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https://github.com/dolphin-emu/dolphin.git
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131 lines
4.6 KiB
C++
131 lines
4.6 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 <tuple>
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#include "Common/CommonTypes.h"
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#include "VideoBackends/Vulkan/Constants.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 VKPipeline;
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class VKTexture;
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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() override;
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static Renderer* GetInstance();
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std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) 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, const char* source,
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size_t length) override;
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std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
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size_t length) override;
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std::unique_ptr<AbstractPipeline> CreatePipeline(const AbstractPipelineConfig& config) override;
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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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TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc) override;
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void SwapImpl(AbstractTexture* texture, const EFBRectangle& rc, 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 SetPipeline(const AbstractPipeline* pipeline) override;
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void SetBlendingState(const BlendingState& state) override;
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void SetScissorRect(const MathUtil::Rectangle<int>& rc) override;
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void SetRasterizationState(const RasterizationState& state) override;
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void SetDepthState(const DepthState& state) 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 UnbindTexture(const AbstractTexture* texture) override;
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void SetInterlacingMode() 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 DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
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u32 vertex_stride, u32 num_vertices) override;
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void DispatchComputeShader(const AbstractShader* shader, const void* uniforms, u32 uniforms_size,
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u32 groups_x, u32 groups_y, u32 groups_z) 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 CheckForSurfaceChange();
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void CheckForSurfaceResize();
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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 RecreateEFBFramebuffer();
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void RecompileShaders();
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bool CompileShaders();
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void DestroyShaders();
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// Draw the frame, as well as the OSD to the swap chain.
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void DrawScreen(VKTexture* xfb_texture, const EFBRectangle& xfb_region);
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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);
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std::tuple<VkBuffer, u32> UpdateUtilityUniformBuffer(const void* uniforms, u32 uniforms_size);
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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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const VKPipeline* m_graphics_pipeline = nullptr;
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};
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}
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