/* Copyright 2016-2023 melonDS team This file is part of melonDS. melonDS 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 3 of the License, or (at your option) any later version. melonDS 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 melonDS. If not, see http://www.gnu.org/licenses/. */ #ifndef GPU3D_H #define GPU3D_H #include #include #include "GPU.h" #include "Savestate.h" namespace GPU3D { struct Vertex { s32 Position[4]; s32 Color[3]; s16 TexCoords[2]; bool Clipped; // final vertex attributes. // allows them to be reused in polygon strips. s32 FinalPosition[2]; s32 FinalColor[3]; // hi-res position (4-bit fractional part) // TODO maybe: hi-res color? (that survives clipping) s32 HiresPosition[2]; }; struct Polygon { Vertex* Vertices[10]; u32 NumVertices; s32 FinalZ[10]; s32 FinalW[10]; bool WBuffer; u32 Attr; u32 TexParam; u32 TexPalette; bool Degenerate; bool FacingView; bool Translucent; bool IsShadowMask; bool IsShadow; int Type; // 0=regular 1=line u32 VTop, VBottom; // vertex indices s32 YTop, YBottom; // Y coords s32 XTop, XBottom; // associated X coords u32 SortKey; }; extern u32 RenderDispCnt; extern u8 RenderAlphaRef; extern u16 RenderToonTable[32]; extern u16 RenderEdgeTable[8]; extern u32 RenderFogColor, RenderFogOffset, RenderFogShift; extern u8 RenderFogDensityTable[34]; extern u32 RenderClearAttr1, RenderClearAttr2; extern bool RenderFrameIdentical; extern u16 RenderXPos; extern std::array RenderPolygonRAM; extern u32 RenderNumPolygons; extern bool AbortFrame; extern u64 Timestamp; bool Init(); void DeInit(); void Reset(); void DoSavestate(Savestate* file); void SetEnabled(bool geometry, bool rendering); void ExecuteCommand(); s32 CyclesToRunFor(); void Run(); void CheckFIFOIRQ(); void CheckFIFODMA(); void VCount144(); void VBlank(); void VCount215(); void RestartFrame(); void SetRenderXPos(u16 xpos); u32* GetLine(int line); void WriteToGXFIFO(u32 val); u8 Read8(u32 addr); u16 Read16(u32 addr); u32 Read32(u32 addr); void Write8(u32 addr, u8 val); void Write16(u32 addr, u16 val); void Write32(u32 addr, u32 val); class Renderer3D { public: virtual ~Renderer3D() = default; Renderer3D(const Renderer3D&) = delete; Renderer3D& operator=(const Renderer3D&) = delete; virtual void Reset() = 0; // This "Accelerated" flag currently communicates if the framebuffer should // be allocated differently and other little misc handlers. Ideally there // are more detailed "traits" that we can ask of the Renderer3D type const bool Accelerated; virtual void SetRenderSettings(GPU::RenderSettings& settings) = 0; virtual void VCount144() {}; virtual void RenderFrame() = 0; virtual void RestartFrame() {}; virtual u32* GetLine(int line) = 0; protected: Renderer3D(bool Accelerated); }; extern int Renderer; extern std::unique_ptr CurrentRenderer; } #include "GPU3D_Soft.h" #ifdef OGLRENDERER_ENABLED #include "GPU3D_OpenGL.h" #endif #endif