Plugins agregados

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2026-03-30 15:33:19 -06:00
parent df2b257d93
commit eefc67e50a
766 changed files with 107667 additions and 0 deletions

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#ifdef ENABLE_DX11
#ifndef GFX_DIRECT3D11_H
#define GFX_DIRECT3D11_H
#include "gfx_rendering_api.h"
#include <imgui.h>
#endif
#endif

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#pragma once
#if defined(ENABLE_DX11) || defined(ENABLE_DX12)
#ifdef __cplusplus
#include "../interpreter.h"
#include <cstdint>
#include <string>
#include "gfx_rendering_api.h"
#include "d3d11.h"
#include "d3dcompiler.h"
namespace Fast {
struct PerFrameCB {
uint32_t noise_frame;
float noise_scale;
uint32_t padding[2]; // constant buffers must be multiples of 16 bytes in size
};
struct PerDrawCB {
struct Texture {
uint32_t width;
uint32_t height;
uint32_t linear_filtering;
uint32_t padding;
} mTextures[SHADER_MAX_TEXTURES];
};
struct Coord {
int x, y;
};
struct TextureData {
Microsoft::WRL::ComPtr<ID3D11Texture2D> texture;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> resource_view;
Microsoft::WRL::ComPtr<ID3D11SamplerState> sampler_state;
uint32_t width;
uint32_t height;
bool linear_filtering;
};
struct FramebufferDX11 {
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> render_target_view;
Microsoft::WRL::ComPtr<ID3D11DepthStencilView> depth_stencil_view;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> depth_stencil_srv;
uint32_t texture_id;
bool has_depth_buffer;
uint32_t msaa_level;
};
struct ShaderProgramD3D11 {
Microsoft::WRL::ComPtr<ID3D11VertexShader> vertex_shader;
Microsoft::WRL::ComPtr<ID3D11PixelShader> pixel_shader;
Microsoft::WRL::ComPtr<ID3D11InputLayout> input_layout;
Microsoft::WRL::ComPtr<ID3D11BlendState> blend_state;
uint64_t shader_id0;
uint32_t shader_id1;
uint8_t numInputs;
uint8_t numFloats;
bool usedTextures[SHADER_MAX_TEXTURES];
};
class GfxWindowBackendDXGI;
class GfxRenderingAPIDX11 final : public GfxRenderingAPI {
public:
GfxRenderingAPIDX11() = default;
~GfxRenderingAPIDX11() override;
GfxRenderingAPIDX11(GfxWindowBackendDXGI* backend);
const char* GetName() override;
int GetMaxTextureSize() override;
GfxClipParameters GetClipParameters() override;
void UnloadShader(struct ShaderProgram* oldPrg) override;
void LoadShader(struct ShaderProgram* newPrg) override;
struct ShaderProgram* CreateAndLoadNewShader(uint64_t shaderId0, uint32_t shaderId1) override;
struct ShaderProgram* LookupShader(uint64_t shaderId0, uint32_t shaderId1) override;
void ShaderGetInfo(struct ShaderProgram* prg, uint8_t* numInputs, bool usedTextures[2]) override;
uint32_t NewTexture() override;
void SelectTexture(int tile, uint32_t textureId) override;
void UploadTexture(const uint8_t* rgba32Buf, uint32_t width, uint32_t height) override;
void SetSamplerParameters(int sampler, bool linear_filter, uint32_t cms, uint32_t cmt) override;
void SetDepthTestAndMask(bool depth_test, bool z_upd) override;
void SetZmodeDecal(bool decal) override;
void SetViewport(int x, int y, int width, int height) override;
void SetScissor(int x, int y, int width, int height) override;
void SetUseAlpha(bool useAlpha) override;
void DrawTriangles(float buf_vbo[], size_t buf_vbo_len, size_t buf_vbo_num_tris) override;
void Init() override;
void OnResize() override;
void StartFrame() override;
void EndFrame() override;
void FinishRender() override;
int CreateFramebuffer() override;
void UpdateFramebufferParameters(int fb_id, uint32_t width, uint32_t height, uint32_t msaa_level,
bool opengl_invertY, bool render_target, bool has_depth_buffer,
bool can_extract_depth) override;
void StartDrawToFramebuffer(int fbId, float noiseScale) override;
void CopyFramebuffer(int fbDstId, int fbSrcId, int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0,
int dstX1, int dstY1) override;
void ClearFramebuffer(bool color, bool depth) override;
void ReadFramebufferToCPU(int fbId, uint32_t width, uint32_t height, uint16_t* rgba16Buf) override;
void ResolveMSAAColorBuffer(int fbIdTarger, int fbIdSrc) override;
std::unordered_map<std::pair<float, float>, uint16_t, hash_pair_ff>
GetPixelDepth(int fb_id, const std::set<std::pair<float, float>>& coordinates) override;
void* GetFramebufferTextureId(int fbId) override;
void SelectTextureFb(int fbId) override;
void DeleteTexture(uint32_t texId) override;
void SetTextureFilter(FilteringMode mode) override;
FilteringMode GetTextureFilter() override;
void SetSrgbMode() override;
ImTextureID GetTextureById(int id) override;
PFN_D3D11_CREATE_DEVICE mDX11CreateDevice;
Microsoft::WRL::ComPtr<ID3D11DeviceContext> mContext;
Microsoft::WRL::ComPtr<ID3D11Device> mDevice;
GfxWindowBackendDXGI* mWindowBackend = nullptr;
D3D_FEATURE_LEVEL mFeatureLevel;
private:
void CreateDepthStencilObjects(uint32_t width, uint32_t height, uint32_t msaa_count, ID3D11DepthStencilView** view,
ID3D11ShaderResourceView** srv);
HMODULE mDX11Module;
HMODULE mCompilerModule;
pD3DCompile mD3dCompile;
uint32_t mMsaaNumQualityLevels[D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT];
Microsoft::WRL::ComPtr<ID3D11RasterizerState> mRasterizerState;
Microsoft::WRL::ComPtr<ID3D11DepthStencilState> mDepthStencilState;
Microsoft::WRL::ComPtr<ID3D11Buffer> mVertexBuffer;
Microsoft::WRL::ComPtr<ID3D11Buffer> mPerFrameCb;
Microsoft::WRL::ComPtr<ID3D11Buffer> mPerDrawCb;
Microsoft::WRL::ComPtr<ID3D11Buffer> mCoordBuffer;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> mCoordBufferSrv;
Microsoft::WRL::ComPtr<ID3D11Buffer> mDepthValueOutputBuffer;
Microsoft::WRL::ComPtr<ID3D11Buffer> mDepthValueOutputBufferCopy;
Microsoft::WRL::ComPtr<ID3D11UnorderedAccessView> mDepthValueOutputUav;
Microsoft::WRL::ComPtr<ID3D11ComputeShader> mComputeShader;
Microsoft::WRL::ComPtr<ID3D11ComputeShader> mComputeShaderMsaa;
Microsoft::WRL::ComPtr<ID3DBlob> mComputeShaderMsaaBlob;
size_t mCoordBufferSize;
#if DEBUG_D3D
Microsoft::WRL::ComPtr<ID3D11Debug> debug;
#endif
PerFrameCB mPerFrameCbData;
PerDrawCB mPerDrawCbData;
std::map<std::pair<uint64_t, uint32_t>, struct ShaderProgramD3D11> mShaderProgramPool;
std::vector<struct TextureData> mTextures;
int mCurrentTile;
uint32_t mCurrentTextureIds[SHADER_MAX_TEXTURES];
std::vector<FramebufferDX11> mFrameBuffers;
// Current state
struct ShaderProgramD3D11* mShaderProgram;
int32_t mRenderTargetHeight;
int mCurrentFramebuffer;
FilteringMode mCurrentFilterMode = FILTER_NONE;
// Previous states (to prevent setting states needlessly)
struct ShaderProgramD3D11* mLastShaderProgram = nullptr;
uint32_t mLastVertexBufferStride = 0;
Microsoft::WRL::ComPtr<ID3D11BlendState> mLastBlendState = nullptr;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> mLastResourceViews[SHADER_MAX_TEXTURES] = { nullptr, nullptr };
Microsoft::WRL::ComPtr<ID3D11SamplerState> mLastSamplerStates[SHADER_MAX_TEXTURES] = { nullptr, nullptr };
D3D_PRIMITIVE_TOPOLOGY mLastPrimitaveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
};
std::string gfx_direct3d_common_build_shader(size_t& numFloats, const CCFeatures& cc_features,
bool include_root_signature, bool three_point_filtering, bool use_srgb);
} // namespace Fast
#endif
#endif

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#pragma once
#if defined(ENABLE_DX11) || defined(ENABLE_DX12)
#include "gfx_rendering_api.h"
#include <functional>
#include <dxgi1_2.h>
namespace Fast {
class GfxWindowBackendDXGI final : public GfxWindowBackend {
public:
GfxWindowBackendDXGI() = default;
~GfxWindowBackendDXGI() override;
void Init(const char* gameName, const char* apiName, bool startFullScreen, uint32_t width, uint32_t height,
int32_t posX, int32_t posY) override;
void Close() override;
void SetKeyboardCallbacks(bool (*onKeyDown)(int scancode), bool (*onKeyUp)(int scancode),
void (*onnAllKeysUp)()) override;
void SetMouseCallbacks(bool (*onMouseButtonDown)(int btn), bool (*onnMouseButtonUp)(int btn)) override;
void SetFullscreenChangedCallback(void (*onnFullscreenChanged)(bool is_now_fullscreen)) override;
void SetFullscreen(bool fullscreen) override;
void GetActiveWindowRefreshRate(uint32_t* refreshRate) override;
void SetCursorVisibility(bool visability) override;
void SetMousePos(int32_t posX, int32_t posY) override;
void GetMousePos(int32_t* x, int32_t* y) override;
void GetMouseDelta(int32_t* x, int32_t* y) override;
void GetMouseWheel(float* x, float* y) override;
bool GetMouseState(uint32_t btn) override;
void SetMouseCapture(bool capture) override;
bool IsMouseCaptured() override;
void GetDimensions(uint32_t* width, uint32_t* height, int32_t* posX, int32_t* posY) override;
void HandleEvents() override;
bool IsFrameReady() override;
void SwapBuffersBegin() override;
void SwapBuffersEnd() override;
double GetTime() override;
int GetTargetFps();
void SetTargetFps(int fps) override;
void SetMaxFrameLatency(int latency) override;
const char* GetKeyName(int scancode) override;
bool CanDisableVsync() override;
bool IsRunning() override;
void Destroy() override;
bool IsFullscreen() override;
HWND GetWindowHandle();
IDXGISwapChain1* GetSwapChain();
// These need to be public to be accessible in the window callback
void CreateSwapChain(IUnknown* mDevice, std::function<void()>&& before_destroy_fn);
void CreateFactoryAndDevice(bool debug, int d3d_version, class GfxRenderingAPIDX11* self,
bool (*createFunc)(class GfxRenderingAPIDX11* self, bool SoftwareRenderer));
void OnKeydown(WPARAM wParam, LPARAM lParam);
void OnKeyup(WPARAM wParam, LPARAM lParam);
void OnMouseButtonDown(int btn);
void OnMouseButtonUp(int btn);
void HandleRawInputBuffered();
void UpdateMousePrevPos();
void ApplyMouseCaptureClip();
std::tuple<HMONITOR, RECT, BOOL> mMonitor; // 0: Handle, 1: Display Monitor Rect, 2: Is_Primary
uint32_t current_width, current_height; // Width and height of client areas
std::vector<std::tuple<HMONITOR, RECT, BOOL>> monitor_list;
int32_t mPosX, mPosY; // Screen coordinates
double mDetectedHz;
double mDisplayPeriod; // (1000 / dxgi.mDetectedHz) in ms
void (*mOnAllKeysUp)(void);
POINT mRawMouseDeltaBuf;
float mMouseWheel[2];
bool mIsMouseCaptured;
bool mIsMouseHovered;
bool mInFocus;
bool mHasMousePosition;
private:
void LoadDxgi();
void ApplyMaxFrameLatency(bool first);
void ToggleBorderlessWindowFullScreen(bool enable, bool callCallback);
HWND h_wnd;
// These four only apply in windowed mode.
HMODULE dxgi_module;
HRESULT(__stdcall* CreateDXGIFactory1)(REFIID riid, void** factory);
HRESULT(__stdcall* CreateDXGIFactory2)(UINT flags, REFIID iid, void** factory);
bool mLastMaximizedState;
bool mDXGI11_4;
Microsoft::WRL::ComPtr<IDXGIFactory2> mFactory;
Microsoft::WRL::ComPtr<IDXGISwapChain1> swap_chain;
HANDLE mWaitableObject;
Microsoft::WRL::ComPtr<IUnknown> mSwapChainDevice; // D3D11 Device or D3D12 Command Queue
std::function<void()> mBeforeDestroySwapChainFn;
uint64_t mFrameTimeStamp; // in units of 1/FRAME_INTERVAL_NS_DENOMINATOR nanoseconds
std::map<UINT, DXGI_FRAME_STATISTICS> mFrameStats;
std::set<std::pair<UINT, UINT>> mPendingFrameStats;
bool mDroppedFrame;
bool mZeroLatency;
uint32_t mMaxFrameLatency;
uint32_t mAppliedMaxFrameLatency;
HANDLE mTimer;
bool mTearingSupport;
bool mMousePressed[5];
LARGE_INTEGER mPreviousPresentTime;
RAWINPUTDEVICE mRawInputDevice[1];
POINT mPrevMouseCursorPos;
};
} // namespace Fast
#ifdef DECLARE_GFX_DXGI_FUNCTIONS
void ThrowIfFailed(HRESULT res);
void ThrowIfFailed(HRESULT res, HWND h_wnd, const char* message);
#endif
#endif

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//
// gfx_metal.h
// libultraship
//
// Created by David Chavez on 16.08.22.
//
#pragma once
#ifdef __APPLE__
#include "gfx_rendering_api.h"
#include "../interpreter.h"
#include <imgui_impl_sdl2.h>
#include <simd/simd.h>
static constexpr size_t kMaxVertexBufferPoolSize = 3;
static constexpr size_t METAL_MAX_MULTISAMPLE_SAMPLE_COUNT = 8;
static constexpr size_t MAX_PIXEL_DEPTH_COORDS = 1024;
namespace MTL {
class Texture;
class SamplerState;
class CommandBuffer;
class RenderPassDescriptor;
class RenderCommandEncoder;
class SamplerState;
class ScissorRect;
class Device;
class Function;
class Buffer;
class RenderPipelineState;
class CommandQueue;
class Viewport;
} // namespace MTL
namespace CA {
class MetalDrawable;
class MetalLayer;
} // namespace CA
namespace NS {
class AutoreleasePool;
}
static int cantor(uint64_t a, uint64_t b) {
return (a + b + 1.0) * (a + b) / 2 + b;
}
struct hash_pair_shader_ids {
size_t operator()(const std::pair<uint64_t, uint32_t>& p) const {
auto value1 = p.first;
auto value2 = p.second;
return cantor(value1, value2);
}
};
namespace Fast {
struct ShaderProgramMetal {
uint64_t shader_id0;
uint32_t shader_id1;
uint8_t numInputs;
uint8_t numFloats;
bool usedTextures[SHADER_MAX_TEXTURES];
// hashed by msaa_level
MTL::RenderPipelineState* pipeline_state_variants[9];
};
struct TextureDataMetal {
MTL::Texture* texture;
MTL::Texture* msaaTexture;
MTL::SamplerState* sampler;
uint32_t width;
uint32_t height;
uint32_t filtering;
bool linear_filtering;
};
struct FramebufferMetal {
MTL::CommandBuffer* mCommandBuffer;
MTL::RenderPassDescriptor* mRenderPassDescriptor;
MTL::RenderCommandEncoder* mCommandEncoder;
MTL::Texture* mDepthTexture;
MTL::Texture* mMsaaDepthTexture;
uint32_t mTextureId;
bool mHasDepthBuffer;
uint32_t mMsaaLevel;
bool mRenderTarget;
// State
bool mHasEndedEncoding;
bool mHasBoundVertexShader;
bool mHasBoundFragShader;
struct ShaderProgramMetal* mLastShaderProgram;
MTL::Texture* mLastBoundTextures[SHADER_MAX_TEXTURES];
MTL::SamplerState* mLastBoundSamplers[SHADER_MAX_TEXTURES];
MTL::ScissorRect* mScissorRect;
MTL::Viewport* mViewport;
int8_t mLastDepthTest = -1;
int8_t mLastDepthMask = -1;
int8_t mLastZmodeDecal = -1;
};
struct FrameUniforms {
simd::int1 frameCount;
simd::float1 noiseScale;
};
struct DrawUniforms {
simd::int1 textureFiltering[SHADER_MAX_TEXTURES];
};
struct CoordUniforms {
simd::uint2 coords[MAX_PIXEL_DEPTH_COORDS];
};
class GfxRenderingAPIMetal final : public GfxRenderingAPI {
public:
~GfxRenderingAPIMetal() override = default;
const char* GetName() override;
int GetMaxTextureSize() override;
GfxClipParameters GetClipParameters() override;
void UnloadShader(ShaderProgram* oldPrg) override;
void LoadShader(ShaderProgram* newPrg) override;
ShaderProgram* CreateAndLoadNewShader(uint64_t shaderId0, uint32_t shaderId1) override;
ShaderProgram* LookupShader(uint64_t shaderId0, uint32_t shaderId1) override;
void ShaderGetInfo(ShaderProgram* prg, uint8_t* numInputs, bool usedTextures[2]) override;
uint32_t NewTexture() override;
void SelectTexture(int tile, uint32_t textureId) override;
void UploadTexture(const uint8_t* rgba32Buf, uint32_t width, uint32_t height) override;
void SetSamplerParameters(int sampler, bool linear_filter, uint32_t cms, uint32_t cmt) override;
void SetDepthTestAndMask(bool depth_test, bool z_upd) override;
void SetZmodeDecal(bool decal) override;
void SetViewport(int x, int y, int width, int height) override;
void SetScissor(int x, int y, int width, int height) override;
void SetUseAlpha(bool useAlpha) override;
void DrawTriangles(float buf_vbo[], size_t buf_vbo_len, size_t buf_vbo_num_tris) override;
void Init() override;
void OnResize() override;
void StartFrame() override;
void EndFrame() override;
void FinishRender() override;
int CreateFramebuffer() override;
void UpdateFramebufferParameters(int fb_id, uint32_t width, uint32_t height, uint32_t msaa_level,
bool opengl_invertY, bool render_target, bool has_depth_buffer,
bool can_extract_depth) override;
void StartDrawToFramebuffer(int fbId, float noiseScale) override;
void CopyFramebuffer(int fbDstId, int fbSrcId, int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0,
int dstX1, int dstY1) override;
void ClearFramebuffer(bool color, bool depth) override;
void ReadFramebufferToCPU(int fbId, uint32_t width, uint32_t height, uint16_t* rgba16Buf) override;
void ResolveMSAAColorBuffer(int fbIdTarger, int fbIdSrc) override;
std::unordered_map<std::pair<float, float>, uint16_t, hash_pair_ff>
GetPixelDepth(int fb_id, const std::set<std::pair<float, float>>& coordinates) override;
void* GetFramebufferTextureId(int fbId) override;
void SelectTextureFb(int fbId) override;
void DeleteTexture(uint32_t texId) override;
void SetTextureFilter(FilteringMode mode) override;
FilteringMode GetTextureFilter() override;
void SetSrgbMode() override;
ImTextureID GetTextureById(int id) override;
void NewFrame();
void SetupFloatingFrame();
void RenderDrawData(ImDrawData* drawData);
bool MetalInit(SDL_Renderer* renderer);
private:
bool NonUniformThreadGroupSupported();
void SetupScreenFramebuffer(uint32_t width, uint32_t height);
// Elements that only need to be setup once
SDL_Renderer* mRenderer;
CA::MetalLayer* mLayer; // CA::MetalLayer*
MTL::Device* mDevice;
MTL::CommandQueue* mCommandQueue;
int mCurrentVertexBufferPoolIndex = 0;
MTL::Buffer* mVertexBufferPool[kMaxVertexBufferPoolSize];
std::unordered_map<std::pair<uint64_t, uint32_t>, struct ShaderProgramMetal, hash_pair_shader_ids>
mShaderProgramPool;
std::vector<struct TextureDataMetal> mTextures;
std::vector<FramebufferMetal> mFramebuffers;
FrameUniforms mFrameUniforms;
CoordUniforms mCoordUniforms;
DrawUniforms mDrawUniforms;
MTL::Buffer* mFrameUniformBuffer;
uint32_t mMsaaNumQualityLevels[METAL_MAX_MULTISAMPLE_SAMPLE_COUNT];
// Depth querying
MTL::Buffer* mCoordUniformBuffer;
MTL::Buffer* mDepthValueOutputBuffer;
size_t mCoordBufferSize;
MTL::Function* mDepthComputeFunction;
MTL::Function* mConvertToRgb5a1Function;
// Current state
struct ShaderProgramMetal* mShaderProgram;
CA::MetalDrawable* mCurrentDrawable;
std::set<int> mDrawnFramebuffers;
NS::AutoreleasePool* mFrameAutoreleasePool;
int mCurrentTile;
uint32_t mCurrentTextureIds[SHADER_MAX_TEXTURES];
int32_t mRenderTargetHeight;
int mCurrentFramebuffer;
size_t mCurrentVertexBufferOffset;
FilteringMode mCurrentFilterMode = FILTER_THREE_POINT;
bool mNonUniformThreadgroupSupported;
};
} // namespace Fast
bool Metal_IsSupported();
#endif

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//
// gfx_metal_shader.h
// libultraship
//
// Created by David Chavez on 16.08.22.
//
#ifdef __APPLE__
#ifdef __cplusplus
#pragma once
#include <stdio.h>
#include <string>
struct CCFeatures;
MTL::VertexDescriptor* gfx_metal_build_shader(std::string& result, size_t& numFloats, const CCFeatures& cc_features,
bool three_point_filtering);
#endif
#endif

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#ifdef ENABLE_OPENGL
#pragma once
#include "gfx_rendering_api.h"
#include "../interpreter.h"
#ifdef _MSC_VER
#include <SDL2/SDL.h>
// #define GL_GLEXT_PROTOTYPES 1
#include <GL/glew.h>
#elif FOR_WINDOWS
#include <GL/glew.h>
#include "SDL.h"
#define GL_GLEXT_PROTOTYPES 1
#include "SDL_opengl.h"
#elif __APPLE__
#include <SDL2/SDL.h>
#include <GL/glew.h>
#elif USE_OPENGLES
#include <SDL2/SDL.h>
#include <GLES3/gl3.h>
#else
#include <SDL2/SDL.h>
#define GL_GLEXT_PROTOTYPES 1
#include <SDL2/SDL_opengl.h>
#endif
namespace Fast {
struct ShaderProgram {
GLuint openglProgramId;
uint8_t numInputs;
bool usedTextures[SHADER_MAX_TEXTURES];
uint8_t numFloats;
GLint attribLocations[16];
uint8_t attribSizes[16];
uint8_t numAttribs;
GLint frameCountLocation;
GLint noiseScaleLocation;
GLint texture_width_location;
GLint texture_height_location;
GLint texture_filtering_location;
};
struct FramebufferOGL {
uint32_t width, height;
bool has_depth_buffer;
uint32_t msaa_level;
bool invertY;
GLuint fbo, clrbuf, clrbufMsaa, rbo;
};
struct TextureInfo {
uint16_t width;
uint16_t height;
uint16_t filtering;
};
class GfxRenderingAPIOGL final : public GfxRenderingAPI {
public:
~GfxRenderingAPIOGL() override = default;
const char* GetName() override;
int GetMaxTextureSize() override;
GfxClipParameters GetClipParameters() override;
void UnloadShader(ShaderProgram* oldPrg) override;
void LoadShader(ShaderProgram* newPrg) override;
ShaderProgram* CreateAndLoadNewShader(uint64_t shaderId0, uint32_t shaderId1) override;
ShaderProgram* LookupShader(uint64_t shaderId0, uint32_t shaderId1) override;
void ShaderGetInfo(ShaderProgram* prg, uint8_t* numInputs, bool usedTextures[2]) override;
uint32_t NewTexture() override;
void SelectTexture(int tile, uint32_t textureId) override;
void UploadTexture(const uint8_t* rgba32Buf, uint32_t width, uint32_t height) override;
void SetSamplerParameters(int sampler, bool linear_filter, uint32_t cms, uint32_t cmt) override;
void SetDepthTestAndMask(bool depth_test, bool z_upd) override;
void SetZmodeDecal(bool decal) override;
void SetViewport(int x, int y, int width, int height) override;
void SetScissor(int x, int y, int width, int height) override;
void SetUseAlpha(bool useAlpha) override;
void DrawTriangles(float buf_vbo[], size_t buf_vbo_len, size_t buf_vbo_num_tris) override;
void Init() override;
void OnResize() override;
void StartFrame() override;
void EndFrame() override;
void FinishRender() override;
int CreateFramebuffer() override;
void UpdateFramebufferParameters(int fb_id, uint32_t width, uint32_t height, uint32_t msaa_level,
bool opengl_invertY, bool render_target, bool has_depth_buffer,
bool can_extract_depth) override;
void StartDrawToFramebuffer(int fbId, float noiseScale) override;
void CopyFramebuffer(int fbDstId, int fbSrcId, int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0,
int dstX1, int dstY1) override;
void ClearFramebuffer(bool color, bool depth) override;
void ReadFramebufferToCPU(int fbId, uint32_t width, uint32_t height, uint16_t* rgba16Buf) override;
void ResolveMSAAColorBuffer(int fbIdTarger, int fbIdSrc) override;
std::unordered_map<std::pair<float, float>, uint16_t, hash_pair_ff>
GetPixelDepth(int fb_id, const std::set<std::pair<float, float>>& coordinates) override;
void* GetFramebufferTextureId(int fbId) override;
void SelectTextureFb(int fbId) override;
void DeleteTexture(uint32_t texId) override;
void SetTextureFilter(FilteringMode mode) override;
FilteringMode GetTextureFilter() override;
void SetSrgbMode() override;
ImTextureID GetTextureById(int id) override;
private:
void SetUniforms(ShaderProgram* prg) const;
std::string BuildFsShader(const CCFeatures& cc_features);
void SetPerDrawUniforms();
std::vector<TextureInfo> textures;
GLuint mCurrentTextureIds[SHADER_MAX_TEXTURES];
GLuint mLastBoundTextures[SHADER_MAX_TEXTURES] = {};
uint8_t mCurrentTile;
int8_t mLastActiveTexture = -1;
int8_t mLastBlendEnabled = -1;
int8_t mLastScissorEnabled = -1;
std::map<std::pair<uint64_t, uint32_t>, ShaderProgram> mShaderProgramPool;
ShaderProgram* mCurrentShaderProgram;
ShaderProgram* mLastLoadedShader = nullptr;
GLuint mOpenglVbo = 0;
#if defined(__APPLE__) || defined(USE_OPENGLES)
GLuint mOpenglVao;
#endif
uint32_t mFrameCount = 0;
std::vector<FramebufferOGL> mFrameBuffers;
size_t mCurrentFrameBuffer = 0;
float mCurrentNoiseScale = 0.0f;
FilteringMode mCurrentFilterMode = FILTER_THREE_POINT;
GLint mMaxMsaaLevel = 1;
GLuint mPixelDepthRb = 0;
GLuint mPixelDepthFb = 0;
size_t mPixelDepthRbSize = 0;
};
} // namespace Fast
#endif

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#pragma once
#include <stdint.h>
#include <unordered_map>
#include <set>
#include "imconfig.h"
namespace Fast {
struct ShaderProgram;
struct GfxClipParameters {
bool z_is_from_0_to_1;
bool invertY;
};
enum FilteringMode { FILTER_THREE_POINT, FILTER_LINEAR, FILTER_NONE };
// A hash function used to hash a: pair<float, float>
struct hash_pair_ff {
size_t operator()(const std::pair<float, float>& p) const {
const auto hash1 = std::hash<float>{}(p.first);
const auto hash2 = std::hash<float>{}(p.second);
// If hash1 == hash2, their XOR is zero.
return (hash1 != hash2) ? hash1 ^ hash2 : hash1;
}
};
class GfxRenderingAPI {
public:
virtual ~GfxRenderingAPI() = default;
virtual const char* GetName() = 0;
virtual int GetMaxTextureSize() = 0;
virtual GfxClipParameters GetClipParameters() = 0;
virtual void UnloadShader(ShaderProgram* oldPrg) = 0;
virtual void LoadShader(ShaderProgram* newPrg) = 0;
virtual ShaderProgram* CreateAndLoadNewShader(uint64_t shaderId0, uint32_t shaderId1) = 0;
virtual ShaderProgram* LookupShader(uint64_t shaderId0, uint32_t shaderId1) = 0;
virtual void ShaderGetInfo(ShaderProgram* prg, uint8_t* numInputs, bool usedTextures[2]) = 0;
virtual uint32_t NewTexture() = 0;
virtual void SelectTexture(int tile, uint32_t textureId) = 0;
virtual void UploadTexture(const uint8_t* rgba32Buf, uint32_t width, uint32_t height) = 0;
virtual void SetSamplerParameters(int sampler, bool linear_filter, uint32_t cms, uint32_t cmt) = 0;
virtual void SetDepthTestAndMask(bool depth_test, bool z_upd) = 0;
virtual void SetZmodeDecal(bool decal) = 0;
virtual void SetViewport(int x, int y, int width, int height) = 0;
virtual void SetScissor(int x, int y, int width, int height) = 0;
virtual void SetUseAlpha(bool useAlpha) = 0;
virtual void DrawTriangles(float buf_vbo[], size_t buf_vbo_len, size_t buf_vbo_num_tris) = 0;
virtual void Init() = 0;
virtual void OnResize() = 0;
virtual void StartFrame() = 0;
virtual void EndFrame() = 0;
virtual void FinishRender() = 0;
virtual int CreateFramebuffer() = 0;
virtual void UpdateFramebufferParameters(int fb_id, uint32_t width, uint32_t height, uint32_t msaa_level,
bool opengl_invertY, bool render_target, bool has_depth_buffer,
bool can_extract_depth) = 0;
virtual void StartDrawToFramebuffer(int fbId, float noiseScale) = 0;
virtual void CopyFramebuffer(int fbDstId, int fbSrcId, int srcX0, int srcY0, int srcX1, int srcY1, int dstX0,
int dstY0, int dstX1, int dstY1) = 0;
virtual void ClearFramebuffer(bool color, bool depth) = 0;
virtual void ReadFramebufferToCPU(int fbId, uint32_t width, uint32_t height, uint16_t* rgba16Buf) = 0;
virtual void ResolveMSAAColorBuffer(int fbIdTarger, int fbIdSrc) = 0;
virtual std::unordered_map<std::pair<float, float>, uint16_t, hash_pair_ff>
GetPixelDepth(int fb_id, const std::set<std::pair<float, float>>& coordinates) = 0;
virtual void* GetFramebufferTextureId(int fbId) = 0;
virtual void SelectTextureFb(int fbId) = 0;
virtual void DeleteTexture(uint32_t texId) = 0;
virtual void SetTextureFilter(FilteringMode mode) = 0;
virtual FilteringMode GetTextureFilter() = 0;
virtual void SetSrgbMode() = 0;
virtual ImTextureID GetTextureById(int id) = 0;
protected:
int8_t mCurrentDepthTest = 0;
int8_t mCurrentDepthMask = 0;
int8_t mCurrentZmodeDecal = 0;
int8_t mLastDepthTest = -1;
int8_t mLastDepthMask = -1;
int8_t mLastZmodeDecal = -1;
bool mSrgbMode = false;
};
} // namespace Fast

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#pragma once
#define DESIRED_SCREEN_WIDTH 640
#define DESIRED_SCREEN_HEIGHT 480

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#pragma once
#include "gfx_window_manager_api.h"
namespace Fast {
class GfxWindowBackendSDL2 final : public GfxWindowBackend {
public:
GfxWindowBackendSDL2() = default;
~GfxWindowBackendSDL2() override;
void Init(const char* gameName, const char* apiName, bool startFullScreen, uint32_t width, uint32_t height,
int32_t posX, int32_t posY) override;
void Close() override;
void SetKeyboardCallbacks(bool (*onKeyDown)(int scancode), bool (*onKeyUp)(int scancode),
void (*onAllKeysUp)()) override;
void SetMouseCallbacks(bool (*onMouseButtonDown)(int btn), bool (*onMouseButtonUp)(int btn)) override;
void SetFullscreenChangedCallback(void (*onFullscreenChanged)(bool is_now_fullscreen)) override;
void SetFullscreen(bool fullscreen) override;
void GetActiveWindowRefreshRate(uint32_t* refreshRate) override;
void SetCursorVisibility(bool visability) override;
void SetMousePos(int32_t posX, int32_t posY) override;
void GetMousePos(int32_t* x, int32_t* y) override;
void GetMouseDelta(int32_t* x, int32_t* y) override;
void GetMouseWheel(float* x, float* y) override;
bool GetMouseState(uint32_t btn) override;
void SetMouseCapture(bool capture) override;
bool IsMouseCaptured() override;
void GetDimensions(uint32_t* width, uint32_t* height, int32_t* posX, int32_t* posY) override;
void HandleEvents() override;
bool IsFrameReady() override;
void SwapBuffersBegin() override;
void SwapBuffersEnd() override;
double GetTime() override;
int GetTargetFps();
void SetTargetFps(int fps) override;
void SetMaxFrameLatency(int latency) override;
const char* GetKeyName(int scancode) override;
bool CanDisableVsync() override;
bool IsRunning() override;
void Destroy() override;
bool IsFullscreen() override;
private:
void SetFullscreenImpl(bool on, bool call_callback);
void HandleSingleEvent(SDL_Event& event);
int TranslateScancode(int scancode) const;
int UntranslateScancode(int translatedScancode) const;
void OnKeydown(int scancode) const;
void OnKeyup(int scancode) const;
void OnMouseButtonDown(int btn) const;
void OnMouseButtonUp(int btn) const;
void SyncFramerateWithTime() const;
SDL_Window* mWnd;
SDL_Rect mCursorClip;
SDL_GLContext mCtx;
SDL_Renderer* mRenderer;
int mSdlToLusTable[512];
float mMouseWheelX = 0.0f;
float mMouseWheelY = 0.0f;
// OTRTODO: These are redundant. Info can be queried from SDL.
int mWindowWidth = 640;
int mWindowHeight = 480;
void (*mOnAllKeysUp)();
};
} // namespace Fast

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#pragma once
#include <stdint.h>
#include <stdbool.h>
namespace Fast {
class GfxWindowBackend {
public:
virtual ~GfxWindowBackend() = default;
virtual void Init(const char* gameName, const char* apiName, bool startFullScreen, uint32_t width, uint32_t height,
int32_t posX, int32_t posY) = 0;
virtual void Close() = 0;
virtual void SetKeyboardCallbacks(bool (*mOnKeyDown)(int scancode), bool (*mOnKeyUp)(int scancode),
void (*mOnAllKeysUp)()) = 0;
virtual void SetMouseCallbacks(bool (*mOnMouseButtonDown)(int btn), bool (*mOnMouseButtonUp)(int btn)) = 0;
virtual void SetFullscreenChangedCallback(void (*mOnFullscreenChanged)(bool is_now_fullscreen)) = 0;
virtual void SetFullscreen(bool fullscreen) = 0;
virtual void GetActiveWindowRefreshRate(uint32_t* refreshRate) = 0;
virtual void SetCursorVisibility(bool visability) = 0;
virtual void SetMousePos(int32_t posX, int32_t posY) = 0;
virtual void GetMousePos(int32_t* x, int32_t* y) = 0;
virtual void GetMouseDelta(int32_t* x, int32_t* y) = 0;
virtual void GetMouseWheel(float* x, float* y) = 0;
virtual bool GetMouseState(uint32_t btn) = 0;
virtual void SetMouseCapture(bool capture) = 0;
virtual bool IsMouseCaptured() = 0;
virtual void GetDimensions(uint32_t* width, uint32_t* height, int32_t* posX, int32_t* posY) = 0;
virtual void HandleEvents() = 0;
virtual bool IsFrameReady() = 0;
virtual void SwapBuffersBegin() = 0;
virtual void SwapBuffersEnd() = 0;
virtual double GetTime() = 0;
virtual int GetTargetFps() = 0;
virtual void SetTargetFps(int fps) = 0;
virtual void SetMaxFrameLatency(int latency) = 0;
virtual const char* GetKeyName(int scancode) = 0;
virtual bool CanDisableVsync() = 0;
virtual bool IsRunning() = 0;
virtual void Destroy() = 0;
virtual bool IsFullscreen() = 0;
protected:
void (*mOnFullscreenChanged)(bool isNowFullscreen);
bool (*mOnKeyDown)(int scancode);
bool (*mOnKeyUp)(int scancode);
bool (*mOnMouseButtonDown)(int btn);
bool (*mOnMouseButtonUp)(int btn);
uint32_t mTargetFps = 60;
bool mFullScreen;
bool mIsRunning = true;
bool mVsyncEnabled = true;
};
} // namespace Fast