// Copyright 2009 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include "Common/CommonTypes.h" #include "VideoCommon/PerfQueryBase.h" #include "VideoCommon/VideoCommon.h" namespace EfbInterface { const int DEPTH_BUFFER_START = EFB_WIDTH * EFB_HEIGHT * 3; // xfb color format - packed so the compiler doesn't mess with alignment #pragma pack(push, 1) struct yuv422_packed { u8 Y; u8 UV; }; #pragma pack(pop) // But this struct is only used internally, so we could optimise alignment struct yuv444 { u8 Y; s8 U; s8 V; }; enum { ALP_C, BLU_C, GRN_C, RED_C }; // color order is ABGR in order to emulate RGBA on little-endian hardware // does full blending of an incoming pixel void BlendTev(u16 x, u16 y, u8* color); // compare z at location x,y // writes it if it passes // returns result of compare. bool ZCompare(u16 x, u16 y, u32 z); // sets the color and alpha void SetColor(u16 x, u16 y, u8* color); void SetDepth(u16 x, u16 y, u32 depth); void GetColor(u16 x, u16 y, u8* color); void GetColorYUV(u16 x, u16 y, yuv444* color); u32 GetDepth(u16 x, u16 y); u8* GetPixelPointer(u16 x, u16 y, bool depth); void CopyToXFB(yuv422_packed* xfb_in_ram, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc, float Gamma); void BypassXFB(u8* texture, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc, float Gamma); extern u32 perf_values[PQ_NUM_MEMBERS]; inline void IncPerfCounterQuadCount(PerfQueryType type) { // NOTE: hardware doesn't process individual pixels but quads instead. // Current software renderer architecture works on pixels though, so // we have this "quad" hack here to only increment the registers on // every fourth rendered pixel static u32 quad[PQ_NUM_MEMBERS]; if (++quad[type] != 3) return; quad[type] = 0; ++perf_values[type]; } }