forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			363 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			363 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2010 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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#pragma once
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#include <array>
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#include <condition_variable>
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#include <memory>
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#include <mutex>
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#include <string>
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#include <thread>
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#include <tuple>
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#include <vector>
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#include "Common/CommonTypes.h"
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#include "Common/Event.h"
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#include "Common/Flag.h"
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#include "Common/MathUtil.h"
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#include "VideoCommon/AVIDump.h"
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#include "VideoCommon/AsyncShaderCompiler.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/FPSCounter.h"
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#include "VideoCommon/RenderState.h"
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#include "VideoCommon/TextureConfig.h"
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#include "VideoCommon/VideoCommon.h"
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class AbstractFramebuffer;
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class AbstractPipeline;
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class AbstractShader;
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class AbstractTexture;
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class AbstractStagingTexture;
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class NativeVertexFormat;
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class PostProcessingShaderImplementation;
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struct TextureConfig;
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struct ComputePipelineConfig;
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struct AbstractPipelineConfig;
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enum class ShaderStage;
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enum class EFBAccessType;
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enum class StagingTextureType;
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struct EfbPokeData
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{
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  u16 x, y;
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  u32 data;
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};
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extern int frameCount;
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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(int backbuffer_width, int backbuffer_height, float backbuffer_scale,
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           AbstractTextureFormat backbuffer_format);
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  virtual ~Renderer();
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  using ClearColor = std::array<float, 4>;
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  virtual bool IsHeadless() const = 0;
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  virtual bool Initialize();
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  virtual void Shutdown();
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  virtual void SetPipeline(const AbstractPipeline* pipeline) {}
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  virtual void SetScissorRect(const MathUtil::Rectangle<int>& rc) {}
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  virtual void SetTexture(u32 index, const AbstractTexture* texture) {}
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  virtual void SetSamplerState(u32 index, const SamplerState& state) {}
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  virtual void UnbindTexture(const AbstractTexture* texture) {}
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  virtual void SetInterlacingMode() {}
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  virtual void SetViewport(float x, float y, float width, float height, float near_depth,
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                           float far_depth)
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  {
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  }
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  virtual void SetFullscreen(bool enable_fullscreen) {}
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  virtual bool IsFullscreen() const { return false; }
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  virtual void ApplyState() {}
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  virtual void RestoreState() {}
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  virtual void ResetAPIState() {}
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  virtual void RestoreAPIState() {}
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  virtual std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) = 0;
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  virtual std::unique_ptr<AbstractStagingTexture>
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  CreateStagingTexture(StagingTextureType type, const TextureConfig& config) = 0;
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  virtual std::unique_ptr<AbstractFramebuffer>
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  CreateFramebuffer(const AbstractTexture* color_attachment,
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                    const AbstractTexture* depth_attachment) = 0;
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  // Framebuffer operations.
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  virtual void SetFramebuffer(const AbstractFramebuffer* framebuffer) {}
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  virtual void SetAndDiscardFramebuffer(const AbstractFramebuffer* framebuffer) {}
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  virtual void SetAndClearFramebuffer(const AbstractFramebuffer* framebuffer,
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                                      const ClearColor& color_value = {}, float depth_value = 0.0f)
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  {
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  }
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  // Drawing with currently-bound pipeline state.
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  virtual void Draw(u32 base_vertex, u32 num_vertices) {}
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  virtual void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) {}
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  // Binds the backbuffer for rendering. The buffer will be cleared immediately after binding.
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  // This is where any window size changes are detected, therefore m_backbuffer_width and/or
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  // m_backbuffer_height may change after this function returns.
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  virtual void BindBackbuffer(const ClearColor& clear_color = {}) {}
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  // Presents the backbuffer to the window system, or "swaps buffers".
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  virtual void PresentBackbuffer() {}
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  // Shader modules/objects.
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  virtual std::unique_ptr<AbstractShader>
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  CreateShaderFromSource(ShaderStage stage, const char* source, size_t length) = 0;
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  virtual std::unique_ptr<AbstractShader>
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  CreateShaderFromBinary(ShaderStage stage, const void* data, size_t length) = 0;
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  virtual std::unique_ptr<AbstractPipeline>
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  CreatePipeline(const AbstractPipelineConfig& config) = 0;
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  const AbstractFramebuffer* GetCurrentFramebuffer() const { return m_current_framebuffer; }
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  u32 GetCurrentFramebufferWidth() const { return m_current_framebuffer_width; }
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  u32 GetCurrentFramebufferHeight() const { return m_current_framebuffer_height; }
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  // Ideal internal resolution - multiple of the native EFB resolution
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  int GetTargetWidth() const { return m_target_width; }
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  int GetTargetHeight() const { return m_target_height; }
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  // Display resolution
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  int GetBackbufferWidth() const { return m_backbuffer_width; }
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  int GetBackbufferHeight() const { return m_backbuffer_height; }
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  float GetBackbufferScale() const { return m_backbuffer_scale; }
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  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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  const TargetRectangle& GetTargetRectangle() const { return m_target_rectangle; }
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  float CalculateDrawAspectRatio() const;
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  std::tuple<float, float> ScaleToDisplayAspectRatio(int width, int height) const;
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  void UpdateDrawRectangle();
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  // Use this to convert a single target rectangle to two stereo rectangles
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  std::tuple<TargetRectangle, TargetRectangle>
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  ConvertStereoRectangle(const TargetRectangle& rc) const;
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  unsigned int GetEFBScale() const;
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  // Use this to upscale native EFB coordinates to IDEAL internal resolution
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  int EFBToScaledX(int x) const;
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  int EFBToScaledY(int y) const;
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  // Floating point versions of the above - only use them if really necessary
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  float EFBToScaledXf(float x) const;
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  float EFBToScaledYf(float y) const;
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  // Random utilities
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  void SaveScreenshot(const std::string& filename, bool wait_for_completion);
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  void DrawDebugText();
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  // ImGui initialization depends on being able to create textures and pipelines, so do it last.
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  bool InitializeImGui();
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  virtual void ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
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                           u32 color, u32 z) = 0;
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  virtual void ReinterpretPixelData(unsigned int convtype) = 0;
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  void RenderToXFB(u32 xfbAddr, const EFBRectangle& sourceRc, u32 fbStride, u32 fbHeight,
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                   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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  virtual void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points) = 0;
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  virtual u16 BBoxRead(int index) = 0;
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  virtual void BBoxWrite(int index, u16 value) = 0;
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  virtual void Flush() {}
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  // Finish up the current frame, print some stats
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  void Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const EFBRectangle& rc,
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            u64 ticks);
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  // Draws the specified XFB buffer to the screen, performing any post-processing.
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  // Assumes that the backbuffer has already been bound and cleared.
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  virtual void RenderXFBToScreen(const AbstractTexture* texture, const EFBRectangle& rc) {}
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  // Called when the configuration changes, and backend structures need to be updated.
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  virtual void OnConfigChanged(u32 bits) {}
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  PEControl::PixelFormat GetPrevPixelFormat() const { return m_prev_efb_format; }
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  void StorePixelFormat(PEControl::PixelFormat new_format) { m_prev_efb_format = new_format; }
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  PostProcessingShaderImplementation* GetPostProcessor() const { return m_post_processor.get(); }
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  // Final surface changing
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  // This is called when the surface is resized (WX) or the window changes (Android).
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  void ChangeSurface(void* new_surface_handle);
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  void ResizeSurface();
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  bool UseVertexDepthRange() const;
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  virtual std::unique_ptr<VideoCommon::AsyncShaderCompiler> CreateAsyncShaderCompiler();
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  // Returns a lock for the ImGui mutex, enabling data structures to be modified from outside.
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  // Use with care, only non-drawing functions should be called from outside the video thread,
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  // as the drawing is tied to a "frame".
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  std::unique_lock<std::mutex> GetImGuiLock();
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  // Begins/presents a "UI frame". UI frames do not draw any of the console XFB, but this could
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  // change in the future.
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  void BeginUIFrame();
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  void EndUIFrame();
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protected:
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  // Bitmask containing information about which configuration has changed for the backend.
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  enum ConfigChangeBits : u32
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  {
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    CONFIG_CHANGE_BIT_HOST_CONFIG = (1 << 0),
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    CONFIG_CHANGE_BIT_MULTISAMPLES = (1 << 1),
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    CONFIG_CHANGE_BIT_STEREO_MODE = (1 << 2),
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    CONFIG_CHANGE_BIT_TARGET_SIZE = (1 << 3),
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    CONFIG_CHANGE_BIT_ANISOTROPY = (1 << 4),
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    CONFIG_CHANGE_BIT_FORCE_TEXTURE_FILTERING = (1 << 5),
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    CONFIG_CHANGE_BIT_VSYNC = (1 << 6),
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    CONFIG_CHANGE_BIT_BBOX = (1 << 7)
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  };
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  std::tuple<int, int> CalculateTargetScale(int x, int y) const;
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  bool CalculateTargetSize();
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  void CheckForConfigChanges();
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  void CheckFifoRecording();
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  void RecordVideoMemory();
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  // Sets up ImGui state for the next frame.
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  // This function itself acquires the ImGui lock, so it should not be held.
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  void BeginImGuiFrame();
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  // Destroys all ImGui GPU resources, must do before shutdown.
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  void ShutdownImGui();
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  // Renders ImGui windows to the currently-bound framebuffer.
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  // Should be called with the ImGui lock held.
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  void RenderImGui();
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  // TODO: Remove the width/height parameters once we make the EFB an abstract framebuffer.
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  const AbstractFramebuffer* m_current_framebuffer = nullptr;
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  u32 m_current_framebuffer_width = 1;
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  u32 m_current_framebuffer_height = 1;
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  Common::Flag m_screenshot_request;
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  Common::Event m_screenshot_completed;
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  std::mutex m_screenshot_lock;
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  std::string m_screenshot_name;
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  bool m_aspect_wide = false;
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  // The framebuffer size
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  int m_target_width = 0;
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  int m_target_height = 0;
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  // Backbuffer (window) size and render area
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  int m_backbuffer_width = 0;
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  int m_backbuffer_height = 0;
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  float m_backbuffer_scale = 1.0f;
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  AbstractTextureFormat m_backbuffer_format = AbstractTextureFormat::Undefined;
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  TargetRectangle m_target_rectangle = {};
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  FPSCounter m_fps_counter;
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  std::unique_ptr<PostProcessingShaderImplementation> m_post_processor;
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  void* m_new_surface_handle = nullptr;
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  Common::Flag m_surface_changed;
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  Common::Flag m_surface_resized;
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  std::mutex m_swap_mutex;
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  // ImGui resources.
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  std::unique_ptr<NativeVertexFormat> m_imgui_vertex_format;
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  std::vector<std::unique_ptr<AbstractTexture>> m_imgui_textures;
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  std::unique_ptr<AbstractPipeline> m_imgui_pipeline;
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  std::mutex m_imgui_mutex;
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  u64 m_imgui_last_frame_time;
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private:
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  void RunFrameDumps();
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  std::tuple<int, int> CalculateOutputDimensions(int width, int height);
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  PEControl::PixelFormat m_prev_efb_format = PEControl::INVALID_FMT;
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  unsigned int m_efb_scale = 1;
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  // These will be set on the first call to SetWindowSize.
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  int m_last_window_request_width = 0;
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  int m_last_window_request_height = 0;
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  // frame dumping
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  std::thread m_frame_dump_thread;
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  Common::Event m_frame_dump_start;
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  Common::Event m_frame_dump_done;
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  Common::Flag m_frame_dump_thread_running;
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  u32 m_frame_dump_image_counter = 0;
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  bool m_frame_dump_frame_running = false;
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  struct FrameDumpConfig
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  {
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    const u8* data;
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    int width;
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    int height;
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    int stride;
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    AVIDump::Frame state;
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  } m_frame_dump_config;
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  // Texture used for screenshot/frame dumping
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  std::unique_ptr<AbstractTexture> m_frame_dump_render_texture;
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  std::array<std::unique_ptr<AbstractStagingTexture>, 2> m_frame_dump_readback_textures;
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  AVIDump::Frame m_last_frame_state;
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  bool m_last_frame_exported = false;
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  // Tracking of XFB textures so we don't render duplicate frames.
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  AbstractTexture* m_last_xfb_texture = nullptr;
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  u64 m_last_xfb_id = std::numeric_limits<u64>::max();
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  u64 m_last_xfb_ticks = 0;
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  EFBRectangle m_last_xfb_region;
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  // Note: Only used for auto-ir
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  u32 m_last_xfb_width = MAX_XFB_WIDTH;
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  u32 m_last_xfb_height = MAX_XFB_HEIGHT;
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  // NOTE: The methods below are called on the framedumping thread.
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  bool StartFrameDumpToAVI(const FrameDumpConfig& config);
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  void DumpFrameToAVI(const FrameDumpConfig& config);
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  void StopFrameDumpToAVI();
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  std::string GetFrameDumpNextImageFileName() const;
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  bool StartFrameDumpToImage(const FrameDumpConfig& config);
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  void DumpFrameToImage(const FrameDumpConfig& config);
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  void ShutdownFrameDumping();
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  bool IsFrameDumping();
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  // Asynchronously encodes the current staging texture to the frame dump.
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  void DumpCurrentFrame();
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  // Fills the frame dump render texture with the current XFB texture.
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  void RenderFrameDump();
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  // Queues the current frame for readback, which will be written to AVI next frame.
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  void QueueFrameDumpReadback();
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  // Asynchronously encodes the specified pointer of frame data to the frame dump.
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  void DumpFrameData(const u8* data, int w, int h, int stride, const AVIDump::Frame& state);
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  // Ensures all rendered frames are queued for encoding.
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  void FlushFrameDump();
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  // Ensures all encoded frames have been written to the output file.
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  void FinishFrameData();
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};
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extern std::unique_ptr<Renderer> g_renderer;
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