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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-24 06:39:46 -06:00
VideoBackendBase: Convert EFBAccessType into an enum class
This commit is contained in:
@ -735,9 +735,19 @@ void DrawEFBPokeQuads(EFBAccessType type, const EfbPokeData* points, size_t num_
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float y1 = -float(point->y) * 2.0f / EFB_HEIGHT + 1.0f;
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float x2 = float(point->x + 1) * 2.0f / EFB_WIDTH - 1.0f;
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float y2 = -float(point->y + 1) * 2.0f / EFB_HEIGHT + 1.0f;
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float z = (type == POKE_Z) ? (1.0f - float(point->data & 0xFFFFFF) / 16777216.0f) : 0.0f;
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u32 col = (type == POKE_Z) ? 0 : ((point->data & 0xFF00FF00) | ((point->data >> 16) & 0xFF) |
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((point->data << 16) & 0xFF0000));
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float z = 0.0f;
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u32 col = 0;
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if (type == EFBAccessType::PokeZ)
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{
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z = 1.0f - static_cast<float>(point->data & 0xFFFFFF) / 16777216.0f;
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}
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else
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{
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col = ((point->data & 0xFF00FF00) | ((point->data >> 16) & 0xFF) |
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((point->data << 16) & 0xFF0000));
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}
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current_point_index++;
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// quad -> triangles
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@ -380,7 +380,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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// Take the mean of the resulting dimensions; TODO: Don't use the center pixel, compute the
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// average color instead
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D3D11_RECT RectToLock;
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if (type == PEEK_COLOR || type == PEEK_Z)
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if (type == EFBAccessType::PeekColor || type == EFBAccessType::PeekZ)
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{
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RectToLock.left = (targetPixelRc.left + targetPixelRc.right) / 2;
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RectToLock.top = (targetPixelRc.top + targetPixelRc.bottom) / 2;
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@ -406,7 +406,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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D3DTexture2D* source_tex;
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D3DTexture2D* read_tex;
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ID3D11Texture2D* staging_tex;
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if (type == PEEK_COLOR)
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if (type == EFBAccessType::PeekColor)
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{
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source_tex = FramebufferManager::GetEFBColorTexture();
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read_tex = FramebufferManager::GetEFBColorReadTexture();
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@ -421,7 +421,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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// Select pixel shader (we don't want to average depth samples, instead select the minimum).
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ID3D11PixelShader* copy_pixel_shader;
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if (type == PEEK_Z && g_ActiveConfig.iMultisamples > 1)
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if (type == EFBAccessType::PeekZ && g_ActiveConfig.iMultisamples > 1)
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copy_pixel_shader = PixelShaderCache::GetDepthResolveProgram();
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else
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copy_pixel_shader = PixelShaderCache::GetColorCopyProgram(true);
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@ -447,7 +447,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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// Convert the framebuffer data to the format the game is expecting to receive.
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u32 ret;
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if (type == PEEK_COLOR)
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if (type == EFBAccessType::PeekColor)
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{
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u32 val;
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memcpy(&val, map.pData, sizeof(val));
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@ -478,7 +478,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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else /*if(alpha_read_mode.ReadMode == 0)*/
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ret = (val & 0x00FFFFFF); // GX_READ_00
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}
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else // type == PEEK_Z
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else // type == EFBAccessType::PeekZ
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{
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float val;
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memcpy(&val, map.pData, sizeof(val));
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@ -505,7 +505,7 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num
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{
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ResetAPIState();
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if (type == POKE_COLOR)
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if (type == EFBAccessType::PokeColor)
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{
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D3D11_VIEWPORT vp =
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CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight());
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@ -513,7 +513,7 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
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nullptr);
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}
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else // if (type == POKE_Z)
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else // if (type == EFBAccessType::PokeZ)
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{
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D3D::stateman->PushBlendState(clearblendstates[3]);
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D3D::stateman->PushDepthState(cleardepthstates[1]);
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@ -529,7 +529,7 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num
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D3D::DrawEFBPokeQuads(type, points, num_points);
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if (type == POKE_Z)
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if (type == EFBAccessType::PokeZ)
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{
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D3D::stateman->PopDepthState();
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D3D::stateman->PopBlendState();
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@ -860,9 +860,19 @@ void DrawEFBPokeQuads(EFBAccessType type, const EfbPokeData* points, size_t num_
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float y1 = -float(point->y) * 2.0f / EFB_HEIGHT + 1.0f;
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float x2 = float(point->x + 1) * 2.0f / EFB_WIDTH - 1.0f;
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float y2 = -float(point->y + 1) * 2.0f / EFB_HEIGHT + 1.0f;
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float z = (type == POKE_Z) ? (1.0f - float(point->data & 0xFFFFFF) / 16777216.0f) : 0.0f;
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u32 col = (type == POKE_Z) ? 0 : ((point->data & 0xFF00FF00) | ((point->data >> 16) & 0xFF) |
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((point->data << 16) & 0xFF0000));
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float z = 0.0f;
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u32 col = 0;
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if (type == EFBAccessType::PokeZ)
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{
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z = 1.0f - static_cast<float>(point->data & 0xFFFFFF) / 16777216.0f;
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}
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else
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{
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col = ((point->data & 0xFF00FF00) | ((point->data >> 16) & 0xFF) |
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((point->data << 16) & 0xFF0000));
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}
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current_point_index++;
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// quad -> triangles
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@ -874,9 +884,9 @@ void DrawEFBPokeQuads(EFBAccessType type, const EfbPokeData* points, size_t num_
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InitColVertex(&vertex[4], x2, y1, z, col);
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InitColVertex(&vertex[5], x2, y2, z, col);
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if (type == POKE_COLOR)
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if (type == EFBAccessType::PokeColor)
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FramebufferManager::UpdateEFBColorAccessCopy(point->x, point->y, col);
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else if (type == POKE_Z)
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else if (type == EFBAccessType::PokeZ)
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FramebufferManager::UpdateEFBDepthAccessCopy(point->x, point->y, z);
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}
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@ -363,7 +363,7 @@ void Renderer::SetColorMask()
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// - GX_PokeZMode (TODO)
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u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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{
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if (type == PEEK_COLOR)
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if (type == EFBAccessType::PeekColor)
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{
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u32 color = FramebufferManager::ReadEFBColorAccessCopy(x, y);
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@ -399,7 +399,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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return (color & 0x00FFFFFF); // GX_READ_00
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}
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}
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else // if (type == PEEK_Z)
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else // if (type == EFBAccessType::PeekZ)
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{
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// depth buffer is inverted in the d3d backend
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float depth = 1.0f - FramebufferManager::ReadEFBDepthAccessCopy(x, y);
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@ -423,14 +423,14 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num
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{
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D3D::SetViewportAndScissor(0, 0, GetTargetWidth(), GetTargetHeight());
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if (type == POKE_COLOR)
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if (type == EFBAccessType::PokeColor)
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{
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// In the D3D12 backend, the rt/db/viewport is passed into DrawEFBPokeQuads, and set there.
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D3D::DrawEFBPokeQuads(type, points, num_points, &g_reset_blend_desc, &g_reset_depth_desc,
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&FramebufferManager::GetEFBColorTexture()->GetRTV12(), nullptr,
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FramebufferManager::GetEFBColorTexture()->GetMultisampled());
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}
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else // if (type == POKE_Z)
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else // if (type == EFBAccessType::PokeZ)
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{
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D3D::DrawEFBPokeQuads(type, points, num_points,
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&s_clear_blend_descs[CLEAR_BLEND_DESC_ALL_CHANNELS_DISABLED],
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@ -674,7 +674,7 @@ void FramebufferManager::PokeEFB(EFBAccessType type, const EfbPokeData* points,
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{
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g_renderer->ResetAPIState();
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if (type == POKE_Z)
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if (type == EFBAccessType::PokeZ)
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{
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glDepthMask(GL_TRUE);
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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@ -74,7 +74,7 @@ static const u32 EFB_CACHE_HEIGHT = (EFB_HEIGHT + EFB_CACHE_RECT_SIZE - 1) / EFB
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static bool s_efbCacheValid[2][EFB_CACHE_WIDTH * EFB_CACHE_HEIGHT];
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static bool s_efbCacheIsCleared = false;
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static std::vector<u32>
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s_efbCache[2][EFB_CACHE_WIDTH * EFB_CACHE_HEIGHT]; // 2 for PEEK_Z and PEEK_COLOR
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s_efbCache[2][EFB_CACHE_WIDTH * EFB_CACHE_HEIGHT]; // 2 for PeekZ and PeekColor
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static void APIENTRY ErrorCallback(GLenum source, GLenum type, GLuint id, GLenum severity,
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GLsizei length, const char* message, const void* userParam)
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@ -841,7 +841,7 @@ void ClearEFBCache()
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void Renderer::UpdateEFBCache(EFBAccessType type, u32 cacheRectIdx, const EFBRectangle& efbPixelRc,
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const TargetRectangle& targetPixelRc, const void* data)
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{
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u32 cacheType = (type == PEEK_Z ? 0 : 1);
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const u32 cacheType = (type == EFBAccessType::PeekZ ? 0 : 1);
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if (!s_efbCache[cacheType][cacheRectIdx].size())
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s_efbCache[cacheType][cacheRectIdx].resize(EFB_CACHE_RECT_SIZE * EFB_CACHE_RECT_SIZE);
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@ -862,7 +862,7 @@ void Renderer::UpdateEFBCache(EFBAccessType type, u32 cacheRectIdx, const EFBRec
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u32 xPixel = (EFBToScaledX(xEFB) + EFBToScaledX(xEFB + 1)) / 2;
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u32 xData = xPixel - targetPixelRc.left;
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u32 value;
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if (type == PEEK_Z)
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if (type == EFBAccessType::PeekZ)
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{
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float* ptr = (float*)data;
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value = MathUtil::Clamp<u32>((u32)(ptr[yData * targetPixelRcWidth + xData] * 16777216.0f),
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@ -901,7 +901,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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EFBRectangle efbPixelRc;
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if (type == PEEK_COLOR || type == PEEK_Z)
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if (type == EFBAccessType::PeekColor || type == EFBAccessType::PeekZ)
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{
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// Get the rectangular target region containing the EFB pixel
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efbPixelRc.left = (x / EFB_CACHE_RECT_SIZE) * EFB_CACHE_RECT_SIZE;
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@ -924,7 +924,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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// TODO (FIX) : currently, AA path is broken/offset and doesn't return the correct pixel
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switch (type)
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{
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case PEEK_Z:
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case EFBAccessType::PeekZ:
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{
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if (!s_efbCacheValid[0][cacheRectIdx])
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{
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@ -958,7 +958,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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return z;
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}
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case PEEK_COLOR: // GXPeekARGB
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case EFBAccessType::PeekColor: // GXPeekARGB
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{
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// Although it may sound strange, this really is A8R8G8B8 and not RGBA or 24-bit...
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@ -148,12 +148,12 @@ u32 SWRenderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 InputData)
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switch (type)
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{
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case PEEK_Z:
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case EFBAccessType::PeekZ:
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{
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value = EfbInterface::GetDepth(x, y);
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break;
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}
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case PEEK_COLOR:
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case EFBAccessType::PeekColor:
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{
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const u32 color = EfbInterface::GetColor(x, y);
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@ -179,7 +179,7 @@ void Renderer::RenderText(const std::string& text, int left, int top, u32 color)
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u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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{
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if (type == PEEK_COLOR)
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if (type == EFBAccessType::PeekColor)
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{
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u32 color = FramebufferManager::GetInstance()->PeekEFBColor(x, y);
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@ -215,7 +215,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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return color & 0x00FFFFFF; // GX_READ_00
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}
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}
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else // if (type == PEEK_Z)
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else // if (type == EFBAccessType::PeekZ)
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{
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// Depth buffer is inverted for improved precision near far plane
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float depth = 1.0f - FramebufferManager::GetInstance()->PeekEFBDepth(x, y);
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@ -237,7 +237,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points)
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{
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if (type == POKE_COLOR)
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if (type == EFBAccessType::PokeColor)
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{
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for (size_t i = 0; i < num_points; i++)
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{
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@ -249,7 +249,7 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num
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FramebufferManager::GetInstance()->PokeEFBColor(point.x, point.y, color);
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}
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}
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else // if (type == POKE_Z)
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else // if (type == EFBAccessType::PokeZ)
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{
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for (size_t i = 0; i < num_points; i++)
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{
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