2015-05-23 22:55:12 -06:00
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// Copyright 2010 Dolphin Emulator Project
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2015-05-17 17:08:10 -06:00
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// Licensed under GPLv2+
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2013-04-17 21:09:55 -06:00
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// Refer to the license.txt file included.
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2010-11-17 19:21:26 -07:00
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// ---------------------------------------------------------------------------------------------
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// GC graphics pipeline
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// ---------------------------------------------------------------------------------------------
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2015-01-10 22:17:29 -07:00
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// 3d commands are issued through the fifo. The GPU draws to the 2MB EFB.
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2010-11-17 19:21:26 -07:00
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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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2014-02-10 11:54:46 -07:00
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#pragma once
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2010-11-17 19:21:26 -07:00
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2018-01-21 03:22:45 -07:00
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#include <array>
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2016-10-07 19:11:37 -06:00
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#include <condition_variable>
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2015-12-20 19:49:49 -07:00
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#include <memory>
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2015-05-26 15:23:43 -06:00
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#include <mutex>
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2010-11-17 19:21:26 -07:00
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#include <string>
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2016-10-07 19:11:37 -06:00
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#include <thread>
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2017-01-23 11:33:26 -07:00
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#include <tuple>
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#include <vector>
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2010-11-17 19:21:26 -07:00
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2016-01-17 14:54:31 -07:00
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#include "Common/CommonTypes.h"
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2015-06-18 19:28:40 -06:00
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#include "Common/Event.h"
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2016-01-17 14:54:31 -07:00
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#include "Common/Flag.h"
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2014-02-17 03:18:15 -07:00
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#include "Common/MathUtil.h"
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#include "VideoCommon/AVIDump.h"
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#include "VideoCommon/AsyncShaderCompiler.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/FPSCounter.h"
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#include "VideoCommon/RenderState.h"
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#include "VideoCommon/TextureConfig.h"
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2014-02-17 03:18:15 -07:00
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#include "VideoCommon/VideoCommon.h"
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2018-01-21 03:22:45 -07:00
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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 PostProcessingShaderImplementation;
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struct TextureConfig;
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struct ComputePipelineConfig;
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struct AbstractPipelineConfig;
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enum class ShaderStage;
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enum class EFBAccessType;
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enum class StagingTextureType;
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2015-05-01 10:58:11 -06:00
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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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2010-11-17 19:21:26 -07:00
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extern int frameCount;
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2018-05-11 09:09:39 -06:00
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2010-11-17 19:21:26 -07:00
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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(int backbuffer_width, int backbuffer_height, float backbuffer_scale,
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AbstractTextureFormat backbuffer_format);
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virtual ~Renderer();
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using ClearColor = std::array<float, 4>;
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2018-10-03 07:03:13 -06:00
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virtual bool IsHeadless() const = 0;
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2018-02-09 03:52:25 -07:00
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virtual bool Initialize();
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virtual void Shutdown();
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virtual void SetPipeline(const AbstractPipeline* pipeline) {}
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virtual void SetScissorRect(const MathUtil::Rectangle<int>& rc) {}
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virtual void SetTexture(u32 index, const AbstractTexture* texture) {}
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virtual void SetSamplerState(u32 index, const SamplerState& state) {}
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virtual void UnbindTexture(const AbstractTexture* texture) {}
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virtual void SetInterlacingMode() {}
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virtual void SetViewport(float x, float y, float width, float height, float near_depth,
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float far_depth)
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{
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}
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virtual void SetFullscreen(bool enable_fullscreen) {}
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virtual bool IsFullscreen() const { return false; }
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virtual void ApplyState() {}
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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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virtual std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) = 0;
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virtual std::unique_ptr<AbstractStagingTexture>
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CreateStagingTexture(StagingTextureType type, const TextureConfig& config) = 0;
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virtual std::unique_ptr<AbstractFramebuffer>
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CreateFramebuffer(const AbstractTexture* color_attachment,
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const AbstractTexture* depth_attachment) = 0;
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// Framebuffer operations.
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virtual void SetFramebuffer(const AbstractFramebuffer* framebuffer) {}
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virtual void SetAndDiscardFramebuffer(const AbstractFramebuffer* framebuffer) {}
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virtual void SetAndClearFramebuffer(const AbstractFramebuffer* framebuffer,
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const ClearColor& color_value = {}, float depth_value = 0.0f)
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{
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}
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2017-09-30 00:25:36 -06:00
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2018-11-27 00:16:53 -07:00
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// Drawing with currently-bound pipeline state.
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virtual void Draw(u32 base_vertex, u32 num_vertices) {}
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virtual void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) {}
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// Shader modules/objects.
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virtual std::unique_ptr<AbstractShader>
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CreateShaderFromSource(ShaderStage stage, const char* source, size_t length) = 0;
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virtual std::unique_ptr<AbstractShader>
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CreateShaderFromBinary(ShaderStage stage, const void* data, size_t length) = 0;
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virtual std::unique_ptr<AbstractPipeline>
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CreatePipeline(const AbstractPipelineConfig& config) = 0;
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2018-01-21 03:22:45 -07:00
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const AbstractFramebuffer* GetCurrentFramebuffer() const { return m_current_framebuffer; }
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u32 GetCurrentFramebufferWidth() const { return m_current_framebuffer_width; }
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u32 GetCurrentFramebufferHeight() const { return m_current_framebuffer_height; }
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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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// Display resolution
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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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2017-03-03 23:39:50 -07:00
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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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const TargetRectangle& GetTargetRectangle() const { return m_target_rectangle; }
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float CalculateDrawAspectRatio() const;
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2017-04-08 17:40:04 -06:00
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std::tuple<float, float> ScaleToDisplayAspectRatio(int width, int height) const;
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2017-03-03 23:39:50 -07:00
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void UpdateDrawRectangle();
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2016-06-24 02:43:46 -06:00
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// Use this to convert a single target rectangle to two stereo rectangles
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std::tuple<TargetRectangle, TargetRectangle>
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ConvertStereoRectangle(const TargetRectangle& rc) const;
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2016-06-24 02:43:46 -06:00
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2017-11-03 09:04:46 -06:00
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unsigned int GetEFBScale() const;
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2016-06-24 02:43:46 -06:00
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// Use this to upscale native EFB coordinates to IDEAL internal resolution
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2017-04-08 17:40:04 -06:00
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int EFBToScaledX(int x) const;
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int EFBToScaledY(int y) const;
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2016-06-24 02:43:46 -06:00
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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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2016-06-24 02:43:46 -06:00
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// Random utilities
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void SaveScreenshot(const std::string& filename, bool wait_for_completion);
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2017-03-03 23:39:50 -07:00
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void DrawDebugText();
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2016-06-24 02:43:46 -06:00
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2018-10-09 07:57:52 -06:00
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// ImGui initialization depends on being able to create textures and pipelines, so do it last.
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bool InitializeImGui();
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2016-06-24 02:43:46 -06:00
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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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2017-03-03 23:39:50 -07:00
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void RenderToXFB(u32 xfbAddr, const EFBRectangle& sourceRc, u32 fbStride, u32 fbHeight,
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float Gamma = 1.0f);
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2016-06-24 02:43:46 -06:00
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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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// Finish up the current frame, print some stats
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2017-10-01 10:19:29 -06:00
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void Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const EFBRectangle& rc,
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u64 ticks);
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virtual void SwapImpl(AbstractTexture* texture, const EFBRectangle& rc, u64 ticks) = 0;
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virtual void Flush() {}
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2016-06-24 02:43:46 -06:00
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2017-04-08 17:40:04 -06:00
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PEControl::PixelFormat GetPrevPixelFormat() const { return m_prev_efb_format; }
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2017-03-03 23:42:21 -07:00
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void StorePixelFormat(PEControl::PixelFormat new_format) { m_prev_efb_format = new_format; }
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2017-04-08 17:40:04 -06:00
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PostProcessingShaderImplementation* GetPostProcessor() const { return m_post_processor.get(); }
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2016-06-24 02:43:46 -06:00
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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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2018-01-25 23:23:24 -07:00
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void ChangeSurface(void* new_surface_handle);
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2018-10-03 07:03:16 -06:00
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void ResizeSurface();
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2017-02-24 07:16:28 -07:00
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bool UseVertexDepthRange() const;
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2018-02-25 00:56:09 -07:00
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virtual std::unique_ptr<VideoCommon::AsyncShaderCompiler> CreateAsyncShaderCompiler();
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2018-10-10 05:41:52 -06:00
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// Returns a lock for the ImGui mutex, enabling data structures to be modified from outside.
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// Use with care, only non-drawing functions should be called from outside the video thread,
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// as the drawing is tied to a "frame".
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std::unique_lock<std::mutex> GetImGuiLock();
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2010-11-17 19:21:26 -07:00
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protected:
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std::tuple<int, int> CalculateTargetScale(int x, int y) const;
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2016-11-10 06:31:44 -07:00
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bool CalculateTargetSize();
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2010-11-17 19:21:26 -07:00
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2017-07-20 01:10:02 -06:00
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bool CheckForHostConfigChanges();
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2017-03-03 23:39:50 -07:00
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void CheckFifoRecording();
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void RecordVideoMemory();
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2011-03-26 20:55:08 -06:00
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2018-10-09 07:57:52 -06:00
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// Renders ImGui windows to the currently-bound framebuffer.
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void DrawImGui();
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// Destroys all ImGui GPU resources, must do before shutdown.
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void ShutdownImGui();
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// Sets up ImGui state for the next frame.
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void BeginImGuiFrame();
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2018-01-21 03:22:45 -07:00
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// TODO: Remove the width/height parameters once we make the EFB an abstract framebuffer.
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const AbstractFramebuffer* m_current_framebuffer = nullptr;
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u32 m_current_framebuffer_width = 1;
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u32 m_current_framebuffer_height = 1;
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2017-03-03 23:42:21 -07:00
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Common::Flag m_screenshot_request;
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2017-03-03 23:42:35 -07:00
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Common::Event m_screenshot_completed;
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2017-03-03 23:42:21 -07:00
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std::mutex m_screenshot_lock;
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std::string m_screenshot_name;
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2017-03-03 15:36:51 -07:00
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bool m_aspect_wide = false;
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2011-09-08 09:09:24 -06:00
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2016-06-24 02:43:46 -06:00
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// The framebuffer size
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2017-03-03 23:42:21 -07:00
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int m_target_width = 0;
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int m_target_height = 0;
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2010-11-17 19:21:26 -07:00
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2018-01-25 23:23:24 -07:00
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// Backbuffer (window) size and render area
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2017-03-03 23:42:21 -07:00
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int m_backbuffer_width = 0;
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int m_backbuffer_height = 0;
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2019-01-18 07:35:00 -07:00
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float m_backbuffer_scale = 1.0f;
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2017-09-09 00:09:24 -06:00
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AbstractTextureFormat m_backbuffer_format = AbstractTextureFormat::Undefined;
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2017-03-09 06:39:48 -07:00
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TargetRectangle m_target_rectangle = {};
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2010-12-27 14:56:20 -07:00
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2016-06-24 02:43:46 -06:00
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FPSCounter m_fps_counter;
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2014-07-09 15:18:11 -06:00
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2017-03-03 23:39:50 -07:00
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std::unique_ptr<PostProcessingShaderImplementation> m_post_processor;
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2014-07-29 10:47:56 -06:00
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2017-11-22 23:53:44 -07:00
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void* m_new_surface_handle = nullptr;
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2018-01-25 23:23:24 -07:00
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Common::Flag m_surface_changed;
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Common::Flag m_surface_resized;
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std::mutex m_swap_mutex;
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2016-08-13 06:08:53 -06:00
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2017-07-20 01:10:02 -06:00
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u32 m_last_host_config_bits = 0;
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2018-02-24 08:15:35 -07:00
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u32 m_last_efb_multisamples = 1;
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2017-07-20 01:10:02 -06:00
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2018-10-09 07:57:52 -06:00
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// ImGui resources.
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std::unique_ptr<NativeVertexFormat> m_imgui_vertex_format;
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std::vector<std::unique_ptr<AbstractTexture>> m_imgui_textures;
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std::unique_ptr<AbstractPipeline> m_imgui_pipeline;
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2018-10-10 05:41:52 -06:00
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std::mutex m_imgui_mutex;
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2018-10-09 07:57:52 -06:00
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u64 m_imgui_last_frame_time;
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2010-12-27 14:56:20 -07:00
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private:
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2016-10-07 19:11:37 -06:00
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void RunFrameDumps();
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2017-08-28 23:24:25 -06:00
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std::tuple<int, int> CalculateOutputDimensions(int width, int height);
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2016-10-07 19:11:37 -06:00
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2017-03-03 23:42:21 -07:00
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PEControl::PixelFormat m_prev_efb_format = PEControl::INVALID_FMT;
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2017-07-03 08:32:02 -06:00
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unsigned int m_efb_scale = 1;
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2016-10-07 13:39:23 -06:00
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2017-03-03 23:42:31 -07:00
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// These will be set on the first call to SetWindowSize.
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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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2016-10-07 19:11:37 -06:00
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// frame dumping
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std::thread m_frame_dump_thread;
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Common::Event m_frame_dump_start;
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Common::Event m_frame_dump_done;
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Common::Flag m_frame_dump_thread_running;
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2016-11-18 05:57:08 -07:00
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u32 m_frame_dump_image_counter = 0;
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2016-10-07 19:11:37 -06:00
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bool m_frame_dump_frame_running = false;
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struct FrameDumpConfig
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{
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const u8* data;
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int width;
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int height;
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int stride;
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AVIDump::Frame state;
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} m_frame_dump_config;
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2016-11-18 05:57:08 -07:00
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2017-11-19 00:33:53 -07:00
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// Texture used for screenshot/frame dumping
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std::unique_ptr<AbstractTexture> m_frame_dump_render_texture;
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std::array<std::unique_ptr<AbstractStagingTexture>, 2> m_frame_dump_readback_textures;
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AVIDump::Frame m_last_frame_state;
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bool m_last_frame_exported = false;
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// Tracking of XFB textures so we don't render duplicate frames.
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2017-09-13 22:46:30 -06:00
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AbstractTexture* m_last_xfb_texture = nullptr;
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u64 m_last_xfb_id = std::numeric_limits<u64>::max();
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u64 m_last_xfb_ticks = 0;
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2017-09-28 23:31:08 -06:00
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EFBRectangle m_last_xfb_region;
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2017-05-30 22:44:03 -06:00
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2017-08-12 18:51:33 -06:00
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// Note: Only used for auto-ir
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u32 m_last_xfb_width = MAX_XFB_WIDTH;
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u32 m_last_xfb_height = MAX_XFB_HEIGHT;
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2016-11-18 05:57:08 -07:00
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// NOTE: The methods below are called on the framedumping thread.
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bool StartFrameDumpToAVI(const FrameDumpConfig& config);
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void DumpFrameToAVI(const FrameDumpConfig& config);
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void StopFrameDumpToAVI();
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std::string GetFrameDumpNextImageFileName() const;
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bool StartFrameDumpToImage(const FrameDumpConfig& config);
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void DumpFrameToImage(const FrameDumpConfig& config);
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2018-01-25 22:09:07 -07:00
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void ShutdownFrameDumping();
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2017-05-30 22:44:03 -06:00
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bool IsFrameDumping();
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2017-11-19 00:33:53 -07:00
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// Asynchronously encodes the current staging texture to the frame dump.
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void DumpCurrentFrame();
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// Fills the frame dump render texture with the current XFB texture.
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void RenderFrameDump();
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// Queues the current frame for readback, which will be written to AVI next frame.
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void QueueFrameDumpReadback();
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// Asynchronously encodes the specified pointer of frame data to the frame dump.
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2017-05-30 22:44:03 -06:00
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void DumpFrameData(const u8* data, int w, int h, int stride, const AVIDump::Frame& state);
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2017-11-19 00:33:53 -07:00
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// Ensures all rendered frames are queued for encoding.
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void FlushFrameDump();
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// Ensures all encoded frames have been written to the output file.
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2017-05-30 22:44:03 -06:00
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void FinishFrameData();
|
2010-11-17 19:21:26 -07:00
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};
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2015-12-20 19:49:49 -07:00
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extern std::unique_ptr<Renderer> g_renderer;
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