// Copyright 2010 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. // --------------------------------------------------------------------------------------------- // GC graphics pipeline // --------------------------------------------------------------------------------------------- // 3d commands are issued through the fifo. The GPU draws to the 2MB EFB. // The efb can be copied back into ram in two forms: as textures or as XFB. // The XFB is the region in RAM that the VI chip scans out to the television. // So, after all rendering to EFB is done, the image is copied into one of two XFBs in RAM. // Next frame, that one is scanned out and the other one gets the copy. = double buffering. // --------------------------------------------------------------------------------------------- #pragma once #include #include #include #include #include #include #include "Common/CommonTypes.h" #include "Common/Event.h" #include "Common/Flag.h" #include "Common/MathUtil.h" #include "VideoCommon/AVIDump.h" #include "VideoCommon/BPMemory.h" #include "VideoCommon/FPSCounter.h" #include "VideoCommon/VideoBackendBase.h" #include "VideoCommon/VideoCommon.h" class PostProcessingShaderImplementation; struct EfbPokeData { u16 x, y; u32 data; }; // TODO: Move these out of here. extern int frameCount; extern int OSDChoice; // Renderer really isn't a very good name for this class - it's more like "Misc". // The long term goal is to get rid of this class and replace it with others that make // more sense. class Renderer { public: Renderer(); virtual ~Renderer(); enum PixelPerfQuery { PP_ZCOMP_INPUT_ZCOMPLOC, PP_ZCOMP_OUTPUT_ZCOMPLOC, PP_ZCOMP_INPUT, PP_ZCOMP_OUTPUT, PP_BLEND_INPUT, PP_EFB_COPY_CLOCKS }; virtual void SetColorMask() {} virtual void SetBlendMode(bool forceUpdate) {} virtual void SetScissorRect(const EFBRectangle& rc) {} virtual void SetGenerationMode() {} virtual void SetDepthMode() {} virtual void SetLogicOpMode() {} virtual void SetDitherMode() {} virtual void SetSamplerState(int stage, int texindex, bool custom_tex) {} virtual void SetInterlacingMode() {} virtual void SetViewport() {} virtual void ApplyState(bool bUseDstAlpha) {} virtual void RestoreState() {} virtual void ResetAPIState() {} virtual void RestoreAPIState() {} // Ideal internal resolution - determined by display resolution (automatic scaling) and/or a // multiple of the native EFB resolution static int GetTargetWidth() { return s_target_width; } static int GetTargetHeight() { return s_target_height; } // Display resolution static int GetBackbufferWidth() { return s_backbuffer_width; } static int GetBackbufferHeight() { return s_backbuffer_height; } static void SetWindowSize(int width, int height); // EFB coordinate conversion functions // Use this to convert a whole native EFB rect to backbuffer coordinates virtual TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc) = 0; static const TargetRectangle& GetTargetRectangle() { return target_rc; } static void UpdateDrawRectangle(int backbuffer_width, int backbuffer_height); // Use this to convert a single target rectangle to two stereo rectangles static void ConvertStereoRectangle(const TargetRectangle& rc, TargetRectangle& leftRc, TargetRectangle& rightRc); // Use this to upscale native EFB coordinates to IDEAL internal resolution static int EFBToScaledX(int x); static int EFBToScaledY(int y); // Floating point versions of the above - only use them if really necessary static float EFBToScaledXf(float x) { return x * ((float)GetTargetWidth() / (float)EFB_WIDTH); } static float EFBToScaledYf(float y) { return y * ((float)GetTargetHeight() / (float)EFB_HEIGHT); } // Random utilities static void SetScreenshot(const std::string& filename); static void DrawDebugText(); virtual void RenderText(const std::string& text, int left, int top, u32 color) = 0; virtual void ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z) = 0; virtual void ReinterpretPixelData(unsigned int convtype) = 0; static void RenderToXFB(u32 xfbAddr, const EFBRectangle& sourceRc, u32 fbStride, u32 fbHeight, float Gamma = 1.0f); virtual u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) = 0; virtual void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points) = 0; virtual u16 BBoxRead(int index) = 0; virtual void BBoxWrite(int index, u16 value) = 0; static void FlipImageData(u8* data, int w, int h, int pixel_width = 3); // Finish up the current frame, print some stats static void Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const EFBRectangle& rc, u64 ticks, float Gamma = 1.0f); virtual void SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const EFBRectangle& rc, u64 ticks, float Gamma = 1.0f) = 0; static PEControl::PixelFormat GetPrevPixelFormat() { return prev_efb_format; } static void StorePixelFormat(PEControl::PixelFormat new_format) { prev_efb_format = new_format; } PostProcessingShaderImplementation* GetPostProcessor() { return m_post_processor.get(); } // Max height/width virtual u32 GetMaxTextureSize() = 0; static Common::Event s_screenshotCompleted; // Final surface changing // This is called when the surface is resized (WX) or the window changes (Android). virtual void ChangeSurface(void* new_surface_handle) {} protected: static void CalculateTargetScale(int x, int y, int* scaledX, int* scaledY); bool CalculateTargetSize(unsigned int framebuffer_width, unsigned int framebuffer_height); static void CheckFifoRecording(); static void RecordVideoMemory(); bool IsFrameDumping(); void DumpFrameData(const u8* data, int w, int h, int stride, const AVIDump::Frame& state, bool swap_upside_down = false); void FinishFrameData(); static volatile bool s_bScreenshot; static std::mutex s_criticalScreenshot; static std::string s_sScreenshotName; // The framebuffer size static int s_target_width; static int s_target_height; // TODO: Add functionality to reinit all the render targets when the window is resized. static int s_backbuffer_width; static int s_backbuffer_height; static TargetRectangle target_rc; // TODO: Can probably eliminate this static var. static int s_last_efb_scale; static bool XFBWrited; FPSCounter m_fps_counter; static std::unique_ptr m_post_processor; static const float GX_MAX_DEPTH; static Common::Flag s_surface_needs_change; static Common::Event s_surface_changed; static void* s_new_surface_handle; private: void RunFrameDumps(); void ShutdownFrameDumping(); static PEControl::PixelFormat prev_efb_format; static unsigned int efb_scale_numeratorX; static unsigned int efb_scale_numeratorY; static unsigned int efb_scale_denominatorX; static unsigned int efb_scale_denominatorY; // frame dumping std::thread m_frame_dump_thread; Common::Event m_frame_dump_start; Common::Event m_frame_dump_done; Common::Flag m_frame_dump_thread_running; bool m_frame_dump_frame_running = false; struct FrameDumpConfig { const u8* data; int width; int height; int stride; bool upside_down; AVIDump::Frame state; } m_frame_dump_config; }; extern std::unique_ptr g_renderer;