mirror of
https://github.com/patchzyy/wiicompiled
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37 lines
1.1 KiB
C++
37 lines
1.1 KiB
C++
#pragma once
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#include "common.hpp"
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#include <functional>
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namespace aurora::gfx::clear {
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struct PipelineConfig;
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} // namespace aurora::gfx::clear
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namespace aurora::gx {
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struct PipelineConfig;
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} // namespace aurora::gx
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namespace aurora::gfx {
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using NewPipelineCallback = std::function<wgpu::RenderPipeline()>;
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void initialize_pipeline_cache();
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void shutdown_pipeline_cache();
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void begin_pipeline_frame();
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void end_pipeline_frame();
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void set_skip_unready_pipelines(bool enabled) noexcept;
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bool skip_unready_pipelines() noexcept;
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uint32_t queued_pipeline_count() noexcept;
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template <typename Config>
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PipelineRef find_pipeline(ShaderType type, const Config& config, NewPipelineCallback&& cb);
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bool wait_pipeline(PipelineRef ref, wgpu::RenderPipeline& pipeline);
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bool try_pipeline(PipelineRef ref, wgpu::RenderPipeline& pipeline);
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// Waits indefinitely for a draw about to be committed to a persistent texture with no re-issue
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// path. Separate from wait_pipeline so skip-unready mode never becomes blocking for other passes.
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bool wait_pipeline_for_persistent_pass(PipelineRef ref, wgpu::RenderPipeline& pipeline);
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} // namespace aurora::gfx
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