// Copyright 2008 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include #include #include "Common/GL/GLUtil.h" #include "VideoCommon/RenderBase.h" struct XFBSourceBase; namespace OGL { class OGLPipeline; void ClearEFBCache(); enum GlslVersion { Glsl130, Glsl140, Glsl150, Glsl330, Glsl400, // and above Glsl430, GlslEs300, // GLES 3.0 GlslEs310, // GLES 3.1 GlslEs320, // GLES 3.2 }; enum class EsTexbufType { TexbufNone, TexbufCore, TexbufOes, TexbufExt }; enum class EsFbFetchType { FbFetchNone, FbFetchExt, FbFetchArm, }; // ogl-only config, so not in VideoConfig.h struct VideoConfig { bool bSupportsGLSLCache; bool bSupportsGLPinnedMemory; bool bSupportsGLSync; bool bSupportsGLBaseVertex; bool bSupportsGLBufferStorage; bool bSupportsMSAA; GlslVersion eSupportedGLSLVersion; bool bSupportViewportFloat; bool bSupportsAEP; bool bSupportsDebug; bool bSupportsCopySubImage; u8 SupportedESPointSize; EsTexbufType SupportedESTextureBuffer; bool bSupportsTextureStorage; bool bSupports2DTextureStorageMultisample; bool bSupports3DTextureStorageMultisample; bool bSupportsConservativeDepth; bool bSupportsImageLoadStore; bool bSupportsAniso; bool bSupportsBitfield; bool bSupportsTextureSubImage; EsFbFetchType SupportedFramebufferFetch; const char* gl_vendor; const char* gl_renderer; const char* gl_version; s32 max_samples; }; extern VideoConfig g_ogl_config; class Renderer : public ::Renderer { public: Renderer(); ~Renderer() override; void Init(); void Shutdown() override; std::unique_ptr CreateTexture(const TextureConfig& config) override; std::unique_ptr CreateStagingTexture(StagingTextureType type, const TextureConfig& config) 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; void SetPipeline(const AbstractPipeline* pipeline) override; void SetBlendingState(const BlendingState& state) override; void SetScissorRect(const MathUtil::Rectangle& rc) override; void SetRasterizationState(const RasterizationState& state) override; void SetDepthState(const DepthState& state) 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 RenderText(const std::string& text, 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; void ResetAPIState() override; void RestoreAPIState() override; TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc) override; void SwapImpl(AbstractTexture* texture, const EFBRectangle& rc, u64 ticks, float Gamma) override; void ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z) override; void ReinterpretPixelData(unsigned int convtype) override; void DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices, u32 vertex_stride, u32 num_vertices) override; void DispatchComputeShader(const AbstractShader* shader, const void* uniforms, u32 uniforms_size, u32 groups_x, u32 groups_y, u32 groups_z) override; private: void UpdateEFBCache(EFBAccessType type, u32 cacheRectIdx, const EFBRectangle& efbPixelRc, const TargetRectangle& targetPixelRc, const void* data); void DrawEFB(GLuint framebuffer, const TargetRectangle& target_rc, const TargetRectangle& source_rc); void BlitScreen(TargetRectangle src, TargetRectangle dst, GLuint src_texture, int src_width, int src_height); void CheckForSurfaceChange(); void CheckForSurfaceResize(); void ApplyBlendingState(const BlendingState& state); void ApplyRasterizationState(const RasterizationState& state); void ApplyDepthState(const DepthState& state); void UploadUtilityUniforms(const void* uniforms, u32 uniforms_size); std::array m_bound_textures{}; const OGLPipeline* m_graphics_pipeline = nullptr; }; }