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								// Copyright 2013 Dolphin Emulator Project
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								// Licensed under GPLv2
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								// Refer to the license.txt file included.
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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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								#ifndef _COMMON_RENDERBASE_H_
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								#define _COMMON_RENDERBASE_H_
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								#include "VideoCommon.h"
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								#include "Thread.h"
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								#include "MathUtil.h"
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								#include "NativeVertexFormat.h"
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								#include "FramebufferManagerBase.h"
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								#include "BPMemory.h"
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								#include <string>
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								// TODO: Move these out of here.
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								extern int frameCount;
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								extern int OSDChoice;
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								extern bool bLastFrameDumped;
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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();
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									virtual ~Renderer();
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									enum PixelPerfQuery {
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										PP_ZCOMP_INPUT_ZCOMPLOC,
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										PP_ZCOMP_OUTPUT_ZCOMPLOC,
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										PP_ZCOMP_INPUT,
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										PP_ZCOMP_OUTPUT,
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										PP_BLEND_INPUT,
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										PP_EFB_COPY_CLOCKS
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									};
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									virtual void SetColorMask() = 0;
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									virtual void SetBlendMode(bool forceUpdate) = 0;
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									virtual void SetScissorRect(const TargetRectangle& rc) = 0;
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									virtual void SetGenerationMode() = 0;
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									virtual void SetDepthMode() = 0;
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									virtual void SetLogicOpMode() = 0;
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									virtual void SetDitherMode() = 0;
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									virtual void SetLineWidth() = 0;
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									virtual void SetSamplerState(int stage,int texindex) = 0;
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									virtual void SetInterlacingMode() = 0;
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									virtual void ApplyState(bool bUseDstAlpha) = 0;
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									virtual void RestoreState() = 0;
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									// Ideal internal resolution - determined by display resolution (automatic scaling) and/or a multiple of the native EFB resolution
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									static int GetTargetWidth() { return s_target_width; }
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									static int GetTargetHeight() { return s_target_height; }
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									// Display resolution
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									static int GetBackbufferWidth() { return s_backbuffer_width; }
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									static int GetBackbufferHeight() { return s_backbuffer_height; }
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									static void SetWindowSize(int width, int height);
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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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									virtual TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc) = 0;
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									static const TargetRectangle& GetTargetRectangle() { return target_rc; }
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									static void UpdateDrawRectangle(int backbuffer_width, int backbuffer_height);
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									// Use this to upscale native EFB coordinates to IDEAL internal resolution
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									static int EFBToScaledX(int x);
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									static int EFBToScaledY(int y);
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									// Floating point versions of the above - only use them if really necessary
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									static float EFBToScaledXf(float x) { return x * ((float)GetTargetWidth() / (float)EFB_WIDTH); }
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									static float EFBToScaledYf(float y) { return y * ((float)GetTargetHeight() / (float)EFB_HEIGHT); }
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									// Random utilities
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									static void SetScreenshot(const char *filename);
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									static void DrawDebugText();
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									virtual void RenderText(const char* pstr, int left, int top, u32 color) = 0;
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									virtual void ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z) = 0;
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									virtual void ReinterpretPixelData(unsigned int convtype) = 0;
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									static void RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma = 1.0f);
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									virtual u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) = 0;
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									// What's the real difference between these? Too similar names.
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									virtual void ResetAPIState() = 0;
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									virtual void RestoreAPIState() = 0;
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									// Finish up the current frame, print some stats
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									virtual void Swap(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& rc,float Gamma = 1.0f) = 0;
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									virtual void UpdateViewport(Matrix44& vpCorrection) = 0;
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									virtual bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc) = 0;
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									static unsigned int GetPrevPixelFormat() { return prev_efb_format; }
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									static void StorePixelFormat(unsigned int new_format) { prev_efb_format = new_format; }
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								protected:
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									static void CalculateTargetScale(int x, int y, int &scaledX, int &scaledY);
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									static bool CalculateTargetSize(unsigned int framebuffer_width, unsigned int framebuffer_height, int multiplier = 1);
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									static void CheckFifoRecording();
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									static void RecordVideoMemory();
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									static volatile bool s_bScreenshot;
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									static std::mutex s_criticalScreenshot;
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									static std::string s_sScreenshotName;
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								#if defined _WIN32 || defined HAVE_LIBAV
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									bool bAVIDumping;
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								#else
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									File::IOFile pFrameDump;
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								#endif
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											2013-02-26 20:47:48 -05:00
										 
									 
								 
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									std::vector<u8> frame_data;
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											2011-09-08 17:09:24 +02:00
										 
									 
								 
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									bool bLastFrameDumped;
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											2010-11-18 02:21:26 +00:00
										 
									 
								 
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									// The framebuffer size
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									static int s_target_width;
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									static int s_target_height;
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									// TODO: Add functionality to reinit all the render targets when the window is resized.
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									static int s_backbuffer_width;
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									static int s_backbuffer_height;
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											2012-09-29 00:04:55 +02:00
										 
									 
								 
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									static TargetRectangle target_rc;
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											2010-11-18 02:21:26 +00:00
										 
									 
								 
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									// can probably eliminate this static var
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									static int s_LastEFBScale;
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									static bool s_skipSwap;
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									static bool XFBWrited;
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											2010-12-27 21:56:20 +00:00
										 
									 
								 
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											2011-03-27 02:55:08 +00:00
										 
									 
								 
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									static bool s_EnableDLCachingAfterRecording;
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											2010-12-27 21:56:20 +00:00
										 
									 
								 
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								private:
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									static unsigned int prev_efb_format;
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											2012-10-02 22:11:15 +02:00
										 
									 
								 
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									static unsigned int efb_scale_numeratorX;
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									static unsigned int efb_scale_numeratorY;
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									static unsigned int efb_scale_denominatorX;
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									static unsigned int efb_scale_denominatorY;
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									static unsigned int ssaa_multiplier;
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											2010-11-18 02:21:26 +00:00
										 
									 
								 
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								};
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								extern Renderer *g_renderer;
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											2011-05-12 02:14:45 +00:00
										 
									 
								 
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								void UpdateViewport(Matrix44& vpCorrection);
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											2010-11-18 02:21:26 +00:00
										 
									 
								 
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								#endif // _COMMON_RENDERBASE_H_
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