Files
pcsx2/plugins/GSdx/GSRenderer.h
T
ramapcsx2 f874d0d1a3 GSdx:
- Added multi sample anti aliasing options to the gui. Remember those aren't tested much, and we have reports of memory leaking with it enabled. Those could be outdated by now though.
- Removed the "enable output merger blur effect option", since I can't imagine anyone wanting to enable it anyway. :p
- Cropped one more pixel on the final output image, should fix some issues with msaa enabled.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2607 96395faa-99c1-11dd-bbfe-3dabce05a288
2010-02-19 15:45:23 +00:00

249 lines
5.1 KiB
C++

/*
* Copyright (C) 2007-2009 Gabest
* http://www.gabest.org
*
* 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; either version 2, or (at your option)
* any later version.
*
* 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 for more details.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#pragma once
#include "GSdx.h"
#include "GSWnd.h"
#include "GSState.h"
#include "GSVertexTrace.h"
#include "GSVertexList.h"
#include "GSSettingsDlg.h"
#include "GSCapture.h"
class GSRenderer : public GSState
{
GSCapture m_capture;
string m_snapshot;
int m_shader;
bool Merge(int field);
protected:
int m_interlace;
int m_aspectratio;
int m_filter;
int m_upscale_multiplier;
bool m_vsync;
bool m_nativeres;
bool m_aa1;
bool m_framelimit;
uint8* m_tex_buff;
virtual GSTexture* GetOutput(int i) = 0;
GSVertexTrace m_vt;
// following functions need m_vt to be initialized
void GetTextureMinMax(GSVector4i& r, bool linear);
void GetAlphaMinMax();
bool TryAlphaTest(uint32& fm, uint32& zm);
bool IsLinear();
bool IsOpaque();
public:
GSWnd m_wnd;
GSDevice* m_dev;
int s_n;
bool s_dump;
bool s_save;
bool s_savez;
int s_saven;
public:
GSRenderer();
virtual ~GSRenderer();
virtual bool CreateWnd(const string& title, int w, int h);
virtual bool CreateDevice(GSDevice* dev);
virtual void ResetDevice()
{
InvalidateTextureCache();
ResetPrim();
}
virtual void VSync(int field);
virtual bool MakeSnapshot(const string& path);
virtual void KeyEvent(GSKeyEventData* e, int param = 0);
virtual bool CanUpscale()
{
return !m_nativeres && m_regs->PMODE.EN != 0; // upscale ratio depends on the display size, with no output it may not be set correctly (ps2 logo to game transition)
}
virtual int upscale_Multiplier()
{
return m_upscale_multiplier;
}
void SetAspectRatio(int aspect) { m_aspectratio = aspect; }
void SetVsync(bool enabled);
void SetFrameLimit(bool limit);
virtual void SetExclusive(bool isExcl) {}
// TODO : Implement proper locking here *if needed* (not sure yet if it is) --air
uint8* GetTextureBufferLock() { return m_tex_buff; }
void ReleaseTextureBufferLock() { }
};
template<class Vertex> class GSRendererT : public GSRenderer
{
protected:
Vertex* m_vertices;
int m_count;
int m_maxcount;
GSVertexList<Vertex> m_vl;
void Reset()
{
m_count = 0;
m_vl.RemoveAll();
__super::Reset();
}
void ResetPrim()
{
m_vl.RemoveAll();
}
void FlushPrim()
{
if(m_count == 0) return;
if(GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt < 3 && GSLocalMemory::m_psm[m_context->ZBUF.PSM].fmt < 3)
{
// FIXME: berserk fpsm = 27 (8H)
if(!m_dev->IsLost())
{
m_vt.Update(m_vertices, m_count, GSUtil::GetPrimClass(PRIM->PRIM));
Draw();
}
m_perfmon.Put(GSPerfMon::Draw, 1);
}
m_count = 0;
}
void GrowVertexBuffer()
{
m_maxcount = max(10000, m_maxcount * 3/2);
m_vertices = (Vertex*)_aligned_realloc(m_vertices, sizeof(Vertex) * m_maxcount, 16);
m_maxcount -= 100;
}
template<uint32 prim> __forceinline Vertex* DrawingKick(bool skip, int& count)
{
switch(prim)
{
case GS_POINTLIST: count = 1; break;
case GS_LINELIST: count = 2; break;
case GS_LINESTRIP: count = 2; break;
case GS_TRIANGLELIST: count = 3; break;
case GS_TRIANGLESTRIP: count = 3; break;
case GS_TRIANGLEFAN: count = 3; break;
case GS_SPRITE: count = 2; break;
case GS_INVALID: count = 1; break;
default: __assume(0);
}
if(m_vl.GetCount() < count)
{
return NULL;
}
if(m_count >= m_maxcount)
{
GrowVertexBuffer();
}
Vertex* v = &m_vertices[m_count];
switch(prim)
{
case GS_POINTLIST:
m_vl.GetAt(0, v[0]);
m_vl.RemoveAll();
break;
case GS_LINELIST:
m_vl.GetAt(0, v[0]);
m_vl.GetAt(1, v[1]);
m_vl.RemoveAll();
break;
case GS_LINESTRIP:
m_vl.GetAt(0, v[0]);
m_vl.GetAt(1, v[1]);
m_vl.RemoveAt(0, 1);
break;
case GS_TRIANGLELIST:
m_vl.GetAt(0, v[0]);
m_vl.GetAt(1, v[1]);
m_vl.GetAt(2, v[2]);
m_vl.RemoveAll();
break;
case GS_TRIANGLESTRIP:
m_vl.GetAt(0, v[0]);
m_vl.GetAt(1, v[1]);
m_vl.GetAt(2, v[2]);
m_vl.RemoveAt(0, 2);
break;
case GS_TRIANGLEFAN:
m_vl.GetAt(0, v[0]);
m_vl.GetAt(1, v[1]);
m_vl.GetAt(2, v[2]);
m_vl.RemoveAt(1, 1);
break;
case GS_SPRITE:
m_vl.GetAt(0, v[0]);
m_vl.GetAt(1, v[1]);
m_vl.RemoveAll();
break;
case GS_INVALID:
ASSERT(0);
m_vl.RemoveAll();
return NULL;
default:
__assume(0);
}
return !skip ? v : NULL;
}
virtual void Draw() = 0;
public:
GSRendererT()
: GSRenderer()
, m_vertices(NULL)
, m_count(0)
, m_maxcount(0)
{
}
virtual ~GSRendererT()
{
if(m_vertices) _aligned_free(m_vertices);
}
};