Duckstation/src/core/host_display.h
Connor McLaughlin 8c7a192128 Misc: Add copyright/license statement to applicable files
Should've did this in the beginning.
2022-12-04 21:03:49 +10:00

277 lines
11 KiB
C++

// SPDX-FileCopyrightText: 2019-2022 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
#pragma once
#include "common/gpu_texture.h"
#include "common/rectangle.h"
#include "common/window_info.h"
#include "types.h"
#include <memory>
#include <string>
#include <string_view>
#include <tuple>
#include <vector>
enum class RenderAPI : u32
{
None,
D3D11,
D3D12,
Vulkan,
OpenGL,
OpenGLES
};
// Interface to the frontend's renderer.
class HostDisplay
{
public:
struct AdapterAndModeList
{
std::vector<std::string> adapter_names;
std::vector<std::string> fullscreen_modes;
};
virtual ~HostDisplay();
/// Returns the default/preferred API for the system.
static RenderAPI GetPreferredAPI();
/// Parses a fullscreen mode into its components (width * height @ refresh hz)
static bool ParseFullscreenMode(const std::string_view& mode, u32* width, u32* height, float* refresh_rate);
/// Converts a fullscreen mode to a string.
static std::string GetFullscreenModeString(u32 width, u32 height, float refresh_rate);
ALWAYS_INLINE const WindowInfo& GetWindowInfo() const { return m_window_info; }
ALWAYS_INLINE s32 GetWindowWidth() const { return static_cast<s32>(m_window_info.surface_width); }
ALWAYS_INLINE s32 GetWindowHeight() const { return static_cast<s32>(m_window_info.surface_height); }
ALWAYS_INLINE float GetWindowScale() const { return m_window_info.surface_scale; }
// Position is relative to the top-left corner of the window.
ALWAYS_INLINE s32 GetMousePositionX() const { return m_mouse_position_x; }
ALWAYS_INLINE s32 GetMousePositionY() const { return m_mouse_position_y; }
ALWAYS_INLINE void SetMousePosition(s32 x, s32 y)
{
m_mouse_position_x = x;
m_mouse_position_y = y;
}
ALWAYS_INLINE const void* GetDisplayTextureHandle() const { return m_display_texture; }
ALWAYS_INLINE s32 GetDisplayWidth() const { return m_display_width; }
ALWAYS_INLINE s32 GetDisplayHeight() const { return m_display_height; }
ALWAYS_INLINE float GetDisplayAspectRatio() const { return m_display_aspect_ratio; }
ALWAYS_INLINE bool IsGPUTimingEnabled() const { return m_gpu_timing_enabled; }
virtual RenderAPI GetRenderAPI() const = 0;
virtual void* GetDevice() const = 0;
virtual void* GetContext() const = 0;
virtual bool HasDevice() const = 0;
virtual bool HasSurface() const = 0;
virtual bool CreateDevice(const WindowInfo& wi, bool vsync) = 0;
virtual bool SetupDevice() = 0;
virtual bool MakeCurrent() = 0;
virtual bool DoneCurrent() = 0;
virtual void DestroySurface() = 0;
virtual bool ChangeWindow(const WindowInfo& wi) = 0;
virtual bool SupportsFullscreen() const = 0;
virtual bool IsFullscreen() = 0;
virtual bool SetFullscreen(bool fullscreen, u32 width, u32 height, float refresh_rate) = 0;
virtual AdapterAndModeList GetAdapterAndModeList() = 0;
virtual bool CreateResources() = 0;
virtual void DestroyResources() = 0;
virtual bool SetPostProcessingChain(const std::string_view& config) = 0;
/// Call when the window size changes externally to recreate any resources.
virtual void ResizeWindow(s32 new_window_width, s32 new_window_height) = 0;
/// Creates an abstracted RGBA8 texture. If dynamic, the texture can be updated with UpdateTexture() below.
virtual std::unique_ptr<GPUTexture> CreateTexture(u32 width, u32 height, u32 layers, u32 levels, u32 samples,
GPUTexture::Format format, const void* data, u32 data_stride,
bool dynamic = false) = 0;
virtual bool BeginTextureUpdate(GPUTexture* texture, u32 width, u32 height, void** out_buffer, u32* out_pitch) = 0;
virtual void EndTextureUpdate(GPUTexture* texture, u32 x, u32 y, u32 width, u32 height) = 0;
virtual bool UpdateTexture(GPUTexture* texture, u32 x, u32 y, u32 width, u32 height, const void* data, u32 pitch);
virtual bool DownloadTexture(GPUTexture* texture, u32 x, u32 y, u32 width, u32 height, void* out_data,
u32 out_data_stride) = 0;
/// Returns false if the window was completely occluded.
virtual bool Render(bool skip_present) = 0;
/// Renders the display with postprocessing to the specified image.
virtual bool RenderScreenshot(u32 width, u32 height, std::vector<u32>* out_pixels, u32* out_stride,
GPUTexture::Format* out_format) = 0;
ALWAYS_INLINE bool IsVsyncEnabled() const { return m_vsync_enabled; }
virtual void SetVSync(bool enabled) = 0;
/// ImGui context management, usually called by derived classes.
virtual bool CreateImGuiContext() = 0;
virtual void DestroyImGuiContext() = 0;
virtual bool UpdateImGuiFontTexture() = 0;
bool UsesLowerLeftOrigin() const;
void SetDisplayMaxFPS(float max_fps);
bool ShouldSkipDisplayingFrame();
void ThrottlePresentation();
void ClearDisplayTexture()
{
m_display_texture = nullptr;
m_display_texture_view_x = 0;
m_display_texture_view_y = 0;
m_display_texture_view_width = 0;
m_display_texture_view_height = 0;
m_display_changed = true;
}
void SetDisplayTexture(GPUTexture* texture, s32 view_x, s32 view_y, s32 view_width, s32 view_height)
{
m_display_texture = texture;
m_display_texture_view_x = view_x;
m_display_texture_view_y = view_y;
m_display_texture_view_width = view_width;
m_display_texture_view_height = view_height;
m_display_changed = true;
}
void SetDisplayTextureRect(s32 view_x, s32 view_y, s32 view_width, s32 view_height)
{
m_display_texture_view_x = view_x;
m_display_texture_view_y = view_y;
m_display_texture_view_width = view_width;
m_display_texture_view_height = view_height;
m_display_changed = true;
}
void SetDisplayParameters(s32 display_width, s32 display_height, s32 active_left, s32 active_top, s32 active_width,
s32 active_height, float display_aspect_ratio)
{
m_display_width = display_width;
m_display_height = display_height;
m_display_active_left = active_left;
m_display_active_top = active_top;
m_display_active_width = active_width;
m_display_active_height = active_height;
m_display_aspect_ratio = display_aspect_ratio;
m_display_changed = true;
}
virtual bool SupportsTextureFormat(GPUTexture::Format format) const = 0;
virtual bool GetHostRefreshRate(float* refresh_rate);
/// Enables/disables GPU frame timing.
virtual bool SetGPUTimingEnabled(bool enabled);
/// Returns the amount of GPU time utilized since the last time this method was called.
virtual float GetAndResetAccumulatedGPUTime();
/// Sets the software cursor to the specified texture. Ownership of the texture is transferred.
void SetSoftwareCursor(std::unique_ptr<GPUTexture> texture, float scale = 1.0f);
/// Sets the software cursor to the specified image.
bool SetSoftwareCursor(const void* pixels, u32 width, u32 height, u32 stride, float scale = 1.0f);
/// Sets the software cursor to the specified path (png image).
bool SetSoftwareCursor(const char* path, float scale = 1.0f);
/// Disables the software cursor.
void ClearSoftwareCursor();
/// Helper function for computing the draw rectangle in a larger window.
std::tuple<s32, s32, s32, s32> CalculateDrawRect(s32 window_width, s32 window_height,
bool apply_aspect_ratio = true) const;
/// Helper function for converting window coordinates to display coordinates.
std::tuple<float, float> ConvertWindowCoordinatesToDisplayCoordinates(s32 window_x, s32 window_y, s32 window_width,
s32 window_height) const;
/// Helper function to save texture data to a PNG. If flip_y is set, the image will be flipped aka OpenGL.
bool WriteTextureToFile(GPUTexture* texture, u32 x, u32 y, u32 width, u32 height, std::string filename,
bool clear_alpha = true, bool flip_y = false, u32 resize_width = 0, u32 resize_height = 0,
bool compress_on_thread = false);
/// Helper function to save current display texture to PNG.
bool WriteDisplayTextureToFile(std::string filename, bool full_resolution = true, bool apply_aspect_ratio = true,
bool compress_on_thread = false);
/// Helper function to save current display texture to a buffer.
bool WriteDisplayTextureToBuffer(std::vector<u32>* buffer, u32 resize_width = 0, u32 resize_height = 0,
bool clear_alpha = true);
/// Helper function to save screenshot to PNG.
bool WriteScreenshotToFile(std::string filename, bool compress_on_thread = false);
protected:
ALWAYS_INLINE bool HasSoftwareCursor() const { return static_cast<bool>(m_cursor_texture); }
ALWAYS_INLINE bool HasDisplayTexture() const { return (m_display_texture != nullptr); }
bool IsUsingLinearFiltering() const;
void CalculateDrawRect(s32 window_width, s32 window_height, float* out_left, float* out_top, float* out_width,
float* out_height, float* out_left_padding, float* out_top_padding, float* out_scale,
float* out_x_scale, bool apply_aspect_ratio = true) const;
std::tuple<s32, s32, s32, s32> CalculateSoftwareCursorDrawRect() const;
std::tuple<s32, s32, s32, s32> CalculateSoftwareCursorDrawRect(s32 cursor_x, s32 cursor_y) const;
WindowInfo m_window_info;
u64 m_last_frame_displayed_time = 0;
s32 m_mouse_position_x = 0;
s32 m_mouse_position_y = 0;
s32 m_display_width = 0;
s32 m_display_height = 0;
s32 m_display_active_left = 0;
s32 m_display_active_top = 0;
s32 m_display_active_width = 0;
s32 m_display_active_height = 0;
float m_display_aspect_ratio = 1.0f;
float m_display_frame_interval = 0.0f;
GPUTexture* m_display_texture = nullptr;
s32 m_display_texture_view_x = 0;
s32 m_display_texture_view_y = 0;
s32 m_display_texture_view_width = 0;
s32 m_display_texture_view_height = 0;
std::unique_ptr<GPUTexture> m_cursor_texture;
float m_cursor_texture_scale = 1.0f;
bool m_display_changed = false;
bool m_gpu_timing_enabled = false;
bool m_vsync_enabled = false;
};
/// Returns a pointer to the current host display abstraction. Assumes AcquireHostDisplay() has been caled.
extern std::unique_ptr<HostDisplay> g_host_display;
namespace Host {
std::unique_ptr<HostDisplay> CreateDisplayForAPI(RenderAPI api);
/// Creates the host display. This may create a new window. The API used depends on the current configuration.
bool AcquireHostDisplay(RenderAPI api);
/// Destroys the host display. This may close the display window.
void ReleaseHostDisplay();
/// Returns false if the window was completely occluded. If frame_skip is set, the frame won't be
/// displayed, but the GPU command queue will still be flushed.
// bool BeginPresentFrame(bool frame_skip);
/// Presents the frame to the display, and renders OSD elements.
// void EndPresentFrame();
/// Provided by the host; renders the display.
void RenderDisplay(bool skip_present);
void InvalidateDisplay();
} // namespace Host