Prepare frontend for multiple graphics APIs (#6347)
* externals: Update dynarmic * settings: Introduce GraphicsAPI enum * For now it's OpenGL only but will be expanded upon later * citra_qt: Introduce backend agnostic context management * Mostly a direct port from yuzu * core: Simplify context acquire * settings: Add option to create debug contexts * renderer_opengl: Abstract initialization to Driver * This commit also updates glad and adds some useful extensions which we will use in part 2 * Rasterizer construction is moved to the specific renderer instead of RendererBase. Software rendering has been disable to achieve this but will be brought back in the next commit. * video_core: Remove Init/Shutdown methods from renderer * The constructor and destructor can do the same job * In addition move opengl function loading to Qt since SDL already does this. Also remove ErrorVideoCore which is never reached * citra_qt: Decouple software renderer from opengl part 1 * citra: Decouple software renderer from opengl part 2 * android: Decouple software renderer from opengl part 3 * swrasterizer: Decouple software renderer from opengl part 4 * This commit simply enforces the renderer naming conventions in the software renderer * video_core: Move RendererBase to VideoCore * video_core: De-globalize screenshot state * video_core: Pass system to the renderers * video_core: Commonize shader uniform data * video_core: Abstract backend agnostic rasterizer operations * bootmanager: Remove references to OpenGL for macOS OpenGL macOS headers definitions clash heavily with each other * citra_qt: Proper title for api settings * video_core: Reduce boost usage * bootmanager: Fix hide mouse option Remove event handlers from RenderWidget for events that are already handled by the parent GRenderWindow. Also enable mouse tracking on the RenderWidget. * android: Remove software from graphics api list * code: Address review comments * citra: Port per-game settings read * Having to update the default value for all backends is a pain so lets centralize it * android: Rename to OpenGLES --------- Co-authored-by: MerryMage <MerryMage@users.noreply.github.com> Co-authored-by: Vitor Kiguchi <vitor-kiguchi@hotmail.com>
This commit is contained in:
co-authored by
MerryMage
Vitor Kiguchi
parent
9ef42040af
commit
b5d6f645bd
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// Copyright 2023 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include "common/vector_math.h"
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#include "video_core/rasterizer_interface.h"
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#include "video_core/regs_texturing.h"
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#include "video_core/shader/shader_uniforms.h"
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namespace Memory {
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class MemorySystem;
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}
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namespace Pica {
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struct Regs;
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}
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namespace VideoCore {
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class RasterizerAccelerated : public RasterizerInterface {
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public:
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RasterizerAccelerated(Memory::MemorySystem& memory);
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virtual ~RasterizerAccelerated() = default;
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void AddTriangle(const Pica::Shader::OutputVertex& v0, const Pica::Shader::OutputVertex& v1,
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const Pica::Shader::OutputVertex& v2) override;
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void NotifyPicaRegisterChanged(u32 id) override;
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void SyncEntireState() override;
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protected:
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/// Sync fixed-function pipeline state
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virtual void SyncFixedState() = 0;
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/// Notifies that a fixed function PICA register changed to the video backend
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virtual void NotifyFixedFunctionPicaRegisterChanged(u32 id) = 0;
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/// Syncs the depth scale to match the PICA register
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void SyncDepthScale();
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/// Syncs the depth offset to match the PICA register
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void SyncDepthOffset();
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/// Syncs the fog states to match the PICA register
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void SyncFogColor();
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/// Sync the procedural texture noise configuration to match the PICA register
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void SyncProcTexNoise();
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/// Sync the procedural texture bias configuration to match the PICA register
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void SyncProcTexBias();
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/// Syncs the alpha test states to match the PICA register
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void SyncAlphaTest();
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/// Syncs the TEV combiner color buffer to match the PICA register
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void SyncCombinerColor();
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/// Syncs the TEV constant color to match the PICA register
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void SyncTevConstColor(std::size_t tev_index,
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const Pica::TexturingRegs::TevStageConfig& tev_stage);
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/// Syncs the lighting global ambient color to match the PICA register
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void SyncGlobalAmbient();
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/// Syncs the specified light's specular 0 color to match the PICA register
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void SyncLightSpecular0(int light_index);
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/// Syncs the specified light's specular 1 color to match the PICA register
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void SyncLightSpecular1(int light_index);
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/// Syncs the specified light's diffuse color to match the PICA register
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void SyncLightDiffuse(int light_index);
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/// Syncs the specified light's ambient color to match the PICA register
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void SyncLightAmbient(int light_index);
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/// Syncs the specified light's position to match the PICA register
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void SyncLightPosition(int light_index);
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/// Syncs the specified spot light direcition to match the PICA register
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void SyncLightSpotDirection(int light_index);
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/// Syncs the specified light's distance attenuation bias to match the PICA register
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void SyncLightDistanceAttenuationBias(int light_index);
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/// Syncs the specified light's distance attenuation scale to match the PICA register
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void SyncLightDistanceAttenuationScale(int light_index);
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/// Syncs the shadow rendering bias to match the PICA register
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void SyncShadowBias();
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/// Syncs the shadow texture bias to match the PICA register
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void SyncShadowTextureBias();
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/// Syncs the texture LOD bias to match the PICA register
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void SyncTextureLodBias(int tex_index);
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/// Syncs the clip coefficients to match the PICA register
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void SyncClipCoef();
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protected:
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/// Structure that keeps tracks of the uniform state
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struct UniformBlockData {
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Pica::Shader::UniformData data{};
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std::array<bool, Pica::LightingRegs::NumLightingSampler> lighting_lut_dirty{};
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bool lighting_lut_dirty_any = true;
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bool fog_lut_dirty = true;
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bool proctex_noise_lut_dirty = true;
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bool proctex_color_map_dirty = true;
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bool proctex_alpha_map_dirty = true;
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bool proctex_lut_dirty = true;
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bool proctex_diff_lut_dirty = true;
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bool dirty = true;
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};
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/// Structure that the hardware rendered vertices are composed of
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struct HardwareVertex {
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HardwareVertex() = default;
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HardwareVertex(const Pica::Shader::OutputVertex& v, bool flip_quaternion);
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Common::Vec4f position;
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Common::Vec4f color;
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Common::Vec2f tex_coord0;
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Common::Vec2f tex_coord1;
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Common::Vec2f tex_coord2;
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float tex_coord0_w;
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Common::Vec4f normquat;
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Common::Vec3f view;
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};
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struct VertexArrayInfo {
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u32 vs_input_index_min;
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u32 vs_input_index_max;
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u32 vs_input_size;
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};
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/// Retrieve the range and the size of the input vertex
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VertexArrayInfo AnalyzeVertexArray(bool is_indexed, u32 stride_alignment = 1);
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protected:
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Memory::MemorySystem& memory;
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Pica::Regs& regs;
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std::vector<HardwareVertex> vertex_batch;
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bool shader_dirty = true;
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UniformBlockData uniform_block_data{};
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std::array<std::array<Common::Vec2f, 256>, Pica::LightingRegs::NumLightingSampler>
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lighting_lut_data{};
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std::array<Common::Vec2f, 128> fog_lut_data{};
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std::array<Common::Vec2f, 128> proctex_noise_lut_data{};
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std::array<Common::Vec2f, 128> proctex_color_map_data{};
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std::array<Common::Vec2f, 128> proctex_alpha_map_data{};
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std::array<Common::Vec4f, 256> proctex_lut_data{};
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std::array<Common::Vec4f, 256> proctex_diff_lut_data{};
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};
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} // namespace VideoCore
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