173 lines
6.0 KiB
C++
173 lines
6.0 KiB
C++
// Copyright 2013 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 <string>
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#include "Common/MathUtil.h"
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#include "Common/Thread.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/FPSCounter.h"
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#include "VideoCommon/FramebufferManagerBase.h"
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#include "VideoCommon/NativeVertexFormat.h"
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#include "VideoCommon/VideoCommon.h"
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class PostProcessingShaderImplementation;
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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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extern bool bLastFrameDumped;
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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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enum PixelPerfQuery {
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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 SetColorMask() = 0;
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virtual void SetBlendMode(bool forceUpdate) = 0;
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virtual void SetScissorRect(const EFBRectangle& rc) = 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 SetViewport() = 0;
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virtual void ApplyState(bool bUseDstAlpha) = 0;
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virtual void RestoreState() = 0;
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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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static 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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static const TargetRectangle& GetTargetRectangle() { return target_rc; }
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static void UpdateDrawRectangle(int backbuffer_width, int backbuffer_height);
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// Use this to upscale native EFB coordinates to IDEAL internal resolution
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static int EFBToScaledX(int x);
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static int EFBToScaledY(int y);
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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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// Random utilities
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static void SetScreenshot(const std::string& filename);
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static 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, 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, const EFBRectangle& sourceRc, u32 fbWidth, u32 fbHeight, 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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static void Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const EFBRectangle& rc,float Gamma = 1.0f);
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virtual void SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const EFBRectangle& rc, float Gamma = 1.0f) = 0;
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virtual bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc) = 0;
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static PEControl::PixelFormat GetPrevPixelFormat() { return prev_efb_format; }
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static void StorePixelFormat(PEControl::PixelFormat new_format) { prev_efb_format = new_format; }
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PostProcessingShaderImplementation* GetPostProcessor() { return m_post_processor; }
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// Max height/width
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virtual int GetMaxTextureSize() = 0;
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protected:
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static void CalculateTargetScale(int x, int y, int &scaledX, int &scaledY);
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bool CalculateTargetSize(unsigned int framebuffer_width, unsigned int framebuffer_height);
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static void CheckFifoRecording();
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static void RecordVideoMemory();
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static volatile bool s_bScreenshot;
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static std::mutex s_criticalScreenshot;
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static std::string s_sScreenshotName;
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#if defined _WIN32 || defined HAVE_LIBAV
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bool bAVIDumping;
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#else
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File::IOFile pFrameDump;
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#endif
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std::vector<u8> frame_data;
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bool bLastFrameDumped;
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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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// 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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static TargetRectangle target_rc;
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// can probably eliminate this static var
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static int s_LastEFBScale;
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static bool XFBWrited;
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FPSCounter m_fps_counter;
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static PostProcessingShaderImplementation* m_post_processor;
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private:
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static PEControl::PixelFormat prev_efb_format;
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static unsigned int efb_scale_numeratorX;
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static unsigned int efb_scale_numeratorY;
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static unsigned int efb_scale_denominatorX;
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static unsigned int efb_scale_denominatorY;
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};
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extern Renderer *g_renderer;
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