ppsspp/GPU/GLES/Framebuffer.h

140 lines
3.5 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include <list>
#include "gfx_es2/fbo.h"
// Keeps track of allocated FBOs.
// Also provides facilities for drawing and later converting raw
// pixel data.
#include "../Globals.h"
#include "GPU/GPUCommon.h"
struct GLSLProgram;
class TextureCache;
enum PspDisplayPixelFormat {
PSP_DISPLAY_PIXEL_FORMAT_565 = 0,
PSP_DISPLAY_PIXEL_FORMAT_5551 = 1,
PSP_DISPLAY_PIXEL_FORMAT_4444 = 2,
PSP_DISPLAY_PIXEL_FORMAT_8888 = 3,
};
enum {
FB_USAGE_DISPLAYED_FRAMEBUFFER = 1,
FB_USAGE_RENDERTARGET = 2,
FB_USAGE_TEXTURE = 4,
};
struct VirtualFramebuffer {
int last_frame_used;
u32 fb_address;
u32 z_address;
int fb_stride;
int z_stride;
// There's also a top left of the drawing region, but meh...
u16 width;
u16 height;
u16 renderWidth;
u16 renderHeight;
u16 usageFlags;
int format; // virtual, right now they are all RGBA8888
FBOColorDepth colorDepth;
FBO *fbo;
bool dirtyAfterDisplay;
};
void CenterRect(float *x, float *y, float *w, float *h,
float origW, float origH, float frameW, float frameH);
class ShaderManager;
class FramebufferManager {
public:
FramebufferManager();
~FramebufferManager();
void SetTextureCache(TextureCache *tc) {
textureCache_ = tc;
}
void SetShaderManager(ShaderManager *sm) {
shaderManager_ = sm;
}
void DrawPixels(const u8 *framebuf, int pixelFormat, int linesize);
void DrawActiveTexture(float x, float y, float w, float h, bool flip = false);
void DestroyAllFBOs();
void DecimateFBOs();
void BeginFrame();
void EndFrame();
void Resized();
void CopyDisplayToOutput();
void SetRenderFrameBuffer(); // Uses parameters computed from gstate
// TODO: Break out into some form of FBO manager
VirtualFramebuffer *GetDisplayFBO();
void SetDisplayFramebuffer(u32 framebuf, u32 stride, int format);
size_t NumVFBs() const { return vfbs_.size(); }
std::vector<FramebufferInfo> GetFramebufferList();
int GetRenderWidth() const { return currentRenderVfb_ ? currentRenderVfb_->renderWidth : 480; }
int GetRenderHeight() const { return currentRenderVfb_ ? currentRenderVfb_->renderHeight : 272; }
int GetTargetWidth() const { return currentRenderVfb_ ? currentRenderVfb_->width : 480; }
int GetTargetHeight() const { return currentRenderVfb_ ? currentRenderVfb_->height : 272; }
private:
// Deletes old FBOs.
u32 displayFramebufPtr_;
u32 displayStride_;
int displayFormat_;
VirtualFramebuffer *displayFramebuf_;
VirtualFramebuffer *prevDisplayFramebuf_;
VirtualFramebuffer *prevPrevDisplayFramebuf_;
int frameLastFramebufUsed;
std::list<VirtualFramebuffer *> vfbs_;
VirtualFramebuffer *currentRenderVfb_;
// Used by DrawPixels
unsigned int backbufTex;
u8 *convBuf;
GLSLProgram *draw2dprogram;
TextureCache *textureCache_;
ShaderManager *shaderManager_;
bool resized_;
bool useBufferedRendering_;
};