dolphin/Source/Core/VideoBackends/Software/SWGfx.cpp

139 lines
4.3 KiB
C++

// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoBackends/Software/SWGfx.h"
#include "Common/GL/GLContext.h"
#include "VideoBackends/Software/EfbCopy.h"
#include "VideoBackends/Software/Rasterizer.h"
#include "VideoBackends/Software/SWOGLWindow.h"
#include "VideoBackends/Software/SWTexture.h"
#include "VideoCommon/AbstractPipeline.h"
#include "VideoCommon/AbstractShader.h"
#include "VideoCommon/AbstractTexture.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/Present.h"
namespace SW
{
SWGfx::SWGfx(std::unique_ptr<SWOGLWindow> window) : m_window(std::move(window))
{
}
bool SWGfx::IsHeadless() const
{
return m_window->IsHeadless();
}
bool SWGfx::SupportsUtilityDrawing() const
{
return false;
}
std::unique_ptr<AbstractTexture> SWGfx::CreateTexture(const TextureConfig& config,
[[maybe_unused]] std::string_view name)
{
return std::make_unique<SWTexture>(config);
}
std::unique_ptr<AbstractStagingTexture> SWGfx::CreateStagingTexture(StagingTextureType type,
const TextureConfig& config)
{
return std::make_unique<SWStagingTexture>(type, config);
}
std::unique_ptr<AbstractFramebuffer> SWGfx::CreateFramebuffer(AbstractTexture* color_attachment,
AbstractTexture* depth_attachment)
{
return SWFramebuffer::Create(static_cast<SWTexture*>(color_attachment),
static_cast<SWTexture*>(depth_attachment));
}
void SWGfx::BindBackbuffer(const ClearColor& clear_color)
{
// Look for framebuffer resizes
if (!g_presenter->SurfaceResizedTestAndClear())
return;
GLContext* context = m_window->GetContext();
context->Update();
g_presenter->SetBackbuffer(context->GetBackBufferWidth(), context->GetBackBufferHeight());
}
class SWShader final : public AbstractShader
{
public:
explicit SWShader(ShaderStage stage) : AbstractShader(stage) {}
~SWShader() = default;
BinaryData GetBinary() const override { return {}; }
};
std::unique_ptr<AbstractShader>
SWGfx::CreateShaderFromSource(ShaderStage stage, [[maybe_unused]] std::string_view source,
[[maybe_unused]] std::string_view name)
{
return std::make_unique<SWShader>(stage);
}
std::unique_ptr<AbstractShader>
SWGfx::CreateShaderFromBinary(ShaderStage stage, const void* data, size_t length,
[[maybe_unused]] std::string_view name)
{
return std::make_unique<SWShader>(stage);
}
class SWPipeline final : public AbstractPipeline
{
public:
SWPipeline() = default;
~SWPipeline() override = default;
};
std::unique_ptr<AbstractPipeline> SWGfx::CreatePipeline(const AbstractPipelineConfig& config,
const void* cache_data,
size_t cache_data_length)
{
return std::make_unique<SWPipeline>();
}
// Called on the GPU thread
void SWGfx::ShowImage(const AbstractTexture* source_texture,
const MathUtil::Rectangle<int>& source_rc)
{
if (!IsHeadless())
m_window->ShowImage(source_texture, source_rc);
}
void SWGfx::ClearRegion(const MathUtil::Rectangle<int>& target_rc, bool colorEnable,
bool alphaEnable, bool zEnable, u32 color, u32 z)
{
EfbCopy::ClearEfb();
}
std::unique_ptr<NativeVertexFormat>
SWGfx::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
{
return std::make_unique<NativeVertexFormat>(vtx_decl);
}
void SWGfx::SetScissorRect(const MathUtil::Rectangle<int>& rc)
{
// BPFunctions calls SetScissorRect with the "best" scissor rect whenever the viewport or scissor
// changes. However, the software renderer is actually able to use multiple scissor rects (which
// is necessary in a few renderering edge cases, such as with Major Minor's Majestic March).
// Thus, we use this as a signal to update the list of scissor rects, but ignore the parameter.
Rasterizer::ScissorChanged();
}
SurfaceInfo SWGfx::GetSurfaceInfo() const
{
GLContext* context = m_window->GetContext();
return {std::max(context->GetBackBufferWidth(), 1u), std::max(context->GetBackBufferHeight(), 1u),
1.0f, AbstractTextureFormat::RGBA8};
}
} // namespace SW