181 lines
7.3 KiB
C++
181 lines
7.3 KiB
C++
// Copyright 2023 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include "Common/HookableEvent.h"
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#include "Common/MathUtil.h"
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#include "VideoCommon/RenderState.h"
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#include <array>
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#include <memory>
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#include <vector>
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class AbstractFramebuffer;
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class AbstractPipeline;
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class AbstractShader;
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class AbstractTexture;
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class AbstractStagingTexture;
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class NativeVertexFormat;
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struct ComputePipelineConfig;
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struct AbstractPipelineConfig;
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struct PortableVertexDeclaration;
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struct TextureConfig;
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enum class AbstractTextureFormat : u32;
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enum class ShaderStage;
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enum class StagingTextureType;
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struct SurfaceInfo
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{
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u32 width = 0;
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u32 height = 0;
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float scale = 0.0f;
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AbstractTextureFormat format = {};
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};
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namespace VideoCommon
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{
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class AsyncShaderCompiler;
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}
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using ClearColor = std::array<float, 4>;
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// AbstractGfx is the root of Dolphin's Graphics API abstraction layer.
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//
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// Abstract knows nothing about the internals of the GameCube/Wii, that is all handled elsewhere in
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// VideoCommon.
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class AbstractGfx
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{
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public:
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AbstractGfx();
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virtual ~AbstractGfx() = default;
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virtual bool IsHeadless() const = 0;
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// Does the backend support drawing a UI or doing post-processing
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virtual bool SupportsUtilityDrawing() const { return true; }
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virtual void SetPipeline(const AbstractPipeline* pipeline) {}
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virtual void SetScissorRect(const MathUtil::Rectangle<int>& rc) {}
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virtual void SetTexture(u32 index, const AbstractTexture* texture) {}
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virtual void SetSamplerState(u32 index, const SamplerState& state) {}
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virtual void SetComputeImageTexture(u32 index, AbstractTexture* texture, bool read, bool write) {}
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virtual void UnbindTexture(const AbstractTexture* texture) {}
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virtual void SetViewport(float x, float y, float width, float height, float near_depth,
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float far_depth)
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{
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}
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virtual void SetFullscreen(bool enable_fullscreen) {}
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virtual bool IsFullscreen() const { return false; }
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virtual void BeginUtilityDrawing();
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virtual void EndUtilityDrawing();
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virtual std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config,
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std::string_view name = "") = 0;
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virtual std::unique_ptr<AbstractStagingTexture>
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CreateStagingTexture(StagingTextureType type, const TextureConfig& config) = 0;
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virtual std::unique_ptr<AbstractFramebuffer>
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CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
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std::vector<AbstractTexture*> additional_color_attachments = {}) = 0;
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// Framebuffer operations.
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virtual void SetFramebuffer(AbstractFramebuffer* framebuffer);
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virtual void SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer);
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virtual void SetAndClearFramebuffer(AbstractFramebuffer* framebuffer,
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const ClearColor& color_value = {}, float depth_value = 0.0f);
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virtual void ClearRegion(const MathUtil::Rectangle<int>& target_rc, bool colorEnable,
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bool alphaEnable, bool zEnable, u32 color, u32 z);
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// Drawing with currently-bound pipeline state.
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virtual void Draw(u32 base_vertex, u32 num_vertices) {}
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virtual void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) {}
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// Dispatching compute shaders with currently-bound state.
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virtual void DispatchComputeShader(const AbstractShader* shader, u32 groupsize_x, u32 groupsize_y,
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u32 groupsize_z, u32 groups_x, u32 groups_y, u32 groups_z)
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{
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}
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// Binds the backbuffer for rendering. The buffer will be cleared immediately after binding.
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// This is where any window size changes are detected, therefore m_backbuffer_width and/or
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// m_backbuffer_height may change after this function returns.
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// If this returns false, a problem occurred binding the backbuffer.
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// Don't render anything to it, but still call `PresentBackbuffer`, which will reset any
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// per-frame resources and prepare for the next frame.
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virtual bool BindBackbuffer(const ClearColor& clear_color = {}) { return true; }
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// Presents the backbuffer to the window system, or "swaps buffers".
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virtual void PresentBackbuffer() {}
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// Shader modules/objects.
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virtual std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage,
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std::string_view source,
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std::string_view name = "") = 0;
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virtual std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage,
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const void* data, size_t length,
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std::string_view name = "") = 0;
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virtual std::unique_ptr<NativeVertexFormat>
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CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) = 0;
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virtual std::unique_ptr<AbstractPipeline> CreatePipeline(const AbstractPipelineConfig& config,
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const void* cache_data = nullptr,
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size_t cache_data_length = 0) = 0;
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AbstractFramebuffer* GetCurrentFramebuffer() const { return m_current_framebuffer; }
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// Sets viewport and scissor to the specified rectangle. rect is assumed to be in framebuffer
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// coordinates, i.e. lower-left origin in OpenGL.
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void SetViewportAndScissor(const MathUtil::Rectangle<int>& rect, float min_depth = 0.0f,
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float max_depth = 1.0f);
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// Scales a GPU texture using a copy shader.
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virtual void ScaleTexture(AbstractFramebuffer* dst_framebuffer,
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const MathUtil::Rectangle<int>& dst_rect,
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const AbstractTexture* src_texture,
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const MathUtil::Rectangle<int>& src_rect);
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// Converts an upper-left to lower-left if required by the backend, optionally
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// clamping to the framebuffer size.
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MathUtil::Rectangle<int> ConvertFramebufferRectangle(const MathUtil::Rectangle<int>& rect,
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u32 fb_width, u32 fb_height) const;
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MathUtil::Rectangle<int>
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ConvertFramebufferRectangle(const MathUtil::Rectangle<int>& rect,
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const AbstractFramebuffer* framebuffer) const;
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virtual void Flush() {}
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virtual void WaitForGPUIdle() {}
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// For opengl's glDrawBuffer
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virtual void SelectLeftBuffer() {}
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virtual void SelectRightBuffer() {}
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virtual void SelectMainBuffer() {}
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// A simple presentation fallback, only used by video software
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virtual void ShowImage(const AbstractTexture* source_texture,
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const MathUtil::Rectangle<int>& source_rc)
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{
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}
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virtual std::unique_ptr<VideoCommon::AsyncShaderCompiler> CreateAsyncShaderCompiler();
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// Called when the configuration changes, and backend structures need to be updated.
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virtual void OnConfigChanged(u32 changed_bits);
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// Returns true if a layer-expanding geometry shader should be used when rendering
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// the user interface on the output buffer.
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bool UseGeometryShaderForUI() const;
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// Returns info about the main surface (aka backbuffer)
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virtual SurfaceInfo GetSurfaceInfo() const = 0;
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protected:
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AbstractFramebuffer* m_current_framebuffer = nullptr;
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const AbstractPipeline* m_current_pipeline = nullptr;
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private:
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Common::EventHook m_config_changed;
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};
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extern std::unique_ptr<AbstractGfx> g_gfx;
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