// Copyright 2016 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #pragma once #include #include #include #include "Common/CommonTypes.h" #include "VideoBackends/Vulkan/Constants.h" #include "VideoCommon/RenderBase.h" struct XFBSourceBase; namespace Vulkan { class BoundingBox; class SwapChain; class StagingTexture2D; class VKFramebuffer; class VKPipeline; class VKTexture; class Renderer : public ::Renderer { public: Renderer(std::unique_ptr swap_chain, float backbuffer_scale); ~Renderer() override; static Renderer* GetInstance() { return static_cast(g_renderer.get()); } 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(AbstractTexture* color_attachment, AbstractTexture* depth_attachment) override; std::unique_ptr CreateShaderFromSource(ShaderStage stage, std::string_view source) override; std::unique_ptr CreateShaderFromBinary(ShaderStage stage, const void* data, size_t length) 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; SwapChain* GetSwapChain() const { return m_swap_chain.get(); } BoundingBox* GetBoundingBox() const { return m_bounding_box.get(); } u16 BBoxReadImpl(int index) override; void BBoxWriteImpl(int index, u16 value) override; void BBoxFlushImpl() override; void Flush() override; void WaitForGPUIdle() override; void OnConfigChanged(u32 bits) override; void ClearScreen(const MathUtil::Rectangle& rc, bool color_enable, bool alpha_enable, bool z_enable, u32 color, u32 z) 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 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 groups_x, u32 groups_y, u32 groups_z) override; void BindBackbuffer(const ClearColor& clear_color = {}) override; void PresentBackbuffer() override; void SetFullscreen(bool enable_fullscreen) override; bool IsFullscreen() const override; // Completes the current render pass, executes the command buffer, and restores state ready for // next render. Use when you want to kick the current buffer to make room for new data. void ExecuteCommandBuffer(bool execute_off_thread, bool wait_for_completion = false); private: void CheckForSurfaceChange(); void CheckForSurfaceResize(); void ResetSamplerStates(); void OnSwapChainResized(); void BindFramebuffer(VKFramebuffer* fb); 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 = {}; }; } // namespace Vulkan