dolphin/Source/Core/VideoCommon/Src/RenderBase.h
degasus 3151d8709c VideoCommon: move ViewportCorrection into VideoCommon
D3D doesn't allow bigger viewports than rendertargets. But flipper does, so the viewport will be clipped and the transformation matrix will be changed.
This was done in the D3D backend itself. This is now moved into VideoCommon. This don't reduce code, but in this way, VideoCommon doesn't depend on the backends.
2013-10-29 18:55:50 +01:00

168 lines
5.6 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
// ---------------------------------------------------------------------------------------------
// 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.
// ---------------------------------------------------------------------------------------------
#ifndef _COMMON_RENDERBASE_H_
#define _COMMON_RENDERBASE_H_
#include "VideoCommon.h"
#include "Thread.h"
#include "MathUtil.h"
#include "NativeVertexFormat.h"
#include "FramebufferManagerBase.h"
#include "BPMemory.h"
#include <string>
// TODO: Move these out of here.
extern int frameCount;
extern int OSDChoice;
extern bool bLastFrameDumped;
// 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();
enum PixelPerfQuery {
PP_ZCOMP_INPUT_ZCOMPLOC,
PP_ZCOMP_OUTPUT_ZCOMPLOC,
PP_ZCOMP_INPUT,
PP_ZCOMP_OUTPUT,
PP_BLEND_INPUT,
PP_EFB_COPY_CLOCKS
};
virtual void SetColorMask() = 0;
virtual void SetBlendMode(bool forceUpdate) = 0;
virtual void SetScissorRect(const TargetRectangle& rc) = 0;
virtual void SetGenerationMode() = 0;
virtual void SetDepthMode() = 0;
virtual void SetLogicOpMode() = 0;
virtual void SetDitherMode() = 0;
virtual void SetLineWidth() = 0;
virtual void SetSamplerState(int stage,int texindex) = 0;
virtual void SetInterlacingMode() = 0;
virtual void ApplyState(bool bUseDstAlpha) = 0;
virtual void RestoreState() = 0;
// Ideal internal resolution - determined by display resolution (automatic scaling) and/or a multiple of the native EFB resolution
static int GetTargetWidth() { return s_target_width; }
static int GetTargetHeight() { return s_target_height; }
// Display resolution
static int GetBackbufferWidth() { return s_backbuffer_width; }
static int GetBackbufferHeight() { return s_backbuffer_height; }
static void SetWindowSize(int width, int height);
// EFB coordinate conversion functions
// Use this to convert a whole native EFB rect to backbuffer coordinates
virtual TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc) = 0;
static const TargetRectangle& GetTargetRectangle() { return target_rc; }
static void UpdateDrawRectangle(int backbuffer_width, int backbuffer_height);
// Use this to upscale native EFB coordinates to IDEAL internal resolution
static int EFBToScaledX(int x);
static int EFBToScaledY(int y);
// Floating point versions of the above - only use them if really necessary
static float EFBToScaledXf(float x) { return x * ((float)GetTargetWidth() / (float)EFB_WIDTH); }
static float EFBToScaledYf(float y) { return y * ((float)GetTargetHeight() / (float)EFB_HEIGHT); }
// Random utilities
static void SetScreenshot(const char *filename);
static void DrawDebugText();
virtual void RenderText(const char* pstr, int left, int top, u32 color) = 0;
virtual void ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z) = 0;
virtual void ReinterpretPixelData(unsigned int convtype) = 0;
static void RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma = 1.0f);
virtual u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) = 0;
// What's the real difference between these? Too similar names.
virtual void ResetAPIState() = 0;
virtual void RestoreAPIState() = 0;
// Finish up the current frame, print some stats
virtual void Swap(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& rc,float Gamma = 1.0f) = 0;
virtual void UpdateViewport() = 0;
virtual bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc) = 0;
static unsigned int GetPrevPixelFormat() { return prev_efb_format; }
static void StorePixelFormat(unsigned int new_format) { prev_efb_format = new_format; }
protected:
static void CalculateTargetScale(int x, int y, int &scaledX, int &scaledY);
static bool CalculateTargetSize(unsigned int framebuffer_width, unsigned int framebuffer_height);
static void CheckFifoRecording();
static void RecordVideoMemory();
static volatile bool s_bScreenshot;
static std::mutex s_criticalScreenshot;
static std::string s_sScreenshotName;
#if defined _WIN32 || defined HAVE_LIBAV
bool bAVIDumping;
#else
File::IOFile pFrameDump;
#endif
std::vector<u8> frame_data;
bool bLastFrameDumped;
// The framebuffer size
static int s_target_width;
static int s_target_height;
// TODO: Add functionality to reinit all the render targets when the window is resized.
static int s_backbuffer_width;
static int s_backbuffer_height;
static TargetRectangle target_rc;
// can probably eliminate this static var
static int s_LastEFBScale;
static bool s_skipSwap;
static bool XFBWrited;
static bool s_EnableDLCachingAfterRecording;
private:
static unsigned int prev_efb_format;
static unsigned int efb_scale_numeratorX;
static unsigned int efb_scale_numeratorY;
static unsigned int efb_scale_denominatorX;
static unsigned int efb_scale_denominatorY;
};
extern Renderer *g_renderer;
void UpdateViewport();
#endif // _COMMON_RENDERBASE_H_