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https://github.com/mitch030504/Wiicompiled_VR_Frame.git
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90 lines
3.8 KiB
C++
90 lines
3.8 KiB
C++
#pragma once
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#include "../gfx/common.hpp"
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#include "shader_info.hpp"
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#include "../gfx/stereo_replay.hpp"
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#include <optional>
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namespace aurora::gx {
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struct DrawData {
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gfx::PipelineRef pipeline;
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// Same GX state with exact fragment-depth export enabled. Bound only when
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// this draw is actually reprojected onto the VR virtual screen.
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gfx::PipelineRef exactScreenDepthPipeline;
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gfx::Range vertRange;
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gfx::Range idxRange;
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gfx::Range uniformRange;
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std::array<gfx::Range, MaxInterpolatedFrames> interpolatedUniformRanges;
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std::array<gfx::Range, AURORA_STEREO_EYE_COUNT> stereoUniformRanges;
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gfx::Range previousUniformRange;
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UniformReplayLayout uniformReplayLayout;
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uint32_t vtxCount;
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uint32_t indexCount;
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uint32_t instanceCount;
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GXBindGroups bindGroups;
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uint32_t dstAlpha;
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// Valid only for simple orthographic rectangles/lines (textured or not).
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// Recorded before merging so VR can omit desktop split masks without
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// modifying GX.
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std::optional<gfx::stereo_replay::SubviewRect> screenRect;
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};
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constexpr uint32_t GXPipelineConfigVersion = 20;
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constexpr GXFogType effective_pipeline_fog_type(GXFogType fogType, GXZTexOp zTextureOp, bool zCompLocBeforeTex,
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GXBlendMode blendMode, GXLogicOp logicOp) noexcept {
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const bool usesLateZTexture = zTextureOp != GX_ZT_DISABLE && !zCompLocBeforeTex;
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const bool usesUnsupportedLogicFog = blendMode == GX_BM_LOGIC && logicOp != GX_LO_OR;
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return usesLateZTexture && usesUnsupportedLogicFog ? GX_FOG_NONE : fogType;
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}
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struct PipelineConfig {
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uint32_t version = GXPipelineConfigVersion;
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uint32_t msaaSamples = 1;
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ShaderConfig shaderConfig;
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GXCompare depthFunc;
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GXCullMode cullMode;
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GXBlendMode blendMode;
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GXBlendFactor blendFacSrc, blendFacDst;
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GXLogicOp blendOp;
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GXPixelFmt pixelFmt;
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uint32_t dstAlpha;
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bool depthCompare, depthUpdate, alphaUpdate, colorUpdate;
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};
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static_assert(std::has_unique_object_representations_v<PipelineConfig>);
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inline bool valid_pipeline_config(const PipelineConfig& config) noexcept {
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const auto in_range = [](auto value, auto maximum) {
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using Value = decltype(value);
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return static_cast<std::underlying_type_t<Value>>(value) >= 0 &&
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static_cast<std::underlying_type_t<Value>>(value) <= static_cast<std::underlying_type_t<Value>>(maximum);
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};
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const bool validSamples =
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config.msaaSamples == 1 || config.msaaSamples == 2 || config.msaaSamples == 4 || config.msaaSamples == 8;
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return config.version == GXPipelineConfigVersion && validSamples && in_range(config.depthFunc, GX_ALWAYS) &&
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in_range(config.cullMode, GX_CULL_ALL) && in_range(config.blendMode, GX_BM_SUBTRACT) &&
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in_range(config.blendFacSrc, GX_BL_INVDSTALPHA) && in_range(config.blendFacDst, GX_BL_INVDSTALPHA) &&
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in_range(config.blendOp, GX_LO_SET) && in_range(config.pixelFmt, GX_PF_YUV420);
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}
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wgpu::RenderPipeline create_pipeline([[maybe_unused]] const PipelineConfig& config);
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void clear_shader_module_cache();
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// Per-pass encoder state carried across the draws of one render pass, so the replay loop can elide Dawn calls that
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// would re-bind what is already bound.
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struct DrawEncodeState {
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gfx::PipelineRef currentPipeline = UINTPTR_MAX;
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// The bind group currently occupying slot 2.
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WGPUBindGroup boundTextureBindGroup = nullptr;
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// The pass-wide index buffer binding is established lazily by the first indexed draw; every draw then addresses it
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// with firstIndex instead of a per-draw SetIndexBuffer.
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bool indexBufferBound = false;
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};
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void render(const DrawData& data, const wgpu::RenderPassEncoder& pass, DrawEncodeState& state,
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bool requireReadyPipeline, const gfx::Range* uniformRangeOverride = nullptr,
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gfx::PipelineRef pipelineOverride = 0);
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void queue_surface(const u8* dlStart, uint32_t dlSize, bool bigEndian) noexcept;
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} // namespace aurora::gx
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