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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 21:30:19 -06:00
Split AbstractGfx out of Renderer
Almost all the virtual functions in Renderer are part of dolphin's "graphics api abstraction layer", which has slowly formed over the last decade or two. Most of the work was done previously with the introduction of the various "AbstractX" classes, associated with texture cache cleanups and implementation of newer graphics APIs (Direct3D 12, Vulkan, Metal). We are simply taking the last step and yeeting these functions out of Renderer. This "AbstractGfx" class is now completely agnostic of any details from the flipper/hollywood GPU we are emulating, though somewhat specialized. (Will not build, this commit only contains changes outside VideoBackends)
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@ -10,6 +10,7 @@
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#include "Core/Config/NetplaySettings.h"
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#include "Core/Movie.h"
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#include "VideoCommon/AbstractGfx.h"
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#include "VideoCommon/AbstractPipeline.h"
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#include "VideoCommon/AbstractShader.h"
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#include "VideoCommon/FramebufferShaderGen.h"
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@ -18,7 +19,6 @@
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#include "VideoCommon/OnScreenDisplay.h"
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#include "VideoCommon/PerformanceMetrics.h"
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#include "VideoCommon/Present.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VideoConfig.h"
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@ -61,7 +61,7 @@ bool OnScreenUI::Initialize(u32 width, u32 height, float scale)
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vdecl.texcoords[0] = {ComponentFormat::Float, 2, offsetof(ImDrawVert, uv), true, false};
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vdecl.colors[0] = {ComponentFormat::UByte, 4, offsetof(ImDrawVert, col), true, false};
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vdecl.stride = sizeof(ImDrawVert);
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m_imgui_vertex_format = g_renderer->CreateNativeVertexFormat(vdecl);
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m_imgui_vertex_format = g_gfx->CreateNativeVertexFormat(vdecl);
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if (!m_imgui_vertex_format)
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{
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PanicAlertFmt("Failed to create ImGui vertex format");
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@ -78,7 +78,7 @@ bool OnScreenUI::Initialize(u32 width, u32 height, float scale)
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TextureConfig font_tex_config(font_tex_width, font_tex_height, 1, 1, 1,
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AbstractTextureFormat::RGBA8, 0);
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std::unique_ptr<AbstractTexture> font_tex =
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g_renderer->CreateTexture(font_tex_config, "ImGui font texture");
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g_gfx->CreateTexture(font_tex_config, "ImGui font texture");
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if (!font_tex)
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{
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PanicAlertFmt("Failed to create ImGui texture");
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@ -120,10 +120,10 @@ bool OnScreenUI::RecompileImGuiPipeline()
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return true;
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}
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std::unique_ptr<AbstractShader> vertex_shader = g_renderer->CreateShaderFromSource(
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std::unique_ptr<AbstractShader> vertex_shader = g_gfx->CreateShaderFromSource(
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ShaderStage::Vertex, FramebufferShaderGen::GenerateImGuiVertexShader(),
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"ImGui vertex shader");
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std::unique_ptr<AbstractShader> pixel_shader = g_renderer->CreateShaderFromSource(
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std::unique_ptr<AbstractShader> pixel_shader = g_gfx->CreateShaderFromSource(
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ShaderStage::Pixel, FramebufferShaderGen::GenerateImGuiPixelShader(), "ImGui pixel shader");
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if (!vertex_shader || !pixel_shader)
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{
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@ -133,9 +133,9 @@ bool OnScreenUI::RecompileImGuiPipeline()
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// GS is used to render the UI to both eyes in stereo modes.
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std::unique_ptr<AbstractShader> geometry_shader;
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if (g_renderer->UseGeometryShaderForUI())
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if (g_gfx->UseGeometryShaderForUI())
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{
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geometry_shader = g_renderer->CreateShaderFromSource(
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geometry_shader = g_gfx->CreateShaderFromSource(
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ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(1, 1),
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"ImGui passthrough geometry shader");
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if (!geometry_shader)
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@ -163,7 +163,7 @@ bool OnScreenUI::RecompileImGuiPipeline()
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pconfig.framebuffer_state.samples = 1;
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pconfig.framebuffer_state.per_sample_shading = false;
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pconfig.usage = AbstractPipelineUsage::Utility;
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m_imgui_pipeline = g_renderer->CreatePipeline(pconfig);
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m_imgui_pipeline = g_gfx->CreatePipeline(pconfig);
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if (!m_imgui_pipeline)
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{
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PanicAlertFmt("Failed to create imgui pipeline");
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@ -204,8 +204,8 @@ void OnScreenUI::DrawImGui()
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if (!draw_data)
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return;
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g_renderer->SetViewport(0.0f, 0.0f, static_cast<float>(m_backbuffer_width),
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static_cast<float>(m_backbuffer_height), 0.0f, 1.0f);
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g_gfx->SetViewport(0.0f, 0.0f, static_cast<float>(m_backbuffer_width),
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static_cast<float>(m_backbuffer_height), 0.0f, 1.0f);
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// Uniform buffer for draws.
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struct ImGuiUbo
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@ -216,8 +216,8 @@ void OnScreenUI::DrawImGui()
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ImGuiUbo ubo = {{1.0f / m_backbuffer_width * 2.0f, 1.0f / m_backbuffer_height * 2.0f}};
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// Set up common state for drawing.
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g_renderer->SetPipeline(m_imgui_pipeline.get());
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g_renderer->SetSamplerState(0, RenderState::GetPointSamplerState());
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g_gfx->SetPipeline(m_imgui_pipeline.get());
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g_gfx->SetSamplerState(0, RenderState::GetPointSamplerState());
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g_vertex_manager->UploadUtilityUniforms(&ubo, sizeof(ubo));
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for (int i = 0; i < draw_data->CmdListsCount; i++)
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@ -239,13 +239,13 @@ void OnScreenUI::DrawImGui()
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continue;
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}
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g_renderer->SetScissorRect(g_renderer->ConvertFramebufferRectangle(
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g_gfx->SetScissorRect(g_gfx->ConvertFramebufferRectangle(
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MathUtil::Rectangle<int>(
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static_cast<int>(cmd.ClipRect.x), static_cast<int>(cmd.ClipRect.y),
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static_cast<int>(cmd.ClipRect.z), static_cast<int>(cmd.ClipRect.w)),
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g_renderer->GetCurrentFramebuffer()));
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g_renderer->SetTexture(0, reinterpret_cast<const AbstractTexture*>(cmd.TextureId));
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g_renderer->DrawIndexed(base_index, cmd.ElemCount, base_vertex);
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g_gfx->GetCurrentFramebuffer()));
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g_gfx->SetTexture(0, reinterpret_cast<const AbstractTexture*>(cmd.TextureId));
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g_gfx->DrawIndexed(base_index, cmd.ElemCount, base_vertex);
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base_index += cmd.ElemCount;
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}
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}
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@ -255,9 +255,9 @@ void OnScreenUI::DrawImGui()
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// itself will be clipped to whatever bounds were last set by ImGui, resulting in a rather useless
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// capture whenever any ImGui windows are open. We'll reset the scissor rectangle to the entire
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// viewport here to avoid this problem.
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g_renderer->SetScissorRect(g_renderer->ConvertFramebufferRectangle(
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g_gfx->SetScissorRect(g_gfx->ConvertFramebufferRectangle(
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MathUtil::Rectangle<int>(0, 0, m_backbuffer_width, m_backbuffer_height),
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g_renderer->GetCurrentFramebuffer()));
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g_gfx->GetCurrentFramebuffer()));
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}
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// Create On-Screen-Messages
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