Move most backend functionality to VideoCommon

This commit is contained in:
Stenzek
2019-02-15 11:59:50 +10:00
parent 933f3ba008
commit f039149198
182 changed files with 8334 additions and 15917 deletions

View File

@ -17,10 +17,8 @@ struct XFBSourceBase;
namespace Vulkan
{
class BoundingBox;
class FramebufferManager;
class SwapChain;
class StagingTexture2D;
class Texture2D;
class VKFramebuffer;
class VKPipeline;
class VKTexture;
@ -31,7 +29,7 @@ public:
Renderer(std::unique_ptr<SwapChain> swap_chain, float backbuffer_scale);
~Renderer() override;
static Renderer* GetInstance();
static Renderer* GetInstance() { return static_cast<Renderer*>(g_renderer.get()); }
bool IsHeadless() const override;
@ -42,67 +40,60 @@ public:
std::unique_ptr<AbstractStagingTexture>
CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;
std::unique_ptr<AbstractFramebuffer>
CreateFramebuffer(const AbstractTexture* color_attachment,
const AbstractTexture* depth_attachment) override;
CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, const char* source,
size_t length) override;
std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
size_t length) override;
std::unique_ptr<NativeVertexFormat>
CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override;
std::unique_ptr<AbstractPipeline> CreatePipeline(const AbstractPipelineConfig& config) override;
SwapChain* GetSwapChain() const { return m_swap_chain.get(); }
BoundingBox* GetBoundingBox() const { return m_bounding_box.get(); }
u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) override;
void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points) override;
u16 BBoxRead(int index) override;
void BBoxWrite(int index, u16 value) override;
TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc) override;
void BBoxFlush() override;
void Flush() override;
void RenderXFBToScreen(const AbstractTexture* texture, const EFBRectangle& rc) override;
void WaitForGPUIdle() override;
void OnConfigChanged(u32 bits) override;
void ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha_enable, bool z_enable,
u32 color, u32 z) override;
void ReinterpretPixelData(unsigned int convtype) override;
void ApplyState() override;
void ResetAPIState() override;
void RestoreAPIState() override;
void SetPipeline(const AbstractPipeline* pipeline) override;
void SetFramebuffer(const AbstractFramebuffer* framebuffer) override;
void SetAndDiscardFramebuffer(const AbstractFramebuffer* framebuffer) override;
void SetAndClearFramebuffer(const AbstractFramebuffer* framebuffer,
const ClearColor& color_value = {},
void SetFramebuffer(AbstractFramebuffer* framebuffer) override;
void SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer) override;
void SetAndClearFramebuffer(AbstractFramebuffer* framebuffer, const ClearColor& color_value = {},
float depth_value = 0.0f) 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(AbstractTexture* texture, bool read, bool write) override;
void UnbindTexture(const AbstractTexture* texture) override;
void SetInterlacingMode() override;
void SetViewport(float x, float y, float width, float height, float near_depth,
float far_depth) override;
void Draw(u32 base_vertex, u32 num_vertices) override;
void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) override;
void DispatchComputeShader(const AbstractShader* shader, u32 groups_x, u32 groups_y,
u32 groups_z) override;
void BindBackbuffer(const ClearColor& clear_color = {}) override;
void PresentBackbuffer() override;
private:
void BeginFrame();
// Completes the current render pass, executes the command buffer, and restores state ready for
// next render. Use when you want to kick the current buffer to make room for new data.
void ExecuteCommandBuffer(bool execute_off_thread, bool wait_for_completion = false);
private:
void CheckForSurfaceChange();
void CheckForSurfaceResize();
void ResetSamplerStates();
void OnSwapChainResized();
void BindEFBToStateTracker();
void RecreateEFBFramebuffer();
void BindFramebuffer(const VKFramebuffer* fb);
void BindFramebuffer(VKFramebuffer* fb);
std::unique_ptr<SwapChain> m_swap_chain;
std::unique_ptr<BoundingBox> m_bounding_box;
@ -110,4 +101,4 @@ private:
// Keep a copy of sampler states to avoid cache lookups every draw
std::array<SamplerState, NUM_PIXEL_SHADER_SAMPLERS> m_sampler_states = {};
};
}
} // namespace Vulkan