Pokechu22 4a4244f04d Software: Fix bad backbuffer size
MAX_XFB_WIDTH/HEIGHT are the largest XFB sizes seen in practice, but do not make sense to use for the backbuffer size, which should be the size of the window.  The old code created screenshots with a size of 720x540 on NTSC games when "Dump Frames at Internal Resolution" is unchecked; now, the window size is used.
2021-05-24 12:16:39 -07:00

164 lines
4.5 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 "Common/GL/GLContext.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/AbstractTexture.h"
#include "VideoCommon/BoundingBox.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoCommon.h"
namespace SW
{
SWRenderer::SWRenderer(std::unique_ptr<SWOGLWindow> window)
: ::Renderer(static_cast<int>(std::max(window->GetContext()->GetBackBufferWidth(), 1u)),
static_cast<int>(std::max(window->GetContext()->GetBackBufferHeight(), 1u)), 1.0f,
AbstractTextureFormat::RGBA8),
m_window(std::move(window))
{
}
bool SWRenderer::IsHeadless() const
{
return m_window->IsHeadless();
}
std::unique_ptr<AbstractTexture> SWRenderer::CreateTexture(const TextureConfig& config)
{
return std::make_unique<SWTexture>(config);
}
std::unique_ptr<AbstractStagingTexture>
SWRenderer::CreateStagingTexture(StagingTextureType type, const TextureConfig& config)
{
return std::make_unique<SWStagingTexture>(type, config);
}
std::unique_ptr<AbstractFramebuffer>
SWRenderer::CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment)
{
return SWFramebuffer::Create(static_cast<SWTexture*>(color_attachment),
static_cast<SWTexture*>(depth_attachment));
}
void SWRenderer::BindBackbuffer(const ClearColor& clear_color)
{
// Look for framebuffer resizes
if (!m_surface_resized.TestAndClear())
return;
GLContext* context = m_window->GetContext();
context->Update();
m_backbuffer_width = context->GetBackBufferWidth();
m_backbuffer_height = context->GetBackBufferHeight();
}
class SWShader final : public AbstractShader
{
public:
explicit SWShader(ShaderStage stage) : AbstractShader(stage) {}
~SWShader() = default;
BinaryData GetBinary() const override { return {}; }
};
std::unique_ptr<AbstractShader>
SWRenderer::CreateShaderFromSource(ShaderStage stage, [[maybe_unused]] std::string_view source)
{
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() = default;
~SWPipeline() override = default;
};
std::unique_ptr<AbstractPipeline> SWRenderer::CreatePipeline(const AbstractPipelineConfig& config,
const void* cache_data,
size_t cache_data_length)
{
return std::make_unique<SWPipeline>();
}
// Called on the GPU thread
void SWRenderer::RenderXFBToScreen(const MathUtil::Rectangle<int>& target_rc,
const AbstractTexture* source_texture,
const MathUtil::Rectangle<int>& source_rc)
{
if (!IsHeadless())
m_window->ShowImage(source_texture, source_rc);
}
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::BBoxReadImpl(int index)
{
return BoundingBox::GetCoordinate(static_cast<BoundingBox::Coordinate>(index));
}
void SWRenderer::BBoxWriteImpl(int index, u16 value)
{
BoundingBox::SetCoordinate(static_cast<BoundingBox::Coordinate>(index), value);
}
void SWRenderer::ClearScreen(const MathUtil::Rectangle<int>& rc, bool colorEnable, bool alphaEnable,
bool zEnable, u32 color, u32 z)
{
EfbCopy::ClearEfb();
}
std::unique_ptr<NativeVertexFormat>
SWRenderer::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
{
return std::make_unique<NativeVertexFormat>(vtx_decl);
}
} // namespace SW