224 lines
7.7 KiB
C++
224 lines
7.7 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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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 <condition_variable>
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#include <memory>
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#include <mutex>
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#include <string>
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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/AVIDump.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/FPSCounter.h"
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#include "VideoCommon/RenderState.h"
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#include "VideoCommon/VideoCommon.h"
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class PostProcessingShaderImplementation;
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enum class EFBAccessType;
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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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// TODO: Move these out of here.
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extern int frameCount;
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extern int OSDChoice;
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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);
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virtual ~Renderer();
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enum PixelPerfQuery
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{
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PP_ZCOMP_INPUT_ZCOMPLOC,
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PP_ZCOMP_OUTPUT_ZCOMPLOC,
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PP_ZCOMP_INPUT,
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PP_ZCOMP_OUTPUT,
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PP_BLEND_INPUT,
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PP_EFB_COPY_CLOCKS
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};
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virtual void SetBlendingState(const BlendingState& state) {}
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virtual void SetScissorRect(const EFBRectangle& rc) {}
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virtual void SetRasterizationState(const RasterizationState& state) {}
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virtual void SetDepthState(const DepthState& state) {}
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virtual void SetSamplerState(u32 index, const SamplerState& state) {}
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virtual void SetInterlacingMode() {}
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virtual void SetViewport() {}
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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 ApplyState() {}
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virtual void RestoreState() {}
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virtual void ResetAPIState() {}
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virtual void RestoreAPIState() {}
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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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void SetWindowSize(int width, int height);
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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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virtual TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc) = 0;
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const TargetRectangle& GetTargetRectangle() const { return m_target_rectangle; }
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float CalculateDrawAspectRatio() const;
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std::tuple<float, float> ScaleToDisplayAspectRatio(int width, int height) const;
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TargetRectangle CalculateFrameDumpDrawRectangle() const;
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void UpdateDrawRectangle();
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// Use this to convert a single target rectangle to two stereo rectangles
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std::tuple<TargetRectangle, TargetRectangle>
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ConvertStereoRectangle(const TargetRectangle& rc) 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(const std::string& filename, bool wait_for_completion);
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void DrawDebugText();
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virtual void RenderText(const std::string& text, int left, int top, u32 color) = 0;
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virtual void ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
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u32 color, u32 z) = 0;
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virtual void ReinterpretPixelData(unsigned int convtype) = 0;
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void RenderToXFB(u32 xfbAddr, const EFBRectangle& sourceRc, u32 fbStride, u32 fbHeight,
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float Gamma = 1.0f);
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virtual u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) = 0;
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virtual void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points) = 0;
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virtual u16 BBoxRead(int index) = 0;
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virtual void BBoxWrite(int index, u16 value) = 0;
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// Finish up the current frame, print some stats
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void Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const EFBRectangle& rc, u64 ticks,
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float Gamma = 1.0f);
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virtual void SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
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const EFBRectangle& rc, u64 ticks, float Gamma = 1.0f) = 0;
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PEControl::PixelFormat GetPrevPixelFormat() const { return m_prev_efb_format; }
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void StorePixelFormat(PEControl::PixelFormat new_format) { m_prev_efb_format = new_format; }
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PostProcessingShaderImplementation* 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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virtual void ChangeSurface(void* new_surface_handle) {}
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bool UseVertexDepthRange() const;
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protected:
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std::tuple<int, int> CalculateTargetScale(int x, int y) const;
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bool CalculateTargetSize();
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bool CheckForHostConfigChanges();
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void CheckFifoRecording();
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void RecordVideoMemory();
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bool IsFrameDumping();
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void DumpFrameData(const u8* data, int w, int h, int stride, const AVIDump::Frame& state,
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bool swap_upside_down = false);
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void FinishFrameData();
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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_aspect_wide = false;
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// The framebuffer size
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int m_target_width = 0;
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int m_target_height = 0;
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// TODO: Add functionality to reinit all the render targets when the window is resized.
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int m_backbuffer_width = 0;
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int m_backbuffer_height = 0;
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TargetRectangle m_target_rectangle = {};
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bool m_xfb_written = false;
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FPSCounter m_fps_counter;
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std::unique_ptr<PostProcessingShaderImplementation> m_post_processor;
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static const float GX_MAX_DEPTH;
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Common::Flag m_surface_needs_change;
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Common::Event m_surface_changed;
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void* m_new_surface_handle = nullptr;
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u32 m_last_host_config_bits = 0;
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private:
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void RunFrameDumps();
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void ShutdownFrameDumping();
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PEControl::PixelFormat m_prev_efb_format = PEControl::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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std::thread m_frame_dump_thread;
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Common::Event m_frame_dump_start;
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Common::Event m_frame_dump_done;
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Common::Flag m_frame_dump_thread_running;
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u32 m_frame_dump_image_counter = 0;
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bool m_frame_dump_frame_running = false;
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struct FrameDumpConfig
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{
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const u8* data;
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int width;
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int height;
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int stride;
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bool upside_down;
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AVIDump::Frame state;
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} m_frame_dump_config;
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// NOTE: The methods below are called on the framedumping thread.
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bool StartFrameDumpToAVI(const FrameDumpConfig& config);
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void DumpFrameToAVI(const FrameDumpConfig& config);
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void StopFrameDumpToAVI();
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std::string GetFrameDumpNextImageFileName() const;
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bool StartFrameDumpToImage(const FrameDumpConfig& config);
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void DumpFrameToImage(const FrameDumpConfig& config);
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};
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extern std::unique_ptr<Renderer> g_renderer;
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