dolphin/Source/Core/VideoCommon/AbstractGfx.h
Pokechu22 4a2d3c83c7 Software: Implement GetSurfaceInfo()
Before, it used a fallback where it returned a default object, where the width and height were set to 0. Presenter::Initialize() used GetSurfaceInfo to set the backbuffer size, then used that size when initializing the on-screen UI (even for the software renderer, where the on-screen UI isn't currently present), which meant that ImGui got a window size of 0 and thus resulted in a failed assertion.

Although BindBackbuffer checks for size changes, it doesn't help because ImGui has already been initialized, and the size hasn't actually changed since initialization occured.

Fixes one aspect of https://bugs.dolphin-emu.org/issues/13172.
2023-03-02 11:08:49 -08:00

171 lines
6.9 KiB
C++

// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include "Common/MathUtil.h"
#include "VideoCommon/RenderState.h"
#include <array>
#include <memory>
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<float, 4>;
// 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<int>& rc) {}
virtual void SetTexture(u32 index, const AbstractTexture* texture) {}
virtual void SetSamplerState(u32 index, const SamplerState& state) {}
virtual void SetComputeImageTexture(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<AbstractTexture> CreateTexture(const TextureConfig& config,
std::string_view name = "") = 0;
virtual std::unique_ptr<AbstractStagingTexture>
CreateStagingTexture(StagingTextureType type, const TextureConfig& config) = 0;
virtual std::unique_ptr<AbstractFramebuffer>
CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment) = 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<int>& 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<AbstractShader> CreateShaderFromSource(ShaderStage stage,
std::string_view source,
std::string_view name = "") = 0;
virtual std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage,
const void* data, size_t length,
std::string_view name = "") = 0;
virtual std::unique_ptr<NativeVertexFormat>
CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) = 0;
virtual std::unique_ptr<AbstractPipeline> 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<int>& 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<int>& dst_rect,
const AbstractTexture* src_texture,
const MathUtil::Rectangle<int>& src_rect);
// Converts an upper-left to lower-left if required by the backend, optionally
// clamping to the framebuffer size.
MathUtil::Rectangle<int> ConvertFramebufferRectangle(const MathUtil::Rectangle<int>& rect,
u32 fb_width, u32 fb_height) const;
MathUtil::Rectangle<int>
ConvertFramebufferRectangle(const MathUtil::Rectangle<int>& 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<int>& source_rc)
{
}
virtual std::unique_ptr<VideoCommon::AsyncShaderCompiler> 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 and final XFB.
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;
};
extern std::unique_ptr<AbstractGfx> g_gfx;