dolphin/Source/Core/VideoCommon/Present.h

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// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include "Common/Flag.h"
#include "Common/MathUtil.h"
#include "VideoCommon/OnScreenUIKeyMap.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/TextureConfig.h"
#include "VideoCommon/VideoCommon.h"
#include <array>
#include <memory>
#include <mutex>
#include <span>
#include <tuple>
class AbstractTexture;
struct SurfaceInfo;
enum class DolphinKey;
namespace VideoCommon
{
class OnScreenUI;
class PostProcessing;
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// Presenter is a class that deals with putting the final XFB on the screen.
// It also handles the ImGui UI and post-processing.
class Presenter
{
public:
using ClearColor = std::array<float, 4>;
Presenter();
virtual ~Presenter();
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void ViSwap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks);
void ImmediateSwap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks);
void Present();
void ClearLastXfbId() { m_last_xfb_id = std::numeric_limits<u64>::max(); }
bool Initialize();
void ConfigChanged(u32 changed_bits);
// Window resolution (display resolution if fullscreen)
int GetBackbufferWidth() const { return m_backbuffer_width; }
int GetBackbufferHeight() const { return m_backbuffer_height; }
float GetBackbufferScale() const { return m_backbuffer_scale; }
u32 AutoIntegralScale() const;
AbstractTextureFormat GetBackbufferFormat() const { return m_backbuffer_format; }
void SetSuggestedWindowSize(int width, int height);
void SetBackbuffer(int backbuffer_width, int backbuffer_height);
void SetBackbuffer(SurfaceInfo info);
void OnBackbufferSet(bool size_changed, bool is_first_set);
void UpdateDrawRectangle();
// Returns the target aspect ratio the XFB output should be drawn with.
float CalculateDrawAspectRatio(bool allow_stretch = true) const;
// Crops the target rectangle to the framebuffer dimensions, reducing the size of the source
// rectangle if it is greater. Works even if the source and target rectangles don't have a
// 1:1 pixel mapping, scaling as appropriate.
void AdjustRectanglesToFitBounds(MathUtil::Rectangle<int>* target_rect,
MathUtil::Rectangle<int>* source_rect, int fb_width,
int fb_height);
void ReleaseXFBContentLock();
// Draws the specified XFB buffer to the screen, performing any post-processing.
// Assumes that the backbuffer has already been bound and cleared.
virtual void RenderXFBToScreen(const MathUtil::Rectangle<int>& target_rc,
const AbstractTexture* source_texture,
const MathUtil::Rectangle<int>& source_rc);
VideoCommon::PostProcessing* GetPostProcessor() const { return m_post_processor.get(); }
// Final surface changing
// This is called when the surface is resized (WX) or the window changes (Android).
void ChangeSurface(void* new_surface_handle);
void ResizeSurface();
bool SurfaceResizedTestAndClear() { return m_surface_resized.TestAndClear(); }
bool SurfaceChangedTestAndClear() { return m_surface_changed.TestAndClear(); }
void* GetNewSurfaceHandle();
void SetKeyMap(const DolphinKeyMap& key_map);
void SetKey(u32 key, bool is_down, const char* chars);
void SetMousePos(float x, float y);
void SetMousePress(u32 button_mask);
int FrameCount() const { return m_frame_count; }
void DoState(PointerWrap& p);
const MathUtil::Rectangle<int>& GetTargetRectangle() const { return m_target_rectangle; }
private:
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// Fetches the XFB texture from the texture cache.
// Returns true the contents have changed since last time
bool FetchXFB(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks);
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void ProcessFrameDumping(u64 ticks) const;
void OnBackBufferSizeChanged();
std::tuple<int, int> CalculateOutputDimensions(int width, int height,
bool allow_stretch = true) const;
std::tuple<float, float> ApplyStandardAspectCrop(float width, float height,
bool allow_stretch = true) const;
std::tuple<float, float> ScaleToDisplayAspectRatio(int width, int height,
bool allow_stretch = true) const;
// Use this to convert a single target rectangle to two stereo rectangles
std::tuple<MathUtil::Rectangle<int>, MathUtil::Rectangle<int>>
ConvertStereoRectangle(const MathUtil::Rectangle<int>& rc) const;
std::mutex m_swap_mutex;
// Backbuffer (window) size and render area
int m_backbuffer_width = 0;
int m_backbuffer_height = 0;
float m_backbuffer_scale = 1.0f;
AbstractTextureFormat m_backbuffer_format = AbstractTextureFormat::Undefined;
void* m_new_surface_handle = nullptr;
Common::Flag m_surface_changed;
Common::Flag m_surface_resized;
// The presentation rectangle.
// Width and height correspond to the final output resolution.
// Offsets imply black borders (if the window aspect ratio doesn't match the game's one).
MathUtil::Rectangle<int> m_target_rectangle = {};
u32 m_auto_resolution_scale = 1;
RcTcacheEntry m_xfb_entry;
MathUtil::Rectangle<int> m_xfb_rect;
// Tracking of XFB textures so we don't render duplicate frames.
u64 m_last_xfb_id = std::numeric_limits<u64>::max();
// These will be set on the first call to SetSuggestedWindowSize.
int m_last_window_request_width = 0;
int m_last_window_request_height = 0;
std::unique_ptr<VideoCommon::PostProcessing> m_post_processor;
std::unique_ptr<VideoCommon::OnScreenUI> m_onscreen_ui;
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u64 m_frame_count = 0;
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u64 m_present_count = 0;
// XFB tracking
u64 m_last_xfb_ticks = 0;
u32 m_last_xfb_addr = 0;
u32 m_last_xfb_width = MAX_XFB_WIDTH;
u32 m_last_xfb_stride = 0;
u32 m_last_xfb_height = MAX_XFB_HEIGHT;
Common::EventHook m_config_changed;
};
} // namespace VideoCommon
extern std::unique_ptr<VideoCommon::Presenter> g_presenter;