// Copyright 2016 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include #include #include #include #include "Common/CommonTypes.h" #include "VideoBackends/Vulkan/Constants.h" #include "VideoCommon/RenderBase.h" struct XFBSourceBase; namespace Vulkan { class BoundingBox; class FramebufferManager; class SwapChain; class StagingTexture2D; class Texture2D; class VKFramebuffer; class VKPipeline; class VKTexture; class Renderer : public ::Renderer { public: Renderer(std::unique_ptr swap_chain); ~Renderer() override; static Renderer* GetInstance(); bool IsHeadless() const override; bool Initialize() override; void Shutdown() override; std::unique_ptr CreateTexture(const TextureConfig& config) override; std::unique_ptr CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override; std::unique_ptr CreateFramebuffer(const AbstractTexture* color_attachment, const AbstractTexture* depth_attachment) override; std::unique_ptr CreateShaderFromSource(ShaderStage stage, const char* source, size_t length) override; std::unique_ptr CreateShaderFromBinary(ShaderStage stage, const void* data, size_t length) override; std::unique_ptr CreatePipeline(const AbstractPipelineConfig& config) override; SwapChain* GetSwapChain() const { return m_swap_chain.get(); } BoundingBox* GetBoundingBox() const { return m_bounding_box.get(); } 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(AbstractTexture* texture, const EFBRectangle& rc, u64 ticks) override; void Flush() 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 SetPipeline(const AbstractPipeline* pipeline) override; void SetFramebuffer(const AbstractFramebuffer* framebuffer) override; void SetAndDiscardFramebuffer(const AbstractFramebuffer* framebuffer) override; void SetAndClearFramebuffer(const AbstractFramebuffer* framebuffer, const ClearColor& color_value = {}, float depth_value = 0.0f) override; void SetScissorRect(const MathUtil::Rectangle& rc) override; void SetTexture(u32 index, const AbstractTexture* texture) override; void SetSamplerState(u32 index, const SamplerState& state) override; void UnbindTexture(const AbstractTexture* texture) override; void SetInterlacingMode() override; void SetViewport(float x, float y, float width, float height, float near_depth, float far_depth) override; void Draw(u32 base_vertex, u32 num_vertices) override; void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) override; private: bool CreateSemaphores(); void DestroySemaphores(); void BeginFrame(); void CheckForSurfaceChange(); void CheckForSurfaceResize(); void CheckForConfigChanges(); void ResetSamplerStates(); void OnSwapChainResized(); void BindEFBToStateTracker(); void RecreateEFBFramebuffer(); void BindFramebuffer(const VKFramebuffer* fb); 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. void BlitScreen(VkRenderPass render_pass, const TargetRectangle& dst_rect, const TargetRectangle& src_rect, const Texture2D* src_tex); std::tuple UpdateUtilityUniformBuffer(const void* uniforms, u32 uniforms_size); VkSemaphore m_image_available_semaphore = VK_NULL_HANDLE; VkSemaphore m_rendering_finished_semaphore = VK_NULL_HANDLE; VkRenderPass m_swap_chain_render_pass = VK_NULL_HANDLE; VkRenderPass m_swap_chain_clear_render_pass = VK_NULL_HANDLE; std::unique_ptr m_swap_chain; std::unique_ptr m_bounding_box; // 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; }; }