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https://github.com/RetroDECK/Duckstation.git
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134 lines
5.3 KiB
C++
134 lines
5.3 KiB
C++
#pragma once
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// GLAD has to come first so that Qt doesn't pull in the system GL headers, which are incompatible with glad.
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#include <glad.h>
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// Hack to prevent Apple's glext.h headers from getting included via qopengl.h, since we still want to use glad.
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#ifdef __APPLE__
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#define __glext_h_
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#endif
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#include "common/gl/context.h"
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#include "common/gl/program.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 "common/window_info.h"
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#include "core/host_display.h"
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#include "postprocessing_chain.h"
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#include <memory>
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namespace FrontendCommon {
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class OpenGLHostDisplay final : public HostDisplay
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{
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public:
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OpenGLHostDisplay();
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~OpenGLHostDisplay();
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RenderAPI GetRenderAPI() const override;
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void* GetRenderDevice() const override;
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void* GetRenderContext() const override;
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bool HasRenderDevice() const override;
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bool HasRenderSurface() const override;
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bool CreateRenderDevice(const WindowInfo& wi, std::string_view adapter_name, bool debug_device,
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bool threaded_presentation) override;
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bool InitializeRenderDevice(std::string_view shader_cache_directory, bool debug_device,
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bool threaded_presentation) override;
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void DestroyRenderDevice() override;
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bool MakeRenderContextCurrent() override;
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bool DoneRenderContextCurrent() override;
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bool ChangeRenderWindow(const WindowInfo& new_wi) override;
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void ResizeRenderWindow(s32 new_window_width, s32 new_window_height) override;
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bool SupportsFullscreen() const override;
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bool IsFullscreen() override;
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bool SetFullscreen(bool fullscreen, u32 width, u32 height, float refresh_rate) override;
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AdapterAndModeList GetAdapterAndModeList() override;
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void DestroyRenderSurface() override;
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bool SetPostProcessingChain(const std::string_view& config) override;
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std::unique_ptr<HostDisplayTexture> CreateTexture(u32 width, u32 height, u32 layers, u32 levels, u32 samples,
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HostDisplayPixelFormat format, const void* data, u32 data_stride,
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bool dynamic = false) override;
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void UpdateTexture(HostDisplayTexture* texture, u32 x, u32 y, u32 width, u32 height, const void* texture_data,
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u32 texture_data_stride) override;
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bool DownloadTexture(const void* texture_handle, HostDisplayPixelFormat texture_format, u32 x, u32 y, u32 width,
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u32 height, void* out_data, u32 out_data_stride) override;
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bool SupportsDisplayPixelFormat(HostDisplayPixelFormat format) const override;
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bool BeginSetDisplayPixels(HostDisplayPixelFormat format, u32 width, u32 height, void** out_buffer,
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u32* out_pitch) override;
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void EndSetDisplayPixels() override;
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bool SetDisplayPixels(HostDisplayPixelFormat format, u32 width, u32 height, const void* buffer, u32 pitch) override;
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void SetVSync(bool enabled) override;
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bool Render() override;
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bool RenderScreenshot(u32 width, u32 height, std::vector<u32>* out_pixels, u32* out_stride,
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HostDisplayPixelFormat* out_format) override;
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protected:
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const char* GetGLSLVersionString() const;
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std::string GetGLSLVersionHeader() const;
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bool CreateResources() override;
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void DestroyResources() override;
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bool CreateImGuiContext() override;
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void DestroyImGuiContext() override;
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bool UpdateImGuiFontTexture() override;
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void BindDisplayPixelsTexture();
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void UpdateDisplayPixelsTextureFilter();
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void RenderDisplay();
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void RenderImGui();
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void RenderSoftwareCursor();
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void RenderDisplay(s32 left, s32 bottom, s32 width, s32 height, void* texture_handle, u32 texture_width,
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s32 texture_height, s32 texture_view_x, s32 texture_view_y, s32 texture_view_width,
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s32 texture_view_height, bool linear_filter);
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void RenderSoftwareCursor(s32 left, s32 bottom, s32 width, s32 height, HostDisplayTexture* texture_handle);
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struct PostProcessingStage
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{
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GL::Program program;
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GL::Texture output_texture;
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u32 uniforms_size;
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};
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bool CheckPostProcessingRenderTargets(u32 target_width, u32 target_height);
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void ApplyPostProcessingChain(GLuint final_target, s32 final_left, s32 final_top, s32 final_width, s32 final_height,
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void* texture_handle, u32 texture_width, s32 texture_height, s32 texture_view_x,
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s32 texture_view_y, s32 texture_view_width, s32 texture_view_height, u32 target_width,
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u32 target_height);
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std::unique_ptr<GL::Context> m_gl_context;
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GL::Program m_display_program;
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GL::Program m_cursor_program;
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GLuint m_display_vao = 0;
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GLuint m_display_nearest_sampler = 0;
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GLuint m_display_linear_sampler = 0;
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GLuint m_uniform_buffer_alignment = 1;
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GLuint m_display_pixels_texture_id = 0;
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std::unique_ptr<GL::StreamBuffer> m_display_pixels_texture_pbo;
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u32 m_display_pixels_texture_pbo_map_offset = 0;
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u32 m_display_pixels_texture_pbo_map_size = 0;
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std::vector<u8> m_gles_pixels_repack_buffer;
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PostProcessingChain m_post_processing_chain;
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GL::Texture m_post_processing_input_texture;
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std::unique_ptr<GL::StreamBuffer> m_post_processing_ubo;
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std::vector<PostProcessingStage> m_post_processing_stages;
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bool m_display_texture_is_linear_filtered = false;
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bool m_use_gles2_draw_path = false;
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bool m_use_pbo_for_pixels = false;
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};
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} // namespace FrontendCommon
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