dolphin/Source/Core/VideoBackends/Vulkan/Renderer.h

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// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <array>
#include <cstddef>
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#include <memory>
#include "Common/CommonTypes.h"
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#include "VideoBackends/Vulkan/Constants.h"
#include "VideoCommon/AVIDump.h"
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#include "VideoCommon/RenderBase.h"
struct XFBSourceBase;
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namespace Vulkan
{
class BoundingBox;
class FramebufferManager;
class SwapChain;
class StagingTexture2D;
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class Texture2D;
class RasterFont;
class Renderer : public ::Renderer
{
public:
Renderer(std::unique_ptr<SwapChain> swap_chain);
~Renderer() override;
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static Renderer* GetInstance();
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SwapChain* GetSwapChain() const { return m_swap_chain.get(); }
BoundingBox* GetBoundingBox() const { return m_bounding_box.get(); }
bool Initialize();
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void RenderText(const std::string& pstr, int left, int top, u32 color) override;
u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) override;
void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points) override;
u16 BBoxRead(int index) override;
void BBoxWrite(int index, u16 value) override;
TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc) override;
void SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, const EFBRectangle& rc,
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u64 ticks, float gamma) override;
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void ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha_enable, bool z_enable,
u32 color, u32 z) override;
void ReinterpretPixelData(unsigned int convtype) override;
void ApplyState() override;
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void ResetAPIState() override;
void RestoreAPIState() override;
void SetBlendMode(bool force_update) override;
void SetScissorRect(const EFBRectangle& rc) override;
void SetGenerationMode() override;
void SetDepthMode() override;
void SetSamplerState(int stage, int texindex, bool custom_tex) override;
void SetInterlacingMode() override;
void SetViewport() override;
void ChangeSurface(void* new_surface_handle) override;
private:
bool CreateSemaphores();
void DestroySemaphores();
void BeginFrame();
void CheckForTargetResize(u32 fb_width, u32 fb_stride, u32 fb_height);
void CheckForSurfaceChange();
void CheckForConfigChanges();
void ResetSamplerStates();
void OnSwapChainResized();
void BindEFBToStateTracker();
void ResizeEFBTextures();
void ResizeSwapChain();
void RecompileShaders();
bool CompileShaders();
void DestroyShaders();
void ResolveEFBForSwap(const TargetRectangle& scaled_rect);
// Draw either the EFB, or specified XFB sources to the currently-bound framebuffer.
void DrawFrame(VkRenderPass render_pass, const TargetRectangle& target_rect,
const TargetRectangle& scaled_efb_rect, u32 xfb_addr,
const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width,
u32 fb_stride, u32 fb_height);
void DrawEFB(VkRenderPass render_pass, const TargetRectangle& target_rect,
const TargetRectangle& scaled_efb_rect);
void DrawVirtualXFB(VkRenderPass render_pass, const TargetRectangle& target_rect, u32 xfb_addr,
const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width,
u32 fb_stride, u32 fb_height);
void DrawRealXFB(VkRenderPass render_pass, const TargetRectangle& target_rect,
const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width,
u32 fb_stride, u32 fb_height);
// Draw the frame, as well as the OSD to the swap chain.
void DrawScreen(const TargetRectangle& scaled_efb_rect, u32 xfb_addr,
const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width,
u32 fb_stride, u32 fb_height);
// Draw the frame only to the screenshot buffer.
bool DrawFrameDump(const TargetRectangle& scaled_efb_rect, u32 xfb_addr,
const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width,
u32 fb_stride, u32 fb_height, u64 ticks);
// Sets up renderer state to permit framedumping.
// Ideally we would have EndFrameDumping be a virtual method of Renderer, but due to various
// design issues it would have to end up being called in the destructor, which won't work.
void StartFrameDumping();
void EndFrameDumping();
// Fence callback so that we know when frames are ready to be written to the dump.
// This is done by clearing the fence pointer, so WriteFrameDumpFrame doesn't have to wait.
void OnFrameDumpImageReady(VkFence fence);
// Writes the specified buffered frame to the frame dump.
// NOTE: Assumes that frame.ticks and frame.pending are valid.
void WriteFrameDumpImage(size_t index);
// If there is a pending frame in this buffer, writes it to the frame dump.
// Ensures that the specified readback buffer meets the size requirements of the current frame.
StagingTexture2D* PrepareFrameDumpImage(u32 width, u32 height, u64 ticks);
// Ensures all buffered frames are written to frame dump.
void FlushFrameDump();
// Copies/scales an image to the currently-bound framebuffer.
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void BlitScreen(VkRenderPass render_pass, const TargetRectangle& dst_rect,
const TargetRectangle& src_rect, const Texture2D* src_tex);
bool ResizeFrameDumpBuffer(u32 new_width, u32 new_height);
void DestroyFrameDumpResources();
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VkSemaphore m_image_available_semaphore = VK_NULL_HANDLE;
VkSemaphore m_rendering_finished_semaphore = VK_NULL_HANDLE;
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std::unique_ptr<SwapChain> m_swap_chain;
std::unique_ptr<BoundingBox> m_bounding_box;
std::unique_ptr<RasterFont> m_raster_font;
// Keep a copy of sampler states to avoid cache lookups every draw
std::array<SamplerState, NUM_PIXEL_SHADER_SAMPLERS> m_sampler_states = {};
// Shaders used for clear/blit.
VkShaderModule m_clear_fragment_shader = VK_NULL_HANDLE;
// Texture used for screenshot/frame dumping
std::unique_ptr<Texture2D> m_frame_dump_render_texture;
VkFramebuffer m_frame_dump_framebuffer = VK_NULL_HANDLE;
// Readback resources for frame dumping
static const size_t FRAME_DUMP_BUFFERED_FRAMES = 2;
struct FrameDumpImage
{
std::unique_ptr<StagingTexture2D> readback_texture;
VkFence fence = VK_NULL_HANDLE;
AVIDump::Frame dump_state = {};
bool pending = false;
};
std::array<FrameDumpImage, FRAME_DUMP_BUFFERED_FRAMES> m_frame_dump_images;
size_t m_current_frame_dump_image = FRAME_DUMP_BUFFERED_FRAMES - 1;
bool m_frame_dumping_active = false;
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};
}