2013-04-18 03:29:41 +00:00
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// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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2010-06-09 01:37:08 +00:00
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2014-02-10 18:54:46 +00:00
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#pragma once
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2010-06-09 01:37:08 +00:00
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2014-02-17 10:18:15 +00:00
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#include "VideoCommon/VideoCommon.h"
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2010-06-09 01:37:08 +00:00
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namespace EfbInterface
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{
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2013-04-14 03:54:02 +00:00
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const int DEPTH_BUFFER_START = EFB_WIDTH * EFB_HEIGHT * 3;
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2010-06-09 01:37:08 +00:00
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2013-08-22 12:07:21 +00:00
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// xfb color format - packed so the compiler doesn't mess with alignment
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2013-08-20 12:56:19 +00:00
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#pragma pack(push,1)
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typedef struct {
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2013-08-20 11:51:39 +00:00
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u8 Y;
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u8 UV;
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} yuv422_packed;
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2013-08-20 12:56:19 +00:00
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#pragma pack(pop)
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2013-08-20 11:51:39 +00:00
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2013-08-20 12:56:19 +00:00
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// But this struct is only used internally, so we could optimise alignment
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typedef struct {
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2013-08-20 11:51:39 +00:00
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u8 Y;
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s8 U;
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s8 V;
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} yuv444;
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2010-06-09 01:37:08 +00:00
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2013-08-22 12:07:21 +00:00
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enum { ALP_C, BLU_C, GRN_C, RED_C };
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// color order is ABGR in order to emulate RGBA on little-endian hardware
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2013-04-14 03:54:02 +00:00
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// does full blending of an incoming pixel
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void BlendTev(u16 x, u16 y, u8 *color);
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2010-06-09 01:37:08 +00:00
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2013-04-14 03:54:02 +00:00
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// compare z at location x,y
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// writes it if it passes
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// returns result of compare.
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bool ZCompare(u16 x, u16 y, u32 z);
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2010-06-09 01:37:08 +00:00
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2013-04-14 03:54:02 +00:00
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// sets the color and alpha
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void SetColor(u16 x, u16 y, u8 *color);
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void SetDepth(u16 x, u16 y, u32 depth);
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2010-06-09 01:37:08 +00:00
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2013-04-14 03:54:02 +00:00
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void GetColor(u16 x, u16 y, u8 *color);
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2013-08-20 11:51:39 +00:00
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void GetColorYUV(u16 x, u16 y, yuv444 *color);
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2013-04-14 03:54:02 +00:00
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u32 GetDepth(u16 x, u16 y);
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2010-06-09 01:37:08 +00:00
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2013-04-14 03:54:02 +00:00
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u8* GetPixelPointer(u16 x, u16 y, bool depth);
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2010-06-09 01:37:08 +00:00
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2013-08-20 11:51:39 +00:00
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void CopyToXFB(yuv422_packed* xfb_in_ram, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc, float Gamma);
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2013-11-23 07:04:37 +00:00
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void BypassXFB(u8* texture, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc, float Gamma);
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2013-08-20 11:51:39 +00:00
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2013-02-26 01:05:02 +00:00
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void DoState(PointerWrap &p);
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2014-03-29 02:22:15 +00:00
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extern u32 perf_values[PQ_NUM_MEMBERS];
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2014-04-05 20:08:00 +00:00
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inline void IncPerfCounterQuadCount(PerfQueryType type)
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{
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2014-03-29 02:22:15 +00:00
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// NOTE: hardware doesn't process individual pixels but quads instead.
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// Current software renderer architecture works on pixels though, so
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// we have this "quad" hack here to only increment the registers on
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// every fourth rendered pixel
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static u32 quad[PQ_NUM_MEMBERS];
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if (++quad[type] != 3)
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return;
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quad[type] = 0;
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++perf_values[type];
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}
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2010-06-09 01:37:08 +00:00
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}
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