// Copyright (C) 2003 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 _COMMON_RENDER_H_ #define _COMMON_RENDER_H_ #include "VideoCommon.h" #include "MathUtil.h" #include "pluginspecs_video.h" // TODO: Move these out of here. extern int frameCount; extern int OSDChoice, OSDTime, OSDInternalW, OSDInternalH; // Renderer really isn't a very good name for this class - it's more like "Misc". // The long term goal is to get rid of this class and replace it with others that make // more sense. class Renderer { public: static bool Init(); static void Shutdown(); // What's the real difference between these? Too similar names. static void ResetAPIState(); static void RestoreAPIState(); static void SetColorMask(); static void SetBlendMode(bool forceUpdate); static bool SetScissorRect(); static void SetGenerationMode(); static void SetDepthMode(); static void SetLogicOpMode(); static void SetDitherMode(); static void SetLineWidth(); static void SetSamplerState(int stage,int texindex); static void SetInterlacingMode(); // Render target management static int GetFrameBufferWidth(); static int GetFrameBufferHeight(); static int GetCustomWidth(); static int GetCustomHeight(); static int GetTargetWidth(); static int GetTargetHeight(); static int GetFullTargetWidth(); static int GetFullTargetHeight(); // Multiply any 2D EFB coordinates by these when rendering. static float GetTargetScaleX(); static float GetTargetScaleY(); static float GetXFBScaleX(); static float GetXFBScaleY(); static TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc); static u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data); // Random utilities static void RenderText(const char* pstr, int left, int top, u32 color); static void DrawDebugText(); static void SetScreenshot(const char *filename); static void FlipImageData(u8 *data, int w, int h); static bool SaveRenderTarget(const char *filename, TargetRectangle back_rc); static void ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z); static void RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc); // Finish up the current frame, print some stats static void Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,const EFBRectangle& rc); }; void UpdateViewport(); #endif // _COMMON_RENDER_H_