ppsspp/Common/GPU/thin3d.h
2023-01-11 22:59:30 +01:00

836 lines
21 KiB
C++

// 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 Rydgård 2014.
#pragma once
#include <atomic>
#include <cstdint>
#include <cstddef>
#include <functional>
#include <string>
#include <vector>
#include "Common/Common.h"
#include "Common/GPU/DataFormat.h"
#include "Common/GPU/Shader.h"
#include "Common/GPU/MiscTypes.h"
#include "Common/Data/Collections/Slice.h"
namespace Lin {
class Matrix4x4;
}
namespace Draw {
// Useful in UBOs
typedef int bool32;
enum class Comparison : uint8_t {
NEVER,
LESS,
EQUAL,
LESS_EQUAL,
GREATER,
NOT_EQUAL,
GREATER_EQUAL,
ALWAYS,
};
// Had to prefix with LOGIC, too many clashes
enum class LogicOp : uint8_t {
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 : uint8_t {
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 : uint8_t {
NEAREST = 0,
LINEAR = 1,
};
enum BufferUsageFlag : int {
VERTEXDATA = 1,
INDEXDATA = 2,
GENERIC = 4,
UNIFORM = 8,
DYNAMIC = 16,
};
enum Semantic : int {
SEM_POSITION,
SEM_COLOR0,
SEM_COLOR1,
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,
// Tesselation shader only
PATCH_LIST,
// These are for geometry shaders only.
LINE_LIST_ADJ,
LINE_STRIP_ADJ,
TRIANGLE_LIST_ADJ,
TRIANGLE_STRIP_ADJ,
UNDEFINED,
PRIMITIVE_TYPE_COUNT,
};
enum VertexShaderPreset : int {
VS_COLOR_2D,
VS_TEXTURE_COLOR_2D,
VS_MAX_PRESET,
};
enum FragmentShaderPreset : int {
FS_COLOR_2D,
FS_TEXTURE_COLOR_2D,
FS_TEXTURE_COLOR_2D_RB_SWIZZLE,
FS_MAX_PRESET,
};
enum class TextureType : uint8_t {
UNKNOWN,
LINEAR1D,
LINEAR2D,
LINEAR3D,
CUBE,
ARRAY1D,
ARRAY2D,
};
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 = 0,
REPEAT_MIRROR,
CLAMP_TO_EDGE,
CLAMP_TO_BORDER,
};
enum FormatSupport {
FMT_RENDERTARGET = 1,
FMT_TEXTURE = 2,
FMT_INPUTLAYOUT = 4,
FMT_DEPTHSTENCIL = 8,
FMT_AUTOGEN_MIPS = 16,
FMT_BLIT = 32,
FMT_STORAGE_IMAGE = 64,
};
enum InfoField {
APINAME,
APIVERSION,
VENDORSTRING,
VENDOR,
SHADELANGVERSION,
DRIVER,
};
enum class GPUVendor {
VENDOR_UNKNOWN,
VENDOR_NVIDIA,
VENDOR_INTEL,
VENDOR_AMD,
VENDOR_ARM, // Mali
VENDOR_QUALCOMM,
VENDOR_IMGTEC, // PowerVR
VENDOR_BROADCOM, // Raspberry
VENDOR_VIVANTE,
VENDOR_APPLE,
};
enum class NativeObject {
CONTEXT,
CONTEXT_EX,
DEVICE,
DEVICE_EX,
BACKBUFFER_COLOR_VIEW,
BACKBUFFER_DEPTH_VIEW,
BACKBUFFER_COLOR_TEX,
BACKBUFFER_DEPTH_TEX,
FEATURE_LEVEL,
INIT_COMMANDBUFFER,
BOUND_TEXTURE0_IMAGEVIEW, // Layer etc depends on how you bound it...
BOUND_TEXTURE1_IMAGEVIEW, // Layer etc depends on how you bound it...
BOUND_FRAMEBUFFER_COLOR_IMAGEVIEW_ALL_LAYERS,
BOUND_FRAMEBUFFER_COLOR_IMAGEVIEW_RT,
RENDER_MANAGER,
TEXTURE_VIEW,
NULL_IMAGEVIEW,
NULL_IMAGEVIEW_ARRAY,
THIN3D_PIPELINE_LAYOUT,
};
enum FBChannel {
FB_COLOR_BIT = 1,
FB_DEPTH_BIT = 2,
FB_STENCIL_BIT = 4,
// Implementation specific
FB_SURFACE_BIT = 32, // Used in conjunction with the others in D3D9 to get surfaces through get_api_texture
FB_VIEW_BIT = 64, // Used in conjunction with the others in D3D11 to get shader resource views through get_api_texture
FB_FORMAT_BIT = 128, // Actually retrieves the native format instead. D3D11 only.
};
enum FBInvalidationStage {
FB_INVALIDATION_LOAD = 1,
FB_INVALIDATION_STORE = 2,
};
enum FBBlitFilter {
FB_BLIT_NEAREST = 0,
FB_BLIT_LINEAR = 1,
};
enum UpdateBufferFlags {
UPDATE_DISCARD = 1,
};
enum class Event {
// These happen on D3D resize. Only the backbuffer needs to be resized.
LOST_BACKBUFFER,
GOT_BACKBUFFER,
// These are a bit more serious...
LOST_DEVICE,
GOT_DEVICE,
RESIZED,
PRESENTED,
};
constexpr uint32_t MAX_TEXTURE_SLOTS = 3;
struct FramebufferDesc {
int width;
int height;
int depth;
int numLayers;
int multiSampleLevel; // 0 = 1xaa, 1 = 2xaa, and so on.
bool z_stencil;
const char *tag; // For graphics debuggers
};
// Binary compatible with D3D11 viewport.
struct Viewport {
float TopLeftX;
float TopLeftY;
float Width;
float Height;
float MinDepth;
float MaxDepth;
};
class Bugs {
public:
bool Has(uint32_t bug) const {
return (flags_ & (1 << bug)) != 0;
}
void Infest(uint32_t bug) {
flags_ |= (1 << bug);
}
uint32_t MaxBugIndex() const {
return (uint32_t)MAX_BUG;
}
const char *GetBugName(uint32_t bug);
enum : uint32_t {
NO_DEPTH_CANNOT_DISCARD_STENCIL = 0,
DUAL_SOURCE_BLENDING_BROKEN = 1,
ANY_MAP_BUFFER_RANGE_SLOW = 2,
PVR_GENMIPMAP_HEIGHT_GREATER = 3,
BROKEN_NAN_IN_CONDITIONAL = 4,
COLORWRITEMASK_BROKEN_WITH_DEPTHTEST = 5,
BROKEN_FLAT_IN_SHADER = 6,
EQUAL_WZ_CORRUPTS_DEPTH = 7,
RASPBERRY_SHADER_COMP_HANG = 8,
MALI_CONSTANT_LOAD_BUG = 9,
SUBPASS_FEEDBACK_BROKEN = 10,
GEOMETRY_SHADERS_SLOW_OR_BROKEN = 11,
ADRENO_RESOURCE_DEADLOCK = 12,
MAX_BUG,
};
protected:
uint32_t flags_ = 0;
static_assert(sizeof(flags_) * 8 > MAX_BUG, "Ran out of space for bugs.");
};
class RefCountedObject {
public:
RefCountedObject() {
refcount_ = 1;
}
RefCountedObject(const RefCountedObject &other) = delete;
RefCountedObject& operator=(RefCountedObject const&) = delete;
virtual ~RefCountedObject();
void AddRef() { refcount_++; }
bool Release();
bool ReleaseAssertLast();
private:
std::atomic<int> refcount_;
};
template <typename T>
struct AutoRef {
AutoRef() {}
explicit AutoRef(T *p) {
ptr = p;
if (ptr)
ptr->AddRef();
}
AutoRef(const AutoRef<T> &p) {
*this = p.ptr;
}
~AutoRef() {
if (ptr)
ptr->Release();
}
T *operator =(T *p) {
if (ptr)
ptr->Release();
ptr = p;
if (ptr)
ptr->AddRef();
return ptr;
}
AutoRef<T> &operator =(const AutoRef<T> &p) {
*this = p.ptr;
return *this;
}
bool operator !=(const AutoRef<T> &p) const {
return ptr != p.ptr;
}
T *operator->() const {
return ptr;
}
operator T *() {
return ptr;
}
operator bool() const {
return ptr != nullptr;
}
void clear() {
if (ptr) {
ptr->Release();
ptr = nullptr;
}
}
T *ptr = nullptr;
};
class BlendState : public RefCountedObject {
public:
};
class SamplerState : public RefCountedObject {
public:
};
class DepthStencilState : public RefCountedObject {
public:
};
class Framebuffer : public RefCountedObject {
public:
int Width() { return width_; }
int Height() { return height_; }
int Layers() { return layers_; }
int MultiSampleLevel() { return multiSampleLevel_; }
virtual void UpdateTag(const char *tag) {}
protected:
int width_ = -1, height_ = -1, layers_ = 1, multiSampleLevel_ = 0;
};
class Buffer : public RefCountedObject {
public:
};
class Texture : public RefCountedObject {
public:
int Width() { return width_; }
int Height() { return height_; }
int Depth() { return depth_; }
protected:
int width_ = -1, height_ = -1, depth_ = -1;
};
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 { };
// Uniform types have moved to Shader.h.
class ShaderModule : public RefCountedObject {
public:
virtual ShaderStage GetStage() const = 0;
};
class Pipeline : public RefCountedObject { };
class RasterState : public RefCountedObject {};
struct StencilSetup {
StencilOp failOp;
StencilOp passOp;
StencilOp depthFailOp;
Comparison compareOp;
};
struct DepthStencilStateDesc {
bool depthTestEnabled;
bool depthWriteEnabled;
Comparison depthCompare;
bool stencilEnabled;
StencilSetup stencil;
};
struct BlendStateDesc {
bool enabled;
int colorMask;
BlendFactor srcCol;
BlendFactor dstCol;
BlendOp eqCol;
BlendFactor srcAlpha;
BlendFactor dstAlpha;
BlendOp eqAlpha;
bool logicEnabled;
LogicOp logicOp;
};
struct SamplerStateDesc {
TextureFilter magFilter;
TextureFilter minFilter;
TextureFilter mipFilter;
float maxAniso;
TextureAddressMode wrapU;
TextureAddressMode wrapV;
TextureAddressMode wrapW;
bool shadowCompareEnabled;
Comparison shadowCompareFunc;
BorderColor borderColor;
};
struct RasterStateDesc {
CullMode cull;
Facing frontFace;
};
struct PipelineDesc {
Primitive prim;
std::vector<ShaderModule *> shaders;
InputLayout *inputLayout;
DepthStencilState *depthStencil;
BlendState *blend;
RasterState *raster;
const UniformBufferDesc *uniformDesc;
const Slice<SamplerDef> samplers;
};
struct DeviceCaps {
GPUVendor vendor;
uint32_t deviceID; // use caution!
DataFormat preferredDepthBufferFormat;
DataFormat preferredShadowMapFormatLow;
DataFormat preferredShadowMapFormatHigh;
bool anisoSupported;
bool depthRangeMinusOneToOne; // OpenGL style depth
bool geometryShaderSupported;
bool tesselationShaderSupported;
bool dualSourceBlend;
bool logicOpSupported;
bool depthClampSupported;
bool clipDistanceSupported;
bool cullDistanceSupported;
bool framebufferCopySupported;
bool framebufferBlitSupported;
bool framebufferDepthCopySupported;
bool framebufferSeparateDepthCopySupported;
bool framebufferDepthBlitSupported;
bool framebufferStencilBlitSupported;
bool framebufferFetchSupported;
bool texture3DSupported;
bool fragmentShaderInt32Supported;
bool textureNPOTFullySupported;
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 verySlowShaderCompiler;
// From the other backends, we can detect if D3D9 support is known bad (like on Xe) and disable it.
bool supportsD3D9;
// Old style, for older GL or Direct3D 9.
u32 clipPlanesSupported;
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;
struct TextureDesc {
TextureType type;
DataFormat format;
int width;
int height;
int depth;
int mipLevels;
bool generateMips;
// 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;
};
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);
class DrawContext {
public:
virtual ~DrawContext();
bool CreatePresets();
void DestroyPresets();
Bugs GetBugs() const { return bugs_; }
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() const { return std::vector<std::string>(); }
virtual std::vector<std::string> GetDeviceList() const { return std::vector<std::string>(); }
// 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) {}
virtual void SetDebugFlags(DebugFlags flags) {}
// 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 ComputePipeline CreateComputePipeline(const ComputePipelineDesc &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) { return vsPresets_[preset]; }
ShaderModule *GetFshaderPreset(FragmentShaderPreset preset) { return fsPresets_[preset]; }
// 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;
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;
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;
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) {
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, FBChannel channelBit, int layer) = 0;
// Framebuffer fetch / input attachment support, needs to be explicit in Vulkan.
virtual void BindCurrentFramebufferForColorInput() {}
// deprecated, only used by D3D9
virtual uintptr_t GetFramebufferAPITexture(Framebuffer *fbo, int channelBits, int attachment) {
return 0;
}
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 FBChannel::COLOR, DEPTH and STENCIL.
virtual void InvalidateFramebuffer(FBInvalidationStage stage, uint32_t channels) {}
// Dynamic state
virtual void SetScissorRect(int left, int top, int width, int height) = 0;
virtual void SetViewports(int count, Viewport *viewports) = 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 BindVertexBuffers(int start, int count, Buffer **buffers, const int *offsets) = 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*
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;
// Frame management (for the purposes of sync and resource management, necessary with modern APIs). Default implementations here.
virtual void BeginFrame() {}
virtual void EndFrame() = 0;
virtual void WipeQueue() {}
// 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(int mask, 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;
}
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;
protected:
ShaderModule *vsPresets_[VS_MAX_PRESET];
ShaderModule *fsPresets_[FS_MAX_PRESET];
ShaderLanguageDesc shaderLanguageDesc_;
int targetWidth_;
int targetHeight_;
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);
} // namespace Draw