197 lines
7.1 KiB
C++
197 lines
7.1 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 <memory>
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#include <mutex>
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#include <string>
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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/VideoBackendBase.h"
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#include "VideoCommon/VideoCommon.h"
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class PostProcessingShaderImplementation;
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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();
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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 SetColorMask() {}
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virtual void SetBlendMode(bool forceUpdate) {}
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virtual void SetScissorRect(const EFBRectangle& rc) {}
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virtual void SetGenerationMode() {}
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virtual void SetDepthMode() {}
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virtual void SetLogicOpMode() {}
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virtual void SetDitherMode() {}
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virtual void SetSamplerState(int stage, int texindex, bool custom_tex) {}
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virtual void SetInterlacingMode() {}
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virtual void SetViewport() {}
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virtual void ApplyState(bool bUseDstAlpha) {}
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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 - determined by display resolution (automatic scaling) and/or a
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// 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 convert a single target rectangle to two stereo rectangles
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static void ConvertStereoRectangle(const TargetRectangle& rc, TargetRectangle& leftRc,
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TargetRectangle& rightRc);
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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,
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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 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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static void FlipImageData(u8* data, int w, int h, int pixel_width = 3);
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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,
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u64 ticks, 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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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.get(); }
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// Max height/width
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virtual u32 GetMaxTextureSize() = 0;
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static Common::Event s_screenshotCompleted;
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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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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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bool IsFrameDumping();
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void DumpFrameData(const u8* data, int w, int h, int stride, u64 ticks,
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bool swap_upside_down = false);
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void FinishFrameData();
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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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// 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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// TODO: Can probably eliminate this static var.
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static int s_last_efb_scale;
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static bool XFBWrited;
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FPSCounter m_fps_counter;
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static std::unique_ptr<PostProcessingShaderImplementation> m_post_processor;
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static const float GX_MAX_DEPTH;
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static Common::Flag s_surface_needs_change;
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static Common::Event s_surface_changed;
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static void* s_new_surface_handle;
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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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// framedumping
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std::vector<u8> m_frame_data;
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bool m_AVI_dumping = false;
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bool m_last_frame_dumped = false;
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};
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extern std::unique_ptr<Renderer> g_renderer;
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