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RenderBase.cpp
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RenderBase.cpp
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// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
// ---------------------------------------------------------------------------------------------
// GC graphics pipeline
// ---------------------------------------------------------------------------------------------
// 3d commands are issued through the fifo. The GPU draws to the 2MB EFB.
// The efb can be copied back into ram in two forms: as textures or as XFB.
// The XFB is the region in RAM that the VI chip scans out to the television.
// So, after all rendering to EFB is done, the image is copied into one of two XFBs in RAM.
// Next frame, that one is scanned out and the other one gets the copy. = double buffering.
// ---------------------------------------------------------------------------------------------
#include "VideoCommon/RenderBase.h"
#include <cinttypes>
#include <cmath>
#include <memory>
#include <mutex>
#include <string>
#include <tuple>
#include "imgui.h"
#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "Common/Config/Config.h"
#include "Common/Event.h"
#include "Common/FileUtil.h"
#include "Common/Flag.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "Common/Profiler.h"
#include "Common/StringUtil.h"
#include "Common/Thread.h"
#include "Common/Timer.h"
#include "Core/Analytics.h"
#include "Core/Config/NetplaySettings.h"
#include "Core/Config/SYSCONFSettings.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/FifoPlayer/FifoRecorder.h"
#include "Core/HW/SystemTimers.h"
#include "Core/HW/VideoInterface.h"
#include "Core/Host.h"
#include "Core/Movie.h"
#include "VideoCommon/AVIDump.h"
#include "VideoCommon/AbstractFramebuffer.h"
#include "VideoCommon/AbstractStagingTexture.h"
#include "VideoCommon/AbstractTexture.h"
#include "VideoCommon/BPFunctions.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/CPMemory.h"
#include "VideoCommon/CommandProcessor.h"
#include "VideoCommon/FPSCounter.h"
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/NetPlayChatUI.h"
#include "VideoCommon/NetPlayGolfUI.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/PixelEngine.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/PostProcessing.h"
#include "VideoCommon/ShaderCache.h"
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/TextureDecoder.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"
std::unique_ptr<Renderer> g_renderer;
static float AspectToWidescreen(float aspect)
{
return aspect * ((16.0f / 9.0f) / (4.0f / 3.0f));
}
Renderer::Renderer(int backbuffer_width, int backbuffer_height, float backbuffer_scale,
AbstractTextureFormat backbuffer_format)
: m_backbuffer_width(backbuffer_width), m_backbuffer_height(backbuffer_height),
m_backbuffer_scale(backbuffer_scale), m_backbuffer_format(backbuffer_format)
{
UpdateActiveConfig();
UpdateDrawRectangle();
CalculateTargetSize();
m_aspect_wide = SConfig::GetInstance().bWii && Config::Get(Config::SYSCONF_WIDESCREEN);
}
Renderer::~Renderer() = default;
bool Renderer::Initialize()
{
if (!InitializeImGui())
return false;
m_post_processor = std::make_unique<VideoCommon::PostProcessing>();
if (!m_post_processor->Initialize(m_backbuffer_format))
return false;
return true;
}
void Renderer::Shutdown()
{
// First stop any framedumping, which might need to dump the last xfb frame. This process
// can require additional graphics sub-systems so it needs to be done first
ShutdownFrameDumping();
ShutdownImGui();
m_post_processor.reset();
}
void Renderer::BeginUtilityDrawing()
{
g_vertex_manager->Flush();
}
void Renderer::EndUtilityDrawing()
{
// Reset framebuffer/scissor/viewport. Pipeline will be reset at next draw.
g_framebuffer_manager->BindEFBFramebuffer();
BPFunctions::SetScissor();
BPFunctions::SetViewport();
}
void Renderer::SetFramebuffer(AbstractFramebuffer* framebuffer)
{
m_current_framebuffer = framebuffer;
}
void Renderer::SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer)
{
m_current_framebuffer = framebuffer;
}
void Renderer::SetAndClearFramebuffer(AbstractFramebuffer* framebuffer,
const ClearColor& color_value, float depth_value)
{
m_current_framebuffer = framebuffer;
}
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
const std::string& source)
{
return CreateShaderFromSource(stage, source.c_str(), source.size());
}
bool Renderer::EFBHasAlphaChannel() const
{
return m_prev_efb_format == PEControl::RGBA6_Z24;
}
void Renderer::ClearScreen(const MathUtil::Rectangle<int>& rc, bool colorEnable, bool alphaEnable,
bool zEnable, u32 color, u32 z)
{
g_framebuffer_manager->ClearEFB(rc, colorEnable, alphaEnable, zEnable, color, z);
}
void Renderer::ReinterpretPixelData(EFBReinterpretType convtype)
{
g_framebuffer_manager->ReinterpretPixelData(convtype);
}
u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
{
if (type == EFBAccessType::PeekColor)
{
u32 color = g_framebuffer_manager->PeekEFBColor(x, y);
// a little-endian value is expected to be returned
color = ((color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000));
// check what to do with the alpha channel (GX_PokeAlphaRead)
PixelEngine::UPEAlphaReadReg alpha_read_mode = PixelEngine::GetAlphaReadMode();
if (bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24)
{
color = RGBA8ToRGBA6ToRGBA8(color);
}
else if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
{
color = RGBA8ToRGB565ToRGBA8(color);
}
if (bpmem.zcontrol.pixel_format != PEControl::RGBA6_Z24)
{
color |= 0xFF000000;
}
if (alpha_read_mode.ReadMode == 2)
{
return color; // GX_READ_NONE
}
else if (alpha_read_mode.ReadMode == 1)
{
return color | 0xFF000000; // GX_READ_FF
}
else /*if(alpha_read_mode.ReadMode == 0)*/
{
return color & 0x00FFFFFF; // GX_READ_00
}
}
else // if (type == EFBAccessType::PeekZ)
{
// Depth buffer is inverted for improved precision near far plane
float depth = g_framebuffer_manager->PeekEFBDepth(x, y);
if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
depth = 1.0f - depth;
u32 ret = 0;
if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
{
// if Z is in 16 bit format you must return a 16 bit integer
ret = MathUtil::Clamp<u32>(static_cast<u32>(depth * 65536.0f), 0, 0xFFFF);
}
else
{
ret = MathUtil::Clamp<u32>(static_cast<u32>(depth * 16777216.0f), 0, 0xFFFFFF);
}
return ret;
}
}
void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points)
{
if (type == EFBAccessType::PokeColor)
{
for (size_t i = 0; i < num_points; i++)
{
// Convert to expected format (BGRA->RGBA)
// TODO: Check alpha, depending on mode?
const EfbPokeData& point = points[i];
u32 color = ((point.data & 0xFF00FF00) | ((point.data >> 16) & 0xFF) |
((point.data << 16) & 0xFF0000));
g_framebuffer_manager->PokeEFBColor(point.x, point.y, color);
}
}
else // if (type == EFBAccessType::PokeZ)
{
for (size_t i = 0; i < num_points; i++)
{
// Convert to floating-point depth.
const EfbPokeData& point = points[i];
float depth = float(point.data & 0xFFFFFF) / 16777216.0f;
if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
depth = 1.0f - depth;
g_framebuffer_manager->PokeEFBDepth(point.x, point.y, depth);
}
}
}
void Renderer::RenderToXFB(u32 xfbAddr, const MathUtil::Rectangle<int>& sourceRc, u32 fbStride,
u32 fbHeight, float Gamma)
{
CheckFifoRecording();
if (!fbStride || !fbHeight)
return;
}
unsigned int Renderer::GetEFBScale() const
{
return m_efb_scale;
}
int Renderer::EFBToScaledX(int x) const
{
return x * static_cast<int>(m_efb_scale);
}
int Renderer::EFBToScaledY(int y) const
{
return y * static_cast<int>(m_efb_scale);
}
float Renderer::EFBToScaledXf(float x) const
{
return x * ((float)GetTargetWidth() / (float)EFB_WIDTH);
}
float Renderer::EFBToScaledYf(float y) const
{
return y * ((float)GetTargetHeight() / (float)EFB_HEIGHT);
}
std::tuple<int, int> Renderer::CalculateTargetScale(int x, int y) const
{
return std::make_tuple(x * static_cast<int>(m_efb_scale), y * static_cast<int>(m_efb_scale));
}
// return true if target size changed
bool Renderer::CalculateTargetSize()
{
if (g_ActiveConfig.iEFBScale == EFB_SCALE_AUTO_INTEGRAL)
{
// Set a scale based on the window size
int width = EFB_WIDTH * m_target_rectangle.GetWidth() / m_last_xfb_width;
int height = EFB_HEIGHT * m_target_rectangle.GetHeight() / m_last_xfb_height;
m_efb_scale = std::max((width - 1) / EFB_WIDTH + 1, (height - 1) / EFB_HEIGHT + 1);
}
else
{
m_efb_scale = g_ActiveConfig.iEFBScale;
}
const u32 max_size = g_ActiveConfig.backend_info.MaxTextureSize;
if (max_size < EFB_WIDTH * m_efb_scale)
m_efb_scale = max_size / EFB_WIDTH;
int new_efb_width = 0;
int new_efb_height = 0;
std::tie(new_efb_width, new_efb_height) = CalculateTargetScale(EFB_WIDTH, EFB_HEIGHT);
new_efb_width = std::max(new_efb_width, 1);
new_efb_height = std::max(new_efb_height, 1);
if (new_efb_width != m_target_width || new_efb_height != m_target_height)
{
m_target_width = new_efb_width;
m_target_height = new_efb_height;
PixelShaderManager::SetEfbScaleChanged(EFBToScaledXf(1), EFBToScaledYf(1));
return true;
}
return false;
}
std::tuple<MathUtil::Rectangle<int>, MathUtil::Rectangle<int>>
Renderer::ConvertStereoRectangle(const MathUtil::Rectangle<int>& rc) const
{
// Resize target to half its original size
auto draw_rc = rc;
if (g_ActiveConfig.stereo_mode == StereoMode::TAB)
{
// The height may be negative due to flipped rectangles
int height = rc.bottom - rc.top;
draw_rc.top += height / 4;
draw_rc.bottom -= height / 4;
}
else
{
int width = rc.right - rc.left;
draw_rc.left += width / 4;
draw_rc.right -= width / 4;
}
// Create two target rectangle offset to the sides of the backbuffer
auto left_rc = draw_rc;
auto right_rc = draw_rc;
if (g_ActiveConfig.stereo_mode == StereoMode::TAB)
{
left_rc.top -= m_backbuffer_height / 4;
left_rc.bottom -= m_backbuffer_height / 4;
right_rc.top += m_backbuffer_height / 4;
right_rc.bottom += m_backbuffer_height / 4;
}
else
{
left_rc.left -= m_backbuffer_width / 4;
left_rc.right -= m_backbuffer_width / 4;
right_rc.left += m_backbuffer_width / 4;
right_rc.right += m_backbuffer_width / 4;
}
return std::make_tuple(left_rc, right_rc);
}
void Renderer::SaveScreenshot(const std::string& filename, bool wait_for_completion)
{
// We must not hold the lock while waiting for the screenshot to complete.
{
std::lock_guard<std::mutex> lk(m_screenshot_lock);
m_screenshot_name = filename;
m_screenshot_request.Set();
}
if (wait_for_completion)
{
// This is currently only used by Android, and it was using a wait time of 2 seconds.
m_screenshot_completed.WaitFor(std::chrono::seconds(2));
}
}
void Renderer::CheckForConfigChanges()
{
const ShaderHostConfig old_shader_host_config = ShaderHostConfig::GetCurrent();
const StereoMode old_stereo = g_ActiveConfig.stereo_mode;
const u32 old_multisamples = g_ActiveConfig.iMultisamples;
const int old_anisotropy = g_ActiveConfig.iMaxAnisotropy;
const int old_efb_access_tile_size = g_ActiveConfig.iEFBAccessTileSize;
const bool old_force_filtering = g_ActiveConfig.bForceFiltering;
const bool old_vsync = g_ActiveConfig.bVSyncActive;
const bool old_bbox = g_ActiveConfig.bBBoxEnable;
UpdateActiveConfig();
// Update texture cache settings with any changed options.
g_texture_cache->OnConfigChanged(g_ActiveConfig);
// EFB tile cache doesn't need to notify the backend.
if (old_efb_access_tile_size != g_ActiveConfig.iEFBAccessTileSize)
g_framebuffer_manager->SetEFBCacheTileSize(std::max(g_ActiveConfig.iEFBAccessTileSize, 0));
// Check for post-processing shader changes. Done up here as it doesn't affect anything outside
// the post-processor. Note that options are applied every frame, so no need to check those.
if (m_post_processor->GetConfig()->GetShader() != g_ActiveConfig.sPostProcessingShader)
{
// The existing shader must not be in use when it's destroyed
WaitForGPUIdle();
m_post_processor->RecompileShader();
}
// Determine which (if any) settings have changed.
ShaderHostConfig new_host_config = ShaderHostConfig::GetCurrent();
u32 changed_bits = 0;
if (old_shader_host_config.bits != new_host_config.bits)
changed_bits |= CONFIG_CHANGE_BIT_HOST_CONFIG;
if (old_stereo != g_ActiveConfig.stereo_mode)
changed_bits |= CONFIG_CHANGE_BIT_STEREO_MODE;
if (old_multisamples != g_ActiveConfig.iMultisamples)
changed_bits |= CONFIG_CHANGE_BIT_MULTISAMPLES;
if (old_anisotropy != g_ActiveConfig.iMaxAnisotropy)
changed_bits |= CONFIG_CHANGE_BIT_ANISOTROPY;
if (old_force_filtering != g_ActiveConfig.bForceFiltering)
changed_bits |= CONFIG_CHANGE_BIT_FORCE_TEXTURE_FILTERING;
if (old_vsync != g_ActiveConfig.bVSyncActive)
changed_bits |= CONFIG_CHANGE_BIT_VSYNC;
if (old_bbox != g_ActiveConfig.bBBoxEnable)
changed_bits |= CONFIG_CHANGE_BIT_BBOX;
if (CalculateTargetSize())
changed_bits |= CONFIG_CHANGE_BIT_TARGET_SIZE;
// No changes?
if (changed_bits == 0)
return;
// Notify the backend of the changes, if any.
OnConfigChanged(changed_bits);
// Framebuffer changed?
if (changed_bits & (CONFIG_CHANGE_BIT_MULTISAMPLES | CONFIG_CHANGE_BIT_STEREO_MODE |
CONFIG_CHANGE_BIT_TARGET_SIZE))
{
g_framebuffer_manager->RecreateEFBFramebuffer();
}
// Reload shaders if host config has changed.
if (changed_bits & (CONFIG_CHANGE_BIT_HOST_CONFIG | CONFIG_CHANGE_BIT_MULTISAMPLES))
{
OSD::AddMessage("Video config changed, reloading shaders.", OSD::Duration::NORMAL);
WaitForGPUIdle();
SetPipeline(nullptr);
g_vertex_manager->InvalidatePipelineObject();
g_shader_cache->SetHostConfig(new_host_config);
g_shader_cache->Reload();
g_framebuffer_manager->RecompileShaders();
}
// Viewport and scissor rect have to be reset since they will be scaled differently.
if (changed_bits & CONFIG_CHANGE_BIT_TARGET_SIZE)
{
BPFunctions::SetViewport();
BPFunctions::SetScissor();
}
}
// Create On-Screen-Messages
void Renderer::DrawDebugText()
{
const auto& config = SConfig::GetInstance();
if (g_ActiveConfig.bShowFPS)
{
// Position in the top-right corner of the screen.
ImGui::SetNextWindowPos(ImVec2(ImGui::GetIO().DisplaySize.x - (10.0f * m_backbuffer_scale),
10.0f * m_backbuffer_scale),
ImGuiCond_Always, ImVec2(1.0f, 0.0f));
ImGui::SetNextWindowSize(ImVec2(100.0f * m_backbuffer_scale, 30.0f * m_backbuffer_scale));
if (ImGui::Begin("FPS", nullptr,
ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoInputs |
ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings |
ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoNav |
ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoFocusOnAppearing))
{
ImGui::TextColored(ImVec4(0.0f, 1.0f, 1.0f, 1.0f), "FPS: %.2f", m_fps_counter.GetFPS());
}
ImGui::End();
}
const bool show_movie_window =
config.m_ShowFrameCount | config.m_ShowLag | config.m_ShowInputDisplay | config.m_ShowRTC;
if (show_movie_window)
{
// Position under the FPS display.
ImGui::SetNextWindowPos(ImVec2(ImGui::GetIO().DisplaySize.x - (10.0f * m_backbuffer_scale),
50.0f * m_backbuffer_scale),
ImGuiCond_FirstUseEver, ImVec2(1.0f, 0.0f));
ImGui::SetNextWindowSizeConstraints(
ImVec2(150.0f * m_backbuffer_scale, 20.0f * m_backbuffer_scale),
ImGui::GetIO().DisplaySize);
if (ImGui::Begin("Movie", nullptr, ImGuiWindowFlags_NoFocusOnAppearing))
{
if (config.m_ShowFrameCount)
{
ImGui::Text("Frame: %" PRIu64, Movie::GetCurrentFrame());
}
if (Movie::IsPlayingInput())
{
ImGui::Text("Input: %" PRIu64 " / %" PRIu64, Movie::GetCurrentInputCount(),
Movie::GetTotalInputCount());
}
if (SConfig::GetInstance().m_ShowLag)
ImGui::Text("Lag: %" PRIu64 "\n", Movie::GetCurrentLagCount());
if (SConfig::GetInstance().m_ShowInputDisplay)
ImGui::TextUnformatted(Movie::GetInputDisplay().c_str());
if (SConfig::GetInstance().m_ShowRTC)
ImGui::TextUnformatted(Movie::GetRTCDisplay().c_str());
}
ImGui::End();
}
if (g_ActiveConfig.bOverlayStats)
Statistics::Display();
if (g_ActiveConfig.bShowNetPlayMessages && g_netplay_chat_ui)
g_netplay_chat_ui->Display();
if (Config::Get(Config::NETPLAY_GOLF_MODE_OVERLAY) && g_netplay_golf_ui)
g_netplay_golf_ui->Display();
if (g_ActiveConfig.bOverlayProjStats)
Statistics::DisplayProj();
}
float Renderer::CalculateDrawAspectRatio() const
{
if (g_ActiveConfig.aspect_mode == AspectMode::Stretch)
{
// If stretch is enabled, we prefer the aspect ratio of the window.
return (static_cast<float>(m_backbuffer_width) / static_cast<float>(m_backbuffer_height));
}
// The rendering window aspect ratio as a proportion of the 4:3 or 16:9 ratio
if (g_ActiveConfig.aspect_mode == AspectMode::AnalogWide ||
(g_ActiveConfig.aspect_mode != AspectMode::Analog && m_aspect_wide))
{
return AspectToWidescreen(VideoInterface::GetAspectRatio());
}
else
{
return VideoInterface::GetAspectRatio();
}
}
void Renderer::AdjustRectanglesToFitBounds(MathUtil::Rectangle<int>* target_rect,
MathUtil::Rectangle<int>* source_rect, int fb_width,
int fb_height)
{
const int orig_target_width = target_rect->GetWidth();
const int orig_target_height = target_rect->GetHeight();
const int orig_source_width = source_rect->GetWidth();
const int orig_source_height = source_rect->GetHeight();
if (target_rect->left < 0)
{
const int offset = -target_rect->left;
target_rect->left = 0;
source_rect->left += offset * orig_source_width / orig_target_width;
}
if (target_rect->right > fb_width)
{
const int offset = target_rect->right - fb_width;
target_rect->right -= offset;
source_rect->right -= offset * orig_source_width / orig_target_width;
}
if (target_rect->top < 0)
{
const int offset = -target_rect->top;
target_rect->top = 0;
source_rect->top += offset * orig_source_height / orig_target_height;
}
if (target_rect->bottom > fb_height)
{
const int offset = target_rect->bottom - fb_height;
target_rect->right -= offset;
source_rect->right -= offset * orig_source_height / orig_target_height;
}
}
bool Renderer::IsHeadless() const
{
return true;
}
void Renderer::ChangeSurface(void* new_surface_handle)
{
std::lock_guard<std::mutex> lock(m_swap_mutex);
m_new_surface_handle = new_surface_handle;
m_surface_changed.Set();
}
void Renderer::ResizeSurface()
{
std::lock_guard<std::mutex> lock(m_swap_mutex);
m_surface_resized.Set();
}
void Renderer::SetViewportAndScissor(const MathUtil::Rectangle<int>& rect, float min_depth,
float max_depth)
{
SetViewport(static_cast<float>(rect.left), static_cast<float>(rect.top),
static_cast<float>(rect.GetWidth()), static_cast<float>(rect.GetHeight()), min_depth,
max_depth);
SetScissorRect(rect);
}
void Renderer::ScaleTexture(AbstractFramebuffer* dst_framebuffer,
const MathUtil::Rectangle<int>& dst_rect,
const AbstractTexture* src_texture,
const MathUtil::Rectangle<int>& src_rect)
{
ASSERT(dst_framebuffer->GetColorFormat() == AbstractTextureFormat::RGBA8);
BeginUtilityDrawing();
// The shader needs to know the source rectangle.
const auto converted_src_rect = g_renderer->ConvertFramebufferRectangle(
src_rect, src_texture->GetWidth(), src_texture->GetHeight());
const float rcp_src_width = 1.0f / src_texture->GetWidth();
const float rcp_src_height = 1.0f / src_texture->GetHeight();
const std::array<float, 4> uniforms = {{converted_src_rect.left * rcp_src_width,
converted_src_rect.top * rcp_src_height,
converted_src_rect.GetWidth() * rcp_src_width,
converted_src_rect.GetHeight() * rcp_src_height}};
g_vertex_manager->UploadUtilityUniforms(&uniforms, sizeof(uniforms));
// Discard if we're overwriting the whole thing.
if (static_cast<u32>(dst_rect.GetWidth()) == dst_framebuffer->GetWidth() &&
static_cast<u32>(dst_rect.GetHeight()) == dst_framebuffer->GetHeight())
{
SetAndDiscardFramebuffer(dst_framebuffer);
}
else
{
SetFramebuffer(dst_framebuffer);
}
SetViewportAndScissor(ConvertFramebufferRectangle(dst_rect, dst_framebuffer));
SetPipeline(dst_framebuffer->GetLayers() > 1 ? g_shader_cache->GetRGBA8StereoCopyPipeline() :
g_shader_cache->GetRGBA8CopyPipeline());
SetTexture(0, src_texture);
SetSamplerState(0, RenderState::GetLinearSamplerState());
Draw(0, 3);
EndUtilityDrawing();
if (dst_framebuffer->GetColorAttachment())
dst_framebuffer->GetColorAttachment()->FinishedRendering();
}
MathUtil::Rectangle<int>
Renderer::ConvertFramebufferRectangle(const MathUtil::Rectangle<int>& rect,
const AbstractFramebuffer* framebuffer)
{
return ConvertFramebufferRectangle(rect, framebuffer->GetWidth(), framebuffer->GetHeight());
}
MathUtil::Rectangle<int> Renderer::ConvertFramebufferRectangle(const MathUtil::Rectangle<int>& rect,
u32 fb_width, u32 fb_height)
{
MathUtil::Rectangle<int> ret = rect;
if (g_ActiveConfig.backend_info.bUsesLowerLeftOrigin)
{
ret.top = fb_height - rect.bottom;
ret.bottom = fb_height - rect.top;
}
return ret;
}
MathUtil::Rectangle<int> Renderer::ConvertEFBRectangle(const MathUtil::Rectangle<int>& rc)
{
MathUtil::Rectangle<int> result;
result.left = EFBToScaledX(rc.left);
result.top = EFBToScaledY(rc.top);
result.right = EFBToScaledX(rc.right);
result.bottom = EFBToScaledY(rc.bottom);
return result;
}
std::tuple<float, float> Renderer::ScaleToDisplayAspectRatio(const int width,
const int height) const
{
// Scale either the width or height depending the content aspect ratio.
// This way we preserve as much resolution as possible when scaling.
float scaled_width = static_cast<float>(width);
float scaled_height = static_cast<float>(height);
const float draw_aspect = CalculateDrawAspectRatio();
if (scaled_width / scaled_height >= draw_aspect)
scaled_height = scaled_width / draw_aspect;
else
scaled_width = scaled_height * draw_aspect;
return std::make_tuple(scaled_width, scaled_height);
}
void Renderer::UpdateDrawRectangle()
{
// The rendering window size
const float win_width = static_cast<float>(m_backbuffer_width);
const float win_height = static_cast<float>(m_backbuffer_height);
// Update aspect ratio hack values
// Won't take effect until next frame
// Don't know if there is a better place for this code so there isn't a 1 frame delay
if (g_ActiveConfig.bWidescreenHack)
{
float source_aspect = VideoInterface::GetAspectRatio();
if (m_aspect_wide)
source_aspect = AspectToWidescreen(source_aspect);
float target_aspect = 0.0f;
switch (g_ActiveConfig.aspect_mode)
{
case AspectMode::Stretch:
target_aspect = win_width / win_height;
break;
case AspectMode::Analog:
target_aspect = VideoInterface::GetAspectRatio();
break;
case AspectMode::AnalogWide:
target_aspect = AspectToWidescreen(VideoInterface::GetAspectRatio());
break;
case AspectMode::Auto:
default:
target_aspect = source_aspect;
break;
}
float adjust = source_aspect / target_aspect;
if (adjust > 1)
{
// Vert+
g_Config.fAspectRatioHackW = 1;
g_Config.fAspectRatioHackH = 1 / adjust;
}
else
{
// Hor+
g_Config.fAspectRatioHackW = adjust;
g_Config.fAspectRatioHackH = 1;
}
}
else
{
// Hack is disabled
g_Config.fAspectRatioHackW = 1;
g_Config.fAspectRatioHackH = 1;
}
float draw_width, draw_height, crop_width, crop_height;
// get the picture aspect ratio
draw_width = crop_width = CalculateDrawAspectRatio();
draw_height = crop_height = 1;
// crop the picture to a standard aspect ratio
if (g_ActiveConfig.bCrop && g_ActiveConfig.aspect_mode != AspectMode::Stretch)
{
float expected_aspect = (g_ActiveConfig.aspect_mode == AspectMode::AnalogWide ||
(g_ActiveConfig.aspect_mode != AspectMode::Analog && m_aspect_wide)) ?
(16.0f / 9.0f) :
(4.0f / 3.0f);
if (crop_width / crop_height >= expected_aspect)
{
// the picture is flatter than it should be
crop_width = crop_height * expected_aspect;
}
else
{
// the picture is skinnier than it should be
crop_height = crop_width / expected_aspect;
}
}
// scale the picture to fit the rendering window
if (win_width / win_height >= crop_width / crop_height)
{
// the window is flatter than the picture
draw_width *= win_height / crop_height;
crop_width *= win_height / crop_height;
draw_height *= win_height / crop_height;
crop_height = win_height;
}
else
{
// the window is skinnier than the picture
draw_width *= win_width / crop_width;
draw_height *= win_width / crop_width;
crop_height *= win_width / crop_width;
crop_width = win_width;
}
// ensure divisibility by 4 to make it compatible with all the video encoders
draw_width = std::ceil(draw_width) - static_cast<int>(std::ceil(draw_width)) % 4;
draw_height = std::ceil(draw_height) - static_cast<int>(std::ceil(draw_height)) % 4;
m_target_rectangle.left = static_cast<int>(std::round(win_width / 2.0 - draw_width / 2.0));
m_target_rectangle.top = static_cast<int>(std::round(win_height / 2.0 - draw_height / 2.0));
m_target_rectangle.right = m_target_rectangle.left + static_cast<int>(draw_width);
m_target_rectangle.bottom = m_target_rectangle.top + static_cast<int>(draw_height);
}
void Renderer::SetWindowSize(int width, int height)
{
std::tie(width, height) = CalculateOutputDimensions(width, height);
// Track the last values of width/height to avoid sending a window resize event every frame.
if (width != m_last_window_request_width || height != m_last_window_request_height)
{
m_last_window_request_width = width;
m_last_window_request_height = height;
Host_RequestRenderWindowSize(width, height);
}
}
std::tuple<int, int> Renderer::CalculateOutputDimensions(int width, int height)
{
width = std::max(width, 1);
height = std::max(height, 1);
float scaled_width, scaled_height;
std::tie(scaled_width, scaled_height) = ScaleToDisplayAspectRatio(width, height);
if (g_ActiveConfig.bCrop)
{
// Force 4:3 or 16:9 by cropping the image.
float current_aspect = scaled_width / scaled_height;
float expected_aspect = (g_ActiveConfig.aspect_mode == AspectMode::AnalogWide ||
(g_ActiveConfig.aspect_mode != AspectMode::Analog && m_aspect_wide)) ?
(16.0f / 9.0f) :
(4.0f / 3.0f);
if (current_aspect > expected_aspect)
{
// keep height, crop width
scaled_width = scaled_height * expected_aspect;
}
else
{
// keep width, crop height
scaled_height = scaled_width / expected_aspect;
}
}
width = static_cast<int>(std::ceil(scaled_width));
height = static_cast<int>(std::ceil(scaled_height));
// UpdateDrawRectangle() makes sure that the rendered image is divisible by four for video
// encoders, so do that here too to match it
width -= width % 4;
height -= height % 4;
return std::make_tuple(width, height);
}
void Renderer::CheckFifoRecording()
{
bool wasRecording = g_bRecordFifoData;
g_bRecordFifoData = FifoRecorder::GetInstance().IsRecording();
if (g_bRecordFifoData)
{
if (!wasRecording)
{
RecordVideoMemory();
}
FifoRecorder::GetInstance().EndFrame(CommandProcessor::fifo.CPBase,
CommandProcessor::fifo.CPEnd);
}
}
void Renderer::RecordVideoMemory()
{
const u32* bpmem_ptr = reinterpret_cast<const u32*>(&bpmem);
u32 cpmem[256] = {};
// The FIFO recording format splits XF memory into xfmem and xfregs; follow
// that split here.
const u32* xfmem_ptr = reinterpret_cast<const u32*>(&xfmem);
const u32* xfregs_ptr = reinterpret_cast<const u32*>(&xfmem) + FifoDataFile::XF_MEM_SIZE;
u32 xfregs_size = sizeof(XFMemory) / 4 - FifoDataFile::XF_MEM_SIZE;
FillCPMemoryArray(cpmem);
FifoRecorder::GetInstance().SetVideoMemory(bpmem_ptr, cpmem, xfmem_ptr, xfregs_ptr, xfregs_size,
texMem);
}
static std::string GenerateImGuiVertexShader()
{
const APIType api_type = g_ActiveConfig.backend_info.api_type;
std::stringstream ss;
// Uniform buffer contains the viewport size, and we transform in the vertex shader.
if (api_type == APIType::D3D)
ss << "cbuffer PSBlock : register(b0) {\n";
else if (api_type == APIType::OpenGL)
ss << "UBO_BINDING(std140, 1) uniform PSBlock {\n";
else if (api_type == APIType::Vulkan)
ss << "UBO_BINDING(std140, 1) uniform PSBlock {\n";
ss << "float2 u_rcp_viewport_size_mul2;\n";
ss << "};\n";
if (api_type == APIType::D3D)
{
ss << "void main(in float2 rawpos : POSITION,\n"
<< " in float2 rawtex0 : TEXCOORD,\n"
<< " in float4 rawcolor0 : COLOR,\n"
<< " out float2 frag_uv : TEXCOORD,\n"
<< " out float4 frag_color : COLOR,\n"
<< " out float4 out_pos : SV_Position)\n";
}
else
{
ss << "ATTRIBUTE_LOCATION(" << SHADER_POSITION_ATTRIB << ") in float2 rawpos;\n"
<< "ATTRIBUTE_LOCATION(" << SHADER_TEXTURE0_ATTRIB << ") in float2 rawtex0;\n"
<< "ATTRIBUTE_LOCATION(" << SHADER_COLOR0_ATTRIB << ") in float4 rawcolor0;\n"
<< "VARYING_LOCATION(0) out float2 frag_uv;\n"
<< "VARYING_LOCATION(1) out float4 frag_color;\n"
<< "void main()\n";
}
ss << "{\n"
<< " frag_uv = rawtex0;\n"
<< " frag_color = rawcolor0;\n";
ss << " " << (api_type == APIType::D3D ? "out_pos" : "gl_Position")
<< "= float4(rawpos.x * u_rcp_viewport_size_mul2.x - 1.0, 1.0 - rawpos.y * "
"u_rcp_viewport_size_mul2.y, 0.0, 1.0);\n";
// Clip-space is flipped in Vulkan
if (api_type == APIType::Vulkan)
ss << " gl_Position.y = -gl_Position.y;\n";
ss << "}\n";
return ss.str();
}
static std::string GenerateImGuiPixelShader()
{
const APIType api_type = g_ActiveConfig.backend_info.api_type;
std::stringstream ss;
if (api_type == APIType::D3D)
{
ss << "Texture2DArray tex0 : register(t0);\n"
<< "SamplerState samp0 : register(s0);\n"
<< "void main(in float2 frag_uv : TEXCOORD,\n"
<< " in float4 frag_color : COLOR,\n"
<< " out float4 ocol0 : SV_Target)\n";
}
else
{
ss << "SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n"
<< "VARYING_LOCATION(0) in float2 frag_uv; \n"
<< "VARYING_LOCATION(1) in float4 frag_color;\n"
<< "FRAGMENT_OUTPUT_LOCATION(0) out float4 ocol0;\n"
<< "void main()\n";
}
ss << "{\n";
if (api_type == APIType::D3D)
ss << " ocol0 = tex0.Sample(samp0, float3(frag_uv, 0.0)) * frag_color;\n";
else
ss << " ocol0 = texture(samp0, float3(frag_uv, 0.0)) * frag_color;\n";
ss << "}\n";
return ss.str();
}
bool Renderer::InitializeImGui()
{
if (!ImGui::CreateContext())
{
PanicAlert("Creating ImGui context failed");
return false;
}
// Don't create an ini file. TODO: Do we want this in the future?
ImGui::GetIO().IniFilename = nullptr;
ImGui::GetIO().DisplayFramebufferScale.x = m_backbuffer_scale;
ImGui::GetIO().DisplayFramebufferScale.y = m_backbuffer_scale;
ImGui::GetIO().FontGlobalScale = m_backbuffer_scale;
ImGui::GetStyle().ScaleAllSizes(m_backbuffer_scale);