446 lines
18 KiB
C++
446 lines
18 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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// ---------------------------------------------------------------------------------------------
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// GC graphics pipeline
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// ---------------------------------------------------------------------------------------------
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// 3d commands are issued through the fifo. The GPU draws to the 2MB EFB.
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// The efb can be copied back into ram in two forms: as textures or as XFB.
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// The XFB is the region in RAM that the VI chip scans out to the television.
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// So, after all rendering to EFB is done, the image is copied into one of two XFBs in RAM.
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// Next frame, that one is scanned out and the other one gets the copy. = double buffering.
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// ---------------------------------------------------------------------------------------------
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#pragma once
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#include <array>
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#include <memory>
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#include <mutex>
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#include <string>
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#include <string_view>
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#include <thread>
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#include <tuple>
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#include <vector>
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#include "Common/CommonTypes.h"
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#include "Common/Event.h"
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#include "Common/Flag.h"
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#include "Common/MathUtil.h"
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#include "VideoCommon/AsyncShaderCompiler.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/FPSCounter.h"
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#include "VideoCommon/FrameDump.h"
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#include "VideoCommon/RenderState.h"
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#include "VideoCommon/TextureConfig.h"
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class AbstractFramebuffer;
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class AbstractPipeline;
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class AbstractShader;
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class AbstractTexture;
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class AbstractStagingTexture;
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class NativeVertexFormat;
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class NetPlayChatUI;
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class PointerWrap;
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struct TextureConfig;
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struct ComputePipelineConfig;
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struct AbstractPipelineConfig;
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struct PortableVertexDeclaration;
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enum class ShaderStage;
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enum class EFBAccessType;
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enum class EFBReinterpretType;
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enum class StagingTextureType;
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enum class AspectMode;
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namespace VideoCommon
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{
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class PostProcessing;
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} // namespace VideoCommon
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struct EfbPokeData
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{
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u16 x, y;
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u32 data;
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};
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// Renderer really isn't a very good name for this class - it's more like "Misc".
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// The long term goal is to get rid of this class and replace it with others that make
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// more sense.
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class Renderer
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{
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public:
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Renderer(int backbuffer_width, int backbuffer_height, float backbuffer_scale,
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AbstractTextureFormat backbuffer_format);
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virtual ~Renderer();
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using ClearColor = std::array<float, 4>;
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virtual bool IsHeadless() const = 0;
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virtual bool Initialize();
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virtual void Shutdown();
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virtual void SetPipeline(const AbstractPipeline* pipeline) {}
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virtual void SetScissorRect(const MathUtil::Rectangle<int>& rc) {}
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virtual void SetTexture(u32 index, const AbstractTexture* texture) {}
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virtual void SetSamplerState(u32 index, const SamplerState& state) {}
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virtual void SetComputeImageTexture(AbstractTexture* texture, bool read, bool write) {}
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virtual void UnbindTexture(const AbstractTexture* texture) {}
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virtual void SetViewport(float x, float y, float width, float height, float near_depth,
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float far_depth)
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{
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}
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virtual void SetFullscreen(bool enable_fullscreen) {}
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virtual bool IsFullscreen() const { return false; }
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virtual void BeginUtilityDrawing();
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virtual void EndUtilityDrawing();
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virtual std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) = 0;
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virtual std::unique_ptr<AbstractStagingTexture>
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CreateStagingTexture(StagingTextureType type, const TextureConfig& config) = 0;
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virtual std::unique_ptr<AbstractFramebuffer>
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CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment) = 0;
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// Framebuffer operations.
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virtual void SetFramebuffer(AbstractFramebuffer* framebuffer);
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virtual void SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer);
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virtual void SetAndClearFramebuffer(AbstractFramebuffer* framebuffer,
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const ClearColor& color_value = {}, float depth_value = 0.0f);
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// Drawing with currently-bound pipeline state.
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virtual void Draw(u32 base_vertex, u32 num_vertices) {}
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virtual void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) {}
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// Dispatching compute shaders with currently-bound state.
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virtual void DispatchComputeShader(const AbstractShader* shader, u32 groups_x, u32 groups_y,
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u32 groups_z)
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{
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}
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// Binds the backbuffer for rendering. The buffer will be cleared immediately after binding.
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// This is where any window size changes are detected, therefore m_backbuffer_width and/or
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// m_backbuffer_height may change after this function returns.
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virtual void BindBackbuffer(const ClearColor& clear_color = {}) {}
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// Presents the backbuffer to the window system, or "swaps buffers".
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virtual void PresentBackbuffer() {}
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// Shader modules/objects.
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virtual std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage,
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std::string_view source) = 0;
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virtual std::unique_ptr<AbstractShader>
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CreateShaderFromBinary(ShaderStage stage, const void* data, size_t length) = 0;
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virtual std::unique_ptr<NativeVertexFormat>
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CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) = 0;
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virtual std::unique_ptr<AbstractPipeline> CreatePipeline(const AbstractPipelineConfig& config,
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const void* cache_data = nullptr,
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size_t cache_data_length = 0) = 0;
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AbstractFramebuffer* GetCurrentFramebuffer() const { return m_current_framebuffer; }
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// Ideal internal resolution - multiple of the native EFB resolution
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int GetTargetWidth() const { return m_target_width; }
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int GetTargetHeight() const { return m_target_height; }
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// Display resolution
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int GetBackbufferWidth() const { return m_backbuffer_width; }
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int GetBackbufferHeight() const { return m_backbuffer_height; }
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float GetBackbufferScale() const { return m_backbuffer_scale; }
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void SetWindowSize(int width, int height);
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// Sets viewport and scissor to the specified rectangle. rect is assumed to be in framebuffer
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// coordinates, i.e. lower-left origin in OpenGL.
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void SetViewportAndScissor(const MathUtil::Rectangle<int>& rect, float min_depth = 0.0f,
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float max_depth = 1.0f);
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// Scales a GPU texture using a copy shader.
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virtual void ScaleTexture(AbstractFramebuffer* dst_framebuffer,
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const MathUtil::Rectangle<int>& dst_rect,
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const AbstractTexture* src_texture,
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const MathUtil::Rectangle<int>& src_rect);
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// Converts an upper-left to lower-left if required by the backend, optionally
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// clamping to the framebuffer size.
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MathUtil::Rectangle<int> ConvertFramebufferRectangle(const MathUtil::Rectangle<int>& rect,
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u32 fb_width, u32 fb_height) const;
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MathUtil::Rectangle<int>
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ConvertFramebufferRectangle(const MathUtil::Rectangle<int>& rect,
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const AbstractFramebuffer* framebuffer) const;
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// EFB coordinate conversion functions
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// Use this to convert a whole native EFB rect to backbuffer coordinates
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MathUtil::Rectangle<int> ConvertEFBRectangle(const MathUtil::Rectangle<int>& rc) const;
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const MathUtil::Rectangle<int>& GetTargetRectangle() const { return m_target_rectangle; }
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float CalculateDrawAspectRatio() const;
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// Crops the target rectangle to the framebuffer dimensions, reducing the size of the source
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// rectangle if it is greater. Works even if the source and target rectangles don't have a
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// 1:1 pixel mapping, scaling as appropriate.
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void AdjustRectanglesToFitBounds(MathUtil::Rectangle<int>* target_rect,
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MathUtil::Rectangle<int>* source_rect, int fb_width,
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int fb_height);
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std::tuple<float, float> ScaleToDisplayAspectRatio(int width, int height) const;
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void UpdateDrawRectangle();
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std::tuple<float, float> ApplyStandardAspectCrop(float width, float height) const;
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// Use this to convert a single target rectangle to two stereo rectangles
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std::tuple<MathUtil::Rectangle<int>, MathUtil::Rectangle<int>>
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ConvertStereoRectangle(const MathUtil::Rectangle<int>& rc) const;
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unsigned int GetEFBScale() const;
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// Use this to upscale native EFB coordinates to IDEAL internal resolution
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int EFBToScaledX(int x) const;
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int EFBToScaledY(int y) const;
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// Floating point versions of the above - only use them if really necessary
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float EFBToScaledXf(float x) const;
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float EFBToScaledYf(float y) const;
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// Random utilities
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void SaveScreenshot(std::string filename);
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void DrawDebugText();
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virtual void ClearScreen(const MathUtil::Rectangle<int>& rc, bool colorEnable, bool alphaEnable,
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bool zEnable, u32 color, u32 z);
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virtual void ReinterpretPixelData(EFBReinterpretType convtype);
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void RenderToXFB(u32 xfbAddr, const MathUtil::Rectangle<int>& sourceRc, u32 fbStride,
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u32 fbHeight, float Gamma = 1.0f);
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virtual u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data);
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virtual void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points);
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u16 BBoxRead(int index);
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void BBoxWrite(int index, u16 value);
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void BBoxFlush();
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virtual void Flush() {}
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virtual void WaitForGPUIdle() {}
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// Finish up the current frame, print some stats
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void Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks);
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void UpdateWidescreenHeuristic();
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// Draws the specified XFB buffer to the screen, performing any post-processing.
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// Assumes that the backbuffer has already been bound and cleared.
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virtual void RenderXFBToScreen(const MathUtil::Rectangle<int>& target_rc,
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const AbstractTexture* source_texture,
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const MathUtil::Rectangle<int>& source_rc);
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// Called when the configuration changes, and backend structures need to be updated.
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virtual void OnConfigChanged(u32 bits) {}
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PixelFormat GetPrevPixelFormat() const { return m_prev_efb_format; }
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void StorePixelFormat(PixelFormat new_format) { m_prev_efb_format = new_format; }
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bool EFBHasAlphaChannel() const;
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VideoCommon::PostProcessing* GetPostProcessor() const { return m_post_processor.get(); }
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// Final surface changing
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// This is called when the surface is resized (WX) or the window changes (Android).
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void ChangeSurface(void* new_surface_handle);
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void ResizeSurface();
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bool UseVertexDepthRange() const;
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void DoState(PointerWrap& p);
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virtual std::unique_ptr<VideoCommon::AsyncShaderCompiler> CreateAsyncShaderCompiler();
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// Returns true if a layer-expanding geometry shader should be used when rendering the user
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// interface and final XFB.
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bool UseGeometryShaderForUI() const;
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// Returns a lock for the ImGui mutex, enabling data structures to be modified from outside.
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// Use with care, only non-drawing functions should be called from outside the video thread,
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// as the drawing is tied to a "frame".
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std::unique_lock<std::mutex> GetImGuiLock();
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// Begins/presents a "UI frame". UI frames do not draw any of the console XFB, but this could
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// change in the future.
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void BeginUIFrame();
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void EndUIFrame();
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// Will forcibly reload all textures on the next swap
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void ForceReloadTextures();
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protected:
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// Bitmask containing information about which configuration has changed for the backend.
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enum ConfigChangeBits : u32
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{
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CONFIG_CHANGE_BIT_HOST_CONFIG = (1 << 0),
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CONFIG_CHANGE_BIT_MULTISAMPLES = (1 << 1),
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CONFIG_CHANGE_BIT_STEREO_MODE = (1 << 2),
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CONFIG_CHANGE_BIT_TARGET_SIZE = (1 << 3),
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CONFIG_CHANGE_BIT_ANISOTROPY = (1 << 4),
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CONFIG_CHANGE_BIT_FORCE_TEXTURE_FILTERING = (1 << 5),
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CONFIG_CHANGE_BIT_VSYNC = (1 << 6),
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CONFIG_CHANGE_BIT_BBOX = (1 << 7)
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};
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std::tuple<int, int> CalculateTargetScale(int x, int y) const;
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bool CalculateTargetSize();
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void CheckForConfigChanges();
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void CheckFifoRecording();
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void RecordVideoMemory();
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// ImGui initialization depends on being able to create textures and pipelines, so do it last.
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bool InitializeImGui();
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// Recompiles ImGui pipeline - call when stereo mode changes.
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bool RecompileImGuiPipeline();
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// Sets up ImGui state for the next frame.
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// This function itself acquires the ImGui lock, so it should not be held.
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void BeginImGuiFrame();
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// Destroys all ImGui GPU resources, must do before shutdown.
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void ShutdownImGui();
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// Renders ImGui windows to the currently-bound framebuffer.
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// Should be called with the ImGui lock held.
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void DrawImGui();
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virtual u16 BBoxReadImpl(int index) = 0;
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virtual void BBoxWriteImpl(int index, u16 value) = 0;
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virtual void BBoxFlushImpl() {}
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AbstractFramebuffer* m_current_framebuffer = nullptr;
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const AbstractPipeline* m_current_pipeline = nullptr;
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Common::Flag m_screenshot_request;
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Common::Event m_screenshot_completed;
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std::mutex m_screenshot_lock;
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std::string m_screenshot_name;
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bool m_is_game_widescreen = false;
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bool m_was_orthographically_anamorphic = false;
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// The framebuffer size
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int m_target_width = 1;
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int m_target_height = 1;
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// Backbuffer (window) size and render area
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int m_backbuffer_width = 0;
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int m_backbuffer_height = 0;
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float m_backbuffer_scale = 1.0f;
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AbstractTextureFormat m_backbuffer_format = AbstractTextureFormat::Undefined;
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MathUtil::Rectangle<int> m_target_rectangle = {};
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int m_frame_count = 0;
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FPSCounter m_fps_counter;
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std::unique_ptr<VideoCommon::PostProcessing> m_post_processor;
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void* m_new_surface_handle = nullptr;
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Common::Flag m_surface_changed;
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Common::Flag m_surface_resized;
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std::mutex m_swap_mutex;
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// ImGui resources.
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std::unique_ptr<NativeVertexFormat> m_imgui_vertex_format;
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std::vector<std::unique_ptr<AbstractTexture>> m_imgui_textures;
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std::unique_ptr<AbstractPipeline> m_imgui_pipeline;
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std::mutex m_imgui_mutex;
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u64 m_imgui_last_frame_time;
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private:
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std::tuple<int, int> CalculateOutputDimensions(int width, int height) const;
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PixelFormat m_prev_efb_format = PixelFormat::INVALID_FMT;
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unsigned int m_efb_scale = 1;
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// These will be set on the first call to SetWindowSize.
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int m_last_window_request_width = 0;
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int m_last_window_request_height = 0;
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// frame dumping:
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FrameDump m_frame_dump;
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std::thread m_frame_dump_thread;
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Common::Flag m_frame_dump_thread_running;
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// Used to kick frame dump thread.
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Common::Event m_frame_dump_start;
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// Set by frame dump thread on frame completion.
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Common::Event m_frame_dump_done;
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// Holds emulation state during the last swap when dumping.
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FrameDump::FrameState m_last_frame_state;
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// Communication of frame between video and dump threads.
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FrameDump::FrameData m_frame_dump_data;
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// Texture used for screenshot/frame dumping
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std::unique_ptr<AbstractTexture> m_frame_dump_render_texture;
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std::unique_ptr<AbstractFramebuffer> m_frame_dump_render_framebuffer;
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// Double buffer:
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std::unique_ptr<AbstractStagingTexture> m_frame_dump_readback_texture;
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std::unique_ptr<AbstractStagingTexture> m_frame_dump_output_texture;
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// Set when readback texture holds a frame that needs to be dumped.
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bool m_frame_dump_needs_flush = false;
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// Set when thread is processing output texture.
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bool m_frame_dump_frame_running = false;
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// Used to generate screenshot names.
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u32 m_frame_dump_image_counter = 0;
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// Tracking of XFB textures so we don't render duplicate frames.
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u64 m_last_xfb_id = std::numeric_limits<u64>::max();
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u64 m_last_xfb_ticks = 0;
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u32 m_last_xfb_addr = 0;
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u32 m_last_xfb_width = 0;
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u32 m_last_xfb_stride = 0;
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u32 m_last_xfb_height = 0;
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// Nintendo's SDK seems to write "default" bounding box values before every draw (1023 0 1023 0
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// are the only values encountered so far, which happen to be the extents allowed by the BP
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// registers) to reset the registers for comparison in the pixel engine, and presumably to detect
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// whether GX has updated the registers with real values.
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//
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// We can store these values when Bounding Box emulation is disabled and return them on read,
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// which the game will interpret as "no pixels have been drawn"
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//
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// This produces much better results than just returning garbage, which can cause games like
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// Ultimate Spider-Man to crash
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std::array<u16, 4> m_bounding_box_fallback = {};
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// NOTE: The methods below are called on the framedumping thread.
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void FrameDumpThreadFunc();
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bool StartFrameDumpToFFMPEG(const FrameDump::FrameData&);
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void DumpFrameToFFMPEG(const FrameDump::FrameData&);
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void StopFrameDumpToFFMPEG();
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std::string GetFrameDumpNextImageFileName() const;
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bool StartFrameDumpToImage(const FrameDump::FrameData&);
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void DumpFrameToImage(const FrameDump::FrameData&);
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void ShutdownFrameDumping();
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bool IsFrameDumping() const;
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// Checks that the frame dump render texture exists and is the correct size.
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bool CheckFrameDumpRenderTexture(u32 target_width, u32 target_height);
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// Checks that the frame dump readback texture exists and is the correct size.
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bool CheckFrameDumpReadbackTexture(u32 target_width, u32 target_height);
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// Fills the frame dump staging texture with the current XFB texture.
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void DumpCurrentFrame(const AbstractTexture* src_texture,
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const MathUtil::Rectangle<int>& src_rect, u64 ticks, int frame_number);
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// Asynchronously encodes the specified pointer of frame data to the frame dump.
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void DumpFrameData(const u8* data, int w, int h, int stride);
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// Ensures all rendered frames are queued for encoding.
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void FlushFrameDump();
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// Ensures all encoded frames have been written to the output file.
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void FinishFrameData();
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std::unique_ptr<NetPlayChatUI> m_netplay_chat_ui;
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Common::Flag m_force_reload_textures;
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};
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extern std::unique_ptr<Renderer> g_renderer;
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