// 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 #include #include #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. #include "../Globals.h" #include "GPU/GPUCommon.h" #include "GPU/Common/FramebufferCommon.h" struct GLSLProgram; class TextureCache; class TransformDrawEngine; class ShaderManager; void CenterRect(float *x, float *y, float *w, float *h, float origW, float origH, float frameW, float frameH); #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; }; #endif class FramebufferManager : public FramebufferManagerCommon { public: FramebufferManager(); ~FramebufferManager(); void SetTextureCache(TextureCache *tc) { textureCache_ = tc; } void SetShaderManager(ShaderManager *sm) { shaderManager_ = sm; } void SetTransformDrawEngine(TransformDrawEngine *td) { transformDraw_ = td; } virtual void MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) override; virtual void DrawPixels(VirtualFramebuffer *vfb, int dstX, int dstY, const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) override; virtual void DrawFramebuffer(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, bool applyPostShader) override; // If texture != 0, will bind it. // x,y,w,h are relative to destW, destH which fill out the target completely. void DrawActiveTexture(GLuint texture, float x, float y, float w, float h, float destW, float destH, bool flip = false, float u0 = 0.0f, float v0 = 0.0f, float u1 = 1.0f, float v1 = 1.0f, GLSLProgram *program = 0); void DrawPlainColor(u32 color); void DestroyAllFBOs(); virtual void Init() override; void EndFrame(); void Resized(); void DeviceLost(); void CopyDisplayToOutput(); void SetLineWidth(); void ReformatFramebufferFrom(VirtualFramebuffer *vfb, GEBufferFormat old); void BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst); // For use when texturing from a framebuffer. May create a duplicate if target. void BindFramebufferColor(int stage, VirtualFramebuffer *framebuffer, bool skipCopy = false); // Reads a rectangular subregion of a framebuffer to the right position in its backing memory. virtual void ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool sync, int x, int y, int w, int h) override; std::vector GetFramebufferList(); bool NotifyStencilUpload(u32 addr, int size, bool skipZero = false); void DestroyFramebuf(VirtualFramebuffer *vfb); void ResizeFramebufFBO(VirtualFramebuffer *vfb, u16 w, u16 h, bool force = false); bool GetCurrentFramebuffer(GPUDebugBuffer &buffer); bool GetCurrentDepthbuffer(GPUDebugBuffer &buffer); bool GetCurrentStencilbuffer(GPUDebugBuffer &buffer); static bool GetDisplayFramebuffer(GPUDebugBuffer &buffer); virtual void RebindFramebuffer() override; FBO *GetTempFBO(u16 w, u16 h, FBOColorDepth depth = FBO_8888); protected: virtual void DisableState() override; virtual void ClearBuffer() override; virtual void ClearDepthBuffer() override; virtual void FlushBeforeCopy() override; virtual void DecimateFBOs() override; // Used by ReadFramebufferToMemory and later framebuffer block copies virtual void BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp, bool flip = false) override; virtual void NotifyRenderFramebufferCreated(VirtualFramebuffer *vfb) override; virtual void NotifyRenderFramebufferSwitched(VirtualFramebuffer *prevVfb, VirtualFramebuffer *vfb) override; virtual void NotifyRenderFramebufferUpdated(VirtualFramebuffer *vfb, bool vfbFormatChanged) override; private: void CompileDraw2DProgram(); void DestroyDraw2DProgram(); void SetNumExtraFBOs(int num); inline bool ShouldDownloadUsingCPU(const VirtualFramebuffer *vfb) const; #ifndef USING_GLES2 void PackFramebufferAsync_(VirtualFramebuffer *vfb); #endif void PackFramebufferSync_(VirtualFramebuffer *vfb, int x, int y, int w, int h); // Used by DrawPixels unsigned int drawPixelsTex_; GEBufferFormat drawPixelsTexFormat_; int drawPixelsTexW_; int drawPixelsTexH_; u8 *convBuf_; u32 convBufSize_; GLSLProgram *draw2dprogram_; GLSLProgram *plainColorProgram_; GLSLProgram *postShaderProgram_; GLSLProgram *stencilUploadProgram_; int plainColorLoc_; int timeLoc_; TextureCache *textureCache_; ShaderManager *shaderManager_; TransformDrawEngine *transformDraw_; bool usePostShader_; bool postShaderAtOutputResolution_; // Used by post-processing shader std::vector extraFBOs_; bool resized_; bool gameUsesSequentialCopies_; struct TempFBO { FBO *fbo; int last_frame_used; }; std::vector bvfbs_; // blitting framebuffers (for download) std::map tempFBOs_; #ifndef USING_GLES2 AsyncPBO *pixelBufObj_; //this isn't that large u8 currentPBO_; #endif };