ppsspp/ext/native/thin3d/thin3d.h

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// Very thin API wrapper, suitable for porting UI code (like the native/ui framework) and similar but not real rendering.
// Does not involve context creation etc, that should be handled separately - only does drawing.
// The goals may change in the future though.
// MIT licensed, by Henrik Rydg<64>rd 2014.
#pragma once
#include <stdint.h>
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#include <cstddef>
#include <vector>
#include <string>
#include "base/logging.h"
class Matrix4x4;
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#ifdef _WIN32
struct IDirect3DDevice9;
struct IDirect3D9;
struct IDirect3DDevice9Ex;
struct IDirect3D9Ex;
struct ID3D11Device;
struct ID3D11DeviceContext;
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#endif
class VulkanContext;
namespace Draw {
// Useful in UBOs
typedef int bool32;
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enum class Comparison : int {
NEVER,
LESS,
EQUAL,
LESS_EQUAL,
GREATER,
NOT_EQUAL,
GREATER_EQUAL,
ALWAYS,
};
// Had to prefix with LOGIC, too many clashes
enum class LogicOp : int {
LOGIC_CLEAR,
LOGIC_SET,
LOGIC_COPY,
LOGIC_COPY_INVERTED,
LOGIC_NOOP,
LOGIC_INVERT,
LOGIC_AND,
LOGIC_NAND,
LOGIC_OR,
LOGIC_NOR,
LOGIC_XOR,
LOGIC_EQUIV,
LOGIC_AND_REVERSE,
LOGIC_AND_INVERTED,
LOGIC_OR_REVERSE,
LOGIC_OR_INVERTED,
};
enum class BlendOp : int {
ADD,
SUBTRACT,
REV_SUBTRACT,
MIN,
MAX,
};
enum class BlendFactor : uint8_t {
ZERO,
ONE,
SRC_COLOR,
ONE_MINUS_SRC_COLOR,
DST_COLOR,
ONE_MINUS_DST_COLOR,
SRC_ALPHA,
ONE_MINUS_SRC_ALPHA,
DST_ALPHA,
ONE_MINUS_DST_ALPHA,
CONSTANT_COLOR,
ONE_MINUS_CONSTANT_COLOR,
CONSTANT_ALPHA,
ONE_MINUS_CONSTANT_ALPHA,
SRC1_COLOR,
ONE_MINUS_SRC1_COLOR,
SRC1_ALPHA,
ONE_MINUS_SRC1_ALPHA,
};
enum class StencilOp {
KEEP = 0,
ZERO = 1,
REPLACE = 2,
INCREMENT_AND_CLAMP = 3,
DECREMENT_AND_CLAMP = 4,
INVERT = 5,
INCREMENT_AND_WRAP = 6,
DECREMENT_AND_WRAP = 7,
};
enum class TextureFilter : int {
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NEAREST,
LINEAR,
};
enum BufferUsageFlag : int {
VERTEXDATA = 1,
INDEXDATA = 2,
GENERIC = 4,
DYNAMIC = 16,
};
enum Semantic : int {
SEM_POSITION,
SEM_COLOR0,
SEM_TEXCOORD0,
SEM_TEXCOORD1,
SEM_NORMAL,
SEM_TANGENT,
SEM_BINORMAL, // really BITANGENT
SEM_MAX,
};
enum class Primitive {
POINT_LIST,
LINE_LIST,
LINE_STRIP,
TRIANGLE_LIST,
TRIANGLE_STRIP,
TRIANGLE_FAN,
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// Tesselation shader only
PATCH_LIST,
// These are for geometry shaders only.
LINE_LIST_ADJ,
LINE_STRIP_ADJ,
TRIANGLE_LIST_ADJ,
TRIANGLE_STRIP_ADJ,
};
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enum VertexShaderPreset : int {
VS_COLOR_2D,
VS_TEXTURE_COLOR_2D,
VS_MAX_PRESET,
};
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enum FragmentShaderPreset : int {
FS_COLOR_2D,
FS_TEXTURE_COLOR_2D,
FS_MAX_PRESET,
};
enum ClearFlag : int {
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COLOR = 1,
DEPTH = 2,
STENCIL = 4,
};
enum class TextureType : uint8_t {
UNKNOWN,
LINEAR1D,
LINEAR2D,
LINEAR3D,
CUBE,
ARRAY1D,
ARRAY2D,
};
enum class DataFormat : uint8_t {
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UNDEFINED,
R8_UNORM,
R8G8_UNORM,
R8G8B8_UNORM,
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R8G8B8A8_UNORM,
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R8G8B8A8_UNORM_SRGB,
R8G8B8A8_SNORM,
R8G8B8A8_UINT,
R8G8B8A8_SINT,
R4G4_UNORM,
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R4G4B4A4_UNORM,
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R16_FLOAT,
R16G16_FLOAT,
R16G16B16A16_FLOAT,
R32_FLOAT,
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R32G32_FLOAT,
R32G32B32_FLOAT,
R32G32B32A32_FLOAT,
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// Block compression formats.
// These are modern names for DXT and friends, now patent free.
// https://msdn.microsoft.com/en-us/library/bb694531.aspx
BC1_RGBA_UNORM_BLOCK,
BC1_RGBA_SRGB_BLOCK,
BC2_UNORM_BLOCK, // 4-bit straight alpha + DXT1 color. Usually not worth using
BC2_SRGB_BLOCK,
BC3_UNORM_BLOCK, // 3-bit alpha with 2 ref values (+ magic) + DXT1 color
BC3_SRGB_BLOCK,
BC4_UNORM_BLOCK, // 1-channel, same storage as BC3 alpha
BC4_SNORM_BLOCK,
BC5_UNORM_BLOCK, // 2-channel RG, each has same storage as BC3 alpha
BC5_SNORM_BLOCK,
BC6H_UFLOAT_BLOCK, // TODO
BC6H_SFLOAT_BLOCK,
BC7_UNORM_BLOCK, // Highly advanced, very expensive to compress, very good quality.
BC7_SRGB_BLOCK,
ETC1,
S8,
D16,
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D24_S8,
D32F,
D32F_S8,
};
enum class ShaderStage {
VERTEX,
FRAGMENT,
GEOMETRY,
CONTROL, // HULL
EVALUATION, // DOMAIN
COMPUTE,
};
enum class CullMode : uint8_t {
NONE,
FRONT,
BACK,
FRONT_AND_BACK, // Not supported on D3D9
};
enum class Facing {
CCW,
CW,
};
enum BorderColor {
DONT_CARE,
TRANSPARENT_BLACK,
OPAQUE_BLACK,
OPAQUE_WHITE,
};
enum {
COLOR_MASK_R = 1,
COLOR_MASK_G = 2,
COLOR_MASK_B = 4,
COLOR_MASK_A = 8,
};
enum class TextureAddressMode {
REPEAT,
REPEAT_MIRROR,
CLAMP_TO_EDGE,
CLAMP_TO_BORDER,
};
enum class ShaderLanguage {
GLSL_ES_200 = 1,
GLSL_ES_300 = 2,
GLSL_410 = 4,
GLSL_VULKAN = 8,
SPIRV_VULKAN = 16,
HLSL_D3D9 = 32,
HLSL_D3D11 = 64,
HLSL_D3D9_BYTECODE = 128,
HLSL_D3D11_BYTECODE = 256,
METAL = 512,
METAL_BYTECODE = 1024,
};
enum InfoField {
APINAME,
APIVERSION,
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VENDORSTRING,
VENDOR,
SHADELANGVERSION,
RENDERER,
};
// Binary compatible with D3D11 viewport.
struct Viewport {
float TopLeftX;
float TopLeftY;
float Width;
float Height;
float MinDepth;
float MaxDepth;
};
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class RefCountedObject {
public:
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RefCountedObject() : refcount_(1) {}
virtual ~RefCountedObject() {}
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void AddRef() { refcount_++; }
bool Release();
private:
int refcount_;
};
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class BlendState : public RefCountedObject {
public:
};
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class SamplerState : public RefCountedObject {
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public:
};
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class DepthStencilState : public RefCountedObject {
public:
};
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class Buffer : public RefCountedObject {
public:
virtual void SetData(const uint8_t *data, size_t size) = 0;
virtual void SubData(const uint8_t *data, size_t offset, size_t size) = 0;
};
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class Texture : public RefCountedObject {
public:
virtual void SetImageData(int x, int y, int z, int width, int height, int depth, int level, int stride, const uint8_t *data) = 0;
virtual void AutoGenMipmaps() = 0;
virtual void Finalize() = 0; // TODO: Tidy up
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int Width() { return width_; }
int Height() { return height_; }
int Depth() { return depth_; }
protected:
int width_, height_, depth_;
};
struct BindingDesc {
int stride;
bool instanceRate;
};
struct AttributeDesc {
int binding;
int location; // corresponds to semantic
DataFormat format;
int offset;
};
struct InputLayoutDesc {
std::vector<BindingDesc> bindings;
std::vector<AttributeDesc> attributes;
};
class InputLayout : public RefCountedObject { };
enum class UniformType : int8_t {
FLOAT, FLOAT2, FLOAT3, FLOAT4,
MATRIX4X4,
};
// For emulation of uniform buffers on D3D9/GL
struct UniformDesc {
int16_t offset;
UniformType type;
int8_t reg; // For D3D
// TODO: Support array elements etc.
};
struct UniformBufferDesc {
std::vector<UniformDesc> uniforms;
};
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class ShaderModule : public RefCountedObject {
public:
virtual ShaderStage GetStage() const = 0;
};
class Pipeline : public RefCountedObject {
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public:
// TODO: Use a uniform-buffer based interface instead.
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virtual void SetVector(const char *name, float *value, int n) = 0;
virtual void SetMatrix4x4(const char *name, const float value[16]) = 0;
virtual bool RequiresBuffer() = 0;
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};
class RasterState : public RefCountedObject {};
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struct StencilSide {
StencilOp failOp;
StencilOp passOp;
StencilOp depthFailOp;
Comparison compareOp;
uint8_t compareMask;
uint8_t writeMask;
uint8_t reference;
};
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struct DepthStencilStateDesc {
bool depthTestEnabled;
bool depthWriteEnabled;
Comparison depthCompare;
bool stencilEnabled;
StencilSide front;
StencilSide back;
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};
struct BlendStateDesc {
bool enabled;
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int colorMask;
BlendFactor srcCol;
BlendFactor dstCol;
BlendOp eqCol;
BlendFactor srcAlpha;
BlendFactor dstAlpha;
BlendOp eqAlpha;
bool logicEnabled;
LogicOp logicOp;
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};
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struct SamplerStateDesc {
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TextureFilter magFilter;
TextureFilter minFilter;
TextureFilter mipFilter;
float maxAniso;
TextureAddressMode wrapU;
TextureAddressMode wrapV;
TextureAddressMode wrapW;
float maxLod;
bool shadowCompareEnabled;
Comparison shadowCompareFunc;
BorderColor borderColor;
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};
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struct RasterStateDesc {
CullMode cull;
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Facing frontFace;
};
struct PipelineDesc {
Primitive prim;
std::vector<ShaderModule *> shaders;
InputLayout *inputLayout;
DepthStencilState *depthStencil;
BlendState *blend;
RasterState *raster;
};
struct DeviceCaps {
DataFormat preferredDepthBufferFormat;
DataFormat preferredShadowMapFormatLow;
DataFormat preferredShadowMapFormatHigh;
bool anisoSupported;
bool depthRangeMinusOneToOne; // OpenGL style depth
bool geometryShaderSupported;
bool tesselationShaderSupported;
bool multiViewport;
bool dualSourceBlend;
};
struct TextureDesc {
TextureType type;
DataFormat format;
int width;
int height;
int depth;
int mipLevels;
};
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class DrawContext : public RefCountedObject {
public:
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virtual ~DrawContext();
virtual const DeviceCaps &GetDeviceCaps() const = 0;
virtual std::vector<std::string> GetFeatureList() const { return std::vector<std::string>(); }
virtual uint32_t GetSupportedShaderLanguages() const = 0;
// Partial pipeline state, used to create pipelines. (in practice, in d3d11 they'll use the native state objects directly).
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virtual DepthStencilState *CreateDepthStencilState(const DepthStencilStateDesc &desc) = 0;
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;
// virtual ComputePipeline CreateComputePipeline(const ComputePipelineDesc &desc) = 0
virtual InputLayout *CreateInputLayout(const InputLayoutDesc &desc) = 0;
// 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 fsPresets_[preset]; }
ShaderModule *GetFshaderPreset(FragmentShaderPreset preset) { return vsPresets_[preset]; }
// Resources
virtual Buffer *CreateBuffer(size_t size, uint32_t usageFlags) = 0;
virtual Texture *CreateTexture(const TextureDesc &desc) = 0;
virtual ShaderModule *CreateShaderModule(ShaderStage stage, ShaderLanguage language, const uint8_t *data, size_t dataSize) = 0;
virtual Pipeline *CreateGraphicsPipeline(const PipelineDesc &desc) = 0;
// Dynamic state
virtual void SetScissorRect(int left, int top, int width, int height) = 0;
virtual void SetViewports(int count, Viewport *viewports) = 0;
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virtual void SetBlendFactor(float color[4]) = 0;
virtual void BindSamplerStates(int start, int count, SamplerState **state) = 0;
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virtual void BindTextures(int start, int count, Texture **textures) = 0;
virtual void BindVertexBuffers(int start, int count, Buffer **buffers, int *offsets) = 0;
virtual void BindIndexBuffer(Buffer *indexBuffer, int offset) = 0;
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void BindTexture(int stage, Texture *texture) {
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BindTextures(stage, 1, &texture);
} // from sampler 0 and upwards
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virtual void BindPipeline(Pipeline *pipeline) = 0;
// TODO: Add more sophisticated draws with buffer offsets, and multidraws.
virtual void Draw(int vertexCount, int offset) = 0;
virtual void DrawIndexed(int vertexCount, int offset) = 0;
virtual void DrawUP(const void *vdata, int vertexCount) = 0;
// Render pass management. Default implementations here.
virtual void Begin(bool clear, uint32_t colorval, float depthVal, int stencilVal) {
Clear(0xF, colorval, depthVal, stencilVal);
}
virtual void End() {}
virtual void Clear(int mask, uint32_t colorval, float depthVal, int stencilVal) = 0;
// Necessary to correctly flip scissor rectangles etc for OpenGL.
void SetTargetSize(int w, int h) {
targetWidth_ = w;
targetHeight_ = h;
}
virtual std::string GetInfoString(InfoField info) const = 0;
protected:
void CreatePresets();
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ShaderModule *vsPresets_[VS_MAX_PRESET];
ShaderModule *fsPresets_[FS_MAX_PRESET];
int targetWidth_;
int targetHeight_;
};
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DrawContext *T3DCreateGLContext();
#ifdef _WIN32
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DrawContext *T3DCreateDX9Context(IDirect3D9 *d3d, IDirect3D9Ex *d3dEx, int adapterId, IDirect3DDevice9 *device, IDirect3DDevice9Ex *deviceEx);
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DrawContext *T3DCreateD3D11Context(ID3D11Device *device, ID3D11DeviceContext *context);
#endif
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DrawContext *T3DCreateVulkanContext(VulkanContext *context);
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} // namespace Draw