Files
dolphin/Source/Core/VideoCommon/Resources/MaterialResource.h
Martino Fontana 95dec13203 Improve usage of std::move and const references parameters
Accomplished using `run-clang-tidy` with `performance-move-const-arg,performance-unnecessary-value-param,modernize-pass-by-value`.

Changed arguments to const references, removed them where inappropriate (e.g. sink parameters). Same with std::move.

Manually reviewed each change to make sure that it makes sense, and do something more appropriate if possible.
2026-04-17 12:39:46 +02:00

104 lines
3.4 KiB
C++

// Copyright 2025 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <atomic>
#include <memory>
#include <optional>
#include <string_view>
#include <variant>
#include <vector>
#include "Common/Buffer.h"
#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/Resource.h"
#include "VideoCommon/Resources/ShaderResource.h"
#include "VideoCommon/Resources/TextureAndSamplerResource.h"
namespace VideoCommon
{
class MaterialResource final : public Resource
{
public:
explicit MaterialResource(Resource::ResourceContext resource_context);
MaterialResource(Resource::ResourceContext resource_context, 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> GetUniforms() const { return m_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;
Common::UniqueBuffer<u8> m_uniform_data;
std::shared_ptr<MaterialData> m_material_data = nullptr;
ShaderResource* m_shader_resource = nullptr;
using TextureLikeResource = Resource*;
Common::SmallVector<TextureLikeResource, VideoCommon::MAX_PIXEL_SHADER_SAMPLERS>
m_texture_like_resources;
// Variant for future expansion...
using TextureLikeData = std::variant<std::shared_ptr<TextureAndSamplerResource::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;
// Note: asset cache owns the asset, we access as a reference
MaterialAsset* m_material_asset = nullptr;
// If provided, denotes this material will be used as a custom draw material.
// If not provided, denotes this will be used as an efb post processing material.
std::optional<GXPipelineUid> m_uid;
std::unique_ptr<NativeVertexFormat> m_uid_vertex_format_copy;
};
} // namespace VideoCommon