pcsx2/plugins/GSdx/GSRenderer.h

259 lines
5.3 KiB
C++

/*
* Copyright (C) 2007-2009 Gabest
* http://www.gabest.org
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#pragma once
#include "GSdx.h"
#include "GSWnd.h"
#include "GSState.h"
#include "GSVertexTrace.h"
#include "GSVertexList.h"
#include "GSSettingsDlg.h"
#include "GSCapture.h"
class GSRenderer : public GSState
{
GSCapture m_capture;
string m_snapshot;
bool m_snapdump;
int m_shader;
bool Merge(int field);
protected:
int m_interlace;
int m_aspectratio;
int m_filter;
int m_upscale_multiplier;
bool m_vsync;
bool m_nativeres;
bool m_aa1;
bool m_framelimit;
uint8* m_tex_buff;
virtual GSTexture* GetOutput(int i) = 0;
GSVertexTrace m_vt;
// following functions need m_vt to be initialized
void GetTextureMinMax(GSVector4i& r, bool linear);
void GetAlphaMinMax();
bool TryAlphaTest(uint32& fm, uint32& zm);
bool IsLinear();
bool IsOpaque();
public:
GSWnd m_wnd;
GSDevice* m_dev;
int s_n;
bool s_dump;
bool s_save;
bool s_savez;
int s_saven;
public:
GSRenderer();
virtual ~GSRenderer();
virtual bool CreateWnd(const string& title, int w, int h);
virtual bool CreateDevice(GSDevice* dev);
virtual void ResetDevice()
{
InvalidateTextureCache();
ResetPrim();
if( m_dev ) m_dev->Reset(1, 1);
}
virtual void VSync(int field);
virtual bool MakeSnapshot(const string& path);
virtual void KeyEvent(GSKeyEventData* e);
virtual bool CanUpscale()
{
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)
}
virtual int upscale_Multiplier()
{
return m_upscale_multiplier;
}
void SetAspectRatio(int aspect) { m_aspectratio = aspect; }
void SetVsync(bool enabled);
void SetFrameLimit(bool limit);
virtual void SetExclusive(bool isExcl) {}
virtual void BeginCapture();
virtual void EndCapture();
// TODO : Implement proper locking here *if needed* (not sure yet if it is) --air
uint8* GetTextureBufferLock() { return m_tex_buff; }
void ReleaseTextureBufferLock() { }
public:
CRITICAL_SECTION m_pGSsetTitle_Crit;
char m_GStitleInfoBuffer[128];
};
template<class Vertex> class GSRendererT : public GSRenderer
{
protected:
Vertex* m_vertices;
int m_count;
int m_maxcount;
GSVertexList<Vertex> m_vl;
void Reset()
{
m_count = 0;
m_vl.RemoveAll();
__super::Reset();
}
void ResetPrim()
{
m_vl.RemoveAll();
}
void FlushPrim()
{
if(m_count == 0) return;
if(GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt < 3 && GSLocalMemory::m_psm[m_context->ZBUF.PSM].fmt < 3)
{
// FIXME: berserk fpsm = 27 (8H)
if(!m_dev->IsLost())
{
m_vt.Update(m_vertices, m_count, GSUtil::GetPrimClass(PRIM->PRIM));
Draw();
}
m_perfmon.Put(GSPerfMon::Draw, 1);
}
m_count = 0;
}
void GrowVertexBuffer()
{
m_maxcount = max(10000, m_maxcount * 3/2);
m_vertices = (Vertex*)_aligned_realloc(m_vertices, sizeof(Vertex) * m_maxcount, 16);
m_maxcount -= 100;
}
// Returns a pointer to the drawing vertex. Can return NULL!
template<uint32 prim> __fi Vertex* BaseDrawingKick(int& count)
{
switch(prim)
{
case GS_POINTLIST: count = 1; break;
case GS_LINELIST: count = 2; break;
case GS_LINESTRIP: count = 2; break;
case GS_TRIANGLELIST: count = 3; break;
case GS_TRIANGLESTRIP: count = 3; break;
case GS_TRIANGLEFAN: count = 3; break;
case GS_SPRITE: count = 2; break;
case GS_INVALID: count = 1; break;
default: __assume(0);
}
if(m_vl.GetCount() < count)
{
return NULL;
}
if(m_count >= m_maxcount)
{
GrowVertexBuffer();
}
Vertex* v = &m_vertices[m_count];
switch(prim)
{
case GS_POINTLIST:
m_vl.GetAt(0, v[0]);
m_vl.RemoveAll();
break;
case GS_LINELIST:
m_vl.GetAt(0, v[0]);
m_vl.GetAt(1, v[1]);
m_vl.RemoveAll();
break;
case GS_LINESTRIP:
m_vl.GetAt(0, v[0]);
m_vl.GetAt(1, v[1]);
m_vl.RemoveAt(0, 1);
break;
case GS_TRIANGLELIST:
m_vl.GetAt(0, v[0]);
m_vl.GetAt(1, v[1]);
m_vl.GetAt(2, v[2]);
m_vl.RemoveAll();
break;
case GS_TRIANGLESTRIP:
m_vl.GetAt(0, v[0]);
m_vl.GetAt(1, v[1]);
m_vl.GetAt(2, v[2]);
m_vl.RemoveAt(0, 2);
break;
case GS_TRIANGLEFAN:
m_vl.GetAt(0, v[0]);
m_vl.GetAt(1, v[1]);
m_vl.GetAt(2, v[2]);
m_vl.RemoveAt(1, 1);
break;
case GS_SPRITE:
m_vl.GetAt(0, v[0]);
m_vl.GetAt(1, v[1]);
m_vl.RemoveAll();
break;
case GS_INVALID:
ASSERT(0);
m_vl.RemoveAll();
return NULL;
default:
__assume(0);
}
return v;
}
virtual void Draw() = 0;
public:
GSRendererT()
: GSRenderer()
, m_vertices(NULL)
, m_count(0)
, m_maxcount(0)
{
}
virtual ~GSRendererT()
{
if(m_vertices) _aligned_free(m_vertices);
}
};