* 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>
50 lines
1.4 KiB
C++
50 lines
1.4 KiB
C++
// Copyright 2022 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 <tuple>
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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namespace OpenGL {
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class Driver;
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class OGLStreamBuffer : private NonCopyable {
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public:
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explicit OGLStreamBuffer(Driver& driver, GLenum target, GLsizeiptr size,
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bool prefer_coherent = false);
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~OGLStreamBuffer();
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GLuint GetHandle() const;
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GLsizeiptr GetSize() const;
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/*
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* Allocates a linear chunk of memory in the GPU buffer with at least "size" bytes
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* and the optional alignment requirement.
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* If the buffer is full, the whole buffer is reallocated which invalidates old chunks.
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* The return values are the pointer to the new chunk, the offset within the buffer,
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* and the invalidation flag for previous chunks.
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* The actual used size must be specified on unmapping the chunk.
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*/
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std::tuple<u8*, GLintptr, bool> Map(GLsizeiptr size, GLintptr alignment = 0);
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void Unmap(GLsizeiptr size);
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private:
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OGLBuffer gl_buffer;
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GLenum gl_target;
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bool coherent = false;
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bool persistent = false;
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GLintptr buffer_pos = 0;
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GLsizeiptr buffer_size = 0;
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GLintptr mapped_offset = 0;
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GLsizeiptr mapped_size = 0;
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u8* mapped_ptr = nullptr;
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};
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} // namespace OpenGL
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