Scott Mansell 8a23629345 Split AbstractGfx out of Renderer
Almost all the virtual functions in Renderer are part of dolphin's
"graphics api abstraction layer", which has slowly formed over the
last decade or two.

Most of the work was done previously with the introduction of the
various "AbstractX" classes, associated with texture cache cleanups
and implementation of newer graphics APIs (Direct3D 12, Vulkan, Metal).
We are simply taking the last step and yeeting these functions out
of Renderer.

This "AbstractGfx" class is now completely agnostic of any details
from the flipper/hollywood GPU we are emulating, though somewhat
specialized.

(Will not build, this commit only contains changes outside VideoBackends)
2023-01-31 18:46:02 +13:00

175 lines
5.7 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
// ---------------------------------------------------------------------------------------------
// 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.
// ---------------------------------------------------------------------------------------------
#pragma once
#include <array>
#include <memory>
#include <mutex>
#include <string>
#include <string_view>
#include <thread>
#include <tuple>
#include <vector>
#include "Common/CommonTypes.h"
#include "Common/Flag.h"
#include "Common/MathUtil.h"
#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModManager.h"
#include "VideoCommon/RenderState.h"
class AbstractFramebuffer;
class AbstractPipeline;
class AbstractShader;
class AbstractTexture;
class AbstractStagingTexture;
class BoundingBox;
class NativeVertexFormat;
class PixelShaderManager;
class PointerWrap;
struct ComputePipelineConfig;
struct AbstractPipelineConfig;
struct PortableVertexDeclaration;
struct TextureConfig;
enum class AbstractTextureFormat : u32;
enum class ShaderStage;
enum class EFBAccessType;
enum class EFBReinterpretType;
enum class StagingTextureType;
namespace VideoCommon
{
class AsyncShaderCompiler;
}
struct EfbPokeData
{
u16 x, y;
u32 data;
};
// 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();
virtual bool Initialize();
virtual void Shutdown();
void BeginUtilityDrawing();
void EndUtilityDrawing();
// Ideal internal resolution - multiple of the native EFB resolution
int GetTargetWidth() const { return m_target_width; }
int GetTargetHeight() const { return m_target_height; }
// EFB coordinate conversion functions
// Use this to convert a whole native EFB rect to backbuffer coordinates
MathUtil::Rectangle<int> ConvertEFBRectangle(const MathUtil::Rectangle<int>& rc) const;
unsigned int GetEFBScale() const;
// Use this to upscale native EFB coordinates to IDEAL internal resolution
int EFBToScaledX(int x) const;
int EFBToScaledY(int y) const;
// Floating point versions of the above - only use them if really necessary
float EFBToScaledXf(float x) const;
float EFBToScaledYf(float y) const;
virtual void ClearScreen(const MathUtil::Rectangle<int>& rc, bool colorEnable, bool alphaEnable,
bool zEnable, u32 color, u32 z);
virtual void ReinterpretPixelData(EFBReinterpretType convtype);
void RenderToXFB(u32 xfbAddr, const MathUtil::Rectangle<int>& sourceRc, u32 fbStride,
u32 fbHeight, float Gamma = 1.0f);
virtual u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data);
virtual void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points);
bool IsBBoxEnabled() const;
void BBoxEnable(PixelShaderManager& pixel_shader_manager);
void BBoxDisable(PixelShaderManager& pixel_shader_manager);
u16 BBoxRead(u32 index);
void BBoxWrite(u32 index, u16 value);
void BBoxFlush();
// Finish up the current frame, print some stats
void Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks);
void UpdateWidescreenHeuristic();
bool IsGameWidescreen() const { return m_is_game_widescreen; }
PixelFormat GetPrevPixelFormat() const { return m_prev_efb_format; }
void StorePixelFormat(PixelFormat new_format) { m_prev_efb_format = new_format; }
bool EFBHasAlphaChannel() const;
bool UseVertexDepthRange() const;
void DoState(PointerWrap& p);
// Will forcibly reload all textures on the next swap
void ForceReloadTextures();
const GraphicsModManager& GetGraphicsModManager() const;
protected:
std::tuple<int, int> CalculateTargetScale(int x, int y) const;
bool CalculateTargetSize();
void CheckForConfigChanges();
void CheckFifoRecording();
void RecordVideoMemory();
bool m_is_game_widescreen = false;
bool m_was_orthographically_anamorphic = false;
// The framebuffer size
int m_target_width = 1;
int m_target_height = 1;
int m_frame_count = 0;
private:
PixelFormat m_prev_efb_format = PixelFormat::INVALID_FMT;
unsigned int m_efb_scale = 1;
u64 m_last_xfb_ticks = 0;
u32 m_last_xfb_addr = 0;
u32 m_last_xfb_width = 0;
u32 m_last_xfb_stride = 0;
u32 m_last_xfb_height = 0;
std::unique_ptr<BoundingBox> m_bounding_box;
// Nintendo's SDK seems to write "default" bounding box values before every draw (1023 0 1023 0
// are the only values encountered so far, which happen to be the extents allowed by the BP
// registers) to reset the registers for comparison in the pixel engine, and presumably to detect
// whether GX has updated the registers with real values.
//
// We can store these values when Bounding Box emulation is disabled and return them on read,
// which the game will interpret as "no pixels have been drawn"
//
// This produces much better results than just returning garbage, which can cause games like
// Ultimate Spider-Man to crash
std::array<u16, 4> m_bounding_box_fallback = {};
Common::Flag m_force_reload_textures;
GraphicsModManager m_graphics_mod_manager;
};
extern std::unique_ptr<Renderer> g_renderer;