ppsspp/GPU/GLES/Framebuffer.h
2014-12-20 08:31:56 -08:00

185 lines
5.8 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 <set>
#include <algorithm>
#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<FramebufferInfo> 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<FBO *> extraFBOs_;
bool resized_;
bool gameUsesSequentialCopies_;
struct TempFBO {
FBO *fbo;
int last_frame_used;
};
std::vector<VirtualFramebuffer *> bvfbs_; // blitting framebuffers (for download)
std::map<u64, TempFBO> tempFBOs_;
#ifndef USING_GLES2
AsyncPBO *pixelBufObj_; //this isn't that large
u8 currentPBO_;
#endif
};