// Copyright 2014 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #pragma once #include #include #include #include "Common/CommonTypes.h" class PixelShaderManager; class PointerWrap; using BBoxType = s32; constexpr u32 NUM_BBOX_VALUES = 4; class BoundingBox { public: explicit BoundingBox() = default; virtual ~BoundingBox() = default; bool IsEnabled() const { return m_is_active; } void Enable(PixelShaderManager& pixel_shader_manager); void Disable(PixelShaderManager& pixel_shader_manager); void Flush(); u16 Get(u32 index); void Set(u32 index, u16 value); void DoState(PointerWrap& p); // Initialize, Read, and Write are only safe to call if the backend supports bounding box, // otherwise unexpected exceptions can occur virtual bool Initialize() = 0; protected: virtual std::vector Read(u32 index, u32 length) = 0; // TODO: This can likely use std::span once we're on C++20 virtual void Write(u32 index, const std::vector& values) = 0; private: void Readback(); bool m_is_active = false; std::array m_values = {}; std::array m_dirty = {}; bool m_is_valid = true; // Nintendo's SDK seems to write "default" bounding box values before every draw (1023 0 1023 0 // are the only values encountered so far, which happen to be the extents allowed by the BP // registers) to reset the registers for comparison in the pixel engine, and presumably to detect // whether GX has updated the registers with real values. // // We can store these values when Bounding Box emulation is disabled and return them on read, // which the game will interpret as "no pixels have been drawn" // // This produces much better results than just returning garbage, which can cause games like // Ultimate Spider-Man to crash std::array m_bounding_box_fallback = {}; }; extern std::unique_ptr g_bounding_box;