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https://github.com/hrydgard/ppsspp.git
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The core and the headless tools no longer use mutexes, condition variables, spinlocks, std::atomic, std::thread or volatile flags. Threads hand off through libretro-common's retro_atomic and rthreads plus a few small pieces on top of them in Common/Thread: Thread, MpscQueue, EventCounter, ParkingLot waits and ReaderGate. Every wait blocks until it's woken; nothing polls on a timer. State that only one thread touches just loses its lock. The PSP filesystem, sceIo and the savedata dialog now belong to the emulation thread: async reads and writes run when they're queued and complete later in emulated time, and the IO and savedata threads are gone. The friend finder only talks to the adhoc server and hands what it gets to the emulation thread. GPU init always runs on the thread that starts the game. The Vulkan render and compile queues, pipeline and render pass caches, delete list and SPIR-V cache, the GL render queue, the software renderer's jit caches, the file loader caches, the web debugger, UPnP, input, savestates, logging and the GE debugger all hand off through queues and atomics. The IR jit's spinning profiler thread goes. A CPU thread with nothing to run now sleeps until work is queued instead of spinning. Headless with --debugger waits for a client while stopped, and ends the run once every client that connected has left. Web server shutdown keeps servicing the CPU queue until the server has finished.
974 lines
26 KiB
C++
974 lines
26 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 <retro_atomic.h>
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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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#include "Common/Data/Collections/FastVec.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 : uint8_t {
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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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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_TEXTURE_COLOR_2D_NO_TINT,
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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_TEXTURE_COLOR_2D_ALPHA_TO_GRAY,
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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,
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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 class 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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DEVICE_API_VERSION, // Vulkan-only
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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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VENDOR_MESA,
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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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THIN3D_PIPELINE_LAYOUT,
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PUSH_POOL,
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};
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enum class Aspect {
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NO_BIT = 0,
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COLOR_BIT = 1,
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DEPTH_BIT = 2,
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STENCIL_BIT = 4,
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// Implementation specific
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VIEW_BIT = 64, // Used in conjunction with the others in D3D11 to get shader resource views through get_api_texture
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FORMAT_BIT = 128, // Actually retrieves the native format instead. D3D11 only.
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};
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ENUM_CLASS_BITOPS(Aspect);
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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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enum class ReadbackMode {
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BLOCK,
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OLD_DATA_OK, // Lets the backend return old results that won't need any waiting to get.
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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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static const char *GetBugName(uint32_t bug);
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enum : uint32_t {
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NO_DEPTH_CANNOT_DISCARD_STENCIL_ADRENO = 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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ADRENO_RESOURCE_DEADLOCK = 12,
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UNIFORM_INDEXING_BROKEN = 13, // not a properly diagnosed issue, a workaround attempt: #17386
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PVR_BAD_16BIT_TEXFORMATS = 14,
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NO_DEPTH_CANNOT_DISCARD_STENCIL_MALI = 15,
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EMPTY_RENDERPASS_BROKEN_MALI = 16,
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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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explicit RefCountedObject(const char *name) : name_(name) {
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retro_atomic_int_init(&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() { retro_atomic_fetch_add_int(&refcount_, 1); }
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bool Release();
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bool ReleaseAssertLast();
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private:
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retro_atomic_int_t refcount_;
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const char * const name_;
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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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// Takes over ownership over newItem, so we don't need to AddRef it, the number of owners didn't change.
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void reset(T *newItem) {
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if (ptr) {
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ptr->Release();
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}
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ptr = newItem;
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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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BlendState() : RefCountedObject("BlendState") {}
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};
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class SamplerState : public RefCountedObject {
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public:
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SamplerState() : RefCountedObject("SamplerState") {}
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};
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class DepthStencilState : public RefCountedObject {
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public:
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DepthStencilState() : RefCountedObject("DepthStencilState") {}
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};
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class Framebuffer : public RefCountedObject {
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public:
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Framebuffer() : RefCountedObject("Framebuffer") {}
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int Width() const { return width_; }
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int Height() const { return height_; }
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int Layers() const { return layers_; }
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int MultiSampleLevel() const { return multiSampleLevel_; }
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virtual void UpdateTag(const char *tag) {}
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virtual const char *Tag() const { return "(no name)"; }
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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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Buffer() : RefCountedObject("Buffer") {}
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};
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class Texture : public RefCountedObject {
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public:
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Texture() : RefCountedObject("Texture") {}
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int Width() const { return width_; }
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int Height() const { return height_; }
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int Depth() const { return depth_; }
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DataFormat Format() const { return format_; }
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int DataSize() const {
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// Rough estimate, discounts padding etc.
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return width_ * height_ * (int)DataFormatSizeInBytes(format_);
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}
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protected:
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int width_ = -1, height_ = -1, depth_ = -1;
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DataFormat format_ = DataFormat::UNDEFINED;
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};
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struct AttributeDesc {
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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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int stride;
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std::vector<AttributeDesc> attributes;
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};
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class InputLayout : public RefCountedObject {
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public:
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InputLayout() : RefCountedObject("InputLayout") {}
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};
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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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ShaderModule() : RefCountedObject("ShaderModule") {}
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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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public:
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Pipeline() : RefCountedObject("Pipeline") {}
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};
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class RasterState : public RefCountedObject {
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public:
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RasterState() : RefCountedObject("RasterState") {}
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};
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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;
|
|
DepthStencilState *depthStencil;
|
|
BlendState *blend;
|
|
RasterState *raster;
|
|
const UniformBufferDesc *uniformDesc;
|
|
const Slice<SamplerDef> samplers;
|
|
};
|
|
|
|
// Not normally used as a bitfield, but useful as a capability flag.
|
|
enum class PresentMode {
|
|
FIFO = 1,
|
|
IMMEDIATE = 2,
|
|
MAILBOX = 4,
|
|
};
|
|
ENUM_CLASS_BITOPS(PresentMode);
|
|
|
|
inline bool PresentationModeBlocks(PresentMode mode) {
|
|
return mode & PresentMode::FIFO;
|
|
}
|
|
|
|
struct DeviceCaps {
|
|
GPUVendor vendor;
|
|
uint32_t deviceID; // use caution!
|
|
|
|
uint32_t maxTextureSize; // largest side.
|
|
|
|
// You can check these for > 0 to see if they're supported.
|
|
uint32_t maxClipDistances;
|
|
uint32_t maxCullDistances;
|
|
|
|
CoordConvention coordConvention;
|
|
DataFormat preferredDepthBufferFormat;
|
|
DataFormat preferredShadowMapFormatLow;
|
|
DataFormat preferredShadowMapFormatHigh;
|
|
|
|
bool anisoSupported;
|
|
bool depthRangeMinusOneToOne; // OpenGL style depth
|
|
bool tesselationShaderSupported;
|
|
bool dualSourceBlend;
|
|
bool logicOpSupported;
|
|
bool depthClampSupported;
|
|
bool framebufferCopySupported;
|
|
bool framebufferBlitSupported;
|
|
bool framebufferDepthCopySupported;
|
|
bool framebufferSeparateDepthCopySupported;
|
|
bool framebufferDepthBlitSupported;
|
|
bool framebufferStencilBlitSupported;
|
|
bool framebufferFetchSupported;
|
|
bool texture3DSupported;
|
|
bool fragmentShaderFullPrecisionFloat; // Without this, our clip plane workaround doesn't work
|
|
bool fragmentShaderInt32Supported;
|
|
bool fragmentShaderDepthWriteSupported;
|
|
bool fragmentShaderStencilWriteSupported;
|
|
bool textureDepthSupported;
|
|
bool blendMinMaxSupported;
|
|
bool multiViewSupported;
|
|
bool isTilingGPU; // This means that it benefits from correct store-ops, msaa without backing memory, etc.
|
|
bool sampleRateShadingSupported;
|
|
bool setMaxFrameLatencySupported;
|
|
bool textureSwizzleSupported;
|
|
bool requiresHalfPixelOffset;
|
|
bool provokingVertexLast; // GL behavior, what the PSP does
|
|
bool verySlowShaderCompiler;
|
|
bool fullScreenExclusiveSupported;
|
|
bool samplerLodControl;
|
|
|
|
// Old style, for older GL or Direct3D 9.
|
|
u32 clipPlanesSupported;
|
|
|
|
// Presentation caps (simplified). Note: Vulkan supports more, we handle that separately now.
|
|
int presentMaxInterval; // 1 on many backends
|
|
bool presentInstantModeChange;
|
|
PresentMode presentModesSupported;
|
|
|
|
u32 multiSampleLevelsMask; // Bit n is set if (1 << n) is a valid multisample level. Bit 0 is always set.
|
|
std::string deviceName; // The device name to use when creating the thin3d context, to get the same one.
|
|
};
|
|
|
|
// Use to write data directly to texture memory. initData is the pointer passed in TextureDesc.
|
|
// Important: only write to the provided pointer, don't read from it.
|
|
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;
|
|
|
|
enum class TextureSwizzle {
|
|
DEFAULT,
|
|
R8_AS_ALPHA,
|
|
R8_AS_GRAYSCALE,
|
|
R8_AS_PREMUL_ALPHA,
|
|
};
|
|
|
|
struct TextureDesc {
|
|
TextureType type;
|
|
DataFormat format;
|
|
|
|
int width;
|
|
int height;
|
|
int depth;
|
|
int mipLevels;
|
|
bool generateMips;
|
|
TextureSwizzle swizzle;
|
|
// Optional, for tracking memory usage and graphcis debuggers.
|
|
const char *tag;
|
|
// Does not take ownership over pointed-to data.
|
|
std::vector<const uint8_t *> initData;
|
|
TextureCallback initDataCallback;
|
|
};
|
|
|
|
// A rectangular piece of a single mip level, for DrawContext::UpdateTextureRegions.
|
|
struct TextureRegionUpdate {
|
|
int x;
|
|
int y;
|
|
int w;
|
|
int h;
|
|
// Points at the top left pixel of the region. Does not take ownership.
|
|
const uint8_t *data;
|
|
// Distance between rows in data, in bytes. 0 means tightly packed, that is w pixels.
|
|
int byteStride;
|
|
};
|
|
|
|
enum class RPAction {
|
|
KEEP = 0,
|
|
CLEAR = 1,
|
|
DONT_CARE = 2,
|
|
};
|
|
|
|
struct RenderPassInfo {
|
|
RPAction color;
|
|
RPAction depth;
|
|
RPAction stencil;
|
|
uint32_t clearColor;
|
|
float clearDepth;
|
|
uint8_t clearStencil;
|
|
const char *tag;
|
|
};
|
|
|
|
const int ALL_LAYERS = -1;
|
|
|
|
enum class TextureBindFlags {
|
|
NONE = 0,
|
|
VULKAN_BIND_ARRAY = 1,
|
|
};
|
|
ENUM_CLASS_BITOPS(TextureBindFlags);
|
|
|
|
enum class DebugFlags {
|
|
NONE = 0,
|
|
PROFILE_TIMESTAMPS = 1,
|
|
PROFILE_SCOPES = 2,
|
|
};
|
|
ENUM_CLASS_BITOPS(DebugFlags);
|
|
|
|
struct BackendState {
|
|
u32 passes;
|
|
bool valid;
|
|
};
|
|
|
|
struct ClippedDraw {
|
|
int indexOffset;
|
|
int indexCount;
|
|
s16 clipx;
|
|
s16 clipy;
|
|
s16 clipw;
|
|
s16 cliph;
|
|
Draw::Texture *bindTexture;
|
|
Draw::Framebuffer *bindFramebufferAsTex;
|
|
void *bindNativeTexture;
|
|
Draw::SamplerState *samplerState;
|
|
Draw::Pipeline *pipeline;
|
|
Draw::Aspect aspect;
|
|
};
|
|
|
|
class DrawContext {
|
|
public:
|
|
virtual ~DrawContext() = default;
|
|
bool CreatePresets();
|
|
void DestroyPresets();
|
|
|
|
Bugs GetBugs() const { return bugs_; }
|
|
|
|
virtual void Wait() {}
|
|
|
|
virtual const DeviceCaps &GetDeviceCaps() const = 0;
|
|
virtual uint32_t GetDataFormatSupport(DataFormat fmt) const = 0;
|
|
virtual std::vector<std::string> GetFeatureList() const { return std::vector<std::string>(); }
|
|
virtual std::vector<std::string> GetExtensionList(bool device, bool enabledOnly) const { return std::vector<std::string>(); }
|
|
virtual std::vector<std::string> GetDeviceList() const { return std::vector<std::string>(); }
|
|
virtual std::vector<std::string> GetPresentModeList(std::string_view currentMarkerString) const { return std::vector<std::string>(); }
|
|
virtual std::vector<std::string> GetSurfaceFormatList() const { return std::vector<std::string>(); }
|
|
|
|
virtual BackendState GetCurrentBackendState() const {
|
|
return BackendState{};
|
|
}
|
|
|
|
// Describes the primary shader language that this implementation prefers.
|
|
const ShaderLanguageDesc &GetShaderLanguageDesc() {
|
|
return shaderLanguageDesc_;
|
|
}
|
|
|
|
virtual uint32_t GetSupportedShaderLanguages() const = 0;
|
|
|
|
virtual void SetErrorCallback(ErrorCallbackFn callback, void *userdata) {}
|
|
|
|
virtual void DebugAnnotate(const char *annotation) {}
|
|
|
|
// Partial pipeline state, used to create pipelines. (in practice, in d3d11 they'll use the native state objects directly).
|
|
// TODO: Possibly ditch these and just put the descs directly in PipelineDesc since only D3D11 benefits.
|
|
virtual DepthStencilState *CreateDepthStencilState(const DepthStencilStateDesc &desc) = 0;
|
|
virtual BlendState *CreateBlendState(const BlendStateDesc &desc) = 0;
|
|
virtual SamplerState *CreateSamplerState(const SamplerStateDesc &desc) = 0;
|
|
virtual RasterState *CreateRasterState(const RasterStateDesc &desc) = 0;
|
|
virtual InputLayout *CreateInputLayout(const InputLayoutDesc &desc) = 0;
|
|
virtual ShaderModule *CreateShaderModule(ShaderStage stage, ShaderLanguage language, const uint8_t *data, size_t dataSize, const char *tag = "thin3d") = 0;
|
|
virtual Pipeline *CreateGraphicsPipeline(const PipelineDesc &desc, const char *tag) = 0;
|
|
|
|
// Note that these DO NOT AddRef so you must not ->Release presets unless you manually AddRef them.
|
|
ShaderModule *GetVshaderPreset(VertexShaderPreset preset) {
|
|
ShaderModule *module = vsPresets_[preset];
|
|
_dbg_assert_(module->GetStage() == ShaderStage::Vertex);
|
|
return module;
|
|
}
|
|
ShaderModule *GetFshaderPreset(FragmentShaderPreset preset) {
|
|
ShaderModule *module = fsPresets_[preset];
|
|
_dbg_assert_(module->GetStage() == ShaderStage::Fragment);
|
|
return module;
|
|
}
|
|
|
|
// Resources
|
|
virtual Buffer *CreateBuffer(size_t size, uint32_t usageFlags) = 0;
|
|
// Does not take ownership over pointed-to initData. After this returns, can dispose of it.
|
|
virtual Texture *CreateTexture(const TextureDesc &desc) = 0;
|
|
// On some hardware, you might get a 24-bit depth buffer even though you only wanted a 16-bit one.
|
|
virtual Framebuffer *CreateFramebuffer(const FramebufferDesc &desc) = 0;
|
|
|
|
// 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.
|
|
virtual void UpdateBuffer(Buffer *buffer, const uint8_t *data, size_t offset, size_t size, UpdateBufferFlags flags) = 0;
|
|
|
|
// Used to optimize DrawPixels by re-using previously allocated temp textures.
|
|
// Do not try to update a texture that might be used by an in-flight command buffer! In OpenGL and D3D, this will cause stalls
|
|
// while in Vulkan this might cause various strangeness like image corruption.
|
|
virtual void UpdateTextureLevels(Texture *texture, const uint8_t **data, TextureCallback initDataCallback, int numLevels) = 0;
|
|
|
|
// Replaces a set of rectangular regions of a single mip level, leaving the rest of the texture alone.
|
|
// Same in-flight caveat as UpdateTextureLevels. The regions must not overlap each other.
|
|
virtual void UpdateTextureRegions(Texture *texture, int level, const TextureRegionUpdate *regions, int numRegions) = 0;
|
|
|
|
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, Aspect aspects, const char *tag) = 0;
|
|
virtual bool BlitFramebuffer(Framebuffer *src, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dst, int dstX1, int dstY1, int dstX2, int dstY2, Aspect aspects, FBBlitFilter filter, const char *tag) = 0;
|
|
|
|
// If the backend doesn't support old data, it's "OK" to block.
|
|
virtual bool CopyFramebufferToMemory(Framebuffer *src, Aspect aspect, int x, int y, int w, int h, Draw::DataFormat format, void *pixels, int pixelStride, ReadbackMode mode, const char *tag) {
|
|
return false;
|
|
}
|
|
virtual DataFormat PreferredFramebufferReadbackFormat(Framebuffer *src) {
|
|
return DataFormat::R8G8B8A8_UNORM;
|
|
}
|
|
|
|
// These functions should be self explanatory.
|
|
// Binding a zero render target means binding the backbuffer.
|
|
// If an fbo has two layers, we bind for stereo rendering ALWAYS. There's no rendering to one layer anymore.
|
|
virtual void BindFramebufferAsRenderTarget(Framebuffer *fbo, const RenderPassInfo &rp, const char *tag) = 0;
|
|
|
|
// binding must be < MAX_TEXTURE_SLOTS (0, 1 are okay if it's 2).
|
|
virtual void BindFramebufferAsTexture(Framebuffer *fbo, int binding, Aspect aspect, int layer) = 0;
|
|
|
|
// Framebuffer fetch / input attachment support, needs to be explicit in Vulkan.
|
|
virtual void BindCurrentFramebufferForColorInput() {}
|
|
|
|
virtual void GetFramebufferDimensions(Framebuffer *fbo, int *w, int *h) = 0;
|
|
|
|
// Could be useful in OpenGL ES to give hints about framebuffers on tiler GPUs
|
|
// using glInvalidateFramebuffer, although drivers are known to botch that so we currently don't use it.
|
|
// In Vulkan, this sets the LOAD_OP or the STORE_OP (depending on stage) of the current render pass instance to DONT_CARE.
|
|
// channels is a bitwise combination of Aspect::COLOR, DEPTH and STENCIL.
|
|
virtual void InvalidateFramebuffer(FBInvalidationStage stage, Aspect aspects) {}
|
|
|
|
// Dynamic state
|
|
virtual void SetScissorRect(int left, int top, int width, int height) = 0;
|
|
virtual void SetViewport(const Viewport &viewport) = 0;
|
|
virtual void SetBlendFactor(float color[4]) = 0;
|
|
virtual void SetStencilParams(uint8_t refValue, uint8_t writeMask, uint8_t compareMask) = 0;
|
|
|
|
virtual void BindSamplerStates(int start, int count, SamplerState **state) = 0;
|
|
virtual void BindTextures(int start, int count, Texture **textures, TextureBindFlags flags = TextureBindFlags::NONE) = 0;
|
|
virtual void BindVertexBuffer(Buffer *vertexBuffer, int offset) = 0;
|
|
virtual void BindIndexBuffer(Buffer *indexBuffer, int offset) = 0;
|
|
|
|
// Sometimes it's necessary to bind a texture not created by thin3d, and use with a thin3d pipeline.
|
|
// Not pretty, and one way in the future could be to create all textures through thin3d.
|
|
// Data types:
|
|
// * Vulkan: VkImageView
|
|
// * D3D11: ID3D11ShaderResourceView*
|
|
// * OpenGL: GLRTexture
|
|
virtual void BindNativeTexture(int sampler, void *nativeTexture) = 0;
|
|
|
|
// Only supports a single dynamic uniform buffer, for maximum compatibility with the old APIs and ease of emulation.
|
|
// More modern methods will be added later.
|
|
virtual void UpdateDynamicUniformBuffer(const void *ub, size_t size) = 0;
|
|
|
|
void BindTexture(int stage, Texture *texture) {
|
|
Texture *textures[1] = { texture };
|
|
BindTextures(stage, 1, textures);
|
|
} // from sampler 0 and upwards
|
|
|
|
// Clear state cached within thin3d. Must be called after directly calling API functions.
|
|
// Note that framebuffer state (which framebuffer is bounds) may not be cached.
|
|
// Must not actually perform any API calls itself since this can be called when no framebuffer is bound for rendering.
|
|
virtual void Invalidate(InvalidationFlags flags) = 0;
|
|
|
|
virtual void BindPipeline(Pipeline *pipeline) = 0;
|
|
|
|
virtual void Draw(int vertexCount, int offset) = 0;
|
|
virtual void DrawIndexed(int vertexCount, int offset) = 0; // Always 16-bit indices.
|
|
virtual void DrawUP(const void *vdata, int vertexCount) = 0;
|
|
virtual void DrawIndexedUP(const void *vdata, int vertexCount, const void *idata, int indexCount) = 0;
|
|
// Intended for ImGui display lists, easier to do optimally this way.
|
|
virtual void DrawIndexedClippedBatchUP(const void *vdata, int vertexCount, const void *idata, int indexCount, Slice<ClippedDraw> draws, const void *dynUniforms, size_t size) = 0;
|
|
|
|
// Frame management (for the purposes of sync and resource management, necessary with modern APIs). Default implementations here.
|
|
virtual void BeginFrame(DebugFlags debugFlags) = 0;
|
|
virtual void EndFrame() = 0;
|
|
|
|
// Some backends also can't change presentation mode immediately.
|
|
virtual void Present(PresentMode presentMode) = 0;
|
|
virtual PresentMode GetCurrentPresentMode() const = 0;
|
|
|
|
// This should be avoided as much as possible, in favor of clearing when binding a render target, which is native
|
|
// on Vulkan.
|
|
virtual void Clear(Aspect aspects, uint32_t colorval, float depthVal, int stencilVal) = 0;
|
|
|
|
// Necessary to correctly flip scissor rectangles etc for OpenGL.
|
|
virtual void SetTargetSize(int w, int h) {
|
|
targetWidth_ = w;
|
|
targetHeight_ = h;
|
|
}
|
|
|
|
// In Vulkan, when changing things like MSAA mode, we can't have draw commands in flight (since we only support one at a time).
|
|
virtual void StopThreads() {}
|
|
virtual void StartThreads() {}
|
|
|
|
virtual std::string GetInfoString(InfoField info) const = 0;
|
|
virtual uint64_t GetNativeObject(NativeObject obj, void *srcObject = nullptr) = 0; // Most uses don't need an srcObject.
|
|
|
|
virtual void HandleEvent(Event ev, int width, int height, void *param1 = nullptr, void *param2 = nullptr) = 0;
|
|
|
|
// Flush state like scissors etc so the caller can do its own custom drawing.
|
|
virtual void FlushState() {}
|
|
|
|
// This is called when we launch a new game, so any collected internal stats in the backends don't carry over.
|
|
virtual void ResetStats() {}
|
|
|
|
// Used by the DrawEngines to know when they have to re-apply some state.
|
|
// Not very elegant, but more elegant than the old passId hack.
|
|
virtual void SetInvalidationCallback(InvalidationCallback callback) = 0;
|
|
|
|
// Total amount of frames rendered. Unaffected by game pause, so more robust than gpuStats.totals.numFlips
|
|
virtual int GetFrameCount() = 0;
|
|
|
|
virtual std::string GetGpuProfileString() const {
|
|
return "";
|
|
}
|
|
|
|
const HistoryBuffer<FrameTimeData, FRAME_TIME_HISTORY_LENGTH> &FrameTimeHistory() const {
|
|
return frameTimeHistory_;
|
|
}
|
|
|
|
protected:
|
|
HistoryBuffer<FrameTimeData, FRAME_TIME_HISTORY_LENGTH> frameTimeHistory_;
|
|
|
|
ShaderModule *vsPresets_[VS_MAX_PRESET]{};
|
|
ShaderModule *fsPresets_[FS_MAX_PRESET]{};
|
|
|
|
ShaderLanguageDesc shaderLanguageDesc_;
|
|
|
|
int targetWidth_ = 0;
|
|
int targetHeight_ = 0;
|
|
|
|
Bugs bugs_;
|
|
};
|
|
|
|
extern const UniformBufferDesc UBPresetDesc;
|
|
|
|
// UBs for the preset shaders
|
|
|
|
struct VsTexColUB {
|
|
float WorldViewProj[16];
|
|
float tint;
|
|
float saturation;
|
|
float pad[2];
|
|
};
|
|
extern const UniformBufferDesc vsTexColBufDesc;
|
|
struct VsColUB {
|
|
float WorldViewProj[16];
|
|
float tint;
|
|
float saturation;
|
|
float pad[2];
|
|
};
|
|
extern const UniformBufferDesc vsColBufDesc;
|
|
|
|
// Useful utility for specifying a shader in multiple languages.
|
|
|
|
struct ShaderSource {
|
|
ShaderLanguage lang;
|
|
const char *src;
|
|
};
|
|
|
|
ShaderModule *CreateShader(DrawContext *draw, ShaderStage stage, const std::vector<ShaderSource> &sources);
|
|
|
|
const char *PresentModeToString(PresentMode presentMode);
|
|
|
|
} // namespace Draw
|