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https://github.com/dolphin-emu/dolphin.git
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711f08c29b
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2781 8ced0084-cf51-0410-be5f-012b33b47a6e
113 lines
3.9 KiB
C++
113 lines
3.9 KiB
C++
// Copyright (C) 2003-2008 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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// GC graphics pipeline
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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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#ifndef GCOGL_RENDER
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#define GCOGL_RENDER
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#include "TextureMngr.h"
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#include <Cg/cg.h>
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#include <Cg/cgGL.h>
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extern CGcontext g_cgcontext;
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extern CGprofile g_cgvProf, g_cgfProf;
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extern int frameCount;
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class Renderer
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{
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private:
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static void FlushZBufferAlphaToTarget();
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public:
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enum RenderMode
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{
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RM_Normal=0, // normal target as color0, ztarget as color1
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RM_ZBufferOnly, // zbuffer as color0
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RM_ZBufferAlpha, // zbuffer as color0, also will dump alpha info to regular target once mode is switched
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// use stencil buffer to indicate what pixels were written
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};
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static bool Init();
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static void Shutdown();
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// initialize opengl standard values (like viewport)
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static bool InitializeGL();
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static void ResetGLState();
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static void RestoreGLState();
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static void SwapBuffers();
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static bool IsUsingATIDrawBuffers();
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static bool HaveStencilBuffer();
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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 SetRenderMode(RenderMode mode);
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static RenderMode GetRenderMode();
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// Render target management
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static int GetTargetWidth();
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static int GetTargetHeight();
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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 void SetFramebuffer(GLuint fb);
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static void SetZBufferRender(); // sets rendering of the zbuffer using MRTs
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static void SetRenderTarget(GLuint targ); // if targ is 0, sets to original render target
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static void SetDepthTarget(GLuint targ);
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// If in MSAA mode, this will perform a resolve of the specified rectangle, and return the resolve target as a texture ID.
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// Thus, this call may be expensive. Don't repeat it unnecessarily.
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// If not in MSAA mode, will just return the render target texture ID.
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// After calling this, before you render anything else, you MUST bind the framebuffer you want to draw to.
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static GLuint ResolveAndGetRenderTarget(const TRectangle &rect);
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// Same as above but for the FakeZ Target.
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// After calling this, before you render anything else, you MUST bind the framebuffer you want to draw to.
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static GLuint ResolveAndGetFakeZTarget(const TRectangle &rect);
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static bool UseFakeZTarget(); // This is used by some functions to check for Z target existence.
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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);
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// Finish up the current frame, print some stats
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static void Swap(const TRectangle& rc);
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};
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void ComputeBackbufferRectangle(TRectangle *rc);
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#endif
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