dolphin/Source/Core/VideoCommon/AbstractGfx.cpp

181 lines
6.4 KiB
C++

// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/AbstractGfx.h"
#include "Common/Assert.h"
#include "VideoCommon/AbstractFramebuffer.h"
#include "VideoCommon/AbstractTexture.h"
#include "VideoCommon/BPFunctions.h"
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/ShaderCache.h"
#include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VideoConfig.h"
std::unique_ptr<AbstractGfx> g_gfx;
AbstractGfx::AbstractGfx()
{
ConfigChangedEvent::Register([this](u32 bits) { OnConfigChanged(bits); }, "AbstractGfx");
}
bool AbstractGfx::IsHeadless() const
{
return true;
}
void AbstractGfx::BeginUtilityDrawing()
{
g_vertex_manager->Flush();
}
void AbstractGfx::EndUtilityDrawing()
{
// Reset framebuffer/scissor/viewport. Pipeline will be reset at next draw.
g_framebuffer_manager->BindEFBFramebuffer();
BPFunctions::SetScissorAndViewport();
}
void AbstractGfx::SetFramebuffer(AbstractFramebuffer* framebuffer)
{
m_current_framebuffer = framebuffer;
}
void AbstractGfx::SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer)
{
m_current_framebuffer = framebuffer;
}
void AbstractGfx::SetAndClearFramebuffer(AbstractFramebuffer* framebuffer,
const ClearColor& color_value, float depth_value)
{
m_current_framebuffer = framebuffer;
}
void AbstractGfx::ClearRegion(const MathUtil::Rectangle<int>& target_rc, bool colorEnable,
bool alphaEnable, bool zEnable, u32 color, u32 z)
{
// This is a generic fallback for any ClearRegion operations that backends don't support.
// It simply draws a Quad.
BeginUtilityDrawing();
// Set up uniforms.
struct Uniforms
{
float clear_color[4];
float clear_depth;
float padding1, padding2, padding3;
};
static_assert(std::is_standard_layout<Uniforms>::value);
Uniforms uniforms = {{static_cast<float>((color >> 16) & 0xFF) / 255.0f,
static_cast<float>((color >> 8) & 0xFF) / 255.0f,
static_cast<float>((color >> 0) & 0xFF) / 255.0f,
static_cast<float>((color >> 24) & 0xFF) / 255.0f},
static_cast<float>(z & 0xFFFFFF) / 16777216.0f};
if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
uniforms.clear_depth = 1.0f - uniforms.clear_depth;
g_vertex_manager->UploadUtilityUniforms(&uniforms, sizeof(uniforms));
g_gfx->SetPipeline(g_framebuffer_manager->GetClearPipeline(colorEnable, alphaEnable, zEnable));
g_gfx->SetViewportAndScissor(target_rc);
g_gfx->Draw(0, 3);
EndUtilityDrawing();
}
void AbstractGfx::SetViewportAndScissor(const MathUtil::Rectangle<int>& rect, float min_depth,
float max_depth)
{
SetViewport(static_cast<float>(rect.left), static_cast<float>(rect.top),
static_cast<float>(rect.GetWidth()), static_cast<float>(rect.GetHeight()), min_depth,
max_depth);
SetScissorRect(rect);
}
void AbstractGfx::ScaleTexture(AbstractFramebuffer* dst_framebuffer,
const MathUtil::Rectangle<int>& dst_rect,
const AbstractTexture* src_texture,
const MathUtil::Rectangle<int>& src_rect)
{
ASSERT(dst_framebuffer->GetColorFormat() == AbstractTextureFormat::RGBA8);
BeginUtilityDrawing();
// The shader needs to know the source rectangle.
const auto converted_src_rect =
ConvertFramebufferRectangle(src_rect, src_texture->GetWidth(), src_texture->GetHeight());
const float rcp_src_width = 1.0f / src_texture->GetWidth();
const float rcp_src_height = 1.0f / src_texture->GetHeight();
const std::array<float, 4> uniforms = {{converted_src_rect.left * rcp_src_width,
converted_src_rect.top * rcp_src_height,
converted_src_rect.GetWidth() * rcp_src_width,
converted_src_rect.GetHeight() * rcp_src_height}};
g_vertex_manager->UploadUtilityUniforms(&uniforms, sizeof(uniforms));
// Discard if we're overwriting the whole thing.
if (static_cast<u32>(dst_rect.GetWidth()) == dst_framebuffer->GetWidth() &&
static_cast<u32>(dst_rect.GetHeight()) == dst_framebuffer->GetHeight())
{
SetAndDiscardFramebuffer(dst_framebuffer);
}
else
{
SetFramebuffer(dst_framebuffer);
}
SetViewportAndScissor(ConvertFramebufferRectangle(dst_rect, dst_framebuffer));
SetPipeline(dst_framebuffer->GetLayers() > 1 ? g_shader_cache->GetRGBA8StereoCopyPipeline() :
g_shader_cache->GetRGBA8CopyPipeline());
SetTexture(0, src_texture);
SetSamplerState(0, RenderState::GetLinearSamplerState());
Draw(0, 3);
EndUtilityDrawing();
if (dst_framebuffer->GetColorAttachment())
dst_framebuffer->GetColorAttachment()->FinishedRendering();
}
MathUtil::Rectangle<int>
AbstractGfx::ConvertFramebufferRectangle(const MathUtil::Rectangle<int>& rect,
const AbstractFramebuffer* framebuffer) const
{
return ConvertFramebufferRectangle(rect, framebuffer->GetWidth(), framebuffer->GetHeight());
}
MathUtil::Rectangle<int>
AbstractGfx::ConvertFramebufferRectangle(const MathUtil::Rectangle<int>& rect, u32 fb_width,
u32 fb_height) const
{
MathUtil::Rectangle<int> ret = rect;
if (g_ActiveConfig.backend_info.bUsesLowerLeftOrigin)
{
ret.top = fb_height - rect.bottom;
ret.bottom = fb_height - rect.top;
}
return ret;
}
std::unique_ptr<VideoCommon::AsyncShaderCompiler> AbstractGfx::CreateAsyncShaderCompiler()
{
return std::make_unique<VideoCommon::AsyncShaderCompiler>();
}
void AbstractGfx::OnConfigChanged(u32 changed_bits)
{
// If there's any shader changes, wait for the GPU to finish before destroying anything.
if (changed_bits & (CONFIG_CHANGE_BIT_HOST_CONFIG | CONFIG_CHANGE_BIT_MULTISAMPLES))
{
WaitForGPUIdle();
SetPipeline(nullptr);
}
}
bool AbstractGfx::UseGeometryShaderForUI() const
{
// OpenGL doesn't render to a 2-layer backbuffer like D3D/Vulkan for quad-buffered stereo,
// instead drawing twice and the eye selected by glDrawBuffer() (see Presenter::RenderXFBToScreen)
return g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer &&
g_ActiveConfig.backend_info.api_type != APIType::OpenGL;
}