Duckstation/src/core/gpu_sw.h

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#pragma once
#include "gpu.h"
#include <array>
#include <memory>
#include <vector>
class HostDisplayTexture;
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class GPU_SW final : public GPU
{
public:
GPU_SW();
~GPU_SW() override;
bool IsHardwareRenderer() const override;
bool Initialize(HostDisplay* host_display, System* system, DMA* dma, InterruptController* interrupt_controller,
Timers* timers) override;
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void Reset() override;
u16 GetPixel(u32 x, u32 y) const { return m_vram[VRAM_WIDTH * y + x]; }
const u16* GetPixelPtr(u32 x, u32 y) const { return &m_vram[VRAM_WIDTH * y + x]; }
u16* GetPixelPtr(u32 x, u32 y) { return &m_vram[VRAM_WIDTH * y + x]; }
void SetPixel(u32 x, u32 y, u16 value) { m_vram[VRAM_WIDTH * y + x] = value; }
// this is actually (31 * 255) >> 4) == 494, but to simplify addressing we use the next power of two (512)
static constexpr u32 DITHER_LUT_SIZE = 512;
using DitherLUT = std::array<std::array<std::array<u8, 512>, DITHER_MATRIX_SIZE>, DITHER_MATRIX_SIZE>;
static constexpr DitherLUT ComputeDitherLUT();
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protected:
struct SWVertex
{
s32 x, y;
u8 color_r, color_g, color_b;
u8 texcoord_x, texcoord_y;
ALWAYS_INLINE void SetPosition(VertexPosition p)
{
x = p.x;
y = p.y;
}
ALWAYS_INLINE void SetColorRGB24(u32 color) { std::tie(color_r, color_g, color_b) = UnpackColorRGB24(color); }
ALWAYS_INLINE void SetTexcoord(u16 value) { std::tie(texcoord_x, texcoord_y) = UnpackTexcoord(value); }
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};
//////////////////////////////////////////////////////////////////////////
// Scanout
//////////////////////////////////////////////////////////////////////////
void CopyOut15Bit(u32 src_x, u32 src_y, u32* dst_ptr, u32 dst_stride, u32 width, u32 height, bool interlaced,
bool interleaved);
void CopyOut24Bit(u32 src_x, u32 src_y, u32* dst_ptr, u32 dst_stride, u32 width, u32 height, bool interlaced,
bool interleaved);
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void UpdateDisplay() override;
//////////////////////////////////////////////////////////////////////////
// Rasterization
//////////////////////////////////////////////////////////////////////////
void DispatchRenderCommand() override;
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static bool IsClockwiseWinding(const SWVertex* v0, const SWVertex* v1, const SWVertex* v2);
template<bool texture_enable, bool raw_texture_enable, bool transparency_enable, bool dithering_enable>
void ShadePixel(u32 x, u32 y, u8 color_r, u8 color_g, u8 color_b, u8 texcoord_x, u8 texcoord_y);
template<bool shading_enable, bool texture_enable, bool raw_texture_enable, bool transparency_enable,
bool dithering_enable>
void DrawTriangle(const SWVertex* v0, const SWVertex* v1, const SWVertex* v2);
using DrawTriangleFunction = void (GPU_SW::*)(const SWVertex* v0, const SWVertex* v1, const SWVertex* v2);
DrawTriangleFunction GetDrawTriangleFunction(bool shading_enable, bool texture_enable, bool raw_texture_enable,
bool transparency_enable, bool dithering_enable);
template<bool texture_enable, bool raw_texture_enable, bool transparency_enable>
void DrawRectangle(s32 origin_x, s32 origin_y, u32 width, u32 height, u8 r, u8 g, u8 b, u8 origin_texcoord_x,
u8 origin_texcoord_y);
using DrawRectangleFunction = void (GPU_SW::*)(s32 origin_x, s32 origin_y, u32 width, u32 height, u8 r, u8 g, u8 b,
u8 origin_texcoord_x, u8 origin_texcoord_y);
DrawRectangleFunction GetDrawRectangleFunction(bool texture_enable, bool raw_texture_enable,
bool transparency_enable);
template<bool shading_enable, bool transparency_enable, bool dithering_enable>
void DrawLine(const SWVertex* p0, const SWVertex* p1);
using DrawLineFunction = void (GPU_SW::*)(const SWVertex* p0, const SWVertex* p1);
DrawLineFunction GetDrawLineFunction(bool shading_enable, bool transparency_enable, bool dithering_enable);
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std::vector<u32> m_display_texture_buffer;
std::unique_ptr<HostDisplayTexture> m_display_texture;
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std::array<u16, VRAM_WIDTH * VRAM_HEIGHT> m_vram;
};