mirror of
https://github.com/dolphin-emu/dolphin.git
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e60268bd42
Greatly simplifies the overall interface when it comes to compiling shaders. Also allows getting rid of a std::string overload of the same name. Now std::string and const char* both go through the same function.
152 lines
4.0 KiB
C++
152 lines
4.0 KiB
C++
// Copyright 2009 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "VideoBackends/Software/SWRenderer.h"
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#include <string>
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#include "Common/CommonTypes.h"
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#include "Common/GL/GLContext.h"
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#include "Core/Config/GraphicsSettings.h"
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#include "Core/HW/Memmap.h"
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#include "VideoBackends/Software/EfbCopy.h"
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#include "VideoBackends/Software/EfbInterface.h"
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#include "VideoBackends/Software/SWOGLWindow.h"
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#include "VideoBackends/Software/SWTexture.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/BoundingBox.h"
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#include "VideoCommon/NativeVertexFormat.h"
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#include "VideoCommon/OnScreenDisplay.h"
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#include "VideoCommon/VideoBackendBase.h"
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#include "VideoCommon/VideoConfig.h"
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namespace SW
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{
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SWRenderer::SWRenderer(std::unique_ptr<SWOGLWindow> window)
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: ::Renderer(static_cast<int>(MAX_XFB_WIDTH), static_cast<int>(MAX_XFB_HEIGHT), 1.0f,
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AbstractTextureFormat::RGBA8),
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m_window(std::move(window))
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{
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}
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bool SWRenderer::IsHeadless() const
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{
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return m_window->IsHeadless();
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}
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std::unique_ptr<AbstractTexture> SWRenderer::CreateTexture(const TextureConfig& config)
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{
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return std::make_unique<SWTexture>(config);
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}
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std::unique_ptr<AbstractStagingTexture>
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SWRenderer::CreateStagingTexture(StagingTextureType type, const TextureConfig& config)
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{
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return std::make_unique<SWStagingTexture>(type, config);
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}
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std::unique_ptr<AbstractFramebuffer>
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SWRenderer::CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment)
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{
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return SWFramebuffer::Create(static_cast<SWTexture*>(color_attachment),
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static_cast<SWTexture*>(depth_attachment));
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}
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class SWShader final : public AbstractShader
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{
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public:
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explicit SWShader(ShaderStage stage) : AbstractShader(stage) {}
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~SWShader() = default;
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BinaryData GetBinary() const override { return {}; }
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};
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std::unique_ptr<AbstractShader>
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SWRenderer::CreateShaderFromSource(ShaderStage stage, [[maybe_unused]] std::string_view source)
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{
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return std::make_unique<SWShader>(stage);
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}
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std::unique_ptr<AbstractShader> SWRenderer::CreateShaderFromBinary(ShaderStage stage,
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const void* data, size_t length)
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{
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return std::make_unique<SWShader>(stage);
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}
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class SWPipeline final : public AbstractPipeline
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{
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public:
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SWPipeline() = default;
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~SWPipeline() override = default;
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};
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std::unique_ptr<AbstractPipeline> SWRenderer::CreatePipeline(const AbstractPipelineConfig& config,
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const void* cache_data,
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size_t cache_data_length)
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{
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return std::make_unique<SWPipeline>();
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}
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// Called on the GPU thread
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void SWRenderer::RenderXFBToScreen(const AbstractTexture* texture,
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const MathUtil::Rectangle<int>& xfb_region)
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{
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if (!IsHeadless())
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m_window->ShowImage(texture, xfb_region);
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}
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u32 SWRenderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 InputData)
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{
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u32 value = 0;
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switch (type)
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{
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case EFBAccessType::PeekZ:
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{
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value = EfbInterface::GetDepth(x, y);
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break;
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}
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case EFBAccessType::PeekColor:
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{
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const u32 color = EfbInterface::GetColor(x, y);
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// rgba to argb
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value = (color >> 8) | (color & 0xff) << 24;
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break;
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}
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default:
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break;
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}
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return value;
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}
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u16 SWRenderer::BBoxRead(int index)
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{
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return BoundingBox::coords[index];
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}
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void SWRenderer::BBoxWrite(int index, u16 value)
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{
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BoundingBox::coords[index] = value;
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}
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void SWRenderer::ClearScreen(const MathUtil::Rectangle<int>& rc, bool colorEnable, bool alphaEnable,
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bool zEnable, u32 color, u32 z)
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{
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EfbCopy::ClearEfb();
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}
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std::unique_ptr<NativeVertexFormat>
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SWRenderer::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
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{
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return std::make_unique<NativeVertexFormat>(vtx_decl);
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}
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} // namespace SW
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