mirror of
https://github.com/blawar/GLideN64.git
synced 2024-06-27 23:14:05 +00:00
252 lines
6.3 KiB
C++
252 lines
6.3 KiB
C++
#ifndef FRAMEBUFFER_H
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#define FRAMEBUFFER_H
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#include <list>
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#include <vector>
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#include <memory>
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#include "gDP.h"
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#include "Textures.h"
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#include "Graphics/ObjectHandle.h"
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struct gDPTile;
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struct DepthBuffer;
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const u32 fingerprint[4] = { 2, 6, 4, 3 };
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namespace graphics {
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class ColorBufferReader;
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}
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struct FrameBuffer
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{
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FrameBuffer();
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~FrameBuffer();
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void init(u32 _address, u16 _format, u16 _size, u16 _width, bool _cfb);
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void updateEndAddress();
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void resolveMultisampledTexture(bool _bForce = false);
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void copyDepthTexture();
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CachedTexture * getTexture(u32 _t);
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CachedTexture * getTextureBG();
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void setBufferClearParams(u32 _fillcolor, s32 _ulx, s32 _uly, s32 _lrx, s32 _lry);
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void copyRdram();
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void setDirty();
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bool isValid(bool _forceCheck) const;
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bool isAuxiliary() const;
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CachedTexture * getColorFbTexture();
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graphics::ObjectHandle getColorFbFbo();
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const u8 * readPixels(s32 _x0, s32 _y0, u32 _width, u32 _height, u32 _size, bool _sync);
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void cleanUp();
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u32 m_startAddress = 0;
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u32 m_endAddress = 0;
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u32 m_size = 0;
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u32 m_width = 0;
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u32 m_height = 0;
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u32 m_originX = 0;
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u32 m_originY = 0;
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u32 m_swapCount = 0;
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float m_scale = 0.0f;
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bool m_copiedToRdram = false;
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bool m_fingerprint = false;
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bool m_cleared = false;
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bool m_changed = false;
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bool m_cfb = false;
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bool m_isDepthBuffer = false;
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bool m_isPauseScreen = false;
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bool m_isOBScreen = false;
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bool m_isMainBuffer = false;
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bool m_readable = false;
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bool m_copied = false;
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struct {
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u32 uls = 0;
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u32 ult = 0;;
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} m_loadTileOrigin;
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u32 m_loadType = LOADTYPE_BLOCK;
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graphics::ObjectHandle m_FBO;
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CachedTexture *m_pTexture = nullptr;
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graphics::ObjectHandle m_depthFBO;
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CachedTexture *m_pDepthTexture = nullptr;
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std::unique_ptr<graphics::ColorBufferReader> m_bufferReader;
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graphics::ObjectHandle m_ColorBufferFBO;
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CachedTexture *m_pColorBufferTexture = nullptr;
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DepthBuffer *m_pDepthBuffer = nullptr;
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// multisampling
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graphics::ObjectHandle m_resolveFBO;
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CachedTexture *m_pResolveTexture = nullptr;
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bool m_resolved = false;
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// subtexture
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graphics::ObjectHandle m_SubFBO;
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CachedTexture *m_pSubTexture = nullptr;
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// copy FBO
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graphics::ObjectHandle m_copyFBO;
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CachedTexture * m_pFrameBufferCopyTexture = nullptr;
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std::vector<u8> m_RdramCopy;
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private:
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struct {
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u32 fillcolor = 0;
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s32 ulx = 0;
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s32 uly = 0;
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s32 lrx = 0;
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s32 lry = 0;
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} m_clearParams;
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void _initTexture(u16 _width, u16 _height, u16 _format, u16 _size, CachedTexture *_pTexture);
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void _setAndAttachTexture(graphics::ObjectHandle _fbo, CachedTexture *_pTexture, u32 _t, bool _multisampling);
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bool _initSubTexture(u32 _t);
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void _initCopyTexture();
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CachedTexture * _copyFrameBufferTexture();
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CachedTexture * _getSubTexture(u32 _t);
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void _initColorFBTexture(int _width);
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void _destroyColorFBTexure();
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mutable u32 m_validityChecked = false;
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};
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class FrameBufferList
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{
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public:
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void init();
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void destroy();
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void saveBuffer(u32 _address, u16 _format, u16 _size, u16 _width, bool _cfb);
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void removeAux();
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void copyAux();
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void removeBuffer(u32 _address);
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void removeBuffers(u32 _width);
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void attachDepthBuffer();
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void clearDepthBuffer(DepthBuffer * _pDepthBuffer);
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FrameBuffer * findBuffer(u32 _startAddress);
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FrameBuffer * getBuffer(u32 _startAddress);
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FrameBuffer * findTmpBuffer(u32 _address);
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FrameBuffer * getCurrent() const {return m_pCurrent;}
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void setCurrent(FrameBuffer * _pCurrent) { m_pCurrent = _pCurrent; }
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void updateCurrentBufferEndAddress();
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void renderBuffer();
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void setBufferChanged(f32 _maxY);
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void clearBuffersChanged();
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void setCurrentDrawBuffer() const;
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void fillRDRAM(s32 ulx, s32 uly, s32 lrx, s32 lry);
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FrameBuffer * getCopyBuffer() const { return m_pCopy; }
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void setCopyBuffer(FrameBuffer * _pBuffer) { m_pCopy = _pBuffer; }
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void depthBufferCopyRdram();
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void fillBufferInfo(void * _pinfo, u32 _size);
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static FrameBufferList & get();
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private:
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FrameBufferList() : m_pCurrent(nullptr), m_pCopy(nullptr), m_prevColorImageHeight(0) {}
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FrameBufferList(const FrameBufferList &) = delete;
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void removeIntersections();
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void _createScreenSizeBuffer();
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void _renderScreenSizeBuffer();
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class OverscanBuffer
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{
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public:
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void init();
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void destroy();
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void setInputBuffer(const FrameBuffer * _pBuffer);
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void activate();
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void draw(u32 _fullHeight, bool _PAL);
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s32 getHOffset() const;
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s32 getVOffset() const;
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f32 getScaleX() const;
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f32 getScaleY(u32 _fullHeight) const;
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u32 getDrawingWidth() const { return m_drawingWidth; }
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u32 getBufferWidth() const { return m_bufferWidth; }
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u32 getBufferHeight() const { return m_bufferHeight; }
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private:
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s32 m_hOffset = 0;
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s32 m_vOffset = 0;
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f32 m_scale = 1.0f;
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u32 m_drawingWidth = 0U;
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u32 m_bufferWidth = 0U;
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u32 m_bufferHeight = 0U;
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bool m_enabled = false;
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graphics::ObjectHandle m_FBO;
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CachedTexture *m_pTexture = nullptr;
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CachedTexture *m_pDepthTexture = nullptr;
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};
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typedef std::list<FrameBuffer> FrameBuffers;
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FrameBuffers m_list;
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FrameBuffer * m_pCurrent;
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FrameBuffer * m_pCopy;
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u32 m_prevColorImageHeight;
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OverscanBuffer m_overscan;
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struct RdpUpdateResult {
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u32 vi_vres;
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u32 vi_hres;
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u32 vi_v_start;
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u32 vi_h_start;
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u32 vi_x_start;
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u32 vi_y_start;
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u32 vi_x_add;
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u32 vi_y_add;
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u32 vi_width;
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u32 vi_origin;
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u32 vi_minhpass;
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u32 vi_maxhpass;
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bool vi_lowerfield;
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bool vi_fsaa;
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bool vi_divot;
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bool vi_ispal;
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};
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class RdpUpdate
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{
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public:
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void init();
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bool update(RdpUpdateResult & _result);
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private:
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s32 oldvstart = 0;
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u32 prevvicurrent = 0U;
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bool prevwasblank = false;
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bool prevserrate = false;
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bool oldlowerfield = false;
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s32 emucontrolsvicurrent = -1;
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} m_rdpUpdate;
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};
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inline
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FrameBufferList & frameBufferList()
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{
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return FrameBufferList::get();
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}
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u32 cutHeight(u32 _address, u32 _height, u32 _stride);
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void calcCoordsScales(const FrameBuffer * _pBuffer, f32 & _scaleX, f32 & _scaleY);
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void FrameBuffer_Init();
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void FrameBuffer_Destroy();
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void FrameBuffer_CopyToRDRAM( u32 _address , bool _sync );
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void FrameBuffer_CopyChunkToRDRAM(u32 _address);
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void FrameBuffer_CopyFromRDRAM(word address, bool bUseAlpha);
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void FrameBuffer_AddAddress(word address, u32 _size);
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bool FrameBuffer_CopyDepthBuffer(word address);
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bool FrameBuffer_CopyDepthBufferChunk(word address);
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void FrameBuffer_ActivateBufferTexture(u32 t, u32 _frameBufferAddress);
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void FrameBuffer_ActivateBufferTextureBG(u32 t, u32 _frameBufferAddress);
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#endif
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