// Copyright 2023 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #pragma once #include "VideoCommon/AbstractGfx.h" #include "VideoCommon/Constants.h" class GLContext; namespace OGL { class OGLFramebuffer; class OGLTexture; class OGLGfx final : public AbstractGfx { public: OGLGfx(std::unique_ptr main_gl_context, float backbuffer_scale); ~OGLGfx(); bool IsHeadless() const override; std::unique_ptr CreateTexture(const TextureConfig& config, std::string_view name) override; std::unique_ptr CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override; std::unique_ptr CreateShaderFromSource(ShaderStage stage, std::string_view source, std::string_view name) override; std::unique_ptr CreateShaderFromBinary(ShaderStage stage, const void* data, size_t length, std::string_view name) override; std::unique_ptr CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override; std::unique_ptr CreatePipeline(const AbstractPipelineConfig& config, const void* cache_data = nullptr, size_t cache_data_length = 0) override; std::unique_ptr CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment) override; void SetPipeline(const AbstractPipeline* pipeline) override; void SetFramebuffer(AbstractFramebuffer* framebuffer) override; void SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer) override; void SetAndClearFramebuffer(AbstractFramebuffer* framebuffer, const ClearColor& color_value = {}, float depth_value = 0.0f) override; void ClearRegion(const MathUtil::Rectangle& target_rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z) 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 SetComputeImageTexture(AbstractTexture* texture, bool read, bool write) override; void UnbindTexture(const AbstractTexture* texture) 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; void DispatchComputeShader(const AbstractShader* shader, u32 groupsize_x, u32 groupsize_y, u32 groupsize_z, u32 groups_x, u32 groups_y, u32 groups_z) override; void BindBackbuffer(const ClearColor& clear_color = {}) override; void PresentBackbuffer() override; void BeginUtilityDrawing() override; void EndUtilityDrawing() override; void Flush() override; void WaitForGPUIdle() override; void OnConfigChanged(u32 bits) override; virtual void SelectLeftBuffer() override; virtual void SelectRightBuffer() override; virtual void SelectMainBuffer() override; std::unique_ptr CreateAsyncShaderCompiler() override; // Only call methods from this on the GPU thread. GLContext* GetMainGLContext() const { return m_main_gl_context.get(); } bool IsGLES() const; // Invalidates a cached texture binding. Required for texel buffers when they borrow the units. void InvalidateTextureBinding(u32 index) { m_bound_textures[index] = nullptr; } // The shared framebuffer exists for copying textures when extensions are not available. It is // slower, but the only way to do these things otherwise. u32 GetSharedReadFramebuffer() const { return m_shared_read_framebuffer; } u32 GetSharedDrawFramebuffer() const { return m_shared_draw_framebuffer; } void BindSharedReadFramebuffer(); void BindSharedDrawFramebuffer(); // Restores FBO binding after it's been changed. void RestoreFramebufferBinding(); SurfaceInfo GetSurfaceInfo() const override; private: void CheckForSurfaceChange(); void CheckForSurfaceResize(); void ApplyRasterizationState(const RasterizationState state); void ApplyDepthState(const DepthState state); void ApplyBlendingState(const BlendingState state); std::unique_ptr m_main_gl_context; std::unique_ptr m_system_framebuffer; std::array m_bound_textures{}; AbstractTexture* m_bound_image_texture = nullptr; RasterizationState m_current_rasterization_state; DepthState m_current_depth_state; BlendingState m_current_blend_state; u32 m_shared_read_framebuffer = 0; u32 m_shared_draw_framebuffer = 0; float m_backbuffer_scale; }; inline OGLGfx* GetOGLGfx() { return static_cast(g_gfx.get()); } } // namespace OGL