mirror of
https://github.com/izzy2lost/ppsspp.git
synced 2026-03-10 12:43:04 -07:00
For whatever reason, it really doesn't work for me, while all three other backends work perfectly. So let's just hide it. You can still enable it through the ini file for debugging purposes.
824 lines
21 KiB
C++
824 lines
21 KiB
C++
// Very thin API wrapper, suitable for porting UI code (like the native/ui framework) and similar but not real rendering.
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// Does not involve context creation etc, that should be handled separately - only does drawing.
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// The goals may change in the future though.
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// MIT licensed, by Henrik Rydgård 2014.
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#pragma once
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#include <atomic>
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#include <cstdint>
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#include <cstddef>
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#include <functional>
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#include <string>
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#include <vector>
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#include "Common/Common.h"
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#include "Common/GPU/DataFormat.h"
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#include "Common/GPU/Shader.h"
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#include "Common/GPU/MiscTypes.h"
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#include "Common/Data/Collections/Slice.h"
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namespace Lin {
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class Matrix4x4;
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}
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namespace Draw {
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// Useful in UBOs
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typedef int bool32;
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enum class Comparison : uint8_t {
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NEVER,
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LESS,
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EQUAL,
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LESS_EQUAL,
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GREATER,
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NOT_EQUAL,
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GREATER_EQUAL,
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ALWAYS,
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};
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// Had to prefix with LOGIC, too many clashes
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enum class LogicOp : uint8_t {
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LOGIC_CLEAR,
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LOGIC_SET,
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LOGIC_COPY,
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LOGIC_COPY_INVERTED,
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LOGIC_NOOP,
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LOGIC_INVERT,
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LOGIC_AND,
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LOGIC_NAND,
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LOGIC_OR,
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LOGIC_NOR,
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LOGIC_XOR,
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LOGIC_EQUIV,
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LOGIC_AND_REVERSE,
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LOGIC_AND_INVERTED,
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LOGIC_OR_REVERSE,
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LOGIC_OR_INVERTED,
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};
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enum class BlendOp : uint8_t {
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ADD,
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SUBTRACT,
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REV_SUBTRACT,
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MIN,
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MAX,
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};
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enum class BlendFactor : uint8_t {
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ZERO,
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ONE,
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SRC_COLOR,
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ONE_MINUS_SRC_COLOR,
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DST_COLOR,
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ONE_MINUS_DST_COLOR,
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SRC_ALPHA,
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ONE_MINUS_SRC_ALPHA,
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DST_ALPHA,
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ONE_MINUS_DST_ALPHA,
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CONSTANT_COLOR,
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ONE_MINUS_CONSTANT_COLOR,
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CONSTANT_ALPHA,
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ONE_MINUS_CONSTANT_ALPHA,
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SRC1_COLOR,
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ONE_MINUS_SRC1_COLOR,
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SRC1_ALPHA,
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ONE_MINUS_SRC1_ALPHA,
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};
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enum class StencilOp {
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KEEP = 0,
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ZERO = 1,
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REPLACE = 2,
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INCREMENT_AND_CLAMP = 3,
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DECREMENT_AND_CLAMP = 4,
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INVERT = 5,
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INCREMENT_AND_WRAP = 6,
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DECREMENT_AND_WRAP = 7,
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};
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enum class TextureFilter : uint8_t {
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NEAREST = 0,
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LINEAR = 1,
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};
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enum BufferUsageFlag : int {
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VERTEXDATA = 1,
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INDEXDATA = 2,
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GENERIC = 4,
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UNIFORM = 8,
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DYNAMIC = 16,
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};
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enum Semantic : int {
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SEM_POSITION,
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SEM_COLOR0,
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SEM_COLOR1,
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SEM_TEXCOORD0,
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SEM_TEXCOORD1,
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SEM_NORMAL,
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SEM_TANGENT,
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SEM_BINORMAL, // really BITANGENT
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SEM_MAX,
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};
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enum class Primitive {
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POINT_LIST,
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LINE_LIST,
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LINE_STRIP,
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TRIANGLE_LIST,
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TRIANGLE_STRIP,
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TRIANGLE_FAN,
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// Tesselation shader only
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PATCH_LIST,
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// These are for geometry shaders only.
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LINE_LIST_ADJ,
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LINE_STRIP_ADJ,
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TRIANGLE_LIST_ADJ,
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TRIANGLE_STRIP_ADJ,
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UNDEFINED,
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PRIMITIVE_TYPE_COUNT,
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};
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enum VertexShaderPreset : int {
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VS_COLOR_2D,
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VS_TEXTURE_COLOR_2D,
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VS_MAX_PRESET,
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};
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enum FragmentShaderPreset : int {
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FS_COLOR_2D,
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FS_TEXTURE_COLOR_2D,
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FS_TEXTURE_COLOR_2D_RB_SWIZZLE,
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FS_MAX_PRESET,
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};
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enum class TextureType : uint8_t {
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UNKNOWN,
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LINEAR1D,
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LINEAR2D,
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LINEAR3D,
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CUBE,
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ARRAY1D,
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ARRAY2D,
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};
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enum class CullMode : uint8_t {
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NONE,
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FRONT,
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BACK,
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FRONT_AND_BACK, // Not supported on D3D9
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};
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enum class Facing {
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CCW,
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CW,
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};
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enum BorderColor {
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DONT_CARE,
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TRANSPARENT_BLACK,
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OPAQUE_BLACK,
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OPAQUE_WHITE,
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};
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enum {
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COLOR_MASK_R = 1,
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COLOR_MASK_G = 2,
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COLOR_MASK_B = 4,
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COLOR_MASK_A = 8,
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};
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enum class TextureAddressMode {
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REPEAT = 0,
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REPEAT_MIRROR,
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CLAMP_TO_EDGE,
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CLAMP_TO_BORDER,
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};
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enum FormatSupport {
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FMT_RENDERTARGET = 1,
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FMT_TEXTURE = 2,
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FMT_INPUTLAYOUT = 4,
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FMT_DEPTHSTENCIL = 8,
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FMT_AUTOGEN_MIPS = 16,
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FMT_BLIT = 32,
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FMT_STORAGE_IMAGE = 64,
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};
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enum InfoField {
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APINAME,
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APIVERSION,
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VENDORSTRING,
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VENDOR,
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SHADELANGVERSION,
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DRIVER,
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};
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enum class GPUVendor {
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VENDOR_UNKNOWN,
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VENDOR_NVIDIA,
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VENDOR_INTEL,
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VENDOR_AMD,
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VENDOR_ARM, // Mali
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VENDOR_QUALCOMM,
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VENDOR_IMGTEC, // PowerVR
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VENDOR_BROADCOM, // Raspberry
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VENDOR_VIVANTE,
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VENDOR_APPLE,
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};
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enum class NativeObject {
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CONTEXT,
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CONTEXT_EX,
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DEVICE,
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DEVICE_EX,
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BACKBUFFER_COLOR_VIEW,
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BACKBUFFER_DEPTH_VIEW,
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BACKBUFFER_COLOR_TEX,
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BACKBUFFER_DEPTH_TEX,
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FEATURE_LEVEL,
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INIT_COMMANDBUFFER,
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BOUND_TEXTURE0_IMAGEVIEW, // Layer etc depends on how you bound it...
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BOUND_TEXTURE1_IMAGEVIEW, // Layer etc depends on how you bound it...
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BOUND_FRAMEBUFFER_COLOR_IMAGEVIEW_ALL_LAYERS,
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BOUND_FRAMEBUFFER_COLOR_IMAGEVIEW_RT,
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RENDER_MANAGER,
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TEXTURE_VIEW,
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NULL_IMAGEVIEW,
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NULL_IMAGEVIEW_ARRAY,
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FRAME_DATA_DESC_SET_LAYOUT,
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THIN3D_PIPELINE_LAYOUT,
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};
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enum FBChannel {
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FB_COLOR_BIT = 1,
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FB_DEPTH_BIT = 2,
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FB_STENCIL_BIT = 4,
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// Implementation specific
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FB_SURFACE_BIT = 32, // Used in conjunction with the others in D3D9 to get surfaces through get_api_texture
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FB_VIEW_BIT = 64, // Used in conjunction with the others in D3D11 to get shader resource views through get_api_texture
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FB_FORMAT_BIT = 128, // Actually retrieves the native format instead. D3D11 only.
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};
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enum FBInvalidationStage {
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FB_INVALIDATION_LOAD = 1,
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FB_INVALIDATION_STORE = 2,
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};
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enum FBBlitFilter {
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FB_BLIT_NEAREST = 0,
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FB_BLIT_LINEAR = 1,
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};
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enum UpdateBufferFlags {
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UPDATE_DISCARD = 1,
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};
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enum class Event {
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// These happen on D3D resize. Only the backbuffer needs to be resized.
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LOST_BACKBUFFER,
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GOT_BACKBUFFER,
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// These are a bit more serious...
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LOST_DEVICE,
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GOT_DEVICE,
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RESIZED,
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PRESENTED,
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};
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constexpr uint32_t MAX_TEXTURE_SLOTS = 3;
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struct FramebufferDesc {
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int width;
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int height;
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int depth;
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int numLayers;
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int multiSampleLevel; // 0 = 1xaa, 1 = 2xaa, and so on.
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bool z_stencil;
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const char *tag; // For graphics debuggers
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};
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// Binary compatible with D3D11 viewport.
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struct Viewport {
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float TopLeftX;
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float TopLeftY;
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float Width;
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float Height;
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float MinDepth;
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float MaxDepth;
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};
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class Bugs {
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public:
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bool Has(uint32_t bug) const {
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return (flags_ & (1 << bug)) != 0;
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}
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void Infest(uint32_t bug) {
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flags_ |= (1 << bug);
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}
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uint32_t MaxBugIndex() const {
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return (uint32_t)MAX_BUG;
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}
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const char *GetBugName(uint32_t bug);
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enum : uint32_t {
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NO_DEPTH_CANNOT_DISCARD_STENCIL = 0,
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DUAL_SOURCE_BLENDING_BROKEN = 1,
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ANY_MAP_BUFFER_RANGE_SLOW = 2,
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PVR_GENMIPMAP_HEIGHT_GREATER = 3,
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BROKEN_NAN_IN_CONDITIONAL = 4,
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COLORWRITEMASK_BROKEN_WITH_DEPTHTEST = 5,
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BROKEN_FLAT_IN_SHADER = 6,
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EQUAL_WZ_CORRUPTS_DEPTH = 7,
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RASPBERRY_SHADER_COMP_HANG = 8,
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MALI_CONSTANT_LOAD_BUG = 9,
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SUBPASS_FEEDBACK_BROKEN = 10,
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GEOMETRY_SHADERS_SLOW_OR_BROKEN = 11,
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ADRENO_RESOURCE_DEADLOCK = 12,
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MAX_BUG,
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};
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protected:
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uint32_t flags_ = 0;
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static_assert(sizeof(flags_) * 8 > MAX_BUG, "Ran out of space for bugs.");
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};
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class RefCountedObject {
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public:
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RefCountedObject() {
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refcount_ = 1;
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}
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RefCountedObject(const RefCountedObject &other) = delete;
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RefCountedObject& operator=(RefCountedObject const&) = delete;
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virtual ~RefCountedObject();
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void AddRef() { refcount_++; }
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bool Release();
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bool ReleaseAssertLast();
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private:
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std::atomic<int> refcount_;
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};
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template <typename T>
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struct AutoRef {
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AutoRef() {}
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explicit AutoRef(T *p) {
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ptr = p;
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if (ptr)
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ptr->AddRef();
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}
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AutoRef(const AutoRef<T> &p) {
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*this = p.ptr;
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}
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~AutoRef() {
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if (ptr)
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ptr->Release();
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}
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T *operator =(T *p) {
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if (ptr)
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ptr->Release();
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ptr = p;
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if (ptr)
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ptr->AddRef();
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return ptr;
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}
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AutoRef<T> &operator =(const AutoRef<T> &p) {
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*this = p.ptr;
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return *this;
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}
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bool operator !=(const AutoRef<T> &p) const {
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return ptr != p.ptr;
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}
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T *operator->() const {
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return ptr;
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}
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operator T *() {
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return ptr;
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}
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operator bool() const {
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return ptr != nullptr;
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}
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void clear() {
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if (ptr) {
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ptr->Release();
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ptr = nullptr;
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}
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}
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T *ptr = nullptr;
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};
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class BlendState : public RefCountedObject {
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public:
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};
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class SamplerState : public RefCountedObject {
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public:
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};
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class DepthStencilState : public RefCountedObject {
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public:
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};
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class Framebuffer : public RefCountedObject {
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public:
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int Width() { return width_; }
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int Height() { return height_; }
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int Layers() { return layers_; }
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int MultiSampleLevel() { return multiSampleLevel_; }
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virtual void UpdateTag(const char *tag) {}
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protected:
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int width_ = -1, height_ = -1, layers_ = 1, multiSampleLevel_ = 0;
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};
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class Buffer : public RefCountedObject {
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public:
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};
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class Texture : public RefCountedObject {
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public:
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int Width() { return width_; }
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int Height() { return height_; }
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int Depth() { return depth_; }
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protected:
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int width_ = -1, height_ = -1, depth_ = -1;
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};
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struct BindingDesc {
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int stride;
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bool instanceRate;
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};
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struct AttributeDesc {
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int binding;
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int location; // corresponds to semantic
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DataFormat format;
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int offset;
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};
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struct InputLayoutDesc {
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std::vector<BindingDesc> bindings;
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std::vector<AttributeDesc> attributes;
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};
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class InputLayout : public RefCountedObject { };
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// Uniform types have moved to Shader.h.
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class ShaderModule : public RefCountedObject {
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public:
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virtual ShaderStage GetStage() const = 0;
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};
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class Pipeline : public RefCountedObject { };
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class RasterState : public RefCountedObject {};
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struct StencilSetup {
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StencilOp failOp;
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StencilOp passOp;
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StencilOp depthFailOp;
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Comparison compareOp;
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};
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struct DepthStencilStateDesc {
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bool depthTestEnabled;
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bool depthWriteEnabled;
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Comparison depthCompare;
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bool stencilEnabled;
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StencilSetup stencil;
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};
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struct BlendStateDesc {
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bool enabled;
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int colorMask;
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BlendFactor srcCol;
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BlendFactor dstCol;
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BlendOp eqCol;
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BlendFactor srcAlpha;
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BlendFactor dstAlpha;
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BlendOp eqAlpha;
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bool logicEnabled;
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LogicOp logicOp;
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};
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struct SamplerStateDesc {
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TextureFilter magFilter;
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TextureFilter minFilter;
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TextureFilter mipFilter;
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float maxAniso;
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TextureAddressMode wrapU;
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TextureAddressMode wrapV;
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TextureAddressMode wrapW;
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bool shadowCompareEnabled;
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Comparison shadowCompareFunc;
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BorderColor borderColor;
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};
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struct RasterStateDesc {
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CullMode cull;
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Facing frontFace;
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};
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struct PipelineDesc {
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Primitive prim;
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std::vector<ShaderModule *> shaders;
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InputLayout *inputLayout;
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DepthStencilState *depthStencil;
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BlendState *blend;
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RasterState *raster;
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const UniformBufferDesc *uniformDesc;
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const Slice<SamplerDef> samplers;
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};
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struct DeviceCaps {
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GPUVendor vendor;
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uint32_t deviceID; // use caution!
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DataFormat preferredDepthBufferFormat;
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DataFormat preferredShadowMapFormatLow;
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DataFormat preferredShadowMapFormatHigh;
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bool anisoSupported;
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bool depthRangeMinusOneToOne; // OpenGL style depth
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bool geometryShaderSupported;
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bool tesselationShaderSupported;
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bool dualSourceBlend;
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bool logicOpSupported;
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bool depthClampSupported;
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bool clipDistanceSupported;
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bool cullDistanceSupported;
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bool framebufferCopySupported;
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bool framebufferBlitSupported;
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bool framebufferDepthCopySupported;
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bool framebufferSeparateDepthCopySupported;
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bool framebufferDepthBlitSupported;
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bool framebufferStencilBlitSupported;
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bool framebufferFetchSupported;
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bool texture3DSupported;
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bool fragmentShaderInt32Supported;
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bool textureNPOTFullySupported;
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bool fragmentShaderDepthWriteSupported;
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bool fragmentShaderStencilWriteSupported;
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bool textureDepthSupported;
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bool blendMinMaxSupported;
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bool multiViewSupported;
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bool isTilingGPU; // This means that it benefits from correct store-ops, msaa without backing memory, etc.
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bool sampleRateShadingSupported;
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// From the other backends, we can detect if D3D9 support is known bad (like on Xe) and disable it.
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bool supportsD3D9;
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u32 multiSampleLevelsMask; // Bit n is set if (1 << n) is a valid multisample level. Bit 0 is always set.
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std::string deviceName; // The device name to use when creating the thin3d context, to get the same one.
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};
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// Use to write data directly to texture memory. initData is the pointer passed in TextureDesc.
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// Important: only write to the provided pointer, don't read from it.
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typedef std::function<bool(uint8_t *data, const uint8_t *initData, uint32_t w, uint32_t h, uint32_t d, uint32_t byteStride, uint32_t sliceByteStride)> TextureCallback;
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struct TextureDesc {
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TextureType type;
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DataFormat format;
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int width;
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int height;
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int depth;
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int mipLevels;
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bool generateMips;
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// Optional, for tracking memory usage and graphcis debuggers.
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const char *tag;
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// Does not take ownership over pointed-to data.
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std::vector<const uint8_t *> initData;
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TextureCallback initDataCallback;
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};
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enum class RPAction {
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KEEP = 0,
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CLEAR = 1,
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DONT_CARE = 2,
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};
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struct RenderPassInfo {
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RPAction color;
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RPAction depth;
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RPAction stencil;
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uint32_t clearColor;
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float clearDepth;
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uint8_t clearStencil;
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const char *tag;
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};
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const int ALL_LAYERS = -1;
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enum class TextureBindFlags {
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NONE = 0,
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VULKAN_BIND_ARRAY = 1,
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};
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ENUM_CLASS_BITOPS(TextureBindFlags);
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class DrawContext {
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public:
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virtual ~DrawContext();
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bool CreatePresets();
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void DestroyPresets();
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Bugs GetBugs() const { return bugs_; }
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virtual const DeviceCaps &GetDeviceCaps() const = 0;
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virtual uint32_t GetDataFormatSupport(DataFormat fmt) const = 0;
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virtual std::vector<std::string> GetFeatureList() const { return std::vector<std::string>(); }
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virtual std::vector<std::string> GetExtensionList() const { return std::vector<std::string>(); }
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virtual std::vector<std::string> GetDeviceList() const { return std::vector<std::string>(); }
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// Describes the primary shader language that this implementation prefers.
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const ShaderLanguageDesc &GetShaderLanguageDesc() {
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return shaderLanguageDesc_;
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}
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virtual uint32_t GetSupportedShaderLanguages() const = 0;
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virtual void SetErrorCallback(ErrorCallbackFn callback, void *userdata) {}
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virtual void DebugAnnotate(const char *annotation) {}
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// Partial pipeline state, used to create pipelines. (in practice, in d3d11 they'll use the native state objects directly).
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// TODO: Possibly ditch these and just put the descs directly in PipelineDesc since only D3D11 benefits.
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virtual DepthStencilState *CreateDepthStencilState(const DepthStencilStateDesc &desc) = 0;
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virtual BlendState *CreateBlendState(const BlendStateDesc &desc) = 0;
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virtual SamplerState *CreateSamplerState(const SamplerStateDesc &desc) = 0;
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virtual RasterState *CreateRasterState(const RasterStateDesc &desc) = 0;
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// virtual ComputePipeline CreateComputePipeline(const ComputePipelineDesc &desc) = 0
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virtual InputLayout *CreateInputLayout(const InputLayoutDesc &desc) = 0;
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virtual ShaderModule *CreateShaderModule(ShaderStage stage, ShaderLanguage language, const uint8_t *data, size_t dataSize, const char *tag = "thin3d") = 0;
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virtual Pipeline *CreateGraphicsPipeline(const PipelineDesc &desc, const char *tag) = 0;
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// Note that these DO NOT AddRef so you must not ->Release presets unless you manually AddRef them.
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ShaderModule *GetVshaderPreset(VertexShaderPreset preset) { return vsPresets_[preset]; }
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ShaderModule *GetFshaderPreset(FragmentShaderPreset preset) { return fsPresets_[preset]; }
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// Resources
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virtual Buffer *CreateBuffer(size_t size, uint32_t usageFlags) = 0;
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// Does not take ownership over pointed-to initData. After this returns, can dispose of it.
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virtual Texture *CreateTexture(const TextureDesc &desc) = 0;
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// On some hardware, you might get a 24-bit depth buffer even though you only wanted a 16-bit one.
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virtual Framebuffer *CreateFramebuffer(const FramebufferDesc &desc) = 0;
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// Copies data from the CPU over into the buffer, at a specific offset. This does not change the size of the buffer and cannot write outside it.
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virtual void UpdateBuffer(Buffer *buffer, const uint8_t *data, size_t offset, size_t size, UpdateBufferFlags flags) = 0;
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virtual void CopyFramebufferImage(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth, int channelBits, const char *tag) = 0;
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virtual bool BlitFramebuffer(Framebuffer *src, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dst, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter, const char *tag) = 0;
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virtual bool CopyFramebufferToMemorySync(Framebuffer *src, int channelBits, int x, int y, int w, int h, Draw::DataFormat format, void *pixels, int pixelStride, const char *tag) {
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return false;
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}
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virtual DataFormat PreferredFramebufferReadbackFormat(Framebuffer *src) {
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return DataFormat::R8G8B8A8_UNORM;
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}
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// These functions should be self explanatory.
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// Binding a zero render target means binding the backbuffer.
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// If an fbo has two layers, we bind for stereo rendering ALWAYS. There's no rendering to one layer anymore.
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virtual void BindFramebufferAsRenderTarget(Framebuffer *fbo, const RenderPassInfo &rp, const char *tag) = 0;
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// binding must be < MAX_TEXTURE_SLOTS (0, 1 are okay if it's 2).
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virtual void BindFramebufferAsTexture(Framebuffer *fbo, int binding, FBChannel channelBit, int layer) = 0;
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// Framebuffer fetch / input attachment support, needs to be explicit in Vulkan.
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virtual void BindCurrentFramebufferForColorInput() {}
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// deprecated, only used by D3D9
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virtual uintptr_t GetFramebufferAPITexture(Framebuffer *fbo, int channelBits, int attachment) {
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return 0;
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}
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virtual void GetFramebufferDimensions(Framebuffer *fbo, int *w, int *h) = 0;
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// Could be useful in OpenGL ES to give hints about framebuffers on tiler GPUs
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// using glInvalidateFramebuffer, although drivers are known to botch that so we currently don't use it.
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// In Vulkan, this sets the LOAD_OP or the STORE_OP (depending on stage) of the current render pass instance to DONT_CARE.
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// channels is a bitwise combination of FBChannel::COLOR, DEPTH and STENCIL.
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virtual void InvalidateFramebuffer(FBInvalidationStage stage, uint32_t channels) {}
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// Dynamic state
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virtual void SetScissorRect(int left, int top, int width, int height) = 0;
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virtual void SetViewports(int count, Viewport *viewports) = 0;
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virtual void SetBlendFactor(float color[4]) = 0;
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virtual void SetStencilParams(uint8_t refValue, uint8_t writeMask, uint8_t compareMask) = 0;
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virtual void BindSamplerStates(int start, int count, SamplerState **state) = 0;
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virtual void BindTextures(int start, int count, Texture **textures, TextureBindFlags flags = TextureBindFlags::NONE) = 0;
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virtual void BindVertexBuffers(int start, int count, Buffer **buffers, const int *offsets) = 0;
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virtual void BindIndexBuffer(Buffer *indexBuffer, int offset) = 0;
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// Sometimes it's necessary to bind a texture not created by thin3d, and use with a thin3d pipeline.
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// Not pretty, and one way in the future could be to create all textures through thin3d.
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// Data types:
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// * Vulkan: VkImageView
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// * D3D11: ID3D11ShaderResourceView*
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virtual void BindNativeTexture(int sampler, void *nativeTexture) = 0;
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// Only supports a single dynamic uniform buffer, for maximum compatibility with the old APIs and ease of emulation.
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// More modern methods will be added later.
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virtual void UpdateDynamicUniformBuffer(const void *ub, size_t size) = 0;
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void BindTexture(int stage, Texture *texture) {
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Texture *textures[1] = { texture };
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BindTextures(stage, 1, textures);
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} // from sampler 0 and upwards
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// Clear state cached within thin3d. Must be called after directly calling API functions.
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// Note that framebuffer state (which framebuffer is bounds) may not be cached.
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// Must not actually perform any API calls itself since this can be called when no framebuffer is bound for rendering.
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virtual void Invalidate(InvalidationFlags flags) = 0;
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virtual void BindPipeline(Pipeline *pipeline) = 0;
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virtual void Draw(int vertexCount, int offset) = 0;
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virtual void DrawIndexed(int vertexCount, int offset) = 0; // Always 16-bit indices.
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virtual void DrawUP(const void *vdata, int vertexCount) = 0;
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// Frame management (for the purposes of sync and resource management, necessary with modern APIs). Default implementations here.
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virtual void BeginFrame() {}
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virtual void EndFrame() = 0;
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virtual void WipeQueue() {}
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// This should be avoided as much as possible, in favor of clearing when binding a render target, which is native
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// on Vulkan.
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virtual void Clear(int mask, uint32_t colorval, float depthVal, int stencilVal) = 0;
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// Necessary to correctly flip scissor rectangles etc for OpenGL.
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virtual void SetTargetSize(int w, int h) {
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targetWidth_ = w;
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targetHeight_ = h;
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}
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virtual std::string GetInfoString(InfoField info) const = 0;
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virtual uint64_t GetNativeObject(NativeObject obj, void *srcObject = nullptr) = 0; // Most uses don't need an srcObject.
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virtual void HandleEvent(Event ev, int width, int height, void *param1 = nullptr, void *param2 = nullptr) = 0;
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// Flush state like scissors etc so the caller can do its own custom drawing.
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virtual void FlushState() {}
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// This is called when we launch a new game, so any collected internal stats in the backends don't carry over.
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virtual void ResetStats() {}
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// Used by the DrawEngines to know when they have to re-apply some state.
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// Not very elegant, but more elegant than the old passId hack.
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virtual void SetInvalidationCallback(InvalidationCallback callback) = 0;
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protected:
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ShaderModule *vsPresets_[VS_MAX_PRESET];
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ShaderModule *fsPresets_[FS_MAX_PRESET];
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ShaderLanguageDesc shaderLanguageDesc_;
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int targetWidth_;
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int targetHeight_;
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Bugs bugs_;
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};
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extern const UniformBufferDesc UBPresetDesc;
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// UBs for the preset shaders
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struct VsTexColUB {
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float WorldViewProj[16];
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float tint;
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float saturation;
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float pad[2];
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};
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extern const UniformBufferDesc vsTexColBufDesc;
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struct VsColUB {
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float WorldViewProj[16];
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float tint;
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float saturation;
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float pad[2];
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};
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extern const UniformBufferDesc vsColBufDesc;
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// Useful utility for specifying a shader in multiple languages.
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struct ShaderSource {
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ShaderLanguage lang;
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const char *src;
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};
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ShaderModule *CreateShader(DrawContext *draw, ShaderStage stage, const std::vector<ShaderSource> &sources);
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} // namespace Draw
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