ppsspp/ext/native/thin3d/thin3d.h
2016-12-27 11:59:06 +01:00

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10 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 <stdint.h>
#include <cstddef>
#include <vector>
#include <string>
#include "base/logging.h"
class Matrix4x4;
#ifdef _WIN32
struct IDirect3DDevice9;
struct IDirect3D9;
struct IDirect3DDevice9Ex;
struct IDirect3D9Ex;
#endif
class VulkanContext;
namespace Draw {
// Useful in UBOs
typedef int bool32;
enum BlendOp : int {
ADD,
SUBTRACT,
REV_SUBTRACT,
MIN,
MAX,
};
enum 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 BlendFactor : int {
ZERO,
ONE,
SRC_COLOR,
SRC_ALPHA,
ONE_MINUS_SRC_COLOR,
ONE_MINUS_SRC_ALPHA,
DST_COLOR,
DST_ALPHA,
ONE_MINUS_DST_COLOR,
ONE_MINUS_DST_ALPHA,
FIXED_COLOR,
};
enum class TextureAddressMode : int {
REPEAT,
CLAMP,
};
enum class TextureFilter : int {
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,
PATCH_LIST,
// These are for geometry shaders only.
LINE_LIST_ADJ,
LINE_STRIP_ADJ,
TRIANGLE_LIST_ADJ,
TRIANGLE_STRIP_ADJ,
};
enum VertexShaderPreset : int {
VS_COLOR_2D,
VS_TEXTURE_COLOR_2D,
VS_MAX_PRESET,
};
enum FragmentShaderPreset : int {
FS_COLOR_2D,
FS_TEXTURE_COLOR_2D,
FS_MAX_PRESET,
};
// Predefined full shader setups.
enum ShaderSetPreset : int {
SS_COLOR_2D,
SS_TEXTURE_COLOR_2D,
SS_MAX_PRESET,
};
enum ClearFlag : int {
COLOR = 1,
DEPTH = 2,
STENCIL = 4,
};
enum TextureType : uint8_t {
UNKNOWN,
LINEAR1D,
LINEAR2D,
LINEAR3D,
CUBE,
ARRAY1D,
ARRAY2D,
};
enum class DataFormat : uint8_t {
UNKNOWN,
LUMINANCE,
R8A8G8B8_UNORM,
R4G4B4A4_UNORM,
FLOATx2,
FLOATx3,
FLOATx4,
UNORM8x4,
DXT1,
ETC1, // Needs simulation on many platforms
D16,
D24S8,
D24X8,
};
enum ImageFileType {
PNG,
JPEG,
ZIM,
DETECT,
TYPE_UNKNOWN,
};
enum InfoField {
APINAME,
APIVERSION,
VENDORSTRING,
VENDOR,
SHADELANGVERSION,
RENDERER,
};
// Binary compatible with D3D11 viewport.
struct Viewport {
float TopLeftX;
float TopLeftY;
float Width;
float Height;
float MinDepth;
float MaxDepth;
};
class Thin3DObject {
public:
Thin3DObject() : refcount_(1) {}
virtual ~Thin3DObject() {}
// TODO: Reconsider this annoying ref counting stuff.
virtual void AddRef() { refcount_++; }
virtual bool Release() {
if (refcount_ > 0 && refcount_ < 10000) {
refcount_--;
if (refcount_ == 0) {
delete this;
return true;
}
} else {
ELOG("Refcount (%d) invalid for object %p - corrupt?", refcount_, this);
}
return false;
}
private:
int refcount_;
};
class BlendState : public Thin3DObject {
public:
};
class SamplerState : public Thin3DObject {
public:
};
class DepthStencilState : public Thin3DObject {
public:
};
class Buffer : public Thin3DObject {
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;
};
class Texture : public Thin3DObject {
public:
bool LoadFromFile(const std::string &filename, ImageFileType type = ImageFileType::DETECT);
bool LoadFromFileData(const uint8_t *data, size_t dataSize, ImageFileType type = ImageFileType::DETECT);
virtual bool Create(TextureType type, DataFormat format, int width, int height, int depth, int mipLevels) = 0;
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(int zim_flags) = 0; // TODO: Tidy up
int Width() { return width_; }
int Height() { return height_; }
int Depth() { return depth_; }
protected:
std::string filename_; // Textures that are loaded from files can reload themselves automatically.
int width_, height_, depth_;
};
struct VertexComponent {
VertexComponent() : name(nullptr), type(DataFormat::UNKNOWN), semantic(255), offset(255) {}
VertexComponent(const char *name, Semantic semantic, DataFormat dataType, uint8_t offset) {
this->name = name;
this->semantic = semantic;
this->type = dataType;
this->offset = offset;
}
const char *name;
uint8_t semantic;
DataFormat type;
uint8_t offset;
};
class Thin3DVertexFormat : public Thin3DObject {
public:
virtual bool RequiresBuffer() = 0;
};
class Shader : public Thin3DObject {
public:
};
class ShaderSet : public Thin3DObject {
public:
// TODO: Make some faster way of doing these. Support uniform buffers (and fake them on GL 2.0?)
virtual void SetVector(const char *name, float *value, int n) = 0;
virtual void SetMatrix4x4(const char *name, const float value[16]) = 0;
};
class RasterState : public Thin3DObject {
public:
};
enum class ShaderStage {
VERTEX,
FRAGMENT,
GEOMETRY,
CONTROL, // HULL
EVALUATION, // DOMAIN
COMPUTE,
};
enum class ShaderLanguage {
GLSL_ES_200,
GLSL_ES_300,
GLSL_410,
GLSL_VULKAN,
HLSL_D3D9,
HLSL_D3D11,
};
struct BlendStateDesc {
bool enabled;
BlendFactor srcCol;
BlendFactor dstCol;
BlendOp eqCol;
BlendFactor srcAlpha;
BlendFactor dstAlpha;
BlendOp eqAlpha;
bool logicEnabled;
LogicOp logicOp;
// int colorMask;
};
struct SamplerStateDesc {
TextureFilter magFilt;
TextureFilter minFilt;
TextureFilter mipFilt;
TextureAddressMode wrapS;
TextureAddressMode wrapT;
};
enum class CullMode : uint8_t {
NONE,
FRONT,
BACK,
FRONT_AND_BACK, // Not supported on D3D9
};
enum class Facing {
CCW,
CW,
};
struct T3DRasterStateDesc {
CullMode cull;
Facing facing;
};
class Thin3DContext : public Thin3DObject {
public:
virtual ~Thin3DContext();
virtual std::vector<std::string> GetFeatureList() { return std::vector<std::string>(); }
virtual DepthStencilState *CreateDepthStencilState(bool depthTestEnabled, bool depthWriteEnabled, Comparison depthCompare) = 0;
virtual BlendState *CreateBlendState(const BlendStateDesc &desc) = 0;
virtual SamplerState *CreateSamplerState(const SamplerStateDesc &desc) = 0;
virtual RasterState *CreateRasterState(const T3DRasterStateDesc &desc) = 0;
virtual Buffer *CreateBuffer(size_t size, uint32_t usageFlags) = 0;
virtual ShaderSet *CreateShaderSet(Shader *vshader, Shader *fshader) = 0;
virtual Thin3DVertexFormat *CreateVertexFormat(const std::vector<VertexComponent> &components, int stride, Shader *vshader) = 0;
virtual Texture *CreateTexture() = 0; // To be later filled in by ->LoadFromFile or similar.
virtual Texture *CreateTexture(TextureType type, DataFormat format, int width, int height, int depth, int mipLevels) = 0;
// Common Thin3D function, uses CreateTexture
Texture *CreateTextureFromFile(const char *filename, ImageFileType fileType);
Texture *CreateTextureFromFileData(const uint8_t *data, int size, ImageFileType fileType);
// Note that these DO NOT AddRef so you must not ->Release presets unless you manually AddRef them.
Shader *GetVshaderPreset(VertexShaderPreset preset) { return fsPresets_[preset]; }
Shader *GetFshaderPreset(FragmentShaderPreset preset) { return vsPresets_[preset]; }
ShaderSet *GetShaderSetPreset(ShaderSetPreset preset) { return ssPresets_[preset]; }
// The implementation makes the choice of which shader code to use.
virtual Shader *CreateShader(ShaderStage stage, const char *glsl_source, const char *hlsl_source, const char *vulkan_source) = 0;
// Bound state objects. Too cumbersome to add them all as parameters to Draw.
virtual void SetBlendState(BlendState *state) = 0;
virtual void SetSamplerStates(int start, int count, SamplerState **state) = 0;
virtual void SetDepthStencilState(DepthStencilState *state) = 0;
virtual void SetRasterState(RasterState *state) = 0;
virtual void BindTextures(int start, int count, Texture **textures) = 0;
void BindTexture(int stage, Texture *texture) {
BindTextures(stage, 1, &texture);
} // from sampler 0 and upwards
// Raster state
virtual void SetScissorEnabled(bool enable) = 0;
virtual void SetScissorRect(int left, int top, int width, int height) = 0;
virtual void SetViewports(int count, Viewport *viewports) = 0;
// TODO: Add more sophisticated draws with buffer offsets, and multidraws.
virtual void Draw(Primitive prim, ShaderSet *pipeline, Thin3DVertexFormat *format, Buffer *vdata, int vertexCount, int offset) = 0;
virtual void DrawIndexed(Primitive prim, ShaderSet *pipeline, Thin3DVertexFormat *format, Buffer *vdata, Buffer *idata, int vertexCount, int offset) = 0;
virtual void DrawUP(Primitive prim, ShaderSet *pipeline, Thin3DVertexFormat *format, 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();
Shader *vsPresets_[VS_MAX_PRESET];
Shader *fsPresets_[FS_MAX_PRESET];
ShaderSet *ssPresets_[SS_MAX_PRESET];
int targetWidth_;
int targetHeight_;
private:
};
Thin3DContext *T3DCreateGLContext();
#ifdef _WIN32
Thin3DContext *T3DCreateDX9Context(IDirect3D9 *d3d, IDirect3D9Ex *d3dEx, int adapterId, IDirect3DDevice9 *device, IDirect3DDevice9Ex *deviceEx);
#endif
Thin3DContext *T3DCreateVulkanContext(VulkanContext *context);
Thin3DContext *T3DCreateD3D11Context();
} // namespace Draw