dolphin/Source/Plugins/Plugin_VideoDX11/Src/Render.h
NeoBrainX 4d8d86bd6a D3D11: Implement some PE pixel performance metrics.
Super Mario Sunshine is using a cool trick: To determine how much goop has been cleaned in ep. 6 of Sirena Beach, it counts the number of pixels that are input to the blending stage. For that it's using the PE performance registers ;)

Fixes issue 1498.
2012-08-26 20:26:10 +02:00

73 lines
2.1 KiB
C++

#ifndef _RENDER_H_
#define _RENDER_H_
#include "RenderBase.h"
namespace DX11
{
class Renderer : public ::Renderer
{
public:
Renderer();
~Renderer();
void SetColorMask();
void SetBlendMode(bool forceUpdate);
void SetScissorRect(const TargetRectangle& rc);
void SetGenerationMode();
void SetDepthMode();
void SetLogicOpMode();
void SetDitherMode();
void SetLineWidth();
void SetSamplerState(int stage,int texindex);
void SetInterlacingMode();
// TODO: Fix confusing names (see ResetAPIState and RestoreAPIState)
void ApplyState(bool bUseDstAlpha);
void RestoreState();
void ApplyCullDisable();
void RestoreCull();
void RenderText(const char* pstr, int left, int top, u32 color);
u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data);
void ResetAPIState();
void RestoreAPIState();
TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc);
void Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight, const EFBRectangle& rc,float Gamma);
void ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z);
void ReinterpretPixelData(unsigned int convtype);
void ResetPixelPerf();
void ResumePixelPerf(bool efb_copies);
void PausePixelPerf(bool efb_copies);
u32 GetPixelPerfResult(PixelPerfQuery type);
void StorePixelPerfResult(PixelPerfQuery type); // internal
void UpdateViewport(Matrix44& vpCorrection);
bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc);
static bool CheckForResize();
void SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4);
void SetPSConstant4fv(unsigned int const_number, const float *f);
void SetMultiPSConstant4fv(unsigned int const_number, unsigned int count, const float *f);
void SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4);
void SetVSConstant4fv(unsigned int const_number, const float *f);
void SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float *f);
void SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float *f);
};
}
#endif