VideoCommon: Add support for Abstract Framebuffers

This commit is contained in:
Stenzek
2018-01-21 20:22:45 +10:00
parent 2a6d9e4713
commit 4c24a69710
31 changed files with 792 additions and 9 deletions

View File

@ -0,0 +1,55 @@
// Copyright 2018 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoCommon/AbstractFramebuffer.h"
#include "VideoCommon/AbstractTexture.h"
AbstractFramebuffer::AbstractFramebuffer(AbstractTextureFormat color_format,
AbstractTextureFormat depth_format, u32 width, u32 height,
u32 layers, u32 samples)
: m_color_format(color_format), m_depth_format(depth_format), m_width(width), m_height(height),
m_layers(layers), m_samples(samples)
{
}
AbstractFramebuffer::~AbstractFramebuffer() = default;
bool AbstractFramebuffer::ValidateConfig(const AbstractTexture* color_attachment,
const AbstractTexture* depth_attachment)
{
// Must have at least a color or depth attachment.
if (!color_attachment && !depth_attachment)
return false;
// Currently we only expose a single mip level for render target textures.
// MSAA textures are not supported with mip levels on most backends, and it simplifies our
// handling of framebuffers.
auto CheckAttachment = [](const AbstractTexture* tex) {
return tex->GetConfig().rendertarget && tex->GetConfig().levels == 1;
};
if ((color_attachment && !CheckAttachment(color_attachment)) ||
depth_attachment && !CheckAttachment(depth_attachment))
{
return false;
}
// If both color and depth are present, their attributes must match.
if (color_attachment && depth_attachment)
{
if (color_attachment->GetConfig().width != depth_attachment->GetConfig().width ||
color_attachment->GetConfig().height != depth_attachment->GetConfig().height ||
color_attachment->GetConfig().layers != depth_attachment->GetConfig().layers ||
color_attachment->GetConfig().samples != depth_attachment->GetConfig().samples)
{
return false;
}
}
return true;
}
MathUtil::Rectangle<int> AbstractFramebuffer::GetRect() const
{
return MathUtil::Rectangle<int>(0, 0, static_cast<int>(m_width), static_cast<int>(m_height));
}

View File

@ -0,0 +1,45 @@
// Copyright 2018 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include "Common/CommonTypes.h"
#include "Common/MathUtil.h"
#include "VideoCommon/TextureConfig.h"
class AbstractTexture;
// An abstract framebuffer wraps a backend framebuffer/view object, which can be used to
// draw onto a texture. Currently, only single-level textures are supported. Multi-layer
// textures will render by default only to the first layer, however, multiple layers
// be rendered in parallel using geometry shaders and layer variable.
class AbstractFramebuffer
{
public:
AbstractFramebuffer(AbstractTextureFormat color_format, AbstractTextureFormat depth_format,
u32 width, u32 height, u32 layers, u32 samples);
virtual ~AbstractFramebuffer();
static bool ValidateConfig(const AbstractTexture* color_attachment,
const AbstractTexture* depth_attachment);
AbstractTextureFormat GetColorFormat() const { return m_color_format; }
AbstractTextureFormat GetDepthFormat() const { return m_depth_format; }
bool HasColorBuffer() const { return m_color_format != AbstractTextureFormat::Undefined; }
bool HasDepthBuffer() const { return m_depth_format != AbstractTextureFormat::Undefined; }
u32 GetWidth() const { return m_width; }
u32 GetHeight() const { return m_height; }
u32 GetLayers() const { return m_layers; }
u32 GetSamples() const { return m_samples; }
MathUtil::Rectangle<int> GetRect() const;
protected:
AbstractTextureFormat m_color_format;
AbstractTextureFormat m_depth_format;
u32 m_width;
u32 m_height;
u32 m_layers;
u32 m_samples;
};

View File

@ -78,6 +78,11 @@ bool AbstractTexture::IsDepthFormat(AbstractTextureFormat format)
}
}
bool AbstractTexture::IsStencilFormat(AbstractTextureFormat format)
{
return format == AbstractTextureFormat::D32F_S8;
}
size_t AbstractTexture::CalculateStrideForFormat(AbstractTextureFormat format, u32 row_length)
{
switch (format)

View File

@ -40,6 +40,7 @@ public:
static bool IsCompressedFormat(AbstractTextureFormat format);
static bool IsDepthFormat(AbstractTextureFormat format);
static bool IsStencilFormat(AbstractTextureFormat format);
static size_t CalculateStrideForFormat(AbstractTextureFormat format, u32 row_length);
static size_t GetTexelSizeForFormat(AbstractTextureFormat format);

View File

@ -1,4 +1,5 @@
set(SRCS
AbstractFramebuffer.cpp
AbstractStagingTexture.cpp
AbstractTexture.cpp
AsyncRequests.cpp

View File

@ -43,6 +43,7 @@
#include "Core/Movie.h"
#include "VideoCommon/AVIDump.h"
#include "VideoCommon/AbstractFramebuffer.h"
#include "VideoCommon/AbstractStagingTexture.h"
#include "VideoCommon/AbstractTexture.h"
#include "VideoCommon/BPMemory.h"

View File

@ -14,6 +14,7 @@
#pragma once
#include <array>
#include <condition_variable>
#include <memory>
#include <mutex>
@ -32,6 +33,7 @@
#include "VideoCommon/RenderState.h"
#include "VideoCommon/VideoCommon.h"
class AbstractFramebuffer;
class AbstractPipeline;
class AbstractShader;
class AbstractTexture;
@ -63,6 +65,8 @@ public:
Renderer(int backbuffer_width, int backbuffer_height);
virtual ~Renderer();
using ClearColor = std::array<float, 4>;
enum PixelPerfQuery
{
PP_ZCOMP_INPUT_ZCOMPLOC,
@ -95,6 +99,17 @@ public:
virtual std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) = 0;
virtual std::unique_ptr<AbstractStagingTexture>
CreateStagingTexture(StagingTextureType type, const TextureConfig& config) = 0;
virtual std::unique_ptr<AbstractFramebuffer>
CreateFramebuffer(const AbstractTexture* color_attachment,
const AbstractTexture* depth_attachment) = 0;
// Framebuffer operations.
virtual void SetFramebuffer(const AbstractFramebuffer* framebuffer) {}
virtual void SetAndDiscardFramebuffer(const AbstractFramebuffer* framebuffer) {}
virtual void SetAndClearFramebuffer(const AbstractFramebuffer* framebuffer,
const ClearColor& color_value = {}, float depth_value = 0.0f)
{
}
// Shader modules/objects.
virtual std::unique_ptr<AbstractShader>
@ -104,6 +119,9 @@ public:
virtual std::unique_ptr<AbstractPipeline>
CreatePipeline(const AbstractPipelineConfig& config) = 0;
const AbstractFramebuffer* GetCurrentFramebuffer() const { return m_current_framebuffer; }
u32 GetCurrentFramebufferWidth() const { return m_current_framebuffer_width; }
u32 GetCurrentFramebufferHeight() const { return m_current_framebuffer_height; }
// Ideal internal resolution - multiple of the native EFB resolution
int GetTargetWidth() const { return m_target_width; }
int GetTargetHeight() const { return m_target_height; }
@ -192,6 +210,11 @@ protected:
void CheckFifoRecording();
void RecordVideoMemory();
// TODO: Remove the width/height parameters once we make the EFB an abstract framebuffer.
const AbstractFramebuffer* m_current_framebuffer = nullptr;
u32 m_current_framebuffer_width = 1;
u32 m_current_framebuffer_height = 1;
Common::Flag m_screenshot_request;
Common::Event m_screenshot_completed;
std::mutex m_screenshot_lock;

View File

@ -36,6 +36,7 @@
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<ItemGroup>
<ClCompile Include="AbstractFramebuffer.cpp" />
<ClCompile Include="AbstractStagingTexture.cpp" />
<ClCompile Include="AbstractTexture.cpp" />
<ClCompile Include="AsyncRequests.cpp" />
@ -98,6 +99,7 @@
<ClCompile Include="XFStructs.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="AbstractFramebuffer.h" />
<ClInclude Include="AbstractStagingTexture.h" />
<ClInclude Include="AbstractPipeline.h" />
<ClInclude Include="AbstractShader.h" />

View File

@ -194,6 +194,9 @@
<ClCompile Include="AbstractStagingTexture.cpp">
<Filter>Base</Filter>
</ClCompile>
<ClCompile Include="AbstractFramebuffer.cpp">
<Filter>Base</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="CommandProcessor.h" />
@ -263,9 +266,6 @@
<ClInclude Include="TextureConversionShader.h">
<Filter>Shader Generators</Filter>
</ClInclude>
<ClInclude Include="TextureConvertionShaderGen.h">
<Filter>Shader Generators</Filter>
</ClInclude>
<ClInclude Include="VertexShaderGen.h">
<Filter>Shader Generators</Filter>
</ClInclude>
@ -374,6 +374,10 @@
<ClInclude Include="AbstractPipeline.h">
<Filter>Base</Filter>
</ClInclude>
<ClInclude Include="TextureConverterShaderGen.h" />
<ClInclude Include="AbstractFramebuffer.h">
<Filter>Base</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<Text Include="CMakeLists.txt" />