Files
dolphin/Source/Core/VideoCommon/Resources/ShaderResource.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

72 lines
2.1 KiB
C++

// Copyright 2025 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <atomic>
#include <optional>
#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(Resource::ResourceContext resource_context,
std::optional<GXPipelineUid> pipeline_uid, std::string preprocessor_setting,
const ShaderHostConfig& shader_host_config);
class Data
{
public:
AbstractShader* GetVertexShader() const;
AbstractShader* GetPixelShader() const;
AbstractShader* GetGeometryShader() const;
bool IsCompiled() const;
AbstractTextureType GetTextureType(std::size_t index);
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<RasterSurfaceShaderData> 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;
// Note: asset cache owns the asset, we access as a reference
RasterSurfaceShaderAsset* 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;
// If provided, denotes this shader will be used as a custom draw shader.
// If not provided, denotes this will be used as an efb post processing shader.
std::optional<GXPipelineUid> m_uid;
std::string m_preprocessor_settings;
};
} // namespace VideoCommon