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105 lines
2.9 KiB
C++
105 lines
2.9 KiB
C++
#pragma once
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#include "gpu.h"
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#include <sstream>
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#include <string>
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#include <tuple>
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#include <vector>
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class GPU_HW : public GPU
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{
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public:
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GPU_HW();
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virtual ~GPU_HW();
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virtual void Reset() override;
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protected:
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struct HWVertex
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{
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s32 x;
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s32 y;
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u32 color;
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u32 texpage;
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u16 texcoord;
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u16 padding;
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};
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struct HWRenderBatch
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{
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enum class Primitive : u8
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{
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Lines = 0,
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LineStrip = 1,
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Triangles = 2,
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TriangleStrip = 3
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};
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u32 render_command_bits;
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Primitive primitive;
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bool transparency_enable;
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bool texture_enable;
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bool texture_blending_enable;
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TextureColorMode texture_color_mode;
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u32 texture_page_x;
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u32 texture_page_y;
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u32 texture_palette_x;
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u32 texture_palette_y;
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TransparencyMode transparency_mode;
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std::array<u8, 4> texture_window_values;
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std::vector<HWVertex> vertices;
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};
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enum class TransparencyRenderMode
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{
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Off,
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TransparentAndOpaque,
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OnlyOpaque,
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OnlyTransparent
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};
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static constexpr u32 VERTEX_BUFFER_SIZE = 1 * 1024 * 1024;
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static constexpr u32 MAX_BATCH_VERTEX_COUNT = VERTEX_BUFFER_SIZE / sizeof(HWVertex);
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static constexpr u32 TEXTURE_TILE_SIZE = 256;
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static constexpr u32 TEXTURE_TILE_X_COUNT = VRAM_WIDTH / TEXTURE_TILE_SIZE;
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static constexpr u32 TEXTURE_TILE_Y_COUNT = VRAM_HEIGHT / TEXTURE_TILE_SIZE;
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static constexpr u32 TEXTURE_TILE_COUNT = TEXTURE_TILE_X_COUNT * TEXTURE_TILE_Y_COUNT;
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static constexpr std::tuple<float, float, float, float> RGBA8ToFloat(u32 rgba)
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{
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return std::make_tuple(static_cast<float>(rgba & UINT32_C(0xFF)) * (1.0f / 255.0f),
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static_cast<float>((rgba >> 16) & UINT32_C(0xFF)) * (1.0f / 255.0f),
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static_cast<float>((rgba >> 8) & UINT32_C(0xFF)) * (1.0f / 255.0f),
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static_cast<float>(rgba >> 24) * (1.0f / 255.0f));
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}
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virtual void InvalidateVRAMReadCache();
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bool IsFlushed() const { return m_batch.vertices.empty(); }
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void DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32* command_ptr) override;
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void CalcScissorRect(int* left, int* top, int* right, int* bottom);
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std::tuple<s32, s32> ScaleVRAMCoordinates(s32 x, s32 y) const
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{
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return std::make_tuple(x * s32(m_resolution_scale), y * s32(m_resolution_scale));
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}
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std::string GenerateVertexShader(bool textured);
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std::string GenerateFragmentShader(TransparencyRenderMode transparency, bool textured,
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TextureColorMode texture_color_mode, bool blending);
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std::string GenerateScreenQuadVertexShader();
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std::string GenerateFillFragmentShader();
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std::string GenerateDisplayFragmentShader(bool depth_24bit, bool interlaced);
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HWRenderBatch m_batch = {};
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private:
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static HWRenderBatch::Primitive GetPrimitiveForCommand(RenderCommand rc);
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void GenerateShaderHeader(std::stringstream& ss);
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void LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command_ptr);
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};
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