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synced 2025-07-23 06:09:50 -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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@ -20,12 +20,12 @@
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#include "Common/StringUtil.h"
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#include "VideoCommon/AbstractFramebuffer.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/AbstractTexture.h"
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#include "VideoCommon/FramebufferManager.h"
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#include "VideoCommon/Present.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/ShaderCache.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VideoCommon.h"
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@ -417,9 +417,9 @@ void PostProcessing::BlitFromTexture(const MathUtil::Rectangle<int>& dst,
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const MathUtil::Rectangle<int>& src,
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const AbstractTexture* src_tex, int src_layer)
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{
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if (g_renderer->GetCurrentFramebuffer()->GetColorFormat() != m_framebuffer_format)
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if (g_gfx->GetCurrentFramebuffer()->GetColorFormat() != m_framebuffer_format)
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{
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m_framebuffer_format = g_renderer->GetCurrentFramebuffer()->GetColorFormat();
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m_framebuffer_format = g_gfx->GetCurrentFramebuffer()->GetColorFormat();
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RecompilePipeline();
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}
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@ -430,12 +430,12 @@ void PostProcessing::BlitFromTexture(const MathUtil::Rectangle<int>& dst,
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g_vertex_manager->UploadUtilityUniforms(m_uniform_staging_buffer.data(),
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static_cast<u32>(m_uniform_staging_buffer.size()));
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g_renderer->SetViewportAndScissor(
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g_renderer->ConvertFramebufferRectangle(dst, g_renderer->GetCurrentFramebuffer()));
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g_renderer->SetPipeline(m_pipeline.get());
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g_renderer->SetTexture(0, src_tex);
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g_renderer->SetSamplerState(0, RenderState::GetLinearSamplerState());
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g_renderer->Draw(0, 3);
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g_gfx->SetViewportAndScissor(
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g_gfx->ConvertFramebufferRectangle(dst, g_gfx->GetCurrentFramebuffer()));
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g_gfx->SetPipeline(m_pipeline.get());
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g_gfx->SetTexture(0, src_tex);
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g_gfx->SetSamplerState(0, RenderState::GetLinearSamplerState());
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g_gfx->Draw(0, 3);
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}
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std::string PostProcessing::GetUniformBufferHeader() const
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@ -598,8 +598,8 @@ bool PostProcessing::CompileVertexShader()
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ss << "}\n";
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m_vertex_shader = g_renderer->CreateShaderFromSource(ShaderStage::Vertex, ss.str(),
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"Post-processing vertex shader");
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m_vertex_shader =
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g_gfx->CreateShaderFromSource(ShaderStage::Vertex, ss.str(), "Post-processing vertex shader");
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if (!m_vertex_shader)
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{
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PanicAlertFmt("Failed to compile post-processing vertex shader");
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@ -688,7 +688,7 @@ bool PostProcessing::CompilePixelShader()
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// Generate GLSL and compile the new shader.
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m_config.LoadShader(g_ActiveConfig.sPostProcessingShader);
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m_pixel_shader = g_renderer->CreateShaderFromSource(
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m_pixel_shader = g_gfx->CreateShaderFromSource(
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ShaderStage::Pixel, GetHeader() + m_config.GetShaderCode() + GetFooter(),
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fmt::format("Post-processing pixel shader: {}", m_config.GetShader()));
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if (!m_pixel_shader)
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@ -697,7 +697,7 @@ bool PostProcessing::CompilePixelShader()
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// Use default shader.
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m_config.LoadDefaultShader();
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m_pixel_shader = g_renderer->CreateShaderFromSource(
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m_pixel_shader = g_gfx->CreateShaderFromSource(
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ShaderStage::Pixel, GetHeader() + m_config.GetShaderCode() + GetFooter(),
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"Default post-processing pixel shader");
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if (!m_pixel_shader)
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@ -716,14 +716,14 @@ bool PostProcessing::CompilePipeline()
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AbstractPipelineConfig config = {};
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config.vertex_shader = m_vertex_shader.get();
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config.geometry_shader =
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g_renderer->UseGeometryShaderForUI() ? g_shader_cache->GetTexcoordGeometryShader() : nullptr;
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g_gfx->UseGeometryShaderForUI() ? g_shader_cache->GetTexcoordGeometryShader() : nullptr;
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config.pixel_shader = m_pixel_shader.get();
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config.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
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config.depth_state = RenderState::GetNoDepthTestingDepthState();
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config.blending_state = RenderState::GetNoBlendingBlendState();
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config.framebuffer_state = RenderState::GetColorFramebufferState(m_framebuffer_format);
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config.usage = AbstractPipelineUsage::Utility;
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m_pipeline = g_renderer->CreatePipeline(config);
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m_pipeline = g_gfx->CreatePipeline(config);
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if (!m_pipeline)
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return false;
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