2009-07-28 21:32:10 +00:00
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// Copyright (C) 2003 Dolphin Project.
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2009-02-23 06:17:57 +00:00
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef _VIDEOCOMMON_H
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#define _VIDEOCOMMON_H
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#include "Common.h"
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2009-07-15 00:51:24 +00:00
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#include "MathUtil.h"
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2009-02-23 06:17:57 +00:00
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#include "pluginspecs_video.h"
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#if defined(_MSC_VER) && !defined(__x86_64__) && !defined(_M_X64)
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void * memcpy_amd(void *dest, const void *src, size_t n);
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unsigned char memcmp_mmx(const void* src1, const void* src2, int cmpsize);
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#define memcpy_gc memcpy_amd
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#define memcmp_gc memcmp_mmx
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#else
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#define memcpy_gc memcpy
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#define memcmp_gc memcmp
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#endif
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2009-02-28 19:02:37 +00:00
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// These are accurate (disregarding AA modes).
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enum
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{
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2009-02-23 06:17:57 +00:00
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EFB_WIDTH = 640,
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EFB_HEIGHT = 528,
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};
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2009-02-28 19:02:37 +00:00
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enum
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{
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2009-07-15 00:51:24 +00:00
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// XFB width is decided by EFB copy operation. The VI can do horizontal
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// scaling (TODO: emulate).
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MAX_XFB_WIDTH = EFB_WIDTH,
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// Although EFB height is 528, 574-line XFB's can be created either with
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// vertical scaling by the EFB copy operation or copying to multiple XFB's
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// that are next to each other in memory (TODO: handle that situation).
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MAX_XFB_HEIGHT = 574
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2009-02-23 06:17:57 +00:00
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};
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2009-06-28 20:04:07 +00:00
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// If this is enabled, bounding boxes will be computed for everything drawn.
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// This can theoretically have a big speed hit in some geom heavy games. Needs more work.
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// Helps some effects in Paper Mario (but they aren't quite right yet).
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// May help Super Mario Galaxy?
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// Do testing to figure out if the speed hit is bad?
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// #define BBOX_SUPPORT
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2009-02-23 06:17:57 +00:00
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extern SVideoInitialize g_VideoInitialize;
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2009-06-28 20:04:07 +00:00
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2009-09-02 21:00:45 +00:00
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2009-02-23 06:17:57 +00:00
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inline u8 *Memory_GetPtr(u32 _uAddress)
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{
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2009-02-28 19:02:37 +00:00
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return g_VideoInitialize.pGetMemoryPointer(_uAddress);
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2009-02-23 06:17:57 +00:00
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}
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inline u8 Memory_Read_U8(u32 _uAddress)
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{
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return *(u8*)g_VideoInitialize.pGetMemoryPointer(_uAddress);
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2009-02-23 06:17:57 +00:00
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}
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inline u16 Memory_Read_U16(u32 _uAddress)
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{
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return Common::swap16(*(u16*)g_VideoInitialize.pGetMemoryPointer(_uAddress));
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}
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inline u32 Memory_Read_U32(u32 _uAddress)
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{
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return Common::swap32(*(u32*)g_VideoInitialize.pGetMemoryPointer(_uAddress));
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}
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2009-09-02 21:00:45 +00:00
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2009-02-23 06:17:57 +00:00
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inline u8* Memory_Read_U8_Ptr(u32 _uAddress)
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{
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2009-02-28 19:02:37 +00:00
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return (u8*)g_VideoInitialize.pGetMemoryPointer(_uAddress);
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2009-02-23 06:17:57 +00:00
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}
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inline u16* Memory_Read_U16_Unswapped_Ptr(u32 _uAddress)
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{
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return (u16*)g_VideoInitialize.pGetMemoryPointer(_uAddress);
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}
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inline u32* Memory_Read_U32_Unswapped_Ptr(u32 _uAddress)
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{
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return (u32*)g_VideoInitialize.pGetMemoryPointer(_uAddress);
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}
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2009-09-02 21:00:45 +00:00
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2009-02-23 06:17:57 +00:00
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inline float Memory_Read_Float(u32 _uAddress)
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{
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union {u32 i; float f;} temp;
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temp.i = Memory_Read_U32(_uAddress);
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return temp.f;
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}
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2009-09-03 20:37:35 +00:00
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// Logging
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2009-09-08 16:07:13 +00:00
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// ----------
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2009-09-03 20:37:35 +00:00
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void HandleGLError();
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2009-07-15 00:51:24 +00:00
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// This structure should only be used to represent a rectangle in EFB
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// coordinates, where the origin is at the upper left and the frame dimensions
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// are 640 x 528.
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struct EFBRectangle : public MathUtil::Rectangle<int>
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{};
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2009-02-23 06:17:57 +00:00
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2009-09-03 21:56:08 +00:00
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// This structure should only be used to represent a rectangle in standard target
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// coordinates, where the origin is at the lower left and the frame dimensions
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// depend on the resolution settings. Use Renderer::ConvertEFBRectangle to
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// convert an EFBRectangle to a TargetRectangle.
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struct TargetRectangle : public MathUtil::Rectangle<int>
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2009-09-13 08:21:35 +00:00
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{
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#ifdef _WIN32
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// Only used by D3D plugin.
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const RECT *AsRECT() {
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// The types are binary compatible so this works.
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return (const RECT *)this;
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}
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#endif
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};
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2009-02-23 06:17:57 +00:00
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#ifdef _WIN32
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2009-03-02 01:49:16 +00:00
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#define PRIM_LOG(...) {DEBUG_LOG(VIDEO, __VA_ARGS__)}
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2009-02-23 06:17:57 +00:00
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#else
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2009-03-02 01:49:16 +00:00
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#define PRIM_LOG(...) {DEBUG_LOG(VIDEO, ##__VA_ARGS__)}
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2009-02-23 06:17:57 +00:00
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#endif
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2009-03-04 22:29:03 +00:00
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2009-09-08 21:16:05 +00:00
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// #define LOG_VTX() DEBUG_LOG(VIDEO, "vtx: %f %f %f, ", ((float*)VertexManager::s_pCurBufferPointer)[0], ((float*)VertexManager::s_pCurBufferPointer)[1], ((float*)VertexManager::s_pCurBufferPointer)[2]);
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#define LOG_VTX()
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2009-02-23 06:17:57 +00:00
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#endif // _VIDEOCOMMON_H
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