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167 lines
5.9 KiB
C++
167 lines
5.9 KiB
C++
// Copyright 2009 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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// ------------------------------------------
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// Video backend must define these functions
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// ------------------------------------------
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#pragma once
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#include <utility>
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#include <vector>
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#include "Common/MathUtil.h"
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#include "VideoCommon/BPMemory.h"
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struct XFMemory;
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namespace BPFunctions
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{
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struct ScissorRange
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{
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constexpr ScissorRange() = default;
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constexpr ScissorRange(int offset_, int start_, int end_)
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: offset(offset_), start(start_), end(end_)
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{
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}
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int offset = 0;
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int start = 0;
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int end = 0;
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};
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struct ScissorRect
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{
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constexpr ScissorRect(ScissorRange x_range, ScissorRange y_range)
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: // Rectangle ctor takes x0, y0, x1, y1.
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rect(x_range.start, y_range.start, x_range.end, y_range.end), x_off(x_range.offset),
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y_off(y_range.offset)
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{
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}
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MathUtil::Rectangle<int> rect;
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int x_off;
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int y_off;
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int GetArea() const;
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};
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// Although the GameCube/Wii have only one scissor configuration and only one viewport
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// configuration, some values can result in multiple parts of the screen being updated.
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// This can happen if the scissor offset combined with the bottom or right coordinate ends up
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// exceeding 1024; then, both sides of the screen will be drawn to, while the middle is not.
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// Major Minor's Majestic March causes this to happen during loading screens and other scrolling
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// effects, though it draws on top of one of them.
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// This can also happen if the scissor rectangle is particularly large, but this will usually
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// involve drawing content outside of the viewport, which Dolphin does not currently handle.
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//
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// The hardware backends can currently only use one viewport and scissor rectangle, so we need to
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// pick the "best" rectangle based on how much of the viewport would be rendered to the screen.
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// If we choose the wrong one, then content might not actually show up when the game is expecting it
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// to. This does happen on Major Minor's Majestic March for the final few frames of the horizontal
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// scrolling animation, but it isn't that important. Note that the assumption that a "best"
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// rectangle exists is based on games only wanting to draw one rectangle, and accidentally
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// configuring the scissor offset and size of the scissor rectangle such that multiple show up;
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// there are no known games where this is not the case.
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//
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// An ImGui overlay that displays the scissor rectangle configuration as well as the generated
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// rectangles is available by setting OverlayScissorStats (GFX_OVERLAY_SCISSOR_STATS)
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// under [Settings] to True in GFX.ini.
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struct ScissorResult
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{
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ScissorResult(const BPMemory& bpmem, const XFMemory& xfmem);
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~ScissorResult() = default;
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ScissorResult(const ScissorResult& other)
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: scissor_tl{.hex = other.scissor_tl.hex}, scissor_br{.hex = other.scissor_br.hex},
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scissor_off{.hex = other.scissor_off.hex}, viewport_left{other.viewport_left},
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viewport_right{other.viewport_right}, viewport_top{other.viewport_top},
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viewport_bottom{other.viewport_bottom}, m_result{other.m_result}
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{
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}
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ScissorResult& operator=(const ScissorResult& other)
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{
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if (this == &other)
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return *this;
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scissor_tl.hex = other.scissor_tl.hex;
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scissor_br.hex = other.scissor_br.hex;
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scissor_off.hex = other.scissor_off.hex;
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viewport_left = other.viewport_left;
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viewport_right = other.viewport_right;
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viewport_top = other.viewport_top;
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viewport_bottom = other.viewport_bottom;
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m_result = other.m_result;
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return *this;
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}
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ScissorResult(ScissorResult&& other)
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: scissor_tl{.hex = other.scissor_tl.hex}, scissor_br{.hex = other.scissor_br.hex},
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scissor_off{.hex = other.scissor_off.hex}, viewport_left{other.viewport_left},
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viewport_right{other.viewport_right}, viewport_top{other.viewport_top},
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viewport_bottom{other.viewport_bottom}, m_result{std::move(other.m_result)}
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{
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}
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ScissorResult& operator=(ScissorResult&& other)
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{
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if (this == &other)
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return *this;
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scissor_tl.hex = other.scissor_tl.hex;
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scissor_br.hex = other.scissor_br.hex;
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scissor_off.hex = other.scissor_off.hex;
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viewport_left = other.viewport_left;
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viewport_right = other.viewport_right;
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viewport_top = other.viewport_top;
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viewport_bottom = other.viewport_bottom;
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m_result = std::move(other.m_result);
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return *this;
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}
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// Input values, for use in statistics
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ScissorPos scissor_tl;
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ScissorPos scissor_br;
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ScissorOffset scissor_off;
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float viewport_left;
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float viewport_right;
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float viewport_top;
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float viewport_bottom;
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// Actual result
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std::vector<ScissorRect> m_result;
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ScissorRect Best() const;
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bool ScissorMatches(const ScissorResult& other) const
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{
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return scissor_tl.hex == other.scissor_tl.hex && scissor_br.hex == other.scissor_br.hex &&
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scissor_off.hex == other.scissor_off.hex;
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}
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bool ViewportMatches(const ScissorResult& other) const
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{
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return viewport_left == other.viewport_left && viewport_right == other.viewport_right &&
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viewport_top == other.viewport_top && viewport_bottom == other.viewport_bottom;
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}
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bool Matches(const ScissorResult& other, bool compare_scissor, bool compare_viewport) const
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{
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if (compare_scissor && !ScissorMatches(other))
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return false;
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if (compare_viewport && !ViewportMatches(other))
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return false;
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return true;
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}
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private:
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ScissorResult(const BPMemory& bpmem, std::pair<float, float> viewport_x,
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std::pair<float, float> viewport_y);
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int GetViewportArea(const ScissorRect& rect) const;
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bool IsWorse(const ScissorRect& lhs, const ScissorRect& rhs) const;
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};
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ScissorResult ComputeScissorRects();
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void FlushPipeline();
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void SetGenerationMode();
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void SetScissorAndViewport();
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void SetDepthMode();
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void SetBlendMode();
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void ClearScreen(const MathUtil::Rectangle<int>& rc);
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void OnPixelFormatChange();
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void SetInterlacingMode(const BPCmd& bp);
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} // namespace BPFunctions
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