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Yellow squiggly lines begone! Done automatically on .cpp files through `run-clang-tidy`, with manual corrections to the mistakes. If an import is directly used, but is technically unnecessary since it's recursively imported by something else, it is *not* removed. The tool doesn't touch .h files, so I did some of them by hand while fixing errors due to old recursive imports. Not everything is removed, but the cleanup should be substantial enough. Because this done on Linux, code that isn't used on it is mostly untouched. (Hopefully no open PR is depending on these imports...)
192 lines
6.8 KiB
C++
192 lines
6.8 KiB
C++
// Copyright 2023 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoCommon/AbstractGfx.h"
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#include "Common/Assert.h"
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#include "VideoCommon/AbstractFramebuffer.h"
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#include "VideoCommon/AbstractTexture.h"
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#include "VideoCommon/BPFunctions.h"
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#include "VideoCommon/FramebufferManager.h"
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#include "VideoCommon/ShaderCache.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VideoConfig.h"
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std::unique_ptr<AbstractGfx> g_gfx;
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AbstractGfx::AbstractGfx()
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{
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m_config_changed =
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GetVideoEvents().config_changed_event.Register([this](u32 bits) { OnConfigChanged(bits); });
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}
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bool AbstractGfx::IsHeadless() const
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{
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return true;
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}
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void AbstractGfx::BeginUtilityDrawing()
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{
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g_vertex_manager->Flush();
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}
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void AbstractGfx::EndUtilityDrawing()
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{
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// Reset framebuffer. Pipeline will be reset at next draw.
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g_framebuffer_manager->BindEFBFramebuffer();
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// Reset our viewport and scissor to the last stored value
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SetViewport(m_viewport_and_scissor.viewport_x, m_viewport_and_scissor.viewport_y,
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m_viewport_and_scissor.viewport_width, m_viewport_and_scissor.viewport_height,
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m_viewport_and_scissor.viewport_near_depth,
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m_viewport_and_scissor.viewport_far_depth);
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SetScissorRect(m_viewport_and_scissor.scissor_rect);
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}
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void AbstractGfx::SetFramebuffer(AbstractFramebuffer* framebuffer)
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{
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m_current_framebuffer = framebuffer;
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}
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void AbstractGfx::SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer)
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{
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m_current_framebuffer = framebuffer;
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}
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void AbstractGfx::SetAndClearFramebuffer(AbstractFramebuffer* framebuffer,
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const ClearColor& color_value, float depth_value)
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{
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m_current_framebuffer = framebuffer;
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}
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void AbstractGfx::ClearRegion(const MathUtil::Rectangle<int>& target_rc, bool colorEnable,
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bool alphaEnable, bool zEnable, u32 color, u32 z)
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{
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// This is a generic fallback for any ClearRegion operations that backends don't support.
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// It simply draws a Quad.
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BeginUtilityDrawing();
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// Set up uniforms.
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struct Uniforms
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{
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float clear_color[4];
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float clear_depth;
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float padding1, padding2, padding3;
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};
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static_assert(std::is_standard_layout<Uniforms>::value);
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Uniforms uniforms = {{static_cast<float>((color >> 16) & 0xFF) / 255.0f,
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static_cast<float>((color >> 8) & 0xFF) / 255.0f,
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static_cast<float>((color >> 0) & 0xFF) / 255.0f,
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static_cast<float>((color >> 24) & 0xFF) / 255.0f},
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static_cast<float>(z & 0xFFFFFF) / 16777216.0f};
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if (!g_backend_info.bSupportsReversedDepthRange)
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uniforms.clear_depth = 1.0f - uniforms.clear_depth;
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g_vertex_manager->UploadUtilityUniforms(&uniforms, sizeof(uniforms));
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g_gfx->SetPipeline(g_framebuffer_manager->GetClearPipeline(colorEnable, alphaEnable, zEnable));
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g_gfx->SetViewportAndScissor(target_rc);
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g_gfx->Draw(0, 3);
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EndUtilityDrawing();
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}
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void AbstractGfx::StoreViewportAndScissor(const ViewportAndScissor& viewport_and_scissor)
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{
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m_viewport_and_scissor = viewport_and_scissor;
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}
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void AbstractGfx::SetViewportAndScissor(const MathUtil::Rectangle<int>& rect, float min_depth,
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float max_depth)
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{
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SetViewport(static_cast<float>(rect.left), static_cast<float>(rect.top),
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static_cast<float>(rect.GetWidth()), static_cast<float>(rect.GetHeight()), min_depth,
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max_depth);
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SetScissorRect(rect);
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}
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void AbstractGfx::ScaleTexture(AbstractFramebuffer* dst_framebuffer,
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const MathUtil::Rectangle<int>& dst_rect,
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const AbstractTexture* src_texture,
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const MathUtil::Rectangle<int>& src_rect)
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{
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ASSERT(dst_framebuffer->GetColorFormat() == AbstractTextureFormat::RGBA8);
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BeginUtilityDrawing();
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// The shader needs to know the source rectangle.
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const auto converted_src_rect =
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ConvertFramebufferRectangle(src_rect, src_texture->GetWidth(), src_texture->GetHeight());
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const float rcp_src_width = 1.0f / src_texture->GetWidth();
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const float rcp_src_height = 1.0f / src_texture->GetHeight();
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const std::array<float, 4> uniforms = {{converted_src_rect.left * rcp_src_width,
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converted_src_rect.top * rcp_src_height,
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converted_src_rect.GetWidth() * rcp_src_width,
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converted_src_rect.GetHeight() * rcp_src_height}};
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g_vertex_manager->UploadUtilityUniforms(&uniforms, sizeof(uniforms));
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// Discard if we're overwriting the whole thing.
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if (static_cast<u32>(dst_rect.GetWidth()) == dst_framebuffer->GetWidth() &&
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static_cast<u32>(dst_rect.GetHeight()) == dst_framebuffer->GetHeight())
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{
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SetAndDiscardFramebuffer(dst_framebuffer);
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}
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else
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{
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SetFramebuffer(dst_framebuffer);
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}
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SetViewportAndScissor(ConvertFramebufferRectangle(dst_rect, dst_framebuffer));
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SetPipeline(dst_framebuffer->GetLayers() > 1 ? g_shader_cache->GetRGBA8StereoCopyPipeline() :
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g_shader_cache->GetRGBA8CopyPipeline());
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SetTexture(0, src_texture);
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SetSamplerState(0, RenderState::GetLinearSamplerState());
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Draw(0, 3);
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EndUtilityDrawing();
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if (dst_framebuffer->GetColorAttachment())
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dst_framebuffer->GetColorAttachment()->FinishedRendering();
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}
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MathUtil::Rectangle<int>
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AbstractGfx::ConvertFramebufferRectangle(const MathUtil::Rectangle<int>& rect,
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const AbstractFramebuffer* framebuffer) const
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{
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return ConvertFramebufferRectangle(rect, framebuffer->GetWidth(), framebuffer->GetHeight());
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}
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MathUtil::Rectangle<int>
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AbstractGfx::ConvertFramebufferRectangle(const MathUtil::Rectangle<int>& rect, u32 fb_width,
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u32 fb_height) const
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{
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MathUtil::Rectangle<int> ret = rect;
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if (g_backend_info.bUsesLowerLeftOrigin)
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{
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ret.top = fb_height - rect.bottom;
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ret.bottom = fb_height - rect.top;
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}
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return ret;
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}
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std::unique_ptr<VideoCommon::AsyncShaderCompiler> AbstractGfx::CreateAsyncShaderCompiler()
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{
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return std::make_unique<VideoCommon::AsyncShaderCompiler>();
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}
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void AbstractGfx::OnConfigChanged(u32 changed_bits)
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{
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// If there's any shader changes, wait for the GPU to finish before destroying anything.
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if (changed_bits & (CONFIG_CHANGE_BIT_HOST_CONFIG | CONFIG_CHANGE_BIT_MULTISAMPLES))
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{
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WaitForGPUIdle();
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SetPipeline(nullptr);
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}
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}
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bool AbstractGfx::UseGeometryShaderForUI() const
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{
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// OpenGL doesn't render to a 2-layer backbuffer like D3D/Vulkan for quad-buffered stereo,
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// instead drawing twice and the eye selected by glDrawBuffer() (see Presenter::RenderXFBToScreen)
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return g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer &&
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!g_backend_info.bUsesExplictQuadBuffering;
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}
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