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 <tuple>
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#include "Common/CommonTypes.h"
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#include "VideoBackends/Vulkan/Constants.h"
#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 VKPipeline;
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class VKTexture;
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class Renderer : public ::Renderer
{
public:
Renderer(std::unique_ptr<SwapChain> swap_chain);
~Renderer() override;
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static Renderer* GetInstance();
std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) override;
std::unique_ptr<AbstractStagingTexture>
CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, const char* source,
size_t length) override;
std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
size_t length) override;
std::unique_ptr<AbstractPipeline> CreatePipeline(const AbstractPipelineConfig& config) override;
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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;
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void SwapImpl(AbstractTexture* texture, const EFBRectangle& rc, 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 SetPipeline(const AbstractPipeline* pipeline) override;
void SetBlendingState(const BlendingState& state) override;
void SetScissorRect(const MathUtil::Rectangle<int>& rc) override;
void SetRasterizationState(const RasterizationState& state) override;
void SetDepthState(const DepthState& state) override;
void SetTexture(u32 index, const AbstractTexture* texture) override;
void SetSamplerState(u32 index, const SamplerState& state) override;
void UnbindTexture(const AbstractTexture* texture) override;
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void SetInterlacingMode() override;
void SetViewport(float x, float y, float width, float height, float near_depth,
float far_depth) override;
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void DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
u32 vertex_stride, u32 num_vertices) override;
void DispatchComputeShader(const AbstractShader* shader, const void* uniforms, u32 uniforms_size,
u32 groups_x, u32 groups_y, u32 groups_z) override;
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private:
bool CreateSemaphores();
void DestroySemaphores();
void BeginFrame();
void CheckForSurfaceChange();
void CheckForSurfaceResize();
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void CheckForConfigChanges();
void ResetSamplerStates();
void OnSwapChainResized();
void BindEFBToStateTracker();
void RecreateEFBFramebuffer();
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void RecompileShaders();
bool CompileShaders();
void DestroyShaders();
// Draw the frame, as well as the OSD to the swap chain.
void DrawScreen(VKTexture* xfb_texture, const EFBRectangle& xfb_region);
// 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);
std::tuple<VkBuffer, u32> UpdateUtilityUniformBuffer(const void* uniforms, u32 uniforms_size);
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;
const VKPipeline* m_graphics_pipeline = nullptr;
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};
}