182 lines
6.4 KiB
C++
182 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()
|
|
{
|
|
m_config_changed =
|
|
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.bUsesExplictQuadBuffering;
|
|
}
|