dolphin/Source/Core/VideoCommon/RenderBase.h

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

141 lines
4.3 KiB
C
Raw Normal View History

// Copyright 2010 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
// ---------------------------------------------------------------------------------------------
// GC graphics pipeline
// ---------------------------------------------------------------------------------------------
// 3d commands are issued through the fifo. The GPU draws to the 2MB EFB.
// The efb can be copied back into ram in two forms: as textures or as XFB.
// The XFB is the region in RAM that the VI chip scans out to the television.
// So, after all rendering to EFB is done, the image is copied into one of two XFBs in RAM.
// Next frame, that one is scanned out and the other one gets the copy. = double buffering.
// ---------------------------------------------------------------------------------------------
#pragma once
#include <array>
#include <memory>
2015-05-26 21:23:43 +00:00
#include <mutex>
#include <string>
#include <string_view>
2016-10-08 01:11:37 +00:00
#include <thread>
#include <tuple>
#include <vector>
#include "Common/CommonTypes.h"
#include "Common/Flag.h"
#include "Common/MathUtil.h"
#include "VideoCommon/RenderState.h"
class AbstractFramebuffer;
class AbstractPipeline;
class AbstractShader;
2017-05-29 22:02:09 +00:00
class AbstractTexture;
class AbstractStagingTexture;
2018-10-09 13:57:52 +00:00
class NativeVertexFormat;
class PixelShaderManager;
class PointerWrap;
struct ComputePipelineConfig;
struct AbstractPipelineConfig;
struct PortableVertexDeclaration;
struct TextureConfig;
enum class AbstractTextureFormat : u32;
enum class ShaderStage;
enum class EFBAccessType;
enum class EFBReinterpretType;
enum class StagingTextureType;
namespace VideoCommon
{
class AsyncShaderCompiler;
}
2015-05-01 16:58:11 +00:00
struct EfbPokeData
{
u16 x, y;
u32 data;
};
// Renderer really isn't a very good name for this class - it's more like "Misc".
// The long term goal is to get rid of this class and replace it with others that make
// more sense.
class Renderer
{
public:
Renderer();
virtual ~Renderer();
2017-07-03 14:32:02 +00:00
// Ideal internal resolution - multiple of the native EFB resolution
2017-04-08 23:40:04 +00:00
int GetTargetWidth() const { return m_target_width; }
int GetTargetHeight() const { return m_target_height; }
// EFB coordinate conversion functions
// Use this to convert a whole native EFB rect to backbuffer coordinates
MathUtil::Rectangle<int> ConvertEFBRectangle(const MathUtil::Rectangle<int>& rc) const;
unsigned int GetEFBScale() const;
// Use this to upscale native EFB coordinates to IDEAL internal resolution
2017-04-08 23:40:04 +00:00
int EFBToScaledX(int x) const;
int EFBToScaledY(int y) const;
// Floating point versions of the above - only use them if really necessary
2017-04-08 23:40:04 +00:00
float EFBToScaledXf(float x) const;
float EFBToScaledYf(float y) const;
void ClearScreen(const MathUtil::Rectangle<int>& rc, bool colorEnable, bool alphaEnable,
bool zEnable, u32 color, u32 z);
virtual void ReinterpretPixelData(EFBReinterpretType convtype);
void RenderToXFB(u32 xfbAddr, const MathUtil::Rectangle<int>& sourceRc, u32 fbStride,
u32 fbHeight, float Gamma = 1.0f);
virtual u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data);
virtual void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points);
// Finish up the current frame, print some stats
void Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks);
2018-11-28 04:30:47 +00:00
void UpdateWidescreenHeuristic();
bool IsGameWidescreen() const { return m_is_game_widescreen; }
PixelFormat GetPrevPixelFormat() const { return m_prev_efb_format; }
void StorePixelFormat(PixelFormat new_format) { m_prev_efb_format = new_format; }
bool UseVertexDepthRange() const;
void DoState(PointerWrap& p);
// Will forcibly reload all textures on the next swap
void ForceReloadTextures();
bool CalculateTargetSize();
protected:
std::tuple<int, int> CalculateTargetScale(int x, int y) const;
void CheckFifoRecording();
void RecordVideoMemory();
bool m_is_game_widescreen = false;
bool m_was_orthographically_anamorphic = false;
// The framebuffer size
int m_target_width = 1;
int m_target_height = 1;
int m_frame_count = 0;
private:
PixelFormat m_prev_efb_format;
2017-07-03 14:32:02 +00:00
unsigned int m_efb_scale = 1;
u64 m_last_xfb_ticks = 0;
u32 m_last_xfb_addr = 0;
u32 m_last_xfb_width = 0;
u32 m_last_xfb_stride = 0;
u32 m_last_xfb_height = 0;
Common::Flag m_force_reload_textures;
};
extern std::unique_ptr<Renderer> g_renderer;