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298 lines
12 KiB
C++
298 lines
12 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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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/Flag.h"
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#include "Common/MathUtil.h"
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#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModManager.h"
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#include "VideoCommon/RenderState.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 BoundingBox;
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class NativeVertexFormat;
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class PixelShaderManager;
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class PointerWrap;
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struct ComputePipelineConfig;
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struct AbstractPipelineConfig;
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struct PortableVertexDeclaration;
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struct TextureConfig;
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enum class AbstractTextureFormat : u32;
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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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namespace VideoCommon
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{
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class AsyncShaderCompiler;
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}
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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,
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std::string_view name = "") = 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 groupsize_x, u32 groupsize_y,
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u32 groupsize_z, u32 groups_x, u32 groups_y, 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,
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std::string_view name = "") = 0;
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virtual std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage,
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const void* data, size_t length,
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std::string_view name = "") = 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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// 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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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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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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bool IsBBoxEnabled() const;
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void BBoxEnable(PixelShaderManager& pixel_shader_manager);
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void BBoxDisable(PixelShaderManager& pixel_shader_manager);
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u16 BBoxRead(u32 index);
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void BBoxWrite(u32 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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bool IsGameWidescreen() const { return m_is_game_widescreen; }
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// A simple presentation fallback, only used by video software
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virtual void ShowImage(const AbstractTexture* source_texture,
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const MathUtil::Rectangle<int>& source_rc)
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{
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}
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// For opengl's glDrawBuffer
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virtual void SelectLeftBuffer() {}
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virtual void SelectRightBuffer() {}
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virtual void SelectMainBuffer() {}
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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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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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// Will forcibly reload all textures on the next swap
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void ForceReloadTextures();
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const GraphicsModManager& GetGraphicsModManager() const;
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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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protected:
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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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virtual std::unique_ptr<BoundingBox> CreateBoundingBox() const = 0;
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AbstractFramebuffer* m_current_framebuffer = nullptr;
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const AbstractPipeline* m_current_pipeline = nullptr;
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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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int m_frame_count = 0;
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private:
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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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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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std::unique_ptr<BoundingBox> m_bounding_box;
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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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Common::Flag m_force_reload_textures;
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GraphicsModManager m_graphics_mod_manager;
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};
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extern std::unique_ptr<Renderer> g_renderer;
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