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123 lines
5.3 KiB
C++
123 lines
5.3 KiB
C++
// Copyright 2023 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include "VideoCommon/AbstractGfx.h"
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#include "VideoCommon/Constants.h"
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class GLContext;
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namespace OGL
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{
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class OGLFramebuffer;
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class OGLTexture;
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class OGLGfx final : public AbstractGfx
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{
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public:
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OGLGfx(std::unique_ptr<GLContext> main_gl_context, float backbuffer_scale);
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~OGLGfx();
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bool IsHeadless() const override;
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std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config,
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std::string_view name) override;
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std::unique_ptr<AbstractStagingTexture>
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CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;
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std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, std::string_view source,
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std::string_view name) override;
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std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
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size_t length,
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std::string_view name) override;
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std::unique_ptr<NativeVertexFormat>
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CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override;
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std::unique_ptr<AbstractPipeline> CreatePipeline(const AbstractPipelineConfig& config,
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const void* cache_data = nullptr,
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size_t cache_data_length = 0) override;
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std::unique_ptr<AbstractFramebuffer>
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CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
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std::vector<AbstractTexture*> additional_color_attachments) override;
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void SetPipeline(const AbstractPipeline* pipeline) override;
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void SetFramebuffer(AbstractFramebuffer* framebuffer) override;
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void SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer) override;
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void SetAndClearFramebuffer(AbstractFramebuffer* framebuffer, const ClearColor& color_value = {},
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float depth_value = 0.0f) override;
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void ClearRegion(const MathUtil::Rectangle<int>& target_rc, bool colorEnable, bool alphaEnable,
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bool zEnable, u32 color, u32 z) override;
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void SetScissorRect(const MathUtil::Rectangle<int>& rc) override;
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void SetTexture(u32 index, const AbstractTexture* texture) override;
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void SetSamplerState(u32 index, const SamplerState& state) override;
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void SetComputeImageTexture(u32 index, AbstractTexture* texture, bool read, bool write) override;
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void UnbindTexture(const AbstractTexture* texture) override;
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void SetViewport(float x, float y, float width, float height, float near_depth,
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float far_depth) override;
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void Draw(u32 base_vertex, u32 num_vertices) override;
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void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) override;
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void DispatchComputeShader(const AbstractShader* shader, u32 groupsize_x, u32 groupsize_y,
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u32 groupsize_z, u32 groups_x, u32 groups_y, u32 groups_z) override;
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bool BindBackbuffer(const ClearColor& clear_color = {}) override;
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void PresentBackbuffer() override;
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void BeginUtilityDrawing() override;
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void EndUtilityDrawing() override;
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void Flush() override;
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void WaitForGPUIdle() override;
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void OnConfigChanged(u32 bits) override;
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virtual void SelectLeftBuffer() override;
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virtual void SelectRightBuffer() override;
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virtual void SelectMainBuffer() override;
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std::unique_ptr<VideoCommon::AsyncShaderCompiler> CreateAsyncShaderCompiler() override;
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// Only call methods from this on the GPU thread.
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GLContext* GetMainGLContext() const { return m_main_gl_context.get(); }
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bool IsGLES() const;
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// Invalidates a cached texture binding. Required for texel buffers when they borrow the units.
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void InvalidateTextureBinding(u32 index) { m_bound_textures[index] = nullptr; }
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// The shared framebuffer exists for copying textures when extensions are not available. It is
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// slower, but the only way to do these things otherwise.
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u32 GetSharedReadFramebuffer() const { return m_shared_read_framebuffer; }
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u32 GetSharedDrawFramebuffer() const { return m_shared_draw_framebuffer; }
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void BindSharedReadFramebuffer();
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void BindSharedDrawFramebuffer();
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// Restores FBO binding after it's been changed.
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void RestoreFramebufferBinding();
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SurfaceInfo GetSurfaceInfo() const override;
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private:
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void CheckForSurfaceChange();
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void CheckForSurfaceResize();
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void ApplyRasterizationState(const RasterizationState state);
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void ApplyDepthState(const DepthState state);
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void ApplyBlendingState(const BlendingState state);
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std::unique_ptr<GLContext> m_main_gl_context;
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std::unique_ptr<OGLFramebuffer> m_system_framebuffer;
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std::array<const OGLTexture*, VideoCommon::MAX_PIXEL_SHADER_SAMPLERS> m_bound_textures{};
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std::array<const AbstractTexture*, VideoCommon::MAX_COMPUTE_SHADER_SAMPLERS>
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m_bound_image_textures{};
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AbstractTexture* m_bound_image_texture = nullptr;
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RasterizationState m_current_rasterization_state;
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DepthState m_current_depth_state;
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BlendingState m_current_blend_state;
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u32 m_shared_read_framebuffer = 0;
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u32 m_shared_draw_framebuffer = 0;
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float m_backbuffer_scale;
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};
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inline OGLGfx* GetOGLGfx()
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{
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return static_cast<OGLGfx*>(g_gfx.get());
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}
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} // namespace OGL
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