dolphin/Source/Core/VideoCommon/AbstractGfx.h

181 lines
7.3 KiB
C++

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