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1161af8059
This moves much of the duplicated bounding box code into VideoCommon, leaving only the specific buffer implementations in each backend.
51 lines
1.1 KiB
C++
51 lines
1.1 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 <vector>
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#include "Common/CommonTypes.h"
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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();
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void Disable();
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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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};
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