forked from dolphin-emu/dolphin
		
	git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4184 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			98 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			98 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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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 _GCOGL_RENDER_H_
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#define _GCOGL_RENDER_H_
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#include "TextureMngr.h"
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#include <Cg/cg.h>
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#include <Cg/cgGL.h>
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extern CGcontext g_cgcontext;
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extern CGprofile g_cgvProf, g_cgfProf;
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extern int frameCount;
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extern int OSDChoice, OSDTime, OSDInternalW, OSDInternalH;
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class Renderer
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{
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public:
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    static bool Init();
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    static void Shutdown();
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	// What's the real difference between these? Too similar names.
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    static void ResetAPIState();
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    static void RestoreAPIState();
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	static void SwapBuffers();
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    static void SetColorMask();
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	static void SetBlendMode(bool forceUpdate);
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	static bool SetScissorRect();
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	// Render target management
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    static int GetTargetWidth();
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    static int GetTargetHeight();
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	// Multiply any 2D EFB coordinates by these when rendering.
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	static float GetTargetScaleX();
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    static float GetTargetScaleY();
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	static TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc);
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    static void SetFramebuffer(GLuint fb);
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	static u32 AccessEFB(EFBAccessType type, int x, int y);
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	// If in MSAA mode, this will perform a resolve of the specified rectangle, and return the resolve target as a texture ID.
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	// Thus, this call may be expensive. Don't repeat it unnecessarily.
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	// If not in MSAA mode, will just return the render target texture ID.
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	// After calling this, before you render anything else, you MUST bind the framebuffer you want to draw to.
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	static GLuint ResolveAndGetRenderTarget(const EFBRectangle &rect);
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	// Same as above but for the depth Target.
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	// After calling this, before you render anything else, you MUST bind the framebuffer you want to draw to.
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    static GLuint ResolveAndGetDepthTarget(const EFBRectangle &rect);
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	// Random utilities
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    static void RenderText(const char* pstr, int left, int top, u32 color);
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	static void DrawDebugText();
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	static void SetScreenshot(const char *filename);
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	static void FlipImageData(u8 *data, int w, int h);
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	static bool SaveRenderTarget(const char *filename, int w, int h, int YOffset = 0);
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	static void ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z);
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	static void RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
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    // Finish up the current frame, print some stats
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    static void Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight);
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};
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#endif // _GCOGL_RENDER_H_
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