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180 lines
6.8 KiB
C++
180 lines
6.8 KiB
C++
// Copyright 2016 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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#pragma once
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#include <array>
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#include <cstddef>
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#include <memory>
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#include "Common/CommonTypes.h"
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#include "VideoBackends/Vulkan/Constants.h"
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#include "VideoCommon/AVIDump.h"
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#include "VideoCommon/RenderBase.h"
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struct XFBSourceBase;
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namespace Vulkan
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{
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class BoundingBox;
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class FramebufferManager;
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class SwapChain;
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class StagingTexture2D;
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class Texture2D;
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class RasterFont;
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class Renderer : public ::Renderer
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{
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public:
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Renderer(std::unique_ptr<SwapChain> swap_chain);
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~Renderer();
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static Renderer* GetInstance();
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SwapChain* GetSwapChain() const { return m_swap_chain.get(); }
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BoundingBox* GetBoundingBox() const { return m_bounding_box.get(); }
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bool Initialize();
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void RenderText(const std::string& pstr, int left, int top, u32 color) override;
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u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) override;
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void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points) override;
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u16 BBoxRead(int index) override;
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void BBoxWrite(int index, u16 value) override;
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u32 GetMaxTextureSize() override { return 16 * 1024; }
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TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc) override;
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void SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, const EFBRectangle& rc,
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u64 ticks, float gamma) override;
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void ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha_enable, bool z_enable,
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u32 color, u32 z) override;
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void ReinterpretPixelData(unsigned int convtype) override;
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void ApplyState() override;
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void ResetAPIState() override;
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void RestoreAPIState() override;
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void SetColorMask() override;
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void SetBlendMode(bool force_update) override;
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void SetScissorRect(const EFBRectangle& rc) override;
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void SetGenerationMode() override;
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void SetDepthMode() override;
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void SetLogicOpMode() override;
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void SetDitherMode() override;
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void SetSamplerState(int stage, int texindex, bool custom_tex) override;
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void SetInterlacingMode() override;
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void SetViewport() override;
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void ChangeSurface(void* new_surface_handle) override;
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private:
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bool CreateSemaphores();
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void DestroySemaphores();
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void BeginFrame();
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void CheckForTargetResize(u32 fb_width, u32 fb_stride, u32 fb_height);
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void CheckForSurfaceChange();
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void CheckForConfigChanges();
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void ResetSamplerStates();
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void OnSwapChainResized();
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void BindEFBToStateTracker();
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void ResizeEFBTextures();
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void ResizeSwapChain();
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void RecompileShaders();
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bool CompileShaders();
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void DestroyShaders();
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// Draw either the EFB, or specified XFB sources to the currently-bound framebuffer.
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void DrawFrame(VkRenderPass render_pass, const TargetRectangle& target_rect,
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const EFBRectangle& source_rect, u32 xfb_addr,
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const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width,
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u32 fb_stride, u32 fb_height);
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void DrawEFB(VkRenderPass render_pass, const TargetRectangle& target_rect,
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const EFBRectangle& source_rect);
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void DrawVirtualXFB(VkRenderPass render_pass, const TargetRectangle& target_rect, u32 xfb_addr,
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const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width,
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u32 fb_stride, u32 fb_height);
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void DrawRealXFB(VkRenderPass render_pass, const TargetRectangle& target_rect,
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const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width,
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u32 fb_stride, u32 fb_height);
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// Draw the frame, as well as the OSD to the swap chain.
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void DrawScreen(const EFBRectangle& rc, u32 xfb_addr, const XFBSourceBase* const* xfb_sources,
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u32 xfb_count, u32 fb_width, u32 fb_stride, u32 fb_height);
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// Draw the frame only to the screenshot buffer.
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bool DrawFrameDump(const EFBRectangle& rc, u32 xfb_addr, const XFBSourceBase* const* xfb_sources,
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u32 xfb_count, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks);
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// Sets up renderer state to permit framedumping.
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// Ideally we would have EndFrameDumping be a virtual method of Renderer, but due to various
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// design issues it would have to end up being called in the destructor, which won't work.
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void StartFrameDumping();
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void EndFrameDumping();
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// Fence callback so that we know when frames are ready to be written to the dump.
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// This is done by clearing the fence pointer, so WriteFrameDumpFrame doesn't have to wait.
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void OnFrameDumpImageReady(VkFence fence);
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// Writes the specified buffered frame to the frame dump.
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// NOTE: Assumes that frame.ticks and frame.pending are valid.
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void WriteFrameDumpImage(size_t index);
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// If there is a pending frame in this buffer, writes it to the frame dump.
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// Ensures that the specified readback buffer meets the size requirements of the current frame.
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StagingTexture2D* PrepareFrameDumpImage(u32 width, u32 height, u64 ticks);
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// Ensures all buffered frames are written to frame dump.
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void FlushFrameDump();
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// Copies/scales an image to the currently-bound framebuffer.
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void BlitScreen(VkRenderPass render_pass, const TargetRectangle& dst_rect,
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const TargetRectangle& src_rect, const Texture2D* src_tex, bool linear_filter);
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bool ResizeFrameDumpBuffer(u32 new_width, u32 new_height);
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void DestroyFrameDumpResources();
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VkSemaphore m_image_available_semaphore = VK_NULL_HANDLE;
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VkSemaphore m_rendering_finished_semaphore = VK_NULL_HANDLE;
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std::unique_ptr<SwapChain> m_swap_chain;
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std::unique_ptr<BoundingBox> m_bounding_box;
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std::unique_ptr<RasterFont> m_raster_font;
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// Keep a copy of sampler states to avoid cache lookups every draw
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std::array<SamplerState, NUM_PIXEL_SHADER_SAMPLERS> m_sampler_states = {};
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// Shaders used for clear/blit.
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VkShaderModule m_clear_fragment_shader = VK_NULL_HANDLE;
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// NOTE: The blit shader here is used for the final copy from the source buffer(s) to the swap
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// chain buffer for presentation. It ignores the alpha channel of the input image and sets the
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// alpha channel to 1.0 to avoid issues with frame dumping and screenshots.
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VkShaderModule m_blit_fragment_shader = VK_NULL_HANDLE;
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// Texture used for screenshot/frame dumping
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std::unique_ptr<Texture2D> m_frame_dump_render_texture;
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VkFramebuffer m_frame_dump_framebuffer = VK_NULL_HANDLE;
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// Readback resources for frame dumping
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static const size_t FRAME_DUMP_BUFFERED_FRAMES = 2;
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struct FrameDumpImage
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{
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std::unique_ptr<StagingTexture2D> readback_texture;
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VkFence fence = VK_NULL_HANDLE;
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AVIDump::Frame dump_state = {};
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bool pending = false;
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};
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std::array<FrameDumpImage, FRAME_DUMP_BUFFERED_FRAMES> m_frame_dump_images;
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size_t m_current_frame_dump_image = FRAME_DUMP_BUFFERED_FRAMES - 1;
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bool m_frame_dumping_active = false;
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};
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}
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