175 lines
6.2 KiB
C++
175 lines
6.2 KiB
C++
// Copyright 2023 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include "Common/Flag.h"
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#include "Common/MathUtil.h"
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#include "VideoCommon/OnScreenUIKeyMap.h"
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#include "VideoCommon/TextureCacheBase.h"
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#include "VideoCommon/TextureConfig.h"
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#include "VideoCommon/VideoCommon.h"
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#include <array>
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#include <memory>
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#include <mutex>
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#include <span>
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#include <tuple>
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class AbstractTexture;
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struct SurfaceInfo;
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enum class DolphinKey;
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namespace VideoCommon
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{
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class OnScreenUI;
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class PostProcessing;
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// Presenter is a class that deals with putting the final XFB on the screen.
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// It also handles the ImGui UI and post-processing.
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class Presenter
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{
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public:
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using ClearColor = std::array<float, 4>;
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Presenter();
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virtual ~Presenter();
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void ViSwap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks);
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void ImmediateSwap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks);
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void Present();
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void ClearLastXfbId() { m_last_xfb_id = std::numeric_limits<u64>::max(); }
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bool Initialize();
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void ConfigChanged(u32 changed_bits);
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// Window resolution (display resolution if fullscreen)
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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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u32 AutoIntegralScale() const;
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AbstractTextureFormat GetBackbufferFormat() const { return m_backbuffer_format; }
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void SetSuggestedWindowSize(int width, int height);
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void SetBackbuffer(int backbuffer_width, int backbuffer_height);
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void SetBackbuffer(SurfaceInfo info);
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void OnBackbufferSet(bool size_changed, bool is_first_set);
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void UpdateDrawRectangle();
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// Returns the target aspect ratio the XFB output should be drawn with.
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float CalculateDrawAspectRatio(bool allow_stretch = true) 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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void ReleaseXFBContentLock();
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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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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 SurfaceResizedTestAndClear() { return m_surface_resized.TestAndClear(); }
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bool SurfaceChangedTestAndClear() { return m_surface_changed.TestAndClear(); }
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void* GetNewSurfaceHandle();
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void SetKeyMap(const DolphinKeyMap& key_map);
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void SetKey(u32 key, bool is_down, const char* chars);
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void SetMousePos(float x, float y);
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void SetMousePress(u32 button_mask);
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int FrameCount() const { return m_frame_count; }
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void DoState(PointerWrap& p);
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const MathUtil::Rectangle<int>& GetTargetRectangle() const { return m_target_rectangle; }
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private:
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// Fetches the XFB texture from the texture cache.
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// Returns true the contents have changed since last time
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bool FetchXFB(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks);
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void ProcessFrameDumping(u64 ticks) const;
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void OnBackBufferSizeChanged();
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// Scales a raw XFB resolution to the target (display) aspect ratio,
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// also accounting for crop and other minor adjustments
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std::tuple<int, int> CalculateOutputDimensions(int width, int height,
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bool allow_stretch = true) const;
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std::tuple<float, float> ApplyStandardAspectCrop(float width, float height,
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bool allow_stretch = true) const;
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// Scales a raw XFB resolution to the target (display) aspect ratio
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std::tuple<float, float> ScaleToDisplayAspectRatio(int width, int height,
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bool allow_stretch = true) 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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std::mutex m_swap_mutex;
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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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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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// The presentation rectangle.
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// Width and height correspond to the final output resolution.
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// Offsets imply black borders (if the window aspect ratio doesn't match the game's one).
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MathUtil::Rectangle<int> m_target_rectangle = {};
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u32 m_auto_resolution_scale = 1;
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RcTcacheEntry m_xfb_entry;
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// Internal resolution multiplier scaled XFB size
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MathUtil::Rectangle<int> m_xfb_rect{0, 0, MAX_XFB_WIDTH, MAX_XFB_HEIGHT};
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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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// These will be set on the first call to SetSuggestedWindowSize.
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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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std::unique_ptr<VideoCommon::PostProcessing> m_post_processor;
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std::unique_ptr<VideoCommon::OnScreenUI> m_onscreen_ui;
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u64 m_frame_count = 0;
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u64 m_present_count = 0;
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// XFB tracking
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u64 m_last_xfb_ticks = 0;
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u32 m_last_xfb_addr = 0;
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// Native XFB width
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u32 m_last_xfb_width = MAX_XFB_WIDTH;
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u32 m_last_xfb_stride = 0;
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// Native XFB height
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u32 m_last_xfb_height = MAX_XFB_HEIGHT;
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Common::EventHook m_config_changed;
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};
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} // namespace VideoCommon
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extern std::unique_ptr<VideoCommon::Presenter> g_presenter;
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