ppsspp/GPU/GLES/Framebuffer.h

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// 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.
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// 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>
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#include "gfx/gl_common.h"
#include "gfx_es2/fbo.h"
// Keeps track of allocated FBOs.
// Also provides facilities for drawing and later converting raw
// pixel data.
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#include "../Globals.h"
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#include "GPU/GPUCommon.h"
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struct GLSLProgram;
class TextureCache;
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enum {
FB_USAGE_DISPLAYED_FRAMEBUFFER = 1,
FB_USAGE_RENDERTARGET = 2,
FB_USAGE_TEXTURE = 4,
};
enum {
GPU_VENDOR_NVIDIA = 1,
GPU_VENDOR_AMD = 2,
GPU_VENDOR_INTEL = 3,
GPU_VENDOR_ARM = 4,
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GPU_VENDOR_POWERVR = 5,
GPU_VENDOR_ADRENO = 6,
GPU_VENDOR_UNKNOWN = 0,
};
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enum {
FB_NON_BUFFERED_MODE = 0,
FB_BUFFERED_MODE = 1,
#ifndef USING_GLES2
FB_READFBOMEMORY_CPU = 2,
FB_READFBOMEMORY_GPU = 3,
#else
FB_READFBOMEMORY_GPU = 2,
#endif
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};
struct VirtualFramebuffer {
int last_frame_used;
int last_frame_render;
bool memoryUpdated;
u32 fb_address;
u32 z_address;
int fb_stride;
int z_stride;
// There's also a top left of the drawing region, but meh...
// width/height: The detected size of the current framebuffer.
u16 width;
u16 height;
// renderWidth/renderHeight: The actual size we render at. May be scaled to render at higher resolutions.
u16 renderWidth;
u16 renderHeight;
// bufferWidth/bufferHeight: The actual (but non scaled) size of the buffer we render to. May only be bigger than width/height.
u16 bufferWidth;
u16 bufferHeight;
u16 usageFlags;
GEBufferFormat format; // virtual, right now they are all RGBA8888
FBOColorDepth colorDepth;
FBO *fbo;
bool dirtyAfterDisplay;
bool reallyDirtyAfterDisplay; // takes frame skipping into account
};
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void CenterRect(float *x, float *y, float *w, float *h,
float origW, float origH, float frameW, float frameH);
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#ifndef USING_GLES2
// Simple struct for asynchronous PBO readbacks
struct AsyncPBO {
GLuint handle;
u32 maxSize;
u32 fb_address;
u32 stride;
u32 height;
u32 size;
GEBufferFormat format;
bool reading;
};
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#endif
class ShaderManager;
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class FramebufferManager {
public:
FramebufferManager();
~FramebufferManager();
void SetTextureCache(TextureCache *tc) {
textureCache_ = tc;
}
void SetShaderManager(ShaderManager *sm) {
shaderManager_ = sm;
}
void DrawPixels(const u8 *framebuf, GEBufferFormat pixelFormat, int linesize);
void DrawActiveTexture(float x, float y, float w, float h, bool flip = false, float uscale = 1.0f, float vscale = 1.0f, GLSLProgram *program = 0);
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void DestroyAllFBOs();
void DecimateFBOs();
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void BeginFrame();
void EndFrame();
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void Resized();
void DeviceLost();
void CopyDisplayToOutput();
void SetRenderFrameBuffer(); // Uses parameters computed from gstate
void UpdateFromMemory(u32 addr, int size);
#ifdef USING_GLES2
void ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool sync = true);
#else
void ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool sync = false);
#endif
// TODO: Break out into some form of FBO manager
VirtualFramebuffer *GetVFBAt(u32 addr);
VirtualFramebuffer *GetDisplayVFB() {
return GetVFBAt(displayFramebufPtr_);
}
void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format);
size_t NumVFBs() const { return vfbs_.size(); }
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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; }
u32 PrevDisplayFramebufAddr() {
return prevDisplayFramebuf_ ? (0x04000000 | prevDisplayFramebuf_->fb_address) : 0;
}
u32 DisplayFramebufAddr() {
return displayFramebuf_ ? (0x04000000 | displayFramebuf_->fb_address) : 0;
}
void NotifyFramebufferCopy(u32 src, u32 dest, int size);
void DestroyFramebuf(VirtualFramebuffer *vfb);
bool GetCurrentFramebuffer(GPUDebugBuffer &buffer);
private:
void CompileDraw2DProgram();
u32 displayFramebufPtr_;
u32 displayStride_;
GEBufferFormat displayFormat_;
VirtualFramebuffer *displayFramebuf_;
VirtualFramebuffer *prevDisplayFramebuf_;
VirtualFramebuffer *prevPrevDisplayFramebuf_;
int frameLastFramebufUsed;
std::vector<VirtualFramebuffer *> vfbs_;
VirtualFramebuffer *currentRenderVfb_;
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// Used by ReadFramebufferToMemory
void BlitFramebuffer_(VirtualFramebuffer *src, VirtualFramebuffer *dst, bool flip = false, float upscale = 1.0f, float vscale = 1.0f);
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#ifndef USING_GLES2
void PackFramebufferAsync_(VirtualFramebuffer *vfb);
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#endif
void PackFramebufferSync_(VirtualFramebuffer *vfb);
int gpuVendor;
std::vector<VirtualFramebuffer *> bvfbs_; // blitting FBOs
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std::set<std::pair<u32, u32>> knownFramebufferCopies_;
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#ifndef USING_GLES2
AsyncPBO *pixelBufObj_; //this isn't that large
u8 currentPBO_;
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#endif
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// Used by DrawPixels
unsigned int drawPixelsTex_;
GEBufferFormat drawPixelsTexFormat_;
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u8 *convBuf;
GLSLProgram *draw2dprogram;
TextureCache *textureCache_;
ShaderManager *shaderManager_;
bool resized_;
bool useBufferedRendering_;
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};