mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-12-30 21:20:58 +01:00
178 lines
7.1 KiB
C++
178 lines
7.1 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.
|
|
virtual void BindBackbuffer(const ClearColor& clear_color = {}) {}
|
|
|
|
// 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;
|