dolphin/Source/Core/VideoCommon/Src/VideoCommon.h
Jordan Woyak 194493cc04 Some work on merging the video plugins: Added a new plugin to the solution(shouldn't build by default) which combines the DX9, DX11, and OGL plugins with their common code merged (and some things temporarily removed). In it's current state the plugin is hardly usable. Perhaps someone with knowledge of the video plugins will be able to fix the things I have broken more easily than me(or point me in the right direction). I will continue to work on it as well.
Main Issues:
DX11 is functional with a ~2MB/s mem leak.
OpenGL/DirectX9 have a black display while game runs. (DirectX 9 flashes good display on emulation stop)
Too many virtual function calls. (once everything is working, I will work on removing them)
Won't build on non-Windows in its current state. (mainly EmuWindow will need changes for Linux/OS X)
Probably other stuff.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6219 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-09-20 21:45:47 +00:00

155 lines
4.1 KiB
C

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _VIDEOCOMMON_H
#define _VIDEOCOMMON_H
#include "Common.h"
#include "MathUtil.h"
#include "pluginspecs_video.h"
#if defined(_MSC_VER) && !defined(__x86_64__) && !defined(_M_X64)
void * memcpy_amd(void *dest, const void *src, size_t n);
unsigned char memcmp_mmx(const void* src1, const void* src2, int cmpsize);
#define memcpy_gc memcpy_amd
#define memcmp_gc memcmp_mmx
#else
#define memcpy_gc memcpy
#define memcmp_gc memcmp
#endif
// These are accurate (disregarding AA modes).
enum
{
EFB_WIDTH = 640,
EFB_HEIGHT = 528,
};
enum
{
// XFB width is decided by EFB copy operation. The VI can do horizontal
// scaling (TODO: emulate).
MAX_XFB_WIDTH = EFB_WIDTH,
// Although EFB height is 528, 574-line XFB's can be created either with
// vertical scaling by the EFB copy operation or copying to multiple XFB's
// that are next to each other in memory (TODO: handle that situation).
MAX_XFB_HEIGHT = 574
};
// If this is enabled, bounding boxes will be computed for everything drawn.
// This can theoretically have a big speed hit in some geom heavy games. Needs more work.
// Helps some effects in Paper Mario (but they aren't quite right yet).
// May help Super Mario Galaxy?
// Do testing to figure out if the speed hit is bad?
// #define BBOX_SUPPORT
extern SVideoInitialize g_VideoInitialize;
inline u8 *Memory_GetPtr(u32 _uAddress)
{
return g_VideoInitialize.pGetMemoryPointer(_uAddress);
}
inline u8 Memory_Read_U8(u32 _uAddress)
{
return *(u8*)g_VideoInitialize.pGetMemoryPointer(_uAddress);
}
inline u16 Memory_Read_U16(u32 _uAddress)
{
return Common::swap16(*(u16*)g_VideoInitialize.pGetMemoryPointer(_uAddress));
}
inline u32 Memory_Read_U32(u32 _uAddress)
{
return Common::swap32(*(u32*)g_VideoInitialize.pGetMemoryPointer(_uAddress));
}
inline u8* Memory_Read_U8_Ptr(u32 _uAddress)
{
return (u8*)g_VideoInitialize.pGetMemoryPointer(_uAddress);
}
inline u16* Memory_Read_U16_Unswapped_Ptr(u32 _uAddress)
{
return (u16*)g_VideoInitialize.pGetMemoryPointer(_uAddress);
}
inline u32* Memory_Read_U32_Unswapped_Ptr(u32 _uAddress)
{
return (u32*)g_VideoInitialize.pGetMemoryPointer(_uAddress);
}
inline float Memory_Read_Float(u32 _uAddress)
{
union {u32 i; float f;} temp;
temp.i = Memory_Read_U32(_uAddress);
return temp.f;
}
// Logging
// ----------
void HandleGLError();
// This structure should only be used to represent a rectangle in EFB
// coordinates, where the origin is at the upper left and the frame dimensions
// are 640 x 528.
struct EFBRectangle : public MathUtil::Rectangle<int>
{};
// This structure should only be used to represent a rectangle in standard target
// coordinates, where the origin is at the lower left and the frame dimensions
// depend on the resolution settings. Use Renderer::ConvertEFBRectangle to
// convert an EFBRectangle to a TargetRectangle.
struct TargetRectangle : public MathUtil::Rectangle<int>
{
#ifdef _WIN32
// Only used by D3D plugin.
const RECT *AsRECT() const {
// The types are binary compatible so this works.
return (const RECT *)this;
}
#endif
};
#ifdef _WIN32
#define PRIM_LOG(...) {DEBUG_LOG(VIDEO, __VA_ARGS__)}
#else
#define PRIM_LOG(...) {DEBUG_LOG(VIDEO, ##__VA_ARGS__)}
#endif
// #define LOG_VTX() DEBUG_LOG(VIDEO, "vtx: %f %f %f, ", ((float*)VertexManager::s_pCurBufferPointer)[0], ((float*)VertexManager::s_pCurBufferPointer)[1], ((float*)VertexManager::s_pCurBufferPointer)[2]);
#define LOG_VTX()
bool IsD3D();
typedef enum
{
API_OPENGL,
API_D3D9,
API_D3D11
} API_TYPE;
#endif // _VIDEOCOMMON_H