…class Makes the global a member of the RendererBase class. We also change this to be a reference. Passing any form of null pointer to these functions is incorrect entirely, especially given the code itself assumes that the pointer would always be in a valid state. This also makes it easier to follow the lifecycle of instances being used, as we explicitly interact the renderer with the rasterizer, rather than it just operating on a global pointer.
310 lines
11 KiB
C++
310 lines
11 KiB
C++
// Copyright 2015 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 <array>
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#include <cstddef>
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#include <cstring>
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#include <memory>
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#include <vector>
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#include <glad/glad.h>
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#include "common/bit_field.h"
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#include "common/common_types.h"
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#include "common/vector_math.h"
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#include "core/hw/gpu.h"
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#include "video_core/pica_state.h"
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#include "video_core/pica_types.h"
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#include "video_core/rasterizer_interface.h"
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#include "video_core/regs_framebuffer.h"
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#include "video_core/regs_lighting.h"
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#include "video_core/regs_rasterizer.h"
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#include "video_core/regs_texturing.h"
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#include "video_core/renderer_opengl/gl_rasterizer_cache.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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#include "video_core/renderer_opengl/gl_state.h"
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#include "video_core/renderer_opengl/gl_stream_buffer.h"
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#include "video_core/renderer_opengl/pica_to_gl.h"
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#include "video_core/shader/shader.h"
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class EmuWindow;
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struct ScreenInfo;
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class ShaderProgramManager;
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class RasterizerOpenGL : public VideoCore::RasterizerInterface {
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public:
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explicit RasterizerOpenGL(EmuWindow& renderer);
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~RasterizerOpenGL() override;
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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 DrawTriangles() override;
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void NotifyPicaRegisterChanged(u32 id) override;
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void FlushAll() override;
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void FlushRegion(PAddr addr, u32 size) override;
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void InvalidateRegion(PAddr addr, u32 size) override;
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void FlushAndInvalidateRegion(PAddr addr, u32 size) override;
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bool AccelerateDisplayTransfer(const GPU::Regs::DisplayTransferConfig& config) override;
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bool AccelerateTextureCopy(const GPU::Regs::DisplayTransferConfig& config) override;
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bool AccelerateFill(const GPU::Regs::MemoryFillConfig& config) override;
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bool AccelerateDisplay(const GPU::Regs::FramebufferConfig& config, PAddr framebuffer_addr,
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u32 pixel_stride, ScreenInfo& screen_info) override;
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bool AccelerateDrawBatch(bool is_indexed) override;
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private:
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struct SamplerInfo {
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using TextureConfig = Pica::TexturingRegs::TextureConfig;
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OGLSampler sampler;
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/// Creates the sampler object, initializing its state so that it's in sync with the
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/// SamplerInfo struct.
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void Create();
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/// Syncs the sampler object with the config, updating any necessary state.
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void SyncWithConfig(const TextureConfig& config);
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private:
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TextureConfig::TextureFilter mag_filter;
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TextureConfig::TextureFilter min_filter;
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TextureConfig::WrapMode wrap_s;
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TextureConfig::WrapMode wrap_t;
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u32 border_color;
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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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position[0] = v.pos.x.ToFloat32();
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position[1] = v.pos.y.ToFloat32();
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position[2] = v.pos.z.ToFloat32();
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position[3] = v.pos.w.ToFloat32();
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color[0] = v.color.x.ToFloat32();
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color[1] = v.color.y.ToFloat32();
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color[2] = v.color.z.ToFloat32();
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color[3] = v.color.w.ToFloat32();
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tex_coord0[0] = v.tc0.x.ToFloat32();
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tex_coord0[1] = v.tc0.y.ToFloat32();
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tex_coord1[0] = v.tc1.x.ToFloat32();
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tex_coord1[1] = v.tc1.y.ToFloat32();
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tex_coord2[0] = v.tc2.x.ToFloat32();
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tex_coord2[1] = v.tc2.y.ToFloat32();
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tex_coord0_w = v.tc0_w.ToFloat32();
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normquat[0] = v.quat.x.ToFloat32();
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normquat[1] = v.quat.y.ToFloat32();
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normquat[2] = v.quat.z.ToFloat32();
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normquat[3] = v.quat.w.ToFloat32();
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view[0] = v.view.x.ToFloat32();
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view[1] = v.view.y.ToFloat32();
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view[2] = v.view.z.ToFloat32();
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if (flip_quaternion) {
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for (float& x : normquat) {
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x = -x;
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}
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}
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}
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GLvec4 position;
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GLvec4 color;
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GLvec2 tex_coord0;
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GLvec2 tex_coord1;
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GLvec2 tex_coord2;
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GLfloat tex_coord0_w;
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GLvec4 normquat;
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GLvec3 view;
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};
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/// Syncs entire status to match PICA registers
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void SyncEntireState();
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/// Syncs the clip enabled status to match the PICA register
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void SyncClipEnabled();
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/// Syncs the clip coefficients to match the PICA register
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void SyncClipCoef();
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/// Sets the OpenGL shader in accordance with the current PICA register state
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void SetShader();
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/// Syncs the cull mode to match the PICA register
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void SyncCullMode();
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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 blend enabled status to match the PICA register
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void SyncBlendEnabled();
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/// Syncs the blend functions to match the PICA register
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void SyncBlendFuncs();
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/// Syncs the blend color to match the PICA register
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void SyncBlendColor();
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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 logic op states to match the PICA register
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void SyncLogicOp();
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/// Syncs the color write mask to match the PICA register state
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void SyncColorWriteMask();
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/// Syncs the stencil write mask to match the PICA register state
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void SyncStencilWriteMask();
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/// Syncs the depth write mask to match the PICA register state
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void SyncDepthWriteMask();
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/// Syncs the stencil test states to match the PICA register
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void SyncStencilTest();
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/// Syncs the depth test states to match the PICA register
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void SyncDepthTest();
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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(int tev_index, 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 and uploads the lighting, fog and proctex LUTs
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void SyncAndUploadLUTs();
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/// Upload the uniform blocks to the uniform buffer object
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void UploadUniforms(bool accelerate_draw, bool use_gs);
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/// Generic draw function for DrawTriangles and AccelerateDrawBatch
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bool Draw(bool accelerate, bool is_indexed);
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/// Internal implementation for AccelerateDrawBatch
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bool AccelerateDrawBatchInternal(bool is_indexed, bool use_gs);
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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);
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/// Setup vertex array for AccelerateDrawBatch
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void SetupVertexArray(u8* array_ptr, GLintptr buffer_offset, GLuint vs_input_index_min,
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GLuint vs_input_index_max);
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/// Setup vertex shader for AccelerateDrawBatch
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bool SetupVertexShader();
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/// Setup geometry shader for AccelerateDrawBatch
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bool SetupGeometryShader();
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bool is_amd;
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OpenGLState state;
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RasterizerCacheOpenGL res_cache;
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EmuWindow& emu_window;
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std::vector<HardwareVertex> vertex_batch;
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bool shader_dirty;
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struct {
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UniformData data;
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std::array<bool, Pica::LightingRegs::NumLightingSampler> lighting_lut_dirty;
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bool lighting_lut_dirty_any;
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bool fog_lut_dirty;
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bool proctex_noise_lut_dirty;
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bool proctex_color_map_dirty;
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bool proctex_alpha_map_dirty;
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bool proctex_lut_dirty;
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bool proctex_diff_lut_dirty;
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bool dirty;
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} uniform_block_data = {};
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std::unique_ptr<ShaderProgramManager> shader_program_manager;
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// They shall be big enough for about one frame.
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static constexpr size_t VERTEX_BUFFER_SIZE = 32 * 1024 * 1024;
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static constexpr size_t INDEX_BUFFER_SIZE = 1 * 1024 * 1024;
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static constexpr size_t UNIFORM_BUFFER_SIZE = 2 * 1024 * 1024;
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static constexpr size_t TEXTURE_BUFFER_SIZE = 1 * 1024 * 1024;
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OGLVertexArray sw_vao; // VAO for software shader draw
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OGLVertexArray hw_vao; // VAO for hardware shader / accelerate draw
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std::array<bool, 16> hw_vao_enabled_attributes{};
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std::array<SamplerInfo, 3> texture_samplers;
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OGLStreamBuffer vertex_buffer;
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OGLStreamBuffer uniform_buffer;
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OGLStreamBuffer index_buffer;
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OGLStreamBuffer texture_buffer;
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OGLFramebuffer framebuffer;
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GLint uniform_buffer_alignment;
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size_t uniform_size_aligned_vs;
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size_t uniform_size_aligned_gs;
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size_t uniform_size_aligned_fs;
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SamplerInfo texture_cube_sampler;
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OGLTexture texture_buffer_lut_rg;
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OGLTexture texture_buffer_lut_rgba;
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std::array<std::array<GLvec2, 256>, Pica::LightingRegs::NumLightingSampler> lighting_lut_data{};
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std::array<GLvec2, 128> fog_lut_data{};
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std::array<GLvec2, 128> proctex_noise_lut_data{};
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std::array<GLvec2, 128> proctex_color_map_data{};
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std::array<GLvec2, 128> proctex_alpha_map_data{};
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std::array<GLvec4, 256> proctex_lut_data{};
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std::array<GLvec4, 256> proctex_diff_lut_data{};
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bool allow_shadow;
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};
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