dolphin/Source/Core/VideoCommon/RenderBase.cpp

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// Copyright 2010 Dolphin Emulator Project
2015-05-17 23:08:10 +00:00
// Licensed under GPLv2+
// Refer to the license.txt file included.
// ---------------------------------------------------------------------------------------------
// 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.
// ---------------------------------------------------------------------------------------------
#include "VideoCommon/RenderBase.h"
#include <cinttypes>
#include <cmath>
#include <memory>
#include <mutex>
#include <string>
#include <tuple>
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#include "imgui.h"
#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "Common/Config/Config.h"
#include "Common/Event.h"
#include "Common/FileUtil.h"
#include "Common/Flag.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "Common/Profiler.h"
#include "Common/StringUtil.h"
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#include "Common/Thread.h"
#include "Common/Timer.h"
#include "Core/Analytics.h"
#include "Core/Config/SYSCONFSettings.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/FifoPlayer/FifoRecorder.h"
#include "Core/HW/SystemTimers.h"
#include "Core/HW/VideoInterface.h"
#include "Core/Host.h"
#include "Core/Movie.h"
#include "VideoCommon/AVIDump.h"
#include "VideoCommon/AbstractFramebuffer.h"
#include "VideoCommon/AbstractStagingTexture.h"
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#include "VideoCommon/AbstractTexture.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/CPMemory.h"
#include "VideoCommon/CommandProcessor.h"
#include "VideoCommon/Debugger.h"
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#include "VideoCommon/FPSCounter.h"
#include "VideoCommon/FramebufferManagerBase.h"
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/PostProcessing.h"
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#include "VideoCommon/ShaderCache.h"
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/TextureDecoder.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"
// TODO: Move these out of here.
int frameCount;
std::unique_ptr<Renderer> g_renderer;
static float AspectToWidescreen(float aspect)
{
return aspect * ((16.0f / 9.0f) / (4.0f / 3.0f));
}
Renderer::Renderer(int backbuffer_width, int backbuffer_height, float backbuffer_scale,
AbstractTextureFormat backbuffer_format)
: m_backbuffer_width(backbuffer_width), m_backbuffer_height(backbuffer_height),
m_backbuffer_scale(backbuffer_scale), m_backbuffer_format(backbuffer_format)
{
UpdateActiveConfig();
UpdateDrawRectangle();
CalculateTargetSize();
m_aspect_wide = SConfig::GetInstance().bWii && Config::Get(Config::SYSCONF_WIDESCREEN);
m_last_host_config_bits = ShaderHostConfig::GetCurrent().bits;
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m_last_efb_multisamples = g_ActiveConfig.iMultisamples;
}
Renderer::~Renderer() = default;
bool Renderer::Initialize()
{
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return InitializeImGui();
}
void Renderer::Shutdown()
{
// First stop any framedumping, which might need to dump the last xfb frame. This process
// can require additional graphics sub-systems so it needs to be done first
ShutdownFrameDumping();
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ShutdownImGui();
}
void Renderer::RenderToXFB(u32 xfbAddr, const EFBRectangle& sourceRc, u32 fbStride, u32 fbHeight,
float Gamma)
{
CheckFifoRecording();
if (!fbStride || !fbHeight)
return;
}
unsigned int Renderer::GetEFBScale() const
{
return m_efb_scale;
}
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int Renderer::EFBToScaledX(int x) const
{
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return x * static_cast<int>(m_efb_scale);
}
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int Renderer::EFBToScaledY(int y) const
{
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return y * static_cast<int>(m_efb_scale);
}
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float Renderer::EFBToScaledXf(float x) const
{
return x * ((float)GetTargetWidth() / (float)EFB_WIDTH);
}
float Renderer::EFBToScaledYf(float y) const
{
return y * ((float)GetTargetHeight() / (float)EFB_HEIGHT);
}
std::tuple<int, int> Renderer::CalculateTargetScale(int x, int y) const
{
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return std::make_tuple(x * static_cast<int>(m_efb_scale), y * static_cast<int>(m_efb_scale));
}
// return true if target size changed
bool Renderer::CalculateTargetSize()
{
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if (g_ActiveConfig.iEFBScale == EFB_SCALE_AUTO_INTEGRAL)
{
// Set a scale based on the window size
int width = EFB_WIDTH * m_target_rectangle.GetWidth() / m_last_xfb_width;
int height = EFB_HEIGHT * m_target_rectangle.GetHeight() / m_last_xfb_height;
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m_efb_scale = std::max((width - 1) / EFB_WIDTH + 1, (height - 1) / EFB_HEIGHT + 1);
}
else
{
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m_efb_scale = g_ActiveConfig.iEFBScale;
}
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const u32 max_size = g_ActiveConfig.backend_info.MaxTextureSize;
if (max_size < EFB_WIDTH * m_efb_scale)
m_efb_scale = max_size / EFB_WIDTH;
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int new_efb_width = 0;
int new_efb_height = 0;
std::tie(new_efb_width, new_efb_height) = CalculateTargetScale(EFB_WIDTH, EFB_HEIGHT);
if (new_efb_width != m_target_width || new_efb_height != m_target_height)
{
m_target_width = new_efb_width;
m_target_height = new_efb_height;
PixelShaderManager::SetEfbScaleChanged(EFBToScaledXf(1), EFBToScaledYf(1));
return true;
}
return false;
}
std::tuple<TargetRectangle, TargetRectangle>
Renderer::ConvertStereoRectangle(const TargetRectangle& rc) const
{
// Resize target to half its original size
TargetRectangle draw_rc = rc;
if (g_ActiveConfig.stereo_mode == StereoMode::TAB)
{
// The height may be negative due to flipped rectangles
int height = rc.bottom - rc.top;
draw_rc.top += height / 4;
draw_rc.bottom -= height / 4;
}
else
{
int width = rc.right - rc.left;
draw_rc.left += width / 4;
draw_rc.right -= width / 4;
}
// Create two target rectangle offset to the sides of the backbuffer
TargetRectangle left_rc = draw_rc;
TargetRectangle right_rc = draw_rc;
if (g_ActiveConfig.stereo_mode == StereoMode::TAB)
{
left_rc.top -= m_backbuffer_height / 4;
left_rc.bottom -= m_backbuffer_height / 4;
right_rc.top += m_backbuffer_height / 4;
right_rc.bottom += m_backbuffer_height / 4;
}
else
{
left_rc.left -= m_backbuffer_width / 4;
left_rc.right -= m_backbuffer_width / 4;
right_rc.left += m_backbuffer_width / 4;
right_rc.right += m_backbuffer_width / 4;
}
return std::make_tuple(left_rc, right_rc);
}
void Renderer::SaveScreenshot(const std::string& filename, bool wait_for_completion)
{
// We must not hold the lock while waiting for the screenshot to complete.
{
std::lock_guard<std::mutex> lk(m_screenshot_lock);
m_screenshot_name = filename;
m_screenshot_request.Set();
}
if (wait_for_completion)
{
// This is currently only used by Android, and it was using a wait time of 2 seconds.
m_screenshot_completed.WaitFor(std::chrono::seconds(2));
}
}
bool Renderer::CheckForHostConfigChanges()
{
ShaderHostConfig new_host_config = ShaderHostConfig::GetCurrent();
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if (new_host_config.bits == m_last_host_config_bits &&
m_last_efb_multisamples == g_ActiveConfig.iMultisamples)
{
return false;
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}
m_last_host_config_bits = new_host_config.bits;
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m_last_efb_multisamples = g_ActiveConfig.iMultisamples;
// Reload shaders.
OSD::AddMessage("Video config changed, reloading shaders.", OSD::Duration::NORMAL);
SetPipeline(nullptr);
g_vertex_manager->InvalidatePipelineObject();
g_shader_cache->SetHostConfig(new_host_config, g_ActiveConfig.iMultisamples);
return true;
}
// Create On-Screen-Messages
void Renderer::DrawDebugText()
{
const auto& config = SConfig::GetInstance();
if (g_ActiveConfig.bShowFPS)
{
// Position in the top-right corner of the screen.
ImGui::SetNextWindowPos(ImVec2(ImGui::GetIO().DisplaySize.x - (10.0f * m_backbuffer_scale),
10.0f * m_backbuffer_scale),
ImGuiCond_Always, ImVec2(1.0f, 0.0f));
ImGui::SetNextWindowSize(ImVec2(100.0f * m_backbuffer_scale, 30.0f * m_backbuffer_scale));
if (ImGui::Begin("FPS", nullptr,
ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoInputs |
ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings |
ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoNav |
ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoFocusOnAppearing))
{
ImGui::TextColored(ImVec4(0.0f, 1.0f, 1.0f, 1.0f), "FPS: %.2f", m_fps_counter.GetFPS());
}
ImGui::End();
}
const bool show_movie_window =
config.m_ShowFrameCount | config.m_ShowLag | config.m_ShowInputDisplay | config.m_ShowRTC;
if (show_movie_window)
{
// Position under the FPS display.
ImGui::SetNextWindowPos(ImVec2(ImGui::GetIO().DisplaySize.x - (10.0f * m_backbuffer_scale),
50.0f * m_backbuffer_scale),
ImGuiCond_FirstUseEver, ImVec2(1.0f, 0.0f));
ImGui::SetNextWindowSizeConstraints(
ImVec2(150.0f * m_backbuffer_scale, 20.0f * m_backbuffer_scale),
ImGui::GetIO().DisplaySize);
if (ImGui::Begin("Movie", nullptr, ImGuiWindowFlags_NoFocusOnAppearing))
{
if (config.m_ShowFrameCount)
{
ImGui::Text("Frame: %" PRIu64, Movie::GetCurrentFrame());
}
if (Movie::IsPlayingInput())
{
ImGui::Text("Input: %" PRIu64 " / %" PRIu64, Movie::GetCurrentInputCount(),
Movie::GetTotalInputCount());
}
if (SConfig::GetInstance().m_ShowLag)
ImGui::Text("Lag: %" PRIu64 "\n", Movie::GetCurrentLagCount());
if (SConfig::GetInstance().m_ShowInputDisplay)
ImGui::TextUnformatted(Movie::GetInputDisplay().c_str());
if (SConfig::GetInstance().m_ShowRTC)
ImGui::TextUnformatted(Movie::GetRTCDisplay().c_str());
}
ImGui::End();
}
if (g_ActiveConfig.bOverlayStats)
Statistics::Display();
if (g_ActiveConfig.bOverlayProjStats)
Statistics::DisplayProj();
}
float Renderer::CalculateDrawAspectRatio() const
{
if (g_ActiveConfig.aspect_mode == AspectMode::Stretch)
{
// If stretch is enabled, we prefer the aspect ratio of the window.
return (static_cast<float>(m_backbuffer_width) / static_cast<float>(m_backbuffer_height));
}
// The rendering window aspect ratio as a proportion of the 4:3 or 16:9 ratio
if (g_ActiveConfig.aspect_mode == AspectMode::AnalogWide ||
(g_ActiveConfig.aspect_mode != AspectMode::Analog && m_aspect_wide))
{
return AspectToWidescreen(VideoInterface::GetAspectRatio());
}
else
{
return VideoInterface::GetAspectRatio();
}
}
bool Renderer::IsHeadless() const
{
return true;
}
void Renderer::ChangeSurface(void* new_surface_handle)
{
std::lock_guard<std::mutex> lock(m_swap_mutex);
m_new_surface_handle = new_surface_handle;
m_surface_changed.Set();
}
void Renderer::ResizeSurface()
{
std::lock_guard<std::mutex> lock(m_swap_mutex);
m_surface_resized.Set();
}
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std::tuple<float, float> Renderer::ScaleToDisplayAspectRatio(const int width,
const int height) const
{
// Scale either the width or height depending the content aspect ratio.
// This way we preserve as much resolution as possible when scaling.
float scaled_width = static_cast<float>(width);
float scaled_height = static_cast<float>(height);
const float draw_aspect = CalculateDrawAspectRatio();
if (scaled_width / scaled_height >= draw_aspect)
scaled_height = scaled_width / draw_aspect;
else
scaled_width = scaled_height * draw_aspect;
return std::make_tuple(scaled_width, scaled_height);
}
void Renderer::UpdateDrawRectangle()
{
// The rendering window size
const float win_width = static_cast<float>(m_backbuffer_width);
const float win_height = static_cast<float>(m_backbuffer_height);
// Update aspect ratio hack values
// Won't take effect until next frame
// Don't know if there is a better place for this code so there isn't a 1 frame delay
if (g_ActiveConfig.bWidescreenHack)
{
float source_aspect = VideoInterface::GetAspectRatio();
if (m_aspect_wide)
source_aspect = AspectToWidescreen(source_aspect);
float target_aspect = 0.0f;
switch (g_ActiveConfig.aspect_mode)
{
case AspectMode::Stretch:
target_aspect = win_width / win_height;
break;
case AspectMode::Analog:
target_aspect = VideoInterface::GetAspectRatio();
break;
case AspectMode::AnalogWide:
target_aspect = AspectToWidescreen(VideoInterface::GetAspectRatio());
break;
case AspectMode::Auto:
default:
target_aspect = source_aspect;
break;
}
float adjust = source_aspect / target_aspect;
if (adjust > 1)
{
// Vert+
g_Config.fAspectRatioHackW = 1;
g_Config.fAspectRatioHackH = 1 / adjust;
}
else
{
// Hor+
g_Config.fAspectRatioHackW = adjust;
g_Config.fAspectRatioHackH = 1;
}
}
else
{
// Hack is disabled
g_Config.fAspectRatioHackW = 1;
g_Config.fAspectRatioHackH = 1;
}
float draw_width, draw_height, crop_width, crop_height;
// get the picture aspect ratio
draw_width = crop_width = CalculateDrawAspectRatio();
draw_height = crop_height = 1;
// crop the picture to a standard aspect ratio
if (g_ActiveConfig.bCrop && g_ActiveConfig.aspect_mode != AspectMode::Stretch)
{
float expected_aspect = (g_ActiveConfig.aspect_mode == AspectMode::AnalogWide ||
(g_ActiveConfig.aspect_mode != AspectMode::Analog && m_aspect_wide)) ?
(16.0f / 9.0f) :
(4.0f / 3.0f);
if (crop_width / crop_height >= expected_aspect)
{
// the picture is flatter than it should be
crop_width = crop_height * expected_aspect;
}
else
{
// the picture is skinnier than it should be
crop_height = crop_width / expected_aspect;
}
}
// scale the picture to fit the rendering window
if (win_width / win_height >= crop_width / crop_height)
{
// the window is flatter than the picture
draw_width *= win_height / crop_height;
crop_width *= win_height / crop_height;
draw_height *= win_height / crop_height;
crop_height = win_height;
}
else
{
// the window is skinnier than the picture
draw_width *= win_width / crop_width;
draw_height *= win_width / crop_width;
crop_height *= win_width / crop_width;
crop_width = win_width;
}
// ensure divisibility by 4 to make it compatible with all the video encoders
draw_width = std::ceil(draw_width) - static_cast<int>(std::ceil(draw_width)) % 4;
draw_height = std::ceil(draw_height) - static_cast<int>(std::ceil(draw_height)) % 4;
m_target_rectangle.left = static_cast<int>(std::round(win_width / 2.0 - draw_width / 2.0));
m_target_rectangle.top = static_cast<int>(std::round(win_height / 2.0 - draw_height / 2.0));
m_target_rectangle.right = m_target_rectangle.left + static_cast<int>(draw_width);
m_target_rectangle.bottom = m_target_rectangle.top + static_cast<int>(draw_height);
}
void Renderer::SetWindowSize(int width, int height)
{
std::tie(width, height) = CalculateOutputDimensions(width, height);
// Track the last values of width/height to avoid sending a window resize event every frame.
if (width != m_last_window_request_width || height != m_last_window_request_height)
{
m_last_window_request_width = width;
m_last_window_request_height = height;
Host_RequestRenderWindowSize(width, height);
}
}
std::tuple<int, int> Renderer::CalculateOutputDimensions(int width, int height)
{
width = std::max(width, 1);
height = std::max(height, 1);
float scaled_width, scaled_height;
std::tie(scaled_width, scaled_height) = ScaleToDisplayAspectRatio(width, height);
if (g_ActiveConfig.bCrop)
{
// Force 4:3 or 16:9 by cropping the image.
float current_aspect = scaled_width / scaled_height;
float expected_aspect = (g_ActiveConfig.aspect_mode == AspectMode::AnalogWide ||
(g_ActiveConfig.aspect_mode != AspectMode::Analog && m_aspect_wide)) ?
(16.0f / 9.0f) :
(4.0f / 3.0f);
if (current_aspect > expected_aspect)
{
// keep height, crop width
scaled_width = scaled_height * expected_aspect;
}
else
{
// keep width, crop height
scaled_height = scaled_width / expected_aspect;
}
}
width = static_cast<int>(std::ceil(scaled_width));
height = static_cast<int>(std::ceil(scaled_height));
// UpdateDrawRectangle() makes sure that the rendered image is divisible by four for video
// encoders, so do that here too to match it
width -= width % 4;
height -= height % 4;
return std::make_tuple(width, height);
}
void Renderer::CheckFifoRecording()
{
bool wasRecording = g_bRecordFifoData;
g_bRecordFifoData = FifoRecorder::GetInstance().IsRecording();
if (g_bRecordFifoData)
{
if (!wasRecording)
{
RecordVideoMemory();
}
FifoRecorder::GetInstance().EndFrame(CommandProcessor::fifo.CPBase,
CommandProcessor::fifo.CPEnd);
}
}
void Renderer::RecordVideoMemory()
{
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const u32* bpmem_ptr = reinterpret_cast<const u32*>(&bpmem);
u32 cpmem[256] = {};
// The FIFO recording format splits XF memory into xfmem and xfregs; follow
// that split here.
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const u32* xfmem_ptr = reinterpret_cast<const u32*>(&xfmem);
const u32* xfregs_ptr = reinterpret_cast<const u32*>(&xfmem) + FifoDataFile::XF_MEM_SIZE;
u32 xfregs_size = sizeof(XFMemory) / 4 - FifoDataFile::XF_MEM_SIZE;
FillCPMemoryArray(cpmem);
FifoRecorder::GetInstance().SetVideoMemory(bpmem_ptr, cpmem, xfmem_ptr, xfregs_ptr, xfregs_size,
texMem);
}
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static std::string GenerateImGuiVertexShader()
{
const APIType api_type = g_ActiveConfig.backend_info.api_type;
std::stringstream ss;
// Uniform buffer contains the viewport size, and we transform in the vertex shader.
if (api_type == APIType::D3D)
ss << "cbuffer PSBlock : register(b0) {\n";
else if (api_type == APIType::OpenGL)
ss << "UBO_BINDING(std140, 1) uniform PSBlock {\n";
else if (api_type == APIType::Vulkan)
ss << "UBO_BINDING(std140, 1) uniform PSBlock {\n";
ss << "float2 u_rcp_viewport_size_mul2;\n";
ss << "};\n";
if (api_type == APIType::D3D)
{
ss << "void main(in float2 rawpos : POSITION,\n"
<< " in float2 rawtex0 : TEXCOORD,\n"
<< " in float4 rawcolor0 : COLOR,\n"
<< " out float2 frag_uv : TEXCOORD,\n"
<< " out float4 frag_color : COLOR,\n"
<< " out float4 out_pos : SV_Position)\n";
}
else
{
ss << "ATTRIBUTE_LOCATION(" << SHADER_POSITION_ATTRIB << ") in float2 rawpos;\n"
<< "ATTRIBUTE_LOCATION(" << SHADER_TEXTURE0_ATTRIB << ") in float2 rawtex0;\n"
<< "ATTRIBUTE_LOCATION(" << SHADER_COLOR0_ATTRIB << ") in float4 rawcolor0;\n"
<< "VARYING_LOCATION(0) out float2 frag_uv;\n"
<< "VARYING_LOCATION(1) out float4 frag_color;\n"
<< "void main()\n";
}
ss << "{\n"
<< " frag_uv = rawtex0;\n"
<< " frag_color = rawcolor0;\n";
ss << " " << (api_type == APIType::D3D ? "out_pos" : "gl_Position")
<< "= float4(rawpos.x * u_rcp_viewport_size_mul2.x - 1.0, 1.0 - rawpos.y * "
"u_rcp_viewport_size_mul2.y, 0.0, 1.0);\n";
// Clip-space is flipped in Vulkan
if (api_type == APIType::Vulkan)
ss << " gl_Position.y = -gl_Position.y;\n";
ss << "}\n";
return ss.str();
}
static std::string GenerateImGuiPixelShader()
{
const APIType api_type = g_ActiveConfig.backend_info.api_type;
std::stringstream ss;
if (api_type == APIType::D3D)
{
ss << "Texture2DArray tex0 : register(t0);\n"
<< "SamplerState samp0 : register(s0);\n"
<< "void main(in float2 frag_uv : TEXCOORD,\n"
<< " in float4 frag_color : COLOR,\n"
<< " out float4 ocol0 : SV_Target)\n";
}
else
{
ss << "SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n"
<< "VARYING_LOCATION(0) in float2 frag_uv; \n"
<< "VARYING_LOCATION(1) in float4 frag_color;\n"
<< "FRAGMENT_OUTPUT_LOCATION(0) out float4 ocol0;\n"
<< "void main()\n";
}
ss << "{\n";
if (api_type == APIType::D3D)
ss << " ocol0 = tex0.Sample(samp0, float3(frag_uv, 0.0)) * frag_color;\n";
else
ss << " ocol0 = texture(samp0, float3(frag_uv, 0.0)) * frag_color;\n";
ss << "}\n";
return ss.str();
}
bool Renderer::InitializeImGui()
{
if (!ImGui::CreateContext())
{
PanicAlert("Creating ImGui context failed");
return false;
}
// Don't create an ini file. TODO: Do we want this in the future?
ImGui::GetIO().IniFilename = nullptr;
PortableVertexDeclaration vdecl = {};
vdecl.position = {VAR_FLOAT, 2, offsetof(ImDrawVert, pos), true, false};
vdecl.texcoords[0] = {VAR_FLOAT, 2, offsetof(ImDrawVert, uv), true, false};
vdecl.colors[0] = {VAR_UNSIGNED_BYTE, 4, offsetof(ImDrawVert, col), true, false};
vdecl.stride = sizeof(ImDrawVert);
m_imgui_vertex_format = g_vertex_manager->CreateNativeVertexFormat(vdecl);
if (!m_imgui_vertex_format)
{
PanicAlert("Failed to create imgui vertex format");
return false;
}
const std::string vertex_shader_source = GenerateImGuiVertexShader();
const std::string pixel_shader_source = GenerateImGuiPixelShader();
std::unique_ptr<AbstractShader> vertex_shader = CreateShaderFromSource(
ShaderStage::Vertex, vertex_shader_source.c_str(), vertex_shader_source.size());
std::unique_ptr<AbstractShader> pixel_shader = CreateShaderFromSource(
ShaderStage::Pixel, pixel_shader_source.c_str(), pixel_shader_source.size());
if (!vertex_shader || !pixel_shader)
{
PanicAlert("Failed to compile imgui shaders");
return false;
}
AbstractPipelineConfig pconfig = {};
pconfig.vertex_format = m_imgui_vertex_format.get();
pconfig.vertex_shader = vertex_shader.get();
pconfig.pixel_shader = pixel_shader.get();
pconfig.rasterization_state.hex = RenderState::GetNoCullRasterizationState().hex;
pconfig.rasterization_state.primitive = PrimitiveType::Triangles;
pconfig.depth_state.hex = RenderState::GetNoDepthTestingDepthStencilState().hex;
pconfig.blending_state.hex = RenderState::GetNoBlendingBlendState().hex;
pconfig.blending_state.blendenable = true;
pconfig.blending_state.srcfactor = BlendMode::SRCALPHA;
pconfig.blending_state.dstfactor = BlendMode::INVSRCALPHA;
pconfig.blending_state.srcfactoralpha = BlendMode::ZERO;
pconfig.blending_state.dstfactoralpha = BlendMode::ONE;
pconfig.framebuffer_state.color_texture_format = m_backbuffer_format;
pconfig.framebuffer_state.depth_texture_format = AbstractTextureFormat::Undefined;
pconfig.framebuffer_state.samples = 1;
pconfig.framebuffer_state.per_sample_shading = false;
pconfig.usage = AbstractPipelineUsage::Utility;
m_imgui_pipeline = g_renderer->CreatePipeline(pconfig);
if (!m_imgui_pipeline)
{
PanicAlert("Failed to create imgui pipeline");
return false;
}
// Font texture(s).
{
ImGuiIO& io = ImGui::GetIO();
u8* font_tex_pixels;
int font_tex_width, font_tex_height;
io.Fonts->GetTexDataAsRGBA32(&font_tex_pixels, &font_tex_width, &font_tex_height);
TextureConfig font_tex_config(font_tex_width, font_tex_height, 1, 1, 1,
AbstractTextureFormat::RGBA8, false);
std::unique_ptr<AbstractTexture> font_tex = CreateTexture(font_tex_config);
if (!font_tex)
{
PanicAlert("Failed to create imgui texture");
return false;
}
font_tex->Load(0, font_tex_width, font_tex_height, font_tex_width, font_tex_pixels,
sizeof(u32) * font_tex_width * font_tex_height);
io.Fonts->TexID = font_tex.get();
m_imgui_textures.push_back(std::move(font_tex));
}
m_imgui_last_frame_time = Common::Timer::GetTimeUs();
BeginImGuiFrame();
return true;
}
void Renderer::ShutdownImGui()
{
ImGui::EndFrame();
ImGui::DestroyContext();
m_imgui_pipeline.reset();
m_imgui_vertex_format.reset();
m_imgui_textures.clear();
}
void Renderer::BeginImGuiFrame()
{
const u64 current_time_us = Common::Timer::GetTimeUs();
const u64 time_diff_us = current_time_us - m_imgui_last_frame_time;
const float time_diff_secs = static_cast<float>(time_diff_us / 1000000.0);
m_imgui_last_frame_time = current_time_us;
// Update I/O with window dimensions.
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize =
ImVec2(static_cast<float>(m_backbuffer_width), static_cast<float>(m_backbuffer_height));
io.DeltaTime = time_diff_secs;
ImGui::NewFrame();
}
void Renderer::DrawImGui()
{
ImDrawData* draw_data = ImGui::GetDrawData();
if (!draw_data)
return;
// Uniform buffer for draws.
struct ImGuiUbo
{
float u_rcp_viewport_size_mul2[2];
float padding[2];
};
ImGuiUbo ubo = {{1.0f / m_backbuffer_width * 2.0f, 1.0f / m_backbuffer_height * 2.0f}};
// Set up common state for drawing.
g_vertex_manager->UploadUtilityUniforms(&ubo, sizeof(ubo));
SetSamplerState(0, RenderState::GetPointSamplerState());
for (int i = 0; i < draw_data->CmdListsCount; i++)
{
const ImDrawList* cmdlist = draw_data->CmdLists[i];
if (cmdlist->VtxBuffer.empty() || cmdlist->IdxBuffer.empty())
return;
u32 base_vertex, base_index;
g_vertex_manager->UploadUtilityVertices(cmdlist->VtxBuffer.Data, sizeof(ImDrawVert),
cmdlist->VtxBuffer.Size, cmdlist->IdxBuffer.Data,
cmdlist->IdxBuffer.Size, &base_vertex, &base_index);
for (const ImDrawCmd& cmd : cmdlist->CmdBuffer)
{
if (cmd.UserCallback)
{
cmd.UserCallback(cmdlist, &cmd);
continue;
}
SetPipeline(m_imgui_pipeline.get());
SetScissorRect(MathUtil::Rectangle<int>(
static_cast<int>(cmd.ClipRect.x), static_cast<int>(cmd.ClipRect.y),
static_cast<int>(cmd.ClipRect.z), static_cast<int>(cmd.ClipRect.w)));
SetTexture(0, reinterpret_cast<const AbstractTexture*>(cmd.TextureId));
DrawIndexed(base_index, cmd.ElemCount, base_vertex);
base_index += cmd.ElemCount;
}
}
}
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std::unique_lock<std::mutex> Renderer::GetImGuiLock()
{
return std::unique_lock<std::mutex>(m_imgui_mutex);
}
void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const EFBRectangle& rc,
u64 ticks)
{
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// Hold the imgui lock while we're presenting.
// It's only to prevent races on inputs anyway, at this point.
std::unique_lock<std::mutex> imgui_lock(m_imgui_mutex);
const AspectMode suggested = g_ActiveConfig.suggested_aspect_mode;
if (suggested == AspectMode::Analog || suggested == AspectMode::AnalogWide)
{
m_aspect_wide = suggested == AspectMode::AnalogWide;
}
else if (SConfig::GetInstance().bWii)
{
m_aspect_wide = Config::Get(Config::SYSCONF_WIDESCREEN);
}
else
{
// Heuristic to detect if a GameCube game is in 16:9 anamorphic widescreen mode.
size_t flush_count_4_3, flush_count_anamorphic;
std::tie(flush_count_4_3, flush_count_anamorphic) =
g_vertex_manager->ResetFlushAspectRatioCount();
size_t flush_total = flush_count_4_3 + flush_count_anamorphic;
// Modify the threshold based on which aspect ratio we're already using: if
// the game's in 4:3, it probably won't switch to anamorphic, and vice-versa.
if (m_aspect_wide)
m_aspect_wide = !(flush_count_4_3 > 0.75 * flush_total);
else
m_aspect_wide = flush_count_anamorphic > 0.75 * flush_total;
}
// Ensure the last frame was written to the dump.
// This is required even if frame dumping has stopped, since the frame dump is one frame
// behind the renderer.
FlushFrameDump();
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if (xfbAddr && fbWidth && fbStride && fbHeight)
{
constexpr int force_safe_texture_cache_hash = 0;
// Get the current XFB from texture cache
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auto* xfb_entry = g_texture_cache->GetXFBTexture(
xfbAddr, fbStride, fbHeight, TextureFormat::XFB, force_safe_texture_cache_hash);
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if (xfb_entry && xfb_entry->id != m_last_xfb_id)
{
const TextureConfig& texture_config = xfb_entry->texture->GetConfig();
m_last_xfb_texture = xfb_entry->texture.get();
m_last_xfb_id = xfb_entry->id;
m_last_xfb_ticks = ticks;
auto xfb_rect = texture_config.GetRect();
// It's possible that the returned XFB texture is native resolution
// even when we're rendering at higher than native resolution
// if the XFB was was loaded entirely from console memory.
// If so, adjust the rectangle by native resolution instead of scaled resolution.
const u32 native_stride_width_difference = fbStride - fbWidth;
if (texture_config.width == xfb_entry->native_width)
xfb_rect.right -= native_stride_width_difference;
else
xfb_rect.right -= EFBToScaledX(native_stride_width_difference);
m_last_xfb_region = xfb_rect;
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// Since we use the common pipelines here and draw vertices if a batch is currently being
// built by the vertex loader, we end up trampling over its pointer, as we share the buffer
// with the loader, and it has not been unmapped yet. Force a pipeline flush to avoid this.
g_vertex_manager->Flush();
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// Draw any imgui overlays we have. Note that "draw" here means "create commands", the actual
// draw calls don't get issued until DrawImGui is called, which happens in SwapImpl.
DrawDebugText();
OSD::DrawMessages();
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ImGui::Render();
// TODO: merge more generic parts into VideoCommon
{
std::lock_guard<std::mutex> guard(m_swap_mutex);
g_renderer->SwapImpl(xfb_entry->texture.get(), xfb_rect, ticks);
}
// Update the window size based on the frame that was just rendered.
// Due to depending on guest state, we need to call this every frame.
SetWindowSize(texture_config.width, texture_config.height);
m_fps_counter.Update();
DolphinAnalytics::PerformanceSample perf_sample;
perf_sample.speed_ratio = SystemTimers::GetEstimatedEmulationPerformance();
perf_sample.num_prims = stats.thisFrame.numPrims + stats.thisFrame.numDLPrims;
perf_sample.num_draw_calls = stats.thisFrame.numDrawCalls;
DolphinAnalytics::Instance()->ReportPerformanceInfo(std::move(perf_sample));
if (IsFrameDumping())
DumpCurrentFrame();
frameCount++;
GFX_DEBUGGER_PAUSE_AT(NEXT_FRAME, true);
// Begin new frame
// Set default viewport and scissor, for the clear to work correctly
// New frame
stats.ResetFrame();
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g_shader_cache->RetrieveAsyncShaders();
// We invalidate the pipeline object at the start of the frame.
// This is for the rare case where only a single pipeline configuration is used,
// and hybrid ubershaders have compiled the specialized shader, but without any
// state changes the specialized shader will not take over.
g_vertex_manager->InvalidatePipelineObject();
// Flush any outstanding EFB copies to RAM, in case the game is running at an uncapped frame
// rate and not waiting for vblank. Otherwise, we'd end up with a huge list of pending copies.
g_texture_cache->FlushEFBCopies();
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BeginImGuiFrame();
Core::Callback_VideoCopiedToXFB(true);
}
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else
{
Flush();
}
// Update our last xfb values
m_last_xfb_width = (fbStride < 1 || fbStride > MAX_XFB_WIDTH) ? MAX_XFB_WIDTH : fbStride;
m_last_xfb_height = (fbHeight < 1 || fbHeight > MAX_XFB_HEIGHT) ? MAX_XFB_HEIGHT : fbHeight;
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}
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else
{
Flush();
}
}
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bool Renderer::IsFrameDumping()
{
if (m_screenshot_request.IsSet())
return true;
if (SConfig::GetInstance().m_DumpFrames)
return true;
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return false;
}
void Renderer::DumpCurrentFrame()
{
// Scale/render to frame dump texture.
RenderFrameDump();
// Queue a readback for the next frame.
QueueFrameDumpReadback();
}
void Renderer::RenderFrameDump()
{
int target_width, target_height;
if (!g_ActiveConfig.bInternalResolutionFrameDumps && !IsHeadless())
{
auto target_rect = GetTargetRectangle();
target_width = target_rect.GetWidth();
target_height = target_rect.GetHeight();
}
else
{
std::tie(target_width, target_height) = CalculateOutputDimensions(
m_last_xfb_texture->GetConfig().width, m_last_xfb_texture->GetConfig().height);
}
// Ensure framebuffer exists (we lazily allocate it in case frame dumping isn't used).
// Or, resize texture if it isn't large enough to accommodate the current frame.
if (!m_frame_dump_render_texture ||
m_frame_dump_render_texture->GetConfig().width != static_cast<u32>(target_width) ||
m_frame_dump_render_texture->GetConfig().height != static_cast<u32>(target_height))
{
// Recreate texture objects. Release before creating so we don't temporarily use twice the RAM.
TextureConfig config(target_width, target_height, 1, 1, 1, AbstractTextureFormat::RGBA8, true);
m_frame_dump_render_texture.reset();
m_frame_dump_render_texture = CreateTexture(config);
ASSERT(m_frame_dump_render_texture);
}
// Scaling is likely to occur here, but if possible, do a bit-for-bit copy.
if (m_last_xfb_region.GetWidth() != target_width ||
m_last_xfb_region.GetHeight() != target_height)
{
m_frame_dump_render_texture->ScaleRectangleFromTexture(
m_last_xfb_texture, m_last_xfb_region, EFBRectangle{0, 0, target_width, target_height});
}
else
{
m_frame_dump_render_texture->CopyRectangleFromTexture(
m_last_xfb_texture, m_last_xfb_region, 0, 0,
EFBRectangle{0, 0, target_width, target_height}, 0, 0);
}
}
void Renderer::QueueFrameDumpReadback()
{
// Index 0 was just sent to AVI dump. Swap with the second texture.
if (m_frame_dump_readback_textures[0])
std::swap(m_frame_dump_readback_textures[0], m_frame_dump_readback_textures[1]);
std::unique_ptr<AbstractStagingTexture>& rbtex = m_frame_dump_readback_textures[0];
if (!rbtex || rbtex->GetConfig() != m_frame_dump_render_texture->GetConfig())
{
rbtex = CreateStagingTexture(StagingTextureType::Readback,
m_frame_dump_render_texture->GetConfig());
}
m_last_frame_state = AVIDump::FetchState(m_last_xfb_ticks);
m_last_frame_exported = true;
rbtex->CopyFromTexture(m_frame_dump_render_texture.get(), 0, 0);
}
void Renderer::FlushFrameDump()
{
if (!m_last_frame_exported)
return;
// Ensure the previously-queued frame was encoded.
FinishFrameData();
// Queue encoding of the last frame dumped.
std::unique_ptr<AbstractStagingTexture>& rbtex = m_frame_dump_readback_textures[0];
rbtex->Flush();
if (rbtex->Map())
{
DumpFrameData(reinterpret_cast<u8*>(rbtex->GetMappedPointer()), rbtex->GetConfig().width,
rbtex->GetConfig().height, static_cast<int>(rbtex->GetMappedStride()),
m_last_frame_state);
rbtex->Unmap();
}
m_last_frame_exported = false;
// Shutdown frame dumping if it is no longer active.
if (!IsFrameDumping())
ShutdownFrameDumping();
}
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void Renderer::ShutdownFrameDumping()
{
// Ensure the last queued readback has been sent to the encoder.
FlushFrameDump();
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if (!m_frame_dump_thread_running.IsSet())
return;
// Ensure previous frame has been encoded.
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FinishFrameData();
// Wake thread up, and wait for it to exit.
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m_frame_dump_thread_running.Clear();
m_frame_dump_start.Set();
if (m_frame_dump_thread.joinable())
m_frame_dump_thread.join();
m_frame_dump_render_texture.reset();
for (auto& tex : m_frame_dump_readback_textures)
tex.reset();
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}
void Renderer::DumpFrameData(const u8* data, int w, int h, int stride, const AVIDump::Frame& state)
{
m_frame_dump_config = FrameDumpConfig{data, w, h, stride, state};
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if (!m_frame_dump_thread_running.IsSet())
{
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if (m_frame_dump_thread.joinable())
m_frame_dump_thread.join();
m_frame_dump_thread_running.Set();
m_frame_dump_thread = std::thread(&Renderer::RunFrameDumps, this);
}
// Wake worker thread up.
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m_frame_dump_start.Set();
m_frame_dump_frame_running = true;
}
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void Renderer::FinishFrameData()
{
if (!m_frame_dump_frame_running)
return;
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m_frame_dump_done.Wait();
m_frame_dump_frame_running = false;
}
void Renderer::RunFrameDumps()
{
Common::SetCurrentThreadName("FrameDumping");
bool dump_to_avi = !g_ActiveConfig.bDumpFramesAsImages;
bool frame_dump_started = false;
// If Dolphin was compiled without libav, we only support dumping to images.
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#if !defined(HAVE_FFMPEG)
if (dump_to_avi)
{
WARN_LOG(VIDEO, "AVI frame dump requested, but Dolphin was compiled without libav. "
"Frame dump will be saved as images instead.");
dump_to_avi = false;
}
#endif
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while (true)
{
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m_frame_dump_start.Wait();
if (!m_frame_dump_thread_running.IsSet())
break;
auto config = m_frame_dump_config;
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// Save screenshot
if (m_screenshot_request.TestAndClear())
{
std::lock_guard<std::mutex> lk(m_screenshot_lock);
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if (TextureToPng(config.data, config.stride, m_screenshot_name, config.width, config.height,
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false))
OSD::AddMessage("Screenshot saved to " + m_screenshot_name);
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// Reset settings
m_screenshot_name.clear();
m_screenshot_completed.Set();
}
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if (SConfig::GetInstance().m_DumpFrames)
{
if (!frame_dump_started)
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{
if (dump_to_avi)
frame_dump_started = StartFrameDumpToAVI(config);
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else
frame_dump_started = StartFrameDumpToImage(config);
// Stop frame dumping if we fail to start.
if (!frame_dump_started)
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SConfig::GetInstance().m_DumpFrames = false;
}
// If we failed to start frame dumping, don't write a frame.
if (frame_dump_started)
{
if (dump_to_avi)
DumpFrameToAVI(config);
else
DumpFrameToImage(config);
}
}
m_frame_dump_done.Set();
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}
if (frame_dump_started)
{
// No additional cleanup is needed when dumping to images.
if (dump_to_avi)
StopFrameDumpToAVI();
}
}
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#if defined(HAVE_FFMPEG)
bool Renderer::StartFrameDumpToAVI(const FrameDumpConfig& config)
{
return AVIDump::Start(config.width, config.height);
}
void Renderer::DumpFrameToAVI(const FrameDumpConfig& config)
{
AVIDump::AddFrame(config.data, config.width, config.height, config.stride, config.state);
}
void Renderer::StopFrameDumpToAVI()
{
AVIDump::Stop();
}
#else
bool Renderer::StartFrameDumpToAVI(const FrameDumpConfig& config)
{
return false;
}
void Renderer::DumpFrameToAVI(const FrameDumpConfig& config)
{
}
void Renderer::StopFrameDumpToAVI()
{
}
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#endif // defined(HAVE_FFMPEG)
std::string Renderer::GetFrameDumpNextImageFileName() const
{
return StringFromFormat("%sframedump_%u.png", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(),
m_frame_dump_image_counter);
}
bool Renderer::StartFrameDumpToImage(const FrameDumpConfig& config)
{
m_frame_dump_image_counter = 1;
if (!SConfig::GetInstance().m_DumpFramesSilent)
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{
// Only check for the presence of the first image to confirm overwriting.
// A previous run will always have at least one image, and it's safe to assume that if the user
// has allowed the first image to be overwritten, this will apply any remaining images as well.
std::string filename = GetFrameDumpNextImageFileName();
if (File::Exists(filename))
{
if (!AskYesNoT("Frame dump image(s) '%s' already exists. Overwrite?", filename.c_str()))
return false;
}
}
return true;
}
void Renderer::DumpFrameToImage(const FrameDumpConfig& config)
{
std::string filename = GetFrameDumpNextImageFileName();
TextureToPng(config.data, config.stride, filename, config.width, config.height, false);
m_frame_dump_image_counter++;
}
bool Renderer::UseVertexDepthRange() const
{
// We can't compute the depth range in the vertex shader if we don't support depth clamp.
if (!g_ActiveConfig.backend_info.bSupportsDepthClamp)
return false;
// We need a full depth range if a ztexture is used.
if (bpmem.ztex2.type != ZTEXTURE_DISABLE && !bpmem.zcontrol.early_ztest)
return true;
// If an inverted depth range is unsupported, we also need to check if the range is inverted.
if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange && xfmem.viewport.zRange < 0.0f)
return true;
// If an oversized depth range or a ztexture is used, we need to calculate the depth range
// in the vertex shader.
return fabs(xfmem.viewport.zRange) > 16777215.0f || fabs(xfmem.viewport.farZ) > 16777215.0f;
}
std::unique_ptr<VideoCommon::AsyncShaderCompiler> Renderer::CreateAsyncShaderCompiler()
{
return std::make_unique<VideoCommon::AsyncShaderCompiler>();
}