mirror of https://github.com/PCSX2/pcsx2.git
250 lines
5.1 KiB
C++
250 lines
5.1 KiB
C++
/*
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* Copyright (C) 2007-2009 Gabest
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* http://www.gabest.org
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*
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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; either version 2, or (at your option)
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* any later version.
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*
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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 for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#pragma once
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#include "GSdx.h"
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#include "GSWnd.h"
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#include "GSState.h"
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#include "GSVertexTrace.h"
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#include "GSVertexList.h"
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#include "GSSettingsDlg.h"
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#include "GSCapture.h"
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class GSRenderer : public GSState
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{
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GSCapture m_capture;
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string m_snapshot;
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int m_shader;
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bool Merge(int field);
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protected:
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int m_interlace;
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int m_aspectratio;
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int m_filter;
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int m_upscale_multiplier;
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bool m_vsync;
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bool m_nativeres;
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bool m_aa1;
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bool m_framelimit;
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uint8* m_tex_buff;
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virtual GSTexture* GetOutput(int i) = 0;
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GSVertexTrace m_vt;
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// following functions need m_vt to be initialized
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void GetTextureMinMax(GSVector4i& r, bool linear);
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void GetAlphaMinMax();
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bool TryAlphaTest(uint32& fm, uint32& zm);
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bool IsLinear();
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bool IsOpaque();
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public:
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GSWnd m_wnd;
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GSDevice* m_dev;
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int s_n;
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bool s_dump;
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bool s_save;
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bool s_savez;
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int s_saven;
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public:
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GSRenderer();
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virtual ~GSRenderer();
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virtual bool CreateWnd(const string& title, int w, int h);
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virtual bool CreateDevice(GSDevice* dev);
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virtual void ResetDevice()
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{
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InvalidateTextureCache();
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ResetPrim();
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m_dev->Reset(1, 1);
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}
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virtual void VSync(int field);
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virtual bool MakeSnapshot(const string& path);
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virtual void KeyEvent(GSKeyEventData* e, int param = 0);
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virtual bool CanUpscale()
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{
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return !m_nativeres && m_regs->PMODE.EN != 0; // upscale ratio depends on the display size, with no output it may not be set correctly (ps2 logo to game transition)
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}
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virtual int upscale_Multiplier()
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{
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return m_upscale_multiplier;
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}
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void SetAspectRatio(int aspect) { m_aspectratio = aspect; }
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void SetVsync(bool enabled);
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void SetFrameLimit(bool limit);
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virtual void SetExclusive(bool isExcl) {}
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// TODO : Implement proper locking here *if needed* (not sure yet if it is) --air
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uint8* GetTextureBufferLock() { return m_tex_buff; }
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void ReleaseTextureBufferLock() { }
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};
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template<class Vertex> class GSRendererT : public GSRenderer
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{
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protected:
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Vertex* m_vertices;
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int m_count;
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int m_maxcount;
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GSVertexList<Vertex> m_vl;
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void Reset()
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{
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m_count = 0;
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m_vl.RemoveAll();
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__super::Reset();
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}
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void ResetPrim()
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{
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m_vl.RemoveAll();
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}
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void FlushPrim()
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{
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if(m_count == 0) return;
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if(GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt < 3 && GSLocalMemory::m_psm[m_context->ZBUF.PSM].fmt < 3)
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{
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// FIXME: berserk fpsm = 27 (8H)
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if(!m_dev->IsLost())
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{
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m_vt.Update(m_vertices, m_count, GSUtil::GetPrimClass(PRIM->PRIM));
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Draw();
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}
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m_perfmon.Put(GSPerfMon::Draw, 1);
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}
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m_count = 0;
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}
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void GrowVertexBuffer()
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{
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m_maxcount = max(10000, m_maxcount * 3/2);
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m_vertices = (Vertex*)_aligned_realloc(m_vertices, sizeof(Vertex) * m_maxcount, 16);
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m_maxcount -= 100;
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}
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template<uint32 prim> __forceinline Vertex* DrawingKick(bool skip, int& count)
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{
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switch(prim)
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{
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case GS_POINTLIST: count = 1; break;
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case GS_LINELIST: count = 2; break;
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case GS_LINESTRIP: count = 2; break;
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case GS_TRIANGLELIST: count = 3; break;
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case GS_TRIANGLESTRIP: count = 3; break;
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case GS_TRIANGLEFAN: count = 3; break;
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case GS_SPRITE: count = 2; break;
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case GS_INVALID: count = 1; break;
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default: __assume(0);
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}
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if(m_vl.GetCount() < count)
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{
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return NULL;
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}
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if(m_count >= m_maxcount)
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{
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GrowVertexBuffer();
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}
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Vertex* v = &m_vertices[m_count];
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switch(prim)
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{
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case GS_POINTLIST:
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m_vl.GetAt(0, v[0]);
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m_vl.RemoveAll();
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break;
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case GS_LINELIST:
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m_vl.GetAt(0, v[0]);
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m_vl.GetAt(1, v[1]);
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m_vl.RemoveAll();
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break;
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case GS_LINESTRIP:
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m_vl.GetAt(0, v[0]);
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m_vl.GetAt(1, v[1]);
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m_vl.RemoveAt(0, 1);
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break;
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case GS_TRIANGLELIST:
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m_vl.GetAt(0, v[0]);
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m_vl.GetAt(1, v[1]);
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m_vl.GetAt(2, v[2]);
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m_vl.RemoveAll();
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break;
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case GS_TRIANGLESTRIP:
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m_vl.GetAt(0, v[0]);
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m_vl.GetAt(1, v[1]);
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m_vl.GetAt(2, v[2]);
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m_vl.RemoveAt(0, 2);
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break;
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case GS_TRIANGLEFAN:
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m_vl.GetAt(0, v[0]);
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m_vl.GetAt(1, v[1]);
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m_vl.GetAt(2, v[2]);
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m_vl.RemoveAt(1, 1);
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break;
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case GS_SPRITE:
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m_vl.GetAt(0, v[0]);
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m_vl.GetAt(1, v[1]);
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m_vl.RemoveAll();
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break;
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case GS_INVALID:
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ASSERT(0);
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m_vl.RemoveAll();
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return NULL;
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default:
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__assume(0);
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}
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return !skip ? v : NULL;
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}
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virtual void Draw() = 0;
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public:
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GSRendererT()
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: GSRenderer()
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, m_vertices(NULL)
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, m_count(0)
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, m_maxcount(0)
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{
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}
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virtual ~GSRendererT()
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{
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if(m_vertices) _aligned_free(m_vertices);
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}
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};
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