mirror of
https://github.com/RetroDECK/Duckstation.git
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8c7a192128
Should've did this in the beginning.
122 lines
4.3 KiB
C++
122 lines
4.3 KiB
C++
// SPDX-FileCopyrightText: 2019-2022 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
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#pragma once
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#include "common/gl/loader.h"
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#include "common/gl/program.h"
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#include "common/gl/shader_cache.h"
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#include "common/gl/stream_buffer.h"
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#include "common/gl/texture.h"
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#include "gpu_hw.h"
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#include "texture_replacements.h"
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#include <array>
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#include <memory>
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#include <tuple>
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class GPU_HW_OpenGL : public GPU_HW
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{
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public:
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GPU_HW_OpenGL();
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~GPU_HW_OpenGL() override;
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GPURenderer GetRendererType() const override;
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bool Initialize() override;
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void Reset(bool clear_vram) override;
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bool DoState(StateWrapper& sw, GPUTexture** host_texture, bool update_display) override;
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void ResetGraphicsAPIState() override;
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void RestoreGraphicsAPIState() override;
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void UpdateSettings() override;
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protected:
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void ClearDisplay() override;
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void UpdateDisplay() override;
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void ReadVRAM(u32 x, u32 y, u32 width, u32 height) override;
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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, bool set_mask, bool check_mask) override;
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void CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height) override;
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void UpdateVRAMReadTexture() override;
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void UpdateDepthBufferFromMaskBit() override;
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void ClearDepthBuffer() override;
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void SetScissorFromDrawingArea() override;
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void MapBatchVertexPointer(u32 required_vertices) override;
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void UnmapBatchVertexPointer(u32 used_vertices) override;
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void UploadUniformBuffer(const void* data, u32 data_size) override;
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void DrawBatchVertices(BatchRenderMode render_mode, u32 base_vertex, u32 num_vertices) override;
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private:
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struct GLStats
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{
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u32 num_batches;
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u32 num_vertices;
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u32 num_vram_reads;
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u32 num_vram_writes;
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u32 num_vram_read_texture_updates;
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u32 num_uniform_buffer_updates;
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};
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ALWAYS_INLINE bool IsGLES() const { return (m_render_api == RenderAPI::OpenGLES); }
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void SetCapabilities();
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bool CreateFramebuffer();
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void ClearFramebuffer();
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void CopyFramebufferForState(GLenum target, GLuint src_texture, u32 src_fbo, u32 src_x, u32 src_y, GLuint dst_texture,
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u32 dst_fbo, u32 dst_x, u32 dst_y, u32 width, u32 height);
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bool CreateVertexBuffer();
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bool CreateUniformBuffer();
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bool CreateTextureBuffer();
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bool CompilePrograms();
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void SetDepthFunc();
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void SetDepthFunc(GLenum func);
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void SetBlendMode();
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bool BlitVRAMReplacementTexture(const TextureReplacementTexture* tex, u32 dst_x, u32 dst_y, u32 width, u32 height);
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void DownsampleFramebuffer(GL::Texture& source, u32 left, u32 top, u32 width, u32 height);
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void DownsampleFramebufferBoxFilter(GL::Texture& source, u32 left, u32 top, u32 width, u32 height);
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// downsample texture - used for readbacks at >1xIR.
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GL::Texture m_vram_texture;
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GL::Texture m_vram_depth_texture;
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GL::Texture m_vram_read_texture;
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GL::Texture m_vram_encoding_texture;
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GL::Texture m_display_texture;
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GL::Texture m_vram_write_replacement_texture;
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std::unique_ptr<GL::StreamBuffer> m_vertex_stream_buffer;
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GLuint m_vram_fbo_id = 0;
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GLuint m_vao_id = 0;
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GLuint m_attributeless_vao_id = 0;
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GLuint m_state_copy_fbo_id = 0;
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std::unique_ptr<GL::StreamBuffer> m_uniform_stream_buffer;
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std::unique_ptr<GL::StreamBuffer> m_texture_stream_buffer;
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GLuint m_texture_buffer_r16ui_texture = 0;
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std::array<std::array<std::array<std::array<GL::Program, 2>, 2>, 9>, 4>
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m_render_programs; // [render_mode][texture_mode][dithering][interlacing]
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std::array<std::array<GL::Program, 3>, 2> m_display_programs; // [depth_24][interlaced]
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std::array<std::array<GL::Program, 2>, 2> m_vram_fill_programs;
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GL::Program m_vram_read_program;
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GL::Program m_vram_write_program;
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GL::Program m_vram_copy_program;
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GL::Program m_vram_update_depth_program;
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u32 m_uniform_buffer_alignment = 1;
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u32 m_texture_stream_buffer_size = 0;
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bool m_use_texture_buffer_for_vram_writes = false;
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bool m_use_ssbo_for_vram_writes = false;
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GLenum m_current_depth_test = 0;
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GPUTransparencyMode m_current_transparency_mode = GPUTransparencyMode::Disabled;
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BatchRenderMode m_current_render_mode = BatchRenderMode::TransparencyDisabled;
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GL::Texture m_downsample_texture;
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GL::Program m_downsample_program;
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};
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