mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 13:57:57 -07:00
8cfe49295f
The 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. Handling these writes and returning them on read when bounding box emulation is disabled or unsupported, even without computing real values from rendering, seems to prevent games from corrupting memory or crashing. This obviously does not fix any effects that rely on bounding box emulation, but having the game not clobber its own code/data or just outright crash is a definite improvement.
447 lines
18 KiB
C++
447 lines
18 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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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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#pragma once
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#include <array>
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#include <memory>
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#include <mutex>
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#include <string>
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#include <string_view>
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#include <thread>
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#include <tuple>
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#include <vector>
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#include "Common/CommonTypes.h"
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#include "Common/Event.h"
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#include "Common/Flag.h"
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#include "Common/MathUtil.h"
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#include "VideoCommon/AsyncShaderCompiler.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/FPSCounter.h"
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#include "VideoCommon/FrameDump.h"
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#include "VideoCommon/RenderState.h"
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#include "VideoCommon/TextureConfig.h"
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class AbstractFramebuffer;
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class AbstractPipeline;
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class AbstractShader;
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class AbstractTexture;
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class AbstractStagingTexture;
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class NativeVertexFormat;
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class NetPlayChatUI;
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class PointerWrap;
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struct TextureConfig;
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struct ComputePipelineConfig;
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struct AbstractPipelineConfig;
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struct PortableVertexDeclaration;
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enum class ShaderStage;
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enum class EFBAccessType;
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enum class EFBReinterpretType;
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enum class StagingTextureType;
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enum class AspectMode;
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namespace VideoCommon
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{
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class PostProcessing;
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} // namespace VideoCommon
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struct EfbPokeData
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{
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u16 x, y;
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u32 data;
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};
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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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Renderer(int backbuffer_width, int backbuffer_height, float backbuffer_scale,
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AbstractTextureFormat backbuffer_format);
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virtual ~Renderer();
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using ClearColor = std::array<float, 4>;
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virtual bool IsHeadless() const = 0;
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virtual bool Initialize();
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virtual void Shutdown();
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virtual void SetPipeline(const AbstractPipeline* pipeline) {}
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virtual void SetScissorRect(const MathUtil::Rectangle<int>& rc) {}
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virtual void SetTexture(u32 index, const AbstractTexture* texture) {}
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virtual void SetSamplerState(u32 index, const SamplerState& state) {}
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virtual void SetComputeImageTexture(AbstractTexture* texture, bool read, bool write) {}
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virtual void UnbindTexture(const AbstractTexture* texture) {}
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virtual void SetViewport(float x, float y, float width, float height, float near_depth,
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float far_depth)
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{
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}
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virtual void SetFullscreen(bool enable_fullscreen) {}
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virtual bool IsFullscreen() const { return false; }
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virtual void BeginUtilityDrawing();
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virtual void EndUtilityDrawing();
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virtual std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) = 0;
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virtual std::unique_ptr<AbstractStagingTexture>
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CreateStagingTexture(StagingTextureType type, const TextureConfig& config) = 0;
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virtual std::unique_ptr<AbstractFramebuffer>
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CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment) = 0;
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// Framebuffer operations.
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virtual void SetFramebuffer(AbstractFramebuffer* framebuffer);
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virtual void SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer);
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virtual void SetAndClearFramebuffer(AbstractFramebuffer* framebuffer,
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const ClearColor& color_value = {}, float depth_value = 0.0f);
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// Drawing with currently-bound pipeline state.
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virtual void Draw(u32 base_vertex, u32 num_vertices) {}
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virtual void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) {}
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// Dispatching compute shaders with currently-bound state.
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virtual void DispatchComputeShader(const AbstractShader* shader, u32 groups_x, u32 groups_y,
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u32 groups_z)
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{
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}
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// Binds the backbuffer for rendering. The buffer will be cleared immediately after binding.
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// This is where any window size changes are detected, therefore m_backbuffer_width and/or
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// m_backbuffer_height may change after this function returns.
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virtual void BindBackbuffer(const ClearColor& clear_color = {}) {}
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// Presents the backbuffer to the window system, or "swaps buffers".
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virtual void PresentBackbuffer() {}
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// Shader modules/objects.
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virtual std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage,
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std::string_view source) = 0;
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virtual std::unique_ptr<AbstractShader>
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CreateShaderFromBinary(ShaderStage stage, const void* data, size_t length) = 0;
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virtual std::unique_ptr<NativeVertexFormat>
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CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) = 0;
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virtual std::unique_ptr<AbstractPipeline> CreatePipeline(const AbstractPipelineConfig& config,
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const void* cache_data = nullptr,
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size_t cache_data_length = 0) = 0;
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AbstractFramebuffer* GetCurrentFramebuffer() const { return m_current_framebuffer; }
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// Ideal internal resolution - multiple of the native EFB resolution
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int GetTargetWidth() const { return m_target_width; }
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int GetTargetHeight() const { return m_target_height; }
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// Display resolution
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int GetBackbufferWidth() const { return m_backbuffer_width; }
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int GetBackbufferHeight() const { return m_backbuffer_height; }
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float GetBackbufferScale() const { return m_backbuffer_scale; }
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void SetWindowSize(int width, int height);
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// Sets viewport and scissor to the specified rectangle. rect is assumed to be in framebuffer
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// coordinates, i.e. lower-left origin in OpenGL.
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void SetViewportAndScissor(const MathUtil::Rectangle<int>& rect, float min_depth = 0.0f,
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float max_depth = 1.0f);
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// Scales a GPU texture using a copy shader.
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virtual void ScaleTexture(AbstractFramebuffer* dst_framebuffer,
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const MathUtil::Rectangle<int>& dst_rect,
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const AbstractTexture* src_texture,
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const MathUtil::Rectangle<int>& src_rect);
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// Converts an upper-left to lower-left if required by the backend, optionally
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// clamping to the framebuffer size.
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MathUtil::Rectangle<int> ConvertFramebufferRectangle(const MathUtil::Rectangle<int>& rect,
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u32 fb_width, u32 fb_height) const;
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MathUtil::Rectangle<int>
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ConvertFramebufferRectangle(const MathUtil::Rectangle<int>& rect,
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const AbstractFramebuffer* framebuffer) const;
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// EFB coordinate conversion functions
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// Use this to convert a whole native EFB rect to backbuffer coordinates
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MathUtil::Rectangle<int> ConvertEFBRectangle(const MathUtil::Rectangle<int>& rc) const;
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const MathUtil::Rectangle<int>& GetTargetRectangle() const { return m_target_rectangle; }
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float CalculateDrawAspectRatio() const;
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// Crops the target rectangle to the framebuffer dimensions, reducing the size of the source
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// rectangle if it is greater. Works even if the source and target rectangles don't have a
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// 1:1 pixel mapping, scaling as appropriate.
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void AdjustRectanglesToFitBounds(MathUtil::Rectangle<int>* target_rect,
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MathUtil::Rectangle<int>* source_rect, int fb_width,
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int fb_height);
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std::tuple<float, float> ScaleToDisplayAspectRatio(int width, int height) const;
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void UpdateDrawRectangle();
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std::tuple<float, float> ApplyStandardAspectCrop(float width, float height) const;
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// Use this to convert a single target rectangle to two stereo rectangles
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std::tuple<MathUtil::Rectangle<int>, MathUtil::Rectangle<int>>
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ConvertStereoRectangle(const MathUtil::Rectangle<int>& rc) const;
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unsigned int GetEFBScale() const;
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// Use this to upscale native EFB coordinates to IDEAL internal resolution
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int EFBToScaledX(int x) const;
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int EFBToScaledY(int y) const;
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// Floating point versions of the above - only use them if really necessary
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float EFBToScaledXf(float x) const;
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float EFBToScaledYf(float y) const;
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// Random utilities
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void SaveScreenshot(std::string filename);
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void DrawDebugText();
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virtual void ClearScreen(const MathUtil::Rectangle<int>& rc, bool colorEnable, bool alphaEnable,
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bool zEnable, u32 color, u32 z);
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virtual void ReinterpretPixelData(EFBReinterpretType convtype);
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void RenderToXFB(u32 xfbAddr, const MathUtil::Rectangle<int>& sourceRc, u32 fbStride,
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u32 fbHeight, float Gamma = 1.0f);
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virtual u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data);
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virtual void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points);
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u16 BBoxRead(int index);
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void BBoxWrite(int index, u16 value);
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void BBoxFlush();
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virtual void Flush() {}
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virtual void WaitForGPUIdle() {}
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// Finish up the current frame, print some stats
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void Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks);
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void UpdateWidescreenHeuristic();
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// Draws the specified XFB buffer to the screen, performing any post-processing.
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// Assumes that the backbuffer has already been bound and cleared.
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virtual void RenderXFBToScreen(const MathUtil::Rectangle<int>& target_rc,
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const AbstractTexture* source_texture,
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const MathUtil::Rectangle<int>& source_rc);
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// Called when the configuration changes, and backend structures need to be updated.
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virtual void OnConfigChanged(u32 bits) {}
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PixelFormat GetPrevPixelFormat() const { return m_prev_efb_format; }
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void StorePixelFormat(PixelFormat new_format) { m_prev_efb_format = new_format; }
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bool EFBHasAlphaChannel() const;
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VideoCommon::PostProcessing* GetPostProcessor() const { return m_post_processor.get(); }
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// Final surface changing
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// This is called when the surface is resized (WX) or the window changes (Android).
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void ChangeSurface(void* new_surface_handle);
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void ResizeSurface();
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bool UseVertexDepthRange() const;
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void DoState(PointerWrap& p);
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virtual std::unique_ptr<VideoCommon::AsyncShaderCompiler> CreateAsyncShaderCompiler();
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// Returns true if a layer-expanding geometry shader should be used when rendering the user
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// interface and final XFB.
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bool UseGeometryShaderForUI() const;
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// Returns a lock for the ImGui mutex, enabling data structures to be modified from outside.
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// Use with care, only non-drawing functions should be called from outside the video thread,
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// as the drawing is tied to a "frame".
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std::unique_lock<std::mutex> GetImGuiLock();
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// Begins/presents a "UI frame". UI frames do not draw any of the console XFB, but this could
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// change in the future.
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void BeginUIFrame();
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void EndUIFrame();
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// Will forcibly reload all textures on the next swap
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void ForceReloadTextures();
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protected:
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// Bitmask containing information about which configuration has changed for the backend.
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enum ConfigChangeBits : u32
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{
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CONFIG_CHANGE_BIT_HOST_CONFIG = (1 << 0),
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CONFIG_CHANGE_BIT_MULTISAMPLES = (1 << 1),
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CONFIG_CHANGE_BIT_STEREO_MODE = (1 << 2),
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CONFIG_CHANGE_BIT_TARGET_SIZE = (1 << 3),
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CONFIG_CHANGE_BIT_ANISOTROPY = (1 << 4),
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CONFIG_CHANGE_BIT_FORCE_TEXTURE_FILTERING = (1 << 5),
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CONFIG_CHANGE_BIT_VSYNC = (1 << 6),
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CONFIG_CHANGE_BIT_BBOX = (1 << 7)
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};
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std::tuple<int, int> CalculateTargetScale(int x, int y) const;
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bool CalculateTargetSize();
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void CheckForConfigChanges();
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void CheckFifoRecording();
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void RecordVideoMemory();
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// ImGui initialization depends on being able to create textures and pipelines, so do it last.
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bool InitializeImGui();
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// Recompiles ImGui pipeline - call when stereo mode changes.
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bool RecompileImGuiPipeline();
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// Sets up ImGui state for the next frame.
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// This function itself acquires the ImGui lock, so it should not be held.
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void BeginImGuiFrame();
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// Destroys all ImGui GPU resources, must do before shutdown.
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void ShutdownImGui();
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// Renders ImGui windows to the currently-bound framebuffer.
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// Should be called with the ImGui lock held.
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void DrawImGui();
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virtual u16 BBoxReadImpl(int index) = 0;
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virtual void BBoxWriteImpl(int index, u16 value) = 0;
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virtual void BBoxFlushImpl() {}
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AbstractFramebuffer* m_current_framebuffer = nullptr;
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const AbstractPipeline* m_current_pipeline = nullptr;
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Common::Flag m_screenshot_request;
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Common::Event m_screenshot_completed;
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std::mutex m_screenshot_lock;
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std::string m_screenshot_name;
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bool m_is_game_widescreen = false;
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bool m_was_orthographically_anamorphic = false;
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// The framebuffer size
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int m_target_width = 1;
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int m_target_height = 1;
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// Backbuffer (window) size and render area
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int m_backbuffer_width = 0;
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int m_backbuffer_height = 0;
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float m_backbuffer_scale = 1.0f;
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AbstractTextureFormat m_backbuffer_format = AbstractTextureFormat::Undefined;
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MathUtil::Rectangle<int> m_target_rectangle = {};
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int m_frame_count = 0;
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FPSCounter m_fps_counter;
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std::unique_ptr<VideoCommon::PostProcessing> m_post_processor;
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void* m_new_surface_handle = nullptr;
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Common::Flag m_surface_changed;
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Common::Flag m_surface_resized;
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std::mutex m_swap_mutex;
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// ImGui resources.
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std::unique_ptr<NativeVertexFormat> m_imgui_vertex_format;
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std::vector<std::unique_ptr<AbstractTexture>> m_imgui_textures;
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std::unique_ptr<AbstractPipeline> m_imgui_pipeline;
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std::mutex m_imgui_mutex;
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u64 m_imgui_last_frame_time;
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private:
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std::tuple<int, int> CalculateOutputDimensions(int width, int height) const;
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PixelFormat m_prev_efb_format = PixelFormat::INVALID_FMT;
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unsigned int m_efb_scale = 1;
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// These will be set on the first call to SetWindowSize.
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int m_last_window_request_width = 0;
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int m_last_window_request_height = 0;
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// frame dumping:
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FrameDump m_frame_dump;
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std::thread m_frame_dump_thread;
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Common::Flag m_frame_dump_thread_running;
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// Used to kick frame dump thread.
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Common::Event m_frame_dump_start;
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// Set by frame dump thread on frame completion.
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Common::Event m_frame_dump_done;
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// Holds emulation state during the last swap when dumping.
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FrameDump::FrameState m_last_frame_state;
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// Communication of frame between video and dump threads.
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FrameDump::FrameData m_frame_dump_data;
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// Texture used for screenshot/frame dumping
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std::unique_ptr<AbstractTexture> m_frame_dump_render_texture;
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std::unique_ptr<AbstractFramebuffer> m_frame_dump_render_framebuffer;
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// Double buffer:
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std::unique_ptr<AbstractStagingTexture> m_frame_dump_readback_texture;
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std::unique_ptr<AbstractStagingTexture> m_frame_dump_output_texture;
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// Set when readback texture holds a frame that needs to be dumped.
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bool m_frame_dump_needs_flush = false;
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// Set when thread is processing output texture.
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bool m_frame_dump_frame_running = false;
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// Used to generate screenshot names.
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u32 m_frame_dump_image_counter = 0;
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// Tracking of XFB textures so we don't render duplicate frames.
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u64 m_last_xfb_id = std::numeric_limits<u64>::max();
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u64 m_last_xfb_ticks = 0;
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u32 m_last_xfb_addr = 0;
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u32 m_last_xfb_width = 0;
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u32 m_last_xfb_stride = 0;
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u32 m_last_xfb_height = 0;
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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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// NOTE: The methods below are called on the framedumping thread.
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void FrameDumpThreadFunc();
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bool StartFrameDumpToFFMPEG(const FrameDump::FrameData&);
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void DumpFrameToFFMPEG(const FrameDump::FrameData&);
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void StopFrameDumpToFFMPEG();
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std::string GetFrameDumpNextImageFileName() const;
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bool StartFrameDumpToImage(const FrameDump::FrameData&);
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void DumpFrameToImage(const FrameDump::FrameData&);
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void ShutdownFrameDumping();
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bool IsFrameDumping() const;
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// Checks that the frame dump render texture exists and is the correct size.
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bool CheckFrameDumpRenderTexture(u32 target_width, u32 target_height);
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// Checks that the frame dump readback texture exists and is the correct size.
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bool CheckFrameDumpReadbackTexture(u32 target_width, u32 target_height);
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// Fills the frame dump staging texture with the current XFB texture.
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void DumpCurrentFrame(const AbstractTexture* src_texture,
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const MathUtil::Rectangle<int>& src_rect, u64 ticks, int frame_number);
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// Asynchronously encodes the specified pointer of frame data to the frame dump.
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void DumpFrameData(const u8* data, int w, int h, int stride);
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// Ensures all rendered frames are queued for encoding.
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void FlushFrameDump();
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// Ensures all encoded frames have been written to the output file.
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void FinishFrameData();
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std::unique_ptr<NetPlayChatUI> m_netplay_chat_ui;
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Common::Flag m_force_reload_textures;
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};
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extern std::unique_ptr<Renderer> g_renderer;
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