thunderbrew/src/gx/gll/GLDevice.h

193 lines
8.1 KiB
C++

#ifndef GX_GLL_GL_DEVICE_H
#define GX_GLL_GL_DEVICE_H
#include "gx/gll/GL.h"
#include "gx/gll/GLAbstractWindow.h"
#include "gx/gll/GLBatch.h"
#include "gx/gll/GLBufferPool.h"
#include "gx/gll/GLContext.h"
#include "gx/gll/GLDebugMipmap2D.h"
#include "gx/gll/GLFramebuffer.h"
#include "gx/gll/GLGLSLProgram.h"
#include "gx/gll/GLMipmap.h"
#include "gx/gll/GLShader.h"
#include "gx/gll/GLTexture.h"
#include "gx/gll/GLTypes.h"
#include "gx/gll/GLVertexArray.h"
#include "gx/gll/GLWorker.h"
#include <cstdint>
#include <list>
#include <string>
#include <vector>
#include <bc/Thread.hpp>
class GLDevice {
public:
// Types
enum GLDeviceOption {
eUseMTGL = 0,
eUseVertexArray = 1,
eUseGLSL = 2,
eCheckGLStates = 3,
eFlushBeforeDraw = 4,
eDeviceOption5 = 5,
eUseHybridShader = 6,
eDeviceOption7 = 7,
eDeviceOption8 = 8,
eShaderConstantBindings = 9
};
struct RendererInfo {
uint8_t init = 0;
uint32_t vendor_id;
uint32_t renderer_id;
uint32_t max_color_attachments;
uint32_t unk36; // max clip planes
uint32_t unk100;
};
// Static variables
static Blizzard::Thread::TLSSlot m_CurrentDevice;
static std::vector<GLDevice *, std::allocator<GLDevice*>> m_Devices;
static bool m_ExtARBShadow;
static bool m_ExtColorMaskIndexed;
static RendererInfo m_RendererInfo;
static bool m_ShaderConstantBindings;
static int32_t m_StaticResourcesRefCount;
static bool m_UseHybridShader;
static GLBuffer* m_BlitQuadVBO;
static GLShader* m_DeviceShaders[];
static GLTexture* m_DeviceTextures[];
static GLVertexFormat m_NormalBlitVF;
static GLVertexFormat m_InvertedBlitVF;
static GLFramebuffer* m_F8330C;
// Static functions
static GLDevice* Get(void);
static void Set(GLDevice*);
static void InitPools(void);
static RendererInfo GetRendererInfo(void);
static void InitRendererInfo(void);
static void SetOption(GLDeviceOption, bool);
static void StaticInit(void);
// Member variables
std::basic_string<char, std::char_traits<char>, std::allocator<char>> m_DebugName;
GLStates m_States;
GLTexture* m_Textures[16] = {};
GLShader* m_PixelShader = nullptr;
GLShader* m_VertexShader = nullptr;
GLGLSLProgram* m_GLSLProgram = nullptr;
GLVertexArray* m_VertexArrayObject = &m_DefaultVertexArrayObject;
GLFramebuffer* m_SystemTarget = nullptr;
GLFramebuffer* m_FBOTarget = nullptr;
GLFramebuffer* m_CurrentTarget = nullptr;
GLMipmap* m_CurrentTargetColor[4] = {};
GLMipmap* m_CurrentTargetDepth = nullptr;
GLMipmap* m_CurrentTargetStencil = nullptr;
GLMipmap* m_CurrentDepthBuffer = nullptr;
GLTexture2D* m_BackBufferColor = nullptr;
GLTexture2D* m_BackBufferDepth = nullptr;
GLTexture2D* m_BackBufferStencil = nullptr;
GLContext m_Context;
GLBufferPool* m_PBOPool = nullptr;
GLWorker* m_TexWorker = nullptr;
GLTexture* m_BoundTextures[4][16] = {};
GLVertexArray m_DefaultVertexArrayObject;
GLDirtyRange m_DirtyVertexShaderConsts;
GLDirtyRange m_DirtyPixelShaderConsts;
float m_ConstantDepthBias = 0.0f;
float m_SlopeScaledDepthBias = 0.0f;
bool m_Init = 0;
uint32_t m_DrawCount = 0;
uint32_t m_ID = -1;
std::list<GLTexture*, std::allocator<GLTexture*>> m_TextureList;
std::list<GLTexture*>::iterator m_OldestActiveTexture;
uint32_t m_TextureTotalSize = 0;
uint32_t m_FrameNumber = 1;
std::list<GLDebugMipmap2D*, std::allocator<GLDebugMipmap2D*>> m_DebugMipmaps;
bool m_BatchViewerEnabled = 0;
bool m_UseWindowSystemBuffer = 0;
bool m_FlippedSystemBuffer = 0;
bool m_ShaderCompiler = 0;
bool m_WorkerDevice;
GLStates m_DefaultStates;
std::vector<GLBatch, std::allocator<GLBatch>>* m_FrameBatches;
bool m_CaptureOnlyOneFrame = 0;
bool m_StopCapturingBatches = 0;
bool m_CaptureBatches = 0;
int32_t m_IndentLevel = 0;
GLAbstractWindow* m_FirstCapturedWindow = nullptr;
// Member functions
GLDevice();
void ApplyGLBindings(const GLStates&, bool);
void ApplyGLStates(const GLStates&, bool);
void ApplyShaderConstants(void);
void ApplyTransforms(void);
void BindBuffer(GLBuffer*, GLEnum);
void BindFramebuffer(GLFramebuffer*);
void BindGLSLProgram(GLGLSLProgram*);
void BindShader(GLShader*);
void BindTexture(GLEnum, GLTexture*);
void BindVertexArray(GLVertexArray*);
void BlitFramebuffer(GLMipmap*, const GLRect*, GLMipmap*, const GLRect*, GLEnum, GLEnum);
void CheckDepthTarget(void);
void Clear(uint32_t, const GLColor4f&, double, int32_t);
void CopyTex(uint32_t, uint32_t, GLMipmap*, const GLRect*);
GLBuffer* CreateBuffer(GLEnum, uint32_t, const void*, GLEnum, GLEnum);
GLShader* CreateShader(GLShader::ShaderType, const void*, int32_t, const char*);
GLTexture* CreateTexture2D(uint32_t, uint32_t, uint32_t, GLTextureFormat, uint32_t);
GLTexture* CreateTextureCubeMap(uint32_t, uint32_t, GLTextureFormat, uint32_t);
void Draw(GLEnum, uint32_t, uint32_t);
void DrawIndexed(GLEnum, uint32_t, uint32_t, uint32_t, uint32_t, uint32_t);
void DrawRect(void);
GLFramebuffer* GetCurrentTarget(void); // invented name
uint32_t GetID(void);
GLShader* GetShader(GLShader::ShaderType);
const GLStates::VertexArrayObject& GetVertexArrayStates();
void GLLDraw(GLEnum, uint32_t, uint32_t, uint32_t, uint32_t, uint32_t);
void Init(GLAbstractWindow*, const char*, uint32_t, GLTextureFormat);
void LoadDefaultStates(void);
void ResetBackbuffer(uint32_t width, uint32_t height, GLTextureFormat colorFormat, GLTextureFormat depthFormat, uint32_t sampleCount);
void Resize(uint32_t width, uint32_t height);
void RestoreTextures(void);
void SetActiveTexture(uint32_t);
void SetAlphaBlend(GLEnum, GLEnum, GLEnum);
void SetAlphaBlendEnable(bool);
void SetAlphaTest(GLEnum, float);
void SetAlphaTestEnable(bool);
void SetClearColor(const GLColor4f&);
void SetClearDepth(double);
void SetClearStencil(int32_t);
void SetColorWriteMask(bool red, bool green, bool blue, bool alpha, uint32_t index);
void SetCullMode(GLEnum);
void SetDepthBias(float constantBias, float slopeScaledBias);
void SetDepthTestEnable(bool);
void SetDepthTestFunc(GLEnum);
void SetDepthWriteMask(bool);
void SetDisplay(uint32_t, uint32_t, GLTextureFormat, GLTextureFormat, uint32_t, bool, bool, uint32_t);
void SetFogColor(float r, float g, float b, float a);
void SetFogEnable(bool enable);
void SetFogParam(GLEnum param, float value);
void SetIndexBuffer(GLBuffer*);
void SetLightingEnable(bool enable);
void SetModelView(GLEnum view);
void SetScissor(bool, const GLRect&);
void SetShader(GLShader::ShaderType, GLShader*);
void SetShaderConstants(GLShader::ShaderType, uint32_t, const float*, uint32_t);
void SetShaderConstantsInternal(GLShader::ShaderType, uint32_t, const float*, uint32_t);
void SetTexture(uint32_t, GLTexture*);
void SetTransform(GLEnum, const float*);
void SetUnpackClientStorage(bool);
void SetVertexBuffer(uint32_t, GLBuffer*, uint32_t, uint32_t);
void SetVertexFormat(GLVertexFormat*);
void SetViewport(const GLRect&, double, double);
void Sub34BB0(GLEnum a2, GLMipmap* a3, uint32_t index);
void Sub38460(bool);
void Swap(void);
void UpdateFFPTexturing(void);
};
#endif