15 Commits
Author SHA1 Message Date
LibretroAdmin 8000d06bf1 Video: build the framebuffer utility shaders by calls
A generator can now build its stage through rslc's builder instead of
writing GLSL for the backend to parse: AbstractGfx::CreateShaderFromBuild
takes a build function, and each backend asks rslc for its own
destination from the built stage - SPIR-V for Vulkan, DXBC at the
device's feature level for D3D11 and D3D12, GLSL or GLSL ES at the
context's version for OpenGL, MSL for Metal. VideoCommon/ShaderBuild
carries the per-backend resource layout the shader headers' macros gave,
and builds a stage in the worker's shader arena, again from the start
where the arena has to grow.

The framebuffer utility stages move first: the screen quad, texture
copy, clear and EFB poke vertex stages, the passthrough geometry stages,
and the texture copy, color and multisample resolve pixel stages. Each
compiles to the same SPIR-V and DXBC words as its GLSL did; the text
writers are gone.

rslc prints OpenGL's GLSL without bindings, so the OpenGL backend binds
blocks, samplers, attributes and outputs by name for every program.
2026-11-10 05:03:08 +01:00
LibretroAdmin 797c5e3e90 Framebuffers with one colour attachment; fixed Vulkan object tables
Nothing made a framebuffer with additional colour attachments, so they
go from AbstractFramebuffer, CreateFramebuffer and every backend, and
FramebufferState's additional_color_attachment_count (always 0) with
them: render passes, views, clears, RTVs and blending are for one
colour attachment, in fixed arrays rather than vectors.

Vulkan samplers are kept in an open-addressed table grown by doubling
and render passes in a fixed array, so looking one up never allocates.
Play allocations on the core's thread: 62 to 58.
2026-11-09 15:53:55 +01:00
LibretroAdmin eac19c3216 VideoCommon: textures, framebuffers and vertex formats as plain pointers 2026-11-08 03:21:36 +01:00
LibretroAdmin 6f709e6686 VideoCommon: shaders and pipelines as plain pointers 2026-11-08 03:19:11 +01:00
LibretroAdmin 89ee0e20b2 VideoCommon: EFB peeks and pokes are plain functions
They pick the hardware, software or null path by the backend kind, so
there is no EFB interface object to allocate and no virtual calls.
2026-11-07 22:25:43 +01:00
LibretroAdmin 52b5d83816 VideoCommon: shaders compile from the generated text without copying it
A backend is handed the ShaderCode: Vulkan and D3D write their header
into the room kept in front of the text and compile the two as one span,
and GL hands the header, any prefix and the text to the driver as they
are and keeps the text's block for its link messages.
2026-11-07 21:59:49 +01:00
LibretroAdmin 106efcaf56 Video: GPU objects without virtual methods
Shaders, pipelines, textures, staging textures and framebuffers call
into the classes of the backend in use, which each backend's Gfx sets
as g_video_backend_kind; those classes are final, so the calls are
direct. A std::default_delete specialization deletes them as their own
class. The Null and Software renderers use the base shader and pipeline
types.
2026-11-07 17:05:56 +01:00
LibretroAdmin 05a95eb519 VideoCommon, backends: remove the shader includer
Nothing ever made one: every backend was handed a null includer, and the
OpenGL backend's #include resolver returned the source untouched. The
parameter goes from CreateShaderFromSource and everything beneath it,
and ShaderCompileUtils with it.
2026-11-06 04:34:32 +01:00
Dentomologist 34646cb9a9 Replace some [[maybe_unused]] annotations with commented names
Remove the [[maybe_unused]] annotation from various parameters that are
unconditionally unused and comment out their names instead. This makes
it unambiguous that the variables are unused, while making the remaining
[[maybe_unused]] annotations more reliable indicators that those
variables are in fact used in some contexts.

These parameters are mostly in overridden functions where the override
doesn't need that particular variable.
2026-05-03 17:09:59 -07:00
iwubcode 96fe6a1575 VideoBackends / VideoCommon: add support for specifying include files in shader code 2025-10-26 22:47:23 -05:00
Jordan Woyak e351f03cdf VideoCommon: Fix out-of-bounds and disabled EFB access. 2025-03-26 01:23:16 -05:00
Jordan Woyak 5b36c13bfb VideoCommon: Rename Renderer to EFBInterface. 2025-03-12 21:09:16 -05:00
iwubcode 834f8f7b5c VideoBackends: add support to allow rendering to multiple output textures 2023-06-03 14:52:31 -05:00
Scott Mansell f158ff300b Handle VideoSoftware's present fallback better
Not a good idea to abuse bSupportsPostProcessing
2023-01-31 19:41:24 +13:00
Scott Mansell d37f83ffeb Implement AbstractGfx for Software & Null 2023-01-31 19:41:23 +13:00