dolphin/Source/Core/VideoCommon/Src/RenderBase.h

167 lines
5.6 KiB
C
Raw Normal View History

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
// ---------------------------------------------------------------------------------------------
// 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.
// ---------------------------------------------------------------------------------------------
#ifndef _COMMON_RENDERBASE_H_
#define _COMMON_RENDERBASE_H_
#include "VideoCommon.h"
#include "Thread.h"
#include "MathUtil.h"
#include "pluginspecs_video.h"
#include "NativeVertexFormat.h"
#include "FramebufferManagerBase.h"
#include "BPMemory.h"
#include <string>
// TODO: Move these out of here.
extern int frameCount;
extern int OSDChoice, OSDTime, OSDInternalW, OSDInternalH;
extern bool s_bLastFrameDumped;
extern SVideoInitialize g_VideoInitialize;
extern PLUGIN_GLOBALS* globals;
// Renderer really isn't a very good name for this class - it's more like "Misc".
// The long term goal is to get rid of this class and replace it with others that make
// more sense.
class Renderer
{
public:
Renderer();
virtual ~Renderer();
virtual void SetColorMask() = 0;
virtual void SetBlendMode(bool forceUpdate) = 0;
virtual bool SetScissorRect() = 0;
virtual void SetGenerationMode() = 0;
virtual void SetDepthMode() = 0;
virtual void SetLogicOpMode() = 0;
virtual void SetDitherMode() = 0;
virtual void SetLineWidth() = 0;
virtual void SetSamplerState(int stage,int texindex) = 0;
virtual void SetInterlacingMode() = 0;
// Return the rendering target width and height
static int GetTargetWidth() { return s_target_width; }
static int GetTargetHeight() { return s_target_height; }
static int GetFullTargetWidth() { return s_Fulltarget_width; }
static int GetFullTargetHeight() { return s_Fulltarget_height; }
// Multiply any 2D EFB coordinates by these when rendering.
static float GetTargetScaleX() { return EFBxScale; }
static float GetTargetScaleY() { return EFByScale; }
static float GetXFBScaleX() { return xScale; }
static float GetXFBScaleY() { return yScale; }
static int GetBackbufferWidth() { return s_backbuffer_width; }
static int GetBackbufferHeight() { return s_backbuffer_height; }
virtual TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc) = 0;
// Random utilities
static void SetScreenshot(const char *filename);
static void DrawDebugText();
virtual void RenderText(const char* pstr, int left, int top, u32 color) = 0;
virtual void ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z) = 0;
static void RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
virtual u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) = 0;
// What's the real difference between these? Too similar names.
virtual void ResetAPIState() = 0;
virtual void RestoreAPIState() = 0;
// Finish up the current frame, print some stats
virtual void Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight, const EFBRectangle& rc) = 0;
virtual void UpdateViewport() = 0;
virtual bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc) = 0;
protected:
static Common::CriticalSection s_criticalScreenshot;
static std::string s_sScreenshotName;
static bool CalculateTargetSize(float multiplier = 1);
static void CalculateXYScale(const TargetRectangle& dst_rect);
static volatile bool s_bScreenshot;
// The framebuffer size
static int s_target_width;
static int s_target_height;
// The custom resolution
static int s_Fulltarget_width;
static int s_Fulltarget_height;
// TODO: Add functionality to reinit all the render targets when the window is resized.
static int s_backbuffer_width;
static int s_backbuffer_height;
// Internal resolution scale (related to xScale/yScale for "Auto" scaling)
static float EFBxScale;
static float EFByScale;
// ratio of backbuffer size and render area size
static float xScale;
static float yScale;
static unsigned int s_XFB_width;
static unsigned int s_XFB_height;
// can probably eliminate this static var
static int s_LastEFBScale;
static bool s_skipSwap;
static bool XFBWrited;
};
extern Renderer *g_renderer;
void UpdateViewport();
template <typename R>
void GetScissorRect(MathUtil::Rectangle<R> &rect)
{
const int xoff = bpmem.scissorOffset.x * 2 - 342;
const int yoff = bpmem.scissorOffset.y * 2 - 342;
rect.left = (R)((float)bpmem.scissorTL.x - xoff - 342);
rect.top = (R)((float)bpmem.scissorTL.y - yoff - 342);
rect.right = (R)((float)bpmem.scissorBR.x - xoff - 341);
rect.bottom = (R)((float)bpmem.scissorBR.y - yoff - 341);
}
#endif // _COMMON_RENDERBASE_H_