thunderbrew/src/gx/gll/GLDevice.h

193 lines
8.7 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();
static void Set(GLDevice* device);
static void InitPools();
static RendererInfo GetRendererInfo();
static void InitRendererInfo();
static void SetOption(GLDeviceOption option, bool enable);
static void StaticInit();
// 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& states, bool a3);
void ApplyGLStates(const GLStates& states, bool force);
void ApplyShaderConstants();
void ApplyTransforms();
void BindBuffer(GLBuffer* buffer, GLEnum target);
void BindFramebuffer(GLFramebuffer* framebuffer);
void BindGLSLProgram(GLGLSLProgram* a2);
void BindShader(GLShader* shader);
void BindTexture(GLEnum textureType, GLTexture* texture);
void BindVertexArray(GLVertexArray* a2);
void BlitFramebuffer(GLMipmap* src, const GLRect* srcRect, GLMipmap* dst, const GLRect* dstRect, GLEnum mask, GLEnum filter);
void CheckDepthTarget();
void Clear(uint32_t clearMask, const GLColor4f& clearColor, double clearDepth, int32_t clearStencil);
void CopyTex(uint32_t a2, uint32_t a3, GLMipmap* dst, const GLRect* framebufferRect);
GLBuffer* CreateBuffer(GLEnum type, uint32_t a3, const void* a4, GLEnum usage, GLEnum format);
GLShader* CreateShader(GLShader::ShaderType type, const void* buf, int32_t codeLen, const char* name);
GLTexture* CreateTexture2D(uint32_t width, uint32_t height, uint32_t numMipMap, GLTextureFormat format, uint32_t flags);
GLTexture* CreateTextureCubeMap(uint32_t size, uint32_t numMipMap, GLTextureFormat format, uint32_t flags);
void Draw(GLEnum primitive, uint32_t a3, uint32_t a4);
void DrawIndexed(GLEnum primitive, uint32_t a3, uint32_t a4, uint32_t a5, uint32_t a6, uint32_t count);
void DrawRect();
GLFramebuffer* GetCurrentTarget(); // invented name
uint32_t GetID();
GLShader* GetShader(GLShader::ShaderType shaderType);
const GLStates::VertexArrayObject& GetVertexArrayStates();
void GLLDraw(GLEnum mode, uint32_t start, uint32_t end, uint32_t a5, uint32_t a6, uint32_t count);
void Init(GLAbstractWindow* a2, const char* a3, uint32_t a4, GLTextureFormat a5);
void LoadDefaultStates();
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 SetActiveTexture(uint32_t a2);
void SetAlphaBlend(GLEnum srcBlend, GLEnum dstBlend, GLEnum blendOp);
void SetAlphaBlendEnable(bool enable);
void SetAlphaTest(GLEnum func, float ref);
void SetAlphaTestEnable(bool enable);
void SetClearColor(const GLColor4f& clearColor);
void SetClearDepth(double clearDepth);
void SetClearStencil(int32_t clearStencil);
void SetColorWriteMask(bool red, bool green, bool blue, bool alpha, uint32_t index);
void SetCullMode(GLEnum cullMode);
void SetDepthBias(float constantBias, float slopeScaledBias);
void SetDepthTestEnable(bool enable);
void SetDepthTestFunc(GLEnum func);
void SetDepthWriteMask(bool enable);
void SetDisplay(uint32_t width, uint32_t height, GLTextureFormat a4, GLTextureFormat a5, uint32_t a6, bool a7, bool a8, uint32_t a9);
void SetFogColor(float r, float g, float b, float a);
void SetFogEnable(bool enable);
void SetFogParam(GLEnum param, float value);
void SetIndexBuffer(GLBuffer* buffer);
void SetLightingEnable(bool enable);
void SetModelView(GLEnum transform);
void SetScissor(bool a2, const GLRect& a3);
void SetShader(GLShader::ShaderType shaderType, GLShader* shader);
void SetShaderConstants(GLShader::ShaderType shaderType, uint32_t index, const float* constants, uint32_t count);
void SetShaderConstantsInternal(GLShader::ShaderType shaderType, uint32_t index, const float* constants, uint32_t count);
void SetTexture(uint32_t stage, GLTexture* texture);
void SetTransform(GLEnum transform, const float* a3);
void SetUnpackClientStorage(bool enable);
void SetVertexBuffer(uint32_t index, GLBuffer* buffer, uint32_t offset, uint32_t stride);
void SetVertexFormat(GLVertexFormat* format);
void SetViewport(const GLRect& viewport, double zNear, double zFar);
void Sub34BB0(GLEnum a2, GLMipmap* a3, uint32_t index);
void Sub38460(bool a2);
void Swap();
void UpdateFFPTexturing();
};
#endif