#pragma once #include "common/gl/context.h" #include "common/gl/loader.h" #include "common/gl/program.h" #include "common/gl/stream_buffer.h" #include "common/gl/texture.h" #include "common/timer.h" #include "common/window_info.h" #include "core/host_display.h" #include "postprocessing_chain.h" #include class OpenGLHostDisplay final : public HostDisplay { public: OpenGLHostDisplay(); ~OpenGLHostDisplay(); RenderAPI GetRenderAPI() const override; void* GetRenderDevice() const override; void* GetRenderContext() const override; bool HasRenderDevice() const override; bool HasRenderSurface() const override; bool CreateRenderDevice(const WindowInfo& wi, std::string_view adapter_name, bool debug_device, bool threaded_presentation) override; bool InitializeRenderDevice(std::string_view shader_cache_directory, bool debug_device, bool threaded_presentation) override; bool MakeRenderContextCurrent() override; bool DoneRenderContextCurrent() override; bool ChangeRenderWindow(const WindowInfo& new_wi) override; void ResizeRenderWindow(s32 new_window_width, s32 new_window_height) override; bool SupportsFullscreen() const override; bool IsFullscreen() override; bool SetFullscreen(bool fullscreen, u32 width, u32 height, float refresh_rate) override; AdapterAndModeList GetAdapterAndModeList() override; void DestroyRenderSurface() override; bool SetPostProcessingChain(const std::string_view& config) override; std::unique_ptr CreateTexture(u32 width, u32 height, u32 layers, u32 levels, u32 samples, GPUTexture::Format format, const void* data, u32 data_stride, bool dynamic = false) override; bool BeginTextureUpdate(GPUTexture* texture, u32 width, u32 height, void** out_buffer, u32* out_pitch) override; void EndTextureUpdate(GPUTexture* texture, u32 x, u32 y, u32 width, u32 height) override; bool UpdateTexture(GPUTexture* texture, u32 x, u32 y, u32 width, u32 height, const void* data, u32 pitch) override; bool DownloadTexture(GPUTexture* texture, u32 x, u32 y, u32 width, u32 height, void* out_data, u32 out_data_stride) override; bool SupportsTextureFormat(GPUTexture::Format format) const override; void SetVSync(bool enabled) override; bool Render(bool skip_present) override; bool RenderScreenshot(u32 width, u32 height, std::vector* out_pixels, u32* out_stride, GPUTexture::Format* out_format) override; bool SetGPUTimingEnabled(bool enabled) override; float GetAndResetAccumulatedGPUTime() override; ALWAYS_INLINE GL::Context* GetGLContext() const { return m_gl_context.get(); } ALWAYS_INLINE bool UsePBOForUploads() const { return m_use_pbo_for_pixels; } ALWAYS_INLINE bool UseGLES3DrawPath() const { return m_use_gles2_draw_path; } ALWAYS_INLINE std::vector& GetTextureRepackBuffer() { return m_texture_repack_buffer; } GL::StreamBuffer* GetTextureStreamBuffer(); protected: static constexpr u8 NUM_TIMESTAMP_QUERIES = 3; const char* GetGLSLVersionString() const; std::string GetGLSLVersionHeader() const; bool CreateResources() override; void DestroyResources() override; bool CreateImGuiContext() override; void DestroyImGuiContext() override; bool UpdateImGuiFontTexture() override; void RenderDisplay(); void RenderImGui(); void RenderSoftwareCursor(); void RenderDisplay(s32 left, s32 bottom, s32 width, s32 height, GL::Texture* texture, s32 texture_view_x, s32 texture_view_y, s32 texture_view_width, s32 texture_view_height, bool linear_filter); void RenderSoftwareCursor(s32 left, s32 bottom, s32 width, s32 height, GPUTexture* texture_handle); struct PostProcessingStage { GL::Program program; GL::Texture output_texture; u32 uniforms_size; }; bool CheckPostProcessingRenderTargets(u32 target_width, u32 target_height); void ApplyPostProcessingChain(GLuint final_target, s32 final_left, s32 final_top, s32 final_width, s32 final_height, GL::Texture* texture, s32 texture_view_x, s32 texture_view_y, s32 texture_view_width, s32 texture_view_height, u32 target_width, u32 target_height); void CreateTimestampQueries(); void DestroyTimestampQueries(); void PopTimestampQuery(); void KickTimestampQuery(); std::unique_ptr m_gl_context; GL::Program m_display_program; GL::Program m_cursor_program; GLuint m_display_vao = 0; GLuint m_display_nearest_sampler = 0; GLuint m_display_linear_sampler = 0; GLuint m_display_border_sampler = 0; GLuint m_uniform_buffer_alignment = 1; std::unique_ptr m_texture_stream_buffer; std::vector m_texture_repack_buffer; u32 m_texture_stream_buffer_offset = 0; FrontendCommon::PostProcessingChain m_post_processing_chain; GL::Texture m_post_processing_input_texture; std::unique_ptr m_post_processing_ubo; std::vector m_post_processing_stages; Common::Timer m_post_processing_timer; std::array m_timestamp_queries = {}; float m_accumulated_gpu_time = 0.0f; u8 m_read_timestamp_query = 0; u8 m_write_timestamp_query = 0; u8 m_waiting_timestamp_queries = 0; bool m_timestamp_query_started = false; bool m_use_gles2_draw_path = false; bool m_use_pbo_for_pixels = false; };