2010-11-18 02:21:26 +00:00
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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// ---------------------------------------------------------------------------------------------
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// GC graphics pipeline
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// ---------------------------------------------------------------------------------------------
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// 3d commands are issued through the fifo. The gpu draws to the 2MB EFB.
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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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#ifndef _COMMON_RENDERBASE_H_
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#define _COMMON_RENDERBASE_H_
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#include "VideoCommon.h"
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#include "Thread.h"
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#include "MathUtil.h"
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#include "pluginspecs_video.h"
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#include "NativeVertexFormat.h"
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#include "FramebufferManagerBase.h"
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#include "BPMemory.h"
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#include <string>
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// TODO: Move these out of here.
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extern int frameCount;
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extern int OSDChoice, OSDTime, OSDInternalW, OSDInternalH;
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extern bool s_bLastFrameDumped;
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extern SVideoInitialize g_VideoInitialize;
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extern PLUGIN_GLOBALS* globals;
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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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Renderer();
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virtual ~Renderer();
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virtual void SetColorMask() = 0;
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virtual void SetBlendMode(bool forceUpdate) = 0;
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virtual bool SetScissorRect() = 0;
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virtual void SetGenerationMode() = 0;
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virtual void SetDepthMode() = 0;
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virtual void SetLogicOpMode() = 0;
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virtual void SetDitherMode() = 0;
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virtual void SetLineWidth() = 0;
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virtual void SetSamplerState(int stage,int texindex) = 0;
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virtual void SetInterlacingMode() = 0;
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// Return the rendering target width and height
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static int GetTargetWidth() { return s_target_width; }
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static int GetTargetHeight() { return s_target_height; }
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static int GetFullTargetWidth() { return s_Fulltarget_width; }
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static int GetFullTargetHeight() { return s_Fulltarget_height; }
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// Multiply any 2D EFB coordinates by these when rendering.
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static float GetTargetScaleX() { return EFBxScale; }
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static float GetTargetScaleY() { return EFByScale; }
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static float GetXFBScaleX() { return xScale; }
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static float GetXFBScaleY() { return yScale; }
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static int GetBackbufferWidth() { return s_backbuffer_width; }
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static int GetBackbufferHeight() { return s_backbuffer_height; }
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virtual TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc) = 0;
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// Random utilities
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static void SetScreenshot(const char *filename);
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static void DrawDebugText();
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virtual void RenderText(const char* pstr, int left, int top, u32 color) = 0;
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virtual void ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z) = 0;
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static void RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
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virtual u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) = 0;
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// What's the real difference between these? Too similar names.
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virtual void ResetAPIState() = 0;
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virtual void RestoreAPIState() = 0;
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// Finish up the current frame, print some stats
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virtual void Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight, const EFBRectangle& rc) = 0;
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virtual void UpdateViewport() = 0;
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virtual bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc) = 0;
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protected:
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static Common::CriticalSection s_criticalScreenshot;
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static std::string s_sScreenshotName;
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static bool CalculateTargetSize(float multiplier = 1);
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2010-11-18 03:50:50 +00:00
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static void CalculateXYScale(const TargetRectangle& dst_rect);
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2010-11-18 02:21:26 +00:00
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static volatile bool s_bScreenshot;
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// The framebuffer size
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static int s_target_width;
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static int s_target_height;
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// The custom resolution
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static int s_Fulltarget_width;
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static int s_Fulltarget_height;
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// TODO: Add functionality to reinit all the render targets when the window is resized.
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static int s_backbuffer_width;
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static int s_backbuffer_height;
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// Internal resolution scale (related to xScale/yScale for "Auto" scaling)
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static float EFBxScale;
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static float EFByScale;
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// ratio of backbuffer size and render area size
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static float xScale;
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static float yScale;
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static unsigned int s_XFB_width;
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static unsigned int s_XFB_height;
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// can probably eliminate this static var
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static int s_LastEFBScale;
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static bool s_skipSwap;
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static bool XFBWrited;
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};
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extern Renderer *g_renderer;
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void UpdateViewport();
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template <typename R>
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void GetScissorRect(MathUtil::Rectangle<R> &rect)
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{
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const int xoff = bpmem.scissorOffset.x * 2 - 342;
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const int yoff = bpmem.scissorOffset.y * 2 - 342;
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rect.left = (R)((float)bpmem.scissorTL.x - xoff - 342);
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rect.top = (R)((float)bpmem.scissorTL.y - yoff - 342);
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rect.right = (R)((float)bpmem.scissorBR.x - xoff - 341);
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rect.bottom = (R)((float)bpmem.scissorBR.y - yoff - 341);
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}
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#endif // _COMMON_RENDERBASE_H_
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