192 lines
7.2 KiB
C++
192 lines
7.2 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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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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#ifndef _COMMON_RENDERBASE_H_
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#define _COMMON_RENDERBASE_H_
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#include "VideoCommon.h"
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#include "Thread.h"
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#include "MathUtil.h"
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#include "pluginspecs_video.h"
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#include "NativeVertexFormat.h"
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#include "FramebufferManagerBase.h"
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#include "BPMemory.h"
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#include <string>
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// TODO: Move these out of here.
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extern int frameCount;
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extern int OSDChoice, OSDTime;
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extern bool s_bLastFrameDumped;
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extern SVideoInitialize g_VideoInitialize;
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extern PLUGIN_GLOBALS* globals;
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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();
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virtual ~Renderer();
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virtual void SetColorMask() = 0;
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virtual void SetBlendMode(bool forceUpdate) = 0;
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virtual bool SetScissorRect() = 0;
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virtual void SetGenerationMode() = 0;
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virtual void SetDepthMode() = 0;
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virtual void SetLogicOpMode() = 0;
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virtual void SetDitherMode() = 0;
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virtual void SetLineWidth() = 0;
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virtual void SetSamplerState(int stage,int texindex) = 0;
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virtual void SetInterlacingMode() = 0;
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virtual void ApplyState(bool bUseDstAlpha) = 0;
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virtual void RestoreState() = 0;
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// Real internal resolution:
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// D3D doesn't support viewports larger than the target size, so we need to resize the target to the viewport size for those.
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// OpenGL supports this, so GetFullTargetWidth returns the same as GetTargetWidth there.
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static int GetFullTargetWidth() { return s_Fulltarget_width; }
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static int GetFullTargetHeight() { return s_Fulltarget_height; }
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// Ideal internal resolution - determined by display resolution (automatic scaling) and/or a multiple of the native EFB resolution
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static int GetTargetWidth() { return s_target_width; }
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static int GetTargetHeight() { return s_target_height; }
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// Display resolution
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static int GetBackbufferWidth() { return s_backbuffer_width; }
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static int GetBackbufferHeight() { return s_backbuffer_height; }
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// XFB scale - TODO: Remove this and add two XFBToScaled functions instead
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static float GetXFBScaleX() { return xScale; }
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static float GetXFBScaleY() { return yScale; }
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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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// Use this to upscale native EFB coordinates to IDEAL internal resolution
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static int EFBToScaledX(int x) { return x * GetTargetWidth() / EFB_WIDTH; }
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static int EFBToScaledY(int y) { return y * GetTargetHeight() / EFB_HEIGHT; }
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// Floating point versions of the above - only use them if really necessary
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static float EFBToScaledXf(float x) { return x * ((float)GetTargetWidth() / (float)EFB_WIDTH); }
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static float EFBToScaledYf(float y) { return y * ((float)GetTargetHeight() / (float)EFB_HEIGHT); }
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// Returns the offset at which the EFB will be drawn onto the backbuffer
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// NOTE: Never calculate this manually (e.g. to "increase accuracy"), since you might end up getting off-by-one errors.
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// This is a per-frame constant, so it won't cause any issues.
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static int TargetStrideX() { return (s_Fulltarget_width - s_target_width) / 2; }
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static int TargetStrideY() { return (s_Fulltarget_height - s_target_height) / 2; }
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// Random utilities
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static void SetScreenshot(const char *filename);
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static void DrawDebugText();
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virtual void RenderText(const char* pstr, int left, int top, u32 color) = 0;
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virtual void ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z) = 0;
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virtual void ReinterpretPixelData(unsigned int convtype) = 0;
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static void RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,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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// What's the real difference between these? Too similar names.
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virtual void ResetAPIState() = 0;
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virtual void RestoreAPIState() = 0;
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// Finish up the current frame, print some stats
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virtual void Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight, const EFBRectangle& rc,float Gamma = 1.0f) = 0;
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virtual void UpdateViewport() = 0;
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virtual bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc) = 0;
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static unsigned int GetPrevPixelFormat() { return prev_efb_format; }
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static void StorePixelFormat(unsigned int new_format) { prev_efb_format = new_format; }
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protected:
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static Common::CriticalSection s_criticalScreenshot;
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static std::string s_sScreenshotName;
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static void CalculateTargetScale(int x, int y, int &scaledX, int &scaledY);
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static bool CalculateTargetSize(int multiplier = 1);
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static void CalculateXYScale(const TargetRectangle& dst_rect);
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static volatile bool s_bScreenshot;
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// The framebuffer size
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static int s_target_width;
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static int s_target_height;
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// The custom resolution
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static int s_Fulltarget_width;
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static int s_Fulltarget_height;
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// TODO: Add functionality to reinit all the render targets when the window is resized.
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static int s_backbuffer_width;
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static int s_backbuffer_height;
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// ratio of backbuffer size and render area size - TODO: Remove these!
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static float xScale;
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static float yScale;
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static unsigned int s_XFB_width;
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static unsigned int s_XFB_height;
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// can probably eliminate this static var
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static int s_LastEFBScale;
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static bool s_skipSwap;
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static bool XFBWrited;
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private:
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static unsigned int prev_efb_format;
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};
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extern Renderer *g_renderer;
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void UpdateViewport();
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template <typename R>
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void GetScissorRect(MathUtil::Rectangle<R> &rect)
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{
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const int xoff = bpmem.scissorOffset.x * 2 - 342;
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const int yoff = bpmem.scissorOffset.y * 2 - 342;
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rect.left = (R)(bpmem.scissorTL.x - xoff - 342);
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rect.top = (R)(bpmem.scissorTL.y - yoff - 342);
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rect.right = (R)(bpmem.scissorBR.x - xoff - 341);
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rect.bottom = (R)(bpmem.scissorBR.y - yoff - 341);
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}
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#endif // _COMMON_RENDERBASE_H_
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