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99d3e489ea
They were essentially just pass-though methods
67 lines
2.0 KiB
C++
67 lines
2.0 KiB
C++
// Copyright 2014 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <array>
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#include <memory>
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#include <vector>
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#include "Common/CommonTypes.h"
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class PixelShaderManager;
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class PointerWrap;
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using BBoxType = s32;
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constexpr u32 NUM_BBOX_VALUES = 4;
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class BoundingBox
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{
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public:
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explicit BoundingBox() = default;
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virtual ~BoundingBox() = default;
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bool IsEnabled() const { return m_is_active; }
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void Enable(PixelShaderManager& pixel_shader_manager);
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void Disable(PixelShaderManager& pixel_shader_manager);
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void Flush();
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u16 Get(u32 index);
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void Set(u32 index, u16 value);
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void DoState(PointerWrap& p);
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// Initialize, Read, and Write are only safe to call if the backend supports bounding box,
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// otherwise unexpected exceptions can occur
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virtual bool Initialize() = 0;
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protected:
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virtual std::vector<BBoxType> Read(u32 index, u32 length) = 0;
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// TODO: This can likely use std::span once we're on C++20
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virtual void Write(u32 index, const std::vector<BBoxType>& values) = 0;
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private:
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void Readback();
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bool m_is_active = false;
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std::array<BBoxType, NUM_BBOX_VALUES> m_values = {};
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std::array<bool, NUM_BBOX_VALUES> m_dirty = {};
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bool m_is_valid = true;
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// Nintendo's SDK seems to write "default" bounding box values before every draw (1023 0 1023 0
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// are the only values encountered so far, which happen to be the extents allowed by the BP
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// registers) to reset the registers for comparison in the pixel engine, and presumably to detect
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// whether GX has updated the registers with real values.
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//
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// We can store these values when Bounding Box emulation is disabled and return them on read,
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// which the game will interpret as "no pixels have been drawn"
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//
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// This produces much better results than just returning garbage, which can cause games like
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// Ultimate Spider-Man to crash
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std::array<u16, 4> m_bounding_box_fallback = {};
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};
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extern std::unique_ptr<BoundingBox> g_bounding_box;
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