// Copyright 2010 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later // --------------------------------------------------------------------------------------------- // 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. // --------------------------------------------------------------------------------------------- #pragma once #include #include #include #include #include #include #include #include #include "Common/CommonTypes.h" #include "Common/Flag.h" #include "Common/MathUtil.h" #include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModManager.h" #include "VideoCommon/RenderState.h" class AbstractFramebuffer; class AbstractPipeline; class AbstractShader; class AbstractTexture; class AbstractStagingTexture; class BoundingBox; class NativeVertexFormat; class PixelShaderManager; class PointerWrap; struct ComputePipelineConfig; struct AbstractPipelineConfig; struct PortableVertexDeclaration; struct TextureConfig; enum class AbstractTextureFormat : u32; enum class ShaderStage; enum class EFBAccessType; enum class EFBReinterpretType; enum class StagingTextureType; namespace VideoCommon { class AsyncShaderCompiler; } struct EfbPokeData { u16 x, y; u32 data; }; // 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: Renderer(); virtual ~Renderer(); virtual bool Initialize(); virtual void Shutdown(); void BeginUtilityDrawing(); void EndUtilityDrawing(); // Ideal internal resolution - multiple of the native EFB resolution int GetTargetWidth() const { return m_target_width; } int GetTargetHeight() const { return m_target_height; } // EFB coordinate conversion functions // Use this to convert a whole native EFB rect to backbuffer coordinates MathUtil::Rectangle ConvertEFBRectangle(const MathUtil::Rectangle& rc) const; unsigned int GetEFBScale() const; // Use this to upscale native EFB coordinates to IDEAL internal resolution int EFBToScaledX(int x) const; int EFBToScaledY(int y) const; // Floating point versions of the above - only use them if really necessary float EFBToScaledXf(float x) const; float EFBToScaledYf(float y) const; void ClearScreen(const MathUtil::Rectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z); virtual void ReinterpretPixelData(EFBReinterpretType convtype); void RenderToXFB(u32 xfbAddr, const MathUtil::Rectangle& sourceRc, u32 fbStride, u32 fbHeight, float Gamma = 1.0f); virtual u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data); virtual void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points); bool IsBBoxEnabled() const; void BBoxEnable(PixelShaderManager& pixel_shader_manager); void BBoxDisable(PixelShaderManager& pixel_shader_manager); u16 BBoxRead(u32 index); void BBoxWrite(u32 index, u16 value); void BBoxFlush(); // Finish up the current frame, print some stats void Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks); void UpdateWidescreenHeuristic(); bool IsGameWidescreen() const { return m_is_game_widescreen; } PixelFormat GetPrevPixelFormat() const { return m_prev_efb_format; } void StorePixelFormat(PixelFormat new_format) { m_prev_efb_format = new_format; } bool EFBHasAlphaChannel() const; bool UseVertexDepthRange() const; void DoState(PointerWrap& p); // Will forcibly reload all textures on the next swap void ForceReloadTextures(); const GraphicsModManager& GetGraphicsModManager() const; protected: std::tuple CalculateTargetScale(int x, int y) const; bool CalculateTargetSize(); void CheckForConfigChanges(); void CheckFifoRecording(); void RecordVideoMemory(); bool m_is_game_widescreen = false; bool m_was_orthographically_anamorphic = false; // The framebuffer size int m_target_width = 1; int m_target_height = 1; int m_frame_count = 0; private: PixelFormat m_prev_efb_format = PixelFormat::INVALID_FMT; unsigned int m_efb_scale = 1; u64 m_last_xfb_ticks = 0; u32 m_last_xfb_addr = 0; u32 m_last_xfb_width = 0; u32 m_last_xfb_stride = 0; u32 m_last_xfb_height = 0; std::unique_ptr m_bounding_box; // 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 = {}; Common::Flag m_force_reload_textures; GraphicsModManager m_graphics_mod_manager; }; extern std::unique_ptr g_renderer;