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https://github.com/dolphin-emu/dolphin.git
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154bc956ad
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5090 8ced0084-cf51-0410-be5f-012b33b47a6e
103 lines
3.7 KiB
C++
103 lines
3.7 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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// ---------------------------------------------------------------------------------------------
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// GC graphics pipeline
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// ---------------------------------------------------------------------------------------------
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// 3d commands are issued through the fifo. The gpu draws to the 2MB EFB.
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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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#ifndef _COMMON_RENDER_H_
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#define _COMMON_RENDER_H_
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#include "VideoCommon.h"
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#include "MathUtil.h"
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#include "pluginspecs_video.h"
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// TODO: Move these out of here.
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extern int frameCount;
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extern int OSDChoice, OSDTime, OSDInternalW, OSDInternalH;
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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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static bool Init();
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static void Shutdown();
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// What's the real difference between these? Too similar names.
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static void ResetAPIState();
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static void RestoreAPIState();
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static void ReinitView();
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static void SetColorMask();
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static void SetBlendMode(bool forceUpdate);
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static bool SetScissorRect();
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static void SetGenerationMode();
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static void SetDepthMode();
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static void SetLogicOpMode();
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static void SetDitherMode();
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static void SetLineWidth();
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static void SetSamplerState(int stage,int texindex);
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static void SetInterlacingMode();
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// Live resolution change
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static bool Allow2x();
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static bool AllowCustom();
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// Render target management
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static int GetFrameBufferWidth();
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static int GetFrameBufferHeight();
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static int GetCustomWidth();
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static int GetCustomHeight();
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static int GetTargetWidth();
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static int GetTargetHeight();
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static int GetFullTargetWidth();
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static int GetFullTargetHeight();
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// Multiply any 2D EFB coordinates by these when rendering.
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static float GetTargetScaleX();
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static float GetTargetScaleY();
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static TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc);
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static u32 AccessEFB(EFBAccessType type, int x, int y);
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// Random utilities
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static void RenderText(const char* pstr, int left, int top, u32 color);
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static void DrawDebugText();
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static void SetScreenshot(const char *filename);
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static void FlipImageData(u8 *data, int w, int h);
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static bool SaveRenderTarget(const char *filename, int w, int h, int YOffset = 0);
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static void ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z);
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static void RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
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// Finish up the current frame, print some stats
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static void Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight);
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};
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void UpdateViewport();
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#endif // _COMMON_RENDER_H_
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