#pragma once #include "common/gl_program.h" #include "common/gl_texture.h" #include "glad.h" #include "gpu_hw.h" #include #include #include class GPU_HW_OpenGL : public GPU_HW { public: GPU_HW_OpenGL(); ~GPU_HW_OpenGL() override; bool Initialize(System* system, DMA* dma, InterruptController* interrupt_controller, Timers* timers) override; void Reset() override; void RenderStatistics() override; void UpdateSettings() override; protected: void UpdateDisplay() override; void ReadVRAM(u32 x, u32 y, u32 width, u32 height, void* buffer) override; void FillVRAM(u32 x, u32 y, u32 width, u32 height, u16 color) override; void UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data) override; void CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height) override; void FlushRender() override; void InvalidateVRAMReadCache() override; private: struct GLStats { u32 num_vram_read_texture_updates; u32 num_batches; u32 num_vertices; }; std::tuple ConvertToFramebufferCoordinates(s32 x, s32 y); void SetMaxResolutionScale(); void CreateFramebuffer(); void ClearFramebuffer(); void DestroyFramebuffer(); void UpdateVRAMReadTexture(); void CreateVertexBuffer(); bool CompilePrograms(); bool CompileProgram(GL::Program& prog, bool textured, bool blending, bool transparent, TextureColorMode texture_color_mode); void SetProgram(); void SetViewport(); void SetScissor(); void SetBlendState(); // downsample texture - used for readbacks at >1xIR. std::unique_ptr m_vram_texture; std::unique_ptr m_vram_read_texture; std::unique_ptr m_vram_downsample_texture; std::unique_ptr m_display_texture; GLuint m_vram_fbo = 0; GLuint m_vram_read_fbo = 0; GLuint m_vram_downsample_fbo = 0; GLuint m_display_fbo = 0; GLuint m_vertex_buffer = 0; GLuint m_vao_id = 0; GLuint m_attributeless_vao_id = 0; bool m_vram_read_texture_dirty = true; std::array, 2>, 2>, 2> m_render_programs; std::array m_texture_page_programs; GLStats m_stats = {}; GLStats m_last_stats = {}; };