mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-22 05:40:01 -06:00
after a good commit lets make some experiments:
implemented fixed efb scale to improve alignment and discard some error caused by incorrect scale. make both plugins work similar. this must improve opengl image quality a lot. also implemented dynamic resizing in opengl, this way the resolution math the windows resolution on resize. this is highly experimental so please test a lot. implemented shader dumping on error thinking in future experiments with shaders. enjoy :) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5458 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -114,6 +114,18 @@ static int m_FrameBufferHeight;
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static GLuint s_tempScreenshotFramebuffer = 0;
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static int s_XFB_width;
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static int s_XFB_height;
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static float xScale;
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static float yScale;
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static int EFBxScale;
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static int EFByScale;
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static int s_recordWidth;
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static int s_recordHeight;
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static bool s_skipSwap = false;
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#ifndef _WIN32
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@ -156,12 +168,33 @@ static const GLenum glDestFactors[8] = {
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};
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static const GLenum glCmpFuncs[8] = {
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GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL, GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, GL_ALWAYS
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GL_NEVER,
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GL_LESS,
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GL_EQUAL,
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GL_LEQUAL,
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GL_GREATER,
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GL_NOTEQUAL,
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GL_GEQUAL,
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GL_ALWAYS
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};
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static const GLenum glLogicOpCodes[16] = {
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GL_CLEAR, GL_AND, GL_AND_REVERSE, GL_COPY, GL_AND_INVERTED, GL_NOOP, GL_XOR,
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GL_OR, GL_NOR, GL_EQUIV, GL_INVERT, GL_OR_REVERSE, GL_COPY_INVERTED, GL_OR_INVERTED, GL_NAND, GL_SET
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GL_CLEAR,
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GL_AND,
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GL_AND_REVERSE,
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GL_COPY,
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GL_AND_INVERTED,
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GL_NOOP,
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GL_XOR,
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GL_OR,
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GL_NOR,
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GL_EQUIV,
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GL_INVERT,
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GL_OR_REVERSE,
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GL_COPY_INVERTED,
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GL_OR_INVERTED,
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GL_NAND,
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GL_SET
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};
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void SetDefaultRectTexParams()
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@ -203,15 +236,15 @@ bool Renderer::Init()
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s_MSAACoverageSamples = 0;
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switch (g_ActiveConfig.iMultisampleMode)
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{
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case MULTISAMPLE_OFF: s_MSAASamples = 1; break;
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case MULTISAMPLE_2X: s_MSAASamples = 2; break;
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case MULTISAMPLE_4X: s_MSAASamples = 4; break;
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case MULTISAMPLE_8X: s_MSAASamples = 8; break;
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case MULTISAMPLE_CSAA_8X: s_MSAASamples = 4; s_MSAACoverageSamples = 8; break;
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case MULTISAMPLE_CSAA_8XQ: s_MSAASamples = 8; s_MSAACoverageSamples = 8; break;
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case MULTISAMPLE_CSAA_16X: s_MSAASamples = 4; s_MSAACoverageSamples = 16; break;
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case MULTISAMPLE_CSAA_16XQ: s_MSAASamples = 8; s_MSAACoverageSamples = 16; break;
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default:
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case MULTISAMPLE_OFF: s_MSAASamples = 1; break;
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case MULTISAMPLE_2X: s_MSAASamples = 2; break;
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case MULTISAMPLE_4X: s_MSAASamples = 4; break;
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case MULTISAMPLE_8X: s_MSAASamples = 8; break;
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case MULTISAMPLE_CSAA_8X: s_MSAASamples = 4; s_MSAACoverageSamples = 8; break;
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case MULTISAMPLE_CSAA_8XQ: s_MSAASamples = 8; s_MSAACoverageSamples = 8; break;
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case MULTISAMPLE_CSAA_16X: s_MSAASamples = 4; s_MSAACoverageSamples = 16; break;
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case MULTISAMPLE_CSAA_16XQ: s_MSAASamples = 8; s_MSAACoverageSamples = 16; break;
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default:
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s_MSAASamples = 1;
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}
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GLint numvertexattribs = 0;
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@ -307,31 +340,40 @@ bool Renderer::Init()
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// Decide frambuffer size
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int W = (int)OpenGL_GetBackbufferWidth(), H = (int)OpenGL_GetBackbufferHeight();
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s_XFB_width = MAX_XFB_WIDTH;
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s_XFB_height = MAX_XFB_HEIGHT;
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TargetRectangle dst_rect;
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ComputeDrawRectangle(W, H, false, &dst_rect);
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xScale = 1.0f;
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yScale = 1.0f;
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if(!g_ActiveConfig.bNativeResolution)
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{
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if (g_ActiveConfig.b2xResolution)
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{
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xScale = 2.0f;
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yScale = 2.0f;
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}
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else
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{
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xScale = (float)(dst_rect.right - dst_rect.left) / (float)s_XFB_width;
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yScale = (float)(dst_rect.bottom - dst_rect.top) / (float)s_XFB_height;
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}
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}
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if (g_ActiveConfig.b2xResolution)
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{
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m_FrameBufferWidth = (2 * EFB_HEIGHT >= W) ? 2 * EFB_HEIGHT : W;
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m_FrameBufferHeight = (2 * EFB_HEIGHT >= H) ? 2 * EFB_HEIGHT : H;
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}
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else
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{
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// The size of the framebuffer targets should really NOT be the size of the OpenGL viewport.
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// The EFB is larger than 640x480 - in fact, it's 640x528, give or take a couple of lines.
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m_FrameBufferWidth = (EFB_WIDTH >= W) ? EFB_WIDTH : W;
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m_FrameBufferHeight = (480 >= H) ? 480 : H;
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EFBxScale = ceilf(xScale);
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EFByScale = ceilf(yScale);
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// Adjust all heights with this ratio, the resulting height will be the same as H or EFB_HEIGHT. I.e.
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// 768 (-1) for 1024x768 etc.
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m_FrameBufferHeight *= (float)EFB_HEIGHT / 480.0;
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// Ensure a minimum target size so that the native res target always fits
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if (m_FrameBufferWidth < EFB_WIDTH) m_FrameBufferWidth = EFB_WIDTH;
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if (m_FrameBufferHeight < EFB_HEIGHT) m_FrameBufferHeight = EFB_HEIGHT;
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}
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m_FrameBufferWidth = EFB_WIDTH * EFBxScale;
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m_FrameBufferHeight = EFB_HEIGHT * EFByScale;
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// Save the custom resolution
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m_CustomWidth = (int)OpenGL_GetBackbufferWidth();
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m_CustomHeight = (int)OpenGL_GetBackbufferHeight();
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m_CustomWidth = W;
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m_CustomHeight = H;
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// Because of the fixed framebuffer size we need to disable the resolution options while running
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g_Config.bRunning = true;
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@ -432,8 +474,8 @@ void Renderer::Shutdown(void)
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cgDestroyContext(g_cgcontext);
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g_cgcontext = 0;
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}
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glDeleteFramebuffersEXT(1, &s_tempScreenshotFramebuffer);
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if(s_tempScreenshotFramebuffer)
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glDeleteFramebuffersEXT(1, &s_tempScreenshotFramebuffer);
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s_tempScreenshotFramebuffer = 0;
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g_framebufferManager.Shutdown();
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@ -486,29 +528,33 @@ int Renderer::GetCustomHeight()
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// Return the rendering target width and height
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int Renderer::GetTargetWidth()
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{
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return (g_ActiveConfig.bNativeResolution || g_ActiveConfig.b2xResolution) ?
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(g_ActiveConfig.bNativeResolution ? EFB_WIDTH : EFB_WIDTH * 2) : m_CustomWidth;
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return m_FrameBufferWidth;
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}
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int Renderer::GetTargetHeight()
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{
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return (g_ActiveConfig.bNativeResolution || g_ActiveConfig.b2xResolution) ?
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(g_ActiveConfig.bNativeResolution ? EFB_HEIGHT : EFB_HEIGHT * 2) : m_CustomHeight;
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return m_FrameBufferHeight;
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}
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float Renderer::GetTargetScaleX()
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{
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return (float)GetTargetWidth() / (float)EFB_WIDTH;
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return EFBxScale;
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}
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float Renderer::GetTargetScaleY()
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{
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return (float)GetTargetHeight() / (float)EFB_HEIGHT;
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return EFByScale;
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}
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float Renderer::GetXFBScaleX() { return xScale; }
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float Renderer::GetXFBScaleY() { return yScale; }
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TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
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{
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return g_framebufferManager.ConvertEFBRectangle(rc);
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}
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void Renderer::ResetAPIState()
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{
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// Gets us to a reasonably sane state where it's possible to do things like
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@ -693,25 +739,20 @@ bool Renderer::SetScissorRect()
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{
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int xoff = bpmem.scissorOffset.x * 2 - 342;
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int yoff = bpmem.scissorOffset.y * 2 - 342;
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float MValueX = GetTargetScaleX();
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float MValueY = GetTargetScaleY();
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float rc_left = (float)bpmem.scissorTL.x - xoff - 342; // left = 0
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rc_left *= MValueX;
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if (rc_left < 0) rc_left = 0;
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float rc_left = (float)bpmem.scissorTL.x - xoff - 342; // left = 0
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if (rc_left < 0) rc_left = 0;
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float rc_top = (float)bpmem.scissorTL.y - yoff - 342; // right = 0
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rc_top *= MValueY;
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if (rc_top < 0) rc_top = 0;
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if (rc_top < 0) rc_top = 0;
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float rc_right = (float)bpmem.scissorBR.x - xoff - 341; // right = 640
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rc_right *= MValueX;
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if (rc_right > EFB_WIDTH * MValueX) rc_right = EFB_WIDTH * MValueX;
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if (rc_right > EFB_WIDTH) rc_right = EFB_WIDTH;
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float rc_bottom = (float)bpmem.scissorBR.y - yoff - 341; // bottom = 480
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rc_bottom *= MValueY;
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if (rc_bottom > EFB_HEIGHT * MValueY) rc_bottom = EFB_HEIGHT * MValueY;
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if (rc_bottom > EFB_HEIGHT) rc_bottom = EFB_HEIGHT;
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if(rc_left > rc_right)
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if(rc_left > rc_right)
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{
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int temp = rc_right;
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rc_right = rc_left;
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@ -724,18 +765,27 @@ bool Renderer::SetScissorRect()
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rc_top = temp;
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}
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// Check that the coordinates are good
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if (rc_right >= rc_left && rc_bottom >= rc_top)
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{
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glScissor(
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(int)rc_left, // x = 0 for example
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Renderer::GetTargetHeight() - (int)(rc_bottom), // y = 0 for example
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(int)(rc_right - rc_left), // width = 640 for example
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(int)(rc_bottom - rc_top) // height = 480 for example
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glScissor(
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(int)(rc_left * EFBxScale), // x = 0 for example
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(int)((EFB_HEIGHT - rc_bottom) * EFByScale), // y = 0 for example
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(int)((rc_right - rc_left)* EFBxScale), // width = 640 for example
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(int)((rc_bottom - rc_top) * EFByScale) // height = 480 for example
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);
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return true;
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}
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else
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{
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glScissor(
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0,
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0,
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Renderer::GetTargetWidth(),
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Renderer::GetTargetHeight()
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);
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}
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return false;
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}
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@ -770,6 +820,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
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glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
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glClear(bits);
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SetScissorRect();
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}
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static bool XFBWrited = false;
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void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
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@ -808,13 +859,12 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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return;
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}
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OpenGL_Update(); // just updates the render window position and the backbuffer size
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DVSTARTPROFILE();
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ResetAPIState();
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TargetRectangle back_rc;
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ComputeDrawRectangle(OpenGL_GetBackbufferWidth(), OpenGL_GetBackbufferHeight(), true, &back_rc);
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ComputeDrawRectangle(m_CustomWidth, m_CustomHeight, true, &back_rc);
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// Make sure that the wireframe setting doesn't screw up the screen copy.
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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@ -1055,6 +1105,69 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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}
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#endif
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OpenGL_Update(); // just updates the render window position and the backbuffer size
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bool xfbchanged = false;
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if(s_XFB_width != fbWidth || s_XFB_height != fbHeight)
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{
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xfbchanged = true;
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s_XFB_width = fbWidth;
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s_XFB_height = fbHeight;
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if(s_XFB_width < 1) s_XFB_width = MAX_XFB_WIDTH;
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if(s_XFB_width > MAX_XFB_WIDTH) s_XFB_width = MAX_XFB_WIDTH;
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if(s_XFB_height < 1) s_XFB_height = MAX_XFB_HEIGHT;
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if(s_XFB_height > MAX_XFB_HEIGHT) s_XFB_height = MAX_XFB_HEIGHT;
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}
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bool WindowResized = false;
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int W = (int)OpenGL_GetBackbufferWidth(), H = (int)OpenGL_GetBackbufferHeight();
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if (W != m_CustomWidth || H != m_CustomHeight)
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{
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WindowResized = true;
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m_CustomWidth = W;
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m_CustomHeight = H;
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}
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if( xfbchanged || WindowResized)
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{
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TargetRectangle dst_rect;
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ComputeDrawRectangle(m_CustomWidth, m_CustomHeight, false, &dst_rect);
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xScale = 1.0f;
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yScale = 1.0f;
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if(!g_ActiveConfig.bNativeResolution)
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{
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if (g_ActiveConfig.b2xResolution)
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{
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xScale = 2.0f;
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yScale = 2.0f;
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}
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else
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{
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xScale = (float)(dst_rect.right - dst_rect.left) / (float)s_XFB_width;
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yScale = (float)(dst_rect.bottom - dst_rect.top) / (float)s_XFB_height;
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}
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}
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EFBxScale = ceilf(xScale);
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EFByScale = ceilf(yScale);
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int m_newFrameBufferWidth = EFB_WIDTH * EFBxScale;
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int m_newFrameBufferHeight = EFB_HEIGHT * EFByScale;
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if(m_newFrameBufferWidth != m_FrameBufferWidth || m_newFrameBufferHeight != m_FrameBufferHeight )
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{
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m_FrameBufferWidth = m_newFrameBufferWidth;
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m_FrameBufferHeight = m_newFrameBufferHeight;
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g_framebufferManager.Shutdown();
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g_framebufferManager.Init(m_FrameBufferWidth, m_FrameBufferHeight, s_MSAASamples, s_MSAACoverageSamples);
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glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
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}
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}
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// Place messages on the picture, then copy it to the screen
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// ---------------------------------------------------------------------
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// Count FPS.
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@ -1432,15 +1545,12 @@ void UpdateViewport()
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// [5] = 16777215 * farz
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int scissorXOff = bpmem.scissorOffset.x * 2; // 342
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int scissorYOff = bpmem.scissorOffset.y * 2; // 342
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float MValueX = Renderer::GetTargetScaleX();
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float MValueY = Renderer::GetTargetScaleY();
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// Stretch picture with increased internal resolution
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int GLx = (int)ceil((xfregs.rawViewport[3] - xfregs.rawViewport[0] - scissorXOff) * MValueX);
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int GLy = (int)ceil(Renderer::GetTargetHeight() - ((int)(xfregs.rawViewport[4] - xfregs.rawViewport[1] - scissorYOff)) * MValueY);
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int GLWidth = (int)ceil((int)(2 * xfregs.rawViewport[0]) * MValueX);
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int GLHeight = (int)ceil((int)(-2 * xfregs.rawViewport[1]) * MValueY);
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int GLx = (int)ceil((xfregs.rawViewport[3] - xfregs.rawViewport[0] - scissorXOff) * EFBxScale);
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int GLy = (int)ceil((float)((int)(EFB_HEIGHT - xfregs.rawViewport[4] + xfregs.rawViewport[1] + scissorYOff)) * EFByScale);
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int GLWidth = (int)ceil((float)(2 * xfregs.rawViewport[0]) * EFBxScale);
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int GLHeight = (int)ceil((float)(-2 * xfregs.rawViewport[1]) * EFByScale);
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double GLNear = (xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777216.0f;
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double GLFar = xfregs.rawViewport[5] / 16777216.0f;
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if(GLWidth < 0)
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