GPU: Add a simplified OpenGL ES renderer
Seems this is the only way to get semi-decent performance out of Mali drivers :/
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69
src/core/gpu_hw_opengl_es.h
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69
src/core/gpu_hw_opengl_es.h
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#pragma once
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#include "common/gl/program.h"
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#include "common/gl/stream_buffer.h"
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#include "common/gl/texture.h"
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#include "glad.h"
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#include "gpu_hw.h"
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#include <array>
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#include <memory>
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#include <tuple>
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class GPU_HW_OpenGL_ES : public GPU_HW
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{
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public:
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GPU_HW_OpenGL_ES();
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~GPU_HW_OpenGL_ES() override;
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bool Initialize(HostDisplay* host_display, System* system, DMA* dma, InterruptController* interrupt_controller,
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Timers* timers) override;
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void Reset() override;
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void ResetGraphicsAPIState() override;
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void RestoreGraphicsAPIState() override;
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void UpdateSettings() override;
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protected:
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void UpdateDisplay() override;
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void ReadVRAM(u32 x, u32 y, u32 width, u32 height) override;
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void FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color) override;
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void UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data) override;
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void CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height) override;
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void FlushRender() override;
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void MapBatchVertexPointer(u32 required_vertices) override;
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void UpdateVRAMReadTexture() override;
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private:
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struct GLStats
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{
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u32 num_batches;
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u32 num_vertices;
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u32 num_vram_reads;
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u32 num_vram_writes;
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u32 num_vram_read_texture_updates;
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u32 num_uniform_buffer_updates;
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};
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std::tuple<s32, s32> ConvertToFramebufferCoordinates(s32 x, s32 y);
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void SetCapabilities(HostDisplay* host_display);
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void CreateFramebuffer();
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void ClearFramebuffer();
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void DestroyFramebuffer();
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bool CompilePrograms();
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void SetVertexPointers();
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void SetDrawState(BatchRenderMode render_mode);
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void SetScissorFromDrawingArea();
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// downsample texture - used for readbacks at >1xIR.
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std::unique_ptr<GL::Texture> m_vram_texture;
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std::unique_ptr<GL::Texture> m_vram_read_texture;
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std::unique_ptr<GL::Texture> m_vram_encoding_texture;
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std::unique_ptr<GL::Texture> m_display_texture;
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std::vector<BatchVertex> m_vertex_buffer;
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std::array<std::array<std::array<GL::Program, 2>, 9>, 4> m_render_programs; // [render_mode][texture_mode][dithering]
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std::array<std::array<GL::Program, 2>, 2> m_display_programs; // [depth_24][interlaced]
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GL::Program m_vram_read_program;
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};
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