Move xfb tracking and IR scaling out of RenderBase

This commit is contained in:
Scott Mansell
2023-01-31 17:26:46 +13:00
parent e009002411
commit 11de923dcb
20 changed files with 238 additions and 248 deletions

View File

@ -25,80 +25,38 @@ struct EfbPokeData
// Renderer really isn't a very good name for this class - it's more like "Misc".
// It used to be a massive mess, but almost everything has been refactored out.
//
// Most of the remaining functionality is related to EFB and Internal Resolution scaling
//
// It also handles the Widescreen heuristic, frame counting and tracking xfb across save states.
// All that's left is Widescreen tracking, pixel format and a thin abstraction layer
// for VideoSoftware to intercept EFB accesses.
class Renderer
{
public:
Renderer();
virtual ~Renderer();
// Ideal internal resolution - multiple of the native EFB resolution
int GetTargetWidth() const { return m_target_width; }
int GetTargetHeight() const { return m_target_height; }
// EFB coordinate conversion functions
// Use this to convert a whole native EFB rect to backbuffer coordinates
MathUtil::Rectangle<int> ConvertEFBRectangle(const MathUtil::Rectangle<int>& rc) const;
unsigned int GetEFBScale() const;
// Use this to upscale native EFB coordinates to IDEAL internal resolution
int EFBToScaledX(int x) const;
int EFBToScaledY(int y) const;
// Floating point versions of the above - only use them if really necessary
float EFBToScaledXf(float x) const;
float EFBToScaledYf(float y) const;
virtual void ReinterpretPixelData(EFBReinterpretType convtype);
virtual u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data);
virtual void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points);
// Track swaps for save-states
void TrackSwaps(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks);
bool IsGameWidescreen() const { return m_is_game_widescreen; }
PixelFormat GetPrevPixelFormat() const { return m_prev_efb_format; }
void StorePixelFormat(PixelFormat new_format) { m_prev_efb_format = new_format; }
bool UseVertexDepthRange() const;
static bool UseVertexDepthRange();
void DoState(PointerWrap& p);
bool CalculateTargetSize();
int FrameCount() const { return m_frame_count; }
int FrameCountIncrement() { return m_frame_count++; }
void OnConfigChanged(u32 bits);
protected:
void UpdateWidescreen();
void UpdateWidescreenHeuristic();
std::tuple<int, int> CalculateTargetScale(int x, int y) const;
bool m_is_game_widescreen = false;
bool m_was_orthographically_anamorphic = false;
// The framebuffer size
int m_target_width = 1;
int m_target_height = 1;
private:
PixelFormat m_prev_efb_format;
unsigned int m_efb_scale = 1;
u64 m_last_xfb_ticks = 0;
u32 m_last_xfb_addr = 0;
u32 m_last_xfb_width = 0;
u32 m_last_xfb_stride = 0;
u32 m_last_xfb_height = 0;
int m_frame_count = 0;
EventHook m_update_widescreen_handle;
EventHook m_config_changed_handle;