mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 13:57:57 -07:00
175 lines
5.6 KiB
C++
175 lines
5.6 KiB
C++
// Copyright 2010 Dolphin Emulator Project
|
|
// SPDX-License-Identifier: GPL-2.0-or-later
|
|
|
|
// ---------------------------------------------------------------------------------------------
|
|
// 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 <array>
|
|
#include <memory>
|
|
#include <mutex>
|
|
#include <string>
|
|
#include <string_view>
|
|
#include <thread>
|
|
#include <tuple>
|
|
#include <vector>
|
|
|
|
#include "Common/CommonTypes.h"
|
|
#include "Common/Flag.h"
|
|
#include "Common/MathUtil.h"
|
|
#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModManager.h"
|
|
#include "VideoCommon/RenderState.h"
|
|
|
|
class AbstractFramebuffer;
|
|
class AbstractPipeline;
|
|
class AbstractShader;
|
|
class AbstractTexture;
|
|
class AbstractStagingTexture;
|
|
class BoundingBox;
|
|
class NativeVertexFormat;
|
|
class PixelShaderManager;
|
|
class PointerWrap;
|
|
struct ComputePipelineConfig;
|
|
struct AbstractPipelineConfig;
|
|
struct PortableVertexDeclaration;
|
|
struct TextureConfig;
|
|
enum class AbstractTextureFormat : u32;
|
|
enum class ShaderStage;
|
|
enum class EFBAccessType;
|
|
enum class EFBReinterpretType;
|
|
enum class StagingTextureType;
|
|
|
|
namespace VideoCommon
|
|
{
|
|
class AsyncShaderCompiler;
|
|
}
|
|
|
|
struct EfbPokeData
|
|
{
|
|
u16 x, y;
|
|
u32 data;
|
|
};
|
|
|
|
// 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();
|
|
|
|
virtual bool Initialize();
|
|
virtual void Shutdown();
|
|
|
|
void BeginUtilityDrawing();
|
|
void EndUtilityDrawing();
|
|
// Ideal internal resolution - multiple of the native EFB resolution
|
|
int GetTargetWidth() const { return m_target_width; }
|
|
int GetTargetHeight() const { return m_target_height; }
|
|
|
|
// EFB coordinate conversion functions
|
|
// Use this to convert a whole native EFB rect to backbuffer coordinates
|
|
MathUtil::Rectangle<int> ConvertEFBRectangle(const MathUtil::Rectangle<int>& rc) const;
|
|
|
|
unsigned int GetEFBScale() const;
|
|
|
|
// Use this to upscale native EFB coordinates to IDEAL internal resolution
|
|
int EFBToScaledX(int x) const;
|
|
int EFBToScaledY(int y) const;
|
|
|
|
// Floating point versions of the above - only use them if really necessary
|
|
float EFBToScaledXf(float x) const;
|
|
float EFBToScaledYf(float y) const;
|
|
|
|
void ClearScreen(const MathUtil::Rectangle<int>& rc, bool colorEnable, bool alphaEnable,
|
|
bool zEnable, u32 color, u32 z);
|
|
virtual void ReinterpretPixelData(EFBReinterpretType convtype);
|
|
void RenderToXFB(u32 xfbAddr, const MathUtil::Rectangle<int>& sourceRc, u32 fbStride,
|
|
u32 fbHeight, float Gamma = 1.0f);
|
|
|
|
virtual u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data);
|
|
virtual void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points);
|
|
|
|
bool IsBBoxEnabled() const;
|
|
void BBoxEnable(PixelShaderManager& pixel_shader_manager);
|
|
void BBoxDisable(PixelShaderManager& pixel_shader_manager);
|
|
u16 BBoxRead(u32 index);
|
|
void BBoxWrite(u32 index, u16 value);
|
|
void BBoxFlush();
|
|
|
|
// Finish up the current frame, print some stats
|
|
void Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks);
|
|
|
|
void UpdateWidescreenHeuristic();
|
|
bool IsGameWidescreen() const { return m_is_game_widescreen; }
|
|
|
|
PixelFormat GetPrevPixelFormat() const { return m_prev_efb_format; }
|
|
void StorePixelFormat(PixelFormat new_format) { m_prev_efb_format = new_format; }
|
|
bool EFBHasAlphaChannel() const;
|
|
|
|
bool UseVertexDepthRange() const;
|
|
void DoState(PointerWrap& p);
|
|
|
|
// Will forcibly reload all textures on the next swap
|
|
void ForceReloadTextures();
|
|
|
|
const GraphicsModManager& GetGraphicsModManager() const;
|
|
|
|
protected:
|
|
std::tuple<int, int> CalculateTargetScale(int x, int y) const;
|
|
bool CalculateTargetSize();
|
|
|
|
void CheckForConfigChanges();
|
|
|
|
void CheckFifoRecording();
|
|
void RecordVideoMemory();
|
|
|
|
bool m_is_game_widescreen = false;
|
|
bool m_was_orthographically_anamorphic = false;
|
|
|
|
// The framebuffer size
|
|
int m_target_width = 1;
|
|
int m_target_height = 1;
|
|
|
|
int m_frame_count = 0;
|
|
|
|
private:
|
|
PixelFormat m_prev_efb_format;
|
|
unsigned int m_efb_scale = 1;
|
|
|
|
u64 m_last_xfb_ticks = 0;
|
|
u32 m_last_xfb_addr = 0;
|
|
u32 m_last_xfb_width = 0;
|
|
u32 m_last_xfb_stride = 0;
|
|
u32 m_last_xfb_height = 0;
|
|
|
|
std::unique_ptr<BoundingBox> m_bounding_box;
|
|
|
|
// Nintendo's SDK seems to write "default" bounding box values before every draw (1023 0 1023 0
|
|
// are the only values encountered so far, which happen to be the extents allowed by the BP
|
|
// registers) to reset the registers for comparison in the pixel engine, and presumably to detect
|
|
// whether GX has updated the registers with real values.
|
|
//
|
|
// We can store these values when Bounding Box emulation is disabled and return them on read,
|
|
// which the game will interpret as "no pixels have been drawn"
|
|
//
|
|
// This produces much better results than just returning garbage, which can cause games like
|
|
// Ultimate Spider-Man to crash
|
|
std::array<u16, 4> m_bounding_box_fallback = {};
|
|
|
|
Common::Flag m_force_reload_textures;
|
|
|
|
GraphicsModManager m_graphics_mod_manager;
|
|
};
|
|
|
|
extern std::unique_ptr<Renderer> g_renderer;
|