dolphin/Source/Core/VideoBackends/OGL/OGLGfx.h

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// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
#include "VideoCommon/AbstractGfx.h"
#include "VideoCommon/Constants.h"
class GLContext;
namespace OGL
{
class OGLFramebuffer;
class OGLTexture;
class OGLGfx final : public AbstractGfx
{
public:
OGLGfx(std::unique_ptr<GLContext> main_gl_context, float backbuffer_scale);
~OGLGfx();
bool IsHeadless() const override;
std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config,
std::string_view name) override;
std::unique_ptr<AbstractStagingTexture>
CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, std::string_view source,
std::string_view name) override;
std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
size_t length,
std::string_view name) override;
std::unique_ptr<NativeVertexFormat>
CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override;
std::unique_ptr<AbstractPipeline> CreatePipeline(const AbstractPipelineConfig& config,
const void* cache_data = nullptr,
size_t cache_data_length = 0) override;
std::unique_ptr<AbstractFramebuffer>
CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
std::vector<AbstractTexture*> additional_color_attachments) 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;
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void ClearRegion(const MathUtil::Rectangle<int>& target_rc, bool colorEnable, bool alphaEnable,
bool zEnable, u32 color, u32 z) 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(u32 index, 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;
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void Draw(u32 base_vertex, u32 num_vertices) override;
void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) override;
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void DispatchComputeShader(const AbstractShader* shader, u32 groupsize_x, u32 groupsize_y,
u32 groupsize_z, u32 groups_x, u32 groups_y, u32 groups_z) override;
bool BindBackbuffer(const ClearColor& clear_color = {}) override;
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void PresentBackbuffer() override;
void BeginUtilityDrawing() override;
void EndUtilityDrawing() override;
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void Flush() override;
void WaitForGPUIdle() override;
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void OnConfigChanged(u32 bits) override;
virtual void SelectLeftBuffer() override;
virtual void SelectRightBuffer() override;
virtual void SelectMainBuffer() override;
std::unique_ptr<VideoCommon::AsyncShaderCompiler> CreateAsyncShaderCompiler() override;
// Only call methods from this on the GPU thread.
GLContext* GetMainGLContext() const { return m_main_gl_context.get(); }
bool IsGLES() const;
// Invalidates a cached texture binding. Required for texel buffers when they borrow the units.
void InvalidateTextureBinding(u32 index) { m_bound_textures[index] = nullptr; }
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// The shared framebuffer exists for copying textures when extensions are not available. It is
// slower, but the only way to do these things otherwise.
u32 GetSharedReadFramebuffer() const { return m_shared_read_framebuffer; }
u32 GetSharedDrawFramebuffer() const { return m_shared_draw_framebuffer; }
void BindSharedReadFramebuffer();
void BindSharedDrawFramebuffer();
// Restores FBO binding after it's been changed.
void RestoreFramebufferBinding();
SurfaceInfo GetSurfaceInfo() const override;
private:
void CheckForSurfaceChange();
void CheckForSurfaceResize();
void ApplyRasterizationState(const RasterizationState state);
void ApplyDepthState(const DepthState state);
void ApplyBlendingState(const BlendingState state);
std::unique_ptr<GLContext> m_main_gl_context;
std::unique_ptr<OGLFramebuffer> m_system_framebuffer;
std::array<const OGLTexture*, VideoCommon::MAX_PIXEL_SHADER_SAMPLERS> m_bound_textures{};
std::array<const AbstractTexture*, VideoCommon::MAX_COMPUTE_SHADER_SAMPLERS>
m_bound_image_textures{};
AbstractTexture* m_bound_image_texture = nullptr;
RasterizationState m_current_rasterization_state;
DepthState m_current_depth_state;
BlendingState m_current_blend_state;
u32 m_shared_read_framebuffer = 0;
u32 m_shared_draw_framebuffer = 0;
float m_backbuffer_scale;
};
inline OGLGfx* GetOGLGfx()
{
return static_cast<OGLGfx*>(g_gfx.get());
}
} // namespace OGL