VideoCommon: move material/texture/mesh logic to new ResourceManager system

This commit is contained in:
iwubcode 2025-01-17 23:03:48 -06:00
commit 013eeb44ef
24 changed files with 2255 additions and 689 deletions

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@ -0,0 +1,22 @@
// Copyright 2025 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
namespace VideoCommon
{
class AssetListener
{
public:
AssetListener() = default;
virtual ~AssetListener() = default;
AssetListener(const AssetListener&) = default;
AssetListener(AssetListener&&) = default;
AssetListener& operator=(const AssetListener&) = default;
AssetListener& operator=(AssetListener&&) = default;
virtual void AssetLoaded(bool has_error, bool triggered_by_reload) = 0;
virtual void AssetUnloaded() = 0;
};
} // namespace VideoCommon

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@ -1,7 +1,7 @@
// Copyright 2025 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/Assets/CustomResourceManager.h"
#include "VideoCommon/Assets/CustomAssetCache.h"
#include "Common/Logging/Log.h"
#include "Common/MemoryUtil.h"
@ -14,7 +14,7 @@
namespace VideoCommon
{
void CustomResourceManager::Initialize()
void CustomAssetCache::Initialize()
{
// Use half of available system memory but leave at least 2GiB unused for system stability.
constexpr size_t must_keep_unused = 2 * size_t(1024 * 1024 * 1024);
@ -28,19 +28,16 @@ void CustomResourceManager::Initialize()
ERROR_LOG_FMT(VIDEO, "Not enough system memory for custom resources.");
m_asset_loader.Initialize();
m_xfb_event =
AfterFrameEvent::Register([this](Core::System&) { XFBTriggered(); }, "CustomResourceManager");
}
void CustomResourceManager::Shutdown()
void CustomAssetCache::Shutdown()
{
Reset();
m_asset_loader.Shutdown();
}
void CustomResourceManager::Reset()
void CustomAssetCache::Reset()
{
m_asset_loader.Reset(true);
@ -48,66 +45,27 @@ void CustomResourceManager::Reset()
m_pending_assets = {};
m_asset_handle_to_data.clear();
m_asset_id_to_handle.clear();
m_texture_data_asset_cache.clear();
m_dirty_assets.clear();
m_ram_used = 0;
}
void CustomResourceManager::MarkAssetDirty(const CustomAssetLibrary::AssetID& asset_id)
void CustomAssetCache::MarkAssetDirty(const CustomAssetLibrary::AssetID& asset_id)
{
std::lock_guard guard(m_dirty_mutex);
m_dirty_assets.insert(asset_id);
}
CustomResourceManager::TextureTimePair CustomResourceManager::GetTextureDataFromAsset(
const CustomAssetLibrary::AssetID& asset_id,
std::shared_ptr<VideoCommon::CustomAssetLibrary> library)
void CustomAssetCache::MarkAssetPending(CustomAsset* asset)
{
auto& resource = m_texture_data_asset_cache[asset_id];
if (resource.asset_data != nullptr &&
resource.asset_data->load_status == AssetData::LoadStatus::ResourceDataAvailable)
{
m_active_assets.MakeAssetHighestPriority(resource.asset->GetHandle(), resource.asset);
return {resource.texture_data, resource.asset->GetLastLoadedTime()};
}
// If there is an error, don't try and load again until the error is fixed
if (resource.asset_data != nullptr && resource.asset_data->has_load_error)
return {};
LoadTextureDataAsset(asset_id, std::move(library), &resource);
m_active_assets.MakeAssetHighestPriority(resource.asset->GetHandle(), resource.asset);
return {};
m_pending_assets.MakeAssetHighestPriority(asset->GetHandle(), asset);
}
void CustomResourceManager::LoadTextureDataAsset(
const CustomAssetLibrary::AssetID& asset_id,
std::shared_ptr<VideoCommon::CustomAssetLibrary> library, InternalTextureDataResource* resource)
void CustomAssetCache::MarkAssetActive(CustomAsset* asset)
{
if (!resource->asset)
{
resource->asset =
CreateAsset<TextureAsset>(asset_id, AssetData::AssetType::TextureData, std::move(library));
resource->asset_data = &m_asset_handle_to_data[resource->asset->GetHandle()];
}
auto texture_data = resource->asset->GetData();
if (!texture_data || resource->asset_data->load_status == AssetData::LoadStatus::PendingReload)
{
// Tell the system we are still interested in loading this asset
const auto asset_handle = resource->asset->GetHandle();
m_pending_assets.MakeAssetHighestPriority(asset_handle,
m_asset_handle_to_data[asset_handle].asset.get());
}
else if (resource->asset_data->load_status == AssetData::LoadStatus::LoadFinished)
{
resource->texture_data = std::move(texture_data);
resource->asset_data->load_status = AssetData::LoadStatus::ResourceDataAvailable;
}
m_active_assets.MakeAssetHighestPriority(asset->GetHandle(), asset);
}
void CustomResourceManager::XFBTriggered()
void CustomAssetCache::Update()
{
ProcessDirtyAssets();
ProcessLoadedAssets();
@ -127,7 +85,7 @@ void CustomResourceManager::XFBTriggered()
m_asset_loader.ScheduleAssetsToLoad(m_pending_assets.Elements(), allowed_memory);
}
void CustomResourceManager::ProcessDirtyAssets()
void CustomAssetCache::ProcessDirtyAssets()
{
decltype(m_dirty_assets) dirty_assets;
@ -154,7 +112,7 @@ void CustomResourceManager::ProcessDirtyAssets()
}
}
void CustomResourceManager::ProcessLoadedAssets()
void CustomAssetCache::ProcessLoadedAssets()
{
const auto load_results = m_asset_loader.TakeLoadResults();
@ -179,6 +137,8 @@ void CustomResourceManager::ProcessLoadedAssets()
m_pending_assets.RemoveAsset(handle);
const bool triggered_by_reload =
asset_data.load_request_time > VideoCommon::CustomAsset::TimeType{};
asset_data.load_request_time = {};
if (!load_successful)
{
@ -189,10 +149,15 @@ void CustomResourceManager::ProcessLoadedAssets()
m_active_assets.InsertAsset(handle, asset_data.asset.get());
asset_data.load_status = AssetData::LoadStatus::LoadFinished;
}
for (const auto& listener : asset_data.listeners)
{
listener->AssetLoaded(!load_successful, triggered_by_reload);
}
}
}
void CustomResourceManager::RemoveAssetsUntilBelowMemoryLimit()
void CustomAssetCache::RemoveAssetsUntilBelowMemoryLimit()
{
const u64 threshold_ram = m_max_ram_available * 8 / 10;
@ -209,11 +174,11 @@ void CustomResourceManager::RemoveAssetsUntilBelowMemoryLimit()
AssetData& asset_data = m_asset_handle_to_data[asset->GetHandle()];
// Remove the resource manager's cached entry with its asset data
if (asset_data.type == AssetData::AssetType::TextureData)
for (const auto& listener : asset_data.listeners)
{
m_texture_data_asset_cache.erase(asset->GetAssetId());
listener->AssetUnloaded();
}
// Remove the asset's copy
const std::size_t bytes_unloaded = asset_data.asset->Unload();
m_ram_used -= bytes_unloaded;

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@ -10,25 +10,73 @@
#include <vector>
#include "Common/CommonTypes.h"
#include "Common/HookableEvent.h"
#include "VideoCommon/Assets/AssetListener.h"
#include "VideoCommon/Assets/CustomAsset.h"
#include "VideoCommon/Assets/CustomAssetLibrary.h"
#include "VideoCommon/Assets/CustomAssetLoader.h"
#include "VideoCommon/Assets/CustomTextureData.h"
namespace VideoCommon
{
class TextureAsset;
// The resource manager manages custom resources (textures, shaders, meshes)
// The asset cache manages custom resources (textures, shaders, meshes)
// called assets. These assets are loaded using a priority system,
// where assets requested more often gets loaded first. This system
// also tracks memory usage and if memory usage goes over a calculated limit,
// then assets will be purged with older assets being targeted first.
class CustomResourceManager
class CustomAssetCache
{
public:
// A generic interface to describe an asset
// and load state
struct AssetData
{
std::unique_ptr<CustomAsset> asset;
std::vector<AssetListener*> listeners;
CustomAsset::TimeType load_request_time = {};
bool has_load_error = false;
enum class LoadStatus
{
PendingReload,
LoadFinished,
Unloaded,
};
LoadStatus load_status = LoadStatus::PendingReload;
};
template <typename T>
T* CreateAsset(const CustomAssetLibrary::AssetID& asset_id,
std::shared_ptr<VideoCommon::CustomAssetLibrary> library, AssetListener* listener)
{
const auto [it, added] =
m_asset_id_to_handle.try_emplace(asset_id, m_asset_handle_to_data.size());
if (added)
{
AssetData asset_data;
asset_data.asset = std::make_unique<T>(library, asset_id, it->second);
asset_data.load_request_time = {};
asset_data.has_load_error = false;
m_asset_handle_to_data.insert_or_assign(it->second, std::move(asset_data));
}
auto& asset_data_from_handle = m_asset_handle_to_data[it->second];
asset_data_from_handle.listeners.push_back(listener);
asset_data_from_handle.load_status = AssetData::LoadStatus::PendingReload;
return static_cast<T*>(asset_data_from_handle.asset.get());
}
AssetData* GetAssetData(const CustomAssetLibrary::AssetID& asset_id)
{
const auto it_handle = m_asset_id_to_handle.find(asset_id);
if (it_handle == m_asset_id_to_handle.end())
return nullptr;
return &m_asset_handle_to_data[it_handle->second];
}
void Initialize();
void Shutdown();
@ -37,81 +85,21 @@ public:
// Request that an asset be reloaded
void MarkAssetDirty(const CustomAssetLibrary::AssetID& asset_id);
void XFBTriggered();
// Notify the system that we are interested in this asset and
// are waiting for it to be loaded
void MarkAssetPending(CustomAsset* asset);
using TextureTimePair = std::pair<std::shared_ptr<CustomTextureData>, CustomAsset::TimeType>;
// Notify the system we are interested in this asset and
// it has seen activity
void MarkAssetActive(CustomAsset* asset);
// Returns a pair with the custom texture data and the time it was last loaded
// Callees are not expected to hold onto the shared_ptr as that will prevent
// the resource manager from being able to properly release data
TextureTimePair GetTextureDataFromAsset(const CustomAssetLibrary::AssetID& asset_id,
std::shared_ptr<VideoCommon::CustomAssetLibrary> library);
void Update();
private:
// A generic interface to describe an assets' type
// and load state
struct AssetData
{
std::unique_ptr<CustomAsset> asset;
CustomAsset::TimeType load_request_time = {};
bool has_load_error = false;
enum class AssetType
{
TextureData
};
AssetType type;
enum class LoadStatus
{
PendingReload,
LoadFinished,
ResourceDataAvailable,
Unloaded,
};
LoadStatus load_status = LoadStatus::PendingReload;
};
// A structure to represent some raw texture data
// (this data hasn't hit the GPU yet, used for custom textures)
struct InternalTextureDataResource
{
AssetData* asset_data = nullptr;
VideoCommon::TextureAsset* asset = nullptr;
std::shared_ptr<CustomTextureData> texture_data;
};
void LoadTextureDataAsset(const CustomAssetLibrary::AssetID& asset_id,
std::shared_ptr<VideoCommon::CustomAssetLibrary> library,
InternalTextureDataResource* resource);
void ProcessDirtyAssets();
void ProcessLoadedAssets();
void RemoveAssetsUntilBelowMemoryLimit();
template <typename T>
T* CreateAsset(const CustomAssetLibrary::AssetID& asset_id, AssetData::AssetType asset_type,
std::shared_ptr<VideoCommon::CustomAssetLibrary> library)
{
const auto [it, added] =
m_asset_id_to_handle.try_emplace(asset_id, m_asset_handle_to_data.size());
if (added)
{
AssetData asset_data;
asset_data.asset = std::make_unique<T>(library, asset_id, it->second);
asset_data.type = asset_type;
asset_data.load_request_time = {};
asset_data.has_load_error = false;
m_asset_handle_to_data.insert_or_assign(it->second, std::move(asset_data));
}
auto& asset_data_from_handle = m_asset_handle_to_data[it->second];
asset_data_from_handle.load_status = AssetData::LoadStatus::PendingReload;
return static_cast<T*>(asset_data_from_handle.asset.get());
}
// Maintains a priority-sorted list of assets.
// Used to figure out which assets to load or unload first.
// Most recently used assets get marked with highest priority.
@ -202,14 +190,10 @@ private:
// A calculated amount of memory to avoid exceeding.
u64 m_max_ram_available = 0;
std::map<CustomAssetLibrary::AssetID, InternalTextureDataResource> m_texture_data_asset_cache;
std::mutex m_dirty_mutex;
std::set<CustomAssetLibrary::AssetID> m_dirty_assets;
CustomAssetLoader m_asset_loader;
Common::EventHook m_xfb_event;
};
} // namespace VideoCommon

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@ -1,401 +0,0 @@
// Copyright 2022 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/GraphicsModSystem/Runtime/CustomShaderCache.h"
#include "VideoCommon/AbstractGfx.h"
#include "VideoCommon/VideoConfig.h"
CustomShaderCache::CustomShaderCache()
{
m_api_type = g_backend_info.api_type;
m_host_config.bits = ShaderHostConfig::GetCurrent().bits;
m_async_shader_compiler = g_gfx->CreateAsyncShaderCompiler();
m_async_shader_compiler->StartWorkerThreads(1); // TODO
m_async_uber_shader_compiler = g_gfx->CreateAsyncShaderCompiler();
m_async_uber_shader_compiler->StartWorkerThreads(1); // TODO
m_frame_end_handler = AfterFrameEvent::Register([this](Core::System&) { RetrieveAsyncShaders(); },
"RetrieveAsyncShaders");
m_mesh_cache.Initialize(true);
}
CustomShaderCache::~CustomShaderCache()
{
if (m_async_shader_compiler)
m_async_shader_compiler->StopWorkerThreads();
if (m_async_uber_shader_compiler)
m_async_uber_shader_compiler->StopWorkerThreads();
m_mesh_cache.Shutdown();
}
void CustomShaderCache::RetrieveAsyncShaders()
{
m_async_shader_compiler->RetrieveWorkItems();
m_async_uber_shader_compiler->RetrieveWorkItems();
m_mesh_cache.RetrieveAsyncShaders();
}
void CustomShaderCache::Reload()
{
while (m_async_shader_compiler->HasPendingWork() || m_async_shader_compiler->HasCompletedWork())
{
m_async_shader_compiler->RetrieveWorkItems();
}
while (m_async_uber_shader_compiler->HasPendingWork() ||
m_async_uber_shader_compiler->HasCompletedWork())
{
m_async_uber_shader_compiler->RetrieveWorkItems();
}
m_ps_cache = {};
m_uber_ps_cache = {};
m_pipeline_cache = {};
m_uber_pipeline_cache = {};
m_mesh_cache.Reload();
}
std::optional<const AbstractPipeline*>
CustomShaderCache::GetPipelineAsync(const VideoCommon::GXPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config)
{
if (auto holder = m_pipeline_cache.GetHolder(uid, custom_shaders))
{
if (holder->pending)
return std::nullopt;
return holder->value.get();
}
AsyncCreatePipeline(uid, custom_shaders, pipeline_config);
return std::nullopt;
}
std::optional<const AbstractPipeline*>
CustomShaderCache::GetPipelineAsync(const VideoCommon::GXUberPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config)
{
if (auto holder = m_uber_pipeline_cache.GetHolder(uid, custom_shaders))
{
if (holder->pending)
return std::nullopt;
return holder->value.get();
}
AsyncCreatePipeline(uid, custom_shaders, pipeline_config);
return std::nullopt;
}
const AbstractPipeline* CustomShaderCache::GetPipelineForUid(const VideoCommon::GXPipelineUid& uid)
{
return m_mesh_cache.GetPipelineForUid(uid);
}
const AbstractPipeline*
CustomShaderCache::GetUberPipelineForUid(const VideoCommon::GXUberPipelineUid& uid)
{
return m_mesh_cache.GetUberPipelineForUid(uid);
}
std::optional<const AbstractPipeline*>
CustomShaderCache::GetPipelineForUidAsync(const VideoCommon::GXPipelineUid& uid)
{
return m_mesh_cache.GetPipelineForUidAsync(uid);
}
void CustomShaderCache::AsyncCreatePipeline(const VideoCommon::GXPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config)
{
class PipelineWorkItem final : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
PipelineWorkItem(CustomShaderCache* shader_cache, const VideoCommon::GXPipelineUid& uid,
const CustomShaderInstance& custom_shaders, PipelineIterator iterator,
const AbstractPipelineConfig& pipeline_config)
: m_shader_cache(shader_cache), m_uid(uid), m_iterator(iterator), m_config(pipeline_config),
m_custom_shaders(custom_shaders)
{
SetStagesReady();
}
void SetStagesReady()
{
m_stages_ready = true;
PixelShaderUid ps_uid = m_uid.ps_uid;
ClearUnusedPixelShaderUidBits(m_shader_cache->m_api_type, m_shader_cache->m_host_config,
&ps_uid);
if (auto holder = m_shader_cache->m_ps_cache.GetHolder(ps_uid, m_custom_shaders))
{
// If the pixel shader is no longer pending compilation
// and the shader compilation succeeded, set
// the pipeline to use the new pixel shader.
// Otherwise, use the existing shader.
if (!holder->pending && holder->value.get())
{
m_config.pixel_shader = holder->value.get();
}
m_stages_ready &= !holder->pending;
}
else
{
m_stages_ready &= false;
m_shader_cache->QueuePixelShaderCompile(ps_uid, m_custom_shaders);
}
}
bool Compile() override
{
if (m_stages_ready)
{
m_pipeline = g_gfx->CreatePipeline(m_config);
}
return true;
}
void Retrieve() override
{
if (m_stages_ready)
{
m_shader_cache->NotifyPipelineFinished(m_iterator, std::move(m_pipeline));
}
else
{
// Re-queue for next frame.
auto wi = m_shader_cache->m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(
m_shader_cache, m_uid, m_custom_shaders, m_iterator, m_config);
m_shader_cache->m_async_shader_compiler->QueueWorkItem(std::move(wi), 0);
}
}
private:
CustomShaderCache* m_shader_cache;
std::unique_ptr<AbstractPipeline> m_pipeline;
VideoCommon::GXPipelineUid m_uid;
PipelineIterator m_iterator;
AbstractPipelineConfig m_config;
CustomShaderInstance m_custom_shaders;
bool m_stages_ready;
};
auto list_iter = m_pipeline_cache.InsertElement(uid, custom_shaders);
auto work_item = m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(
this, uid, custom_shaders, list_iter, pipeline_config);
m_async_shader_compiler->QueueWorkItem(std::move(work_item), 0);
}
void CustomShaderCache::AsyncCreatePipeline(const VideoCommon::GXUberPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config)
{
class PipelineWorkItem final : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
PipelineWorkItem(CustomShaderCache* shader_cache, const VideoCommon::GXUberPipelineUid& uid,
const CustomShaderInstance& custom_shaders, UberPipelineIterator iterator,
const AbstractPipelineConfig& pipeline_config)
: m_shader_cache(shader_cache), m_uid(uid), m_iterator(iterator), m_config(pipeline_config),
m_custom_shaders(custom_shaders)
{
SetStagesReady();
}
void SetStagesReady()
{
m_stages_ready = true;
UberShader::PixelShaderUid ps_uid = m_uid.ps_uid;
ClearUnusedPixelShaderUidBits(m_shader_cache->m_api_type, m_shader_cache->m_host_config,
&ps_uid);
if (auto holder = m_shader_cache->m_uber_ps_cache.GetHolder(ps_uid, m_custom_shaders))
{
if (!holder->pending && holder->value.get())
{
m_config.pixel_shader = holder->value.get();
}
m_stages_ready &= !holder->pending;
}
else
{
m_stages_ready &= false;
m_shader_cache->QueuePixelShaderCompile(ps_uid, m_custom_shaders);
}
}
bool Compile() override
{
if (m_stages_ready)
{
if (m_config.pixel_shader == nullptr || m_config.vertex_shader == nullptr)
return false;
m_pipeline = g_gfx->CreatePipeline(m_config);
}
return true;
}
void Retrieve() override
{
if (m_stages_ready)
{
m_shader_cache->NotifyPipelineFinished(m_iterator, std::move(m_pipeline));
}
else
{
// Re-queue for next frame.
auto wi = m_shader_cache->m_async_uber_shader_compiler->CreateWorkItem<PipelineWorkItem>(
m_shader_cache, m_uid, m_custom_shaders, m_iterator, m_config);
m_shader_cache->m_async_uber_shader_compiler->QueueWorkItem(std::move(wi), 0);
}
}
private:
CustomShaderCache* m_shader_cache;
std::unique_ptr<AbstractPipeline> m_pipeline;
VideoCommon::GXUberPipelineUid m_uid;
UberPipelineIterator m_iterator;
AbstractPipelineConfig m_config;
CustomShaderInstance m_custom_shaders;
bool m_stages_ready;
};
auto list_iter = m_uber_pipeline_cache.InsertElement(uid, custom_shaders);
auto work_item = m_async_uber_shader_compiler->CreateWorkItem<PipelineWorkItem>(
this, uid, custom_shaders, list_iter, pipeline_config);
m_async_uber_shader_compiler->QueueWorkItem(std::move(work_item), 0);
}
void CustomShaderCache::NotifyPipelineFinished(PipelineIterator iterator,
std::unique_ptr<AbstractPipeline> pipeline)
{
iterator->second.pending = false;
iterator->second.value = std::move(pipeline);
}
void CustomShaderCache::NotifyPipelineFinished(UberPipelineIterator iterator,
std::unique_ptr<AbstractPipeline> pipeline)
{
iterator->second.pending = false;
iterator->second.value = std::move(pipeline);
}
void CustomShaderCache::QueuePixelShaderCompile(const PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders)
{
class PixelShaderWorkItem final : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
PixelShaderWorkItem(CustomShaderCache* shader_cache, const PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders, PixelShaderIterator iter)
: m_shader_cache(shader_cache), m_uid(uid), m_custom_shaders(custom_shaders), m_iter(iter)
{
}
bool Compile() override
{
m_shader = m_shader_cache->CompilePixelShader(m_uid, m_custom_shaders);
return true;
}
void Retrieve() override
{
m_shader_cache->NotifyPixelShaderFinished(m_iter, std::move(m_shader));
}
private:
CustomShaderCache* m_shader_cache;
std::unique_ptr<AbstractShader> m_shader;
PixelShaderUid m_uid;
CustomShaderInstance m_custom_shaders;
PixelShaderIterator m_iter;
};
auto list_iter = m_ps_cache.InsertElement(uid, custom_shaders);
auto work_item = m_async_shader_compiler->CreateWorkItem<PixelShaderWorkItem>(
this, uid, custom_shaders, list_iter);
m_async_shader_compiler->QueueWorkItem(std::move(work_item), 0);
}
void CustomShaderCache::QueuePixelShaderCompile(const UberShader::PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders)
{
class PixelShaderWorkItem final : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
PixelShaderWorkItem(CustomShaderCache* shader_cache, const UberShader::PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders, UberPixelShaderIterator iter)
: m_shader_cache(shader_cache), m_uid(uid), m_custom_shaders(custom_shaders), m_iter(iter)
{
}
bool Compile() override
{
m_shader = m_shader_cache->CompilePixelShader(m_uid, m_custom_shaders);
return true;
}
void Retrieve() override
{
m_shader_cache->NotifyPixelShaderFinished(m_iter, std::move(m_shader));
}
private:
CustomShaderCache* m_shader_cache;
std::unique_ptr<AbstractShader> m_shader;
UberShader::PixelShaderUid m_uid;
CustomShaderInstance m_custom_shaders;
UberPixelShaderIterator m_iter;
};
auto list_iter = m_uber_ps_cache.InsertElement(uid, custom_shaders);
auto work_item = m_async_uber_shader_compiler->CreateWorkItem<PixelShaderWorkItem>(
this, uid, custom_shaders, list_iter);
m_async_uber_shader_compiler->QueueWorkItem(std::move(work_item), 0);
}
std::unique_ptr<AbstractShader>
CustomShaderCache::CompilePixelShader(const PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders) const
{
const ShaderCode source_code =
GeneratePixelShaderCode(m_api_type, m_host_config, uid.GetUidData(), {});
return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(),
"Custom Pixel Shader");
}
std::unique_ptr<AbstractShader>
CustomShaderCache::CompilePixelShader(const UberShader::PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders) const
{
const ShaderCode source_code = GenPixelShader(m_api_type, m_host_config, uid.GetUidData());
return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(),
"Custom Uber Pixel Shader");
}
void CustomShaderCache::NotifyPixelShaderFinished(PixelShaderIterator iterator,
std::unique_ptr<AbstractShader> shader)
{
iterator->second.pending = false;
iterator->second.value = std::move(shader);
}
void CustomShaderCache::NotifyPixelShaderFinished(UberPixelShaderIterator iterator,
std::unique_ptr<AbstractShader> shader)
{
iterator->second.pending = false;
iterator->second.value = std::move(shader);
}

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@ -1,152 +0,0 @@
// Copyright 2022 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <array>
#include <list>
#include <map>
#include <memory>
#include <optional>
#include <string>
#include <string_view>
#include "VideoCommon/AbstractPipeline.h"
#include "VideoCommon/AbstractShader.h"
#include "VideoCommon/AsyncShaderCompiler.h"
#include "VideoCommon/GXPipelineTypes.h"
#include "VideoCommon/PixelShaderGen.h"
#include "VideoCommon/ShaderCache.h"
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/UberShaderPixel.h"
#include "VideoCommon/VideoEvents.h"
struct CustomShaderInstance
{
CustomPixelShaderContents pixel_contents;
bool operator==(const CustomShaderInstance& other) const = default;
};
class CustomShaderCache
{
public:
CustomShaderCache();
~CustomShaderCache();
CustomShaderCache(const CustomShaderCache&) = delete;
CustomShaderCache(CustomShaderCache&&) = delete;
CustomShaderCache& operator=(const CustomShaderCache&) = delete;
CustomShaderCache& operator=(CustomShaderCache&&) = delete;
// Changes the shader host config. Shaders should be reloaded afterwards.
void SetHostConfig(const ShaderHostConfig& host_config) { m_host_config.bits = host_config.bits; }
// Retrieves all pending shaders/pipelines from the async compiler.
void RetrieveAsyncShaders();
// Reloads/recreates all shaders and pipelines.
void Reload();
// The optional will be empty if this pipeline is now background compiling.
std::optional<const AbstractPipeline*>
GetPipelineAsync(const VideoCommon::GXPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config);
std::optional<const AbstractPipeline*>
GetPipelineAsync(const VideoCommon::GXUberPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config);
const AbstractPipeline* GetPipelineForUid(const VideoCommon::GXPipelineUid& uid);
const AbstractPipeline* GetUberPipelineForUid(const VideoCommon::GXUberPipelineUid& uid);
std::optional<const AbstractPipeline*>
GetPipelineForUidAsync(const VideoCommon::GXPipelineUid& uid);
private:
// Configuration bits.
APIType m_api_type = APIType::Nothing;
ShaderHostConfig m_host_config = {};
std::unique_ptr<VideoCommon::AsyncShaderCompiler> m_async_shader_compiler;
std::unique_ptr<VideoCommon::AsyncShaderCompiler> m_async_uber_shader_compiler;
void AsyncCreatePipeline(const VideoCommon::GXPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config);
void AsyncCreatePipeline(const VideoCommon::GXUberPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config);
// Shader/Pipeline cache helper
template <typename Uid, typename ValueType>
struct Cache
{
struct CacheHolder
{
std::unique_ptr<ValueType> value = nullptr;
bool pending = true;
};
using CacheElement = std::pair<CustomShaderInstance, CacheHolder>;
using CacheList = std::list<CacheElement>;
std::map<Uid, CacheList> uid_to_cachelist;
const CacheHolder* GetHolder(const Uid& uid, const CustomShaderInstance& custom_shaders) const
{
if (auto uuid_it = uid_to_cachelist.find(uid); uuid_it != uid_to_cachelist.end())
{
for (const auto& [custom_shader_val, holder] : uuid_it->second)
{
if (custom_shaders == custom_shader_val)
{
return &holder;
}
}
}
return nullptr;
}
typename CacheList::iterator InsertElement(const Uid& uid,
const CustomShaderInstance& custom_shaders)
{
CacheList& cachelist = uid_to_cachelist[uid];
CacheElement e{custom_shaders, CacheHolder{}};
return cachelist.emplace(cachelist.begin(), std::move(e));
}
};
Cache<PixelShaderUid, AbstractShader> m_ps_cache;
Cache<UberShader::PixelShaderUid, AbstractShader> m_uber_ps_cache;
Cache<VideoCommon::GXPipelineUid, AbstractPipeline> m_pipeline_cache;
Cache<VideoCommon::GXUberPipelineUid, AbstractPipeline> m_uber_pipeline_cache;
using PipelineIterator = Cache<VideoCommon::GXPipelineUid, AbstractPipeline>::CacheList::iterator;
using UberPipelineIterator =
Cache<VideoCommon::GXUberPipelineUid, AbstractPipeline>::CacheList::iterator;
using PixelShaderIterator = Cache<PixelShaderUid, AbstractShader>::CacheList::iterator;
using UberPixelShaderIterator =
Cache<UberShader::PixelShaderUid, AbstractShader>::CacheList::iterator;
void NotifyPipelineFinished(PipelineIterator iterator,
std::unique_ptr<AbstractPipeline> pipeline);
void NotifyPipelineFinished(UberPipelineIterator iterator,
std::unique_ptr<AbstractPipeline> pipeline);
std::unique_ptr<AbstractShader>
CompilePixelShader(const PixelShaderUid& uid, const CustomShaderInstance& custom_shaders) const;
void NotifyPixelShaderFinished(PixelShaderIterator iterator,
std::unique_ptr<AbstractShader> shader);
std::unique_ptr<AbstractShader>
CompilePixelShader(const UberShader::PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders) const;
void NotifyPixelShaderFinished(UberPixelShaderIterator iterator,
std::unique_ptr<AbstractShader> shader);
void QueuePixelShaderCompile(const PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders);
void QueuePixelShaderCompile(const UberShader::PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders);
Common::EventHook m_frame_end_handler;
VideoCommon::ShaderCache m_mesh_cache;
};

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// Copyright 2025 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/Resources/CustomResourceManager.h"
#include "VideoCommon/ShaderCacheUtils.h"
#include "VideoCommon/VideoEvents.h"
namespace VideoCommon
{
void CustomResourceManager::Initialize()
{
m_asset_cache.Initialize();
m_worker_thread.Reset("resource-worker");
m_host_config.bits = ShaderHostConfig::GetCurrent().bits;
m_xfb_event =
AfterFrameEvent::Register([this](Core::System&) { XFBTriggered(); }, "CustomResourceManager");
}
void CustomResourceManager::Shutdown()
{
m_asset_cache.Shutdown();
m_worker_thread.Shutdown();
}
void CustomResourceManager::Reset()
{
m_material_resources.clear();
m_mesh_resources.clear();
m_render_target_resources.clear();
m_shader_resources.clear();
m_texture_data_resources.clear();
m_texture_sampler_resources.clear();
m_asset_cache.Reset();
m_texture_pool.Reset();
m_worker_thread.Reset("resource-worker");
}
void CustomResourceManager::MarkAssetDirty(const CustomAssetLibrary::AssetID& asset_id)
{
m_asset_cache.MarkAssetDirty(asset_id);
}
void CustomResourceManager::XFBTriggered()
{
m_asset_cache.Update();
/*for (auto& [id, texture_resource] : m_texture_sampler_resources)
{
// Hack to get access to resource internals
Resource* resource = &texture_resource;
// Unload our GPU data and
// tell texture and references to trigger a reload
// on next usage
resource->NotifyAssetUnloaded();
resource->NotifyAssetChanged(false);
}
for (auto& [id, shader_resource] : m_shader_resources)
{
// Hack to get access to resource internals
Resource* resource = &shader_resource;
// Unload our GPU data and
// tell shader and references to trigger a reload
// on next usage
resource->NotifyAssetUnloaded();
resource->NotifyAssetChanged(false);
}*/
}
void CustomResourceManager::SetHostConfig(const ShaderHostConfig& host_config)
{
for (auto& [id, shader_resources] : m_shader_resources)
{
for (auto& [key, shader_resource] : shader_resources)
{
shader_resource->SetHostConfig(host_config);
// Hack to get access to resource internals
Resource* resource = shader_resource.get();
// Tell shader and references to trigger a reload
// on next usage
resource->NotifyAssetChanged(false);
}
}
m_host_config.bits = host_config.bits;
}
TextureDataResource* CustomResourceManager::GetTextureDataFromAsset(
const CustomAssetLibrary::AssetID& asset_id,
std::shared_ptr<VideoCommon::CustomAssetLibrary> library)
{
const auto [it, added] = m_texture_data_resources.try_emplace(asset_id, nullptr);
if (added)
{
it->second = std::make_unique<TextureDataResource>(asset_id, library, &m_asset_cache, this,
&m_texture_pool, &m_worker_thread);
}
ProcessResource(it->second.get());
return it->second.get();
}
MaterialResource* CustomResourceManager::GetMaterialFromAsset(
const CustomAssetLibrary::AssetID& asset_id, const GXPipelineUid& pipeline_uid,
std::shared_ptr<VideoCommon::CustomAssetLibrary> library)
{
const auto [it_container, added_container] =
m_material_resources.try_emplace(asset_id, PipelineIdToMaterial{});
const auto [it_uid, added_uid] =
it_container->second.try_emplace(PipelineToHash(pipeline_uid), nullptr);
if (added_uid)
{
it_uid->second = std::make_unique<MaterialResource>(
asset_id, library, &m_asset_cache, this, &m_texture_pool, &m_worker_thread, pipeline_uid);
}
ProcessResource(it_uid->second.get());
return it_uid->second.get();
}
ShaderResource*
CustomResourceManager::GetShaderFromAsset(const CustomAssetLibrary::AssetID& asset_id,
std::size_t shader_key, const GXPipelineUid& pipeline_uid,
const std::string& preprocessor_settings,
std::shared_ptr<VideoCommon::CustomAssetLibrary> library)
{
const auto [it_container, added_container] =
m_shader_resources.try_emplace(asset_id, ShaderKeyToShader{});
const auto [it_key, added_key] = it_container->second.try_emplace(shader_key, nullptr);
if (added_key)
{
it_key->second =
std::make_unique<ShaderResource>(asset_id, library, &m_asset_cache, this, &m_texture_pool,
&m_worker_thread, pipeline_uid, preprocessor_settings);
it_key->second->SetHostConfig(m_host_config);
}
ProcessResource(it_key->second.get());
return it_key->second.get();
}
TextureAndSamplerResource* CustomResourceManager::GetTextureAndSamplerFromAsset(
const CustomAssetLibrary::AssetID& asset_id,
std::shared_ptr<VideoCommon::CustomAssetLibrary> library)
{
const auto [it, added] = m_texture_sampler_resources.try_emplace(asset_id, nullptr);
if (added)
{
it->second = std::make_unique<TextureAndSamplerResource>(
asset_id, library, &m_asset_cache, this, &m_texture_pool, &m_worker_thread);
}
ProcessResource(it->second.get());
return it->second.get();
}
RenderTargetResource* CustomResourceManager::GetRenderTargetFromAsset(
const CustomAssetLibrary::AssetID& asset_id,
std::shared_ptr<VideoCommon::CustomAssetLibrary> library)
{
const auto [it, added] = m_render_target_resources.try_emplace(asset_id, nullptr);
if (added)
{
it->second = std::make_unique<RenderTargetResource>(asset_id, library, &m_asset_cache, this,
&m_texture_pool, &m_worker_thread);
}
ProcessResource(it->second.get());
return it->second.get();
}
MeshResource*
CustomResourceManager::GetMeshFromAsset(const CustomAssetLibrary::AssetID& asset_id,
const GXPipelineUid& pipeline_uid,
std::shared_ptr<VideoCommon::CustomAssetLibrary> library)
{
const auto [it_container, added_container] =
m_mesh_resources.try_emplace(asset_id, PipelineIdToMesh{});
const auto [it_uid, added_uid] =
it_container->second.try_emplace(PipelineToHash(pipeline_uid), nullptr);
if (added_uid)
{
it_uid->second = std::make_unique<MeshResource>(
asset_id, library, &m_asset_cache, this, &m_texture_pool, &m_worker_thread, pipeline_uid);
}
ProcessResource(it_uid->second.get());
return it_uid->second.get();
}
void CustomResourceManager::ProcessResource(Resource* resource)
{
resource->MarkAsActive();
const auto data_processed = resource->IsDataProcessed();
if (data_processed == Resource::TaskComplete::Yes ||
data_processed == Resource::TaskComplete::Error)
{
resource->MarkAsActive();
if (data_processed == Resource::TaskComplete::Error)
return;
}
// Early out if we're already at our end state
if (resource->GetState() == Resource::State::DataAvailable)
return;
ProcessResourceState(resource);
}
void CustomResourceManager::ProcessResourceState(Resource* resource)
{
Resource::State next_state = resource->GetState();
Resource::TaskComplete task_complete = Resource::TaskComplete::No;
switch (resource->GetState())
{
case Resource::State::ReloadData:
resource->ResetData();
task_complete = Resource::TaskComplete::Yes;
next_state = Resource::State::CollectingPrimaryData;
break;
case Resource::State::CollectingPrimaryData:
task_complete = resource->CollectPrimaryData();
next_state = Resource::State::CollectingDependencyData;
if (task_complete == Resource::TaskComplete::No)
resource->MarkAsPending();
break;
case Resource::State::CollectingDependencyData:
task_complete = resource->CollectDependencyData();
next_state = Resource::State::ProcessingData;
break;
case Resource::State::ProcessingData:
task_complete = resource->ProcessData();
next_state = Resource::State::DataAvailable;
};
if (task_complete == Resource::TaskComplete::Yes)
{
resource->m_state = next_state;
if (next_state == Resource::State::DataAvailable)
{
resource->m_data_processed = task_complete;
}
else
{
ProcessResourceState(resource);
}
}
else if (task_complete == Resource::TaskComplete::Error)
{
resource->m_data_processed = task_complete;
}
}
} // namespace VideoCommon

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// Copyright 2025 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <map>
#include <memory>
#include "Common/HookableEvent.h"
#include "VideoCommon/Assets/CustomAssetCache.h"
#include "VideoCommon/GraphicsModSystem/Types.h"
#include "VideoCommon/Resources/MaterialResource.h"
#include "VideoCommon/Resources/MeshResource.h"
#include "VideoCommon/Resources/RenderTargetResource.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* GetMaterialFromAsset(const CustomAssetLibrary::AssetID& asset_id,
const GXPipelineUid& pipeline_uid,
std::shared_ptr<VideoCommon::CustomAssetLibrary> library);
ShaderResource* GetShaderFromAsset(const CustomAssetLibrary::AssetID& asset_id,
std::size_t shader_key, const GXPipelineUid& pipeline_uid,
const std::string& preprocessor_settings,
std::shared_ptr<VideoCommon::CustomAssetLibrary> library);
RenderTargetResource*
GetRenderTargetFromAsset(const CustomAssetLibrary::AssetID& asset_id,
std::shared_ptr<VideoCommon::CustomAssetLibrary> library);
TextureAndSamplerResource*
GetTextureAndSamplerFromAsset(const CustomAssetLibrary::AssetID& asset_id,
std::shared_ptr<VideoCommon::CustomAssetLibrary> library);
MeshResource* GetMeshFromAsset(const CustomAssetLibrary::AssetID& asset_id,
const GXPipelineUid& pipeline_uid,
std::shared_ptr<VideoCommon::CustomAssetLibrary> library);
private:
void ProcessResource(Resource* resource);
void ProcessResourceState(Resource* resource);
CustomAssetCache m_asset_cache;
TexturePool m_texture_pool;
Common::AsyncWorkThreadSP m_worker_thread;
using PipelineIdToMaterial = std::map<std::size_t, std::unique_ptr<MaterialResource>>;
std::map<CustomAssetLibrary::AssetID, PipelineIdToMaterial> m_material_resources;
using PipelineIdToMesh = std::map<std::size_t, std::unique_ptr<MeshResource>>;
std::map<CustomAssetLibrary::AssetID, PipelineIdToMesh> m_mesh_resources;
std::map<CustomAssetLibrary::AssetID, std::unique_ptr<RenderTargetResource>>
m_render_target_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;
ShaderHostConfig m_host_config;
Common::EventHook m_xfb_event;
};
} // namespace VideoCommon

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// Copyright 2025 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/Resources/MaterialResource.h"
#include <xxh3.h>
#include "Common/VariantUtil.h"
#include "VideoCommon/AbstractGfx.h"
#include "VideoCommon/Assets/CustomAssetCache.h"
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/Resources/CustomResourceManager.h"
#include "VideoCommon/ShaderCacheUtils.h"
#include "VideoCommon/VideoConfig.h"
namespace
{
// TODO: absorb this with TextureCacheBase
bool IsAnisostropicEnhancementSafe(const SamplerState::TM0& tm0)
{
return !(tm0.min_filter == FilterMode::Near && tm0.mag_filter == FilterMode::Near);
}
// TODO: absorb this with TextureCacheBase
SamplerState CalculateSamplerAnsiotropy(const SamplerState& initial_sampler)
{
SamplerState state = initial_sampler;
if (g_ActiveConfig.iMaxAnisotropy != AnisotropicFilteringMode::Default &&
IsAnisostropicEnhancementSafe(state.tm0))
{
state.tm0.anisotropic_filtering = Common::ToUnderlying(g_ActiveConfig.iMaxAnisotropy);
}
if (state.tm0.anisotropic_filtering != 0)
{
// https://www.opengl.org/registry/specs/EXT/texture_filter_anisotropic.txt
// For predictable results on all hardware/drivers, only use one of:
// GL_LINEAR + GL_LINEAR (No Mipmaps [Bilinear])
// GL_LINEAR + GL_LINEAR_MIPMAP_LINEAR (w/ Mipmaps [Trilinear])
// Letting the game set other combinations will have varying arbitrary results;
// possibly being interpreted as equal to bilinear/trilinear, implicitly
// disabling anisotropy, or changing the anisotropic algorithm employed.
state.tm0.min_filter = FilterMode::Linear;
state.tm0.mag_filter = FilterMode::Linear;
state.tm0.mipmap_filter = FilterMode::Linear;
}
return state;
}
} // namespace
namespace VideoCommon
{
MaterialResource::MaterialResource(CustomAssetLibrary::AssetID primary_asset_id,
std::shared_ptr<CustomAssetLibrary> asset_library,
CustomAssetCache* asset_cache,
CustomResourceManager* resource_manager,
TexturePool* texture_pool,
Common::AsyncWorkThreadSP* worker_queue,
const GXPipelineUid& pipeline_uid)
: Resource(std::move(primary_asset_id), std::move(asset_library), asset_cache, resource_manager,
texture_pool, worker_queue),
m_uid(pipeline_uid)
{
m_material_asset =
m_asset_cache->CreateAsset<RasterMaterialAsset>(m_primary_asset_id, m_asset_library, this);
}
void MaterialResource::ResetData()
{
if (m_current_data)
{
m_current_data->m_shader_resource->RemoveReference(this);
for (const auto& texture_resource : m_current_data->m_texture_like_resources)
{
std::visit(
overloaded{
[this](TextureAndSamplerResource* resource) { resource->RemoveReference(this); },
[this](RenderTargetResource* resource) { resource->RemoveReference(this); }},
texture_resource);
}
if (m_current_data->m_next_material)
m_current_data->m_next_material->RemoveReference(this);
}
m_load_data = std::make_shared<Data>();
m_processing_load_data = false;
}
Resource::TaskComplete MaterialResource::CollectPrimaryData()
{
const auto material_data = m_material_asset->GetData();
if (!material_data) [[unlikely]]
{
return Resource::TaskComplete::No;
}
m_load_data->m_material_data = material_data;
// A shader asset is required to function
if (m_load_data->m_material_data->shader_asset == "")
{
return Resource::TaskComplete::Error;
}
CreateTextureData(m_load_data.get());
SetShaderKey(m_load_data.get(), &m_uid);
return Resource::TaskComplete::Yes;
}
Resource::TaskComplete MaterialResource::CollectDependencyData()
{
bool loaded = true;
{
auto* const shader_resource = m_resource_manager->GetShaderFromAsset(
m_load_data->m_material_data->shader_asset, m_load_data->m_shader_key, m_uid,
m_load_data->m_preprocessor_settings, m_asset_library);
shader_resource->AddReference(this);
m_load_data->m_shader_resource = shader_resource;
const auto data_processed = shader_resource->IsDataProcessed();
if (data_processed == TaskComplete::Error)
return TaskComplete::Error;
loaded &= data_processed == TaskComplete::Yes;
}
for (std::size_t i = 0; i < m_load_data->m_material_data->pixel_textures.size(); i++)
{
const auto& texture_and_sampler = m_load_data->m_material_data->pixel_textures[i];
if (texture_and_sampler.asset == "")
continue;
if (texture_and_sampler.is_render_target)
{
const auto render_target =
m_resource_manager->GetRenderTargetFromAsset(texture_and_sampler.asset, m_asset_library);
m_load_data->m_texture_like_resources[i] = render_target;
m_load_data->m_texture_like_data[i] = render_target->GetData();
render_target->AddReference(this);
const auto data_processed = render_target->IsDataProcessed();
if (data_processed == TaskComplete::Error)
return TaskComplete::Error;
loaded &= data_processed == TaskComplete::Yes;
}
else
{
const auto texture = m_resource_manager->GetTextureAndSamplerFromAsset(
texture_and_sampler.asset, m_asset_library);
m_load_data->m_texture_like_resources[i] = texture;
m_load_data->m_texture_like_data[i] = texture->GetData();
texture->AddReference(this);
const auto data_processed = texture->IsDataProcessed();
if (data_processed == TaskComplete::Error)
return TaskComplete::Error;
loaded &= data_processed == TaskComplete::Yes;
}
}
if (m_load_data->m_material_data->next_material_asset != "")
{
m_load_data->m_next_material = m_resource_manager->GetMaterialFromAsset(
m_load_data->m_material_data->next_material_asset, m_uid, m_asset_library);
m_load_data->m_next_material->AddReference(this);
const auto data_processed = m_load_data->m_next_material->IsDataProcessed();
if (data_processed == TaskComplete::Error)
return TaskComplete::Error;
loaded &= data_processed == TaskComplete::Yes;
}
return loaded ? TaskComplete::Yes : TaskComplete::No;
}
Resource::TaskComplete MaterialResource::ProcessData()
{
for (std::size_t i = 0; i < m_load_data->m_texture_like_data.size(); i++)
{
auto& texture_like_data = m_load_data->m_texture_like_data[i];
auto& texture_like_reference = m_load_data->m_texture_like_references[i];
if (!texture_like_reference.texture)
{
std::visit(overloaded{[&](const std::shared_ptr<TextureAndSamplerResource::Data>& data) {
texture_like_reference.texture = data->GetTexture();
texture_like_reference.sampler =
CalculateSamplerAnsiotropy(data->GetSampler());
;
},
[&](const std::shared_ptr<RenderTargetResource::Data>& data) {
texture_like_reference.texture = data->GetTexture();
texture_like_reference.sampler =
CalculateSamplerAnsiotropy(data->GetSampler());
}},
texture_like_data);
}
}
if (!m_processing_load_data)
{
auto work =
[load_data = m_load_data, shader_resource_data = m_load_data->m_shader_resource->GetData(),
efb_frame_buffer_state = g_framebuffer_manager->GetEFBFramebufferState(), uid = &m_uid]() {
// Sanity check
if (!shader_resource_data->IsCompiled())
{
load_data->m_processing_finished = true;
return;
}
AbstractPipelineConfig config;
config.vertex_shader = shader_resource_data->GetVertexShader();
config.pixel_shader = shader_resource_data->GetPixelShader();
config.geometry_shader = shader_resource_data->GetGeometryShader();
const auto actual_uid = ApplyDriverBugs(*uid);
if (load_data->m_material_data->blending_state)
config.blending_state = *load_data->m_material_data->blending_state;
else
config.blending_state = actual_uid.blending_state;
if (load_data->m_material_data->depth_state)
config.depth_state = *load_data->m_material_data->depth_state;
else
config.depth_state = actual_uid.depth_state;
config.framebuffer_state = std::move(efb_frame_buffer_state);
config.framebuffer_state.additional_color_attachment_count = 0;
config.rasterization_state = actual_uid.rasterization_state;
if (load_data->m_material_data->cull_mode)
config.rasterization_state.cullmode = *load_data->m_material_data->cull_mode;
config.vertex_format = actual_uid.vertex_format;
config.usage = AbstractPipelineUsage::GX;
load_data->m_pipeline = g_gfx->CreatePipeline(config);
if (load_data->m_pipeline)
{
WriteUniforms(load_data.get());
}
load_data->m_processing_finished = true;
};
m_worker_queue->Push(std::move(work));
m_processing_load_data = true;
}
if (!m_load_data->m_processing_finished)
return TaskComplete::No;
if (!m_load_data->m_pipeline)
{
return TaskComplete::Error;
}
std::swap(m_current_data, m_load_data);
return TaskComplete::Yes;
}
void MaterialResource::MarkAsActive()
{
if (!m_current_data) [[unlikely]]
return;
m_asset_cache->MarkAssetActive(m_material_asset);
for (const auto& texture_resource : m_current_data->m_texture_like_resources)
{
std::visit(overloaded{[](TextureAndSamplerResource* resource) { resource->MarkAsActive(); },
[](RenderTargetResource* resource) { resource->MarkAsActive(); }},
texture_resource);
}
if (m_current_data->m_shader_resource)
m_current_data->m_shader_resource->MarkAsActive();
if (m_current_data->m_next_material)
m_current_data->m_next_material->MarkAsActive();
}
void MaterialResource::MarkAsPending()
{
m_asset_cache->MarkAssetPending(m_material_asset);
}
void MaterialResource::CreateTextureData(Data* data)
{
ShaderCode preprocessor_settings;
const auto& material_data = *data->m_material_data;
data->m_texture_like_data.clear();
data->m_texture_like_resources.clear();
data->m_texture_like_references.clear();
const u32 custom_sampler_index_offset = 8;
for (u32 i = 0; i < static_cast<u32>(material_data.pixel_textures.size()); i++)
{
const auto& texture_and_sampler = material_data.pixel_textures[i];
data->m_texture_like_references.push_back(TextureLikeReference{});
if (texture_and_sampler.is_render_target)
{
RenderTargetResource* value = nullptr;
data->m_texture_like_resources.push_back(value);
data->m_texture_like_data.push_back(std::shared_ptr<RenderTargetResource::Data>{});
}
else
{
TextureAndSamplerResource* value = nullptr;
data->m_texture_like_resources.push_back(value);
data->m_texture_like_data.push_back(std::shared_ptr<TextureAndSamplerResource::Data>{});
}
if (texture_and_sampler.asset == "")
{
preprocessor_settings.Write("#define HAS_SAMPLER_{} 0\n", i);
}
else
{
auto& texture_like_reference = data->m_texture_like_references[i];
texture_like_reference.sampler_origin = texture_and_sampler.sampler_origin;
texture_like_reference.sampler_index = i + custom_sampler_index_offset;
texture_like_reference.texture_hash = texture_and_sampler.texture_hash;
texture_like_reference.texture = nullptr;
preprocessor_settings.Write("#define HAS_SAMPLER_{} 1\n", i);
}
}
data->m_preprocessor_settings = preprocessor_settings.GetBuffer();
}
void MaterialResource::SetShaderKey(Data* data, GXPipelineUid* uid)
{
XXH3_state_t shader_key_hash;
XXH3_INITSTATE(&shader_key_hash);
XXH3_64bits_reset_withSeed(&shader_key_hash, static_cast<XXH64_hash_t>(1));
UpdateHashWithPipeline(*uid, &shader_key_hash);
XXH3_64bits_update(&shader_key_hash, data->m_preprocessor_settings.c_str(),
data->m_preprocessor_settings.size());
data->m_shader_key = XXH3_64bits_digest(&shader_key_hash);
}
void MaterialResource::WriteUniforms(Data* data)
{
// Calculate the size in memory of the buffer
std::size_t max_pixeldata_size = 0;
for (const auto& property : data->m_material_data->pixel_properties)
{
max_pixeldata_size += VideoCommon::MaterialProperty2::GetMemorySize(property);
}
data->m_pixel_uniform_data.resize(max_pixeldata_size);
// Now write the memory
u8* pixel_data = data->m_pixel_uniform_data.data();
for (const auto& property : data->m_material_data->pixel_properties)
{
VideoCommon::MaterialProperty2::WriteToMemory(pixel_data, property);
}
// Calculate the size in memory of the buffer
std::size_t max_vertexdata_size = 0;
for (const auto& property : data->m_material_data->vertex_properties)
{
max_vertexdata_size += VideoCommon::MaterialProperty2::GetMemorySize(property);
}
data->m_vertex_uniform_data.resize(max_vertexdata_size);
// Now write the memory
u8* vertex_data = data->m_vertex_uniform_data.data();
for (const auto& property : data->m_material_data->vertex_properties)
{
VideoCommon::MaterialProperty2::WriteToMemory(vertex_data, property);
}
}
} // namespace VideoCommon

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// Copyright 2025 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <atomic>
#include <memory>
#include <string_view>
#include <variant>
#include <vector>
#include "Common/SmallVector.h"
#include "VideoCommon/AbstractPipeline.h"
#include "VideoCommon/Assets/MaterialAsset.h"
#include "VideoCommon/Assets/TextureSamplerValue.h"
#include "VideoCommon/Constants.h"
#include "VideoCommon/GXPipelineTypes.h"
#include "VideoCommon/RenderState.h"
#include "VideoCommon/Resources/RenderTargetResource.h"
#include "VideoCommon/Resources/Resource.h"
#include "VideoCommon/Resources/ShaderResource.h"
#include "VideoCommon/Resources/TextureAndSamplerResource.h"
namespace VideoCommon
{
class MaterialResource final : public Resource
{
public:
MaterialResource(CustomAssetLibrary::AssetID primary_asset_id,
std::shared_ptr<CustomAssetLibrary> asset_library, CustomAssetCache* asset_cache,
CustomResourceManager* resource_manager, TexturePool* texture_pool,
Common::AsyncWorkThreadSP* worker_queue, const GXPipelineUid& pipeline_uid);
struct TextureLikeReference
{
SamplerState sampler;
u32 sampler_index;
TextureSamplerValue::SamplerOrigin sampler_origin;
std::string_view texture_hash;
AbstractTexture* texture;
};
class Data
{
public:
AbstractPipeline* GetPipeline() const { return m_pipeline.get(); }
std::span<const u8> GetVertexUniforms() const { return m_vertex_uniform_data; }
std::span<const u8> GetPixelUniforms() const { return m_pixel_uniform_data; }
std::span<const TextureLikeReference> GetTextures() const { return m_texture_like_references; }
MaterialResource* GetNextMaterial() const { return m_next_material; }
private:
friend class MaterialResource;
std::unique_ptr<AbstractPipeline> m_pipeline = nullptr;
std::vector<u8> m_vertex_uniform_data;
std::vector<u8> m_pixel_uniform_data;
std::shared_ptr<RasterMaterialData> m_material_data = nullptr;
ShaderResource* m_shader_resource = nullptr;
using TextureLikeResource = std::variant<TextureAndSamplerResource*, RenderTargetResource*>;
Common::SmallVector<TextureLikeResource, VideoCommon::MAX_PIXEL_SHADER_SAMPLERS>
m_texture_like_resources;
using TextureLikeData = std::variant<std::shared_ptr<TextureAndSamplerResource::Data>,
std::shared_ptr<RenderTargetResource::Data>>;
Common::SmallVector<TextureLikeData, VideoCommon::MAX_PIXEL_SHADER_SAMPLERS>
m_texture_like_data;
Common::SmallVector<TextureLikeReference, VideoCommon::MAX_PIXEL_SHADER_SAMPLERS>
m_texture_like_references;
MaterialResource* m_next_material = nullptr;
std::size_t m_shader_key;
std::string m_preprocessor_settings;
std::atomic_bool m_processing_finished;
};
const std::shared_ptr<Data>& GetData() const { return m_current_data; }
void MarkAsActive() override;
void MarkAsPending() override;
private:
void ResetData() override;
Resource::TaskComplete CollectPrimaryData() override;
Resource::TaskComplete CollectDependencyData() override;
Resource::TaskComplete ProcessData() override;
static void CreateTextureData(Data* data);
static void SetShaderKey(Data* data, GXPipelineUid* uid);
static void WriteUniforms(Data* data);
std::shared_ptr<Data> m_current_data;
std::shared_ptr<Data> m_load_data;
bool m_processing_load_data = false;
RasterMaterialAsset* m_material_asset = nullptr;
GXPipelineUid m_uid;
};
} // namespace VideoCommon

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// Copyright 2025 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/Resources/MeshResource.h"
#include "VideoCommon/AbstractGfx.h"
#include "VideoCommon/Assets/CustomAssetCache.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/Resources/CustomResourceManager.h"
#include "VideoCommon/Resources/MaterialResource.h"
namespace VideoCommon
{
namespace
{
GXPipelineUid CalculateUidForCustomMesh(const GXPipelineUid& original,
const MeshDataChunk& mesh_chunk,
NativeVertexFormat* vertex_format)
{
GXPipelineUid result;
memcpy(static_cast<void*>(&result), static_cast<const void*>(&original),
sizeof(result)); // copy padding
result.vertex_format = vertex_format;
vertex_shader_uid_data* const vs_uid_data = result.vs_uid.GetUidData();
vs_uid_data->components = mesh_chunk.components_available;
auto& tex_coords = vertex_format->GetVertexDeclaration().texcoords;
u32 texcoord_count = 0;
for (u32 i = 0; i < 8; ++i)
{
auto& texcoord = tex_coords[i];
if (texcoord.enable)
{
if ((vs_uid_data->components & (VB_HAS_UV0 << i)) != 0)
{
auto& texinfo = vs_uid_data->texMtxInfo[texcoord_count];
texinfo.texgentype = TexGenType::Passthrough;
texinfo.inputform = TexInputForm::ABC1;
texinfo.sourcerow = static_cast<SourceRow>(static_cast<u32>(SourceRow::Tex0) + i);
}
texcoord_count++;
}
}
vs_uid_data->numTexGens = texcoord_count;
auto& colors = vertex_format->GetVertexDeclaration().colors;
u32 color_count = 0;
for (u32 i = 0; i < 2; ++i)
{
auto& color = colors[i];
if (color.enable)
{
color_count++;
}
}
vs_uid_data->numColorChans = color_count;
vs_uid_data->dualTexTrans_enabled = false;
pixel_shader_uid_data* const ps_uid_data = result.ps_uid.GetUidData();
ps_uid_data->useDstAlpha = false;
ps_uid_data->genMode_numindstages = 0;
ps_uid_data->genMode_numtevstages = 0;
ps_uid_data->genMode_numtexgens = vs_uid_data->numTexGens;
ps_uid_data->bounding_box = false;
ps_uid_data->rgba6_format = false;
ps_uid_data->dither = false;
ps_uid_data->uint_output = false;
geometry_shader_uid_data* const gs_uid_data = result.gs_uid.GetUidData();
gs_uid_data->primitive_type = static_cast<u32>(mesh_chunk.primitive_type);
gs_uid_data->numTexGens = vs_uid_data->numTexGens;
result.rasterization_state.primitive = mesh_chunk.primitive_type;
return result;
}
const CustomAssetLibrary::AssetID& GetMaterialAssetFromName(std::string_view name,
const MeshData& mesh_data)
{
if (const auto iter = mesh_data.m_mesh_material_to_material_asset_id.find(name);
iter != mesh_data.m_mesh_material_to_material_asset_id.end())
{
return iter->second;
}
static CustomAssetLibrary::AssetID invalid = "";
return invalid;
}
} // namespace
MeshResource::MeshChunk::MeshChunk(CustomAssetLibrary::AssetID asset_id,
const MeshDataChunk* data_chunk,
const GXPipelineUid& original_uid)
: m_asset_id(std::move(asset_id)), m_data_chunk(data_chunk),
m_native_vertex_format(g_gfx->CreateNativeVertexFormat(m_data_chunk->vertex_declaration)),
m_uid(CalculateUidForCustomMesh(original_uid, *data_chunk, m_native_vertex_format.get()))
{
}
MeshResource::MeshChunk::~MeshChunk() = default;
void MeshResource::MeshChunk::UpdateMaterial(CustomResourceManager* resource_manager,
std::shared_ptr<CustomAssetLibrary> asset_library)
{
m_material = resource_manager->GetMaterialFromAsset(m_asset_id, m_uid, std::move(asset_library));
}
MeshResource::MeshResource(CustomAssetLibrary::AssetID primary_asset_id,
std::shared_ptr<CustomAssetLibrary> asset_library,
CustomAssetCache* asset_cache, CustomResourceManager* resource_manager,
TexturePool* texture_pool, Common::AsyncWorkThreadSP* worker_queue,
const GXPipelineUid& pipeline_uid)
: Resource(std::move(primary_asset_id), std::move(asset_library), asset_cache, resource_manager,
texture_pool, worker_queue),
m_uid(pipeline_uid)
{
m_mesh_asset = m_asset_cache->CreateAsset<MeshAsset>(m_primary_asset_id, m_asset_library, this);
}
void MeshResource::MarkAsActive()
{
if (!m_current_data) [[unlikely]]
return;
m_asset_cache->MarkAssetActive(m_mesh_asset);
for (const auto& chunk : m_current_data->m_mesh_chunks)
{
chunk.m_material->MarkAsActive();
}
for (const auto& [draw_call, chunks] : m_current_data->m_gpu_skinned_mesh_chunks)
{
for (const auto& chunk : chunks)
{
chunk.m_material->MarkAsActive();
}
}
}
void MeshResource::MarkAsPending()
{
m_asset_cache->MarkAssetPending(m_mesh_asset);
}
std::span<const MeshResource::MeshChunk>
MeshResource::Data::GetMeshChunks(GraphicsModSystem::DrawCallID draw_call) const
{
if (const auto iter = m_gpu_skinned_mesh_chunks.find(draw_call);
iter != m_gpu_skinned_mesh_chunks.end())
{
return iter->second;
}
return m_mesh_chunks;
}
void MeshResource::Data::GenerateChunks(const GXPipelineUid& uid)
{
for (const auto& [draw_call_id, chunks] : m_mesh_data->m_gpu_skinning_chunks)
{
auto& skinned_mesh_chunks = m_gpu_skinned_mesh_chunks[draw_call_id];
for (const auto& chunk : chunks)
{
const auto& asset_id = GetMaterialAssetFromName(chunk.material_name, *m_mesh_data);
if (asset_id == "")
continue;
skinned_mesh_chunks.emplace_back(asset_id, &chunk, uid);
}
}
for (const auto& chunk : m_mesh_data->m_mesh_chunks)
{
const auto& asset_id = GetMaterialAssetFromName(chunk.material_name, *m_mesh_data);
if (asset_id == "")
continue;
m_mesh_chunks.emplace_back(asset_id, &chunk, uid);
}
}
void MeshResource::ResetData()
{
if (m_current_data)
{
for (auto& chunk : m_current_data->m_mesh_chunks)
{
chunk.m_material->RemoveReference(this);
}
for (auto& [draw_call, chunks] : m_current_data->m_gpu_skinned_mesh_chunks)
{
for (auto& chunk : chunks)
{
chunk.m_material->RemoveReference(this);
}
}
}
m_load_data = std::make_shared<Data>();
}
Resource::TaskComplete MeshResource::CollectPrimaryData()
{
const auto mesh_data = m_mesh_asset->GetData();
if (!mesh_data) [[unlikely]]
{
return TaskComplete::No;
}
m_load_data->m_mesh_data = mesh_data;
m_load_data->GenerateChunks(m_uid);
return TaskComplete::Yes;
}
Resource::TaskComplete MeshResource::CollectDependencyData()
{
bool loaded = true;
for (auto& chunk : m_load_data->m_mesh_chunks)
{
chunk.UpdateMaterial(m_resource_manager, m_asset_library);
chunk.m_material->AddReference(this);
const auto data_processed = chunk.m_material->IsDataProcessed();
if (data_processed == TaskComplete::Error)
return TaskComplete::Error;
loaded &= data_processed == TaskComplete::Yes;
}
for (auto& [draw_call, chunks] : m_load_data->m_gpu_skinned_mesh_chunks)
{
for (auto& chunk : chunks)
{
chunk.UpdateMaterial(m_resource_manager, m_asset_library);
chunk.m_material->AddReference(this);
const auto data_processed = chunk.m_material->IsDataProcessed();
if (data_processed == TaskComplete::Error)
return TaskComplete::Error;
loaded &= data_processed == TaskComplete::Yes;
}
}
return loaded ? TaskComplete::Yes : TaskComplete::No;
}
Resource::TaskComplete MeshResource::ProcessData()
{
std::swap(m_current_data, m_load_data);
return TaskComplete::Yes;
}
} // namespace VideoCommon

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// Copyright 2025 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <map>
#include <memory>
#include <span>
#include <string_view>
#include "VideoCommon/Resources/Resource.h"
#include "VideoCommon/Assets/MeshAsset.h"
class NativeVertexFormat;
namespace VideoCommon
{
class MaterialResource;
class MeshResource final : public Resource
{
public:
MeshResource(CustomAssetLibrary::AssetID primary_asset_id,
std::shared_ptr<CustomAssetLibrary> asset_library, CustomAssetCache* asset_cache,
CustomResourceManager* resource_manager, TexturePool* texture_pool,
Common::AsyncWorkThreadSP* worker_queue, const GXPipelineUid& pipeline_uid);
void MarkAsActive() override;
void MarkAsPending() override;
class MeshChunk
{
public:
MeshChunk(CustomAssetLibrary::AssetID asset_id, const MeshDataChunk* data_chunk,
const GXPipelineUid& original_uid);
MeshChunk(const MeshChunk&) = delete;
MeshChunk(MeshChunk&&) = default;
MeshChunk& operator=(const MeshChunk&) = delete;
MeshChunk& operator=(MeshChunk&&) = default;
~MeshChunk();
std::span<const u8> GetVertexData() const
{
return std::span<const u8>(m_data_chunk->vertex_data.get(), m_data_chunk->num_vertices);
}
std::span<const u16> GetIndexData() const
{
return std::span<const u16>(m_data_chunk->indices.get(), m_data_chunk->num_indices);
}
u32 GetVertexStride() const { return m_data_chunk->vertex_stride; }
PrimitiveType GetPrimitiveType() const { return m_data_chunk->primitive_type; }
u32 GetComponentsAvailable() const { return m_data_chunk->components_available; }
Common::Matrix44 GetTransform() const { return m_data_chunk->transform; }
const MaterialResource* GetMaterial() const { return m_material; }
void SetMaterial(MaterialResource* material) { m_material = material; }
NativeVertexFormat* GetNativeVertexFormat() const { return m_native_vertex_format.get(); }
Common::Vec3 GetPivotPoint() const { return Common::Vec3{}; }
private:
friend class MeshResource;
void UpdateMaterial(CustomResourceManager* resource_manager,
std::shared_ptr<CustomAssetLibrary> asset_library);
CustomAssetLibrary::AssetID m_asset_id;
MaterialResource* m_material = nullptr;
const MeshDataChunk* m_data_chunk = nullptr;
std::unique_ptr<NativeVertexFormat> m_native_vertex_format;
GXPipelineUid m_uid;
};
class Data
{
public:
std::span<const MeshChunk> GetMeshChunks(GraphicsModSystem::DrawCallID draw_call) const;
private:
friend class MeshResource;
void GenerateChunks(const GXPipelineUid& uid);
std::map<std::string, CustomAssetLibrary::AssetID, std::less<>> m_name_to_material_id;
std::shared_ptr<MeshData> m_mesh_data = nullptr;
std::map<GraphicsModSystem::DrawCallID, std::vector<MeshChunk>> m_gpu_skinned_mesh_chunks;
std::vector<MeshChunk> m_mesh_chunks;
std::atomic_bool m_processing_finished;
};
const std::shared_ptr<Data>& GetData() const { return m_current_data; }
private:
void ResetData() override;
TaskComplete CollectPrimaryData() override;
TaskComplete CollectDependencyData() override;
TaskComplete ProcessData() override;
std::shared_ptr<Data> m_current_data;
std::shared_ptr<Data> m_load_data;
MeshAsset* m_mesh_asset = nullptr;
GXPipelineUid m_uid;
};
} // namespace VideoCommon

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// Copyright 2025 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/Resources/RenderTargetResource.h"
#include "VideoCommon/Assets/CustomAssetCache.h"
#include "VideoCommon/Resources/TexturePool.h"
namespace VideoCommon
{
RenderTargetResource::RenderTargetResource(CustomAssetLibrary::AssetID primary_asset_id,
std::shared_ptr<CustomAssetLibrary> asset_library,
CustomAssetCache* asset_cache,
CustomResourceManager* resource_manager,
TexturePool* texture_pool,
Common::AsyncWorkThreadSP* worker_queue)
: Resource(std::move(primary_asset_id), std::move(asset_library), asset_cache, resource_manager,
texture_pool, worker_queue)
{
m_render_target_asset =
m_asset_cache->CreateAsset<RenderTargetAsset>(m_primary_asset_id, m_asset_library, this);
}
void RenderTargetResource::MarkAsActive()
{
if (!m_current_data)
return;
m_asset_cache->MarkAssetActive(m_render_target_asset);
}
void RenderTargetResource::MarkAsPending()
{
m_asset_cache->MarkAssetPending(m_render_target_asset);
}
const std::shared_ptr<RenderTargetResource::Data>& RenderTargetResource::GetData() const
{
return m_current_data;
}
void RenderTargetResource::ResetData()
{
m_load_data = std::make_shared<Data>();
}
Resource::TaskComplete RenderTargetResource::CollectPrimaryData()
{
m_load_data->m_render_target_data = m_render_target_asset->GetData();
m_load_data->m_load_time = m_render_target_asset->GetLastLoadedTime();
if (!m_load_data->m_render_target_data)
return Resource::TaskComplete::No;
auto& config = m_load_data->m_config;
config.format = m_load_data->m_render_target_data->texture_format;
config.flags = AbstractTextureFlag::AbstractTextureFlag_RenderTarget;
config.layers = 1;
config.levels = 1;
config.type = m_load_data->m_render_target_data->type;
config.samples = 1;
config.width = m_load_data->m_render_target_data->width;
config.height = m_load_data->m_render_target_data->height;
return Resource::TaskComplete::Yes;
}
Resource::TaskComplete RenderTargetResource::ProcessData()
{
if (auto texture = m_texture_pool->AllocateTexture(m_load_data->m_config))
{
m_load_data->m_texture = std::move(*texture);
std::swap(m_current_data, m_load_data);
// Release old data back to the pool
if (m_load_data)
m_texture_pool->ReleaseTexture(std::move(m_load_data->m_texture));
return Resource::TaskComplete::Yes;
}
return Resource::TaskComplete::Error;
}
void RenderTargetResource::OnUnloadRequested()
{
if (!m_current_data)
return;
m_texture_pool->ReleaseTexture(std::move(m_current_data->m_texture));
m_current_data = nullptr;
}
} // namespace VideoCommon

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// Copyright 2025 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include "VideoCommon/Resources/Resource.h"
#include <memory>
#include "VideoCommon/AbstractTexture.h"
#include "VideoCommon/Assets/RenderTargetAsset.h"
namespace VideoCommon
{
class RenderTargetResource final : public Resource
{
public:
RenderTargetResource(CustomAssetLibrary::AssetID primary_asset_id,
std::shared_ptr<CustomAssetLibrary> asset_library,
CustomAssetCache* asset_cache, CustomResourceManager* resource_manager,
TexturePool* texture_pool, Common::AsyncWorkThreadSP* worker_queue);
void MarkAsActive() override;
void MarkAsPending() override;
class Data
{
public:
AbstractTexture* GetTexture() const { return m_texture.get(); }
CustomAsset::TimeType GetLoadTime() const { return m_load_time; }
const SamplerState& GetSampler() const { return m_render_target_data->sampler; }
private:
friend class RenderTargetResource;
std::shared_ptr<RenderTargetData> m_render_target_data;
std::unique_ptr<AbstractTexture> m_texture;
TextureConfig m_config;
CustomAsset::TimeType m_load_time;
};
const std::shared_ptr<Data>& GetData() const;
private:
void ResetData() override;
TaskComplete CollectPrimaryData() override;
TaskComplete ProcessData() override;
void OnUnloadRequested() override;
RenderTargetAsset* m_render_target_asset = nullptr;
std::shared_ptr<Data> m_current_data;
std::shared_ptr<Data> m_load_data;
};
} // namespace VideoCommon

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// Copyright 2025 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/Resources/Resource.h"
namespace VideoCommon
{
Resource::Resource(CustomAssetLibrary::AssetID primary_asset_id,
std::shared_ptr<CustomAssetLibrary> asset_library, CustomAssetCache* asset_cache,
CustomResourceManager* resource_manager, TexturePool* texture_pool,
Common::AsyncWorkThreadSP* worker_queue)
: m_primary_asset_id(std::move(primary_asset_id)), m_asset_library(std::move(asset_library)),
m_asset_cache(asset_cache), m_resource_manager(resource_manager),
m_texture_pool(texture_pool), m_worker_queue(worker_queue)
{
}
void Resource::NotifyAssetChanged(bool has_error)
{
m_data_processed = has_error ? TaskComplete::Error : TaskComplete::No;
m_state = State::ReloadData;
for (Resource* reference : m_references)
{
reference->NotifyAssetChanged(has_error);
}
}
void Resource::NotifyAssetUnloaded()
{
OnUnloadRequested();
for (Resource* reference : m_references)
{
reference->NotifyAssetUnloaded();
}
}
void Resource::AddReference(Resource* reference)
{
m_references.insert(reference);
}
void Resource::RemoveReference(Resource* reference)
{
m_references.erase(reference);
}
void Resource::AssetLoaded(bool has_error, bool triggered_by_reload)
{
if (triggered_by_reload)
NotifyAssetChanged(has_error);
}
void Resource::AssetUnloaded()
{
NotifyAssetUnloaded();
}
void Resource::OnUnloadRequested()
{
}
void Resource::ResetData()
{
}
Resource::TaskComplete Resource::CollectPrimaryData()
{
return TaskComplete::Yes;
}
Resource::TaskComplete Resource::CollectDependencyData()
{
return TaskComplete::Yes;
}
Resource::TaskComplete Resource::ProcessData()
{
return TaskComplete::Yes;
}
} // namespace VideoCommon

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// Copyright 2025 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include "Common/WorkQueueThread.h"
#include "VideoCommon/Assets/AssetListener.h"
#include "VideoCommon/Assets/CustomAssetLibrary.h"
#include <memory>
#include <unordered_set>
namespace VideoCommon
{
class CustomAssetCache;
class CustomResourceManager;
class TexturePool;
// A resource is an abstract object that maintains
// relationships between assets (ex: a material that references a texture),
// as well as a standard way of calculating the final data (ex: a material's AbstractPipeline)
class Resource : public AssetListener
{
public:
Resource(CustomAssetLibrary::AssetID primary_asset_id,
std::shared_ptr<CustomAssetLibrary> asset_library, CustomAssetCache* asset_cache,
CustomResourceManager* resource_manager, TexturePool* texture_pool,
Common::AsyncWorkThreadSP* worker_queue);
enum class TaskComplete
{
Yes,
No,
Error
};
enum class State
{
ReloadData,
CollectingPrimaryData,
CollectingDependencyData,
ProcessingData,
DataAvailable
};
TaskComplete IsDataProcessed() const { return m_data_processed; }
State GetState() const { return m_state; }
void AddReference(Resource* resource);
void RemoveReference(Resource* resource);
virtual void MarkAsActive() = 0;
virtual void MarkAsPending() = 0;
protected:
CustomAssetLibrary::AssetID m_primary_asset_id;
std::shared_ptr<CustomAssetLibrary> m_asset_library;
CustomAssetCache* m_asset_cache;
CustomResourceManager* m_resource_manager;
TexturePool* m_texture_pool;
Common::AsyncWorkThreadSP* m_worker_queue;
private:
void NotifyAssetChanged(bool has_error);
void NotifyAssetUnloaded();
void AssetLoaded(bool has_error, bool triggered_by_reload) final;
void AssetUnloaded() final;
virtual void OnUnloadRequested();
friend class CustomResourceManager;
virtual void ResetData();
virtual TaskComplete CollectPrimaryData();
virtual TaskComplete CollectDependencyData();
virtual TaskComplete ProcessData();
TaskComplete m_data_processed = TaskComplete::No;
State m_state = State::ReloadData;
std::unordered_set<Resource*> m_references;
};
} // namespace VideoCommon

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// Copyright 2025 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/Resources/ShaderResource.h"
#include <string_view>
#include <fmt/format.h>
#include "VideoCommon/AbstractGfx.h"
#include "VideoCommon/Assets/CustomAssetCache.h"
#include "VideoCommon/GeometryShaderGen.h"
#include "VideoCommon/PixelShaderGen.h"
#include "VideoCommon/ShaderCacheUtils.h"
#include "VideoCommon/VertexShaderGen.h"
#include "VideoCommon/VideoConfig.h"
namespace VideoCommon
{
namespace
{
std::unique_ptr<AbstractShader>
CompileGeometryShader(const GeometryShaderUid& uid, APIType api_type, ShaderHostConfig host_config)
{
const ShaderCode source_code =
GenerateGeometryShaderCode(api_type, host_config, uid.GetUidData());
return g_gfx->CreateShaderFromSource(ShaderStage::Geometry, source_code.GetBuffer(),
fmt::format("Geometry shader: {}", *uid.GetUidData()));
}
std::unique_ptr<AbstractShader> CompilePixelShader(const PixelShaderUid& uid,
std::string_view preprocessor_settings,
APIType api_type,
const ShaderHostConfig& host_config,
const RasterShaderData& shader_data)
{
ShaderCode shader_code;
// Write any preprocessor values that were passed in
shader_code.Write("{}", preprocessor_settings);
// TODO: in the future we could dynamically determine the amount of samplers
// available, for now just hardcode to start at 8 (the first non game
// sampler index available)
const std::size_t custom_sampler_index_offset = 8;
for (std::size_t i = 0; i < shader_data.m_pixel_samplers.size(); i++)
{
const auto& pixel_sampler = shader_data.m_pixel_samplers[i];
std::string_view sampler_type = "";
switch (pixel_sampler.type)
{
case AbstractTextureType::Texture_2D:
sampler_type = "sampler2D";
break;
case AbstractTextureType::Texture_2DArray:
sampler_type = "sampler2DArray";
break;
case AbstractTextureType::Texture_CubeMap:
sampler_type = "samplerCube";
break;
};
shader_code.Write("SAMPLER_BINDING({}) uniform {} samp_{};\n", custom_sampler_index_offset + i,
sampler_type, pixel_sampler.name);
// Sampler usage is passed in from the material
// Write a new preprocessor value with the sampler name
// for easier code in the shader
shader_code.Write("#ifdef HAS_SAMPLER_{}\n", i);
shader_code.Write("#define HAS_{} 1\n", pixel_sampler.name);
shader_code.Write("#else\n");
shader_code.Write("#define HAS_{} 0\n", pixel_sampler.name);
shader_code.Write("#endif\n");
shader_code.Write("\n");
}
shader_code.Write("\n");
// Now write the custom shader
shader_code.Write("{}", ReplaceAll(shader_data.m_pixel_source, "\r\n", "\n"));
// Write out the uniform data
ShaderCode uniform_code;
for (const auto& [name, property] : shader_data.m_pixel_properties)
{
VideoCommon::ShaderProperty2::WriteAsShaderCode(uniform_code, name, property);
}
if (!shader_data.m_pixel_properties.empty())
uniform_code.Write("\n\n");
// Compile the shader
CustomPixelContents contents{.shader = shader_code.GetBuffer(),
.uniforms = uniform_code.GetBuffer()};
const ShaderCode source_code =
GeneratePixelShaderCode(api_type, host_config, uid.GetUidData(), contents);
return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(),
"Custom Pixel Shader");
}
std::unique_ptr<AbstractShader> CompileVertexShader(const VertexShaderUid& uid,
std::string_view preprocessor_settings,
APIType api_type,
const ShaderHostConfig& host_config,
const RasterShaderData& shader_data)
{
ShaderCode shader_code;
// Write any preprocessor values that were passed in
shader_code.Write("{}", preprocessor_settings);
// Now write the custom shader
shader_code.Write("{}", ReplaceAll(shader_data.m_vertex_source, "\r\n", "\n"));
// Write out the uniform data
ShaderCode uniform_code;
for (const auto& [name, property] : shader_data.m_vertex_properties)
{
VideoCommon::ShaderProperty2::WriteAsShaderCode(uniform_code, name, property);
}
if (!shader_data.m_vertex_properties.empty())
uniform_code.Write("\n\n");
// Compile the shader
CustomVertexContents contents{.shader = shader_code.GetBuffer(),
.uniforms = uniform_code.GetBuffer()};
const ShaderCode source_code =
GenerateVertexShaderCode(api_type, host_config, uid.GetUidData(), contents);
return g_gfx->CreateShaderFromSource(ShaderStage::Vertex, source_code.GetBuffer(),
"Custom Vertex Shader");
}
} // namespace
ShaderResource::ShaderResource(CustomAssetLibrary::AssetID primary_asset_id,
std::shared_ptr<CustomAssetLibrary> asset_library,
CustomAssetCache* asset_cache,
CustomResourceManager* resource_manager, TexturePool* texture_pool,
Common::AsyncWorkThreadSP* worker_queue,
const GXPipelineUid& pipeline_uid,
const std::string& preprocessor_setting)
: Resource(std::move(primary_asset_id), std::move(asset_library), asset_cache, resource_manager,
texture_pool, worker_queue),
m_uid(pipeline_uid), m_preprocessor_settings(preprocessor_setting)
{
m_shader_asset =
m_asset_cache->CreateAsset<RasterShaderAsset>(m_primary_asset_id, m_asset_library, this);
}
void ShaderResource::SetHostConfig(const ShaderHostConfig& host_config)
{
m_shader_host_config.bits = host_config.bits;
}
void ShaderResource::MarkAsPending()
{
m_asset_cache->MarkAssetPending(m_shader_asset);
}
void ShaderResource::MarkAsActive()
{
m_asset_cache->MarkAssetActive(m_shader_asset);
}
AbstractShader* ShaderResource::Data::GetVertexShader() const
{
if (!m_vertex_shader)
return nullptr;
return m_vertex_shader.get();
}
AbstractShader* ShaderResource::Data::GetPixelShader() const
{
if (!m_pixel_shader)
return nullptr;
return m_pixel_shader.get();
}
AbstractShader* ShaderResource::Data::GetGeometryShader() const
{
if (!m_geometry_shader)
return nullptr;
return m_geometry_shader.get();
}
bool ShaderResource::Data::IsCompiled() const
{
return m_vertex_shader && m_pixel_shader && (!m_needs_geometry_shader || m_geometry_shader);
}
void ShaderResource::ResetData()
{
m_load_data = std::make_shared<Data>();
m_processing_load_data = false;
}
Resource::TaskComplete ShaderResource::CollectPrimaryData()
{
const auto shader_data = m_shader_asset->GetData();
if (!shader_data) [[unlikely]]
{
return Resource::TaskComplete::No;
}
m_load_data->m_shader_data = shader_data;
return Resource::TaskComplete::Yes;
}
Resource::TaskComplete ShaderResource::ProcessData()
{
if (!m_processing_load_data)
{
std::string_view preprocessor_settings = m_preprocessor_settings;
auto work = [resource_data = m_load_data, uid = &m_uid, bits = m_shader_host_config.bits,
preprocessor_settings = preprocessor_settings] {
ShaderHostConfig shader_host_config;
shader_host_config.bits = bits;
auto actual_uid = ApplyDriverBugs(*uid);
ClearUnusedPixelShaderUidBits(g_backend_info.api_type, shader_host_config,
&actual_uid.ps_uid);
resource_data->m_needs_geometry_shader = shader_host_config.backend_geometry_shaders &&
!actual_uid.gs_uid.GetUidData()->IsPassthrough();
if (resource_data->m_needs_geometry_shader)
{
resource_data->m_geometry_shader =
CompileGeometryShader(actual_uid.gs_uid, g_backend_info.api_type, shader_host_config);
}
resource_data->m_pixel_shader =
CompilePixelShader(actual_uid.ps_uid, preprocessor_settings, g_backend_info.api_type,
shader_host_config, *resource_data->m_shader_data);
resource_data->m_vertex_shader =
CompileVertexShader(actual_uid.vs_uid, preprocessor_settings, g_backend_info.api_type,
shader_host_config, *resource_data->m_shader_data);
resource_data->m_processing_finished = true;
};
m_worker_queue->Push(std::move(work));
m_processing_load_data = true;
}
if (!m_load_data->m_processing_finished)
return Resource::TaskComplete::No;
if (!m_load_data->IsCompiled())
return Resource::TaskComplete::Error;
std::swap(m_current_data, m_load_data);
return Resource::TaskComplete::Yes;
}
} // namespace VideoCommon

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// Copyright 2025 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <atomic>
#include "VideoCommon/Resources/Resource.h"
#include "VideoCommon/Assets/ShaderAsset.h"
#include "VideoCommon/GXPipelineTypes.h"
#include "VideoCommon/ShaderGenCommon.h"
namespace VideoCommon
{
class ShaderResource final : public Resource
{
public:
ShaderResource(CustomAssetLibrary::AssetID primary_asset_id,
std::shared_ptr<CustomAssetLibrary> asset_library, CustomAssetCache* asset_cache,
CustomResourceManager* resource_manager, TexturePool* texture_pool,
Common::AsyncWorkThreadSP* worker_queue, const GXPipelineUid& pipeline_uid,
const std::string& preprocessor_settings);
class Data
{
public:
AbstractShader* GetVertexShader() const;
AbstractShader* GetPixelShader() const;
AbstractShader* GetGeometryShader() const;
bool IsCompiled() const;
private:
friend class ShaderResource;
std::unique_ptr<AbstractShader> m_vertex_shader;
std::unique_ptr<AbstractShader> m_pixel_shader;
std::unique_ptr<AbstractShader> m_geometry_shader;
std::shared_ptr<RasterShaderData> m_shader_data;
bool m_needs_geometry_shader = false;
std::atomic_bool m_processing_finished;
};
// Changes the shader host config. Shaders should be reloaded afterwards.
void SetHostConfig(const ShaderHostConfig& host_config);
const std::shared_ptr<Data>& GetData() const { return m_current_data; }
void MarkAsActive() override;
void MarkAsPending() override;
private:
void ResetData() override;
Resource::TaskComplete CollectPrimaryData() override;
TaskComplete ProcessData() override;
RasterShaderAsset* m_shader_asset = nullptr;
std::shared_ptr<Data> m_current_data;
std::shared_ptr<Data> m_load_data;
bool m_processing_load_data = false;
ShaderHostConfig m_shader_host_config;
GXPipelineUid m_uid;
std::string m_preprocessor_settings;
};
} // namespace VideoCommon

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// Copyright 2025 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/Resources/TextureAndSamplerResource.h"
#include "VideoCommon/Assets/CustomAssetCache.h"
#include "VideoCommon/Resources/TexturePool.h"
namespace VideoCommon
{
TextureAndSamplerResource::TextureAndSamplerResource(
CustomAssetLibrary::AssetID primary_asset_id, std::shared_ptr<CustomAssetLibrary> asset_library,
CustomAssetCache* asset_cache, CustomResourceManager* resource_manager,
TexturePool* texture_pool, Common::AsyncWorkThreadSP* worker_queue)
: Resource(std::move(primary_asset_id), std::move(asset_library), asset_cache, resource_manager,
texture_pool, worker_queue)
{
m_texture_and_sampler_asset =
m_asset_cache->CreateAsset<TextureAndSamplerAsset>(m_primary_asset_id, m_asset_library, this);
}
void TextureAndSamplerResource::MarkAsActive()
{
m_asset_cache->MarkAssetActive(m_texture_and_sampler_asset);
}
void TextureAndSamplerResource::MarkAsPending()
{
m_asset_cache->MarkAssetPending(m_texture_and_sampler_asset);
}
const std::shared_ptr<TextureAndSamplerResource::Data>& TextureAndSamplerResource::GetData() const
{
return m_current_data;
}
void TextureAndSamplerResource::ResetData()
{
m_load_data = std::make_shared<Data>();
}
Resource::TaskComplete TextureAndSamplerResource::CollectPrimaryData()
{
m_load_data->m_texture_and_sampler_data = m_texture_and_sampler_asset->GetData();
if (!m_load_data->m_texture_and_sampler_data)
return Resource::TaskComplete::No;
auto& texture_data = m_load_data->m_texture_and_sampler_data->texture_data;
if (texture_data.m_slices.empty())
return Resource::TaskComplete::Error;
if (texture_data.m_slices[0].m_levels.empty())
return Resource::TaskComplete::Error;
const auto& first_level = texture_data.m_slices[0].m_levels[0];
auto& config = m_load_data->m_config;
config.format = first_level.format;
config.flags = 0;
config.layers = 1;
config.levels = 1;
config.type = m_load_data->m_texture_and_sampler_data->type;
config.samples = 1;
config.width = first_level.width;
config.height = first_level.height;
return Resource::TaskComplete::Yes;
}
Resource::TaskComplete TextureAndSamplerResource::ProcessData()
{
if (auto texture = m_texture_pool->AllocateTexture(m_load_data->m_config))
{
m_load_data->m_texture = std::move(*texture);
auto& texture_data = m_load_data->m_texture_and_sampler_data->texture_data;
for (std::size_t slice_index = 0; slice_index < texture_data.m_slices.size(); slice_index++)
{
auto& slice = texture_data.m_slices[slice_index];
for (u32 level_index = 0; level_index < static_cast<u32>(slice.m_levels.size());
++level_index)
{
auto& level = slice.m_levels[level_index];
m_load_data->m_texture->Load(level_index, level.width, level.height, level.row_length,
level.data.data(), level.data.size(),
static_cast<u32>(slice_index));
}
}
std::swap(m_current_data, m_load_data);
// Release old data back to the pool
if (m_load_data)
m_texture_pool->ReleaseTexture(std::move(m_load_data->m_texture));
return Resource::TaskComplete::Yes;
}
return Resource::TaskComplete::Error;
}
void TextureAndSamplerResource::OnUnloadRequested()
{
if (!m_current_data)
return;
m_texture_pool->ReleaseTexture(std::move(m_current_data->m_texture));
m_current_data = nullptr;
}
} // namespace VideoCommon

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// Copyright 2025 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include "VideoCommon/Resources/Resource.h"
#include "VideoCommon/AbstractTexture.h"
#include "VideoCommon/Assets/TextureAsset.h"
namespace VideoCommon
{
class TextureAndSamplerResource final : public Resource
{
public:
TextureAndSamplerResource(CustomAssetLibrary::AssetID primary_asset_id,
std::shared_ptr<CustomAssetLibrary> asset_library,
CustomAssetCache* asset_cache, CustomResourceManager* resource_manager,
TexturePool* texture_pool, Common::AsyncWorkThreadSP* worker_queue);
void MarkAsActive() override;
void MarkAsPending() override;
class Data
{
public:
AbstractTexture* GetTexture() const { return m_texture.get(); }
const SamplerState& GetSampler() const { return m_texture_and_sampler_data->sampler; }
private:
friend class TextureAndSamplerResource;
std::shared_ptr<TextureAndSamplerData> m_texture_and_sampler_data;
std::unique_ptr<AbstractTexture> m_texture;
TextureConfig m_config;
};
const std::shared_ptr<Data>& GetData() const;
private:
void ResetData() override;
TaskComplete CollectPrimaryData() override;
TaskComplete ProcessData() override;
void OnUnloadRequested() override;
TextureAndSamplerAsset* m_texture_and_sampler_asset = nullptr;
std::shared_ptr<Data> m_current_data;
std::shared_ptr<Data> m_load_data;
};
} // namespace VideoCommon

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@ -0,0 +1,59 @@
// Copyright 2025 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/Resources/TextureDataResource.h"
#include "VideoCommon/Assets/CustomAssetCache.h"
namespace VideoCommon
{
TextureDataResource::TextureDataResource(CustomAssetLibrary::AssetID primary_asset_id,
std::shared_ptr<CustomAssetLibrary> asset_library,
CustomAssetCache* asset_cache,
CustomResourceManager* resource_manager,
TexturePool* texture_pool,
Common::AsyncWorkThreadSP* worker_queue)
: Resource(std::move(primary_asset_id), std::move(asset_library), asset_cache, resource_manager,
texture_pool, worker_queue)
{
m_texture_asset =
m_asset_cache->CreateAsset<TextureAsset>(m_primary_asset_id, m_asset_library, this);
}
std::shared_ptr<CustomTextureData> TextureDataResource::GetData() const
{
return m_current_texture_data;
}
CustomAsset::TimeType TextureDataResource::GetLoadTime() const
{
return m_current_time;
}
Resource::TaskComplete TextureDataResource::CollectPrimaryData()
{
m_load_time = m_texture_asset->GetLastLoadedTime();
m_load_texture_data = m_texture_asset->GetData();
if (!m_load_texture_data)
return Resource::TaskComplete::No;
return Resource::TaskComplete::Yes;
}
Resource::TaskComplete TextureDataResource::ProcessData()
{
std::swap(m_current_texture_data, m_load_texture_data);
m_load_texture_data = nullptr;
m_current_time = m_load_time;
return Resource::TaskComplete::Yes;
}
void TextureDataResource::MarkAsActive()
{
m_asset_cache->MarkAssetActive(m_texture_asset);
}
void TextureDataResource::MarkAsPending()
{
m_asset_cache->MarkAssetPending(m_texture_asset);
}
} // namespace VideoCommon

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@ -0,0 +1,39 @@
// Copyright 2025 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include "VideoCommon/Resources/Resource.h"
#include "VideoCommon/Assets/CustomTextureData.h"
#include "VideoCommon/Assets/TextureAsset.h"
namespace VideoCommon
{
class TextureDataResource final : public Resource
{
public:
TextureDataResource(CustomAssetLibrary::AssetID primary_asset_id,
std::shared_ptr<CustomAssetLibrary> asset_library,
CustomAssetCache* asset_cache, CustomResourceManager* resource_manager,
TexturePool* texture_pool, Common::AsyncWorkThreadSP* worker_queue);
std::shared_ptr<CustomTextureData> GetData() const;
CustomAsset::TimeType GetLoadTime() const;
void MarkAsActive() override;
void MarkAsPending() override;
private:
TaskComplete CollectPrimaryData() override;
TaskComplete ProcessData() override;
TextureAsset* m_texture_asset = nullptr;
std::shared_ptr<CustomTextureData> m_load_texture_data;
CustomAsset::TimeType m_load_time = {};
std::shared_ptr<CustomTextureData> m_current_texture_data;
CustomAsset::TimeType m_current_time = {};
};
} // namespace VideoCommon

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@ -0,0 +1,60 @@
// Copyright 2025 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/Resources/TexturePool.h"
#include "Common/Logging/Log.h"
#include "VideoCommon/AbstractGfx.h"
#include "VideoCommon/AbstractTexture.h"
namespace VideoCommon
{
TexturePool::TexturePool() = default;
TexturePool::~TexturePool() = default;
void TexturePool::Reset()
{
m_cache.clear();
}
std::optional<std::unique_ptr<AbstractTexture>>
TexturePool::AllocateTexture(const TextureConfig& config)
{
Cache::iterator iter = FindMatchingTexture(config);
if (iter != m_cache.end())
{
auto entry = std::move(iter->second);
m_cache.erase(iter);
return std::move(entry);
}
std::unique_ptr<AbstractTexture> texture = g_gfx->CreateTexture(config);
if (!texture)
{
WARN_LOG_FMT(VIDEO, "Failed to allocate a {}x{}x{} texture", config.width, config.height,
config.layers);
return {};
}
return texture;
}
TexturePool::Cache::iterator TexturePool::FindMatchingTexture(const TextureConfig& config)
{
// Find a texture from the pool that does not have a frameCount of FRAMECOUNT_INVALID.
// This prevents a texture from being used twice in a single frame with different data,
// which potentially means that a driver has to maintain two copies of the texture anyway.
// Render-target textures are fine through, as they have to be generated in a seperated pass.
// As non-render-target textures are usually static, this should not matter much.
auto range = m_cache.equal_range(config);
auto matching_iter = std::find_if(range.first, range.second,
[](const auto& iter) { return iter.first.IsRenderTarget(); });
return matching_iter != range.second ? matching_iter : m_cache.end();
}
void TexturePool::ReleaseTexture(std::unique_ptr<AbstractTexture> texture)
{
auto config = texture->GetConfig();
m_cache.emplace(config, std::move(texture));
}
} // namespace VideoCommon

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// Copyright 2025 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <memory>
#include <optional>
#include <unordered_map>
#include "VideoCommon/TextureConfig.h"
class AbstractTexture;
namespace VideoCommon
{
class TexturePool
{
public:
TexturePool();
~TexturePool();
void Reset();
std::optional<std::unique_ptr<AbstractTexture>> AllocateTexture(const TextureConfig& config);
void ReleaseTexture(std::unique_ptr<AbstractTexture> texture);
private:
using Cache = std::unordered_multimap<TextureConfig, std::unique_ptr<AbstractTexture>>;
Cache::iterator FindMatchingTexture(const TextureConfig& config);
Cache m_cache;
};
} // namespace VideoCommon

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@ -41,7 +41,6 @@
#endif
#include "VideoCommon/AbstractGfx.h"
#include "VideoCommon/Assets/CustomResourceManager.h"
#include "VideoCommon/AsyncRequests.h"
#include "VideoCommon/BPStructs.h"
#include "VideoCommon/BoundingBox.h"
@ -57,6 +56,7 @@
#include "VideoCommon/PixelEngine.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/Present.h"
#include "VideoCommon/Resources/CustomResourceManager.h"
#include "VideoCommon/TMEM.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/VertexLoaderManager.h"