// Copyright 2023 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #pragma once #include "Common/HookableEvent.h" #include "Common/MathUtil.h" #include "VideoCommon/RenderState.h" #include #include #include class AbstractFramebuffer; class AbstractPipeline; class AbstractShader; class AbstractTexture; class AbstractStagingTexture; class NativeVertexFormat; struct ComputePipelineConfig; struct AbstractPipelineConfig; struct PortableVertexDeclaration; struct TextureConfig; enum class AbstractTextureFormat : u32; enum class ShaderStage; enum class StagingTextureType; struct SurfaceInfo { u32 width = 0; u32 height = 0; float scale = 0.0f; AbstractTextureFormat format = {}; }; namespace VideoCommon { class AsyncShaderCompiler; } using ClearColor = std::array; // AbstractGfx is the root of Dolphin's Graphics API abstraction layer. // // Abstract knows nothing about the internals of the GameCube/Wii, that is all handled elsewhere in // VideoCommon. class AbstractGfx { public: AbstractGfx(); virtual ~AbstractGfx() = default; virtual bool IsHeadless() const = 0; // Does the backend support drawing a UI or doing post-processing virtual bool SupportsUtilityDrawing() const { return true; } virtual void SetPipeline(const AbstractPipeline* pipeline) {} virtual void SetScissorRect(const MathUtil::Rectangle& rc) {} virtual void SetTexture(u32 index, const AbstractTexture* texture) {} virtual void SetSamplerState(u32 index, const SamplerState& state) {} virtual void SetComputeImageTexture(u32 index, AbstractTexture* texture, bool read, bool write) {} virtual void UnbindTexture(const AbstractTexture* texture) {} virtual void SetViewport(float x, float y, float width, float height, float near_depth, float far_depth) { } virtual void SetFullscreen(bool enable_fullscreen) {} virtual bool IsFullscreen() const { return false; } virtual void BeginUtilityDrawing(); virtual void EndUtilityDrawing(); virtual std::unique_ptr CreateTexture(const TextureConfig& config, std::string_view name = "") = 0; virtual std::unique_ptr CreateStagingTexture(StagingTextureType type, const TextureConfig& config) = 0; virtual std::unique_ptr CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment, std::vector additional_color_attachments = {}) = 0; // Framebuffer operations. virtual void SetFramebuffer(AbstractFramebuffer* framebuffer); virtual void SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer); virtual void SetAndClearFramebuffer(AbstractFramebuffer* framebuffer, const ClearColor& color_value = {}, float depth_value = 0.0f); virtual void ClearRegion(const MathUtil::Rectangle& target_rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z); // Drawing with currently-bound pipeline state. virtual void Draw(u32 base_vertex, u32 num_vertices) {} virtual void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) {} // Dispatching compute shaders with currently-bound state. virtual void DispatchComputeShader(const AbstractShader* shader, u32 groupsize_x, u32 groupsize_y, u32 groupsize_z, u32 groups_x, u32 groups_y, u32 groups_z) { } // Binds the backbuffer for rendering. The buffer will be cleared immediately after binding. // This is where any window size changes are detected, therefore m_backbuffer_width and/or // m_backbuffer_height may change after this function returns. virtual void BindBackbuffer(const ClearColor& clear_color = {}) {} // Presents the backbuffer to the window system, or "swaps buffers". virtual void PresentBackbuffer() {} // Shader modules/objects. virtual std::unique_ptr CreateShaderFromSource(ShaderStage stage, std::string_view source, std::string_view name = "") = 0; virtual std::unique_ptr CreateShaderFromBinary(ShaderStage stage, const void* data, size_t length, std::string_view name = "") = 0; virtual std::unique_ptr CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) = 0; virtual std::unique_ptr CreatePipeline(const AbstractPipelineConfig& config, const void* cache_data = nullptr, size_t cache_data_length = 0) = 0; AbstractFramebuffer* GetCurrentFramebuffer() const { return m_current_framebuffer; } // Sets viewport and scissor to the specified rectangle. rect is assumed to be in framebuffer // coordinates, i.e. lower-left origin in OpenGL. void SetViewportAndScissor(const MathUtil::Rectangle& rect, float min_depth = 0.0f, float max_depth = 1.0f); // Scales a GPU texture using a copy shader. virtual void ScaleTexture(AbstractFramebuffer* dst_framebuffer, const MathUtil::Rectangle& dst_rect, const AbstractTexture* src_texture, const MathUtil::Rectangle& src_rect); // Converts an upper-left to lower-left if required by the backend, optionally // clamping to the framebuffer size. MathUtil::Rectangle ConvertFramebufferRectangle(const MathUtil::Rectangle& rect, u32 fb_width, u32 fb_height) const; MathUtil::Rectangle ConvertFramebufferRectangle(const MathUtil::Rectangle& rect, const AbstractFramebuffer* framebuffer) const; virtual void Flush() {} virtual void WaitForGPUIdle() {} // For opengl's glDrawBuffer virtual void SelectLeftBuffer() {} virtual void SelectRightBuffer() {} virtual void SelectMainBuffer() {} // A simple presentation fallback, only used by video software virtual void ShowImage(const AbstractTexture* source_texture, const MathUtil::Rectangle& source_rc) { } virtual std::unique_ptr CreateAsyncShaderCompiler(); // Called when the configuration changes, and backend structures need to be updated. virtual void OnConfigChanged(u32 changed_bits); // Returns true if a layer-expanding geometry shader should be used when rendering // the user interface on the output buffer. bool UseGeometryShaderForUI() const; // Returns info about the main surface (aka backbuffer) virtual SurfaceInfo GetSurfaceInfo() const = 0; protected: AbstractFramebuffer* m_current_framebuffer = nullptr; const AbstractPipeline* m_current_pipeline = nullptr; private: Common::EventHook m_config_changed; }; extern std::unique_ptr g_gfx;