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1e27183dff
window.
259 lines
9.0 KiB
C++
259 lines
9.0 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <memory>
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#include <vector>
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#include "Common/BitSet.h"
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#include "Common/CommonTypes.h"
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#include "Common/MathUtil.h"
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#include "VideoCommon/CPUCull.h"
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#include "VideoCommon/IndexGenerator.h"
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#include "VideoCommon/RenderState.h"
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#include "VideoCommon/ShaderCache.h"
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#include "VideoCommon/VideoEvents.h"
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struct CustomPixelShaderContents;
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class CustomShaderCache;
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class DataReader;
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class GeometryShaderManager;
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class NativeVertexFormat;
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class PixelShaderManager;
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class PointerWrap;
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struct PortableVertexDeclaration;
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struct Slope
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{
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float dfdx;
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float dfdy;
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float f0;
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bool dirty;
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};
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// View format of the input data to the texture decoding shader.
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enum TexelBufferFormat : u32
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{
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TEXEL_BUFFER_FORMAT_R8_UINT,
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TEXEL_BUFFER_FORMAT_R16_UINT,
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TEXEL_BUFFER_FORMAT_RGBA8_UINT,
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TEXEL_BUFFER_FORMAT_R32G32_UINT,
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NUM_TEXEL_BUFFER_FORMATS
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};
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namespace OpcodeDecoder
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{
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enum class Primitive : u8;
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};
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class VertexManagerBase
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{
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private:
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// 3 pos
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static constexpr u32 SMALLEST_POSSIBLE_VERTEX = sizeof(float) * 3;
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// 3 pos, 3*3 normal, 2*u32 color, 8*4 tex, 1 posMat
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static constexpr u32 LARGEST_POSSIBLE_VERTEX = sizeof(float) * 45 + sizeof(u32) * 2;
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static constexpr u32 MAX_PRIMITIVES_PER_COMMAND = 65535;
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// Used for 16:9 anamorphic widescreen heuristic.
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struct FlushStatistics
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{
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struct ProjectionCounts
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{
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size_t normal_flush_count;
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size_t anamorphic_flush_count;
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size_t other_flush_count;
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size_t normal_vertex_count;
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size_t anamorphic_vertex_count;
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size_t other_vertex_count;
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size_t GetTotalFlushCount() const
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{
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return normal_flush_count + anamorphic_flush_count + other_flush_count;
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}
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size_t GetTotalVertexCount() const
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{
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return normal_vertex_count + anamorphic_vertex_count + other_vertex_count;
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}
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MathUtil::RunningMean<float> average_ratio;
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};
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ProjectionCounts perspective;
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ProjectionCounts orthographic;
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};
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public:
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static constexpr u32 MAXVBUFFERSIZE =
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MathUtil::NextPowerOf2(MAX_PRIMITIVES_PER_COMMAND * LARGEST_POSSIBLE_VERTEX);
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// We may convert triangle-fans to triangle-lists, almost 3x as many indices.
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static constexpr u32 MAXIBUFFERSIZE = MathUtil::NextPowerOf2(MAX_PRIMITIVES_PER_COMMAND * 3);
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// Streaming buffer sizes.
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// Texel buffer will fit the maximum size of an encoded GX texture. 1024x1024, RGBA8 = 4MB.
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static constexpr u32 VERTEX_STREAM_BUFFER_SIZE = 48 * 1024 * 1024;
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static constexpr u32 INDEX_STREAM_BUFFER_SIZE = 8 * 1024 * 1024;
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static constexpr u32 UNIFORM_STREAM_BUFFER_SIZE = 64 * 1024 * 1024;
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static constexpr u32 TEXEL_STREAM_BUFFER_SIZE = 16 * 1024 * 1024;
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VertexManagerBase();
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virtual ~VertexManagerBase();
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virtual bool Initialize();
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PrimitiveType GetCurrentPrimitiveType() const { return m_current_primitive_type; }
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void AddIndices(OpcodeDecoder::Primitive primitive, u32 num_vertices);
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bool AreAllVerticesCulled(VertexLoaderBase* loader, OpcodeDecoder::Primitive primitive,
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const u8* src, u32 count);
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virtual DataReader PrepareForAdditionalData(OpcodeDecoder::Primitive primitive, u32 count,
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u32 stride, bool cullall);
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/// Switch cullall off after a call to PrepareForAdditionalData with cullall true
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/// Expects that you will add a nonzero number of primitives before the next flush
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/// Returns whether cullall was changed (false if cullall was already off)
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DataReader DisableCullAll(u32 stride);
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void FlushData(u32 count, u32 stride);
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void Flush();
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bool HasSendableVertices() const { return !m_is_flushed && !m_cull_all; }
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void DoState(PointerWrap& p);
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FlushStatistics ResetFlushAspectRatioCount();
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// State setters, called from register update functions.
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void SetRasterizationStateChanged() { m_rasterization_state_changed = true; }
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void SetDepthStateChanged() { m_depth_state_changed = true; }
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void SetBlendingStateChanged() { m_blending_state_changed = true; }
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void InvalidatePipelineObject()
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{
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m_current_pipeline_object = nullptr;
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m_pipeline_config_changed = true;
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}
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void NotifyCustomShaderCacheOfHostChange(const ShaderHostConfig& host_config);
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// Utility pipeline drawing (e.g. EFB copies, post-processing, UI).
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virtual void UploadUtilityUniforms(const void* uniforms, u32 uniforms_size);
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void UploadUtilityVertices(const void* vertices, u32 vertex_stride, u32 num_vertices,
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const u16* indices, u32 num_indices, u32* out_base_vertex,
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u32* out_base_index);
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// Determine how many bytes there are in each element of the texel buffer.
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// Needed for alignment and stride calculations.
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static u32 GetTexelBufferElementSize(TexelBufferFormat buffer_format);
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// Texel buffer, used for palette conversion.
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virtual bool UploadTexelBuffer(const void* data, u32 data_size, TexelBufferFormat format,
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u32* out_offset);
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// The second set of parameters uploads a second blob in the same buffer, used for GPU texture
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// decoding for palette textures, as both the texture data and palette must be uploaded.
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virtual bool UploadTexelBuffer(const void* data, u32 data_size, TexelBufferFormat format,
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u32* out_offset, const void* palette_data, u32 palette_size,
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TexelBufferFormat palette_format, u32* out_palette_offset);
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// Call if active config changes
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void OnConfigChange();
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// CPU access tracking - call after a draw call is made.
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void OnDraw();
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// Call after CPU access is requested.
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void OnCPUEFBAccess();
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// Call after an EFB copy to RAM. If true, the current command buffer should be executed.
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void OnEFBCopyToRAM();
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// Call at the end of a frame.
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void OnEndFrame();
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protected:
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// When utility uniforms are used, the GX uniforms need to be re-written afterwards.
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static void InvalidateConstants();
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// Prepares the buffer for the next batch of vertices.
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virtual void ResetBuffer(u32 vertex_stride);
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// Commits/uploads the current batch of vertices.
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virtual void CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices,
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u32* out_base_vertex, u32* out_base_index);
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// Uploads uniform buffers for GX draws.
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virtual void UploadUniforms();
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// Issues the draw call for the current batch in the backend.
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virtual void DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_vertex);
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u32 GetRemainingSize() const;
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u32 GetRemainingIndices(OpcodeDecoder::Primitive primitive) const;
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void CalculateZSlope(NativeVertexFormat* format);
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void CalculateBinormals(NativeVertexFormat* format);
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BitSet32 UsedTextures() const;
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u8* m_cur_buffer_pointer = nullptr;
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u8* m_base_buffer_pointer = nullptr;
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u8* m_end_buffer_pointer = nullptr;
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// Alternative buffers in CPU memory for primitives we are going to discard.
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std::vector<u8> m_cpu_vertex_buffer;
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std::vector<u16> m_cpu_index_buffer;
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Slope m_zslope = {};
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VideoCommon::GXPipelineUid m_current_pipeline_config;
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VideoCommon::GXUberPipelineUid m_current_uber_pipeline_config;
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const AbstractPipeline* m_current_pipeline_object = nullptr;
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PrimitiveType m_current_primitive_type = PrimitiveType::Points;
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bool m_pipeline_config_changed = true;
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bool m_rasterization_state_changed = true;
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bool m_depth_state_changed = true;
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bool m_blending_state_changed = true;
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bool m_cull_all = false;
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IndexGenerator m_index_generator;
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CPUCull m_cpu_cull;
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private:
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// Minimum number of draws per command buffer when attempting to preempt a readback operation.
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static constexpr u32 MINIMUM_DRAW_CALLS_PER_COMMAND_BUFFER_FOR_READBACK = 10;
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void RenderDrawCall(PixelShaderManager& pixel_shader_manager,
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GeometryShaderManager& geometry_shader_manager,
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const CustomPixelShaderContents& custom_pixel_shader_contents,
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std::span<u8> custom_pixel_shader_uniforms, PrimitiveType primitive_type,
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const AbstractPipeline* current_pipeline);
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void UpdatePipelineConfig();
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void UpdatePipelineObject();
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const AbstractPipeline*
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GetCustomPipeline(const CustomPixelShaderContents& custom_pixel_shader_contents,
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const VideoCommon::GXPipelineUid& current_pipeline_config,
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const VideoCommon::GXUberPipelineUid& current_uber_pipeline_confi,
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const AbstractPipeline* current_pipeline) const;
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bool m_is_flushed = true;
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FlushStatistics m_flush_statistics = {};
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// CPU access tracking
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u32 m_draw_counter = 0;
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u32 m_last_efb_copy_draw_counter = 0;
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bool m_unflushed_efb_copy = false;
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std::vector<u32> m_cpu_accesses_this_frame;
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std::vector<u32> m_scheduled_command_buffer_kicks;
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bool m_allow_background_execution = true;
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std::unique_ptr<CustomShaderCache> m_custom_shader_cache;
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u64 m_ticks_elapsed = 0;
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Common::EventHook m_frame_end_event;
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Common::EventHook m_after_present_event;
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};
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extern std::unique_ptr<VertexManagerBase> g_vertex_manager;
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