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;
JIT optimizations and refactoring (#675) * CPU/Recompiler: Use rel32 call where possible for no-args * JitCodeBuffer: Support using preallocated buffer * CPU/Recompiler/AArch64: Use bl instead of blr for short branches * CPU/CodeCache: Allocate recompiler buffer in program space This means we don't need 64-bit moves for every call out of the recompiler. * GTE: Don't store as u16 and load as u32 * CPU/Recompiler: Add methods to emit global load/stores * GTE: Convert class to namespace * CPU/Recompiler: Call GTE functions directly * Settings: Turn into a global variable * GPU: Replace local pointers with global * InterruptController: Turn into a global pointer * System: Replace local pointers with global * Timers: Turn into a global instance * DMA: Turn into a global instance * SPU: Turn into a global instance * CDROM: Turn into a global instance * MDEC: Turn into a global instance * Pad: Turn into a global instance * SIO: Turn into a global instance * CDROM: Move audio FIFO to the heap * CPU/Recompiler: Drop ASMFunctions No longer needed since we have code in the same 4GB window. * CPUCodeCache: Turn class into namespace * Bus: Local pointer -> global pointers * CPU: Turn class into namespace * Bus: Turn into namespace * GTE: Store registers in CPU state struct Allows relative addressing on ARM. * CPU/Recompiler: Align code storage to page size * CPU/Recompiler: Fix relative branches on A64 * HostInterface: Local references to global * System: Turn into a namespace, move events out * Add guard pages * Android: Fix build
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bool Initialize(HostDisplay* host_display) 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 ClearDisplay() override;
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 UpdateDepthBufferFromMaskBit() 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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};
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ALWAYS_INLINE bool IsGLES() const { return (m_render_api == HostDisplay::RenderAPI::OpenGLES); }
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();
void SetDepthFunc();
void SetBlendMode();
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// downsample texture - used for readbacks at >1xIR.
GL::Texture m_vram_texture;
GL::Texture m_vram_depth_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;
GLuint m_vram_fbo_id = 0;
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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<GL::Program, 3>, 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;
GL::Program m_vram_copy_program;
GL::Program m_vram_update_depth_program;
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u32 m_uniform_buffer_alignment = 1;
u32 m_max_texture_buffer_size = 0;
bool m_supports_texture_buffer = false;
bool m_supports_geometry_shaders = false;
bool m_use_ssbo_for_vram_writes = false;
bool m_current_check_mask_before_draw = false;
GPUTransparencyMode m_current_transparency_mode = GPUTransparencyMode::Disabled;
BatchRenderMode m_current_render_mode = BatchRenderMode::TransparencyDisabled;
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};