// Copyright 2009 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later // ------------------------------------------ // Video backend must define these functions // ------------------------------------------ #pragma once #include #include #include "Common/MathUtil.h" #include "VideoCommon/BPMemory.h" struct XFMemory; namespace BPFunctions { struct ScissorRange { constexpr ScissorRange() = default; constexpr ScissorRange(int offset_, int start_, int end_) : offset(offset_), start(start_), end(end_) { } int offset = 0; int start = 0; int end = 0; }; struct ScissorRect { constexpr ScissorRect(ScissorRange x_range, ScissorRange y_range) : // Rectangle ctor takes x0, y0, x1, y1. rect(x_range.start, y_range.start, x_range.end, y_range.end), x_off(x_range.offset), y_off(y_range.offset) { } MathUtil::Rectangle rect; int x_off; int y_off; int GetArea() const; }; // Although the GameCube/Wii have only one scissor configuration and only one viewport // configuration, some values can result in multiple parts of the screen being updated. // This can happen if the scissor offset combined with the bottom or right coordinate ends up // exceeding 1024; then, both sides of the screen will be drawn to, while the middle is not. // Major Minor's Majestic March causes this to happen during loading screens and other scrolling // effects, though it draws on top of one of them. // This can also happen if the scissor rectangle is particularly large, but this will usually // involve drawing content outside of the viewport, which Dolphin does not currently handle. // // The hardware backends can currently only use one viewport and scissor rectangle, so we need to // pick the "best" rectangle based on how much of the viewport would be rendered to the screen. // If we choose the wrong one, then content might not actually show up when the game is expecting it // to. This does happen on Major Minor's Majestic March for the final few frames of the horizontal // scrolling animation, but it isn't that important. Note that the assumption that a "best" // rectangle exists is based on games only wanting to draw one rectangle, and accidentally // configuring the scissor offset and size of the scissor rectangle such that multiple show up; // there are no known games where this is not the case. // // An ImGui overlay that displays the scissor rectangle configuration as well as the generated // rectangles is available by setting OverlayScissorStats (GFX_OVERLAY_SCISSOR_STATS) // under [Settings] to True in GFX.ini. struct ScissorResult { ScissorResult(const BPMemory& bpmem, const XFMemory& xfmem); ~ScissorResult() = default; ScissorResult(const ScissorResult& other) : scissor_tl{.hex = other.scissor_tl.hex}, scissor_br{.hex = other.scissor_br.hex}, scissor_off{.hex = other.scissor_off.hex}, viewport_left{other.viewport_left}, viewport_right{other.viewport_right}, viewport_top{other.viewport_top}, viewport_bottom{other.viewport_bottom}, m_result{other.m_result} { } ScissorResult& operator=(const ScissorResult& other) { if (this == &other) return *this; scissor_tl.hex = other.scissor_tl.hex; scissor_br.hex = other.scissor_br.hex; scissor_off.hex = other.scissor_off.hex; viewport_left = other.viewport_left; viewport_right = other.viewport_right; viewport_top = other.viewport_top; viewport_bottom = other.viewport_bottom; m_result = other.m_result; return *this; } ScissorResult(ScissorResult&& other) : scissor_tl{.hex = other.scissor_tl.hex}, scissor_br{.hex = other.scissor_br.hex}, scissor_off{.hex = other.scissor_off.hex}, viewport_left{other.viewport_left}, viewport_right{other.viewport_right}, viewport_top{other.viewport_top}, viewport_bottom{other.viewport_bottom}, m_result{std::move(other.m_result)} { } ScissorResult& operator=(ScissorResult&& other) { if (this == &other) return *this; scissor_tl.hex = other.scissor_tl.hex; scissor_br.hex = other.scissor_br.hex; scissor_off.hex = other.scissor_off.hex; viewport_left = other.viewport_left; viewport_right = other.viewport_right; viewport_top = other.viewport_top; viewport_bottom = other.viewport_bottom; m_result = std::move(other.m_result); return *this; } // Input values, for use in statistics ScissorPos scissor_tl; ScissorPos scissor_br; ScissorOffset scissor_off; float viewport_left; float viewport_right; float viewport_top; float viewport_bottom; // Actual result std::vector m_result; ScissorRect Best() const; bool ScissorMatches(const ScissorResult& other) const { return scissor_tl.hex == other.scissor_tl.hex && scissor_br.hex == other.scissor_br.hex && scissor_off.hex == other.scissor_off.hex; } bool ViewportMatches(const ScissorResult& other) const { return viewport_left == other.viewport_left && viewport_right == other.viewport_right && viewport_top == other.viewport_top && viewport_bottom == other.viewport_bottom; } bool Matches(const ScissorResult& other, bool compare_scissor, bool compare_viewport) const { if (compare_scissor && !ScissorMatches(other)) return false; if (compare_viewport && !ViewportMatches(other)) return false; return true; } private: ScissorResult(const BPMemory& bpmem, std::pair viewport_x, std::pair viewport_y); int GetViewportArea(const ScissorRect& rect) const; bool IsWorse(const ScissorRect& lhs, const ScissorRect& rhs) const; }; ScissorResult ComputeScissorRects(); void FlushPipeline(); void SetGenerationMode(); void SetScissorAndViewport(); void SetDepthMode(); void SetBlendMode(); void ClearScreen(const MathUtil::Rectangle& rc); void OnPixelFormatChange(); void SetInterlacingMode(const BPCmd& bp); } // namespace BPFunctions