forked from dolphin-emu/dolphin
		
	Also makes y_scale a dynamic parameter for EFB copies, as it doesn't make sense to keep it as part of the uid, otherwise we're generating redundant shaders.
		
			
				
	
	
		
			154 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			154 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2009 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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#include "VideoBackends/Software/SWRenderer.h"
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#include <string>
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#include "Common/CommonTypes.h"
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#include "Core/Config/GraphicsSettings.h"
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#include "Core/HW/Memmap.h"
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#include "VideoBackends/Software/EfbCopy.h"
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#include "VideoBackends/Software/EfbInterface.h"
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#include "VideoBackends/Software/SWOGLWindow.h"
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#include "VideoBackends/Software/SWTexture.h"
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#include "VideoCommon/AbstractPipeline.h"
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#include "VideoCommon/AbstractShader.h"
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#include "VideoCommon/BoundingBox.h"
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#include "VideoCommon/OnScreenDisplay.h"
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#include "VideoCommon/VideoBackendBase.h"
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#include "VideoCommon/VideoConfig.h"
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SWRenderer::SWRenderer()
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    : ::Renderer(static_cast<int>(MAX_XFB_WIDTH), static_cast<int>(MAX_XFB_HEIGHT))
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{
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}
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std::unique_ptr<AbstractTexture> SWRenderer::CreateTexture(const TextureConfig& config)
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{
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  return std::make_unique<SW::SWTexture>(config);
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}
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std::unique_ptr<AbstractStagingTexture>
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SWRenderer::CreateStagingTexture(StagingTextureType type, const TextureConfig& config)
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{
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  return std::make_unique<SW::SWStagingTexture>(type, config);
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}
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std::unique_ptr<AbstractFramebuffer>
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SWRenderer::CreateFramebuffer(const AbstractTexture* color_attachment,
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                              const AbstractTexture* depth_attachment)
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{
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  return SW::SWFramebuffer::Create(static_cast<const SW::SWTexture*>(color_attachment),
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                                   static_cast<const SW::SWTexture*>(depth_attachment));
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}
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void SWRenderer::RenderText(const std::string& pstr, int left, int top, u32 color)
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{
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  SWOGLWindow::s_instance->PrintText(pstr, left, top, color);
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}
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class SWShader final : public AbstractShader
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{
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public:
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  explicit SWShader(ShaderStage stage) : AbstractShader(stage) {}
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  ~SWShader() = default;
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  bool HasBinary() const override { return false; }
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  BinaryData GetBinary() const override { return {}; }
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};
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std::unique_ptr<AbstractShader>
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SWRenderer::CreateShaderFromSource(ShaderStage stage, const char* source, size_t length)
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{
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  return std::make_unique<SWShader>(stage);
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}
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std::unique_ptr<AbstractShader> SWRenderer::CreateShaderFromBinary(ShaderStage stage,
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                                                                   const void* data, size_t length)
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{
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  return std::make_unique<SWShader>(stage);
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}
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class SWPipeline final : public AbstractPipeline
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{
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public:
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  SWPipeline() : AbstractPipeline() {}
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  ~SWPipeline() override = default;
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};
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std::unique_ptr<AbstractPipeline> SWRenderer::CreatePipeline(const AbstractPipelineConfig& config)
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{
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  return std::make_unique<SWPipeline>();
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}
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// Called on the GPU thread
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void SWRenderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region, u64 ticks)
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{
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  OSD::DoCallbacks(OSD::CallbackType::OnFrame);
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  if (!IsHeadless())
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  {
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    DrawDebugText();
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    SWOGLWindow::s_instance->ShowImage(texture, xfb_region);
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  }
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  UpdateActiveConfig();
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}
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u32 SWRenderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 InputData)
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{
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  u32 value = 0;
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  switch (type)
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  {
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  case EFBAccessType::PeekZ:
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  {
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    value = EfbInterface::GetDepth(x, y);
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    break;
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  }
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  case EFBAccessType::PeekColor:
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  {
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    const u32 color = EfbInterface::GetColor(x, y);
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    // rgba to argb
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    value = (color >> 8) | (color & 0xff) << 24;
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    break;
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  }
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  default:
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    break;
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  }
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  return value;
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}
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u16 SWRenderer::BBoxRead(int index)
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{
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  return BoundingBox::coords[index];
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}
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void SWRenderer::BBoxWrite(int index, u16 value)
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{
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  BoundingBox::coords[index] = value;
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}
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TargetRectangle SWRenderer::ConvertEFBRectangle(const EFBRectangle& rc)
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{
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  TargetRectangle result;
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  result.left = rc.left;
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  result.top = rc.top;
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  result.right = rc.right;
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  result.bottom = rc.bottom;
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  return result;
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}
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void SWRenderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable,
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                             bool zEnable, u32 color, u32 z)
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{
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  EfbCopy::ClearEfb();
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}
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