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141 lines
5.3 KiB
C++
141 lines
5.3 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/context.h"
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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/stream_buffer.h"
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#include "common/gl/texture.h"
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#include "common/timer.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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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* GetDevice() const override;
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void* GetContext() const override;
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bool HasDevice() const override;
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bool HasSurface() const override;
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bool CreateDevice(const WindowInfo& wi, bool vsync) override;
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bool SetupDevice() override;
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bool MakeCurrent() override;
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bool DoneCurrent() override;
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bool ChangeWindow(const WindowInfo& new_wi) override;
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void ResizeWindow(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 DestroySurface() override;
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bool SetPostProcessingChain(const std::string_view& config) override;
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std::unique_ptr<GPUTexture> CreateTexture(u32 width, u32 height, u32 layers, u32 levels, u32 samples,
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GPUTexture::Format format, const void* data, u32 data_stride,
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bool dynamic = false) override;
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bool BeginTextureUpdate(GPUTexture* texture, u32 width, u32 height, void** out_buffer, u32* out_pitch) override;
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void EndTextureUpdate(GPUTexture* texture, u32 x, u32 y, u32 width, u32 height) override;
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bool UpdateTexture(GPUTexture* texture, u32 x, u32 y, u32 width, u32 height, const void* data, u32 pitch) override;
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bool DownloadTexture(GPUTexture* texture, u32 x, u32 y, u32 width, u32 height, void* out_data,
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u32 out_data_stride) override;
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bool SupportsTextureFormat(GPUTexture::Format format) const override;
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void SetVSync(bool enabled) override;
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bool Render(bool skip_present) override;
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bool RenderScreenshot(u32 width, u32 height, std::vector<u32>* out_pixels, u32* out_stride,
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GPUTexture::Format* out_format) override;
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bool SetGPUTimingEnabled(bool enabled) override;
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float GetAndResetAccumulatedGPUTime() override;
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ALWAYS_INLINE GL::Context* GetGLContext() const { return m_gl_context.get(); }
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ALWAYS_INLINE bool UsePBOForUploads() const { return m_use_pbo_for_pixels; }
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ALWAYS_INLINE bool UseGLES3DrawPath() const { return m_use_gles2_draw_path; }
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ALWAYS_INLINE std::vector<u8>& GetTextureRepackBuffer() { return m_texture_repack_buffer; }
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GL::StreamBuffer* GetTextureStreamBuffer();
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protected:
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static constexpr u8 NUM_TIMESTAMP_QUERIES = 3;
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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 SetSwapInterval();
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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, GL::Texture* texture, s32 texture_view_x,
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s32 texture_view_y, s32 texture_view_width, s32 texture_view_height, bool linear_filter);
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void RenderSoftwareCursor(s32 left, s32 bottom, s32 width, s32 height, GPUTexture* 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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GL::Texture* texture, s32 texture_view_x, s32 texture_view_y, s32 texture_view_width,
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s32 texture_view_height, u32 target_width, u32 target_height);
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void CreateTimestampQueries();
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void DestroyTimestampQueries();
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void PopTimestampQuery();
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void KickTimestampQuery();
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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_display_border_sampler = 0;
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GLuint m_uniform_buffer_alignment = 1;
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std::unique_ptr<GL::StreamBuffer> m_texture_stream_buffer;
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std::vector<u8> m_texture_repack_buffer;
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u32 m_texture_stream_buffer_offset = 0;
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FrontendCommon::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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Common::Timer m_post_processing_timer;
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std::array<GLuint, NUM_TIMESTAMP_QUERIES> m_timestamp_queries = {};
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float m_accumulated_gpu_time = 0.0f;
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u8 m_read_timestamp_query = 0;
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u8 m_write_timestamp_query = 0;
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u8 m_waiting_timestamp_queries = 0;
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bool m_timestamp_query_started = 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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