#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 "texture_replacements.h" #include #include #include class GPU_HW_OpenGL : public GPU_HW { public: GPU_HW_OpenGL(); ~GPU_HW_OpenGL() override; GPURenderer GetRendererType() const override; bool Initialize(HostDisplay* host_display) override; void Reset(bool clear_vram) override; bool DoState(StateWrapper& sw, HostDisplayTexture** host_texture, bool update_display) override; void ResetGraphicsAPIState() override; void RestoreGraphicsAPIState() override; void UpdateSettings() override; 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; void UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data, bool set_mask, bool check_mask) override; 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 ClearDepthBuffer() 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; }; ALWAYS_INLINE bool IsGLES() const { return (m_render_api == HostDisplay::RenderAPI::OpenGLES); } std::tuple ConvertToFramebufferCoordinates(s32 x, s32 y); void SetCapabilities(HostDisplay* host_display); bool CreateFramebuffer(); void ClearFramebuffer(); void CopyFramebufferForState(GLenum target, GLuint src_texture, u32 src_fbo, u32 src_x, u32 src_y, GLuint dst_texture, u32 dst_fbo, u32 dst_x, u32 dst_y, u32 width, u32 height); bool CreateVertexBuffer(); bool CreateUniformBuffer(); bool CreateTextureBuffer(); bool CompilePrograms(); void SetDepthFunc(); void SetDepthFunc(GLenum func); void SetBlendMode(); bool BlitVRAMReplacementTexture(const TextureReplacementTexture* tex, u32 dst_x, u32 dst_y, u32 width, u32 height); void DownsampleFramebuffer(GL::Texture& source, u32 left, u32 top, u32 width, u32 height); void DownsampleFramebufferBoxFilter(GL::Texture& source, u32 left, u32 top, u32 width, u32 height); // 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; GL::Texture m_vram_write_replacement_texture; std::unique_ptr m_vertex_stream_buffer; GLuint m_vram_fbo_id = 0; GLuint m_vao_id = 0; GLuint m_attributeless_vao_id = 0; GLuint m_state_copy_fbo_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> m_display_programs; // [depth_24][interlaced] std::array, 2> m_vram_fill_programs; 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; u32 m_uniform_buffer_alignment = 1; u32 m_texture_stream_buffer_size = 0; bool m_use_texture_buffer_for_vram_writes = false; bool m_use_ssbo_for_vram_writes = false; GLenum m_current_depth_test = 0; GPUTransparencyMode m_current_transparency_mode = GPUTransparencyMode::Disabled; BatchRenderMode m_current_render_mode = BatchRenderMode::TransparencyDisabled; GL::Texture m_downsample_texture; GL::Program m_downsample_program; };