142 lines
4.2 KiB
C++
142 lines
4.2 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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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 <array>
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#include <memory>
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#include <mutex>
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#include <string>
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#include <string_view>
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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/Flag.h"
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#include "Common/MathUtil.h"
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#include "VideoCommon/RenderState.h"
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#include "VideoCommon/VideoEvents.h"
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class AbstractFramebuffer;
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class AbstractPipeline;
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class AbstractShader;
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class AbstractTexture;
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class AbstractStagingTexture;
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class NativeVertexFormat;
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class PixelShaderManager;
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class PointerWrap;
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struct ComputePipelineConfig;
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struct AbstractPipelineConfig;
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struct PortableVertexDeclaration;
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struct TextureConfig;
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enum class AbstractTextureFormat : u32;
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enum class ShaderStage;
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enum class EFBAccessType;
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enum class EFBReinterpretType;
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enum class StagingTextureType;
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namespace VideoCommon
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{
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class AsyncShaderCompiler;
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}
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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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// 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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// 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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// EFB coordinate conversion functions
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// Use this to convert a whole native EFB rect to backbuffer coordinates
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MathUtil::Rectangle<int> ConvertEFBRectangle(const MathUtil::Rectangle<int>& rc) const;
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unsigned int GetEFBScale() 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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void ClearScreen(const MathUtil::Rectangle<int>& rc, bool colorEnable, bool alphaEnable,
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bool zEnable, u32 color, u32 z);
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virtual void ReinterpretPixelData(EFBReinterpretType convtype);
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virtual u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data);
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virtual void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points);
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// Track swaps for save-states
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void TrackSwaps(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks);
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bool IsGameWidescreen() const { return m_is_game_widescreen; }
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PixelFormat GetPrevPixelFormat() const { return m_prev_efb_format; }
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void StorePixelFormat(PixelFormat new_format) { m_prev_efb_format = new_format; }
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bool UseVertexDepthRange() const;
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void DoState(PointerWrap& p);
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bool CalculateTargetSize();
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int FrameCount() const { return m_frame_count; }
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int FrameCountIncrement() { return m_frame_count++; }
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void OnConfigChanged(u32 bits);
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protected:
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void UpdateWidescreen();
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void UpdateWidescreenHeuristic();
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std::tuple<int, int> CalculateTargetScale(int x, int y) const;
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bool m_is_game_widescreen = false;
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bool m_was_orthographically_anamorphic = false;
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// The framebuffer size
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int m_target_width = 1;
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int m_target_height = 1;
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private:
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PixelFormat m_prev_efb_format;
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unsigned int m_efb_scale = 1;
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u64 m_last_xfb_ticks = 0;
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u32 m_last_xfb_addr = 0;
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u32 m_last_xfb_width = 0;
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u32 m_last_xfb_stride = 0;
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u32 m_last_xfb_height = 0;
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int m_frame_count = 0;
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EventHook m_update_widescreen_handle;
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EventHook m_config_changed_handle;
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};
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extern std::unique_ptr<Renderer> g_renderer;
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