Increased render target size to the true EFB height of 528.

This changes fixes the bloom effect in Beyond Good and Evil.
It also makes the AutoScale feature almost mandatory since it looks silly without :)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2475 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2009-02-28 19:02:37 +00:00
parent 8eb4aeafb4
commit 1a2a320652
7 changed files with 59 additions and 57 deletions

View File

@ -217,6 +217,16 @@ bool Renderer::Init()
// This should really be grabbed from config rather than from OpenGL.
s_targetwidth = (int)OpenGL_GetBackbufferWidth();
s_targetheight = (int)OpenGL_GetBackbufferHeight();
// Compensate height of render target for scaling, so that we get something close to the correct number of
// vertical pixels.
s_targetheight *= 528.0 / 480.0;
// Ensure a minimum target size so that the native res target always fits.
if (s_targetwidth < EFB_WIDTH)
s_targetwidth = EFB_WIDTH;
if (s_targetheight < EFB_HEIGHT)
s_targetheight = EFB_HEIGHT;
// Create the framebuffer target texture
glGenTextures(1, (GLuint *)&s_RenderTarget);
@ -427,22 +437,22 @@ bool Renderer::InitializeGL()
// ------------------------
int Renderer::GetTargetWidth()
{
return (g_Config.bNativeResolution ? 640 : s_targetwidth);
return (g_Config.bNativeResolution ? EFB_WIDTH : s_targetwidth);
}
int Renderer::GetTargetHeight()
{
return (g_Config.bNativeResolution ? 480 : s_targetheight);
return (g_Config.bNativeResolution ? EFB_HEIGHT : s_targetheight);
}
float Renderer::GetTargetScaleX()
{
return (float)GetTargetWidth() / 640.0f;
return (float)GetTargetWidth() / (float)EFB_WIDTH;
}
float Renderer::GetTargetScaleY()
{
return (float)GetTargetHeight() / 480.0f;
return (float)GetTargetHeight() / (float)EFB_HEIGHT;
}
/////////////////////////////
@ -476,6 +486,8 @@ GLuint Renderer::GetZBufferTarget()
void Renderer::ResetGLState()
{
// Gets us to a reasonably sane state where it's possible to do things like
// image copies with textured quads, etc.
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
@ -489,6 +501,7 @@ void Renderer::ResetGLState()
void Renderer::RestoreGLState()
{
// Gets us back into a more game-like state.
glEnable(GL_SCISSOR_TEST);
if (bpmem.genMode.cullmode > 0) glEnable(GL_CULL_FACE);
@ -504,11 +517,13 @@ void Renderer::RestoreGLState()
void Renderer::SetColorMask()
{
if (bpmem.blendmode.alphaupdate && bpmem.blendmode.colorupdate)
glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
else if (bpmem.blendmode.alphaupdate)
glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_TRUE);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
else if (bpmem.blendmode.colorupdate)
glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_FALSE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
else
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
}
void Renderer::SetBlendMode(bool forceUpdate)
@ -601,11 +616,11 @@ bool Renderer::SetScissorRect()
float rc_right = (float)bpmem.scissorBR.x - xoff - 341; // right = 640
rc_right *= MValueX;
if (rc_right > 640 * MValueX) rc_right = 640 * MValueX;
if (rc_right > EFB_WIDTH * MValueX) rc_right = EFB_WIDTH * MValueX;
float rc_bottom = (float)bpmem.scissorBR.y - yoff - 341; // bottom = 480
rc_bottom *= MValueY;
if (rc_bottom > 480 * MValueY) rc_bottom = 480 * MValueY;
if (rc_bottom > EFB_HEIGHT * MValueY) rc_bottom = EFB_HEIGHT * MValueY;
/*LOG(VIDEO, "Scissor: lt=(%d,%d), rb=(%d,%d,%i), off=(%d,%d)\n",
rc_left, rc_top,
@ -751,7 +766,7 @@ void Renderer::SetRenderMode(RenderMode mode)
if (mode == RM_ZBufferOnly) {
// flush and remove stencil
_assert_(s_RenderMode==RM_ZBufferAlpha);
_assert_(s_RenderMode == RM_ZBufferAlpha);
FlushZBufferAlphaToTarget();
glDisable(GL_STENCIL_TEST);
@ -880,6 +895,9 @@ void Renderer::Swap(const TRectangle& rc)
// Texture map s_RenderTargets[s_curtarget] onto the main buffer
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_RenderTarget);
// Use linear filtering.
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
TextureMngr::EnableTexRECT(0);
// Disable all other stages
@ -890,12 +908,8 @@ void Renderer::Swap(const TRectangle& rc)
ComputeBackbufferRectangle(&back_rc);
// Update GLViewPort
glViewport(
back_rc.left,
back_rc.top,
back_rc.right - back_rc.left,
back_rc.bottom - back_rc.top
);
glViewport(back_rc.left, back_rc.top,
back_rc.right - back_rc.left, back_rc.bottom - back_rc.top);
GL_REPORT_ERRORD();
@ -921,6 +935,10 @@ void Renderer::Swap(const TRectangle& rc)
glTexCoord2f(u_max, v_min); glVertex2f( 1, -1);
glEnd();
// Restore filtering.
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// Wireframe
if (g_Config.bWireFrame)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);