2016-08-13 12:57:50 +00:00
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// Copyright 2016 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <array>
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2016-10-01 03:07:50 +00:00
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#include <cstddef>
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2016-08-13 12:57:50 +00:00
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#include <memory>
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2016-10-01 03:07:50 +00:00
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#include "Common/CommonTypes.h"
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2016-08-13 12:57:50 +00:00
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#include "VideoBackends/Vulkan/Constants.h"
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#include "VideoCommon/RenderBase.h"
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2016-10-22 12:41:42 +00:00
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struct XFBSourceBase;
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2016-08-13 12:57:50 +00:00
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namespace Vulkan
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{
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class BoundingBox;
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class SwapChain;
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class StagingTexture2D;
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class VKFramebuffer;
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class VKPipeline;
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class VKTexture;
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2016-08-13 12:57:50 +00:00
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class Renderer : public ::Renderer
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{
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public:
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Renderer(std::unique_ptr<SwapChain> swap_chain, float backbuffer_scale);
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2017-03-04 06:40:08 +00:00
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~Renderer() override;
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static Renderer* GetInstance() { return static_cast<Renderer*>(g_renderer.get()); }
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2018-10-03 13:03:13 +00:00
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bool IsHeadless() const override;
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2018-02-09 10:52:25 +00:00
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bool Initialize() override;
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void Shutdown() override;
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2017-09-30 06:25:36 +00:00
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std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) override;
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2017-10-21 14:49:40 +00:00
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std::unique_ptr<AbstractStagingTexture>
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CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;
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std::unique_ptr<AbstractFramebuffer>
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CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment) override;
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std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, const char* source,
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size_t length) override;
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std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
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size_t length) override;
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std::unique_ptr<NativeVertexFormat>
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CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override;
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std::unique_ptr<AbstractPipeline> CreatePipeline(const AbstractPipelineConfig& config,
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const void* cache_data = nullptr,
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size_t cache_data_length = 0) override;
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SwapChain* GetSwapChain() const { return m_swap_chain.get(); }
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BoundingBox* GetBoundingBox() const { return m_bounding_box.get(); }
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u16 BBoxRead(int index) override;
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void BBoxWrite(int index, u16 value) override;
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void BBoxFlush() override;
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void Flush() override;
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void WaitForGPUIdle() override;
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void OnConfigChanged(u32 bits) override;
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2019-04-15 14:47:46 +00:00
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void ClearScreen(const MathUtil::Rectangle<int>& rc, bool color_enable, bool alpha_enable,
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bool z_enable, u32 color, u32 z) override;
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void SetPipeline(const AbstractPipeline* pipeline) override;
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void SetFramebuffer(AbstractFramebuffer* framebuffer) override;
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void SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer) override;
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void SetAndClearFramebuffer(AbstractFramebuffer* framebuffer, const ClearColor& color_value = {},
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float depth_value = 0.0f) override;
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void SetScissorRect(const MathUtil::Rectangle<int>& rc) override;
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void SetTexture(u32 index, const AbstractTexture* texture) override;
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void SetSamplerState(u32 index, const SamplerState& state) override;
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void SetComputeImageTexture(AbstractTexture* texture, bool read, bool write) override;
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void UnbindTexture(const AbstractTexture* texture) override;
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void SetViewport(float x, float y, float width, float height, float near_depth,
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float far_depth) override;
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void Draw(u32 base_vertex, u32 num_vertices) override;
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void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) override;
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void DispatchComputeShader(const AbstractShader* shader, u32 groups_x, u32 groups_y,
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u32 groups_z) override;
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void BindBackbuffer(const ClearColor& clear_color = {}) override;
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void PresentBackbuffer() override;
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// Completes the current render pass, executes the command buffer, and restores state ready for
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// next render. Use when you want to kick the current buffer to make room for new data.
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void ExecuteCommandBuffer(bool execute_off_thread, bool wait_for_completion = false);
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private:
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void CheckForSurfaceChange();
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void CheckForSurfaceResize();
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2016-08-13 12:57:50 +00:00
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void ResetSamplerStates();
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void OnSwapChainResized();
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void BindFramebuffer(VKFramebuffer* fb);
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std::unique_ptr<SwapChain> m_swap_chain;
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std::unique_ptr<BoundingBox> m_bounding_box;
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// Keep a copy of sampler states to avoid cache lookups every draw
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std::array<SamplerState, NUM_PIXEL_SHADER_SAMPLERS> m_sampler_states = {};
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};
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} // namespace Vulkan
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