2015-05-24 04:55:12 +00:00
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// Copyright 2010 Dolphin Emulator Project
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2021-07-05 01:22:19 +00:00
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// SPDX-License-Identifier: GPL-2.0-or-later
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2010-11-18 02:21:26 +00:00
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// ---------------------------------------------------------------------------------------------
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// GC graphics pipeline
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// ---------------------------------------------------------------------------------------------
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2015-01-11 05:17:29 +00:00
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// 3d commands are issued through the fifo. The GPU draws to the 2MB EFB.
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2010-11-18 02:21:26 +00:00
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// The efb can be copied back into ram in two forms: as textures or as XFB.
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// The XFB is the region in RAM that the VI chip scans out to the television.
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// So, after all rendering to EFB is done, the image is copied into one of two XFBs in RAM.
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// Next frame, that one is scanned out and the other one gets the copy. = double buffering.
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// ---------------------------------------------------------------------------------------------
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2014-02-10 18:54:46 +00:00
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#pragma once
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2010-11-18 02:21:26 +00:00
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2018-01-21 10:22:45 +00:00
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#include <array>
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2015-12-21 02:49:49 +00:00
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#include <memory>
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2015-05-26 21:23:43 +00:00
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#include <mutex>
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2010-11-18 02:21:26 +00:00
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#include <string>
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2019-05-30 07:07:40 +00:00
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#include <string_view>
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2016-10-08 01:11:37 +00:00
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#include <thread>
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2017-01-23 18:33:26 +00:00
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#include <tuple>
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2016-01-17 21:54:31 +00:00
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#include <vector>
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2010-11-18 02:21:26 +00:00
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2016-01-17 21:54:31 +00:00
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#include "Common/CommonTypes.h"
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#include "Common/Flag.h"
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2014-02-17 10:18:15 +00:00
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#include "Common/MathUtil.h"
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2022-03-05 20:52:43 +00:00
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#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModManager.h"
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2017-04-29 15:00:45 +00:00
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#include "VideoCommon/RenderState.h"
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2014-02-17 10:18:15 +00:00
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2018-01-21 10:22:45 +00:00
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class AbstractFramebuffer;
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2017-09-08 09:42:56 +00:00
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class AbstractPipeline;
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class AbstractShader;
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2017-05-29 22:02:09 +00:00
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class AbstractTexture;
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2017-10-21 14:49:40 +00:00
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class AbstractStagingTexture;
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2021-06-09 11:42:21 +00:00
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class BoundingBox;
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2018-10-09 13:57:52 +00:00
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class NativeVertexFormat;
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2022-12-27 16:42:02 +00:00
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class PixelShaderManager;
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2019-06-29 09:27:53 +00:00
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class PointerWrap;
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2017-09-08 09:42:56 +00:00
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struct ComputePipelineConfig;
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struct AbstractPipelineConfig;
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2019-02-15 01:59:50 +00:00
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struct PortableVertexDeclaration;
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2023-01-27 04:03:15 +00:00
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struct TextureConfig;
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enum class AbstractTextureFormat : u32;
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2017-09-08 09:42:56 +00:00
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enum class ShaderStage;
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2017-01-23 16:20:20 +00:00
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enum class EFBAccessType;
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2019-02-15 01:59:50 +00:00
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enum class EFBReinterpretType;
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2017-10-21 14:49:40 +00:00
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enum class StagingTextureType;
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2014-07-29 16:52:34 +00:00
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2019-02-15 01:59:50 +00:00
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namespace VideoCommon
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{
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2023-01-27 04:03:15 +00:00
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class AsyncShaderCompiler;
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}
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2019-02-15 01:59:50 +00:00
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2015-05-01 16:58:11 +00:00
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struct EfbPokeData
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{
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u16 x, y;
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u32 data;
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};
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2010-11-18 02:21:26 +00:00
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// Renderer really isn't a very good name for this class - it's more like "Misc".
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// The long term goal is to get rid of this class and replace it with others that make
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// more sense.
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class Renderer
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{
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public:
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2023-01-26 22:34:59 +00:00
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Renderer();
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2010-11-18 02:21:26 +00:00
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virtual ~Renderer();
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2016-06-24 08:43:46 +00:00
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2018-02-09 10:52:25 +00:00
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virtual bool Initialize();
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virtual void Shutdown();
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2023-01-26 22:34:59 +00:00
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void BeginUtilityDrawing();
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void EndUtilityDrawing();
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2017-07-03 14:32:02 +00:00
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// Ideal internal resolution - multiple of the native EFB resolution
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2017-04-08 23:40:04 +00:00
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int GetTargetWidth() const { return m_target_width; }
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int GetTargetHeight() const { return m_target_height; }
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2016-06-24 08:43:46 +00:00
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2019-02-15 01:59:50 +00:00
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// EFB coordinate conversion functions
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2010-12-10 15:54:14 +00:00
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// Use this to convert a whole native EFB rect to backbuffer coordinates
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2019-08-05 02:45:25 +00:00
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MathUtil::Rectangle<int> ConvertEFBRectangle(const MathUtil::Rectangle<int>& rc) const;
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2016-06-24 08:43:46 +00:00
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2017-11-03 15:04:46 +00:00
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unsigned int GetEFBScale() const;
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2010-12-10 15:54:14 +00:00
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// Use this to upscale native EFB coordinates to IDEAL internal resolution
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2017-04-08 23:40:04 +00:00
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int EFBToScaledX(int x) const;
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int EFBToScaledY(int y) const;
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2016-06-24 08:43:46 +00:00
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2010-12-10 15:54:14 +00:00
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// Floating point versions of the above - only use them if really necessary
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2017-04-08 23:40:04 +00:00
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float EFBToScaledXf(float x) const;
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float EFBToScaledYf(float y) const;
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2019-04-15 14:47:46 +00:00
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virtual void ClearScreen(const MathUtil::Rectangle<int>& rc, bool colorEnable, bool alphaEnable,
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bool zEnable, u32 color, u32 z);
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2019-02-15 01:59:50 +00:00
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virtual void ReinterpretPixelData(EFBReinterpretType convtype);
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2019-04-15 14:47:46 +00:00
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void RenderToXFB(u32 xfbAddr, const MathUtil::Rectangle<int>& sourceRc, u32 fbStride,
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u32 fbHeight, float Gamma = 1.0f);
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2016-06-24 08:43:46 +00:00
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2019-02-15 01:59:50 +00:00
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virtual u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data);
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virtual void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points);
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2016-06-24 08:43:46 +00:00
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2021-06-09 11:42:21 +00:00
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bool IsBBoxEnabled() const;
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2022-12-27 16:42:02 +00:00
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void BBoxEnable(PixelShaderManager& pixel_shader_manager);
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void BBoxDisable(PixelShaderManager& pixel_shader_manager);
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2021-06-09 11:42:21 +00:00
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u16 BBoxRead(u32 index);
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void BBoxWrite(u32 index, u16 value);
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2021-05-31 21:40:08 +00:00
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void BBoxFlush();
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2016-06-24 08:43:46 +00:00
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2010-11-18 02:21:26 +00:00
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// Finish up the current frame, print some stats
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2019-03-31 04:11:53 +00:00
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void Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks);
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2018-11-28 04:30:47 +00:00
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2020-01-26 01:04:50 +00:00
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void UpdateWidescreenHeuristic();
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2023-01-27 04:03:15 +00:00
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bool IsGameWidescreen() const { return m_is_game_widescreen; }
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2021-02-11 02:11:31 +00:00
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PixelFormat GetPrevPixelFormat() const { return m_prev_efb_format; }
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void StorePixelFormat(PixelFormat new_format) { m_prev_efb_format = new_format; }
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2019-03-09 13:31:29 +00:00
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bool EFBHasAlphaChannel() const;
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2023-01-27 04:03:15 +00:00
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2017-02-24 14:16:28 +00:00
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bool UseVertexDepthRange() const;
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2019-06-29 09:27:53 +00:00
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void DoState(PointerWrap& p);
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2017-02-24 14:16:28 +00:00
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2019-08-17 19:40:58 +00:00
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// Will forcibly reload all textures on the next swap
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void ForceReloadTextures();
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2022-03-05 20:52:43 +00:00
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const GraphicsModManager& GetGraphicsModManager() const;
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2023-01-27 04:03:15 +00:00
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protected:
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2017-04-09 18:38:43 +00:00
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std::tuple<int, int> CalculateTargetScale(int x, int y) const;
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2016-11-10 13:31:44 +00:00
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bool CalculateTargetSize();
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2010-11-18 02:21:26 +00:00
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2018-11-28 04:30:47 +00:00
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void CheckForConfigChanges();
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2017-07-20 07:10:02 +00:00
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2017-03-04 06:39:50 +00:00
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void CheckFifoRecording();
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void RecordVideoMemory();
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2011-03-27 02:55:08 +00:00
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2020-01-26 01:04:50 +00:00
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bool m_is_game_widescreen = false;
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bool m_was_orthographically_anamorphic = false;
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2011-09-08 15:09:24 +00:00
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2010-11-18 02:21:26 +00:00
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// The framebuffer size
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2019-02-15 01:59:50 +00:00
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int m_target_width = 1;
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int m_target_height = 1;
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2010-11-18 02:21:26 +00:00
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2019-02-15 01:59:50 +00:00
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int m_frame_count = 0;
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2010-12-27 21:56:20 +00:00
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private:
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2021-02-11 02:11:31 +00:00
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PixelFormat m_prev_efb_format = PixelFormat::INVALID_FMT;
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2017-07-03 14:32:02 +00:00
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unsigned int m_efb_scale = 1;
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2016-10-07 19:39:23 +00:00
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2019-06-29 09:27:53 +00:00
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u64 m_last_xfb_ticks = 0;
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u32 m_last_xfb_addr = 0;
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2019-07-17 00:18:48 +00:00
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u32 m_last_xfb_width = 0;
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2019-06-29 09:27:53 +00:00
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u32 m_last_xfb_stride = 0;
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2019-07-17 00:18:48 +00:00
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u32 m_last_xfb_height = 0;
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2017-08-13 00:51:33 +00:00
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2021-06-09 11:42:21 +00:00
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std::unique_ptr<BoundingBox> m_bounding_box;
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2021-05-31 20:31:27 +00:00
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// Nintendo's SDK seems to write "default" bounding box values before every draw (1023 0 1023 0
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// are the only values encountered so far, which happen to be the extents allowed by the BP
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// registers) to reset the registers for comparison in the pixel engine, and presumably to detect
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// whether GX has updated the registers with real values.
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//
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// We can store these values when Bounding Box emulation is disabled and return them on read,
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// which the game will interpret as "no pixels have been drawn"
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//
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// This produces much better results than just returning garbage, which can cause games like
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// Ultimate Spider-Man to crash
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std::array<u16, 4> m_bounding_box_fallback = {};
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2019-08-17 19:40:58 +00:00
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Common::Flag m_force_reload_textures;
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2022-03-05 20:52:43 +00:00
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GraphicsModManager m_graphics_mod_manager;
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2010-11-18 02:21:26 +00:00
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};
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2015-12-21 02:49:49 +00:00
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extern std::unique_ptr<Renderer> g_renderer;
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