mirror of
https://github.com/melonDS-emu/melonDS.git
synced 2025-03-06 21:00:31 +01:00
174 lines
3.5 KiB
C++
174 lines
3.5 KiB
C++
/*
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Copyright 2016-2023 melonDS team
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This file is part of melonDS.
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melonDS is free software: you can redistribute it and/or modify it under
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the terms of the GNU General Public License as published by the Free
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Software Foundation, either version 3 of the License, or (at your option)
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any later version.
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melonDS is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with melonDS. If not, see http://www.gnu.org/licenses/.
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*/
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#ifndef GPU3D_H
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#define GPU3D_H
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#include <array>
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#include <memory>
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#include "GPU.h"
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#include "Savestate.h"
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namespace GPU3D
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{
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struct Vertex
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{
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s32 Position[4];
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s32 Color[3];
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s16 TexCoords[2];
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bool Clipped;
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// final vertex attributes.
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// allows them to be reused in polygon strips.
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s32 FinalPosition[2];
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s32 FinalColor[3];
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// hi-res position (4-bit fractional part)
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// TODO maybe: hi-res color? (that survives clipping)
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s32 HiresPosition[2];
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};
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struct Polygon
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{
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Vertex* Vertices[10];
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u32 NumVertices;
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s32 FinalZ[10];
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s32 FinalW[10];
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bool WBuffer;
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u32 Attr;
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u32 TexParam;
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u32 TexPalette;
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bool Degenerate;
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bool FacingView;
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bool Translucent;
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bool IsShadowMask;
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bool IsShadow;
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int Type; // 0=regular 1=line
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u32 VTop, VBottom; // vertex indices
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s32 YTop, YBottom; // Y coords
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s32 XTop, XBottom; // associated X coords
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u32 SortKey;
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};
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extern u32 RenderDispCnt;
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extern u8 RenderAlphaRef;
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extern u16 RenderToonTable[32];
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extern u16 RenderEdgeTable[8];
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extern u32 RenderFogColor, RenderFogOffset, RenderFogShift;
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extern u8 RenderFogDensityTable[34];
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extern u32 RenderClearAttr1, RenderClearAttr2;
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extern bool RenderFrameIdentical;
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extern u16 RenderXPos;
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extern std::array<Polygon*,2048> RenderPolygonRAM;
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extern u32 RenderNumPolygons;
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extern bool AbortFrame;
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extern u64 Timestamp;
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bool Init();
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void DeInit();
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void Reset();
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void DoSavestate(Savestate* file);
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void SetEnabled(bool geometry, bool rendering);
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void ExecuteCommand();
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s32 CyclesToRunFor();
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void Run();
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void CheckFIFOIRQ();
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void CheckFIFODMA();
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void VCount144();
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void VBlank();
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void VCount215();
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void RestartFrame();
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void SetRenderXPos(u16 xpos);
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u32* GetLine(int line);
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void WriteToGXFIFO(u32 val);
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u8 Read8(u32 addr);
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u16 Read16(u32 addr);
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u32 Read32(u32 addr);
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void Write8(u32 addr, u8 val);
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void Write16(u32 addr, u16 val);
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void Write32(u32 addr, u32 val);
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class Renderer3D
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{
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public:
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virtual ~Renderer3D() = default;
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Renderer3D(const Renderer3D&) = delete;
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Renderer3D& operator=(const Renderer3D&) = delete;
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virtual void Reset() = 0;
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// This "Accelerated" flag currently communicates if the framebuffer should
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// be allocated differently and other little misc handlers. Ideally there
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// are more detailed "traits" that we can ask of the Renderer3D type
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const bool Accelerated;
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virtual void SetRenderSettings(GPU::RenderSettings& settings) = 0;
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virtual void VCount144() {};
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virtual void RenderFrame() = 0;
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virtual void RestartFrame() {};
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virtual u32* GetLine(int line) = 0;
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protected:
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Renderer3D(bool Accelerated);
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};
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extern int Renderer;
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extern std::unique_ptr<Renderer3D> CurrentRenderer;
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}
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#include "GPU3D_Soft.h"
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#ifdef OGLRENDERER_ENABLED
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#include "GPU3D_OpenGL.h"
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#endif
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#endif
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