dolphin/Source/Core/VideoBackends/Vulkan/Renderer.h

105 lines
4.1 KiB
C++

// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <array>
#include <cstddef>
#include <memory>
#include "Common/CommonTypes.h"
#include "VideoBackends/Vulkan/Constants.h"
#include "VideoCommon/RenderBase.h"
struct XFBSourceBase;
namespace Vulkan
{
class BoundingBox;
class SwapChain;
class StagingTexture2D;
class VKFramebuffer;
class VKPipeline;
class VKTexture;
class Renderer : public ::Renderer
{
public:
Renderer(std::unique_ptr<SwapChain> swap_chain, float backbuffer_scale);
~Renderer() override;
static Renderer* GetInstance() { return static_cast<Renderer*>(g_renderer.get()); }
bool IsHeadless() const override;
bool Initialize() override;
void Shutdown() override;
std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) override;
std::unique_ptr<AbstractStagingTexture>
CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;
std::unique_ptr<AbstractFramebuffer>
CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, const char* source,
size_t length) override;
std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
size_t length) override;
std::unique_ptr<NativeVertexFormat>
CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override;
std::unique_ptr<AbstractPipeline> CreatePipeline(const AbstractPipelineConfig& config) override;
SwapChain* GetSwapChain() const { return m_swap_chain.get(); }
BoundingBox* GetBoundingBox() const { return m_bounding_box.get(); }
u16 BBoxRead(int index) override;
void BBoxWrite(int index, u16 value) override;
void BBoxFlush() override;
void Flush() override;
void WaitForGPUIdle() override;
void OnConfigChanged(u32 bits) override;
void ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha_enable, bool z_enable,
u32 color, u32 z) override;
void SetPipeline(const AbstractPipeline* pipeline) override;
void SetFramebuffer(AbstractFramebuffer* framebuffer) override;
void SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer) override;
void SetAndClearFramebuffer(AbstractFramebuffer* framebuffer, const ClearColor& color_value = {},
float depth_value = 0.0f) override;
void SetScissorRect(const MathUtil::Rectangle<int>& rc) override;
void SetTexture(u32 index, const AbstractTexture* texture) override;
void SetSamplerState(u32 index, const SamplerState& state) override;
void SetComputeImageTexture(AbstractTexture* texture, bool read, bool write) override;
void UnbindTexture(const AbstractTexture* texture) override;
void SetViewport(float x, float y, float width, float height, float near_depth,
float far_depth) override;
void Draw(u32 base_vertex, u32 num_vertices) override;
void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) override;
void DispatchComputeShader(const AbstractShader* shader, u32 groups_x, u32 groups_y,
u32 groups_z) override;
void BindBackbuffer(const ClearColor& clear_color = {}) override;
void PresentBackbuffer() override;
// Completes the current render pass, executes the command buffer, and restores state ready for
// next render. Use when you want to kick the current buffer to make room for new data.
void ExecuteCommandBuffer(bool execute_off_thread, bool wait_for_completion = false);
private:
void CheckForSurfaceChange();
void CheckForSurfaceResize();
void ResetSamplerStates();
void OnSwapChainResized();
void BindFramebuffer(VKFramebuffer* fb);
std::unique_ptr<SwapChain> m_swap_chain;
std::unique_ptr<BoundingBox> m_bounding_box;
// Keep a copy of sampler states to avoid cache lookups every draw
std::array<SamplerState, NUM_PIXEL_SHADER_SAMPLERS> m_sampler_states = {};
};
} // namespace Vulkan