dolphin/Source/Core/VideoBackends/Vulkan/VKGfx.h

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// Copyright 2016 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
#include <array>
#include <memory>
#include <string_view>
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#include "Common/CommonTypes.h"
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#include "VideoBackends/Vulkan/Constants.h"
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#include "VideoCommon/AbstractGfx.h"
#include "VideoCommon/Constants.h"
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namespace Vulkan
{
class SwapChain;
class StagingTexture2D;
class VKFramebuffer;
class VKPipeline;
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class VKTexture;
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class VKGfx final : public ::AbstractGfx
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{
public:
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VKGfx(std::unique_ptr<SwapChain> swap_chain, float backbuffer_scale);
~VKGfx() override;
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static VKGfx* GetInstance() { return static_cast<VKGfx*>(g_gfx.get()); }
bool IsHeadless() const override;
std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config,
std::string_view name) override;
std::unique_ptr<AbstractStagingTexture>
CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;
std::unique_ptr<AbstractFramebuffer>
CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, std::string_view source,
std::string_view name) override;
std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
size_t length,
std::string_view name) override;
std::unique_ptr<NativeVertexFormat>
CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override;
std::unique_ptr<AbstractPipeline> CreatePipeline(const AbstractPipelineConfig& config,
const void* cache_data = nullptr,
size_t cache_data_length = 0) override;
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SwapChain* GetSwapChain() const { return m_swap_chain.get(); }
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void Flush() override;
void WaitForGPUIdle() override;
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void OnConfigChanged(u32 bits) override;
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void ClearRegion(const MathUtil::Rectangle<int>& target_rc, bool color_enable, bool alpha_enable,
bool z_enable, u32 color, u32 z) override;
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void SetPipeline(const AbstractPipeline* pipeline) override;
void SetFramebuffer(AbstractFramebuffer* framebuffer) override;
void SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer) override;
void SetAndClearFramebuffer(AbstractFramebuffer* framebuffer, const ClearColor& color_value = {},
float depth_value = 0.0f) override;
void SetScissorRect(const MathUtil::Rectangle<int>& rc) override;
void SetTexture(u32 index, const AbstractTexture* texture) override;
void SetSamplerState(u32 index, const SamplerState& state) override;
void SetComputeImageTexture(AbstractTexture* texture, bool read, bool write) override;
void UnbindTexture(const AbstractTexture* texture) override;
void SetViewport(float x, float y, float width, float height, float near_depth,
float far_depth) override;
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void Draw(u32 base_vertex, u32 num_vertices) override;
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,
u32 groupsize_z, u32 groups_x, u32 groups_y, u32 groups_z) override;
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void BindBackbuffer(const ClearColor& clear_color = {}) override;
void PresentBackbuffer() override;
void SetFullscreen(bool enable_fullscreen) override;
bool IsFullscreen() const override;
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virtual SurfaceInfo GetSurfaceInfo() const override;
// Completes the current render pass, executes the command buffer, and restores state ready for
// next render. Use when you want to kick the current buffer to make room for new data.
void ExecuteCommandBuffer(bool execute_off_thread, bool wait_for_completion = false);
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private:
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void CheckForSurfaceChange();
void CheckForSurfaceResize();
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void ResetSamplerStates();
void OnSwapChainResized();
void BindFramebuffer(VKFramebuffer* fb);
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std::unique_ptr<SwapChain> m_swap_chain;
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float m_backbuffer_scale;
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// Keep a copy of sampler states to avoid cache lookups every draw
std::array<SamplerState, VideoCommon::MAX_PIXEL_SHADER_SAMPLERS> m_sampler_states = {};
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};
} // namespace Vulkan