// Copyright (C) 2003-2008 Dolphin Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ // GC graphics pipeline // 3d commands are issued through the fifo. The gpu draws to the 2MB EFB. // The efb can be copied back into ram in two forms: as textures or as XFB. // The XFB is the region in RAM that the VI chip scans out to the television. // So, after all rendering to EFB is done, the image is copied into one of two XFBs in RAM. // Next frame, that one is scanned out and the other one gets the copy. = double buffering. #ifndef GCOGL_RENDER #define GCOGL_RENDER #include "TextureMngr.h" #include #include extern CGcontext g_cgcontext; extern CGprofile g_cgvProf, g_cgfProf; extern int frameCount; class Renderer { private: static void FlushZBufferAlphaToTarget(); public: enum RenderMode { RM_Normal=0, // normal target as color0, ztarget as color1 RM_ZBufferOnly, // zbuffer as color0 RM_ZBufferAlpha, // zbuffer as color0, also will dump alpha info to regular target once mode is switched // use stencil buffer to indicate what pixels were written }; static bool Init(); static void Shutdown(); // initialize opengl standard values (like viewport) static bool InitializeGL(); static void ResetGLState(); static void RestoreGLState(); static void SwapBuffers(); static bool IsUsingATIDrawBuffers(); static bool HaveStencilBuffer(); static void SetColorMask(); static void SetBlendMode(bool forceUpdate); static bool SetScissorRect(); static void SetRenderMode(RenderMode mode); static RenderMode GetRenderMode(); // Render target management static int GetTargetWidth(); static int GetTargetHeight(); // Multiply any 2D EFB coordinates by these when rendering. static float GetTargetScaleX(); static float GetTargetScaleY(); static void SetFramebuffer(GLuint fb); static void SetZBufferRender(); // sets rendering of the zbuffer using MRTs static void SetRenderTarget(GLuint targ); // if targ is 0, sets to original render target static void SetDepthTarget(GLuint targ); // If in MSAA mode, this will perform a resolve of the specified rectangle, and return the resolve target as a texture ID. // Thus, this call may be expensive. Don't repeat it unnecessarily. // If not in MSAA mode, will just return the render target texture ID. // After calling this, before you render anything else, you MUST bind the framebuffer you want to draw to. static GLuint ResolveAndGetRenderTarget(const TRectangle &rect); // Same as above but for the FakeZ Target. // After calling this, before you render anything else, you MUST bind the framebuffer you want to draw to. static GLuint ResolveAndGetFakeZTarget(const TRectangle &rect); static bool UseFakeZTarget(); // This is used by some functions to check for Z target existence. // Random utilities static void RenderText(const char* pstr, int left, int top, u32 color); static void DrawDebugText(); static void SetScreenshot(const char *filename); static bool SaveRenderTarget(const char *filename, int w, int h); // Finish up the current frame, print some stats static void Swap(const TRectangle& rc); }; void ComputeBackbufferRectangle(TRectangle *rc); #endif