dolphin/Source/Core/VideoBackends/OGL/Render.h
Stenzek fc1fe0672b OGL: Add some basic state tracking
We would want to improve the granularity here in the future, but for
now, this should avoid any performance loss from switching to the
VideoCommon shader cache.
2018-03-10 15:56:37 +10:00

168 lines
5.5 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <array>
#include <string>
#include "Common/GL/GLUtil.h"
#include "VideoCommon/RenderBase.h"
struct XFBSourceBase;
namespace OGL
{
class OGLPipeline;
void ClearEFBCache();
enum GlslVersion
{
Glsl130,
Glsl140,
Glsl150,
Glsl330,
Glsl400, // and above
Glsl430,
GlslEs300, // GLES 3.0
GlslEs310, // GLES 3.1
GlslEs320, // GLES 3.2
};
enum class EsTexbufType
{
TexbufNone,
TexbufCore,
TexbufOes,
TexbufExt
};
enum class EsFbFetchType
{
FbFetchNone,
FbFetchExt,
FbFetchArm,
};
// ogl-only config, so not in VideoConfig.h
struct VideoConfig
{
bool bSupportsGLSLCache;
bool bSupportsGLPinnedMemory;
bool bSupportsGLSync;
bool bSupportsGLBaseVertex;
bool bSupportsGLBufferStorage;
bool bSupportsMSAA;
GlslVersion eSupportedGLSLVersion;
bool bSupportViewportFloat;
bool bSupportsAEP;
bool bSupportsDebug;
bool bSupportsCopySubImage;
u8 SupportedESPointSize;
EsTexbufType SupportedESTextureBuffer;
bool bSupportsTextureStorage;
bool bSupports2DTextureStorageMultisample;
bool bSupports3DTextureStorageMultisample;
bool bSupportsConservativeDepth;
bool bSupportsImageLoadStore;
bool bSupportsAniso;
bool bSupportsBitfield;
bool bSupportsTextureSubImage;
EsFbFetchType SupportedFramebufferFetch;
const char* gl_vendor;
const char* gl_renderer;
const char* gl_version;
s32 max_samples;
};
extern VideoConfig g_ogl_config;
class Renderer : public ::Renderer
{
public:
Renderer();
~Renderer() override;
void Init();
void Shutdown() override;
std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) override;
std::unique_ptr<AbstractStagingTexture>
CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, const char* source,
size_t length) override;
std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
size_t length) override;
std::unique_ptr<AbstractPipeline> CreatePipeline(const AbstractPipelineConfig& config) override;
std::unique_ptr<AbstractFramebuffer>
CreateFramebuffer(const AbstractTexture* color_attachment,
const AbstractTexture* depth_attachment) override;
void SetPipeline(const AbstractPipeline* pipeline) override;
void SetFramebuffer(const AbstractFramebuffer* framebuffer) override;
void SetAndDiscardFramebuffer(const AbstractFramebuffer* framebuffer) override;
void SetAndClearFramebuffer(const 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 UnbindTexture(const AbstractTexture* texture) override;
void SetInterlacingMode() override;
void SetViewport(float x, float y, float width, float height, float near_depth,
float far_depth) override;
void RenderText(const std::string& text, int left, int top, u32 color) override;
u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) override;
void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points) override;
u16 BBoxRead(int index) override;
void BBoxWrite(int index, u16 value) override;
void ResetAPIState() override;
void RestoreAPIState() override;
TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc) override;
void SwapImpl(AbstractTexture* texture, const EFBRectangle& rc, u64 ticks, float Gamma) override;
void ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
u32 color, u32 z) override;
void ReinterpretPixelData(unsigned int convtype) override;
void DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
u32 vertex_stride, u32 num_vertices) override;
void DispatchComputeShader(const AbstractShader* shader, const void* uniforms, u32 uniforms_size,
u32 groups_x, u32 groups_y, u32 groups_z) override;
std::unique_ptr<VideoCommon::AsyncShaderCompiler> CreateAsyncShaderCompiler() override;
private:
void UpdateEFBCache(EFBAccessType type, u32 cacheRectIdx, const EFBRectangle& efbPixelRc,
const TargetRectangle& targetPixelRc, const void* data);
void DrawEFB(GLuint framebuffer, const TargetRectangle& target_rc,
const TargetRectangle& source_rc);
void BlitScreen(TargetRectangle src, TargetRectangle dst, GLuint src_texture, int src_width,
int src_height);
void CheckForSurfaceChange();
void CheckForSurfaceResize();
void ApplyBlendingState(const BlendingState state, bool force = false);
void ApplyRasterizationState(const RasterizationState state, bool force = false);
void ApplyDepthState(const DepthState state, bool force = false);
void UploadUtilityUniforms(const void* uniforms, u32 uniforms_size);
std::array<const AbstractTexture*, 8> m_bound_textures{};
const OGLPipeline* m_graphics_pipeline = nullptr;
RasterizationState m_current_rasterization_state = {};
DepthState m_current_depth_state = {};
BlendingState m_current_blend_state = {};
};
}