// Copyright 2016 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include #include #include #include "Common/CommonTypes.h" #include "VideoBackends/Vulkan/Constants.h" #include "VideoCommon/AVIDump.h" #include "VideoCommon/RenderBase.h" struct XFBSourceBase; namespace Vulkan { class BoundingBox; class FramebufferManager; class SwapChain; class StagingTexture2D; class Texture2D; class RasterFont; class Renderer : public ::Renderer { public: Renderer(std::unique_ptr swap_chain); ~Renderer() override; static Renderer* GetInstance(); SwapChain* GetSwapChain() const { return m_swap_chain.get(); } BoundingBox* GetBoundingBox() const { return m_bounding_box.get(); } bool Initialize(); 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, u64 ticks, float gamma) override; 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; void ResetAPIState() override; void RestoreAPIState() override; void SetBlendingState(const BlendingState& state) 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(); // Transitions EFB/XFB buffers to SHADER_READ_ONLY, ready for presenting/dumping. // If MSAA is enabled, and XFB is disabled, also resolves the EFB buffer. void TransitionBuffersForSwap(const TargetRectangle& scaled_rect, const XFBSourceBase* const* xfb_sources, u32 xfb_count); // 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. 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(); VkSemaphore m_image_available_semaphore = VK_NULL_HANDLE; VkSemaphore m_rendering_finished_semaphore = VK_NULL_HANDLE; std::unique_ptr m_swap_chain; std::unique_ptr m_bounding_box; std::unique_ptr m_raster_font; // Keep a copy of sampler states to avoid cache lookups every draw std::array 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 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 readback_texture; VkFence fence = VK_NULL_HANDLE; AVIDump::Frame dump_state = {}; bool pending = false; }; std::array m_frame_dump_images; size_t m_current_frame_dump_image = FRAME_DUMP_BUFFERED_FRAMES - 1; bool m_frame_dumping_active = false; }; }