<MaterialResource>>
m_postprocessing_material_resources;
ShaderHostConfig m_host_config;
Common::EventHook m_xfb_event;
std::unique_ptr<AbstractTexture> m_invalid_transparent_texture;
std::unique_ptr<AbstractTexture> m_invalid_color_texture;
std::unique_ptr<AbstractTexture> m_invalid_cubemap_texture;
std::unique_ptr<AbstractTexture> m_invalid_array_texture;
};
} // namespace VideoCommon