dolphin/Source/Core/VideoCommon/RenderBase.h

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// Copyright 2010 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <memory>
#include <tuple>
#include "Common/CommonTypes.h"
#include "Common/MathUtil.h"
#include "VideoCommon/RenderState.h"
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#include "VideoCommon/VideoEvents.h"
class PointerWrap;
enum class EFBAccessType;
enum class EFBReinterpretType;
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struct EfbPokeData
{
u16 x, y;
u32 data;
};
// Renderer really isn't a very good name for this class - it's more like "Misc".
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// It used to be a massive mess, but almost everything has been refactored out.
//
// Most of the remaining functionality is related to EFB and Internal Resolution scaling
//
// It also handles the Widescreen heuristic, frame counting and tracking xfb across save states.
class Renderer
{
public:
Renderer();
virtual ~Renderer();
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// Ideal internal resolution - multiple of the native EFB resolution
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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
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int EFBToScaledX(int x) const;
int EFBToScaledY(int y) const;
// Floating point versions of the above - only use them if really necessary
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float EFBToScaledXf(float x) const;
float EFBToScaledYf(float y) const;
virtual void ReinterpretPixelData(EFBReinterpretType convtype);
virtual u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data);
virtual void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points);
// Track swaps for save-states
void TrackSwaps(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks);
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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);
bool CalculateTargetSize();
int FrameCount() const { return m_frame_count; }
int FrameCountIncrement() { return m_frame_count++; }
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void OnConfigChanged(u32 bits);
protected:
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void UpdateWidescreen();
void UpdateWidescreenHeuristic();
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std::tuple<int, int> CalculateTargetScale(int x, int y) const;
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;
private:
PixelFormat m_prev_efb_format;
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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;
int m_frame_count = 0;
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EventHook m_update_widescreen_handle;
EventHook m_config_changed_handle;
};
extern std::unique_ptr<Renderer> g_renderer;