dolphin/Source/Core/VideoBackends/Software/SWRenderer.cpp
Stenzek 9e798eec94 Implement EFB copy filter and gamma in hardware backends
Also makes y_scale a dynamic parameter for EFB copies, as it doesn't
make sense to keep it as part of the uid, otherwise we're generating
redundant shaders.
2018-04-29 19:05:20 +10:00

154 lines
3.8 KiB
C++

// Copyright 2009 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/Software/SWRenderer.h"
#include <string>
#include "Common/CommonTypes.h"
#include "Core/Config/GraphicsSettings.h"
#include "Core/HW/Memmap.h"
#include "VideoBackends/Software/EfbCopy.h"
#include "VideoBackends/Software/EfbInterface.h"
#include "VideoBackends/Software/SWOGLWindow.h"
#include "VideoBackends/Software/SWTexture.h"
#include "VideoCommon/AbstractPipeline.h"
#include "VideoCommon/AbstractShader.h"
#include "VideoCommon/BoundingBox.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoConfig.h"
SWRenderer::SWRenderer()
: ::Renderer(static_cast<int>(MAX_XFB_WIDTH), static_cast<int>(MAX_XFB_HEIGHT))
{
}
std::unique_ptr<AbstractTexture> SWRenderer::CreateTexture(const TextureConfig& config)
{
return std::make_unique<SW::SWTexture>(config);
}
std::unique_ptr<AbstractStagingTexture>
SWRenderer::CreateStagingTexture(StagingTextureType type, const TextureConfig& config)
{
return std::make_unique<SW::SWStagingTexture>(type, config);
}
std::unique_ptr<AbstractFramebuffer>
SWRenderer::CreateFramebuffer(const AbstractTexture* color_attachment,
const AbstractTexture* depth_attachment)
{
return SW::SWFramebuffer::Create(static_cast<const SW::SWTexture*>(color_attachment),
static_cast<const SW::SWTexture*>(depth_attachment));
}
void SWRenderer::RenderText(const std::string& pstr, int left, int top, u32 color)
{
SWOGLWindow::s_instance->PrintText(pstr, left, top, color);
}
class SWShader final : public AbstractShader
{
public:
explicit SWShader(ShaderStage stage) : AbstractShader(stage) {}
~SWShader() = default;
bool HasBinary() const override { return false; }
BinaryData GetBinary() const override { return {}; }
};
std::unique_ptr<AbstractShader>
SWRenderer::CreateShaderFromSource(ShaderStage stage, const char* source, size_t length)
{
return std::make_unique<SWShader>(stage);
}
std::unique_ptr<AbstractShader> SWRenderer::CreateShaderFromBinary(ShaderStage stage,
const void* data, size_t length)
{
return std::make_unique<SWShader>(stage);
}
class SWPipeline final : public AbstractPipeline
{
public:
SWPipeline() : AbstractPipeline() {}
~SWPipeline() override = default;
};
std::unique_ptr<AbstractPipeline> SWRenderer::CreatePipeline(const AbstractPipelineConfig& config)
{
return std::make_unique<SWPipeline>();
}
// Called on the GPU thread
void SWRenderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region, u64 ticks)
{
OSD::DoCallbacks(OSD::CallbackType::OnFrame);
if (!IsHeadless())
{
DrawDebugText();
SWOGLWindow::s_instance->ShowImage(texture, xfb_region);
}
UpdateActiveConfig();
}
u32 SWRenderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 InputData)
{
u32 value = 0;
switch (type)
{
case EFBAccessType::PeekZ:
{
value = EfbInterface::GetDepth(x, y);
break;
}
case EFBAccessType::PeekColor:
{
const u32 color = EfbInterface::GetColor(x, y);
// rgba to argb
value = (color >> 8) | (color & 0xff) << 24;
break;
}
default:
break;
}
return value;
}
u16 SWRenderer::BBoxRead(int index)
{
return BoundingBox::coords[index];
}
void SWRenderer::BBoxWrite(int index, u16 value)
{
BoundingBox::coords[index] = value;
}
TargetRectangle SWRenderer::ConvertEFBRectangle(const EFBRectangle& rc)
{
TargetRectangle result;
result.left = rc.left;
result.top = rc.top;
result.right = rc.right;
result.bottom = rc.bottom;
return result;
}
void SWRenderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable,
bool zEnable, u32 color, u32 z)
{
EfbCopy::ClearEfb();
}