#pragma once #include "common/gl/program.h" #include "common/gl/shader_cache.h" #include "common/gl/stream_buffer.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(HostDisplay* host_display, System* system, DMA* dma, InterruptController* interrupt_controller, Timers* timers) override; void Reset() override; void ResetGraphicsAPIState() override; void RestoreGraphicsAPIState() override; void UpdateSettings() override; 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; 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 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; private: 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; }; std::tuple ConvertToFramebufferCoordinates(s32 x, s32 y); void SetCapabilities(HostDisplay* host_display); bool CreateFramebuffer(); void ClearFramebuffer(); bool CreateVertexBuffer(); bool CreateUniformBuffer(); bool CreateTextureBuffer(); bool CompilePrograms(); GL::ShaderCache m_shader_cache; // 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; std::unique_ptr m_vertex_stream_buffer; GLuint m_vao_id = 0; GLuint m_attributeless_vao_id = 0; std::unique_ptr m_uniform_stream_buffer; std::unique_ptr m_texture_stream_buffer; GLuint m_texture_buffer_r16ui_texture = 0; std::array, 2>, 9>, 4> m_render_programs; // [render_mode][texture_mode][dithering][interlacing] std::array, 2>, 4> m_line_render_programs; // [render_mode][dithering][interlacing] std::array, 2> m_display_programs; // [depth_24][interlaced] 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; 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; };