// Copyright 2010 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. // --------------------------------------------------------------------------------------------- // 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 "Common/CommonTypes.h" #include "Common/Event.h" #include "Common/Flag.h" #include "Common/MathUtil.h" #include "VideoCommon/AVIDump.h" #include "VideoCommon/BPMemory.h" #include "VideoCommon/FPSCounter.h" #include "VideoCommon/VideoCommon.h" class PostProcessingShaderImplementation; enum class EFBAccessType; struct EfbPokeData { u16 x, y; u32 data; }; // TODO: Move these out of here. extern int frameCount; extern int OSDChoice; // 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(int backbuffer_width, int backbuffer_height); virtual ~Renderer(); enum PixelPerfQuery { PP_ZCOMP_INPUT_ZCOMPLOC, PP_ZCOMP_OUTPUT_ZCOMPLOC, PP_ZCOMP_INPUT, PP_ZCOMP_OUTPUT, PP_BLEND_INPUT, PP_EFB_COPY_CLOCKS }; virtual void SetColorMask() {} virtual void SetBlendMode(bool forceUpdate) {} virtual void SetScissorRect(const EFBRectangle& rc) {} virtual void SetGenerationMode() {} virtual void SetDepthMode() {} virtual void SetLogicOpMode() {} virtual void SetSamplerState(int stage, int texindex, bool custom_tex) {} virtual void SetInterlacingMode() {} virtual void SetViewport() {} virtual void SetFullscreen(bool enable_fullscreen) {} virtual bool IsFullscreen() const { return false; } virtual void ApplyState() {} virtual void RestoreState() {} virtual void ResetAPIState() {} virtual void RestoreAPIState() {} // Ideal internal resolution - determined by display resolution (automatic scaling) and/or a // multiple of the native EFB resolution int GetTargetWidth() const { return m_target_width; } int GetTargetHeight() const { return m_target_height; } // Display resolution int GetBackbufferWidth() const { return m_backbuffer_width; } int GetBackbufferHeight() const { return m_backbuffer_height; } void SetWindowSize(int width, int height); // EFB coordinate conversion functions // Use this to convert a whole native EFB rect to backbuffer coordinates virtual TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc) = 0; const TargetRectangle& GetTargetRectangle() const { return m_target_rectangle; } float CalculateDrawAspectRatio() const; std::tuple ScaleToDisplayAspectRatio(int width, int height) const; TargetRectangle CalculateFrameDumpDrawRectangle() const; void UpdateDrawRectangle(); // Use this to convert a single target rectangle to two stereo rectangles std::tuple ConvertStereoRectangle(const TargetRectangle& rc) 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; // Random utilities void SaveScreenshot(const std::string& filename, bool wait_for_completion); void DrawDebugText(); virtual void RenderText(const std::string& text, int left, int top, u32 color) = 0; virtual void ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z) = 0; virtual void ReinterpretPixelData(unsigned int convtype) = 0; void RenderToXFB(u32 xfbAddr, const EFBRectangle& sourceRc, u32 fbStride, u32 fbHeight, float Gamma = 1.0f); virtual u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) = 0; virtual void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points) = 0; virtual u16 BBoxRead(int index) = 0; virtual void BBoxWrite(int index, u16 value) = 0; // Finish up the current frame, print some stats void Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const EFBRectangle& rc, u64 ticks, float Gamma = 1.0f); virtual void SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const EFBRectangle& rc, u64 ticks, float Gamma = 1.0f) = 0; PEControl::PixelFormat GetPrevPixelFormat() const { return m_prev_efb_format; } void StorePixelFormat(PEControl::PixelFormat new_format) { m_prev_efb_format = new_format; } PostProcessingShaderImplementation* GetPostProcessor() const { return m_post_processor.get(); } // Final surface changing // This is called when the surface is resized (WX) or the window changes (Android). virtual void ChangeSurface(void* new_surface_handle) {} bool UseVertexDepthRange() const; protected: std::tuple CalculateTargetScale(int x, int y) const; bool CalculateTargetSize(); bool CheckForHostConfigChanges(); void CheckFifoRecording(); void RecordVideoMemory(); bool IsFrameDumping(); void DumpFrameData(const u8* data, int w, int h, int stride, const AVIDump::Frame& state, bool swap_upside_down = false); void FinishFrameData(); Common::Flag m_screenshot_request; Common::Event m_screenshot_completed; std::mutex m_screenshot_lock; std::string m_screenshot_name; bool m_aspect_wide = false; // The framebuffer size int m_target_width = 0; int m_target_height = 0; // TODO: Add functionality to reinit all the render targets when the window is resized. int m_backbuffer_width = 0; int m_backbuffer_height = 0; int m_last_efb_scale = 0; TargetRectangle m_target_rectangle = {}; bool m_xfb_written = false; FPSCounter m_fps_counter; std::unique_ptr m_post_processor; static const float GX_MAX_DEPTH; Common::Flag m_surface_needs_change; Common::Event m_surface_changed; void* m_new_surface_handle = nullptr; u32 m_last_host_config_bits = 0; private: void RunFrameDumps(); void ShutdownFrameDumping(); PEControl::PixelFormat m_prev_efb_format = PEControl::INVALID_FMT; unsigned int m_efb_scale_numeratorX = 1; unsigned int m_efb_scale_numeratorY = 1; unsigned int m_efb_scale_denominatorX = 1; unsigned int m_efb_scale_denominatorY = 1; // These will be set on the first call to SetWindowSize. int m_last_window_request_width = 0; int m_last_window_request_height = 0; // frame dumping std::thread m_frame_dump_thread; Common::Event m_frame_dump_start; Common::Event m_frame_dump_done; Common::Flag m_frame_dump_thread_running; u32 m_frame_dump_image_counter = 0; bool m_frame_dump_frame_running = false; struct FrameDumpConfig { const u8* data; int width; int height; int stride; bool upside_down; AVIDump::Frame state; } m_frame_dump_config; // NOTE: The methods below are called on the framedumping thread. bool StartFrameDumpToAVI(const FrameDumpConfig& config); void DumpFrameToAVI(const FrameDumpConfig& config); void StopFrameDumpToAVI(); std::string GetFrameDumpNextImageFileName() const; bool StartFrameDumpToImage(const FrameDumpConfig& config); void DumpFrameToImage(const FrameDumpConfig& config); }; extern std::unique_ptr g_renderer;