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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 14:19:46 -06:00
Move most backend functionality to VideoCommon
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@ -41,22 +41,26 @@ class AbstractShader;
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class AbstractTexture;
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class AbstractStagingTexture;
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class NativeVertexFormat;
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class PostProcessingShaderImplementation;
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struct TextureConfig;
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struct ComputePipelineConfig;
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struct AbstractPipelineConfig;
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struct PortableVertexDeclaration;
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enum class ShaderStage;
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enum class EFBAccessType;
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enum class EFBReinterpretType;
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enum class StagingTextureType;
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namespace VideoCommon
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{
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class PostProcessing;
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}
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struct EfbPokeData
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{
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u16 x, y;
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u32 data;
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};
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extern int frameCount;
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// Renderer really isn't a very good name for this class - it's more like "Misc".
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// The long term goal is to get rid of this class and replace it with others that make
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// more sense.
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@ -78,37 +82,38 @@ public:
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virtual void SetScissorRect(const MathUtil::Rectangle<int>& rc) {}
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virtual void SetTexture(u32 index, const AbstractTexture* texture) {}
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virtual void SetSamplerState(u32 index, const SamplerState& state) {}
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virtual void SetComputeImageTexture(AbstractTexture* texture, bool read, bool write) {}
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virtual void UnbindTexture(const AbstractTexture* texture) {}
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virtual void SetInterlacingMode() {}
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virtual void SetViewport(float x, float y, float width, float height, float near_depth,
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float far_depth)
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{
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}
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virtual void SetFullscreen(bool enable_fullscreen) {}
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virtual bool IsFullscreen() const { return false; }
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virtual void ApplyState() {}
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virtual void RestoreState() {}
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virtual void ResetAPIState() {}
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virtual void RestoreAPIState() {}
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virtual void BeginUtilityDrawing();
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virtual void EndUtilityDrawing();
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virtual std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) = 0;
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virtual std::unique_ptr<AbstractStagingTexture>
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CreateStagingTexture(StagingTextureType type, const TextureConfig& config) = 0;
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virtual std::unique_ptr<AbstractFramebuffer>
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CreateFramebuffer(const AbstractTexture* color_attachment,
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const AbstractTexture* depth_attachment) = 0;
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CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment) = 0;
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// Framebuffer operations.
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virtual void SetFramebuffer(const AbstractFramebuffer* framebuffer) {}
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virtual void SetAndDiscardFramebuffer(const AbstractFramebuffer* framebuffer) {}
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virtual void SetAndClearFramebuffer(const AbstractFramebuffer* framebuffer,
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const ClearColor& color_value = {}, float depth_value = 0.0f)
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{
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}
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virtual void SetFramebuffer(AbstractFramebuffer* framebuffer);
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virtual void SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer);
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virtual void SetAndClearFramebuffer(AbstractFramebuffer* framebuffer,
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const ClearColor& color_value = {}, float depth_value = 0.0f);
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// Drawing with currently-bound pipeline state.
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virtual void Draw(u32 base_vertex, u32 num_vertices) {}
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virtual void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) {}
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// Dispatching compute shaders with currently-bound state.
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virtual void DispatchComputeShader(const AbstractShader* shader, u32 groups_x, u32 groups_y,
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u32 groups_z)
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{
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}
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// Binds the backbuffer for rendering. The buffer will be cleared immediately after binding.
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// This is where any window size changes are detected, therefore m_backbuffer_width and/or
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// m_backbuffer_height may change after this function returns.
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@ -122,12 +127,15 @@ public:
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CreateShaderFromSource(ShaderStage stage, const char* source, size_t length) = 0;
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virtual std::unique_ptr<AbstractShader>
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CreateShaderFromBinary(ShaderStage stage, const void* data, size_t length) = 0;
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virtual std::unique_ptr<NativeVertexFormat>
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CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) = 0;
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virtual std::unique_ptr<AbstractPipeline>
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CreatePipeline(const AbstractPipelineConfig& config) = 0;
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std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage,
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const std::string& source);
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AbstractFramebuffer* GetCurrentFramebuffer() const { return m_current_framebuffer; }
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const AbstractFramebuffer* GetCurrentFramebuffer() const { return m_current_framebuffer; }
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u32 GetCurrentFramebufferWidth() const { return m_current_framebuffer_width; }
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u32 GetCurrentFramebufferHeight() const { return m_current_framebuffer_height; }
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// Ideal internal resolution - multiple of the native EFB resolution
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int GetTargetWidth() const { return m_target_width; }
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int GetTargetHeight() const { return m_target_height; }
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@ -137,10 +145,27 @@ public:
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float GetBackbufferScale() const { return m_backbuffer_scale; }
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void SetWindowSize(int width, int height);
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// EFB coordinate conversion functions
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// Sets viewport and scissor to the specified rectangle. rect is assumed to be in framebuffer
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// coordinates, i.e. lower-left origin in OpenGL.
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void SetViewportAndScissor(const MathUtil::Rectangle<int>& rect, float min_depth = 0.0f,
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float max_depth = 1.0f);
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// Scales a GPU texture using a copy shader.
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virtual void ScaleTexture(AbstractFramebuffer* dst_framebuffer,
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const MathUtil::Rectangle<int>& dst_rect,
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const AbstractTexture* src_texture,
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const MathUtil::Rectangle<int>& src_rect);
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// Converts an upper-left to lower-left if required by the backend, optionally
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// clamping to the framebuffer size.
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MathUtil::Rectangle<int> ConvertFramebufferRectangle(const MathUtil::Rectangle<int>& rect,
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u32 fb_width, u32 fb_height);
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MathUtil::Rectangle<int> ConvertFramebufferRectangle(const MathUtil::Rectangle<int>& rect,
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const AbstractFramebuffer* framebuffer);
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// EFB coordinate conversion functions
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// Use this to convert a whole native EFB rect to backbuffer coordinates
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virtual TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc) = 0;
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TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc);
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const TargetRectangle& GetTargetRectangle() const { return m_target_rectangle; }
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float CalculateDrawAspectRatio() const;
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@ -170,18 +195,20 @@ public:
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bool InitializeImGui();
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virtual void ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
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u32 color, u32 z) = 0;
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virtual void ReinterpretPixelData(unsigned int convtype) = 0;
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u32 color, u32 z);
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virtual void ReinterpretPixelData(EFBReinterpretType convtype);
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void RenderToXFB(u32 xfbAddr, const EFBRectangle& sourceRc, u32 fbStride, u32 fbHeight,
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float Gamma = 1.0f);
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virtual u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) = 0;
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virtual void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points) = 0;
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virtual u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data);
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virtual void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points);
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virtual u16 BBoxRead(int index) = 0;
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virtual void BBoxWrite(int index, u16 value) = 0;
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virtual void BBoxFlush() {}
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virtual void Flush() {}
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virtual void WaitForGPUIdle() {}
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// Finish up the current frame, print some stats
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void Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const EFBRectangle& rc,
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@ -189,14 +216,14 @@ public:
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// Draws the specified XFB buffer to the screen, performing any post-processing.
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// Assumes that the backbuffer has already been bound and cleared.
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virtual void RenderXFBToScreen(const AbstractTexture* texture, const EFBRectangle& rc) {}
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virtual void RenderXFBToScreen(const AbstractTexture* texture, const EFBRectangle& rc);
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// Called when the configuration changes, and backend structures need to be updated.
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virtual void OnConfigChanged(u32 bits) {}
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PEControl::PixelFormat GetPrevPixelFormat() const { return m_prev_efb_format; }
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void StorePixelFormat(PEControl::PixelFormat new_format) { m_prev_efb_format = new_format; }
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PostProcessingShaderImplementation* GetPostProcessor() const { return m_post_processor.get(); }
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VideoCommon::PostProcessing* GetPostProcessor() const { return m_post_processor.get(); }
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// Final surface changing
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// This is called when the surface is resized (WX) or the window changes (Android).
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void ChangeSurface(void* new_surface_handle);
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@ -246,12 +273,10 @@ protected:
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// Renders ImGui windows to the currently-bound framebuffer.
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// Should be called with the ImGui lock held.
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void RenderImGui();
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void DrawImGui();
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// TODO: Remove the width/height parameters once we make the EFB an abstract framebuffer.
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const AbstractFramebuffer* m_current_framebuffer = nullptr;
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u32 m_current_framebuffer_width = 1;
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u32 m_current_framebuffer_height = 1;
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AbstractFramebuffer* m_current_framebuffer = nullptr;
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const AbstractPipeline* m_current_pipeline = nullptr;
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Common::Flag m_screenshot_request;
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Common::Event m_screenshot_completed;
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@ -260,8 +285,8 @@ protected:
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bool m_aspect_wide = false;
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// The framebuffer size
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int m_target_width = 0;
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int m_target_height = 0;
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int m_target_width = 1;
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int m_target_height = 1;
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// Backbuffer (window) size and render area
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int m_backbuffer_width = 0;
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@ -269,10 +294,11 @@ protected:
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float m_backbuffer_scale = 1.0f;
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AbstractTextureFormat m_backbuffer_format = AbstractTextureFormat::Undefined;
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TargetRectangle m_target_rectangle = {};
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int m_frame_count = 0;
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FPSCounter m_fps_counter;
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std::unique_ptr<PostProcessingShaderImplementation> m_post_processor;
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std::unique_ptr<VideoCommon::PostProcessing> m_post_processor;
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void* m_new_surface_handle = nullptr;
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Common::Flag m_surface_changed;
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@ -315,6 +341,7 @@ private:
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// Texture used for screenshot/frame dumping
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std::unique_ptr<AbstractTexture> m_frame_dump_render_texture;
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std::unique_ptr<AbstractFramebuffer> m_frame_dump_render_framebuffer;
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std::array<std::unique_ptr<AbstractStagingTexture>, 2> m_frame_dump_readback_textures;
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AVIDump::Frame m_last_frame_state;
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bool m_last_frame_exported = false;
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@ -340,15 +367,15 @@ private:
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bool IsFrameDumping();
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// Asynchronously encodes the current staging texture to the frame dump.
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// Checks that the frame dump render texture exists and is the correct size.
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bool CheckFrameDumpRenderTexture(u32 target_width, u32 target_height);
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// Checks that the frame dump readback texture exists and is the correct size.
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bool CheckFrameDumpReadbackTexture(u32 target_width, u32 target_height);
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// Fills the frame dump staging texture with the current XFB texture.
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void DumpCurrentFrame();
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// Fills the frame dump render texture with the current XFB texture.
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void RenderFrameDump();
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// Queues the current frame for readback, which will be written to AVI next frame.
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void QueueFrameDumpReadback();
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// Asynchronously encodes the specified pointer of frame data to the frame dump.
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void DumpFrameData(const u8* data, int w, int h, int stride, const AVIDump::Frame& state);
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