#pragma once #ifndef __RENDER_BGFX__ #define __RENDER_BGFX__ #include #include #include #include "binpacker.h" class texture_manager; class target_manager; class shader_manager; class effect_manager; class chain_manager; class bgfx_texture; class bgfx_effect; class bgfx_target; class bgfx_chain; /* sdl_info is the information about SDL for the current screen */ class renderer_bgfx : public osd_renderer { public: renderer_bgfx(osd_window *w) : osd_renderer(w, FLAG_NONE) , m_dimensions(0, 0) { } virtual ~renderer_bgfx(); static bool init(running_machine &machine) { return false; } static void exit(); virtual int create() override; virtual slider_state* get_slider_list() override; virtual int draw(const int update) override; #ifdef OSD_SDL virtual int xy_to_render_target(const int x, const int y, int *xt, int *yt) override; #else virtual void save() override { } virtual void record() override { } virtual void toggle_fsfx() override { } #endif virtual render_primitive_list *get_primitives() override { osd_dim wdim = window().get_size(); window().target()->set_bounds(wdim.width(), wdim.height(), window().aspect()); return &window().target()->get_primitives(); } private: struct ScreenVertex { float m_x; float m_y; float m_z; UINT32 m_rgba; float m_u; float m_v; static void init() { ms_decl.begin() .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float) .add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true) .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float) .end(); } static bgfx::VertexDecl ms_decl; }; void allocate_buffer(render_primitive *prim, UINT32 blend, bgfx::TransientVertexBuffer *buffer); enum buffer_status { BUFFER_PRE_FLUSH, BUFFER_FLUSH, BUFFER_EMPTY, BUFFER_DONE }; buffer_status buffer_primitives(int view, bool atlas_valid, render_primitive** prim, bgfx::TransientVertexBuffer* buffer); void render_textured_quad(int view, render_primitive* prim, bgfx::TransientVertexBuffer* buffer); void put_packed_quad(render_primitive *prim, UINT32 hash, ScreenVertex* vertex); void put_polygon(const float* coords, UINT32 num_coords, float r, UINT32 rgba, ScreenVertex* vertex); void put_line(float x0, float y0, float x1, float y1, float r, UINT32 rgba, ScreenVertex* vertex, float fth = 1.0f); void set_bgfx_state(UINT32 blend); uint32_t u32Color(uint32_t r, uint32_t g, uint32_t b, uint32_t a); bool check_for_dirty_atlas(); bool update_atlas(); void process_atlas_packs(std::vector>& packed); const bgfx::Memory* mame_texture_data_to_bgfx_texture_data(UINT32 format, int width, int height, int rowpixels, const rgb_t *palette, void *base); UINT32 get_texture_hash(render_primitive *prim); bgfx_target* m_framebuffer; bgfx_texture* m_texture_cache; // Original display_mode osd_dim m_dimensions; texture_manager* m_textures; target_manager* m_targets; shader_manager* m_shaders; effect_manager* m_effects; chain_manager* m_chains; bgfx_effect* m_gui_effect[4]; bgfx_effect* m_screen_effect[4]; //bgfx_chain* m_screen_chain[4]; std::map m_hash_to_entry; std::vector m_texinfo; rectangle_packer m_packer; uint32_t m_width[16]; uint32_t m_height[16]; uint32_t m_white[16*16]; static const uint16_t CACHE_SIZE; static const uint32_t PACKABLE_SIZE; static const uint32_t WHITE_HASH; static bool s_window_set; }; #endif