Duckstation/src/core/gpu_hw_opengl.h

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#pragma once
#include "common/gl/program.h"
#include "common/gl/shader_cache.h"
#include "common/gl/stream_buffer.h"
#include "common/gl/texture.h"
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#include "glad.h"
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#include "gpu_hw.h"
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#include <array>
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#include <memory>
#include <tuple>
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class GPU_HW_OpenGL : public GPU_HW
{
public:
GPU_HW_OpenGL();
~GPU_HW_OpenGL() override;
bool Initialize(HostDisplay* host_display, System* system, DMA* dma, InterruptController* interrupt_controller,
Timers* timers) override;
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void Reset() override;
void ResetGraphicsAPIState() override;
void RestoreGraphicsAPIState() override;
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void UpdateSettings() override;
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protected:
void UpdateDisplay() override;
void ReadVRAM(u32 x, u32 y, u32 width, u32 height) override;
void FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color) override;
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void UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data) override;
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void CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height) override;
void UpdateVRAMReadTexture() override;
void SetScissorFromDrawingArea() override;
void MapBatchVertexPointer(u32 required_vertices) override;
void UnmapBatchVertexPointer(u32 used_vertices) override;
void UploadUniformBuffer(const void* data, u32 data_size) override;
void DrawBatchVertices(BatchRenderMode render_mode, u32 base_vertex, u32 num_vertices) override;
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private:
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struct GLStats
{
u32 num_batches;
u32 num_vertices;
u32 num_vram_reads;
u32 num_vram_writes;
u32 num_vram_read_texture_updates;
u32 num_uniform_buffer_updates;
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};
std::tuple<s32, s32> ConvertToFramebufferCoordinates(s32 x, s32 y);
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void SetCapabilities(HostDisplay* host_display);
bool CreateFramebuffer();
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void ClearFramebuffer();
bool CreateVertexBuffer();
bool CreateUniformBuffer();
bool CreateTextureBuffer();
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bool CompilePrograms();
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GL::ShaderCache m_shader_cache;
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// downsample texture - used for readbacks at >1xIR.
GL::Texture m_vram_texture;
GL::Texture m_vram_read_texture;
GL::Texture m_vram_encoding_texture;
GL::Texture m_display_texture;
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std::unique_ptr<GL::StreamBuffer> m_vertex_stream_buffer;
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GLuint m_vao_id = 0;
GLuint m_attributeless_vao_id = 0;
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std::unique_ptr<GL::StreamBuffer> m_uniform_stream_buffer;
std::unique_ptr<GL::StreamBuffer> m_texture_stream_buffer;
GLuint m_texture_buffer_r16ui_texture = 0;
std::array<std::array<std::array<std::array<GL::Program, 2>, 2>, 9>, 4>
m_render_programs; // [render_mode][texture_mode][dithering][interlacing]
std::array<std::array<std::array<GL::Program, 2>, 2>, 4>
m_line_render_programs; // [render_mode][dithering][interlacing]
std::array<std::array<GL::Program, 2>, 2> m_display_programs; // [depth_24][interlaced]
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GL::Program m_vram_interlaced_fill_program;
GL::Program m_vram_read_program;
GL::Program m_vram_write_program;
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u32 m_uniform_buffer_alignment = 1;
u32 m_max_texture_buffer_size = 0;
bool m_is_gles = false;
bool m_supports_texture_buffer = false;
bool m_supports_geometry_shaders = false;
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};