// Copyright 2010 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #include "Common/ChunkFile.h" #include "Common/CommonTypes.h" #include "Common/Event.h" #include "Common/Flag.h" #include "Common/Logging/Log.h" #include "VideoCommon/AsyncRequests.h" #include "VideoCommon/BPStructs.h" #include "VideoCommon/Fifo.h" #include "VideoCommon/RenderBase.h" #include "VideoCommon/TextureCacheBase.h" #include "VideoCommon/VertexLoaderManager.h" #include "VideoCommon/VideoBackendBase.h" #include "VideoCommon/VideoConfig.h" #include "VideoCommon/VideoState.h" static Common::Flag s_FifoShuttingDown; static volatile struct { u32 xfbAddr; u32 fbWidth; u32 fbStride; u32 fbHeight; } s_beginFieldArgs; void VideoBackendBase::Video_ExitLoop() { Fifo::ExitGpuLoop(); s_FifoShuttingDown.Set(); } // Run from the CPU thread (from VideoInterface.cpp) void VideoBackendBase::Video_BeginField(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight) { if (m_initialized && g_ActiveConfig.bUseXFB) { s_beginFieldArgs.xfbAddr = xfbAddr; s_beginFieldArgs.fbWidth = fbWidth; s_beginFieldArgs.fbStride = fbStride; s_beginFieldArgs.fbHeight = fbHeight; } } // Run from the CPU thread (from VideoInterface.cpp) void VideoBackendBase::Video_EndField() { if (m_initialized && g_ActiveConfig.bUseXFB && g_renderer) { Fifo::SyncGPU(Fifo::SYNC_GPU_SWAP); AsyncRequests::Event e; e.time = 0; e.type = AsyncRequests::Event::SWAP_EVENT; e.swap_event.xfbAddr = s_beginFieldArgs.xfbAddr; e.swap_event.fbWidth = s_beginFieldArgs.fbWidth; e.swap_event.fbStride = s_beginFieldArgs.fbStride; e.swap_event.fbHeight = s_beginFieldArgs.fbHeight; AsyncRequests::GetInstance()->PushEvent(e, false); } } u32 VideoBackendBase::Video_AccessEFB(EFBAccessType type, u32 x, u32 y, u32 InputData) { if (!g_ActiveConfig.bEFBAccessEnable) { return 0; } if (type == POKE_COLOR || type == POKE_Z) { AsyncRequests::Event e; e.type = type == POKE_COLOR ? AsyncRequests::Event::EFB_POKE_COLOR : AsyncRequests::Event::EFB_POKE_Z; e.time = 0; e.efb_poke.data = InputData; e.efb_poke.x = x; e.efb_poke.y = y; AsyncRequests::GetInstance()->PushEvent(e, false); return 0; } else { AsyncRequests::Event e; u32 result; e.type = type == PEEK_COLOR ? AsyncRequests::Event::EFB_PEEK_COLOR : AsyncRequests::Event::EFB_PEEK_Z; e.time = 0; e.efb_peek.x = x; e.efb_peek.y = y; e.efb_peek.data = &result; AsyncRequests::GetInstance()->PushEvent(e, true); return result; } } u32 VideoBackendBase::Video_GetQueryResult(PerfQueryType type) { if (!g_perf_query->ShouldEmulate()) { return 0; } Fifo::SyncGPU(Fifo::SYNC_GPU_PERFQUERY); AsyncRequests::Event e; e.time = 0; e.type = AsyncRequests::Event::PERF_QUERY; if (!g_perf_query->IsFlushed()) AsyncRequests::GetInstance()->PushEvent(e, true); return g_perf_query->GetQueryResult(type); } u16 VideoBackendBase::Video_GetBoundingBox(int index) { if (!g_ActiveConfig.backend_info.bSupportsBBox) return 0; if (!g_ActiveConfig.bBBoxEnable) { static bool warn_once = true; if (warn_once) ERROR_LOG(VIDEO, "BBox shall be used but it is disabled. Please use a gameini to enable it " "for this game."); warn_once = false; return 0; } Fifo::SyncGPU(Fifo::SYNC_GPU_BBOX); AsyncRequests::Event e; u16 result; e.time = 0; e.type = AsyncRequests::Event::BBOX_READ; e.bbox.index = index; e.bbox.data = &result; AsyncRequests::GetInstance()->PushEvent(e, true); return result; } void VideoBackendBase::InitializeShared() { VideoCommon_Init(); s_FifoShuttingDown.Clear(); memset((void*)&s_beginFieldArgs, 0, sizeof(s_beginFieldArgs)); m_invalid = false; } // Run from the CPU thread void VideoBackendBase::DoState(PointerWrap& p) { bool software = false; p.Do(software); if (p.GetMode() == PointerWrap::MODE_READ && software == true) { // change mode to abort load of incompatible save state. p.SetMode(PointerWrap::MODE_VERIFY); } VideoCommon_DoState(p); p.DoMarker("VideoCommon"); p.Do(s_beginFieldArgs); p.DoMarker("VideoBackendBase"); // Refresh state. if (p.GetMode() == PointerWrap::MODE_READ) { m_invalid = true; // Clear all caches that touch RAM // (? these don't appear to touch any emulation state that gets saved. moved to on load only.) VertexLoaderManager::MarkAllDirty(); } } void VideoBackendBase::CheckInvalidState() { if (m_invalid) { m_invalid = false; BPReload(); TextureCacheBase::Invalidate(); } }