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// Copyright 2009 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.

#pragma once

#include "Common/CommonTypes.h"
#include "VideoCommon/PerfQueryBase.h"
#include "VideoCommon/VideoCommon.h"

namespace EfbInterface
{
const int DEPTH_BUFFER_START = EFB_WIDTH * EFB_HEIGHT * 3;

// xfb color format - packed so the compiler doesn't mess with alignment
#pragma pack(push, 1)
struct yuv422_packed
{
  u8 Y;
  u8 UV;
};
#pragma pack(pop)

// But this struct is only used internally, so we could optimise alignment
struct yuv444
{
  u8 Y;
  s8 U;
  s8 V;
};

enum
{
  ALP_C,
  BLU_C,
  GRN_C,
  RED_C
};

// color order is ABGR in order to emulate RGBA on little-endian hardware

// does full blending of an incoming pixel
void BlendTev(u16 x, u16 y, u8* color);

// compare z at location x,y
// writes it if it passes
// returns result of compare.
bool ZCompare(u16 x, u16 y, u32 z);

// sets the color and alpha
void SetColor(u16 x, u16 y, u8* color);
void SetDepth(u16 x, u16 y, u32 depth);

void GetColor(u16 x, u16 y, u8* color);
void GetColorYUV(u16 x, u16 y, yuv444* color);
u32 GetDepth(u16 x, u16 y);

u8* GetPixelPointer(u16 x, u16 y, bool depth);

void CopyToXFB(yuv422_packed* xfb_in_ram, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,
               float Gamma);
void BypassXFB(u8* texture, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc, float Gamma);

extern u32 perf_values[PQ_NUM_MEMBERS];
inline void IncPerfCounterQuadCount(PerfQueryType type)
{
  // NOTE: hardware doesn't process individual pixels but quads instead.
  // Current software renderer architecture works on pixels though, so
  // we have this "quad" hack here to only increment the registers on
  // every fourth rendered pixel
  static u32 quad[PQ_NUM_MEMBERS];
  if (++quad[type] != 3)
    return;
  quad[type] = 0;
  ++perf_values[type];
}
}