dolphin/Source/Core/VideoBackends/Software/EfbInterface.h

77 lines
1.9 KiB
C++

// Copyright 2009 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include "Common/CommonTypes.h"
#include "VideoCommon/PerfQueryBase.h"
#include "VideoCommon/VideoCommon.h"
namespace EfbInterface
{
const int DEPTH_BUFFER_START = EFB_WIDTH * EFB_HEIGHT * 3;
// xfb color format - packed so the compiler doesn't mess with alignment
#pragma pack(push,1)
struct yuv422_packed
{
u8 Y;
u8 UV;
};
#pragma pack(pop)
// But this struct is only used internally, so we could optimise alignment
struct yuv444
{
u8 Y;
s8 U;
s8 V;
};
enum
{
ALP_C,
BLU_C,
GRN_C,
RED_C
};
// color order is ABGR in order to emulate RGBA on little-endian hardware
// does full blending of an incoming pixel
void BlendTev(u16 x, u16 y, u8 *color);
// compare z at location x,y
// writes it if it passes
// returns result of compare.
bool ZCompare(u16 x, u16 y, u32 z);
// sets the color and alpha
void SetColor(u16 x, u16 y, u8 *color);
void SetDepth(u16 x, u16 y, u32 depth);
void GetColor(u16 x, u16 y, u8 *color);
void GetColorYUV(u16 x, u16 y, yuv444 *color);
u32 GetDepth(u16 x, u16 y);
u8* GetPixelPointer(u16 x, u16 y, bool depth);
void CopyToXFB(yuv422_packed* xfb_in_ram, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc, float Gamma);
void BypassXFB(u8* texture, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc, float Gamma);
extern u32 perf_values[PQ_NUM_MEMBERS];
inline void IncPerfCounterQuadCount(PerfQueryType type)
{
// NOTE: hardware doesn't process individual pixels but quads instead.
// Current software renderer architecture works on pixels though, so
// we have this "quad" hack here to only increment the registers on
// every fourth rendered pixel
static u32 quad[PQ_NUM_MEMBERS];
if (++quad[type] != 3)
return;
quad[type] = 0;
++perf_values[type];
}
}