// 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 #include #include #include #include #include #include #include #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(int backbuffer_width, int backbuffer_height, float backbuffer_scale, AbstractTextureFormat backbuffer_format); virtual ~Renderer(); using ClearColor = std::array; virtual bool IsHeadless() const = 0; virtual bool Initialize(); virtual void Shutdown(); virtual void SetPipeline(const AbstractPipeline* pipeline) {} virtual void SetScissorRect(const MathUtil::Rectangle& rc) {} virtual void SetTexture(u32 index, const AbstractTexture* texture) {} virtual void SetSamplerState(u32 index, const SamplerState& state) {} virtual void SetComputeImageTexture(AbstractTexture* texture, bool read, bool write) {} virtual void UnbindTexture(const AbstractTexture* texture) {} virtual void SetViewport(float x, float y, float width, float height, float near_depth, float far_depth) { } virtual void SetFullscreen(bool enable_fullscreen) {} virtual bool IsFullscreen() const { return false; } virtual void BeginUtilityDrawing(); virtual void EndUtilityDrawing(); virtual std::unique_ptr CreateTexture(const TextureConfig& config, std::string_view name = "") = 0; virtual std::unique_ptr CreateStagingTexture(StagingTextureType type, const TextureConfig& config) = 0; virtual std::unique_ptr CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment) = 0; // Framebuffer operations. virtual void SetFramebuffer(AbstractFramebuffer* framebuffer); virtual void SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer); virtual void SetAndClearFramebuffer(AbstractFramebuffer* framebuffer, const ClearColor& color_value = {}, float depth_value = 0.0f); // Drawing with currently-bound pipeline state. virtual void Draw(u32 base_vertex, u32 num_vertices) {} virtual void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) {} // Dispatching compute shaders with currently-bound state. virtual void DispatchComputeShader(const AbstractShader* shader, u32 groupsize_x, u32 groupsize_y, u32 groupsize_z, u32 groups_x, u32 groups_y, u32 groups_z) { } // Binds the backbuffer for rendering. The buffer will be cleared immediately after binding. // This is where any window size changes are detected, therefore m_backbuffer_width and/or // m_backbuffer_height may change after this function returns. virtual void BindBackbuffer(const ClearColor& clear_color = {}) {} // Presents the backbuffer to the window system, or "swaps buffers". virtual void PresentBackbuffer() {} // Shader modules/objects. virtual std::unique_ptr CreateShaderFromSource(ShaderStage stage, std::string_view source, std::string_view name = "") = 0; virtual std::unique_ptr CreateShaderFromBinary(ShaderStage stage, const void* data, size_t length, std::string_view name = "") = 0; virtual std::unique_ptr CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) = 0; virtual std::unique_ptr CreatePipeline(const AbstractPipelineConfig& config, const void* cache_data = nullptr, size_t cache_data_length = 0) = 0; AbstractFramebuffer* GetCurrentFramebuffer() const { return m_current_framebuffer; } // Ideal internal resolution - multiple of the native EFB resolution int GetTargetWidth() const { return m_target_width; } int GetTargetHeight() const { return m_target_height; } // Sets viewport and scissor to the specified rectangle. rect is assumed to be in framebuffer // coordinates, i.e. lower-left origin in OpenGL. void SetViewportAndScissor(const MathUtil::Rectangle& rect, float min_depth = 0.0f, float max_depth = 1.0f); // Scales a GPU texture using a copy shader. virtual void ScaleTexture(AbstractFramebuffer* dst_framebuffer, const MathUtil::Rectangle& dst_rect, const AbstractTexture* src_texture, const MathUtil::Rectangle& src_rect); // Converts an upper-left to lower-left if required by the backend, optionally // clamping to the framebuffer size. MathUtil::Rectangle ConvertFramebufferRectangle(const MathUtil::Rectangle& rect, u32 fb_width, u32 fb_height) const; MathUtil::Rectangle ConvertFramebufferRectangle(const MathUtil::Rectangle& rect, const AbstractFramebuffer* framebuffer) const; // EFB coordinate conversion functions // Use this to convert a whole native EFB rect to backbuffer coordinates MathUtil::Rectangle ConvertEFBRectangle(const MathUtil::Rectangle& 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& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z); virtual void ReinterpretPixelData(EFBReinterpretType convtype); void RenderToXFB(u32 xfbAddr, const MathUtil::Rectangle& 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(); virtual void Flush() {} virtual void WaitForGPUIdle() {} // 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; } // A simple presentation fallback, only used by video software virtual void ShowImage(const AbstractTexture* source_texture, const MathUtil::Rectangle& source_rc) { } // For opengl's glDrawBuffer virtual void SelectLeftBuffer() {} virtual void SelectRightBuffer() {} virtual void SelectMainBuffer() {} // Called when the configuration changes, and backend structures need to be updated. virtual void OnConfigChanged(u32 bits) {} 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); virtual std::unique_ptr CreateAsyncShaderCompiler(); // Returns true if a layer-expanding geometry shader should be used when rendering the user // interface and final XFB. bool UseGeometryShaderForUI() const; // Will forcibly reload all textures on the next swap void ForceReloadTextures(); const GraphicsModManager& GetGraphicsModManager() const; // Bitmask containing information about which configuration has changed for the backend. enum ConfigChangeBits : u32 { CONFIG_CHANGE_BIT_HOST_CONFIG = (1 << 0), CONFIG_CHANGE_BIT_MULTISAMPLES = (1 << 1), CONFIG_CHANGE_BIT_STEREO_MODE = (1 << 2), CONFIG_CHANGE_BIT_TARGET_SIZE = (1 << 3), CONFIG_CHANGE_BIT_ANISOTROPY = (1 << 4), CONFIG_CHANGE_BIT_FORCE_TEXTURE_FILTERING = (1 << 5), CONFIG_CHANGE_BIT_VSYNC = (1 << 6), CONFIG_CHANGE_BIT_BBOX = (1 << 7) }; protected: std::tuple CalculateTargetScale(int x, int y) const; bool CalculateTargetSize(); void CheckForConfigChanges(); void CheckFifoRecording(); void RecordVideoMemory(); virtual std::unique_ptr CreateBoundingBox() const = 0; AbstractFramebuffer* m_current_framebuffer = nullptr; const AbstractPipeline* m_current_pipeline = nullptr; 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 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 m_bounding_box_fallback = {}; Common::Flag m_force_reload_textures; GraphicsModManager m_graphics_mod_manager; }; extern std::unique_ptr g_renderer;